Battlezone II Remodeled 1.0.8 released 2/21/17

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Commando
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

For those that liked the mcurtain, you could always set the cons up to build a building that is effectively a longer-lasting mcurtain.
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Red Devil
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Re: Battlezone II Remodeled - Available Now!

Post by Red Devil »

true, but the one that has been in there the past couple years was a test version, huge and horrible.
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

I agree. It was blatantly overpowered.
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Re: Battlezone II Remodeled - Available Now!

Post by Red Devil »

Commando, we're in the wrong subject. oops.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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coxxon
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Re: Battlezone II Remodeled - Available Now!

Post by coxxon »

Just a quick FYI update for those who might be interested. I've been working on the next update to BZII Remodeled. I've done a lot more of the modded gun towers and a number of the vehicles as well as other tweaks. I've messed with enough stuff that'll I'll send it up as a full download rather than a patch. Assuming that 1.3.7 is released soon, I'll compare it with that, make any required changes and release to Moddb soon afterward.
Stay tuned.
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Re: Battlezone II Remodeled - Available Now!

Post by Commando »

I wouldn't wait on 1.3.7 final to release anything.

GSH just released alpha v the other day.

I don't believe any model changes have been made in the latest betas, and don't forsee any changes being made.

The only person capable of making model changes had bailed a while ago.
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General BlackDragon
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Re: Battlezone II Remodeled - Available Now!

Post by General BlackDragon »

The last known model change was my introduction of 6 flames to the Interceptor.
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coxxon
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Re: Battlezone II Remodeled - Available Now!

Post by coxxon »

Commando wrote:I wouldn't wait on 1.3.7 final to release anything.GSH just released alpha v the other day.I don't believe any model changes have been made in the latest betas, and don't forsee any changes being made. The only person capable of making model changes had bailed a while ago.
Well I wasn't planning on waiting too long for 137, but mainly using it as an excuse to procrastinate doing the actual remaining work. But I did want to try and add stuff applicable to the odfs, like the line that sets fbspir back to spawning at ground level.

Anywhoo . . stay tuned, BZII Remodeled 1.0.5 will be coming soon.
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Re: Battlezone II Remodeled - Available Now!

Post by Axeminister »

can't wait
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coxxon
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Re: Battlezone II Remodeled 1.0.5 available now! 3/6/16

Post by coxxon »

BATTLEZONE II REMODELED
ver 1.0.5 NOW AVAILABLE 3/6/16

http://www.moddb.com/mods/battlezone-ii-remodeled

from changelog:
v105 3/6/16
- added logo with version number to login and main screens
- no need to use "Battlezone II Remodeled Greenheart Towers.zip" since those are in main pak file now.
- added ~50+ models of modded models from p1365, used in MP - mainly guntower variants and sabre tanks.
- buildings' "effects" turn off when upowered
- tweaks to bust head textures on John Cooke (isdf and scion), Manson, Burns
- changed ivscout/fvscout cost - both to 45 (which is in the middle of their pb1.365 costs)
- turret deploy time upped to 5.0 (from 3.0) to make a little less moddy (stock 8.0)
- scrapValue of buildings reduced back to stock (though philosophically I think they should be half the scrapCost)
- addHealth cut in half to the following: fbkiln 15, fbforg 20, fbrecy 30, ibfact 15, ibrecy 30
- fbspir - added AllowUndergroundSpawn = true - from a137# to ensure ground preplacement.
- fvarch, fvscout, ivatank, ivscout - moved previously "added" weapons position in odf. This should help emliminated conflicts with inheritence odfs with modified weapon listings based on stock listings.
- Odfs - commented out AttackTaskUsesGroups = false since it didn't seem to help
- Odfs - commented out GoToTaskHasLeader = false since it didn't seem to help
- Made a few more typo corrections in the campaign text files
- Fixed missing jammer model in tech info briefing for scion mission 2
- changed engageRange of assault tanks back to 260

Go get it now! :D
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Re: Battlezone II Remodeled 1.0.5 available now! 3/6/16

Post by Red Devil »

Thanks dude! 8-)
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Re: Battlezone II Remodeled 1.0.5 available now! 3/6/16

Post by Commando »

Minor critique.

The Assault Avenger has three rocket hardpoints and not two.

I don't see any new ivhmisl.odf files so I'm guessing it still comes pre-loaded with two rockets, which occupy the same cannon.

Weapon Configuration of ivhmisl.odf

Group 1
HP Rocket (C)
HP Rocket (C)
Group 2
HP Rocket (C) x1
Group 3
Special

It would probably be easiest to edit the odf removing the second Rocket from group one, but if done, I would advise increasing the damage done by the modified rockets it uses.

The Heavy Sabre's Slug cannon inflicts 3x the damage of one of those rockets. That way each ship inflicts the same amount of damage.
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coxxon
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Re: Battlezone II Remodeled 1.0.5 available now! 3/6/16

Post by coxxon »

Okay, v1.0.5.1 uploaded with 100% more rocket hps on the ivhmisl00 model. - 11:20 est 3/6/16
I added hp_rocket_3 and hp_rocket_4 (can't ever have enough hp's) :)
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Re: Battlezone II Remodeled 1.0.5 available now! 3/6/16

Post by Player »

Great mod! When I first saw it, I was genuinely surprised; the game looked brand new! I didn't expect it to be that good where my heart actually skipped a beat. Nice work!
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Re: Battlezone II Remodeled 1.0.5 available now! 3/6/16

Post by Commando »

No need to delete the current msh, the msh could be used on a light Assault Missile Scout unit.

The only reason I noticed it was I had set up the odf, as it is today while GH modeled it.
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