Battlezone: Combat Commander

Battlezone: Combat Commander

TOTAL COMMAND - Battlezone 1998, The Red Odyssey, Rise of the Black Dogs
427 Comments
Coxxon  [author] 3 hours ago 
Yes, I built the models.
No, I'm not going to do LOD/lower poly versions.
Nor am I giving permission to anyone to rip and redo any models, especially for BZCC.

5000 triangles is high poly in the mod, but an LOD2 or LOD3 for many modern games. As well, I suspect the real problem with slow downs is the normal map (which can be turned off) with the game lighting, and texture size (which can also be lowered). Also, resolutions higher than 1920 x 1080 will cause slowdowns.
Major Cooke 7 hours ago 
Did you make the models of the units?

Asking because while I got your permission to make the expanded mod, I'm adding a few extra maps of my own and they're going to feature a *lot* of units.

I'm wondering if I can get some lower quality variants of the units to improve performance for these missions? I.e. taking out the pilot cockpits, etc.

I'm with an RTX 4060 and some of the levels, if you get a bunch of units all around, can even hamper my FPS, even on lowest settings!
Major Cooke 13 hours ago 
Glad to help!
Coxxon  [author] 23 hours ago 
UPDATE: Config mod - rb08 Punishing the Black Dogs - Fixed a rare script error that could cause the mission to not proceed. Thanks to Maj. Cooke for pointing this out.
Coxxon  [author] Aug 22 @ 11:19am 
yes
LADYJAYEE73 Aug 22 @ 3:50am 
so this is a mod for BZ COMBAT COMMANDER:?
Jack Schitt Aug 20 @ 6:34pm 
:steamthumbsup: :nzdf_star:
Coxxon  [author] Aug 20 @ 6:13pm 
UPDATE: Config mod: bztcbd02 - Preparations - Changed script to recognize building version of Factory and Armory, rather than vehicle for objective completion. Now, if player builds Fac and Arm through Heaval constructor (alt. method) rather than vehicle ver from Recy (objective orders), the mission will still proceed correctly.
Coxxon  [author] Aug 20 @ 6:13pm 
Jack - yup. I had to add the Prod Units sub list b/c eventually there are more than 10 things built from the Recy (especially for MP) and was running out of regular slots. I also went back and looked at your screenshot again, and noticed that you already had a Factory and Armory; in which case the white text should have been green. Also noticed that you had a Heaval, and assumed you had used that to build them. I went in and changed the script to recognize the buildings rather than the vehicles for objective completion.
Jack Schitt Aug 20 @ 10:26am 
I feel stupid for not looking at the screen and seeing that category way down there.
Coxxon  [author] Aug 19 @ 9:47pm 
Jack - ... sigh. Okay, you're on the 4th mission, not the 2nd or 3rd. Saw your screenshot. The objective text is concise, but correct. Though I did leave out a space between "Units" and the "(". Select your Recycler. Select Production Units. Select and build an AMUF and later an SLF. Once each is built, you can point at each one, hit the "I" key and it will give a description of the unit and the name abbreviation -which are from the original Battlezone.
Jack Schitt Aug 19 @ 8:31pm 
I'm stuck. The game won't go any further and I don't know if it's something I'm not doing or if it's bugged? I don't know what's going on there.
Jack Schitt Aug 19 @ 8:28pm 
I'm obviously not playing it from an archived save. I've never played the mod before, lets assume I've never played Battlezone before. The objective text: https://steamcommunity.com/sharedfiles/filedetails/?id=3552401710

1. Is horribly written English.
2. Doesn't give any clue at all what an "AMUF" or an "SLF" is.

It says "Deploy to factory and armory". What the heck are we supposed to deploy _to_ the factory and armory? And the Recycler doesn't make anything that can be abbreviated as "AMUF" or "SLF".

Fix that, please. Fix the English in the objective text.
Coxxon  [author] Aug 19 @ 8:04pm 
skyvoc - Thank you very much, glad you've been enjoying the mod.
Coxxon  [author] Aug 19 @ 8:03pm 
Jack Schitt - On medium difficulty, v.200, from Archive, I played through 2nd mission (Eagle's Nest One) to completion to end briefing, no problems. Also from archive, mission 3 (Grab the Scientists) began with no errors (didn't play all the way through it). Describe more what you were encountering.
skyvoc Aug 19 @ 7:11pm 
Just wanted to say I've played several MPI vs AI with 2 buddies who I grew up around and introduced me to this game when I was little.
It feels amazing, and was an instant blast from the past but better in every way we could have imagined. Thank you for this, one of my favorite mods for a game ever!
Jack Schitt Aug 19 @ 12:03pm 
Bummer this doesn't work past the 2nd mission. The models look great!
Major Cooke Aug 5 @ 9:55pm 
Alright. I'll submit bugs in the discussions threads.
Coxxon  [author] Aug 5 @ 4:45pm 
I have no control over the actual game code. As for bzbody and sniping, maybe it's an odf thing that was added? At any rate, I completed the mod over 4 years ago and other than actual, objective, bug fixes, or compatibility with the beta patch, I'm not doing any active development on it.
Major Cooke Aug 4 @ 4:08pm 
Can you consider adding support for the bzbody cheat to prevent snipers from sniping/failing the mission? This was changed in the main game itself so sniper shots no longer affect players with bzbody on.
Coxxon  [author] Aug 4 @ 3:26pm 
The game is not setup for multiple campaigns like BZ98R can do. Just play the missions you want once you've completed the initial campaign from the archive screen.
Major Cooke Aug 4 @ 9:24am 
I'd like to recommend perhaps having an alternative to this where we can pick and choose which campaign we want. This could be done if the mod itself is segmented so people only have to download the materials once. I gotta say though, the fact this feels much more BZ2-ish is a LOT more fun to me. I always hated pilot counts.
Major Cooke Aug 4 @ 8:53am 
The voices are EXTREMELY LOUD in this game for some reason. Why is that?
Coxxon  [author] Aug 3 @ 2:18pm 
Thanks :steamthumbsup:
lucatosto4 Aug 3 @ 3:00am 
Good job, Boy :steamthumbsup:
Coxxon  [author] Jul 16 @ 9:21am 
HeadStrikeR! - Glad you're enjoying the mod. Rcy/Fac/Arm are redeployable in IA/MP/MPI by having a constructor upgrade them back to a vehicle. In SP campaign this doesn't occur until the Escape from Mars mission.
HeadStrikeR ! Jul 14 @ 12:20pm 
First of all, AMAZING mod! Really love the games and when i saw this i just had to go for it! Well done!

What i havent figured out, can you pack/repair the recycler or other buildings once they are placed?
Konstance™ May 7 @ 6:08pm 
Right on, I'll probably come back to the mission and beat it on Regular gameplay.

Shamelessly did it with free cheat BUT i hope i can replay it normally :)
Coxxon  [author] May 7 @ 3:49pm 
Yup, it's meant to be a tough one. Best way to do it, is to build a large force and (A) take a factory to the Western bio-metal field (and follow the easter egg cannon while you're there), or (B) take a factory to the center of the map (S of cca comm tower, N of center geyser). Then start launching attacks on the cca base from there.
Konstance™ May 7 @ 11:40am 
I'll bite, i love this reimagine of the OG and its making me wanna play the old one but holy hell, the Snow planet after doing recon as Omega 1 is such an unfair diff.spike

Constant stream of MBTS and Grendels ontop of Mammoths and Golemns 4 each, even on Medium (Start to finish) and Easy (Attempt), theres no intervals to catch a breather at all on that damn mission. Is it supposed to be THAT difficult? Rushing, Turtling, Ground gain, nothing matters while you cant just be bothered to get a sizeable force that doesnt consist of turrets 60% for control.

7.6/10, will probably bump this up the more i play.

(EVEN with free resources they will steamroll you until you hunker and Daywrecker strikes)
Coxxon  [author] May 3 @ 7:57pm 
Konstance - On that mission, once you're in the tug, you shouldn't need to get out to destroy anything - stay in the tug. Generally though, if a player gets out of any sniped vehicle, and attacks the AI, then getting back in the vehicle doesn't "re-hide" you.
Konstance™ May 3 @ 3:10am 
Running into one issue related to the Spec Ops mission for BDS - If i steal the tug and need to get out to destroy something, how exactly do i get back into the TUG without it registrating as hostile if i get in it a 2nd time?
Coxxon  [author] Mar 20 @ 12:38pm 
Moved require fix lua file from previous update (was duplicated before).
Coxxon  [author] Mar 20 @ 12:23pm 
UPDATE: Core CONFIG: Because of a change in how the cutscene camera works in the new community patch, I have updated all mission scripts with cutscenes to account for this change. Before this update, players using the community patch would have experienced improper camera field of view during cutscenes.
With this update, players should not see any difference in cutscene appearance between the current .185 stock game, or the current community patch.
Coxxon  [author] Mar 20 @ 12:23pm 
Felix - Yup, thumper can be pretty devastating, especially against lighter units.
Felix Harrison Mar 16 @ 5:58am 
USE THE THUMPER, ITS LITERALLY A WAVE KILLING WEAPON
Coxxon  [author] Mar 10 @ 1:59pm 
Thcfreak555 - lol, yup you are having an epic fail. There's plenty of scrap, especially when you destroy enemy units. YOU will need to pay attention to where your scavs are at. Always keep at least one near your base. Que up 10 turrets, and place them around the N E S of the overall crater, place a couple of them inside the crater. Make sure you're using weapons linking, and be sure to park between the 2 service bays to repair yourself faster. When the apcs attack, let all the troops come out, then hit them with a thumper.
Thcfreak666 Mar 10 @ 12:41pm 
Too difficult, mission 2 is unbeatable you can´t defend your base, don´t have enough time to search enough scrap to build defensive turrets under you havve massive enemy spawn. Epic fail.
Coxxon  [author] Mar 8 @ 6:40am 
sidious 307 - While in a campaign mission, you can adjust the difficulty setting. Already created enemies will retain their current difficulty, but newly created enemy AI and occasional mission settings that haven't started yet, will adjust to the new difficulty setting.
Coxxon  [author] Mar 8 @ 6:37am 
loonar - The TC models are higher poly than stock BZCC, though still lower than modern games. There are also no lod models in the mod, or stock BZCC for that matter. I would go and try my earlier suggestions. Maybe also make sure there are no apps running in the background, maybe something like a game recorder.
sidious307 Mar 7 @ 6:52pm 
What is the recommanded difficulty stting?
loonar Mar 7 @ 5:31pm 
i am at 1080p - it seems to be happening when there is a lot of units on the screen then frame rate drops to less then few frames per second . On non modded game i can have the same amount of units with no issues at all.
Coxxon  [author] Mar 1 @ 11:39am 
loonar - If you're running a resolution higher than 1080 the mod can be slower. Also you could try using a combination of lower res textures (graphic options before a mission start), and or turn off normal maps.
loonar Feb 28 @ 3:58pm 
Is the game supposed to be super laggy with this mod ? This mod makes my game super sluggish. i got 32 Core, 128GB of ram NVME disk and RX 6900XT , but when playing with the mod the frame rate becomes unbearable. (* only this mod does this to me as far as i can tell )
Coxxon  [author] Feb 6 @ 6:29pm 
inne_sios - what are you encountering or believe is a bug?
inne_sios Feb 3 @ 7:50pm 
I am still stuck at BD03
inne_sios Feb 3 @ 7:44pm 
Is there a way to jump a mission ? Maybe somebody could share their finished save ? I am still stuck (Bug, not difficulty)
Coxxon  [author] Dec 9, 2024 @ 12:28pm 
cursorHD added to UI asset to be compatible w/ beta community patch
Coxxon  [author] Dec 6, 2024 @ 7:58am 
Gandorques Hikla - Glad you're liking the mod. Multiple MPI VSR enemies is kind of it's own thing. It'd be hard to get it ported over to TC. TC is several projects back, so I don't have any coop plans at this time.