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Recycler in Bz 1.5
Leave it as it is 75%  75%  [ 15 ]
Change it (post number you find suitable) 10%  10%  [ 2 ]
Something else not covered here 15%  15%  [ 3 ]
Total votes : 20
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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Wed Dec 03, 2008 9:06 pm 
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stratter :)

Joined: Thu Oct 30, 2008 7:22 am
Posts: 20
Location: NJ
Mr. Spock wrote:


1. much harder to hack
2. everybody's FPS at 60
3. own units can't shoot own recycler
4. recycler has shield which prevents diving in
5. splinter power reduced
6. "smarter" AI*
*more about that later



If these changes were indeed done I would be happy to keep the recycler the way it is. It would eliminate most of the problems which I have already talked about.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Fri Dec 05, 2008 5:38 am 
stratter :)

Joined: Sun Sep 16, 2007 3:53 am
Posts: 60
Location: st louis missouri usa
If you find your recycler is weak, build a defense .............
I don't mean to be rude , but as some stated earlier you can win without it .
IF ANYONE HAS THE DRIVE TO FIX BZ THANK YOU VERY MUCH. But please try to
stick to fixing bugs e/w scrap bug scav bug etc .The stock game would be great with those
few fixes .Its in your hands,I just wanted to state my opinion .Thank you for the opprotunity to
do so.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Fri Dec 05, 2008 12:40 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
I agree with valak. :P

Leave the Recycler the way it is.

It's not a bug, nor is it broken. ;)

BTW, please do fix the scrap bug.

When allied in strat, treat allied silos as your own drop points.

So when your scav drops at blue silo, YOU still get the scrap. Only allow that if the ally is mutual of course, otherwise you could cheat and ally with your opponent and use their silos as drop points for scrap.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Thu Dec 11, 2008 12:01 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Recycler definitely must remain stock.

After all, why change it after 10 years? :P

I believe that reaper could eventually come to his senses and make BZ 1.5 without any crap like server filtering, but don't hold your breath. :lol:

In the meantime, I'm experimenting with my own BZ mod (currently dubbed "BZ 1.41") with ODF changes, INF corrections, and of course, no missing files causing symlog.txt to exist.

You still get symlog.txt in BZ 1.4O if you play soviet campaign, or go to multiplayer and cycle through all the maps.

I currently replaced MDM with mortar and decreased ammoCost to match MDM, but I'm considering doubling the shotDelay.

Anyways, I make no promises on releasing a BZ mod, but I AM experimenting. I play through entire NSDF and CCA campaigns, even drive around on multiplayer maps, and no symlog.txt. :D

If we can't have 1.5, why not 1.41? ;)

If I designed an installation program for it, it would be small installer and require BZ 1.4 to be pre-installed. It would have a way of finding your BZ 1.4 directory, making a copy of entire BZ folder as "BZ 1.41" directory or something, and then applying modifications to appropriate files. This way you don't have to manually copy your render.cfg or any custom files like sniper scope mods, and your original 1.4 game is unmodified. You will not be forced to 1.41, you will be able to keep original 1.4. :)

Again, this is still speculation and experimentation. Can't hurt though. :)

EDIT:
1.41 is no longer a mod, it is "1.5" minus the code fixes.


Last edited by Sporkinator on Thu Feb 19, 2009 2:10 am, edited 1 time in total.

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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Tue Dec 23, 2008 11:18 pm 
stratter :)

Joined: Thu Aug 23, 2007 1:09 pm
Posts: 43
Location: Norway - Kristiansand
Some interesting input here. I vote leave it as it is because I want an upcoming newbie, or any DMer, or any other enemy out after an easy win to have a chance. The downside is that new players will need to go through the same pain as I and many others did and maybe leave. It is important to have a few good players around that tell em what they can expect and that it wil take time to learn to deal with rushers. Then the real fun starts :)


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Fri Feb 06, 2009 4:31 am 
team dummy member

Joined: Sat Jan 31, 2009 5:17 am
Posts: 19
CerberusAlpha09 wrote:
Let's face it. The Recycler is helpful, but not 100% necessary. You can win without it. It is a major pain, but it can be done. Leave it as is, makes it more interesting in case someone does lose it.



If you guard your scavs and Constructor with your life you've got a shot. But you definitely have to play game differently. It's possible but if it's against a solid player chances are your in huge trouble.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Fri Feb 06, 2009 8:19 am 
stratter :)

Joined: Mon Nov 24, 2008 3:17 am
Posts: 188
G-Ram39 wrote:
But you definitely have to play game differently. It's possible but if it's against a solid player chances are your in huge trouble.

I am not arguing this point. I merely said that you can still win without your recycler.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Thu Feb 19, 2009 2:07 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
Factory building a training recycler is kind of a cool idea. I missed that the last time I read this thread. :P

But I still vote against it because it's not stock.

If you want to make an IA mission where the factory can rebuild the recycler, that's fine with me, but I don't want to see people rebuilding recyclers at all in multiplayer.

The Recycler is priceless and cannot be replaced in 1.4, I don't see why we'd seriously change that unless we are INTENDING to make a MOD of BZ rather than a straight-forward patch for the stock game.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Thu Feb 19, 2009 3:53 am 
stratter :)

Joined: Mon Nov 24, 2008 3:17 am
Posts: 188
Sporkinator wrote:
If you want to make an IA mission where the factory can rebuild the recycler...


I believe the IA "Wreckers" has that.
Costs 30 scrap.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Sun Feb 22, 2009 7:57 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
I remember an IA mission I played called "BV Double Terror".

You are the Black Dogs, and you have to take down the CCA and the regular NSDF.

Like most IA missions that I've seen, this one is also impossible to beat, but it allowed you to rebuild your recycler for 50 scrap. :P


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Sun Feb 22, 2009 10:32 pm 
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stratter :)

Joined: Mon Dec 29, 2008 9:44 am
Posts: 217
Location: The Converted Fury Flagship
I played a mission like that, Sporkinator, in BZ64 in the last mission for the Black Dogs.

In this mission, you have to build an launch pad while protecting your scavengers from both the Americans and CCA.
(and your base also which is huge but you never get to see it since if you go out of the launchpad boundaries, you lose automatically).

It is nearly impossible and I have never seen the cutsence after it though, cause after 9 years this is the one mission I have not beat, even with the cheats for the game! :D :evil:


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Mon Feb 23, 2009 3:45 am 
village idiot

Joined: Sat Sep 27, 2008 7:14 pm
Posts: 72
Stock BZ as it is with the bugs fixed. If cannot fix anomalies like the MDM I would just change the pointers that point to the MDM to now point to the regular mortar. The idea is to keep it stock, not start editing stuff that "We" think is unfair or "Too powerful" or "Too weak". If this was to happen we would would have BZE all over again.


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Mon Feb 23, 2009 11:46 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 1005
Location: Look Behind You! Power Level: OVER 9000
The Recycler will not be changed. It will be left stock.

You are welcome to argue about MDM solutions at the following place:
MDM Mortar in Bz 1.5

:)


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 Post subject: Re: Recycler in Bz 1.5
PostPosted: Sun Mar 22, 2009 9:48 am 
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team dummy member

Joined: Thu Mar 19, 2009 7:26 am
Posts: 95
Location: ARGENTINA (SORRY ABOUTH MY ENGLISH )
iam fully agree to rise up recycler base hull.
the think that yo can do it it , rise the base hull 60 sp staber (lesser than czar) but reduce the regeration rate at half.
the shield is very improtant for player like (sir stratking) who like to dive in the recycler and shoot all the ammo.
another think . the scrap left by scavangers . can be rise . you know in the large strat game
there were no scrap in all the game and is a paint to sacrifice ofensive and defensive units.

and maybe turrets , can be lesser improve .
+1 chaingun/mini gun
Extra hull +500 points
Rise turning speed
low ammo store -500 . ( this way can be more efective and you need to keep watching it)

if you need some assistance just pm me!


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