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Messages - ScarleTomato

#31
Battlezone 2 Mods / Re: IA maps for use
November 16, 2009, 07:21:47 AM
agreed, if you want more people to test the map, do make it so that the zip extracts to the root. Its not that hard to make two or three more folders in the zip.

On to the maps. I only tried two cause it was late. They're... BIG. very big, and seemed fairly flat. Not really a bad thing but I was kind of expecting a few more pools on a map that size. The headache one (as far as i can tell) has the second pool a really long way away. I guess thats why it's a headache. :P On the yellow one the only real glitch I encountered was that some of the starting loose scrap all the way across the map was on my team so it showed up on radar. That meant that my scavvies kept heading for them and getting themselves killed instead of staying at base.

All in all though, they were decent looking maps, I like the colors you used.
#32
Battlezone 2 Mods / Re: PB5.1 Expansion Pack Content List
November 15, 2009, 10:19:30 PM
like he said, it's supposed to be a place on facility. If he has permission, it's better if he uses facility textures to stay consistent. I think it's being a little too anal to say that each map maker has to use unique textures. Grass is grass, dirt is dirt, who cares? I usually just Google for my textures but if I spent a certain amount of time creating a seamless texture and another mapmaker decided that it was good enough to use on his maps, I'd take it as a compliment.
#33
not sure if yall ever found out why the pilots got so big with that one guy but i think i may know.

My brother just tried to install the new G66 by extracting it to the addon instead of the root. Thereby causing some of the maps to have big pilots. IA: Ground Four for instance.
#34
Battlezone 2 Mods / Re: IA maps for use
November 14, 2009, 11:18:17 PM
#35
Battlezone 2 / Re: The Physics Nerds' Theory Thread
November 13, 2009, 08:46:56 PM
Quote from: iron maiden on November 13, 2009, 05:20:40 PM
Just thought that they would have learned it from the scions following the war.
they did. Remember the Scimitar in FE? It was a Sabre that morphed. I think it may have actually been a scion design, but technological hybrids eventually came about.
#36
Quote from: Clavin12 on November 12, 2009, 05:33:30 PM
Why can't we just make a normal power generator and make up a cool way that their supposed to work. All this stuff sounds complicated and frustrating.
Quote from: Clavin12 on November 13, 2009, 06:17:46 AM
Um what would be the point of that?
Quote from: Clavin12 on November 13, 2009, 06:54:23 AM
It'd be too complicating. imagine when yourn the middle of a big fight and you need reinforcments. You go to make but, Your out of Scrap! so you have to send out some scavs to collect the biometal crates to bring in enough scrap for a couple ships then you have to wait for more crates. In the meantime your getting torn to pieces.
Quote from: Clavin12 on November 13, 2009, 10:44:31 AM
You may have all of this but the complications must be balanced out, or the races will be way out of balance.

Yes, Clavin, I get it, thank you. From what I can tell this is a brainstorming session. He asked for new game mechanics so I'm throwing out some concepts i've been thinking about tinkering with for a while. If they're not accepted then no one has to use them.

On overall gametypes/game mechanics. I think it'd be awesome to have a variant of MPI where you can have multiple allies against multiple AI enemies. I know there was already a 3way in FE. Basically an offshoot of that with thug recyclers. I'd be willing to make some large maps for that and work on a DLL for it.
#37
Quote from: Clavin12 on November 13, 2009, 06:54:23 AM
It'd be too complicating. imagine when yourn the middle of a big fight and you need reinforcments. You go to make but, Your out of Scrap! so you have to send out some scavs to collect the biometal crates to bring in enough scrap for a couple ships then you have to wait for more crates. In the meantime your getting torn to pieces.
Well thats part of the commanders job ain't it? I always have scavvies gathering loose scrap, if i lose one i just build another. They're only twenty scrap. That and I usually keep my scrap meter out of the green. If I have nothing else to build I pump out rocket tanks. It would take some micro managing and if it were implemented it would definitely be a race for advanced commanders. Respawning loose scrap fields are gold for a commander that knows how to use them.

I really like the gathering crystals for power, and husks for technology ideas. It makes it very easy to drastically change the game dynamics from map to map.

I was thinking about making a neutral monolith structure for one of my maps that you could tug around and have it quickly heal things within a large radius. Extra map related resources like this would do alot to change the mechanics while still using simple concepts.
#38
Nadda
#39
ATM I'm just brainstorming. I like the strategy required for the transports better but both of them help explain how the scrap actually makes it back to the recycler. It also gets rid of the question "Why does only one extractor fill up at a time?"

You could have extractors that spew out biometal near the extractor that looks like crates, and then a scav comes an collects them and takes them back to the recy. That might take a lot of micromanaging though.
#40
Interesting, you could instead make them armories that launched scrap crates back at your recy. then a hoverscav collects them
#41
You can build a small factory on each pool, these factories continuously build scrap transports that dont take up a command slot and immediatley are commanded to recycle at the recycler.

The more pools, the more transports per unit time, the faster your scrap increases. You have to defend the pools along with defending the path from the pool to the recy. You build base silos for extra capacity. For big maps you can build a off-site scrap drop so the transports don't have very far to go.
#42
For scrap generation with one of the races, you could ignore the pools and go with a borehole mine. You upgrade it to increase the generation rate and build silos to increase the capacity. Make it really hard to collapse but if it gets destroyed, it sets you back a ton.

Could use a similar concept for a centralized power. Maybe a solar tower and you can make it taller to get more power.
#43
Battlezone 1 / Re: Check this out!
November 12, 2009, 10:10:06 AM
So what we need is a bunch of people that are willing to spend a fair amount of time collaborating to make a game for the community, by the community?

How static are yall on making the CP in the BZ engine?
#44
Nope.
#45
Maps and Modding / Re: Pluto Texture Modification
November 06, 2009, 08:16:09 AM
Quote from: mrtwosheds on November 05, 2009, 07:30:10 PM
:-D Its just one of those corporate things...The ISDF command management team (aesthetics section) spent allot of time and money getting PLUTO hard coded into the bio-construct matrix (bridge/tunnel sections) for the Pluto mission. It not their fault those dumb military types went off on an unauthorised interstellar joyride and built them all over half a dozen solar systems... :-D
Thats been my excuse this whole time. The terraformer constructor's programmed blueprint was for Pluto and they never got around to changing it. Why fix what ain't broken? :P Honestly that makes it sound more realistic IMO. It's just one of those historical quirks that you run across. Like why the radiation and biohazard symbols look like they do, or why paramedics have a staff with a snake around it.