Search found 1679 matches
- 28 Oct 2014, 19:07
- Forum: Scripting
- Topic: The official --=jscam=-- thread
- Replies: 201
- Views: 125493
Re: The official --=jscam=-- thread
I had to fix that when I was adding the passability on new propulsion support to the 2.3 source code. I found that the map was loading the pathfinding for no good reason. Only because it run another function which load it for other purpose... I had to place a switch on that function to NOT load the ...
- 20 Oct 2014, 22:54
- Forum: Ideas and suggestions
- Topic: Commanders and enhanced groups. Real stuff.
- Replies: 6
- Views: 4395
Re: Commanders and enhanced groups. Real stuff.
Commanders are not good in MP in cause of many reasons. - too few units in group (6-10 units is too few even for low-oil) - bad pathfinding Btw, i'm not sure, but do we need commanders in MP? Just to get free 4% buff for your units? So may be role of commandec can be reevaluated for MP? You're wron...
- 16 Oct 2014, 23:55
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 597
- Views: 287396
Re: Warzone 2100: Contingency (Beta now released)
*looks around* I guess I'm the "De-facto" maintainer of Contingency now. :twisted: If that's the case ... Then I feel compelled to warn you as well. Some design choice made this mod IMPOSSIBLE to balance properly. One specific research path will beat any other research path. 90% of what you will ad...
- 11 Oct 2014, 04:00
- Forum: Technical Help / Troubleshooting
- Topic: RE: Pathing for units is flawed
- Replies: 1
- Views: 1982
Re: Pathing for units is flawed
(2.x releases did not exhibit the behavior?) . Much less often. You could have a jam happens in 2.3 when the chokepoint is 2 tiles or less and you set your units to retreat at medium damage. The constant flow eventualy cause a jam but nothing serious a few clever orders couldnt solve. But in 3.1 it...
- 03 Oct 2014, 05:50
- Forum: Ideas and suggestions
- Topic: Forklifts
- Replies: 16
- Views: 10060
Re: Forklifts
then balance later. NO ! such changes imply changes in game play AND game balance. You need to think thoroughly about those changes before making them. And envision the consequence on them. First, it's roughly useless to build or move a structure elsewhere. About every map start with trucks around ...
- 02 Oct 2014, 23:16
- Forum: Mapping / Modding tools & discussions
- Topic: How To Change Unit Limit
- Replies: 19
- Views: 10259
Re: How To Change Unit Limit
honestly, I struggle to move efficiently more then 2 group of units. 4 groups if I stretch really hard and accept to be sub-efficient. We could achieve the same game play with as few as 15 units with a minimal change to balance. Everything more doesn't affect the game-play.
- 01 Oct 2014, 22:59
- Forum: Mapping / Modding tools & discussions
- Topic: How To Change Unit Limit
- Replies: 19
- Views: 10259
Re: How To Change Unit Limit
have a nice time compilingrgrep 150 ./src wrote: [...]
./droid.h:#define MAX_MP_DROIDS 150
[...]

- 01 Oct 2014, 19:15
- Forum: Coding
- Topic: More research items per page
- Replies: 22
- Views: 18820
Re: More research items per page
I think this is an awesome change. Does anyone even use 640x480 and 800x600 anyway? I do, get more fps that way on older computer. And really the game textures are not so great you see a big difference. I also enjoy those big buttons, i actually see more clearly the weapon on my design and structur...
- 01 Oct 2014, 04:05
- Forum: Ideas and suggestions
- Topic: Forklifts
- Replies: 16
- Views: 10060
Re: Forklifts
You don't have to risk losing any building units if you build the structure next to your base and then you use a forklift. An advantage would be that towers, bunkers, emplacements, batteries, etcetera can move because of one forklift. Also, there may be more forklifts than the amount of transporter...
- 30 Sep 2014, 05:15
- Forum: Ideas and suggestions
- Topic: Forklifts
- Replies: 16
- Views: 10060
Re: Forklifts
How is that different from building a transporter, filling builders in it and building that building on top of the cliff ?
- 27 Sep 2014, 00:03
- Forum: Development
- Topic: RE: game mods loader
- Replies: 9
- Views: 4555
Re: RE: game mods loader
come on vexed ! You are just proving my point here by not even responding... Patience, grasshopper. Some people have jobs. He will be back. Personally, I have stayed out of the Balance Wars. IMHO, it is a fever swamp of people throwing around numbers with little justification and basically advocati...
- 20 Sep 2014, 17:49
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 327798
Re: [3.1+] NullBot: an adaptive skirmish AI
NoQ The idea of the rush strat is to outnumber your opponent. If you reach the enemy base who have only 2 factory but had time while the travel to build a second batch of units. By all mean you dont engage in a 3v4. You siege him in his base until A) he is forced to chase you into the next 3 units f...
- 18 Sep 2014, 17:16
- Forum: Skirmish / Multiplay
- Topic: Anyone playing low oil, start with no base MP?
- Replies: 11
- Views: 9081
Re: Anyone playing low oil, start with no base MP?
it stand for factory, factory and then factory. The first building you build in your base. But now I'm wondering with all that NoQ said. If he nerfed mg enough. The next OP thing might as well be a cannon rush. at which point i'm not sure what is the optimal opening...
- 18 Sep 2014, 04:08
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 327798
Re: [3.1+] NullBot: an adaptive skirmish AI
I caught an error on his part. I had 3 tanks, he had 3 tanks in the center and he pursued me. He should have known that my next 3 tanks would join my army before his next 3 tanks if he chase me toward my base. Let's : d : distance between 2 base x : His unit count on front line y : The number of uni...
- 17 Sep 2014, 18:55
- Forum: Addon discussions
- Topic: [3.1+] NullBot: an adaptive skirmish AI
- Replies: 851
- Views: 327798
Re: [3.1+] NullBot: an adaptive skirmish AI
So i tried it... pretty good. But then it built a second research lab and I instantly won of course... I'd really love to see a new personnaliy who before it reach 80% of the map oil production: A) Don't research anything but mg upgrade B) Don't build anything but FFFRCc and the power gen needed. Or...