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The Ultimate Site
►
Schemes
►
Scheme #3479
June 06, 2025, 03:39 PM
Schemes
Welcome to
The Ultimate Site of Worms Armageddon
. Please
log in
or
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.
FMA's SWs Mole
FMA's Super Weapons Mole Shopper
Scheme #3479, Viewed 770 Time(s)
Basic Information
Summary
Util.
F4
F5
F7
F8
F12
Crate probability
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
3.9%
1.9%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
Scheme Rate
5 / 5
Total Members Voted: 4
Acronym:
FMA's SWs Mole
Name:
FMA's Super Weapons Mole Shopper
Type:
Battle
Submitted by:
FMA
Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 281 time(s).
7 members and about 274 guests have downloaded this scheme.
FMA
October 24, 2020, 05:54 PM
oScarDiAnno
October 24, 2020, 06:27 PM
danie
January 04, 2021, 02:12 AM
Adamka87
March 21, 2021, 04:57 PM
GooD-HasH
April 27, 2022, 02:08 PM
Conway XIII
December 13, 2023, 02:12 PM
VITO
October 08, 2024, 05:44 PM
Example replays:
Downloaded 87 time(s)
Time:
October 24, 2020, 05:46 PM
Description:
The same
FMA's Pro Mole Shopper scheme
, but with super weapons enabled
for more fun (wider range of weapons). It is not intended to be as pro as the original because of that, but it's still possible to have very pro and fair matches because
a rule must be followed
in this scheme in particular:
players must not use any of the five unfairly deadly super weapons
for such a scheme if they find them, which are
Earthquake
,
French Sheep Strike
,
Concrete Donkey
,
Indian Nuclear Test
and
Armageddon
.
If a player breaks this rule, they immediately lose the round
due to disqualification and the opposing player or team may just quit the game as winner. In the case of a FFA game, there's no way to properly compensate for a player's misuse of the weapons, so the scheme becomes one like Walk For Weapons, for example, in which players must simply play according to the rules, otherwise it will not work as it should. The reason I don't disable these weapons is that the inventory becomes cluttered with their icons, which are visually distracting, making it more difficult and time consuming for players to identify and become aware of the weapons that they do have. These weapons are also rare enough to justify leaving them enabled for a clear inventory. None of the other thirteen super weapons are better than x3 Cluster Bombs in this scheme, and they are much rarer than ordinary weapons, which makes them okay to use.
This scheme was actually created shortly after FMA's Pro Mole, and I decided to document and post it now because it traditionally runs on classic scheme settings, where everybody can play regardless of the game version.
Edit:
Due to a bug fix in the 3.8 version of the game, it has become possible to play the scheme without the rule being needed as the forbidden super weapons are now disabled and do not appear in both crates and inventory.
In addition to this scheme improvement,
the Suicide Bomber has also been disabled
as it is an improper weapon to be found in crates for such a scheme, which has made it a bit more refined.
The scheme now features twelve super weapons:
Important note:
make sure that all players are using game version 3.8 or later (type /v in the game room to check), otherwise the gameplay will be as it was first introduced.
Scheme game options
Game options
200
1
100%
Time options
5
45
8
8
5
Crate options
25
Sudden death options
5
Objects options
6
3
General options
Help
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
0
1
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
1
0
Inf
0
0
0
0
Inf
0
0
0
0
0
Inf
Inf
Inf
0
0
0
Inf
Inf
1
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
255
0
0
0
0
0
0
0
0
255
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
255
0
0
0
255
255
255
0
0
0
0
0
0
30
13
1
1
1
10
3
5
3
3
3
3
3
3
1
3
11
3
3
3
14
14
3
1
3
3
3
3
3
14
10
10
1
1
1
15
15
3
15
1
5
1
13
1
1
1
3
10
1
1
14
10
1
1
1
3
3
1
1
1
1
1
1
1
1
1
0
9.52%
0
9.52%
0
19.04%
0
9.52%
0
4.76%
1
3.92%
1
3.92%
0
0%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
0
???
1
3.92%
0
0%
0
0%
1
3.92%
1
3.92%
1
3.92%
0
0%
0
0%
0
???
0
0%
1
3.92%
1
3.92%
1
3.92%
1
3.92%
0
0%
1
3.92%
1
3.92%
0
???
0
???
0
???
0
0%
0
0%
0
0%
1
3.92%
0
???
0
0%
0
0%
0
0%
0
0%
0
???
0
???
1
3.92%
1
3.92%
0
???
0
???
1
3.92%
1
3.92%
0
???
0
???
0
???
1
3.92%
1
3.92%
0
???
0
???
0
???
0
0%
0
0%
0
1.96%
0
???
0
???
0
0%
Scheme extended game options
Modified values
Physics
Gameplay 1
Gameplay 2
Glitch Emulation
Input
Visual
RubberWorm
Scheme extended game options
No extended options has been modified.
Constant Wind
Wind
100
Wind Bias
15
Gravity
0.23999
Terrain Friction
0.95999
Rope Knocking
255
Phased Worms (Allied)
Off
Phased Worms (Enemy)
Off
Explosions push all objects
Default
Pneumatic Drill imparts velocity
Default
Petrol Turn Decay
0.19998
Petrol Touch Decay
30
Maximum flamelet count
200
Maximum projectile speed
32.00000
Maximum rope speed
16.00000
Maximum Jet Pack speed
5.00000
Unrestrict Rope
Maximum crate count on map at once
5
Sudden Death disables Worm Select
Sudden Death worm damage per turn
5
Batty Rope
Rope-roll drops
Disabled
X-Impact loss of control
Keep control after bumping head
Keep control after skimming
Lose control
Fall damage is triggered by explosions
Undetermined Crates
Default
Undetermined Fuses
Default
Pause timer while firing
Loss of control doesn't end turn
Weapon use doesn't end turn
Enabling above option doesn't block any weapons
Game engine speed
1.00000
Fractional round timer
Automatic end-of-turn retreat
Health crates cure poison
Cure all worms in team
Sheep Heaven's gate
explode + fuse + odds
Conserve instant utilities
Expedite instant utilities
Double Time stack limit
1
Indian Rope glitch
Default
Herd-doubling glitch
Default
Jet Pack Bungee glitch
Angle cheat glitch
Glide glitch
Skip-walking
Possible
Block roofing
Allow roofing
Floating weapon glitch
Terrain overlap phasing glitch
Default
Auto-Place Worms by Ally
Circular Aim
Anti-lock Aim
Anti-lock Power
Worm Selection doesn't end Hot Seat
Worm Selection is never cancelled
Girder Radius Assist
Blood Level
255
RubberWorm bounciness
0.00000
RubberWorm air viscosity
0.00000
RubberWorm air viscosity applies to Worms
RubberWorm wind influence
0.00000
RubberWorm wind influence applies to Worms
RubberWorm gravity type
Unmodified
RubberWorm gravity strength
1.00000
RubberWorm crate rate
0
RubberWorm crate shower
RubberWorm anti-sink
RubberWorm remember weapons
RubberWorm extended fuses/herds
RubberWorm anti-lock aim
RubberWorm Kaos mod
20, 10, 15, 5, 10, 15, 10, 15, 5
Help