Search found 130 matches
- 10 Nov 2019, 00:53
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 401551
Re: Warzone 2100: Contingency (Beta now released)
Ah, I forgot - I had copy of mp.wz as mod, in form of unpacked dir (like mp-ref) - I used it to discover, what sounds are used in game, during first attempt to mod. Hoped to something similar for art-revolution, but for sounds (hoping to return when I have time and some sources to work with). Not su...
- 09 Nov 2019, 19:35
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 401551
Re: Warzone 2100: Contingency (Beta now released)
After more tests at fortscav I got more details. - Robotic factory seems to count as factory, i.e. it doesn't need presence of basic factories. - Managed to upgrade advanced factory modules. One good thing, is that once lucky point is found (assuming, that trucks are not moved after first upgrade), ...
- 05 Nov 2019, 23:39
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 401551
Re: Warzone 2100: Contingency (Beta now released)
Is EB now primary/upstream for contingency? I noticed following problems: - there are problems upgrading structures with size 4x4, such as dedicated research complex and vapor generator. Trucks have problem reaching it when tasked - half of times they drop task as if stoped by 'S' (dismissing after ...
- 30 Oct 2019, 09:18
- Forum: Ideas and suggestions
- Topic: Support for multiple targets for multi-turret bodies.
- Replies: 3
- Views: 6639
Re: Support for multiple targets for multi-turret bodies.
Update. I just combo of two incompatible weapons - gauss gun (no air) and vindicator. Both weapons worked, but their placement affected, but only primary weapon's properties where assigned to unit, while secondary act on its own. There is also difference in first/second turret placement between grou...
- 22 Oct 2019, 18:41
- Forum: Ideas and suggestions
- Topic: Support for multiple targets for multi-turret bodies.
- Replies: 3
- Views: 6639
Re: Support for multiple targets for multi-turret bodies.
One of turrets seems to affect possible targets range for entire unit. I tried, for fun, combo of primary hellstorm with secondary pulse laser. I tested it while trying defense line against nullbot (was curious, how long it needs to eventually break), and tried against horde, staying slightly out of...
- 21 Oct 2019, 05:50
- Forum: Skirmish / Multiplay
- Topic: Upgrades don't apply in some places (Q is it design)
- Replies: 7
- Views: 8683
Re: Upgrades don't apply in some places (Q is it design)
You're not taking into account the "time" attribute in repair.json. I think it specifies the "repairPoints" over a time interval and auto-repair has a value of "75" whereas the turrets are only "7". Thanks, I nearly thought about time, but simply rejected pos...
- 20 Oct 2019, 13:54
- Forum: Development
- Topic: HotKeys refactoring
- Replies: 1
- Views: 2645
Re: HotKeys refactoring
Specially for F1..F6 - imho, it is just easy to remember. As for next factory, lab, etc - I did it not so long ago, and I found it convenient fo have same F1..F6 with some modifier. I.e, to quickly setup production, you go to F1 to see factories, while setting another finger to modifier (I used Shif...
- 19 Oct 2019, 08:38
- Forum: Balance
- Topic: Flamer aim?
- Replies: 10
- Views: 16254
Re: Flamer aim?
Unless your saw those mortars turning towards a unit after you clicked a structure. That would be a bug. Yest, exactly so - they are turning :) Another instance of probably same issue, is that even if I target wall behind the derrick, in hope to avoid hitting closer wall instead of derrick, it stil...
- 18 Oct 2019, 13:57
- Forum: Balance
- Topic: Flamer aim?
- Replies: 10
- Views: 16254
Re: Flamer aim?
Berserk CyborgWell, now i see how flamer cyborg shoots flames almost 180 degree. It's very strange to see a cyborg run forward and shoot backwards.
- 18 Oct 2019, 12:16
- Forum: Development
- Topic: Trying to make some upgrades apply better
- Replies: 1
- Views: 11507
Trying to make some upgrades apply better
There are two places, mentioned in another thread, where some upgrades are not applied as expected: https://forums.wz2100.net/viewtopic.php?f=48&p=145671#p145671 Armor upgrades is not applied to transport. Only these days I got from betaguide, that HP 500 is maximum, and even Dragon body HP os l...
- 18 Oct 2019, 09:53
- Forum: Skirmish / Multiplay
- Topic: Upgrades don't apply in some places (Q is it design)
- Replies: 7
- Views: 8683
Re: Upgrades don't apply in some place (Q is it design)
Tried to add two more blocks (for "Droids" and "Cyborgs") into "results" section for all repair upgrades in research.json. Although it did not work, there is another strange thing I noticed. If I noticed it right, that repairPoints means points per second, then I got fa...
- 18 Oct 2019, 06:36
- Forum: Skirmish / Multiplay
- Topic: Upgrades don't apply in some places (Q is it design)
- Replies: 7
- Views: 8683
Re: Upgrades don't apply in some place (Q is it design)
Thanks :) Update: If it is not possible to specify multiple classes for some upgrade - is it ok adding duplicate group in research.json, differing only by target class? Would not it be more correct (and possible) to make Transport class itself derived from Droid, so that it gets all other upgrades b...
- 17 Oct 2019, 09:38
- Forum: Skirmish / Multiplay
- Topic: Upgrades don't apply in some places (Q is it design)
- Replies: 7
- Views: 8683
Upgrades don't apply in some places (Q is it design)
I recently looked to betaguide after first tries of skirmish with T4 startup. Some things look strange to me. I stuck at two things - armor upgrades for transport and repair upgrades (despite order, this is more primary for me). For begning, I assumed by essence that all repair techs get all repair ...
- 15 Oct 2019, 07:34
- Forum: Balance
- Topic: Flamer aim?
- Replies: 10
- Views: 16254
Re: Flamer aim?
Is it impossible to make dispersion based on exact distance instead of range classification short/medium/long? When I played flamer tanks in skirmish, units did not intentionally turn aim, but sometimes fire goes up to 90 deg to side. Not just ugly, but... impossible (can't remember exact situation,...
- 12 Oct 2019, 09:44
- Forum: Ideas and suggestions
- Topic: Better task management during gameplay
- Replies: 0
- Views: 3691
Better task management during gameplay
During gameplay it is worth mentioning necessary to periodically switch between different PIE menu sections (labs, factories, even trucks) just to check status and keep them loaded. Case with trucks is really hard when there are 15 of them (yet "next truck" somewhy doesn't select them in b...