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Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Sun Dec 27, 2015 11:10 pm
by Commando
Would be interesting if Lua AIPs could be used to scale up the number of attackers.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Dec 28, 2015 12:04 am
by Red Devil
the G66 AIP's do that already, but, since they switch, you probably don't get to see the increases that much.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Dec 28, 2015 2:56 am
by Red Devil
may have fixed it; at least it doesn't freeze upon launch now.

back after i get something to eat and take some painkillers for my tooth. :x

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Dec 28, 2015 4:58 am
by Red Devil
Okay, i think i may have it fixed.

i updated the zip pointed to by the link in the first post and i enabled the shortcut again.

delete any existing G66_3.1 folder in your install before you begin.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Dec 28, 2015 4:12 pm
by Commando
Why were service pods removed from the build menu?

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Dec 28, 2015 7:19 pm
by Red Devil
i made them pull in coxxon's models; sounds like it didn't take, so i'll check it now.
going to try to go to the dentist, too

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Dec 28, 2015 7:39 pm
by Red Devil
i was cleaning up the menus at the same time and changed those entries to ""

Updated the zip the link points to in the first post, so they work now.

My apologies!

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Mon Dec 28, 2015 8:32 pm
by Red Devil
things i worked on:

+ pulled in Coxxon's models for pilots and infantry.
+ reduced range for service/hear II
+ pulled in Coxxon's models for service/repair/ammo pods
+ fixed typos that caused errors in scion.lua file
+ pulled in Coxxon's nterceptor model
+ named gun towers according to weapon used
+ pulled in Coxxon's models on other units.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Tue Dec 29, 2015 2:43 am
by Axeminister
Just had a good game with Windy. Thanks for re-entering the missle scouts. Was a cool amount of towers to choose from once you upgrade tech center a couple times. Noticed that when we knocked down the Matriarch that the existing Forge immediately, magically turned into a Matriarch. Trippy. Don't know if that was intentional or not.
The game crashes if you make any changes to the page 3 options (I think that's what is causing it) We usually play with rogue and surprise attacks on, but when I choose them game won't play (you enter world and everything stops and you get a white mouse, have to pull up task manager and end game from there).
Windy mentions she thinks the ai Scions were given harder hitting weapons than we were and is not happy you nerfed the M-curtain.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Tue Dec 29, 2015 5:46 am
by Red Devil
Thanks for testing this again, especially in light of all my errors.

Forge/Mat is kinda intentional, but it was supposed to use the Forge model; did it that way so the AI doesn't go brain dead with little to no scrap capacity, but there is probably a better way to handle that scenario.

Thinking i'll need to recompile the dll again in order to weed out those 1-off errors on page 3; last time was about 2..3 years ago, but that was when i was adding pool protection and scaled escort replacements, so i'm going to have to be doing a lot more work on that soon. that, or i may just be able to tweak the cfgs.

heh, sorry Windy, but that m-curtain was an oversight on my part when i left the test one in. the enemy health and ammo are scaled according to difficulty, so if a higher difficulty is chosen, they will be stronger. i'll check the weapons just the same.

wait; missile scouts?

2.5 hour root canal tonight, so head feels a whole lot better now, if only numb from more percs. :P

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Wed Dec 30, 2015 11:44 pm
by Commando
Played against Scion.

One thing I noticed is that patrols seem to be lacking. I remember there being a lot more frequent patrols. I didn't really see any.

Ai units seem to attack then will just sit around.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Thu Dec 31, 2015 12:19 am
by Red Devil
compiled the newest g66 dll in vs 2013 today, so i'm going to be testing that a lot

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Thu Dec 31, 2015 1:04 am
by Commando
Mortar bike doesn't have a valid vehicle icon.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Fri Jan 01, 2016 8:43 am
by Red Devil
updated the zip in the first post again:

+ fixed mortar bike icon
+ fixed rocket tower 2
+ tweaked infantry physics (thanks much to Commando)
+ fixed rocket tank 2 reticle not working (thanks to Commando)
+ fixed icon for light walker and light tanks
+ added Commando's fixes for pool heights
+ replaced mcurtain with ion shield and tweaked strength
+ tweaked mits mine holding power
+ fixed aip files not switching
+ misc fixes.

Re: G66 Using Coxxon's BZIIRemodeled - A Test

Posted: Fri Jan 01, 2016 5:54 pm
by Axeminister
Cool, I'll try it out.
As much as I hate to tell you this, the jammers don't seem to work. Also the service trucks sometimes don't service everything around for my team (have to tell them to service something right beside it) but for ai they work just fine and they make like twenty of them as opposed to a few like before. All this is my usual human ISDF vs ai Scions G66 Remodeled mpi findings.