G66 Using Coxxon's BZIIRemodeled - A Test

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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Fri Jan 01, 2016 6:53 pm

that reminds me; i hopped in a starting sabre and my truck wouldn't heal me, too. i'll look at them now.

jammers seemed to be working last night, but i'll check them, too.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Fri Jan 01, 2016 7:05 pm

both worked fine in editor test just now.

Happy New Year!

:-)
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Commando » Fri Jan 01, 2016 7:13 pm

Axe, try without the remastered mod. I believe some odfs were changed in the remaster, which may be causing some of the ai issues.

I could be wrong on that, but it is worth testing.

I too had noticed oddities with the ai

1. Units just sitting there while units pound them from beyond their engage range (not sure if the engageRange has always been as low as it is or if this is new.
2. Assault tanks outright refusing to attack the Forge when told to do so. Instead they focused on gun spires, granted said gun spires were shooting them, but it would have made for a much shorter game. That game ended up stretching about 6 hours with no assistance.

3. AI sabres attacking enemy units, when told to defend an extractor clear across the map. I quite literally had to give a GoTo command followed by the defend command. The point of the defend command was to get them to disengage the enemy, which they clearly had no intention of doing.

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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Sun Jan 03, 2016 10:09 pm

ivtank in G66 had engageRange of 150 (so they could use their mortars at range) as opposed to 120 for stock and BZIIRemodeled. i reset it to 120, but i think the priority of attack order may be too high. i need to use the Follow Me order instead of GoTo to get them to break off an attack.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Sun Jan 03, 2016 10:17 pm

i updated the zip again; use link in first post.

Remember to delete old G66_3.1 folder before unzippping.

+ Reduced range and damage of Xenon Stream a bit.
+ Fixed MAG and Rail Gun Towers and Armory weapons; probably OP now, so please test.
+ Fixed Gas and Beam archer turret name error messages.
+ Fixed Shabayev mortar not showing in Factory Loadout screen.
+ Added requirement of Service Bay to Armory Service Pod; already on ammo and repair pods.
+ others i can't recall ATM.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Tue Jan 05, 2016 9:13 pm

yea, mag tower is just *bit* OP... adjusting now.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Wed Jan 06, 2016 3:15 am

Boy, MAG sucks; nowheres near the DPS of other similar weapons. Fixing that, but...sensibly.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by MrTwosheds » Wed Jan 06, 2016 12:52 pm

BZ2's mag is strategically mostly useless. AI cannot use it effectively so it's a players weapon, the spread of shots combined with the charge time, means that 95% of the time you just cannot unload it's DPS onto a target anyway. It's charge sound tells any human opponent to just dance about until you wasted all your ammo. It has no advantage in range, accuracy, power usage or damage over any of the other cannons or guns.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Wed Jan 06, 2016 7:29 pm

that has been changed. i put up a railgun tower and a mag tower and they obliterated everything coming at them, so now i'm toning them down a tad.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Thu Jan 07, 2016 1:49 am

I updated the zip pointed to in first post:

* Updated MAG Tower and Rail Gun Tower
* Modified MAG Cannon for use in both AI and Human-operated Assault Tank and Walker.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Fri Jan 08, 2016 1:20 am

Updated zip linked in first post; left some files behind before.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Axeminister » Sun Jan 10, 2016 12:27 am

The game options pages turned into a smaller window and don't have everything.
Ships aren't available.
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Sun Jan 10, 2016 3:06 am

did you delete the old G66_3.1 folder before you unzipped it?
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Axeminister » Sun Jan 10, 2016 3:24 am

yes
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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Post by Red Devil » Sun Jan 10, 2016 3:26 am

okay; works on my end, so probably left something out, so am checking now.
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