• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Axeminister

#31
Battlezone 2 Mods / Re: IA maps for use
November 16, 2009, 07:13:30 AM
All things zipped should go to the root dir. I want people who just started playing this game to have an easy time adding things. Many people lose interest when they have to do something that their parents have told them not to do with the family computer, or they have to learn how to be a modder just add some maps and many other reasons. I've been playing this game since it showed up on the shelves, and all the mappacks I've ever dealt with unzip to the main dir, or I don't use them.
 
#32
Battlezone 2 Mods / Re: IA maps for use
November 15, 2009, 07:15:22 PM
I am a non-modder. A player. I am not supposed to do anything but unzip it to the main directory. If there are directions from the modder maybe I'll follow them, otherwise, main dir it is.
#33
Battlezone 2 Mods / Re: IA maps for use
November 15, 2009, 07:06:28 PM
I unzipped to my main bz2 1.3pb5.1 directory and it made a file named "Mag's IA mappack" but you can't see them in IA. Deleting.
#34
I was driving earlier and thought more about Windy's idea with the crystals.
1). Have the power platform built by the constructor and as the tug moves in you can tell him to "drop off" the crystal at a loading point on one of the four corners on the platform( captured by an invisible mits mine that also serves as a place to point your reticle for the drop off) and it would hover over one of the four corners of the power platform. To upgrade the power simply drop off another crystal until all four corners have a crystal.
2). Or, have the power platform be a tug class object and the crystal be a deployable class object and when a tug drops a crystal near enough, the platform captures the crystal and holds it up in the air and deploys to create the power generator. This could also be done on four corners if the platform had the capabilities of four tugs, or not.
3). Currently the bomber bay is built by a constructor, so it can build a building with a vehicle on the top of it. Also currently, if you build a building right where a vehicle is sitting the invisible walls that reach the sky while the building process is happening always moves things to the edge of the build square. Well place a crystal (have it be some appropriate vehicle class) where you want the power generator and when the power platform is built the crystal simply gets pushed into place somehow, like the bomber.
#35
1). I like Scarlet Tomatoes idea of when the solar panels are upgraded they get higher, giving more power. It also is a simple but cool concept that should make it easy to grasp.
2). Rethinking the collection of husks makes me realize how Zero Angel is correct that it would be a clumsy concept to use as resource gathering, but instead just use it as technology gathering. This would create less stress for a Commander.
3). I like Scarlet Tomatoes idea of a building built solely for shooting more and more health into the power generators. This action could be used for a quick recharge for players who drive through the traveling pods from this rail gun type pod shooter. It is actually another simple but cool idea that is easy to grasp.  
#37
clavin if it gets dark you could always make solar flares by your solar panels to keep up the power during an assault. That would have to be an option I guess, or some way to make it work. Windy even said wind turbines for dark maps, solar panels for light maps.

Windy's idea for power generation. Map has crystals spread out across the land that when picked up by a tug/scav can be brought to base and utilized on platforms built by the constructor. They could be upgraded which would turn them different colors.

I have a wacked out idea that might be cool. How would it be if the biometal fed the power generators. The amount of buildings you can build would depend on how much biometal you have for the power generators. The more pools, the bigger base. Upgrade your pools, more even more power available. But you wouldn't use the current numbers that come up telling you how much power there is, like 3 meaning power for 3 buildings. That number would instead tell you how many ships you could build. A total reverse of the way we control resources. The number could even be made to have alternate meaning like if the actual resource the new race utilized was gigawatts of energy. The number 3 could represent 3 gigawatts of energy. Rocket tanks might cost 2.7 gigawatts, scouts cost 1.2 gigawatts etc.

#38
As the game moves forward into more advanced and harder to beat modes I think the idea of the solar power plants dependng on the light from the map would be more fun since the darker maps would cause commanders to be cautious about what they build.
#39
 The husks idea is a super. Tugs carry back to base until you build towers out in the field, then you could drop of husks at a structure that takes place of relay bunker requirement for towers.
  Can there be hovering service trucks, currently tracked ones bump and move one another out of range when stopping and starting.
How about solar power generators? Has that been done?
#40
Battlezone 1 / Re: Check this out!
November 11, 2009, 07:12:54 PM
Hell ya!
#41
Battlezone 1 / Re: Check this out!
November 10, 2009, 03:30:13 PM
Why redo Battlezone 1 in any engine? It gets a 93% score from PC Gamer magazine and is famous in it's own right more so than Battlezone II. I have never understood why someone would do anything except add more ships/weapons and gameplay to that game. It has the better game engine already. No offense to Avatar but why o why would the community convert it to another game engine.
If this Unreal engine is so good please don't even consider wasting time putting some old worn out game onto it. Build Battlezone III for Christs sake!
#42
Maps and Modding / Re: A Mod for Modding
November 10, 2009, 03:05:40 PM
You want to make Gary's mod for Battlezone II. But modding this game is already way easier than most, so why.
#43
Wow, if you're talking about building anywhere without having to wait for the constructor to travel then I'd say that is cool. Build anywhere, anytime, sounds devilish!
#44
Overdrive Terminal / Re: Shredded... to a pulp
November 08, 2009, 03:24:00 PM
There used to be one on youtube where the person mocking Yngwie Malmsteen was saying stuff that was hilarious, probably the same guy. I showed it to some people then it was banned all of a sudden. I saw Yngwie live before and he is phenomenal.
#45
Wow, so soon. Very cool. I'm sure Windy and I will enjoy it. Can't wait to get off work now! Come on 3:30!!!!