Last but not least: Maybe you should mark both as "WIP" because of my discussions with Bethrezen I know that not everybody likes it when the campaign becomes too tough. It suits the idea to make the campaign more challenging. We could then test the camBalance branch together with this PR.Ī little bit off-topic: I think you should move your patch from ticket #4862 here to GitHub. ( #371) along with his reimplementation of weapon ranges ( #314) have been Perhaps it is better to wait until KJeff01's patch for the accuracy bug Not every player is here on GitHub and we will get more player to test and comment your idea. Infantry in the form of cyborgs are good for temporarily plugging holes in defenses and guarding access points in the terrain. You should also make a mod and post it in this forum thread. There are a number of different unit types that can be produced in Warzone 2100 and put to any number of uses. Maybe 650 when we say we give 50% of the power for "Normal" difficulty. So I suggest to set the timer for "Hard" difficulty to 40 minutes (from 48) but also reduce the starting power to 600 oil. Generally I'm more of the opinion that the challenges between "Hard" and "Insane" difficulty should more differ. Wrong - you get bombed and attacked if you don’t move 3 The author of this thread has indicated that this post answers the original topic. If you wait and build up a little, youll be fine. Compared to other real-time strategy games, it has a greater focus on artillery, radar, and counter-battery technologies, more frequent in-game cinematic updates as game. The trick with the final mission is that if you move out of the starting area (the crater entrance) the enemy will start to attack. I like your idea to make alpha 01 more challenging. Warzone 2100 is a real-time strategy game, originally developed by Pumpkin Studios and published by Eidos Interactive, now developed by the Warzone 2100 Project.
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