• 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

Topics - General_Hoohah

#1
The 1.3 Community Project / Idea For New Race
July 02, 2009, 11:33:11 AM
I've been playing around with the idea of a new race, and brainstorming with a few members in the community. Tell me what you guys think:

This race is blood thirsty. They're a race of war criminals love to murder, torture, and kill any form of intelligent life they can find. The ships and tanks they use are industrial sort of boxy looking death machines, with oversize guns and cannons and laters of plates with rivets and bolts showing. They decortate their ships with chains, blood, and sometimes skulls. Its not their biometal technology however, they stole it from the race who controls them.

After some brainstorming between me, AHadley, and Angstromicus, we put this together as a rough beginning to the outline of this race:

Hzarzk
- Incredibly violent race of humanoid mutants, created by another race as a result of highly immoral genetic experiments on babies.
- Goal of the experiments was to combine the DNA splicing of vicious wildlife with an accelerated immune system and immunizations, to create the perfect biological warfare resistant super solider.
- Experiments declared a success, and armies of super soldiers are created.
- Their attempts to prevent the DNA spreading down bloodlines fails.
- The mentality of the many offspring of the super soldiers slowly degenerate into intelligent versions of the animals they spliced, developing incredibly violent tendencies, an unquenchable blood lust, and eventually begin to mutate into stronger faster creatures with the ability to detect pheromones from hundreds of meters away.
- These creatures are named the Hzarzk
- They eventually multiply in vast numbers, overwhelming the race who created them and violently wipe them out.
- The Hzarzk steal the biometal technology used by their creators to travel to other worlds so they can kill more.

Their discription is this. About 10 feet tall, slightly hunched over with slightly long arms and claws, small cold black eyes, a large boney jaw, and sharp teeth. As pilots, they'd carry large heavy weapons like oversized plasma rifles and rocket launchers, or maybe just attack you with their claws like jack-killers.

There's nothing very deep about this race, and thats what makes them a great enemy.  The best kind of enemy is one you can HATE and kill without remorse, without any reason to try and understand them or feel sorry for them. A race of bloodthirsty creatures bent on the distruction of every form of intelligent life, who will slowly rip you limb from limb and listen to your screams if they ever get the chance.

They don't have to be named the Hzarzk, as long as thier name sounds alien to the english language, and doesn't sound like someone belching or a bodily noise.  :-P

So tell me what you guys think. :)
#2
When I'm hosting a game I know there's a code I can enter to load any vehicle list I want... but its been several years. I think I also need console to do this... but I don't even remember how to do THAT. Can someone help me out? :( I want to load the Greenheart vehicle list. I used to do this in every game and choose the Route66 vehicles for every map. Its been a while though.
#3
This is only a rough draft. The ideas are sound and organized but I don't have a name for the race of war criminals, and the dates may need to be altered. I'd rather not create an alternate time line, and be part of the official FE story line... if thats possible. I'd love to be part of that! So I'm trying hard to work it into the story and wedge it in between stuff, without being intrusive to the story line.

I figure at the end of the story, the ISDF could mostly remain out of the Earth's solar system, concentrating on fighting against anything that wants to start anything with earth, becomming more and more powerful. BUT they remain focused on keeping the space safe for the earth, and always remembering the lesson they learned from the evil acts that Braddock used the ISDF to commit. Never again will they allow such a man to lead them. They're more organised at this point, more powerful, and more focused on their goal to protect Earth and its allies. But they'll rarely visit earth, and when they do the AAN doesn't appreciate them and the EDF don't care for them either.


Story Concept D, Rev. 03
Part 1


On March 14, 2025, an object slowly drifting towards our solar system is spotted by Hubble II. After observing it for nearly five years, NASA concludes that it's derelict, does not seem to have any means of propulsion, so far has no signs of life, and that it looks as if its sustained massive hull damage. They have many guesses as to what it could be, but what ever it is the US Military wants it bad!

As the object becomes closer and closer, communications traffic between NASA and key US officers in the EDF and AAN increases. In 2030, before the object can be damaged by the asteroid field around our solar system, several biometal space vessels kept hidden by the US from the EDF are fitted with stealth technology, and are sent to intercept the object, board it, and tow it to Pluto where it remains hidden behind the planet for study.

By 2032, an overwhelming amount of data is gathered from the object. It is found that it is nearly one hundred years old, only a small chunk of a much larger ship, and that section of ship had once been used as a storage supply deck. Not only that, but this massive ship was a warship! Records and schematics of highly advanced military based biometal technology, crafts, weapons, and nanotechnologies are also collected, including something they cannot ascertain without further data; a small piece of a very large, highly advanced machine that had probably been under development at the time of the war ship's destruction as this technology was more advanced than anything else found and locked away carefully in a protective shock proof case.

Conspiracies start to form and the US government decides to hell with the EDF. They're tired of squabbling 3rd world countries, the bureaucratic bullhoot, a weak paper tiger Earth Defense Force with poor funding, low standards, terrible almost non-existent training, and old outdated technology.

In 2033, the ISDF is secretly reforms in a joint effort with certain countries as allies, including Japan, England, South Korea, Russia, and Germany.

Later in that same year, in a joint effort between all the participating nations, the ISDF seals up every hole in the vessel and easily converts the large craft into a suitable research facility. Leading teams of scientists from each country board the object and over the next five years, they make tremendous strides, improving biometal and other technology by combining their own knowledge and ideas with what they found aboard the derelict ship section. With nanotechnology, they learn to build highly advanced equipment that can manipulate the building blocks of matter, giving scientists the ability to strip a molecule of the elements making it up, then use those elements to create new molecules! By combining this type of technology with biometal, they learn that what they thought they knew about biometal technology was only a small stepping stone leading up to what is actually possible, although they haven't gotten it all figured out yet and won't for a long time.

As a result of this research, biometal collection and production increase in speed and use less energy, and many forms of technology, ships, and structures become more and more efficient and require less biometal and energy to produce.

So far the ISDF has managed to keep all of this a secret, but trouble arises in 2036 when a mole is discovered. In a desperate attempt for his life, the mole flees from a research station on Pluto aboard a scout, then escapes on a small vessel hidden in a canyon. A mission is staged to eliminate the mole before the can meet his contacts on Titan, but the ISDF doesn't make it in time and the EDF is made fully aware of the situation.

The AAN furiously demands that the ISDF stop all activity, but they refuse, defending them-self with the explanation that they shouldn't deprive humanity of such important technology and the protection it can provide, just because of the evil acts of one man who abused it. As a result, the AAN angrily throws out all nations involved with the ISDF from the AAN and the EDF. Skirmishes break out on several planets, but they are called off by both sides before things get ugly. From this point on, the ISDF is on the borderline of being an enemy to the AAN and EDF.

Within a year, through the use of the ISDF's new biometal technology, a massive collection of space stations, space ports, research facilities, ship yards, bases, resource stations, and training facilities are established on Pluto, Neptune, Europa, and mining facilities along the asteroid belt. Enormous asteroids are mined for their biometal and all other elements for use in nanotechnology. Everything needed to sustain and support life can now be replicated using nanotechnology, and storing supplies was no longer a problem because they could be created so quickly.

By 2038, space travel between solar systems was possible within only weeks and large ships were under construction.

By now the trajectory of the space wreckage and point of origin had been long determined. In 2042 a fleet of ships fitted with new engine technology leave their docks and set out on the mission to scout the object's point of origin. Later in that same year, the debris field from which the derelict vessel originated was found. A small research outpost on a nearby planet was established. It was a desert like planet with small tropical oceans, and scattered wild life, astoundingly not that far different from life on our planet. The planet had low biometal resources, but served as a more than an acceptable place to establish the first base outside our solar system simply for research.

According to data logs found in escape pods found on its surface, the planet was named Wren. However, no traces of who ever occupied them were ever found. After several years of sifting through wreckage on and off the planet, data put together from several damaged flight recorders were put together and they were able to calculate what direction the ship had come from by slowly collecting and translating data logs, and found records of stops around the galaxy. A staff of thirty-two men and women were left on Wren to finish establishing a base and to conduct research. The rest returned home with what they had found, and the decision to trace the war ship's route and find the pieces to this mysterious unknown technology was made.

Later that year in the winter of 2042, plans are drawn up and work begins on new ships for this long mission, measuring over three miles long, and armed to the teeth for what ever lie ahead. A squad of newly developed Nanotech Recyclers were loaded into its storage bays for the establishment of military bases. Its decks included living quarters and all the comforts of home for over fifty thousand military personnel, black ops, research and development, and security personnel. The ship also featured many areas for training, relaxation, entertainment, etc. Several war cruisers designed to piggy back on the flagship were also built. Four squadrons of space fighters, 2 squadrons of recon ships, a new fleet of utility ships, and a new fleet of drop ships were also loaded into its hangars.


To be continued......
#4
Can a building in BZ2 or for that matter, 1.3, have windows that are tinted blue and are translucent? I need to know because this will impact the way I'm designing an command tower.
#5
1.3 Public Beta 5: Tech Alpha 5 / Map Request
June 20, 2009, 01:01:46 PM
I have an idea for a map I know everyone would love, but I can't do it by my self. A Total Annihilation Core Prime Cash Map. A cash map is when there are lots of resources, TONS, often in your own base. There are cash maps for every stratagy game I've seen... except this one. I can make the textures... and design the map, but getting the AI to work with it... that I have no clue and I'm busy with other stuff. So if anyone would help me out, then I'd love to get started on it some time. :)
#6
Battlezone 2 / GMC PAD
June 20, 2009, 08:07:01 AM
I have found the PERFECT ISDF mobile bunker! Sadly I'm not advanced enough to figure out how to make something like that with sliding parts. Anyone wanna take a crack at it?


#7
Battlezone 2 / Playing By My Self
June 17, 2009, 11:02:04 PM
Teamwork in this game has REALLY declined. Every time I start a game, the first thing people do is go and screw around with the towers... eventually loose their ship after releasing wasps all over my base, then expect me to replace their ship when they never helped me establish a base. The rest of the game goes like that. Everyone is out on the map messing around, hunting, looking for towers... meanwhile I'm on my own fighting a loosing battle against hundreds of units that slowly poor into my pools. I've quit the last 3 games I've played cause I was on my own.

DOES ANYONE KNOW HOW TO PLAY THIS GAME ANYMORE???

I sware, the teamwork in every game I've played is complete garbage. No one asks for units to take and hold pools, no one communicates, and no one does any work to really contribute to the good of the base.
Who else is sick of this?

Back before I dissapeared... it wasn't this bad. Most players have no idea what they're doing and are loosing their ship every 10 minutes, and play with no experience or common sense. Like for existance, a player who thinks they can just sit in front of an enemy walker in a sabre and fire at it until it dies.... uh uh, not gonna happen dumb ass. And I'm not replacing that tank. Go f#@$ your self. Then there are people who only join games to attack those defender towers. And thats all they do throughout the whole game, completly unaware that this is a team effort stratagy game... not a hunt the tower and rejoin over and over every time you die game... Where do these people come from? Is there a stupid farm somewhere breeding these idiots?
#8
Battlezone 2 / Story Idea Outline Revision D
June 16, 2009, 08:34:38 PM
This is a story idea I've had for a few years. I offered it to Cmdr Wayne... but I don't even know if he was going to use it or not. Anywho, here it is. This is just a basic outline of my ideas.


Story Concept C, Rev. 02

In 2042, Hubble II picked up an object slowly drifting into our solar system. After observing it for nearly twenty years as it slowly approached our solar system, NASA concludes that it's derelict, does not seem to have any means of propulsion, and that it looks as if its sustained massive hull damage. They also believe it to be some sort of storage freighter, perhaps a barge of some sort, or even part of a larger ship or station. They have many guesses, but aren't really sure what it is, but the military wants it! BAD!

In 2062, NASA goes under military control and a fake mission is staged for the American people. They announce they are going to land on Pluto or some other far away planet for some kind of atmosphere analysis, or something of that nature. What they really plan on doing is intercepting the derelict object before it collides with a planet, or worse, other nations notice it and debate over how to share what ever they find on it or perhaps even fight over it. In 2065, the object is quickly intercepted and hidden behind Pluto for study.

In 2070, an overwhelming amount of data is gathered from the object, and it is found that it is nearly one hundred years old. It was only a small chunk of a much larger ship, and that section of ship had once been used as an area to store supplies. Not only that, but this massive ship was a warship! Records and schematics of highly advanced military based technology, crafts, weapons, molecular manipulation and nanotechnologies are also collected, including something they cannot explain; a small piece of a very large, highly advanced machine that had probably been under development at the time of the war ship's destruction as this technology was more advanced than anything else found.

In 2074, the military seals up every hole in the vessel, easily converting the large craft into a suitable research facility. Over the next ten years, the US Military makes tremendous strides, improving their nanotechnology by combining their own knowledge and ideas with what they found aboard the derelict debris. Using this, they learn to not only build more complex technology, but also learn to do it while consuming less and less energy and using smaller and smaller nano-lathing equipment.

With nanotechnology, they learn to build highly advanced equipment that can manipulate molecules, giving scientists the ability to strip a molecule of the elements making it up, then use those elements to create new molecules!

A new branch for space exploration and defense is formed within the US Military in 2090, making NASA totally obsolete. They create a new fake NASA that is mostly just for show, so nothing looks out of the ordinary.

By using nanotechnology, a massive collection of space stations, space ports, research facilities, ship yards, bases, resource stations, and training facilities were built in the outer asteroid belt of our solar system and on Pluto, Titan, Europe, Uranus, and Saturn, within only several years! Enormous asteroids were mined for their elements and gases, and used for the building material needed for this immense project. Everything needed to sustain and support life could be replicated using nanotechnology, and storing supplies was no longer a problem because they could be created so quickly, as long as each base was equipped with a nanotech factory. By 2094, space travel between solar systems was possible and large ships were under construction.

By now the trajectory of the space wreckage and point of origin had been long determined. In 2097 a fleet of ships left their docks and set out on a long mission. Later in that same year, the debris field from which the derelict vessel originated was found. A small research outpost on a nearby planet was established. It was a desert like planet with small tropical oceans, and scattered wild life, astoundingly not that far different from life on our planet. The planet had low metal resources, but served as a more than an acceptable place to establish the first base outside our solar system.

According to data logs, found in escape pods found on its surface, the planet was named Wren. However, no traces of who ever occupied them were found. After several years of sifting through wreckage on and off the planet, they were able to calculate what direction the ship had come from by slowly collecting and translating data logs, and found records of stops around the galaxy. A staff of thirty-two men and women were left on Wren to finish establishing a base and to conduct research. The rest returned home with what they had found, and the decision to trace the war ship's route and find the pieces to this mysterious unknown technology was made.

A new flagship was built for this long mission, measuring over three miles long, and armed to the teeth for what ever lied ahead. Several newly developed Mobile Nanotech Production Units were loaded into its storage bays for the establishment of ground based military bases. Its decks included living quarters and all the comforts of home for over fifty thousand military personnel, black ops, research and development, and security personnel. The ship also featured many areas for training, relaxation, entertainment, etc. Several support ships designed to piggy back on the flagship were also built, along with four squadrons of space fighters, recon ships, utility ships, and drop ships, which were loaded into its hangars.

After nearly ten years of development and construction, the flagship began its journey in 2112, eventually arriving at a war torn planet, whose ecosystem had been totally killed off. It didn't seem to have once been a heavily populated planet in the least, as they only found a small collection of military installations. The planet's surface was similar to Jupiter, but smaller in size, about the size of earth. They explored the gloomy installations, finding thousands of corpses and wrecked war units. The events on this planet were estimated to have happened about the same time as the destruction of the war ship. Using information found on the barge and the space debris, they figured out where to find the next piece, which was found in a hidden underground prototype development lab, still being guarded by automated defense mechs and defenses. Who ever was developing this incredible technology was taking great lengths to hide it from someone, but from who is the question.

By combining every amount of data they've found, starting with the barge and ending with this new find, they head to another solar system, finding a similar base. The story is the same, and they defeat another automated defense system, and secure the next piece which was again stored in a secret location. They also try to find as many clues as they can and attempt to put together the mystery of who created this technology, what it was intended for, and who's been killing them all off. Also, they can't help to wonder which side was which. Were the creators of this technology or their killers the 'bad guys'?

The humans travel to another solar system and drop their troops and science teams on a new planet, but this time they make an unpleasant discovery. A once largely populated world was now completely killed off. The massive amount of destruction is frightening as they observe the billions of skeletons and crumbled cities, littering the planet. Again they find another piece, found in a dangerous base that is not only guarded but falling apart, resulting in several men losing their lives, and only one successful rescue of a recon team. Nervously but still determined, they follow the clues and travel to another system, this time finding another military base similar to the previous ones. This time however, they are attacked on the ground by several light scout ships, and are forced to destroy a small military outpost, which was sending a long-range message deep into outer space. It's too late though, as the message had already been received and replied to. They of course secure the next piece. What really scares them however is the signal was sent to the same exact location the next set of clues pointed!

Many passengers aboard the ship become nervous, mostly the research teams, and request that they do not continue any farther until more data is gathered before they go rushing into anything. A meeting is held to discuss the possible consequences of going any farther, but because they are so close to figuring out what this unknown technology is, they decide to continue. They secure the next piece of the puzzle, and continue forth to the next solar system. While on route, they prepare for the worst, making sure every ship and every piece of equipment is in top condition.

As soon as they set up a base, they are instantly attacked by ground and air forces. After a long vicious battle and many casualties, the next puzzle piece is secured and the humans quickly retreat to the next solar system. However, the aliens they encountered were horrifying. They loved to kill, butcher, and torture any human they could find, and decorated their ships with blood, bones, and dead bodies. It was recorded by one soldier that a live human soldier had been chained to the front of an enemy tank, screaming as friendly fire ripped his flesh apart. Daunted and distraught, they press on, but none of them will ever be the same after what they saw.

Figuring they don't have much time until their new enemies catch up to them, they establish several military bases. Alien craft arrive soon afterward, and the humans try to fend off the enemy for as long as they can until the next piece is found, but the primary military base falls. A team is sent out to try and get the base on line, and successfully hold off the aliens for a good amount of time, but after several raging battles, the aliens find the next piece and leave the system. The humans, battered and nearly beaten, find the site where the next piece was taken from, gather the data they need to know where the aliens are going, then quickly board the flagship and head for the next piece of the puzzle. While on route, the humans begin to rethink their strategies, and new units and weapons are added to their ground and air forces.

The aliens have beaten the humans this time to the next planet and have already established a large base, but seem to be having trouble obtaining the next piece, as it is being guarded by a massive force of automated air and ground units. The human research teams finally find out what the aliens already know. This mystery technology is a warp gate, enabling travel from one place to another, instantly from one gate to another, no matter the distance! The best part is, if they can collect all the data and pieces, they'll be able to replicate it! Realizing the significance of this kind of technology, a massive string of battles breaks out, all three sides fighting each other. The aliens use every dirty trick in the book and then some. Each time a human base is brought back on line after being ravaged, another one is taken down. Meanwhile the humans are also fighting off the automated forces, and trying to figure out exactly where the next piece is being kept, and trying to protect their research bases.

The battlefields are littered with wreckage as far as the eye can see. Battle after massive battle the humans some how endure against the bloody tanks decorated with bones and body parts, that just seem to be driven by a blood lust to kill, until finally both sides figure out where the next part is being held. Both stage an assault.

The humans and aliens create a base near the site at opposite ends and launch a strike, resulting in all three sides surprising each other by all of them meeting at the same time, resulting in one final major battle on this planet. Even with the newer types of ships and weapons the humans have been developing, made specifically to fight against this new enemy and their vicious style of warfare, the humans still fall, but not without securing the next part. They quickly leave the system in pursuit of the next piece, but not before leaving behind a tactical nuke to destroy any evidence of where the next piece is.

The human side is nearly crippled and unable to fight another battle like the ones they just barely escaped from. Half of the crew has been wiped out by the aliens, and they have no idea what they are going to do when they are caught up with. The aliens have a harder time finding the next site, giving the humans a brief few weeks to try and get reorganized. At the next site, the humans find out by translating a log, that unless the coordinates are changed, once the gate is first activated, it will automatically connect to another gate that has been built in the center of a collective of several massive military bases.

The humans get a sneaky idea and corrupt that log so instead of military bases, it says civilian space stations, then stage a fake mission where they group all the pieces in one place, then pretend to try and protect them, intending for the aliens to win and secure all the pieces. It works, and the aliens piece together the gate close to the planet. Less than several hours later, an entire war fleet of mixed alien ships come out of the gate and destroy the alien warship fleet with a massive barrage of fighters and warheads. The fleet of war ships contact the human flagship and make peace with the humans, explaining to them what this is all about and welcome them as a new ally against the race of war criminals they and their allies have been fighting for thousands of years. They speak greatly of the race who created the warp gates, but tell us that race has been nearly wiped out, save for a small handful who were rescued from stranded ships and bases that were evacuated before being completely destroyed.  They were an ancient race of highly advanced beings, and were the first to be attacked by the race of war criminals. They were the ones who created an alliance of five different species of intelligent life, against the threat. However, they were also the first to be completely wiped out as a result of that action.

The humans join the alliance, but are soon told they have left a trail for their new enemy, right to earth! However, because of the condition of the human forces, who cannot fight at the moment because they are in such bad shape and are no match for their new enemy's main forces, several flag ships and destroyers have been sent to guard the Earth's solar system. While the humans recover, they are educated about this new enemy, how they fight, their technology, and how to counter against it. As a result the humans develop a large number of new units, including new ground forces, air units, advanced resource and production plants, weapons, and defenses. They are also given shield technology, and other various technologies to help them in their new war.

The human flagship returns home, using new stealth technology to slip right by enemy scout ships. They reappear right in front of their home base on the edge of their solar system, startling those who had never seen such advanced technology. Everything is explained, and soon a fleet of war ships are built in 2114, which head off to fight their new enemy in a string of intense battles across the galaxy, trying to help restore peace once again and protect their home planet and others from this race of vial monsters.

THE WAR RAGES ON

THE END

----------------------------------------------------------------------------------

The dates will probably have to be changed.

My idea is to combine this story idea with current BZ2 mods.

Instead of using nano-technology to build stuff... the advanced tech and nano-techdata collected from the wreckage unlocks the secret of how to manufacture biometal, and other new technologies, including medical advances.

The race who designed this technology could be a race we're unfamiliar with who was at one time at war with the Hadeans, which explains how they came across biometal.

The human forces are a secret faction of the US and a few other nations, who break off from the EDF, and are mostly made up of original forces from the ISDF who are sick of the EDF and bickering nations who can't agree on anything.

Pretty straight forward ideas, and I'm really interested in what you guys think.... especially Avatar. :D

My idea for the title of the story is Destiny's Gate.
#9
Battlezone 2 / Enough aliens already...
June 16, 2009, 08:26:50 AM
I don't understand why everyone always wants to make alien mods? I mean no offence, but the whole alien thing has gotten a little dry in my opinion. Why doesn't anyone make a mod that deals with earth factions and politics, with a deeper story line. Warring nations like North Korea could start a war with the US and its allies and brings it into space against the ISDF, Russia decides to go back to their old tricks again, or maybe members of the ISDF disagree with the way the ISDF on something and decide to break off and form their own faction of the ISDF.

Stories like that are always a lot more intriguing than the same old alien bad guys coming to get us routine. Avatar is doing some great work, but sometimes I think other modders are running out of ideas... like using a tug as a new ship or just going back to the whole alien thing. Tell me I'm wrong, agree with me, as long as this sparks some conversation. :)
#10
1.3 Public Beta 5: Tech Alpha 5 / New Units?
June 15, 2009, 05:40:22 PM
Manson mentioned something to me about new units in the new patches? I'm guessing its PB5? If so, where are they? Do I have to use a specific variant?
#11
Maps and Modding / ISDF Concepts
June 15, 2009, 11:55:54 AM
Concept Designs by General Hoohah

I designed these vehicles for Cmdr Wayne, but since he never really got back to me about what he's doing with them, I'm giving my creations to the BZ2 Community... which is what I intended them to be used for. If you want to use my designs, don't steal them, use them for what they were designed to be used for and please contact me if you're interested.

These models are saved in Wings3D format. If you want them you'll need to get the file from me, load them in wings, and export them. Wings3D is a free program, just search google.





ISDF Saber GT Turbo Interceptor




Intended Design
- High speed interceptor/dog fighter vs scouts, tanks, and bombers.
- 1 canon, 2 machineguns, 1 jax
- Ion thrusters activated like a weapon and must be held down while in use.
- Normal max speed equal to scout, but with more power. Ion thrusters are 2x speed.
- Third picture highlights directional thrusters for jump, turning, and strafing jets. "tail light" looking jets in the back are normal thrusters. Large engines on spoiler are the turbo ion thrusters.
- "Saber GT" should be written on the side or badged on the rear.

ISDF Panther MA01 Support Tank


Intended Design
- Long distance support vehicle, fires heavy mortar-like assault canon, can shoot over land obstructions like a normal howitzer, but doubles as a normal tank as well. Canon raises higher with distance.

ISDF Anti-Assault Tank


Intended Design
- Fast treaded tank meant to rush assault tanks and walkers, cutting through their armor at point blank with Dual Assault SP Stabbers, dual machine guns for light vehicles
- Dual mortars cost extra
- Rims inside spin with the treads when you give it gas, the rear wheels also spin and are meant to keep the tank from flipping over while driving through trenches.

ISDF Raptor Heavy Assault Mech


Intended Design
- Extremely expensive
- Slow Moving
- Liquid cooled plasma stream canon takes a long time to charge, but is incredibly devistating
- Heavy miniguns great against heavy assault forces
- Twice the size of a walker.

ISDF M6E4 Automated Chaingun


Intended Design
- Meant for APC attacks and light vehicles
- Rips troops to shreds
- Dropped from another vehicle, not built

ISDF 4x4 Truck


Intended Design
- Cheap to build
- Light, fast, agile off roading vehicle.
- Back can be fitted with Chaingun, missile launcher, or mortar launcher.
- Early vehicle intended for early defence, raids, ambushes, and support.

ISDF Mine Layer



Intended Design
- Simple craft that can deploy a wide selection of useful mines
1. EMP Mine: When enemy gets too close, releases an EMP shockwave that immobilizes vehicles for 30 seconds.
2. Pop Mortar Mine: Launches 4 Pop Mortars when enemies are detected. Can attack 4 times, then self destructs, great against scouts and spies. Mortars are a bright in color and dobuel as a signal flare to warn you of enemy activity.
3. AP Rocket Mine: Single AP Rocket lauches into the underbelly of what ever enemy craft passes over it; good against slow assault vehicles.
4. Splinter Mine: When enemy craft aproaches Splinter Mortar rises out and sprays for 8 seconds then self distructs; good against groups
5. Tactical Nuclear Mine: Detonates when an enemy vehicle gets too close; good against groups
6. Jax Fountain Mine: Releases a flood of jax when enemy gets too close, damaging anything they touch; good against slow treaded assault vehicles.

ISDF Heavy Defence Battery


Intended Design
- Longer range heavy turret, designed to repel heavy forces
- Very Slow turning, but devistating twin explosive projectile cannons


Alien Heavy Cruiser/APC


Intended Design
- Combination of a assault tank, cruiser, and APC
- VERY large unit
- Slow turning, medium speed
- Devistating single heavy canon and twin 12x39 miniguns
- Great for protecing important convoys, and large groups, exceptional in base attacks.

Alien Arch Angel


Intended Design
- Instead of weapons, uses razor sharp nano blades which heat up, allowing them to slice through other vehicles, often destroying light vehicles in one swipe.
- Very fast moving, can turn quickly, light armor.
- I suggest adding canon hard points along the wings that are all activated when you press fire, with a near to zero firing range.
#12
Common guys, get on and lets play! I don't see many people on anymore.

When I started playing again a month ago, there were lots of game... and now I'm lucky if there's one game. :cry:
#13
Public 1.3 Beta 3 Archive / Another Crash....
July 26, 2007, 09:10:15 PM
This is what windows spit up at me after BZ2 crashed in normal Mpi play. Not G66, just a PB3 map.

[ E X C E P T I O N ]
Patch 1.3pb3 Aug 10 2006 07:49:33
Type: ACCESS VIOLATION
Info: READING from 11022002h
CallStack:
005DB373 +0043 bzone.exe graphics meshrend.obj struct Color * __fastcall ApplyTeamColor(struct

Color *,struct Color &,int)
005DB40D +003D bzone.exe graphics meshrend.obj public: virtual void __thiscall Mesh::Render(class

Array<class AnimKey,0> &,unsigned long)
0048892E +0052 bzone.exe EXE GameObject.obj public: virtual void __thiscall GameObject::Render

(class Array<class AnimKey,0> &,unsigned long)
00500E0E +0088 bzone.exe EXE displayList.obj public: void __thiscall Resolution_Layer_Class::Render

(class SceneManagerClass *,class Camera *,float,bool)
00501537 +0042 bzone.exe EXE displayList.obj public: void __thiscall SceneManagerClass::Render

(class Camera *,float,bool)
004F2FAD +0020 bzone.exe EXE entities.obj void __fastcall Submit_All_Entities(class Camera *,class

ENTITY *)
00457963 +00DE bzone.exe EXE i76loop.obj void __fastcall Render_Satellite_View(class Camera *)
00460411 +0455 bzone.exe EXE ViewSatellite.obj void __fastcall ViewSatellite::Process(void)
00600B26 +0136 bzone.exe main runcodes.obj public: void __thiscall RunCodes::Process(void)
Registers:
EAX: 11022000h   CS: 0000001Bh  DS: 00000023h
EBX: A0000000h  EIP: 005DB373h  ES: 00000023h
ECX: 0000001Ch   SS: 00000023h  FS: 0000003Bh
EDX: A0000000h  EBP: 0229F740h  GS: 00000000h
ESI: 0138AA08h  ESP: 0229F6E0h           
EDI: 000000FFh                       
CF: 00210202h PF:0 AF:0 ZF:0 SF:0 OF:0
Entering critical shutdown

-----------------------------------


Do you guys want the log?
#14
Just got a nasty crash. My pc stopped responding completely, I couldn't even use ctrl+alt+del to get out. I had to restart my pc, then check my drives for errors.  :x

What happened? Here's the log:

DIAG|Main            |            maininit:523  |00:13:07|0      |Version Information Section
DIAG|Main            |            maininit:530  |00:13:07|0      |Session started Tue Jul 24 00:13:07 2007
DIAG|Main            |            maininit:533  |00:13:07|15     |CPU: AMD Athlon(tm) 64 Processor 4000+/2410MHz L1:128K T:0 F:15 M:7 S:1 (SSE,3DNow,MMX,TSC,FPU)
DIAG|Main            |            maininit:536  |00:13:07|15     |Executed by USER-0A4CFCB1B\User on Windows NT v5.1 Service Pack 2 Build 2600
DIAG|Main            |            maininit:539  |00:13:07|15     |Compiled by Ikkoku\GSH on Win2000+SP2
DIAG|GLOBAL          |               setup:73   |00:13:07|15     |Drive type : Fixed
DIAG|GLOBAL          |               setup:143  |00:13:07|15     |Startup directory : E:\Gaming\Games\Battlezone II v1.3 PB3
DIAG|GLOBAL          |                 vid:1008 |00:13:10|2343   |
DIAG|GLOBAL          |                 vid:1009 |00:13:10|2343   |dd: Primary Display Driver
DIAG|GLOBAL          |                 vid:1039 |00:13:13|5547   |mem dx:
DIAG|GLOBAL          |                 vid:3295 |00:13:13|5562   |tex mem:   total 651816959, free 651309055
DIAG|GLOBAL          |                 vid:3310 |00:13:13|5562   |frame mem: total 251260928, free 250753024
DIAG|GLOBAL          |                 vid:1050 |00:13:13|5562   |mem actual:
DIAG|GLOBAL          |                 vid:1052 |00:13:13|5562   |frame mem: total 254734336, free 254734336
DIAG|GLOBAL          |                 vid:1714 |00:13:13|5640   |d3d: * Direct3D HAL
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      640x480 8  mem req 1228800
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   640x480 16  mem req 1843200
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   640x480 32  mem req 3072000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      320x200 8  mem req 256000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      320x240 8  mem req 307200
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      400x300 8  mem req 480000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      480x360 8  mem req 691200
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      512x384 8  mem req 786432
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      640x400 8  mem req 1024000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      720x480 8  mem req 1382400
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      720x576 8  mem req 1658880
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      800x600 8  mem req 1920000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      848x480 8  mem req 1628160
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:      960x600 8  mem req 2304000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1024x768 8  mem req 3145728
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1088x612 8  mem req 2663424
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1152x864 8  mem req 3981312
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1280x720 8  mem req 3686400
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1280x768 8  mem req 3932160
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1280x800 8  mem req 4096000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1280x960 8  mem req 4915200
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:    1280x1024 8  mem req 5242880
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1360x768 8  mem req 4177920
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     1600x900 8  mem req 5760000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:    1600x1024 8  mem req 6553600
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:    1600x1200 8  mem req 7680000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     320x200 16  mem req 384000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     320x240 16  mem req 460800
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     400x300 16  mem req 720000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     480x360 16  mem req 1036800
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     512x384 16  mem req 1179648
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     640x400 16  mem req 1536000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   720x480 16  mem req 2073600
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   720x576 16  mem req 2488320
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   800x600 16  mem req 2880000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   848x480 16  mem req 2442240
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   960x600 16  mem req 3456000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1024x768 16  mem req 4718592
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1088x612 16  mem req 3995136
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1152x864 16  mem req 5971968
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x720 16  mem req 5529600
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x768 16  mem req 5898240
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x800 16  mem req 6144000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x960 16  mem req 7372800
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: * 1280x1024 16  mem req 7864320
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1360x768 16  mem req 6266880
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1600x900 16  mem req 8640000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: * 1600x1024 16  mem req 9830400
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: * 1600x1200 16  mem req 11520000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     320x200 32  mem req 640000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     320x240 32  mem req 768000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     400x300 32  mem req 1200000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     480x360 32  mem req 1728000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     512x384 32  mem req 1966080
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode:     640x400 32  mem req 2560000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   720x480 32  mem req 3456000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   720x576 32  mem req 4147200
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   800x600 32  mem req 4800000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   848x480 32  mem req 4070400
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *   960x600 32  mem req 5760000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1024x768 32  mem req 7864320
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1088x612 32  mem req 6658560
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1152x864 32  mem req 9953280
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x720 32  mem req 9216000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x768 32  mem req 9830400
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x800 32  mem req 10240000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1280x960 32  mem req 12288000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: * 1280x1024 32  mem req 13107200
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1360x768 32  mem req 10444800
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: *  1600x900 32  mem req 14400000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: * 1600x1024 32  mem req 16384000
DIAG|GLOBAL          |                 vid:1461 |00:13:13|5640   |vidmode: * 1600x1200 32  mem req 19200000
DIAG|GLOBAL          |                 vid:1573 |00:13:13|5640   |vidmode: 1152x864 32
DIAG|GLOBAL          |                 vid:1575 |00:13:13|5640   |vidmode: * Windowed : 1152x864 32  mem req 7053312
DIAG|GLOBAL          |                 vid:1591 |00:13:13|5640   |Trying to use a shell screen size of 640 x 480
DIAG|GLOBAL          |                 vid:1661 |00:13:13|5640   |modes: game 1152x864 32, shell 640x480 32, full 1152x864 32
DIAG|GLOBAL          |                 vid:1367 |00:13:13|5640   |
#15
I’ve decided to start a new topic, since the last one didn’t go so well, to avoid confusion and attract the right posters.

Tracked vehicles have some serious problems with their driving physics. Go drive a scavenger for a while through a complex base, or on a map with lots of sharp turns, cliffs, and water hazards. They are nearly impossible to control.

These problems extend to other tracked vehicles, since they all use the same physics values. This severely limits what you can do with them, and makes them aggravating to drive. It also causes scavengers and other tracked units to disrupt games by plowing into objects and vehicles, getting stuck, falling off cliffs, and falling into water. Here are the problems I have been experimenting with for a while:

1. Doesn't stop fast enough, drifts for too long after you take away your finger from the throttle button/key. This can’t be fixed with the values in the current public beta, because there is no equivalent value to the hover class value, “accelDragStop”, which controls how quick the a hover vehicle stops when you take you’re hands away from the controls.

2. While continuing in a forward or reverse motion, a tracked vehicle takes to long to stop turning after you take you're finger off the turn key. This causes a scav to go in circles with speeds over 20-25, depending on other values.

3. Rocks forward and back too much when accelerating, decelerating, and stopping. The equivalent value to the hover class value, “pitchThrust”, has been added but doesn’t appear to work.

4. While driving in a forward or reverse motion and turning, there is almost no traction, and it slides around too much like you’re driving on ice. The newer values recently added, don’t seem to have much effect at all on this problem.

5. While sliding in the middle of a turn as mentioned in 4, the unit catches or snags on terrain, and hops sideways. It should only do this if it is sliding over a jump, or over the side of a ledge. However, the vehicle seems to do this constantly.

6. Leans too much while turning. The equivalent value to the hover class value, “rollSteer”, has been added but doesn’t appear to work.

7. Unit appears to weigh nothing, and feels like driving a balloon filled with helium. I’m uncertain if this is effecting the traction or not, or if it has to do with it hopping over places where it gets snagged on terrain while sliding around while turning. If you drive off a cliff, it floats slowly down to the ground, like a feather. A vehicle weighing over 50 tons shouldn't do this. The new "Mass" value added recently does not work.
#16
I've thought about this in the past, but I couldn't forsee it going well. So has anyone tried to do this? How did it drive? Could you aim at anything (not stationary)?

Also, are the physics being worked on by Ken going to improve the functionality/performance of a vehicle of this type?
#17
I remember a week or so ago, Greenheart told me he was playing around with the new Comm. Vehicle and was having trouble with it when he added a turret with a weapon. I'm curious if a solution was found. I need to know because it will dramatically affect a model I’m about to start on.

I was looking around at command and Sat. Comm. vehicles around the net, and realized something important about them. They are usually a large vehicle that cannot quickly turn, so a turret is usually needed if you expect them to be able to take care of themselves against light to moderate threats. I think that’s why Greenheart was so quick to put a turret on one. So I really need to know if a turret can be used with a weapon on a Comm. vehicle. If not, what’s the problem, and can it be fixed?
#18
Please keep in mind, I only have minimal knowledge of the limitations of this game’s engine, so I don’t know if adding this is possible or not. I’ve been learning how to create weapons and I’m seeing some limitations that I really think are ridiculous, and put unneeded limitation on the creativity of modders when creating visual effects. First, the length of time it takes for the animation for something like smoke for instance is directly partnered with the length of time until the smoke disappears. This is just silly. After a particle effect is animated, you should be able make it hang then fade away after a time.

Additionally, from what I understand, you can not animate a particle again, after the first animation introduces it. For example, I wanted to animate the dust kick up from a canon round hitting the ground. (You know, that spiky splash of dust that rises quickly, then have it slowly fall and fade away.) After talking to someone else in the 20th Century Mod, I’ve discovered that I can either animate it quickly growing as it is first introduced, or slowly shrinking in size as the dust falls back to the ground. What I can’t do is both… which pretty much throws out that idea, and many other I imagine.

I would really like to see a particle’s life span and time of animation be totally separate values that have no effect on the other (unless you cut the animation short with a short life span), and the added option to animate an effect twice, in the coming update. This would allow much more creativity, more realistic effects, and cut down on aggravation. I’m sure there are many effects that could be achieved with these added features.
#19
Public 1.3 Beta 2 Archive / Small Gripes
March 05, 2006, 07:59:52 AM
Im sure everyone complains about this on a normal basis but was any attempt made to fix the problem of units trying to drive through buildings? Can it be done? I can't tell you how many times I've had to get scavs unstuck from towers, over the last few days.

Also, is there a way to get more use out of mines? AI ships ALWAYS see them and shoot them from a distance. Its stupid and pointless, and ruins any chance of ever being creative with mines in mods. Is there a way to make it so AI can't see them unless they are close enough... or make them invisible to radar? ...or something?! I really wanted to introduce some new ideas for mines into a mod Im working on with Greenheart, but every mine idea would be totally pointless since the AI ALWAYS see them from a distance and kill them every single time. Maybe only a particular unit could see them from a slightly longer distance than other craft, like scouts? Maybe I just missed something and theres a way around this problem?
#20
I understand that a 1.2 map will work with 1.3. However, you don't get any of the extra game options when you set up the game. Is there a special way to install an MPI map to get these, or anything I have to edit?