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Worms Armageddon

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Worms Armageddon

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305 results found

  1. Like Worms killed/died during MP games, fav weapon, games won/lost etc.. :)

    8 votes
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  2. 1 vote
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    2 comments  ·  Interface  ·  Admin →
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  3. for example you can associate a zone where pieces of map can be moving like elevators (up/down) or platforms (left/right). In the editor maps you can cut some terrain's pieces and you can decide moves (obvioulsy limited moves). Think to play BnG with elevators! Do you remember super mario' maps? almost like that. see ya

    3 votes
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    0 comments  ·  Maps  ·  Admin →
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  4. Instead of having to click a button, and cycle through the different weapon settings, I suggest to have an image similar to the <in-game right-click menu> within the game lobby.

    -positioned maybe on the right side of chat, making the chat box smaller
    -weapons with no ammo greyed out/not visible.
    -weapon power indicated by size of weapon (or see below)
    -weapon quantity indicated by a small "x1" or "x2", etc....
    -crate setting indicated by a small stack to the (left) side of the weapon image.
    -Maybe for weapon power, indicated in a similar way to crate, but with (red) boxes…

    4 votes
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    1 comment  ·  Interface  ·  Admin →
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  5. -For missions/training/single/multiplayer
    -Quicker than quitting/"draw round" and starting again
    -should have "yes/no" confirmation
    -Creates seperate replay file

    I can see it being mainly useful for missions, where you aren't pleased with your current standing and just want to restart.

    3 votes
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    2 comments  ·  Interface  ·  Admin →
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  6. In case some schemes, this could be handy, because it would remember not only the victories so far, but the collected crates and used weapons as well.

    Adding a button for this would likely to be problematic, so it could be done using a chat command like "/save" which would save the match using a default name - ie. timestamp, players, etc. - or "/save filename" to name it something else.

    The saved match would contain:
    - The scheme file - this might be no problem at all.
    - The players' names - this could be done by a list,…

    5 votes
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    1 comment  ·  Replays  ·  Admin →
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  7. For both offline and online....

    A few weeks ago I challenged myself to complete a tower map with fast rising water, and only 5 seconds per turn and no batty. With games being very short, it was getting annoying when I pressed Esc SLIGHTLY too late, and had to watch the worm sink, and all the outro malarky.

    For offline games, I suppose this includes being able to pause after entering the "inevitability phase"

    3 votes
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    0 comments  ·  Admin →
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  8. An option in the mapeditor where u can choose a point where the worms placement will be, maybe with a zoom option for tight places. There should be a few option for the placement with the marked point, for example:

    • Placement at the marked point not stacked

    -Placement at the marked point pile without stacked (*)

    (*) like u let fall a worm of another worm so they are piled but not stacked

    24 votes
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    6 comments  ·  Maps  ·  Admin →
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  9. 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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  10. Can You Add The WormPot and all its features like in WWP

    18 votes
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  11. As far as I know, the way the system works for transfering maps between the host and it's clients is simple:

    • The host uploads the map to a number of clients until they've successfully downloaded that map.

    But if you have a really big map, say 1.5-3.0 megs, and 4 clients, that equals to as much as 12MB of data the host needs to send altogether.

    Maybe a possible solution would be to create some sort of a simple p2p system for the map transfers?

    For example, the host starts sending the map to the first client. As the client…

    3 votes
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  12. Who would like the ability to define the turn order rather then have it always be random? add an extra coloumn of boxes next to the health bias/team colour containing numbers from 1 - 6 determining turn order.

    2 votes
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    2 comments  ·  Gameplay  ·  Admin →
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  13. 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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  14. Let the Host be able to select different turn times for different players. So the less experienced can play with more experienced players - eg. in tower and rope races, even normal games, and esp. for checkpoint races.

    3 votes
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  15. Hey,

    I just started playing Worms Armageddon with friends and thought about making a IRC echo bot which echo's the game live in an irc channel, chat/kills/deaths/winner/damage etc etc. However it doesn't seem possible because the replay file is locked while playing the game.

    Now I found out that there are these other log (.txt) files in \User\Logs\ I could easely echo this with a PHP irc bot by reading the file and echo it, but it doesn't contain deaths/kills/damage/winner etc etc.

    In a future update will these log files in \User\Logs\ contain the same log stuff from the export…

    4 votes
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    1 comment  ·  Admin →
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  16. How about a little display (maybe next to the timer area) to show the current weapon fuse for nades (1..5) and also a bounce value (+-).

    It would be really helpful in hysteria games where you only have 1 second of reaction time, so knowing what your nades are set to can be beneficial. It could also help in last second calls in wxw games.

    11 votes
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    5 comments  ·  Interface  ·  Admin →
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  17. Can we have the option to have custom bmp images in place of the "?" in the bubble when you press "T". like the grave and flags? mabe just use grave images?

    3 votes
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  18. Idea : In the custom map selection (maps in User\SavedLevels), we should have an option to choose randomly the map. It can be useful when you don't know what to choose and want to let the chance to choose the map.

    I hope this idea will be implemented :-)
    Thanks!

    1 vote
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  19. When LOADS of worms are killed in one turn, it can take ages to go through all the animations of the worms dying. Include an option to skip these completely or speed them up. I guess this would be controlled by the host.

    7 votes
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    3 comments  ·  Gameplay  ·  Admin →
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  20. In TS5, when any other worm gets hit, the active player gets stopped and then the damage gets calculated for the other worms. This is annoying in rope games when the active worm just freezes in the middle of roping. Can you change this behaviour so it doesn't freeze the player when damage to the other worms occure?

    4 votes
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    0 comments  ·  Gameplay  ·  Admin →
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