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Worms Armageddon

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Worms Armageddon

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51 results found

  1. The same way that it is possible to set the flooding speed, i think that the poison of the Nuclear Bomb option could be set too. The combination of the flooding speed with the chosen values of the Nuclear Bomb could do a very strategic scheme.

    2 votes
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  2. It would be nice to set the crate pobability of the super weapons because some of them can be good to find in a crate for a scheme, but others should never appear (armageddon for exemple in many cases). This should be possible without breaking RubberWorm's schemes.

    1 vote
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  3. The same way of the Jet Pack's 2 turns of delay on intermediate, i think that the delay of all the utilities could be set.

    0 votes
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    started  ·  0 comments  ·  Scheme options  ·  Admin →
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  4. After random worm select (implemented in 3.6.29.0), it would be nice to have "Last used worm" as an option for in-game worms order. It should automatically select the worm which ended the previous turn, instead of the next one. Of course, you can always change it pressing TAB. It would be very useful in schemes like RRs, so you don't have to destroy your TAB button to select your moving worm. =)

    7 votes
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  5. i like the option from Worms2 that Worms were chosen from the game in random order. U needed a complete different tactic for this to win a game.

    3 votes
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  6. I heard this was being considered a while ago. I would really like to be able to mod the weapons, as fiddler won't work for me. (I followed the directions exactly on 4 different computers, no success)

    13 votes
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  7. Can You Add The WormPot and all its features like in WWP

    18 votes
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  8. Make Damage x2 cumulative, or allow an option for this to be set. So that if you get more than one in the same turn, they multiply again the current damage level :D

    17 votes
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  9. This mode would be very fun :) If the Sudden Death is begun, the game become changeable. Players can have either good or bad luck on their turn.
    1. Mines change their fuse from 0 to 5 every turn.
    2. Wind alters its direction during player's actions. Every 15 seconds.
    3. Crates, mines and barrels can suddenly explode (randomly).
    4. Water goes up and down.
    5. Worms' health alters too, from 0 to 255.
    6. Weapons' amount, power, delay and crate percentage change costantly.
    And more...

    4 votes
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  10. Invisibility is almost never used in W:A, probably because it's too limited.
    It should be able to last regardless weapon usage. The number of turns -or even round time- it lasts should be configurable.
    A scheme option should set whether players are able to see invisible team members or not.
    Another option could be to let weapons disable opponent invisibility once an invisible worm gets hit.
    Perhaps this way invisibility becomes worthy or fun to be used in games.

    7 votes
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    Instead of making it configurable in every conceivable way, how about we agree on some options which would be useful the most? Everyone seems to agree that having the screen follow invisible worms can be bad… what else?

  11. Very similar to the WWP mode, just more customisable.
    The biggest theoretical problem I've seen with this is the difficulty of creating a well balanced scheme. The best solution I can think of is to let players edit this scheme in the same way we edit any other scheme, with the addition of being able to change how much each weapon costs and how many "coins" are available.
    In this way we wouldn't have to wait until a new beta update in order to play with a different "points for weapons" scheme. Or there could be leagues with a different…

    1 vote
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