Search found 138 matches
- 07 Apr 2013, 19:19
- Forum: Game related Discussions
- Topic: Be nice to newbies
- Replies: 28
- Views: 15171
Re: Be nice to newbies
I think it can at least show newbies from experienced players No. NoQ, newbies do not know that they can edit the stat file and therefore have a pacifier. I have only seen people I know using the pacifier as an attempt to seem like a newbie (ask Cyp). Generally, players tend to act like their rank*...
- 07 Apr 2013, 01:45
- Forum: Game related Discussions
- Topic: Be nice to newbies
- Replies: 28
- Views: 15171
Re: Be nice to newbies
That is a strong statement, Cyp_ (I think it can at least show newbies from experienced players).Cyp wrote:rank is completely meaningless

- 04 Apr 2013, 19:22
- Forum: Other Talk
- Topic: How many clans are there?
- Replies: 13
- Views: 3150
Re: How many clans are there?
Don't you have your own thread for this?Merowingg wrote:Fashonable
Fashonable would be T-shirts with the Warzone2100 logo
Gentlemen, a way to gather money for the server?

- 03 Apr 2013, 19:25
- Forum: Ideas and suggestions
- Topic: Where are flamer towers and hardpoints?
- Replies: 15
- Views: 6373
Re: Where are flamer towers and hardpoints?
Flamer bunkers are really weird. Sort of the most useless defense you can imagine: it never reaches the enemy unless the enemy uses flamers himself, and if he does, then they get destroyed almost instantly (bunkers burn very well, unlike walls, towers, or hardpoints). The only use for flamer bunker...
- 02 Apr 2013, 19:21
- Forum: Ideas and suggestions
- Topic: Where are flamer towers and hardpoints?
- Replies: 15
- Views: 6373
Re: Where are flamer towers and hardpoints?
Use walls.. lots of walls. Also, using the red bodies help.Rommel wrote:I am sort of looking at some kind of counter to inferno / plasmite hover rushes.
- 01 Apr 2013, 05:21
- Forum: Ideas and suggestions
- Topic: Double, Triple, Quadruple research, Oh my!
- Replies: 35
- Views: 10756
Re: Double, Triple, Quadruple research, Oh my!
Then you need to override allied research if it is done without a module and you can do it faster with your module. When the module is being built, then it is already known that estimating research time is too complicated, so the research needs to be freed at this time, i guess. You can always upgr...
- 30 Mar 2013, 19:19
- Forum: Ideas and suggestions
- Topic: Double, Triple, Quadruple research, Oh my!
- Replies: 35
- Views: 10756
Double, Triple, Quadruple research, Oh my!
A very common problem in multiplayer games is the annoying loss of power in research when someone begins researching something a fraction of a second before you click it. I think only one person should be able to research something at a time. This addition will really clean up the researching, makin...
- 21 Mar 2013, 19:23
- Forum: Ideas and suggestions
- Topic: Missing a common weapon type?
- Replies: 14
- Views: 5195
Re: Missing a common weapon type?
Incendiary mortars?Urnight wrote:Gas Mortars
Urnight wrote:Corrosive Machine gun Bullets
Flamers?Urnight wrote:damage over time

- 17 Mar 2013, 06:32
- Forum: Ideas and suggestions
- Topic: Set Repair Facility as Factory deploy point
- Replies: 7
- Views: 2789
Re: Set Repair Facility as Factory deploy point
You could always put the factory deploy point beside the repair facility one. 

- 14 Mar 2013, 15:02
- Forum: Game related Discussions
- Topic: Reassigning to group after retreating for repairs
- Replies: 9
- Views: 4197
Re: Reassigning to group after retreating for repairs
I think you do not even need to use groups. You can select units with your cursor and set them to med. retreat and then select them again after they retreat behind the units that aren't damaged (I use ctrl+a as well to select all attacking units). This is just as effective as setting groups and it i...
- 09 Mar 2013, 03:53
- Forum: Skirmish / Multiplay
- Topic: Starting power level amount
- Replies: 74
- Views: 26161
Re: Starting power level amount
Basically, adding the tech tree into the game was what I was trying to say, i just took it a step further, allowing the player to do a quick search and see what is needed for the tech they want. Sure, that won't help us with the balance. And on top of that, if players are not even aware anymore that...
- 08 Mar 2013, 03:00
- Forum: Skirmish / Multiplay
- Topic: Starting power level amount
- Replies: 74
- Views: 26161
Re: Starting power level amount
I think that instead of redoing the tree, there should be a screen that allows the player to search for a specific tech and then be told what to research in order to receive that technology.Iluvalar wrote:we gonna need to talk about reforming that tech tree into something coherent and predictable.

- 05 Mar 2013, 01:54
- Forum: Ideas and suggestions
- Topic: visibility
- Replies: 10
- Views: 2338
Re: visibility
I have seen this too and think that both should be corrected.
- 25 Feb 2013, 20:18
- Forum: Ideas and suggestions
- Topic: Turret price
- Replies: 6
- Views: 2107
Re: Turret price
Yes. I think it is weird that power is measured in dollars, but that is the way the devs and contributors say it.Rommel wrote:does $100 = 100 energy?

- 23 Feb 2013, 22:35
- Forum: Skirmish / Multiplay
- Topic: Is this possible
- Replies: 10
- Views: 4850
Re: Is this possible
Iluvalar begs to differ.NoQ wrote: In short: there's no cheating in 3.1.
