So Is This Mod Still Being Updated?
Posted 27 June 2007 - 03:24 PM
i find the a simple infantry siege on the vinifera against the nemisis works well.
also, as for the nemisis tank being over powered, i can usualy destroy all tank rushes with around 25 shiners.
Posted 11 August 2007 - 07:58 PM
The "drunken" movement of the Leviathan will be removed in the next version. The problem of the unit getting stuck in trees and cliffs occurs too often to justify keeping this "aesthetic" feature.
Instead, the Leviathan will simply move incredibly slowly.
Posted 01 December 2007 - 03:34 PM
I've also had Jackals and Enforcers stuck at sharp corners at the top / bottom of a ramp. IIRC I've also had it with Reapers. Might be a problem with AR2's use of the hover locomotor. Or it might be AR2's hard luck to have triggered a bug in the basic YR2 code - I've had similar problems with non-hover units (Nexus miner, which is like a scaled-up Terror Drone) in the Robot Storm mod.
Posted 18 December 2007 - 07:13 PM
I know that gamemate gave me some code in an attempt to fix the repear. I'm not sure, but this may or may not be fixed.
Can you give a more detailed explaination? Which bunkers, and how does it happen?
Posted 15 February 2008 - 12:39 AM
DamageSmokeOffset=-40, 0, 150
Posted 08 April 2008 - 01:40 AM
Posted 02 May 2008 - 04:44 PM
I mean what I say. If I say no work is being done, no work is being done.
Posted 21 April 2009 - 12:56 PM
This code, as well as applying acceleration to a hover locomotor, is what makes the movement erratic.