Akky's Mod Thread

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General BlackDragon
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Re: Zeno's Modpost

Post by General BlackDragon »

You may consider using BZ2 for that...

Some of that stuff simply isn't possible in BZ1....

And in both, scrap from destroyed units can't "instantly" be re applied to your silos....

AFAIK cloaking (using phantvir+redfield) still lets the AI see you/shoot you/eat your face off.

And though i didn't quite understand some of the mind control stuff. All you have is MAS Grenade. Player's can't switch ships instantly in BZ1. BZ2 you can use DLL to do it, but a player swapping with another player might ...result in chaos.
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Re: Zeno's Modpost

Post by Zenophas »

General BlackDragon wrote:You may consider using BZ2 for that...

Some of that stuff simply isn't possible in BZ1....
Zeno'll work it out as she goes.
General BlackDragon wrote:And in both, scrap from destroyed units can't "instantly" be re applied to your silos....
In this case, the "Biomass" would be based off the pilot. Which automatically goes back to the Recycler. The Zeth Rekians don't have silos, by the way.
General BlackDragon wrote:AFAIK cloaking (using phantvir+redfield) still lets the AI see you/shoot you/eat your face off.
That is a prob. But it also makes units untargetable by image or radar missiles. The invisibility will probably be a player only perk. Will have to work that out.
General BlackDragon wrote:And though i didn't quite understand some of the mind control stuff. All you have is MAS Grenade. Player's can't switch ships instantly in BZ1. BZ2 you can use DLL to do it, but a player swapping with another player might ...result in chaos.
This'll help explain: http://www.youtube.com/watch?v=PLSJwRGVOn4
They wouldn't be allowed to swap ships instantly. They actually have to infect one owned by the enemy. The ZR player can from that point control both her/his units as well as the enemy player's units with smaller chances of being detected. BZZR also doesn't have that annoying minimap noise that plays when your units are under attack. So, it has the chance of being puled off without being noticed. So, if a ZR player infects an enemy scavenger,... yeah.

Besides, when we get optional ODF stuff like in BZ2, it'll open up more stuff for Zeno to work with.
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Re: Zeno's Modpost

Post by Zenophas »

UPDATE #2


Core mechanics:
The Zeth Rekian economy system for BZ is centered around Biomass that is converted from Biometal.
-->Biometal will be collected en'masse and stockpiled to be converted manually/automatically through a biomass converter.
-->The Biomass Converter will be a production unint, taking the place of the Recycler or the Factory.
-->Zeth Rekian units will not drop scrap.
-->Biomass from destroyed Zeth Rekian units will return to the converter automatically.
--->Biomass is based off of the Pilot system.


Mind Control to exchange control over vehicles and other units.
-->This removes the Sniper Rifle and exchanges the emphasis to the MAS Grenade as a sort of 'Mind Control': http://www.youtube.com/watch?v=PLSJwRGVOn4
--->They wouldn't be allowed to swap ships instantly. They actually have to infect one owned by the enemy.
--->The ZR player can from that point control both her/his units as well as the enemy player's units with smaller chances of being detected.


Zeth Rekians use Astro-projection instead of normal pilots.
-->Also makes Astro-projected Zeth Rekian Players harder to detect/hit.
-->Allows ZR players the ability to access aircraft easier.
-->Bases the lifespan of Astro-projected players on 'Concentration".
--->This makes it harder to survive vehicle explosions and renders Astro-Projected ZR players highly sensitive to collisions.


Zeth Rekian's are nomadic.
-->Zeth Rekians will have Mobile unit producing factories that do not require geyser power sources.
-->No structures. All units will be mobile.


Zeth Rekians have spacecraft.
-->Recycler variant will be airborne.
-->Zeth Reians will have airborne assault gunships.
-->Zeth Rekians will have an ion Cannon satellite.
--->This will house the old Ion Driver weapon and act as psuedo-artillery.
---->Ion Driver will NOT be available through powerups


Zeth Rekian production units will have special abilities.
-->Defensive shielding. (Costs Biometal to cast.)
-->Biomass Conversion. (Costs Biometal to cast. Produces Biomass.)
-->Biomass Reclamation. (Automatic.)
-->Decoy Target Drones. (Costs Biometal to cast.)
--->These automated defensive units stun and distract enemies by gathering aggravation.


Zeth rekian stealth units will use Needle propulsion.
-->This makes them silent.
-->Needle propulsion produces lower amounts of heat.
-->Cloaking that does not consume nano-ammo.
--->This makes the Cloaking powerup, for the ZR, a little bit more expensive.
---->Invisibility is mostly a deterrent to human players.
---->The effects of cloaking will obviously make cloaked ZR units untargetable by image seeking missiles.


Certain Zeth Rekian units will have higher quality hardpoint rifling than others.
-->This increases Cannon/Mortar ordinance efficiency.
--->Higher speed projectiles.
--->Projectiles will have longer range.
--->Applies to every Cannon/Mortar weapon that the unit is armed with.
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Re: Zeno's Modpost

Post by Apollo »

Maybe Ken could make the red odyssey cloak someday, with the "g" key to activate it.
It would also allow tro maps to run in Bz when IsCloaked is added for saving missions.
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Re: Zeno's Modpost

Post by Zenophas »

That would be pretty spiffy.
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Re: Zeno's Modpost

Post by Zenophas »

You know what? $#@%& this, Zeno's already got it all done in the original... Time to move on to something more interesting. Zeno's got better stories to tell than this anyways.

Mmmm, ahhh.... Zeno's next mod'll be based off of 'Dreamworld'. Of course... this means... no more space. Or, at least not hardly as much of it as in stock.. maybe one mission'll do. The fantastic thing about this new project is that Zeno already has concept are and such. ^___________________^ ... That, and the story develops itself through Zeno's dreams, therefore... not as much work coming up with things.
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Re: Zeno's Modpost

Post by Zenophas »

So, Zeno was working on a system for calculating biometal stuff for hitpoints, ammo, weight, and scrap cost and came up with this.


Craft weight calculated through volume, 'Drams (US)'
First, find out how much you think the craft will weigh in Kg. Then, after this, erase the kg unit and replace it with Drams.

Craft weighs: 11800drams
Weight Converted to fluid ounces = 1475fluid Ounces(US) "1475 hitpoints for scout"
Weight converted to liters. Biometal is a fluid/gel measure in liters. = 43 units of scrap needed to produce scout. "Using Bz2 format."
---> To convert it to BZ1 format, take scrapCost and divide it by 7 = 6.142 rounded off to 6.
To calculate the amount of nano ammo the scout will be able to produce, divide hitpoints by two. = 737

Scout Stats
maxHealth: 1475
scrapCost: 6
maxAmmo: 737 "Gives 150 chaingun shots and 24 HVAR rocket missiles."

So, what'cha guys think? :]
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Re: Zeno's Modpost

Post by Red Devil »

so, the most important question, i reckon, is how many pints of India Pale Ale is that?
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Re: Zeno's Modpost

Post by Zenophas »

Red Devil wrote:so, the most important question, i reckon, is how many pints of India Pale Ale is that?
Enough to make you feel like you're floating.
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Re: Zeno's Modpost

Post by Red Devil »

almost :P

can't access your website/mod thinger
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Re: Zeno's Modpost

Post by Zenophas »

Heh. :3


Mmmm... Let's see... Which part?
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Re: Zeno's Modpost

Post by Red Devil »

2nd and 3rd links in the first post
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Zenophas
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Re: Zeno's Modpost

Post by Zenophas »

Ah, alright. This is the mediafire stuff crying, right? For Zeno it goes to the download after a while. Does it do this for you too?
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Re: Zeno's Modpost

Post by Red Devil »

yup, looks like i did not read it and exited before it started. :oops:
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Re: Zeno's Modpost

Post by Zenophas »

Tis' okie. *pats you on the head*
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