Battlezone: Combat Commander

Battlezone: Combat Commander

TOTAL COMMAND - Battlezone 1998, The Red Odyssey, Rise of the Black Dogs
438 条留言
Coxxon  [作者] 10 月 28 日 上午 9:17 
Subprimer - There are two CRA recyclers used in that mission (pre and post cloakability). I put them both in my test map, and deployed and redeployed at least seven times for both. So, I'm not sure what's going on in your version. Some things to check- A. Do you have 40 scrap to pay for the upgrade (undeploy), and B - Are you going through a constructor to do the upgrade on the recy (sometimes I would forget that and go straight to the unit to upgrade it which o'course doesn't work)?
Subprimer 10 月 28 日 上午 7:28 
Think I may have found a bug. I'm unable to complete the last Chinese mission. Part-way through the mission I "upgraded" the recycler and deployed it inside the walls. But at the end of the mission I'm no longer able to "upgrade" it again to move it when needed to finish the mission.
Coxxon  [作者] 10 月 3 日 下午 2:57 
UPDATE: Config - DW15 Best Laid Plans - Fixed script so that if a CRA unit is sniped, it won't stop the mission from completing. (untested)
Coxxon  [作者] 9 月 30 日 下午 1:43 
Jalyssa - Good. Yup, you'll definitely need to take 2-3 of the biometal pools.
Jalyssa 9 月 29 日 下午 10:35 
Thanks for the advice guys! Also I saw that there's three more Biometal pool Navs that pop up after you scan the volcano which I completely missed originally lol. Alright this is feeling more doable :)
Coxxon  [作者] 9 月 27 日 上午 7:28 
Jalyssa - It's been years since I last played this, but as I recall, a big part of the early mission is building turrets. Alternating between defending the recy and the armory. Often though I would be able to get a factory built and told where to deploy before heading off to the volcano beacon. Once you do the go to volcano part, you'll still need to defend the recy with turrs, take a couple of pools, and build up an artillery group (which can act as somewhat of a defender near the factory) and build several tank squads. Then go kill the stuff in the volcano by drawing them out with the artillery, and killing them with tanks. Then just keep sending tanks up to the mouth of the volcano to protect what's inside. Moving the factory dropoff point helps with this.
Alternatively, as Maj. Cooke said, you can try taking out the CCA base to reduce enemy attacks.
Major Cooke 9 月 26 日 下午 9:16 
Something I've learned is, don't attack the enemies within the volcano itself. Destroy the CCA base, and then the enemies will leave the volcano. Also don't forget to grab the cthonian scavenger.
Jalyssa 9 月 26 日 下午 4:46 
I really like this project and you definitely put in a lot of work that deserves recognizing. But I have to say the difficulty spike in the second Mars mission (SS04) is absolutely absurd. The previous missions were about right in terms of being more challenging than in the original but still very doable if you're not a god at this game.

Like I'm guessing the idea is you allow the enemy to take the volcano and then just bombard them with artillery but I'm having trouble even getting to that part without failing for waiting too long lol. It's just bit too much and I'm kinda bouncing off here like when I tried Red Odyssey back in the day.
Coxxon  [作者] 8 月 28 日 下午 7:02 
Maj. Cooke - Good on the graphics options changes. As an aside, I think that there might be an issue with BZCC and RTX cards. When others have mentioned slowdowns, and have mentioned their video card type, most of the time it's been an RTX card -and again I believe it's a lighting issue rather than a poly count one. Years ago put 100 Grizzly tanks in a map and moved around, and the framerate never dropped below 58. This was on an old Nvidia 970(?) -an upper MID-level video card.
Major Cooke 8 月 26 日 上午 10:34 
Also you were right, setting the normals to off and textures from high to medium made a big difference. Thanks!

To anyone else who doesn't know, you can only change the texture quality when not in game, but in the main menu. Under Graphics, there's a "More Options" button that only appears in the main menu.
Major Cooke 8 月 26 日 上午 10:32 
Damn. I was hoping to make an NSDF/CRA version of the fury SAVs using yours as a base (effectively different textures) for the three new missions I'm adding, but if you're not allowing that, I understand and will respect that.
Coxxon  [作者] 8 月 25 日 下午 5:27 
Yes, I built the models.
No, I'm not going to do LOD/lower poly versions.
Nor am I giving permission to anyone to rip and redo any models, especially for BZCC.

5000 triangles is high poly in the mod, but an LOD2 or LOD3 for many modern games. As well, I suspect the real problem with slow downs is the normal map (which can be turned off) with the game lighting, and texture size (which can also be lowered). Also, resolutions higher than 1920 x 1080 will cause slowdowns.
Major Cooke 8 月 25 日 下午 1:26 
Did you make the models of the units?

Asking because while I got your permission to make the expanded mod, I'm adding a few extra maps of my own and they're going to feature a *lot* of units.

I'm wondering if I can get some lower quality variants of the units to improve performance for these missions? I.e. taking out the pilot cockpits, etc.

I'm with an RTX 4060 and some of the levels, if you get a bunch of units all around, can even hamper my FPS, even on lowest settings!
Major Cooke 8 月 25 日 上午 7:42 
Glad to help!
Coxxon  [作者] 8 月 24 日 下午 9:46 
UPDATE: Config mod - rb08 Punishing the Black Dogs - Fixed a rare script error that could cause the mission to not proceed. Thanks to Maj. Cooke for pointing this out.
Coxxon  [作者] 8 月 22 日 上午 11:19 
yes
LADYJAYEE73 8 月 22 日 上午 3:50 
so this is a mod for BZ COMBAT COMMANDER:?
Jack Schitt 8 月 20 日 下午 6:34 
:steamthumbsup: :nzdf_star:
Coxxon  [作者] 8 月 20 日 下午 6:13 
UPDATE: Config mod: bztcbd02 - Preparations - Changed script to recognize building version of Factory and Armory, rather than vehicle for objective completion. Now, if player builds Fac and Arm through Heaval constructor (alt. method) rather than vehicle ver from Recy (objective orders), the mission will still proceed correctly.
Coxxon  [作者] 8 月 20 日 下午 6:13 
Jack - yup. I had to add the Prod Units sub list b/c eventually there are more than 10 things built from the Recy (especially for MP) and was running out of regular slots. I also went back and looked at your screenshot again, and noticed that you already had a Factory and Armory; in which case the white text should have been green. Also noticed that you had a Heaval, and assumed you had used that to build them. I went in and changed the script to recognize the buildings rather than the vehicles for objective completion.
Jack Schitt 8 月 20 日 上午 10:26 
I feel stupid for not looking at the screen and seeing that category way down there.
Coxxon  [作者] 8 月 19 日 下午 9:47 
Jack - ... sigh. Okay, you're on the 4th mission, not the 2nd or 3rd. Saw your screenshot. The objective text is concise, but correct. Though I did leave out a space between "Units" and the "(". Select your Recycler. Select Production Units. Select and build an AMUF and later an SLF. Once each is built, you can point at each one, hit the "I" key and it will give a description of the unit and the name abbreviation -which are from the original Battlezone.
Jack Schitt 8 月 19 日 下午 8:31 
I'm stuck. The game won't go any further and I don't know if it's something I'm not doing or if it's bugged? I don't know what's going on there.
Jack Schitt 8 月 19 日 下午 8:28 
I'm obviously not playing it from an archived save. I've never played the mod before, lets assume I've never played Battlezone before. The objective text: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3552401710

1. Is horribly written English.
2. Doesn't give any clue at all what an "AMUF" or an "SLF" is.

It says "Deploy to factory and armory". What the heck are we supposed to deploy _to_ the factory and armory? And the Recycler doesn't make anything that can be abbreviated as "AMUF" or "SLF".

Fix that, please. Fix the English in the objective text.
Coxxon  [作者] 8 月 19 日 下午 8:04 
skyvoc - Thank you very much, glad you've been enjoying the mod.
Coxxon  [作者] 8 月 19 日 下午 8:03 
Jack Schitt - On medium difficulty, v.200, from Archive, I played through 2nd mission (Eagle's Nest One) to completion to end briefing, no problems. Also from archive, mission 3 (Grab the Scientists) began with no errors (didn't play all the way through it). Describe more what you were encountering.
skyvoc 8 月 19 日 下午 7:11 
Just wanted to say I've played several MPI vs AI with 2 buddies who I grew up around and introduced me to this game when I was little.
It feels amazing, and was an instant blast from the past but better in every way we could have imagined. Thank you for this, one of my favorite mods for a game ever!
Jack Schitt 8 月 19 日 下午 12:03 
Bummer this doesn't work past the 2nd mission. The models look great!
Major Cooke 8 月 5 日 下午 9:55 
Alright. I'll submit bugs in the discussions threads.
Coxxon  [作者] 8 月 5 日 下午 4:45 
I have no control over the actual game code. As for bzbody and sniping, maybe it's an odf thing that was added? At any rate, I completed the mod over 4 years ago and other than actual, objective, bug fixes, or compatibility with the beta patch, I'm not doing any active development on it.
Major Cooke 8 月 4 日 下午 4:08 
Can you consider adding support for the bzbody cheat to prevent snipers from sniping/failing the mission? This was changed in the main game itself so sniper shots no longer affect players with bzbody on.
Coxxon  [作者] 8 月 4 日 下午 3:26 
The game is not setup for multiple campaigns like BZ98R can do. Just play the missions you want once you've completed the initial campaign from the archive screen.
Major Cooke 8 月 4 日 上午 9:24 
I'd like to recommend perhaps having an alternative to this where we can pick and choose which campaign we want. This could be done if the mod itself is segmented so people only have to download the materials once. I gotta say though, the fact this feels much more BZ2-ish is a LOT more fun to me. I always hated pilot counts.
Major Cooke 8 月 4 日 上午 8:53 
The voices are EXTREMELY LOUD in this game for some reason. Why is that?
Coxxon  [作者] 8 月 3 日 下午 2:18 
Thanks :steamthumbsup:
lucatosto4 8 月 3 日 上午 3:00 
Good job, Boy :steamthumbsup:
Coxxon  [作者] 7 月 16 日 上午 9:21 
HeadStrikeR! - Glad you're enjoying the mod. Rcy/Fac/Arm are redeployable in IA/MP/MPI by having a constructor upgrade them back to a vehicle. In SP campaign this doesn't occur until the Escape from Mars mission.
HeadStrikeR ! 7 月 14 日 下午 12:20 
First of all, AMAZING mod! Really love the games and when i saw this i just had to go for it! Well done!

What i havent figured out, can you pack/repair the recycler or other buildings once they are placed?
Konstance™ (Hiatus) 5 月 7 日 下午 6:08 
Right on, I'll probably come back to the mission and beat it on Regular gameplay.

Shamelessly did it with free cheat BUT i hope i can replay it normally :)
Coxxon  [作者] 5 月 7 日 下午 3:49 
Yup, it's meant to be a tough one. Best way to do it, is to build a large force and (A) take a factory to the Western bio-metal field (and follow the easter egg cannon while you're there), or (B) take a factory to the center of the map (S of cca comm tower, N of center geyser). Then start launching attacks on the cca base from there.
Konstance™ (Hiatus) 5 月 7 日 上午 11:40 
I'll bite, i love this reimagine of the OG and its making me wanna play the old one but holy hell, the Snow planet after doing recon as Omega 1 is such an unfair diff.spike

Constant stream of MBTS and Grendels ontop of Mammoths and Golemns 4 each, even on Medium (Start to finish) and Easy (Attempt), theres no intervals to catch a breather at all on that damn mission. Is it supposed to be THAT difficult? Rushing, Turtling, Ground gain, nothing matters while you cant just be bothered to get a sizeable force that doesnt consist of turrets 60% for control.

7.6/10, will probably bump this up the more i play.

(EVEN with free resources they will steamroll you until you hunker and Daywrecker strikes)
Coxxon  [作者] 5 月 3 日 下午 7:57 
Konstance - On that mission, once you're in the tug, you shouldn't need to get out to destroy anything - stay in the tug. Generally though, if a player gets out of any sniped vehicle, and attacks the AI, then getting back in the vehicle doesn't "re-hide" you.
Konstance™ (Hiatus) 5 月 3 日 上午 3:10 
Running into one issue related to the Spec Ops mission for BDS - If i steal the tug and need to get out to destroy something, how exactly do i get back into the TUG without it registrating as hostile if i get in it a 2nd time?
Coxxon  [作者] 3 月 20 日 下午 12:38 
Moved require fix lua file from previous update (was duplicated before).
Coxxon  [作者] 3 月 20 日 下午 12:23 
UPDATE: Core CONFIG: Because of a change in how the cutscene camera works in the new community patch, I have updated all mission scripts with cutscenes to account for this change. Before this update, players using the community patch would have experienced improper camera field of view during cutscenes.
With this update, players should not see any difference in cutscene appearance between the current .185 stock game, or the current community patch.
Coxxon  [作者] 3 月 20 日 下午 12:23 
Felix - Yup, thumper can be pretty devastating, especially against lighter units.
Felix Harrison 3 月 16 日 上午 5:58 
USE THE THUMPER, ITS LITERALLY A WAVE KILLING WEAPON
Coxxon  [作者] 3 月 10 日 下午 1:59 
Thcfreak555 - lol, yup you are having an epic fail. There's plenty of scrap, especially when you destroy enemy units. YOU will need to pay attention to where your scavs are at. Always keep at least one near your base. Que up 10 turrets, and place them around the N E S of the overall crater, place a couple of them inside the crater. Make sure you're using weapons linking, and be sure to park between the 2 service bays to repair yourself faster. When the apcs attack, let all the troops come out, then hit them with a thumper.
Thcfreak666 3 月 10 日 下午 12:41 
Too difficult, mission 2 is unbeatable you can´t defend your base, don´t have enough time to search enough scrap to build defensive turrets under you havve massive enemy spawn. Epic fail.