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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 XD

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 XD
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
Pie model
My idea for usage(I only quickly made this)
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?