Battlezone: Combat Commander

Battlezone: Combat Commander

ALIEN INCURSION - An Enhanced Adaptation of BZCC
137 Comments
Coxxon  [author] Sep 20 @ 2:08pm 
Update CONFIG - isdf08 Get Help - fixed compatibility issue with map crashing on load, not working in current stock v.185. Should work in both .185 and beta patch now.
Coxxon  [author] Sep 20 @ 2:08pm 
AAACobra - Found and fixed problem. To immediately update go to the BZCC game launch page and go to Manage (gear icon)/Properties/Installed Files/Verify integrity of game files. After the game updates (couple of minutes), the mission should be playable.
AAACobra Sep 20 @ 4:08am 
Weird - I have just reinstalled the game and worked through the campaign again until the (Get Help Mission) where it has a Load Error while starting to Load Objects, this error comes with the message

"Load Error

Damaged or invalid save file detected.
This could be caused by mods changing assets incompatibility
or from damage to the save file"

This is with only the 4 mods downloaded from the workshop needed for this.
Unsure really why this is the case.
Thanks for your help
Coxxon  [author] Sep 15 @ 4:16pm 
Cobar - I don't know. I started the mission (med diff, v.201), and it loaded fine. I got killed about 1/3 way through so I didn't complete it, but that first part stared and ran fine. Check if you have any "addons" running, or you may need to "verify" (recheck) your game files in game management.
AAACobra Sep 15 @ 1:46am 
I can't seem to start the mission "Get Help" while this mod is active is this an issue i am causing or not? Thanks for the help
Coxxon  [author] Aug 20 @ 5:00pm 
lol, me too
sidious307 Aug 20 @ 3:10pm 
I would like a btz 3 lol. thank
Coxxon  [author] Aug 19 @ 7:05pm 
On that last point about regrouping, the way the game works (mostly 25 year old programming) (re)group attacks can be a pause issue - units "regroup" too close to target, and pause too long, allowing defenders to attack them. Depending on the map layout, some scripts do have attackers of the same target follow different paths to their target. But once near their target, they can still take the same location in. Most AI/BZCC maps I call box canyons with limited routes, where TC/BZ98/R are more open, and in TC more modified, to allow greater attack route variety.
sidious307 Aug 19 @ 4:43pm 
Lol, I understand I mod myself on another game. By the way i know nothing about the engine limitation of this game. I apologize if some ideas were fantasic. Do what do you want, your mods stay in my subscription. I unsubscribed retaliation (abusive spawn), but not yours. I liked more alien incursion the reamiginated mod (too much vanilla and unfinished). Last idea, if it not too complicated enemy attack could be drastically improved if they take a small pause for regrouping before reaching our base to avoid to be destroyed one by one in line up formation.
Coxxon  [author] Aug 18 @ 7:14pm 
Oh okay. Not a bad idea, but it's still one of those optional things that takes script and map changes, and error and balance testing. Whenever I mess with a script or a map there's the possibility of introducing new errors. Just in the past couple of weeks, I made multiple mission breaking bug fixes (some found by subscribers, others found by me while fix the bugs) for new bugs introduced post-release of the mod when I was likely trying to fix something else previously. So I try to follow the "if it ain't broke, don't fix it" b/c I might inadvertently break something else (which has been the majority of bug fixes in the past 18 months).
sidious307 Aug 18 @ 5:33pm 
Thank, you, the bomber idea was for Bradock not manson in the last scion mission. The mission called Bradock.
Coxxon  [author] Aug 17 @ 9:16pm 
UPDATE: core Config - isdf02 - doubled distance to 4m, that will cause Shabayev to enter the constructor. For some reason 2m no longer worked.
isdf08 Get Help night mission - Brightened sky, and water, for some reason they had become too dark.
Coxxon  [author] Aug 17 @ 6:32pm 
sidious307 - I appreciate your feedback, but at this time, but it takes a lot of work and testing, to redesign things, and I'm busy with other things and reluctant to make major design changes to a 2 1/2 year old. If I added Manson bombers they would do too much of the work. Manson's forces are meant to slow the enemy, but designed in such a way that the player still has to do the real work winning. On the AI difficulty, other people's mods automatically start off player units at a higher level, especially 2 or 3. This makes units react better (the turret issue). My two mods start player AI at 0, and let the veteran system handle the friend AI upgrade. General in-mission difficulty level is handled by the game, depending on player "options" choice. Now, in some missions, timers and enemy difficulty and number may be adjusted by the script. Also in my mods, difficulty can be changed mid-game. Pre-existing enemy keeps it's diff level. New enemy units are created at the new chosen level.
sidious307 Aug 15 @ 8:30pm 
Main improvement ideas (few):

1. I tried the mod retaliation, the AI-controlled units look smarter and challenging, even on easy I struggle. They look to evade my shot much more than in your mod or vanilla. I also have the impression that the enemies and our allies are dumber than in vanilla (struggle with pathfinding, sitting ducks, sliding in lava or a hole, etc). Maybe retribution could help on that point. That could be a vanilla issue.

2. Improve ai defense of base (more rebuilding, defense team going for our artillery, maybe some random variation or surprises for some missions).

Thank you,
sidious307 Aug 15 @ 8:20pm 
Small review of your 2 mods,

Main Strength:

1. Your assets are gorgeous. I think the assets of your mod are better than any mod I play, like Retaliation.

2. Storytelling, in both mods, you had merged different campaigns to make a more consistent and interesting story, and you fixed some plot holes (Atkins, fix the N64 black dogs campaign).

3. Increase the scale of battle, many more units involved than in the vanilla version for both games.
sidious307 Aug 15 @ 8:10pm 
One suggestion for the last SCION mission, give a bomber and APCs to Braddock. Scion doesn't deal with a bomber in any mission. The terrain is good for aerial attacks.
sidious307 Aug 15 @ 8:08pm 
For the mission with the bomber and APCs ( we play blue ISDF), I defended the base with rocket tanks; it worked better than with turrets. The assault tank is perhaps also anti-aircraft. The hardest part was to attack the enemy base.

But I don't know if this is an issue related to the vanilla game, but in your 2 mods, I find the turrets slow to detect and shoot the enemy (we can wait 2-5 seconds), even when they are installed. In Battlezone Redux, it was quicker if I remember well. I don't remember if the same delay in the base game.
sidious307 Aug 15 @ 8:00pm 
For the mission with the bridge (defend blue ISDF), I am ok, we are timed to build our base and a strike team. I destroyed the bridge with 4 warriors. I had the geyser + 3 scavenger rooming the map. I repel the enemy with success on medium difficulty with a mix of tower and Titan in my second try. On the first try, I had to downgrade to easy.

But I compared this mission to the vanilla version and the Reimagined mod version. Maybe you had modified the map, but in your version, it's harder to keep our rooming scavenger alive. Instead of going to our ally base to pick scrap, they prefer to go to the bridge and get killed. That made the last part of the mission harder because we only rely on our 3 geysers.

Another issue, in my last try, in the last part of the mission, our ally AI looks idle or inactive. In vanilla, it rebuilds his structures and builds some vehicles. In your mod, it looks to do nothing, maybe a bug. He even takes one geyser.
sidious307 Aug 15 @ 7:45pm 
Thank you for your answers. For the sliding issue, I sent a tug at the beginning by the lava, and I moved the object elsewhere. What do you feel you need to make it harder on easy and medium, but not on hard?

Another question: what do the difficulties mean in your mods? On hard, the enemies strike stronger, target better, and the player's shots are weaker. But the attack waves and the gameplay look to be the same.
Coxxon  [author] Aug 14 @ 7:25pm 
sidious307 - Glad you liked the mod. Yup, medium was designed to be more challenging than stock hard. The rebel (blue) isdf defense, that one ya gotta grab the 3 pools quick. When the bridge objective comes up, I find that attacking with a bunch of Drone scouts works best. The one playing as rebel isdf, I found that it requires many turrets around the base to take out both bombers and apcs.
Coxxon  [author] Aug 14 @ 7:25pm 
On the one where you need to secure the Scion leader, him sliding has been an issue since BZ2 days. I tried to make the ground where you find him a little flatter, and I've not really had a major issue with him sliding away, but because of the game object type he has to be to be tugged, it's a type that can slide sometimes. On a side note, I retried that mission, on medium, and was very aggressive about circle strafe killing the nearby gun spires. The scions never picked him up, and I managed to go around their base with nothing more than myself and the two starter units (and o'course the tug carriyng the scion leader) - less than 14 minutes to win. I might have to work on that to make it a little harder on medium and easy.
sidious307 Aug 14 @ 3:01pm 
I finished the mod. I liked the mod. It is challenging but not too much (I play medium). The only mission I struggled with was the one we have to defend the base of the Blue ISDF. The one we play Blue ISDF is also challenging because of the bomber.
sidious307 Aug 12 @ 10:18am 
Nice, thank you, I had a problem in another mission. the mission we have to send a tug to get a Scion body close to a crashed ship before the SCION get the Body. The body could slide under the landcape and the crashed ship. It be come non accessible. This is maybe because of the hauler animation.
Coxxon  [author] Aug 11 @ 2:15pm 
UPDATE: Core CONFIG: tcaiisdf10 Snow Blind - Fixed path error on map and in script, and fixed post bomber, camera error. These were preventing proper mission progression.
Coxxon  [author] Aug 11 @ 2:15pm 
sidous307 - I found and hopefully fixed the errors. Though it may take a day or so for you mod to update. Check your downloads for BZCC updates.
sidious307 Aug 11 @ 6:55am 
The mission doent crash the game. But the objective dont progress after the bomber bomb the structure. The mission looks stuck at that stage.
Coxxon  [author] Aug 7 @ 8:47pm 
sidious307 - Is the mission actually crashing the game, or is the mission locking up (you literally can't do anything)? If so I need more info. Otherwise, the bomber doesn't show up until well after the Matriarch is destroyed. You don't have to destroy the Matriarch as a vehicle. The mission doesn't actually fail if it initially gets away. You receive orders to find and destroy it later. Then after that the bomber portion will occur after completing other objectives.
sidious307 Aug 6 @ 11:21am 
Hi, I am not able to finish Snow bind mission. The script bug after the bomber destroy the building. I wasn't able to destroy the Matriach when it exited the tunnel.
Konstance™ May 11 @ 2:28pm 
Huh.. NG+ Edition.
Coxxon  [author] Mar 20 @ 12:30pm 
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] Feb 20 @ 5:16pm 
De Wonk - lol, thanks
Tiddles_De_Wonk Feb 19 @ 7:13pm 
Should call this BZCC Masochist Edition. 10/10
Coxxon  [author] Jan 27 @ 10:33pm 
Scion missions are a part of the unified campaign that come after the isdf missions and a transition mission to Scion.
Eldaneth Jan 27 @ 10:10am 
*Can't play the scion campaign
Eldaneth Jan 27 @ 10:09am 
Hello !

I saw today that you can play the scion missions in Campaign !

Every time, it said that Cooke betrayed Humanity and it's "Objective Failure" without unlocking Scion campaign.

Is that a feature of the mod ?
Coxxon  [author] Dec 9, 2024 @ 12:27pm 
cursorHD added to be compatible w/ community patch
Coxxon  [author] Mar 30, 2024 @ 9:49pm 
alex - The French and German were from Google translate. Also, BZCC would not display accents correctly, so I removed most of them. I did a quick look at some of the German Scion briefings and debriefings, they looked German. Do you have any specific examples of errors like the mission number and what type of problems (briefing, debriefing, in-game objective instructions)? There are a lot of en/fr/de files so it helps to have a place to start.
alex.Nuak Mar 30, 2024 @ 5:20pm 
Its a nicly done work unfortunatly the german verison is poorly translated and incomplete (some stuff especially in the laer scion campains is just straigth up in french)
Coxxon  [author] Mar 28, 2024 @ 2:41pm 
JL - I'm not sure what would cause that. It should be listed as "Total Command ALIEN INCURSION"
JLivingston Mar 28, 2024 @ 1:15pm 
I subscribed but it dosent show up in the mods dashboard. Tried relaunching the game. No luck. Hmm...
Coxxon  [author] Mar 26, 2024 @ 12:56pm 
UPDATE - isdf05 Dark Planet - Fix so a player shouldn't get softlocked while in at any building terminal when the buildings (and vehicles) get switched to allied team.
Coxxon  [author] Mar 26, 2024 @ 12:56pm 
SPart - Wish ya told me that initially.
SPart Mar 25, 2024 @ 1:00pm 
no i was in the bunker, in sat view and couldn't leave after it changed from own to ally
Coxxon  [author] Mar 23, 2024 @ 5:36pm 
SPart - If you're in sat view and your avatar gets killed while the bunker remains, that can cause a softlock in sat view. That's a known overall game bug. Otherwise, when I tested that mission, I went in and out of the bunker and sat view multiple time w/out any problems.
SPart Mar 23, 2024 @ 4:50pm 
first mission on the dark planet can soft lock you in the radio bunker.
Coxxon  [author] Mar 19, 2024 @ 9:35pm 
! Pulse - Thank you, glad you liked it. As for FE, another group is (still) working on it, so someday, maybe it'll be released.
! Pulse Mar 18, 2024 @ 10:19pm 
Another banger from Coxxon. for the love of god please some one do Forgotten Enemies
Coxxon  [author] Feb 23, 2024 @ 8:36pm 
Insomnia - Thank you. I'm glad you're enjoying it. :)
Cyon Feb 21, 2024 @ 3:55pm 
man coxxon you should have made this game from the start :D...I thought I was done with it because I was bored and then I found this gem...now Im playing the campaign for a second time in a row and having a blast...thank you very much
Coxxon  [author] Sep 25, 2023 @ 6:32pm 
Rocket3497 - Thank you very much. Yup it was fun to make (though alot of work). lol, yeah, on the first Core mission I didn't want players to just jump into the hole w/out a vehicle - was trying to keep it reallistic. Thanks on the bridge transition mission. The "flying" part was a bit clunky, but it helped serve as a proof of concept for future ideas. On the plasma color, in general I've never liked some of the ordnance color choices from back in BZ2. So I made the Scion stuff more consistently green (alien or bad guy color to me), yellow, and some blue, while keeping the ISDF more traditional fire orange and reds.