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Re: WZ mini mod?
Posted: 17 Apr 2007, 00:57
by Giel
Giel wrote:
I've got a patch ready and waiting to remove MP3 support. I've just sent it to the mailinglist so people have their chance to object it.
MP3 support is now removed from TRUNK, I'm still working on removing JPEG (or rather replacing some functions it serves).
Re: WZ mini mod?
Posted: 17 Apr 2007, 20:32
by Giel
DevUrandom wrote:
Interesting idea. The build itself is no problem, and for the data I think a (v)patch against the 2.0 data would work.
This would however need a (this?) server with all the dependencies installed. Maybe we can kill mp3 and jpeg support and thus reduce the deps a little bit. I'll try to work out a script that does the patching and installer creation automatically.
Both JPEG and MP3 are gone, so go ahead.

Re: WZ mini mod?
Posted: 18 Apr 2007, 02:15
by r34ch
Kyor wrote:
Make lots of them with bug body and vtol cannons( or bunker busters), into a T3 Game, put them attached to a Strike tower, and defend your base wiselly =D
a stupidly weak bug body in a T3 game?
bunker busters to
defend against incoming attacks? I never knew bunkers could move...
Re: WZ mini mod?
Posted: 18 Apr 2007, 13:43
by themousemaster
Kyor wrote:
lol, vtols are strong.
Make lots of them with bug body and vtol cannons( or bunker busters), into a T3 Game, put them attached to a Strike tower, and defend your base wiselly =D
This "swarm" mentality may work against turtlers, but techers will decimate it. A strat that involves heavy bodies would eat this for lunch.
It's just another case of strat / counter-strat.
Re: WZ mini mod?
Posted: 18 Apr 2007, 16:08
by Watermelon
themousemaster wrote:
This "swarm" mentality may work against turtlers, but techers will decimate it. A strat that involves heavy bodies would eat this for lunch.
It's just another case of strat / counter-strat.
hmm I cant seem to figure out the differences between turtlers and techers...
Re: WZ mini mod?
Posted: 18 Apr 2007, 19:07
by Kyor
Combine it with lots of artillery emplacements =D