Jezuro
BI Developer-
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Everything posted by Jezuro
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All WL code can be viewed ingame via Functions viewer.
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@Beagle any further details on this? (Server name, timestamp, any nicks?)
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Fix is on its way.
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Yeah I think we'll try to set up a 60 seconds cooldown on the servers.
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Sector scan cooldown is definitely on the list.
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Team balance during a match is a no go with fog of war, I can do a check upon player connection and make them switch sides before they see the base locations. If you let or indeed encourage people to change sides during the match the effect of FoW is basically down the drain.
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Re recon: Keep in mind that your movement around the map will be significantly more limited than it currently is.
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I plan to have only infantry droppable outside of owned sectors.
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I will probably need to disable switching sides completely if fog of war is enabled though.
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I want to roll out an experimental version of Warlords in a standalone scenario on the Workshop in the next few weeks to test some fundamental changes like redesigned zone restrictions. We'll see how this all works there.
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@Nic1 Well as long as everyone is fast travelling from the exact same spot they will arrive at the same spot. Fast travel destination of contested sector is always relative to the starting position of fast travel.
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Saving is disabled in all vanilla Warlords scenarios by default.
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Anything is possible at this point 🙂
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I've been experimenting with random base locations and fog of war, as well as procedural zone restriction area. This would allow players to enter only those areas on the map they've pushed through, instead of free movement throughout the map. Also, sector areas of any shape and size, changeable competing sides, singleplayer compatibility and more. Basically a line 1-rewrite. This will take a lot of time, so please don't expect these changes prior to at least 1.96.
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I think it was the garbage collector tweaks that did it, namely implementing the engine solution alongside the proprietary methods in Warlords scripts.
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27.500 CP. There shouldn't be any modified costs after update release.
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I'm not planning to change the costs at this point.
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A fix for the SAM sites causing the game to freeze has been introduced on the dev-branch. Hopefully it will sort out the issue and you will be able to purchase SAMs again. Also on the dev-branch, you can now try out the new version of Livonia scenario with NATO Woodland and Spetsnaz units.
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Any chance other players could send them some Command Points?
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Respawn is not available at all in SP.
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One problem is that you left even the three dots before // --- rest of input for the EAST configuration which will definitely throw an error, just get rid of the line to make it work at least. The other problem might be that the asset list name used in the Init module (in this case MyWLAssetList) is incorrectly copypasted (some leftover space character or something). Also, make sure you switch back to editor after making changes to the description file so it can get reloaded in the game.
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@Torical Please provide the whole content of your description.ext so I can check what might be the issue.
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Only Spetsnaz soldiers will operate on the OPFOR side, controlling CSAT vehicles. Just to be clear, we're talking specifically about Warlords scenario on Livonia.
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We've updated the Livonia scenario to utilize NATO Woodland vs Spetsnaz units. This version will be released in the next dev branch update next week. Note that this means the selection of infantry available to request will be limited to a few basic units and both factions will be using Pacific camouflage for vehicles (Spetsnaz will operate CSAT hardware). LDF forces will take the role of the Independent faction.