I also think it's a shame that it wasn't implemented. Is this version available as a mod so that the work wasn't in vain?
Posts made by Saver
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RE: Factory HQ graphics issue?
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RE: M28AI Devlog (v147)
@maudlin27 Hi and thank you for your quick response. Unfortunately I don't have a replay right now. However, I could see it quite often in map like seton. If I have a good example, I'll be happy to pass it on. However, I play with my unit mod. and hope it's okay for you too.
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RE: M28AI Devlog (v147)
Hello everyone, I have a little thought for amphibious units that move underwater. I can cite the GC as an example. When the AI ββuses this unit, I have often found that the unit will stall in the water on banks if enemies are too close to the water. The problem, however, is that submarines or other enemies with torpedoes also attack them and the GC makes no real attempts to save itself. Or rather take up the fight on land, where he also has weapons.
Unfortunately I have no idea whether this can be fixed. But oh man, what hasn't the M28 already accomplished
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RE: Co-op Feedback
@deletethis I don't know that the missions can also be played offline. Thanks for the info. This makes certain tests easier.
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RE: Game can not be created always update loading
Have you checked your firewall to see if it's blocking it?
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Improve area attack and reclaim orders #6095 - bug
Hello everyone, first of all thank you for the patch and special thanks to JIP for your work over the last few years. I think some of the functions are great. But when testing the function #6095 Improve area attack and reclaim orders. I get error messages in the log. However, I test in offline mode, without mods.
WARNING: Error running lua script: index expected but got nil
stack traceback:
[C]: in functionSetTargetGround' ...\lua.nx2\lua\sim\weapons\uef\tifcarpetbombweapon.lua(46): in function
CreateProjectileAtMuzzle'
...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua(1055): in function <...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua:968>
WARNING: Error running lua script: index expected but got nil
stack traceback:
[C]: in functionSetTargetGround' ...\lua.nx2\lua\sim\weapons\uef\tifcarpetbombweapon.lua(46): in function
CreateProjectileAtMuzzle'
...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua(1055): in function <...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua:968>
WARNING: Error running lua script: index expected but got nil
stack traceback:
[C]: in functionSetTargetGround' ...\lua.nx2\lua\sim\weapons\uef\tifcarpetbombweapon.lua(46): in function
CreateProjectileAtMuzzle'
...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua(1055): in function <...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua:968>
WARNING: Error running lua script: index expected but got nil
stack traceback:
[C]: in functionSetTargetGround' ...\lua.nx2\lua\sim\weapons\uef\tifcarpetbombweapon.lua(46): in function
CreateProjectileAtMuzzle'
...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua(1055): in function <...\lua.nx2\lua\sim\weapons\defaultprojectileweapon.lua:968> -
RE: M28AI Devlog (v147)
Hello Maudlin, I created a map (adaptive Falconstone) which also contains water. I noticed that the M28 doesn't build shipyards in the lower water, even though markers are set. However, other AI (Sorian, Uveso) use the areas. Maybe. can you test that? Greetings Saver
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RE: RK's Explosion mod no longer supported?
Could the mod be repaired and re-uploaded? Is this possible?
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RE: I'm old and don't remember...
Isn't that specified in the animation? For the units, I at least do something like that in Blender.
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RE: Issues with the heightmap in the FAF Map Editor.
@captainklutz Hello and thank you again for the new brushes Here is my new card with the brushes. Maybe some people will like it.
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RE: Been a (long) while since i last modeled anything...
Hi, you mean units. I use Blender 2.8.
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RE: Issues with the heightmap in the FAF Map Editor.
@captainklutz said in Issues with the heightmap in the FAF Map Editor.:
Brush
Thank you very much, it looks fantastic
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RE: Talking about the Fatty
@krapougnak Hi, so yes I could. However, I don't want to let the units become too strong. They are not intended to destroy the normal game, but rather to add variety and complement it. I also gave the UEF a mech that can form a good front in combination with the Fatboy.
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RE: Issues with the heightmap in the FAF Map Editor.
Ah I see, thank you very much for the quick response. I had never noticed this case in other maps, so it was a bit irritating. Thanks to
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Issues with the heightmap in the FAF Map Editor.
Hello everyone, I unfortunately have a problem in the FAF Map Editor. For example, when I try to create a mountain in the heightmap, the mountain becomes more and more pixelated or similar. Does anyone know this problem and have a solution?