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Messages - ScarleTomato

#346
oh you mean like the jetpack or the satchel? hmm, I can't check it out right now 'cause I'm at work, but is there a way to make this visual HP shoot on its own terms? I've edited a map where you fight the ISDF and there is a carrier hovering about 200 meters over their base, and would love to see it have some heavy kinetic turrets on it.  :twisted: I was gonna make it a building but if I can I'm gonna make it attack in the later AIP, and Dlls are still foreign to me :s

Ooh yeah target priority that'd be nice, (especially for scavengers distracting GTs) and have it so if the target priority is 0 then they dont attack unless you tell them to (so you have the choice to demolish it later.)

Hey on that note (now this i really don't think will happen) you could set tactics on your units ingame like homeworld. Aggressive=They attack anything in radar range, Neutral=pretty much what they are now, and Passive=they like to dodge and come back to the repair bay alot :-D
#347
hey there, I've got a suggestion for a new ODF switch. Something like
isThreat = 0
for stuff like the tech center and such. I was playing FE 3 ways and after killing off the ISDF recy and factory, i put some turrets around the base pools and they wound up using all their ammo on the power, servicebay, and the techcntr. I have no idea if it could be implemented this late in the development though. :s

On the visualHp stuff, I can't seem to get it to work, which unit uses it in ZTV? I can take a look at that.
#348
:-D I have to say 'On Thin Ice' is my favorite mission. It's the only one I know of where I can level their entire base with satchel charges, the infinite supply of scion scouts and my sniper rifle. That, and I don't have to worry about them attacking my recycler until I get close to it. One difference in 1.3 that makes it harder now is that you can't hide in the gunspires anymore :s but I still like all that james bond, splinter cell stuff

'Bond theme song playing' The name's Tomato... Scarlet, Tomato.
#349
Public 1.3 Beta Archive / New race build look
March 09, 2005, 09:49:17 AM
I guess this might be highly improbable, but will there be any new ways to build things in 1.3 instead of the blue isdf wireframe and the growing silver scion structures? I havent found any way to do so in 1.2 and thought there wouldn't be any harm in asking :-D
#350
Public 1.3 Beta Archive / g66 av
February 04, 2005, 03:05:48 PM
[ E X C E P T I O N ]
Patch 1.3 PublicBeta1 Feb 28 2004 11:57:13
Type: ACCESS VIOLATION
Info: READING from 507850CEh
CallStack:
0041BDCC +006C bzone.exe EXE FollowGroup.obj public: static void __fastcall FollowGroup::SaveAll(void)
206E6F69 +206E6F69 [Unknown] [Unknown] [Unknown] [Unknown]
Registers:
EAX: 50784E4Eh   CS: 0000001Bh  DS: 00000023h
EBX: 00000000h  EIP: 0041BDCCh  ES: 00000023h
ECX: 0C32F988h   SS: 00000023h  FS: 0000003Bh
EDX: 007E9380h  EBP: 0D3F0010h  GS: 00000000h
ESI: 04B58CC0h  ESP: 022CFD1Ch          
EDI: 00000001h                      
CF: 00010206h PF:0 AF:1 ZF:0 SF:0 OF:0
Entering critical shutdown

heres that part, im reinstalling though as it may be my install cause the console comes up every time i start a g66 mpi and many times after i build a bomber

p.s. this has happened twice on the same map so not any one time thing
#351
Public 1.3 Beta Archive / g66 av
February 04, 2005, 02:22:59 PM
did yall want the log and exception from mods or just if it comes up during the stock games? and if so, what parts do yall want?
#352
Public 1.3 Beta Archive / Great Job on 1.3!!!
January 25, 2005, 01:37:27 PM
although i dont know if the majority of these ideas will go very far, reading this post gave me an idea, what if you could set objects as navs, i use nav for sending scavs to pools but i usually have to go back there to actually get them on the pool. what if i could paint the pool so i can plant scavs on them from a distance, itd also be nice for the service bay like they did in fe, or if you're not playing multi you could paint enemy units like wingmen can do for you? again i dont know anything about programming or how much time and effort it would cost. just a suggestion
#353
Yeah, I've seen it many times. A perfect example is making a unit without the factory or recy, (by constructor or shooting it out of a gun usually). Is it possible though to put in 1.3 the option to take a unit already tagged off an fkey during gameplay? for example, i dont usually move turrets alot and so as soon as ive got them placed, all they do for the rest of the time is take up space on the those ten keys.
#354
I know you can space select a unit that wasn't assigned an fkey but it wont give you a command menu. Is it possible to make the fkeys optional on a unit?
#355
engage range is defence? ok that makes sense, seeing as how you can change the weapons

well it looks like the plasma shot's lifespan and speed stayed the same  but the spire's engage range increased by 10 meters but at thats still 50 meters more range on the assault tank. i know though that he takes a few meters away when he brakes though, maybe all this time he was only 10 meters out of range in 1.2?

i have to agree with apcs though, scions have archer, isdf gets atank ya kno?
#356
in actuality jwk it seems that rev.d doesnt quite fit it since their not changing any of fe's aspects, primarily just some tweaks to make it compatible

i mean they didnt call bz's nocd tweak rev.b

and it seems to be more or less universally known as fe for 1.3, so would'nt you, for the sake of you being understood, call it that instead?

i dont know how technical yall like to get in these forums but i thought id drop two cents in
#357
yeah ive noticed this too, i havent actually looked at the files but it seems they shortened the engage range (easily fixed) not a problem unless youre playing multi, but i dont know if theyll put it back or not

wow i just looked at it, the atank's engagerange = 175 where the spire starts looking at him at 230 meters away. the spires bolt reaches 210 meters so the assault tank goes well within range before it starts shooting
comparing it with the 1.2 files it looks like the atank stayed the same they just extended the spire a bit. either way it doesnt look promising for the ai tanks anymore

i guess they wanted you to get creative and use different tactics, either you hop in the tank, or send in a scav to distract it, or back ur tanks up with service trucks, or go in a warrior in assault with mag and hit the lung in one shot :-P the latter being my favorite.

hope it helps --mike