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Messages - BZZERKER

#1
Public 1.3 Beta 3 Archive / Re: Haulers?
December 26, 2006, 02:50:17 PM
That has been a reoccurring headache for the beta team. We get it kind of fixed (or fixed) in one beta build, it will be good for a little bit (a couple of builds), then all of a sudden (after we've stopped paying attention to it), it's broke again.
#2
Public 1.3 Beta 3 Archive / Re: 1.3 Public Beta 3 Av's
November 25, 2006, 05:58:26 PM
Why did he have you post it? He can tell us what he did better than you can.
#3
I had posted about both issues in private beta a long time ago and I guess it was either lost in the shuffle or just ignored because of who it came from. :? :|

The cons thing at the time only sent you back to the previous menu, which would then end up as a vicious circle.
#4
Public 1.3 Beta 3 Archive / Re: unit collision detect
October 27, 2006, 12:01:18 PM
Quote from: llulla on October 27, 2006, 08:35:50 AM
Yes the tanks were told to guard the Extractor.

I'm not sure why that would happen then.

I know that if you tell a unit (tank, scout) to follow another unit that deploys into a building (such as a Scav), the unit told to follow no longer has anything to follow when that other unit deploys and it's attention will drift off to Never Never Land.
#5
Public 1.3 Beta 3 Archive / Re: unit collision detect
October 26, 2006, 11:19:46 AM
Quote from: llulla on October 26, 2006, 09:13:39 AMPlaying Canyons I came accross another instance of sleepy units but couldn't catch it :-(. Two Sabres staying with the nose in the Extratctor while a Warrior melted it with the Arc. The moment Extractor was gone the Sabres took the Warrior out instantly.  :lol:Funny thing to see and a pitty I couldn't save it.

Were they told to defend a scav or extractor?
#6
Public 1.3 Beta 3 Archive / Re: unit collision detect
October 25, 2006, 12:18:04 AM
If you can make a repeatable save from just before it starts, send it to GSH and it should get taken care of.
#7
Public 1.3 Beta 3 Archive / Re: unit collision detect
October 24, 2006, 11:23:08 PM
Don't tell me the damn cRig is on skates again.... :-o

I wonder what caused it this time?
#8
Public 1.3 Beta 3 Archive / Re: Minor issues
October 22, 2006, 10:40:20 AM
That "pop" to the surface is due to a mis-alignment between either 2 tunnel sections or the last tunnel segment and the ramp for the building you come out in. IIRC, that map was touched up a little during beta (might be in the CL), I think it was to bury the root object for the other whole building you face when you leave the "hanger".
#9
Public 1.3 Beta 3 Archive / Re: unit collision detect
October 20, 2006, 01:16:54 AM
RD forgot to mention that Av was also part of the FE Dev team.

I'm not much younger than Av and he even smacked me with that infernal cane of his. :|
#10
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
October 02, 2006, 11:57:14 AM
llulla, I think your problem is that you seem to be a Bunker Jockeyâ,,¢ which can get you into a great deal of trouble game wise, that and an appearant lack of resource management.
#11
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
September 30, 2006, 02:42:15 PM
I played the insane AIP because I wanted the challenge! Even with the amount of rust I had on me and the fact that I started off slow and tentative, I found it to be a little weak. give me a few weekends of solid BZ2 time and I whip it in under 3½ hrs. :-D

btw, it was ISDF vs ISDF.
#12
Public 1.3 Beta 3 Archive / Re: wug AIPs v3.4 (test)
September 30, 2006, 12:33:26 PM
Yeah, I played Firestorm with the insane AIP that comes with the patch and it took me 7hrs 50mins to beat the AI...but it was the first time I had played BZ2 in like a year.
#13
Public 1.3 Beta 3 Archive / Re: Just to verify
September 25, 2006, 11:26:26 PM
D'OH!

Yeah, I have it too. I was looking for something labeled in the same manner as the other two and kept skimming over it. :roll:
#14
Public 1.3 Beta 3 Archive / Re: Just to verify
September 25, 2006, 12:33:44 PM
It does seem, however, that the CL from 1.3pb2 to 1.3pb3 is missing.
#15
I take the bridges out anyway to deny the AI the pools on each side. I also use the sides as dropoffs for APC's (just guard with RT's).

Looks like I'm gonna have to shake the rust off and give wug's AIP's a whoopin! :-D