Battlezone: Combat Commander

Battlezone: Combat Commander

Forgotten Enemies: Remastered (Beta)
33 条留言
GunNut96 10 月 10 日 上午 5:54 
For the Multiplayer map, The Wall, I noticed the hostile Mine Layer tanks are always idle and not reacting to anything, and their movement and turning are slippery. These vehicle needs some TLC.

BTW, I really like this mod.
sidious307 9 月 29 日 下午 12:33 
Good mod free from bug until now, I finished Miasba. But I am concerned about the balance of 2 missions. The one we gave to rescue someone in a cerebri base and the next one. The jamming device is too strong, and our allies become sitting ducks and dumber. As i remember, this device is much stronger than vanilla. This is very frustrating, I throw my laptop in the wall, seeing my allies targeting junk and unable to tell them which target they should shoot. I suggest decreasing the radius of the device and make our allies smarter. Also, the end of the convoy was really unbalanced. We have to deal with 3 dominators at the last point. I had to decrease the difficulty to easy. I also suggest to split this mission in 2. it take me 5 hours to complete.
Matt 9 月 20 日 下午 12:59 
Finally got through it, certainly seems to be an issue with mission triggers, seemed to be a coin flip on whether or not I would be given control of the units I am meant to and if enemy units would stop auto spawning at the scrap pools. Avoiding destroying the scavenger at the base until after the matriarch had become operational seemed to resolve this issue, and taking the scrap pools in order (right from base, bottom, left from base) allowed me to finally complete the mission. Other than that mod is working as it should afaik. Glad to finally have it on the remake.
Matt 9 月 19 日 上午 12:28 
Biometal meltdown seems practically impossible since enemies endlessly spawn at the scrap pools you are meant to take, soon as you kill one another spawns so its an impossible task to actually secure it since your units will inevitably die. Never got this far in the OG mod so unsure if thats by design or what but its incredibly frustrating. I can understand a grind which is what that mission seems to be "hey heres an incredibly restrictive amount of units you can build while under constant attack" which would be fine, if once you take the pool enemies stopped spawning directly next to it. If 20 guardians, 10 scouts and 10 healers cant hold it idk what can.
alex.brown111 9 月 17 日 上午 3:35 
Do you think to complete the mod the next year ?
Graves 8 月 30 日 下午 2:17 
Hey Ponder, its a LOT less buggy :) We put in a lot of work to clean out the vast majority of bugs and feel confident in this going to beta for the campaign :)
grathtarg 8 月 20 日 下午 4:42 
Thank you so much for this :) many fond memories.
HEL-Instinct (curse)
Ponder 8 月 4 日 下午 7:46 
Back on Combat Commander after two years away. Are all these notes from 2025. I played FE years and years ago, but the deeper you got the buggier it was until I could go no farther. Just wondered if it was worth a try again or are these notes from years gone by?
GenBlackDragon  [作者] 7 月 25 日 下午 7:06 
Yes
Wyzard 7 月 25 日 下午 4:34 
is this real ? :steamhappy:
F9bomber 7 月 25 日 上午 11:55 
@-=|Slip41|=- Feel free to join the discord server that is in the workshop description. Once you are in, feel free to ping General BlackDragon to provide the map/area or a save game so he can try adjusting the base area to ensure it's perfectly flat.
-=|Slip41|=- 7 月 24 日 下午 1:29 
So far the 2 missions I've noticed that issue on are "hidden threats" and "a short break." Both I start building the base but run out of space quickly because of the squares around a structure change to red, doesn't happen every time a building is placed but id say about 50/50 or enough to lose probably about a 1/4 or a 1/3 of the original displayed build able area making it impossible to know how much space you actually have to build and in turn making an ineffective base
GenBlackDragon  [作者] 7 月 23 日 下午 2:06 
It might be some slight unevenness in the terrain. If you can provide the map/area or a save game I can try adjusting the base area to ensure it's perfectly flat.
-=|Slip41|=- 7 月 23 日 下午 1:56 
Hello, been playing this mods campaign for a few days now, not sure if its a bug, but when base building sometimes when laying buildings the squares around it show they are buildable but after building is built they turn red, i have been unable to build a full base half the time cuz when i lay one building it turns like 5 squares red around it and then i have like nowhere to build
GenBlackDragon  [作者] 7 月 22 日 下午 2:39 
IA Save/Load should be fixed. (Old saves will not work)
The Kitler 7 月 21 日 下午 12:07 
It should be noted by all who subscribe to this that the current status of this mod is a PUBLIC ALPHA BUILD. The campaign is playable, but more work is needed to be done.

The workshop item hasn't been uploaded with the appropriate notices to show this.

You can reach out to the development team on the community Discord with your concerns and bugs, but note that this is NOT the final build.

The mod authors need to adjust the workshop item to reflect the state of the mod at this current time.
Road66 {FCX} 7 月 17 日 上午 3:52 
chat dont work for me
Graves 7 月 16 日 下午 7:57 
feld, that sounds like a skill issue as many of us have been able to play the game just fine. I play tested the ever living daylights out of this during alpha and at no points did I have to cheat or cheeze the game. This mod is harder than others, and has always been that way.
Zennith 7 月 15 日 上午 12:29 
The EDF?

~To save mother earth from any alien attack!~
freak0815ph 7 月 10 日 上午 8:54 
And, sorry, some more errors after loading new game IA meltdown:
to find pathpoint 6_gtowX (X=5,6,3,7)
WARNING:fe12_f_2.aipsection
freak0815ph 7 月 10 日 上午 8:38 
And another Error with after reloading gamesave in IA Meltdown:
"MPIMIssion (a nil value)
Lua script Update error: [string "_MPI.lua"]:523: attempt to index upvalue
freak0815ph 7 月 10 日 上午 7:53 
Thx for sharing this mod. I have often "Error: AIP file fercpu_fi2.aip not found" and no enemy there in IA Meltdown. Would be nice to fix it.
Jay is a Shark 7 月 9 日 上午 11:54 
great mod keep up the good work
Feldheld 7 月 8 日 上午 4:12 
Just as hardly playable as the original 1.2 version, actually worse. Now you cant even outturn enemy vehicles or outfly them. Totally unbalanced. Even the first mission is only beatable with extreme luck or some cheese. And also like in the orignal FE playing from a save messes up the script.
Failsave 7 月 6 日 下午 4:15 
YESSSSS gotta try it.
GunNut96 6 月 26 日 上午 5:31 
Love the mod, but can you try and fix the Minelayer in DM The Wall and make it like 1.2's, Plz? Cuz they're slippery when turning on the move.
GenBlackDragon  [作者] 6 月 21 日 下午 4:04 
Made IA Default settings function. Also fixed 3-way not spawning the 2nd AI Team.
blue 6 月 19 日 下午 8:40 
forgotten enemies: remembered
blue 6 月 19 日 下午 8:39 
this mod look cool
[I.L]Methidox 6 月 17 日 下午 11:32 
API broke my guy.
DarkslayerDSX 6 月 17 日 下午 11:23 
Thank you so very much for bringing to us Forgotten Enemies! I have been waiting for this and am excited to finally see it come to BZCC. I remember fondly the struggles of playing this out back in 1.2, and just how awesome it was. Thanks to everyone who helped bring FE into the future!
GenBlackDragon  [作者] 6 月 17 日 下午 5:41 
Should be fixed now
ZalogonZ 6 月 17 日 上午 6:32 
Great work and thanks for adding this. Just want to mention that the text description for missions is not showing up. In the start mission screen it shows the text from the campaign end in the default game. And after starting the first mission there is also mission text missing in the screen.