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Worms Armageddon

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305 results found

  1. I would like the idea of can change the kind of skunk that u throw (by pressing a number) , a example of diferent poison can be these :

    A poison that makes the worms affected to fall asleep.
    The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.

    If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.

    A poison that can paralize a worm. The worms affected by this poison wont be able to move (they…

    11 votes
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    0 comments  ·  Gameplay  ·  Admin →
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  2. Like the All crates contain sheep option.

    Except you can choose which weapons exploded crates can set off.

    or alternatively, exploded crates will set-off whichever weapon it contained;
    unless if it contains something like worm select, then it explodes normally.

    5 votes
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  3. when hosting a game (t17, shopper, rr, etc.) you have a chat command (for the host or anyone) that will print the game description, rules, and tips for [i]that[/i] game in the chat box. it should be displayed in each user's native language. this will help beginners become accustomed to the different scheme types.

    3 votes
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    1 comment  ·  Admin →
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  4. Create replay playlist files or something like that which lets you play several replays at specific times in succession, eg:
    File1 5.12-6.27
    File2 17.01-17.30
    File2 21.13-22.41
    File3.... etc.

    1 vote
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    0 comments  ·  Replays  ·  Admin →
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  5. I like the "Pressing Space during the playback of a recorded game will now skip to the beginning of the next turn"

    I was thinking Shift+Space could be used to skip to the beginning of the previous turn.

    1 vote
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    3 comments  ·  Replays  ·  Admin →
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  6. Someone suggested this to me on WormNET - I haven't considered whether or not it would be a good idea, though.

    I think this would be most usable if they reflected "properly" (like light does) rather than just bouncing back the same direction.

    [00:33:02.66] meteor..muzerWA: yeah i have new idea for 4
    [00:33:07.00] meteor..muzerWA: reflecting arrows
    [00:33:12.76] meteor..muzerWA: its an scheme optin
    [00:33:20.46] muzerWA..meteor: reflecting?
    [00:33:20.78] meteor..muzerWA: arrows reflect when hittin a place
    [00:33:27.14] meteor..muzerWA: yeah
    [00:33:28.32] muzerWA..meteor: oh, right
    [00:33:31.58] muzerWA..meteor: when do they stop? Lol
    [00:33:42.80] meteor..muzerWA: hmm you tell the number
    [00:33:47.26] meteor..muzerWA: in the options
    [00:33:55.60]…

    6 votes
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  7. You can change almost everything...

    3 votes
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    0 comments  ·  Scheme options  ·  Admin →
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  8. In Worms 2 when dud mines were firepunched, baseball batted, (probably dragon ball too), and apparently grave explosions would reactivate them/set their timer off. I always thought it was fun to firepunch a dud mine into someone to set it off... So: could this be a scheme option?

    Also, maybe the probability of dud mines could be adjustable (so you could have a map filled with dud mines to bat around or something).

    15 votes
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  9. it would be great if we have 4 kinds of mines: normal ones-blast ones-poison mines- cluster mines

    12 votes
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    2 comments  ·  Gameplay  ·  Admin →
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  10. I would like to be able to change The "distance" of some weapons , for example , how much does the drill dig , how much you can move with the blowtorch , The distance of kamikaze , the distance of rope , how far does the dragon ball go , etc.

    It could be selected in pixels.

    4 votes
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  11. It'd be neat if a game replay could display live what keys were being pressed, as they were pressed (via graphic or maybe a subsection of the chat pane). It could be instructive for people trying to learn to rope, could make it more obvious when people are using macros, or just interesting to see how people do things.

    6 votes
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  12. The chat window moving the camera can be disruptive to gameplay. The camera should never move when the chat window is opened or closed, no matter what's there.

    1 vote
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    1 comment  ·  Interface  ·  Admin →
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  13. It would be nice to be able viewing our replays directly from game without exiting. There should be a menu section for that with the replay preview pics and names as well.

    0 votes
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  14. I often find myself needing to extract logs from dozens of replays. Doing it one-by-one is tedious, and doing them simultaneously usually causes some log extracts to fail. Would it be possible to "queue" the extracts so that if I click "Export log" on multiple replay files, it does it one by one?

    3 votes
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  15. It would be nice to delay a weapon in-game after using it some turns (1 , 2 , 3 , etc) or seconds (10, 20 , etc) in /sdet games (rubberworm) and utilities (jetpack , rope , parachute , bungee , etc) , in normal games.

    It will be very useful for Real Time games too.

    6 votes
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  16. Tiny improvement you could add before releasing new beta. Pressing "context menu" key would show wep menu ingame, so player will see available weps w/o having his hand off keyboard. Could be very useful in fast-paced gamemodes.

    3 votes
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  17. Another trivial suggestion for most, but not for ingame background users. :D
    Anyways, it would be really nice if the backgrounds used maps from the random terrain generator
    could be used by custom-made .png maps as well, if possible, while we can not have custom-made backgrounds yet. xD

    The bg's used by the random terrain generator are generally better looking and uses 'more' / different colors than the once we use atm for png maps.

    Anyway, here's an image showing the difference if you load up a random terrain vs png map with the same
    background, left ones are for…

    4 votes
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  18. For those that are not aware of this feature in the map editor because
    it has no real use, here it is:

    http://img810.imageshack.us/i/waterq.jpg/

    To elaborate, it would be great if the water level could actually fall
    as well to maybe reveal more land underneath it or maybe even rise again
    afterwards to have some sort of high-tide/low-tide effect. May have some
    interesting effects on certain schemes.

    Topic from T17 forums: http://forum.team17.com/showthread.php?t=40411

    2 votes
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  19. For fun and funny ways to express ourselves besides in chat, new emotion/emoticon bubble options besides "think" (T)! For example:
    Happy (H) - happy face
    Heart (?) - heart
    Mad (M) - mad face
    Sad (D) - sad face
    Surprised (S) - surprised face
    Wink (W) - winking face
    Evil (V) - evil face
    Kiss (K) - kiss
    Grin (G) - grinning face
    Embarrassed (E) - embarrassed face
    Dot, dot, dot (?) - "..."
    LOL (L) - laughing face
    These are just bubble graphics, not edits to the actual animated worms. (I'm an artist and could always do it for…

    19 votes
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  20. I think that only harsh hits to the roof should end the turn. Sometimes, when barely hitting the roof, players even lose their turns without knowing what happened. Is there any chance that this will be changed by default, or will there just be an option to change it?

    1 vote
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