Big list of BZ2 Mods

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Axeminister
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Re: Big list of BZ2 Mods

Post by Axeminister » Fri Feb 24, 2012 10:54 pm

Thanks for all your work on this!!

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Re: Big list of BZ2 Mods

Post by Axeminister » Fri Feb 24, 2012 11:50 pm

played a rend game with rend aips, was awesome.

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Re: Big list of BZ2 Mods

Post by Axeminister » Sat Feb 25, 2012 3:31 pm

Windy and I played as Scion and the computer team never attacked, but they did last night. Said AIP File modrndff1.aip not found.

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Re: Big list of BZ2 Mods

Post by Red Devil » Sun Feb 26, 2012 3:12 am

looks like he only made Scion vs Scion stuff for the modchil and modsky AIP's

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Re: Big list of BZ2 Mods

Post by Axeminister » Sun Feb 26, 2012 4:16 am

ok, sure has been fun playing this again
Love it when Ratbats come and start ruining your base.

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Re: Big list of BZ2 Mods

Post by Red Spot » Sun Feb 26, 2012 11:13 am

Who did Skywars? I recall playing it to the death with the creator, iirc something with -rat- in it, but just cant recall his full nick ...
I'm also wondering if he adapted his code to prevent the MW-bugs that G66 also suffered from for a while (like AI ships skipping forward and backward).

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Re: Big list of BZ2 Mods

Post by Axeminister » Sun Feb 26, 2012 2:02 pm

It has Rat Bats, and Colonial Viper that fly. A few other ships like the Cougar (hover tank), Fuzzy( Mech warrior that jumps) with a few weapons like flamethrower, flash beam, force etc. Has anti-air towers and the factory upgrades ships by itself, you can't use the factory console. Which I need to report to RD that his update hasn't let the ai update the ships and you can't use the factory, right now. I'm sure he can fix that. I've never seen these ships do the warping thing if that is what you are asking.
We play ISDF vs Scion on Rend a lot. Start out with nothing but a scout for real action.

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Red Devil
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Re: Big list of BZ2 Mods

Post by Red Devil » Mon Feb 27, 2012 4:46 am

Uploaded a new Skywars zip

+ made units customizable in the ISDF Factory
+ added some Scion vs Scion AIP for Dunes and Rend, BUT they may cause missing pathpoint console errors to pop up
+ fixed some bad pathpoints in some AIP's

let me know if you get any missing pathpoint errors. original author wasn't consistent in pathpoint names in maps or in AIP's.

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Re: Big list of BZ2 Mods

Post by Red Spot » Mon Feb 27, 2012 6:49 pm

Axeminister wrote:[snip]
I know whats in Axe, I was around (and very active) when this was developed. Better said, I was one of the first to download the initial package (which at the time started out as just a dll/map-mod).
Its just that I cant recall who made it, I recall playing with him a lot and that his nick had -rat- (or somesuch) in his name, but not the exact nickname ... which now bothers me :)

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Re: Big list of BZ2 Mods

Post by Red Devil » Tue Feb 28, 2012 5:35 pm

uploaded a new Skywars zip.

+ removed some non-buildable units from the AIP's which had been generating some error messages. should get more action now.

+ Crigs weren't rebuilding up some bases due to bad requirements. fixed.

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Re: Big list of BZ2 Mods

Post by Zero Angel » Tue Feb 28, 2012 9:10 pm

VSR (Vet Strat Recycler) is a strat-oriented Recycler Variant for 1.3 that provides the following features.
  • Improvement of seldom-used weapons (ie: pulse stab, pummel, tag, prox mines, etc) and ships (lancer, sentry), making them now worth considering and adapted to their own strategies
  • Balancing which makes things more convenient for competitive play (ie: 3 second pods, empty scouts build faster, upgraded extractors are renamed to 'extractor+', recyclers can be packed up and many, many, more things.)
  • Improved "1.2 Style ships" available for use which allow for improved airborne handling and maneuverability
  • New ST and DM maps.
  • VSR can be used as a substitute for the stock 1.3 recycler in MPI games (though perhaps not recommended for maps that have an 'insane' recycler variant enabled by default).
  • Users who are running VSR can join and host non-VSR games w/o getting bad assets (although people who are not running VSR will get bad assets if the VSR modes are turned on).
Development Forum (the newest pre-releases are posted here)

Future versions of VSR may include improvements to the shell, and I am considering making the Hadeans a playable, and balanced race. Please look at the release notes of the latest posted pre-release for instructions (as host) to enable VSR starting rats and VSR starting ships on stock maps.

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Re: Big list of BZ2 Mods

Post by Nielk1 » Wed Feb 29, 2012 6:52 pm

ZA, you should indeed make a version of the Hadeans fit for VSR, but it should lay on top of FE or some such. At least, that is how I figure.

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Re: Big list of BZ2 Mods

Post by Red Devil » Wed Feb 29, 2012 10:25 pm

Uploaded a new G66 installer/uninstaller that uses the Inno app GSH supplied.

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Axeminister
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Re: Big list of BZ2 Mods

Post by Axeminister » Wed Feb 29, 2012 10:54 pm

Give the Hadeans to whoever is working on the race mod so they have less to do. Then tell them to hurry up. lol

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Re: Big list of BZ2 Mods

Post by Nielk1 » Wed Feb 29, 2012 11:26 pm

Axeminister wrote:Give the Hadeans to whoever is working on the race mod so they have less to do. Then tell them to hurry up. lol
I haven't had the time to work on that mod :-/, or any mod, or testing, or anything really.

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