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Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 03 Sep 2008, 18:04
by Rman Virgil
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* "Lavastorm Mod" was originally created for Pumpkin's v.1.10 around 2000 by Stratadrake who also created PieSlicer, WZ Customizer Kit, and much of Mod v.1.12, incl mines.

- RV

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 03 Sep 2008, 23:53
by Spaceman
Right that makes sense. Anyway forget that then, I did tell you I hadn't played it.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 05 Sep 2008, 10:32
by MetalBeast
Black Project wrote: NOTE: Metal Beast, can you explain right about unplayable?
MetalBeast wrote: Rating so far: unplayable.
Do not understand me wrong, I think you are making great job on this mod,
but there some points, which are making this mod "unplayable" at the moment.
I'm talking about "skirmisch mode" !

1. After about 30-40 min. of playing, the game "stutters" like the hell, which makes playing impossible.
2. Units are refusing commands, which is the second biggest problem in the mod after the "stutter" problem.
3. Some buildings are simply build wrong, unlogic (factories, energy, etc.)
4. The resaerch tree is chaotic, I do not know, which unit does what.
5. There are too much units, which are attacking too fast and in masses, this kills the gameplay.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 05 Sep 2008, 21:49
by Zi-Chan
MetalBeast wrote: 5. There are too much units, which are attacking too fast and in masses, this kills the gameplay.
This is War.. One Reason, why i like the Mod. xD

Gameplay is: Setting up Base. Start researching. Create Units and rape your Enemies, because they think different ( :rolleyes: ).
I don't think "too" much Units are killing the Gameplay - it's just harder and more challenging. Small Groups are just too weak (to me though), specially when you set up huge Amounts of Bunkers - even at this Mod, they can barely get through it (but they can, I NOTICED).

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 07 Sep 2008, 19:13
by Delphinio
Well, when you build the Modules, the Structures turn into the normal ones - too bad =[ Hope, you can create new Scavenger Structures to handle that or just put the normal Modules into/around them (at least the 4 Thingies around the normal Power Generator around the Scavenger Power Generator). And the Scavenger Buildings take the same Amount of Fields like the normal ones - bit unlogically, since they are smaller. Factory should only take 2x2 Fields (would be unlogically too, because Tanks, which are bigger than the Factory, can come out of it, but that's at the normal Warzone too )
3. Some buildings are simply build wrong, unlogic (factories, energy, etc.)
ok 1. this is maybe all right but not all is possible for us to do ; ).
2. scav buildings turn into normal ones... and? its not a scavenger mod or?^^
i think thats not a problem... you build your little scavenger base first and research it up to a normal base.
3. the 4-9 "thingies" are disabled coz its not possible to change them if a truck upgrade the building.
and scavenger buildings on the old "thingies" looks crap, i tested it.
4. same amount of fields coz you get maybe map load errors with dif. settings.
ok, i hope this is clear now : D.
better you say this is a good idea coz its my idea from ntw mod.
dont say crap, sh*t and so on (at this point) or you get backfire from evil delphi :evil: .
no, joke XD. as i said, its maybe all right but... yes.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 10 Sep 2008, 01:02
by Zi-Chan
Delphinio wrote:2. scav buildings turn into normal ones... and? its not a scavenger mod or?^^
i think thats not a problem... you build your little scavenger base first and research it up to a normal base.
I didn't write it as a Problem - you can post Wishes and Suggestions here too ;) I would find it better (more logically), if they would stay Scavenger-Buildings, because the regular ones look much different and bigger, so it's not only an Upgrade, you build - it's a completely new Building and a too big Step for a simple "Upgrade", IMO. And if this Mod wouldn't contain a Scavenger-Mod, you were not able to build Scavenger-Things. O_o
Delphinio wrote:3. the 4-9 "thingies" are disabled coz its not possible to change them if a truck upgrade the building.
Huuuge black Energy Thingies xD - ye, i'm not english and don't know some Words :)
Delphinio wrote:and scavenger buildings on the old "thingies" looks crap, i tested it.
Ye, that may be (i didn't test :P), but still unlogically as said in my first Quote.
Delphinio wrote:4. same amount of fields coz you get maybe map load errors with dif. settings.
I'm not that into those Programming-Things. If this isn't hardcoded or whatever, it should be able to be changed easily by changing the Settings-Files, i think.
Delphinio wrote:ok, i hope this is clear now : D.
I think, yes. :D
Delphinio wrote:better you say this is a good idea coz its my idea from ntw mod.
Well. I write, what i think. ;)
Delphinio wrote:dont say crap, sh*t and so on (at this point) or you get backfire from evil delphi :evil: .
no, joke XD. as i said, its maybe all right but... yes.
This is Life, isn't it? xD

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 11 Sep 2008, 00:21
by Delphinio
4. same amount of fields coz you get maybe map load errors with dif. settings.
I'm not that into those Programming-Things. If this isn't hardcoded or whatever, it should be able to be changed easily by changing the Settings-Files, i think.
sure it is. but if you change old buildings into others + change size then you might get map load errors.
coz a old map with old bases get problems with it (building overlap).

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 11 Sep 2008, 07:58
by Zi-Chan
Delphinio wrote:sure it is. but if you change old buildings into others + change size then you might get map load errors.
coz a old map with old bases get problems with it (building overlap).
Okee, now i understood. Logically. EditWorld should load the Buildings and Units from the Files you specify (e.g. a Mod-File). Then you would only have to have the latest Game to have the latest Things for the Editor. :| Ah well, i'm sure, i'm not the only one, who knows, that EditWorld wasn't finished by far :rolleyes:

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 09 Nov 2008, 12:32
by ELITE HAWKER
Very nice mode. works perfectly for me, no bugs, no crashes, it's great. i like it :D