Forgotten Enemies for 1.3.6.5 BETA

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ssuser
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by ssuser »

Late feedback, sorry. It turns out you need to feed the installer the ROOT directory of Battlezone 2, not a new subfolder. Then it installs/runs/uninstalls ok.

That said, I tried a few of the missions, and had plenty of in-game crashes. Ugh.

The maps were ok, but I was disappointed in how the enemies looked, I always pictured the Hadeans in way-bad black and dark grey tanks with glaring orange and yellow highlights and headlights. Instead I got enemy tanks that looked like strange insects covered in dry cow poo. So much for advanced technology.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Ded10c »

An awful lot of the Hadeans' technology was lost in their exodus from Icarus. This is the result of them starting from scratch. (And if you want insectoid, wait until you see the Cerberi...)
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by General BlackDragon »

The first encountered Krull (cvtank) in the campaign is Hadean colored, I think.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

dry cow poo is hadean camo.

you can change team colors via chat and gameprefs.ini commands now.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Ded10c »

All Cerberi encountered on Labyrinth (Krul, Tritons and Sirens) disguised themselves as lost Hadean units.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by DeusExCeteri »

What bugs me the most is that when I saw the poster for FE I thought I was getting a mod where humans get caught up in the war between the Olympians and the Hadeans. What to to my surprise when it turns out what I assumed were Olympians were actually Hadeans and what I assumed were Hadeans were just some second-rate Furies. They even have all the same failings as those ill-fated death machines, unbelievable.

Not that I'm dissin' this mod o' course, people poured their hearts and souls into making this and I love it to bits.

It makes me feel bad that I have to use cheats just to get through 80% of these missions and somehow I'm still stuck on Miasma. >.<
If mods like these know one thing it's how to take an easily beatable game and make it a real challenge.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

the AIP attacker plans had a bug that didn't send all attackers, which was fixed in 1.3 PB4, so now there are more attackers than there used to be. i'll pare them down a bit or just add in a difficulty slider.
Last edited by Red Devil on Sat Jan 17, 2015 5:06 pm, edited 1 time in total.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by AI_Unit »

Regarding "Mercury Rising" and "Escape Path" I believe it's not the maps that are crashing. I'm sure it has something to do with the Meteor mines. I made some changes to them a while back and fixed them but I lost the data when I re-installed windows. Might be worth having a look at but I'm sure that's why the missions crash. With "Cloak of Deception" I'm sure that allied pilots are supposed to spawn and take over the sniped patrol scouts....Instead it tells me the scouts making a run for the base even though it doesn't have a pilot. Mission seems fine with everything else. Oh and if I can recall correctly, I'm sure there's a glitch with "Two minute warning" I know it's a silly thing to do, but when all of your units start retreating and they disappear when they get to where the player originally spawned at the start of the mission, if the player goes near that area, it removes the players "Hacker Scout" and it breaks the mission. Maybe that's already been fixed but I don't know.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by AI_Unit »

Interesting Fact: Only just found out that Corber is John Cooke and Shabayev's Nephew. Dafuq.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

okay, thanks, i'll check it out.

i know i can snipe the hadean scouts before the hadean builder gets close, but i'll look at the scripts and see what's going on (or not going on)

no, removing players isn't a good thing :-D
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by AI_Unit »

I'm sure it's those meteors that's crashing Mercury Rising and Escape Path. Might just be me, but I'll double check Escape Path just to make sure.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by AI_Unit »

Right I have an update on Escape Path, by the looks of things...The DLL has the wrong label name of the undeployed Recycler, once you undeploy the Vengeance, nothing happens. Here's the correct label if you need it: "unnamed_ivrecy09:1" oh and the editors CFG's are all off, all zoomed in and stuff, that might need fixing too. I'm being picky now but I believe that certain Recycler ODF's need changing due to the fact that they are sliding around all over the place...Might need the TREAD_STATIC_FRICTION = 1.5 adding to them. Unless they're inherited.
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

pretty sure 1.5 is on all the treaded units already; i'll make sure they are if not.

you know, i forgot to do the cfg's for the fe editor, so i'll make sure i do those when i fix the shell/game cfg's.

thanks for the feedback
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by Red Devil »

nope, missed a bunch of them.

definitely the meteor because i get the same exact AV when i place it in stock; thinking it's due to the change that replaces pointers with handles, but unsure atm.

editor screens look okay on my end using 1680 x 1050; you set the scaling in the 2nd graphics options page?
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Re: Forgotten Enemies for 1.3.6.5 BETA

Post by General BlackDragon »

Meteor from 1.2 AVs the game because the following ODF lines:

meteord.odf

effectHard1 = "hp_emit_1"
effectName1 = "meteord.render"


Remove those two lines and the meteor won't AV anymore.
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