Page 2 of 3
Re: Shipyard (factory)
Posted: 14 Jan 2009, 04:00
by lav_coyote25
actually bigger maps than 250 by 250 would be welcome. the rest - perhaps make a mod for what you want.... xD
Re: Shipyard (factory)
Posted: 17 Jan 2009, 22:05
by Mysteryem
Unfortunately I'm busy at the moment and the structure has been put on hold.
Re: Shipyard (factory)
Posted: 18 Jan 2009, 00:56
by DarkCheetah
Zi-Chan wrote:And Underground! =P
hehe , i guess that will be confusing , commanding surface and underground at the same time

Re: Shipyard (factory)
Posted: 18 Jan 2009, 14:17
by Slye_Fox
DarkCheetah wrote:hehe , i guess that will be confusing , commanding surface and underground at the same time

Metal Fatigue was able to do it, and they had a sky section too, giveing 3 levels of command to each map.
Re: Shipyard (factory)
Posted: 18 Jan 2009, 20:47
by DarkCheetah
isn't that... hard to control? X3
Re: Shipyard (factory)
Posted: 19 Jan 2009, 12:59
by Slye_Fox
Not really, it opens up new possabilities for tactics.
Re: Shipyard (factory)
Posted: 19 Jan 2009, 16:58
by Zarel
Thyranim wrote:and real big maps
and than we have another supreme commander ^^
Oh, Warzone is definitely no Supreme Commander, and I thank the gods for that.
As for the shipyard, having the modules strewn about like that looks too... haphazard compared to the orderly modules of factories and VTOL factories.
Re: Shipyard (factory)
Posted: 19 Jan 2009, 18:17
by Moro_Nick
Zarel wrote:
- Quote "Thyranim": and real big maps and then we have another supreme commander ^^
Oh, Warzone is definitely no Supreme Commander, and I thank the gods for that.
- Have to agree with Zarel. To run SCFA optimally, in my experience, you need a Duo Core Quad with a SLI Mobo using a couple high end cards.
Much of that has to do with the simulation physics implemented to get away from conventional RPS balancing.
- 500 x 500 WZ sea maps would suit the new naval units. Though PF issues will rear their ugly head so probably best focus on PF before making maps that
size a reality.
.
Re: Shipyard (factory)
Posted: 22 Jan 2009, 21:45
by Mysteryem
Update:
1) Yes, I know there are see through patches in the base at the moment. The base is not finalised.
2) Sorry, no cranes yet.

- Pie model

- My idea for usage(I only quickly made this)
Re: Shipyard (factory)
Posted: 23 Jan 2009, 01:16
by Alpha93
nicey...
Re: Shipyard (factory)
Posted: 23 Jan 2009, 08:05
by elio
looks nice

Re: Shipyard (factory)
Posted: 23 Jan 2009, 10:06
by kdalts
How do you use it? All these pies are making me hungry... just wish I knew where to put them
Re: Shipyard (factory)
Posted: 23 Jan 2009, 15:01
by Black Project
Looks great, well done
Re: Shipyard (factory)
Posted: 23 Jan 2009, 15:17
by elio
kdalts wrote:How do you use it? All these pies are making me hungry... just wish I knew where to put them
place it in warzone.wz /structs/ look for a file calling blfact0.pie or something similar blfact1 and blfact2 should be module 1 and 2
Re: Shipyard (factory)
Posted: 25 Jan 2009, 18:52
by kdalts
warzone.wz is a file on the warzone root directory? How do I place a file inside a file?