Battlezone: Combat Commander

Battlezone: Combat Commander

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ALIEN INCURSION - An Enhanced Adaptation of BZCC
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765.165 MB
2 Jan, 2023 @ 5:56pm
20 Sep @ 1:56pm
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ALIEN INCURSION - An Enhanced Adaptation of BZCC

Description
ALIEN INCURSION
A Total Command series, enhanced adaptation of BZCC

TCAI follows the original Total Command mod with an enhanced and redone version of the BZCC era ISDF and Scion incursions into each's territory.

- Revised, more detailed models of ISDF and Scion factions along with reworked prop, featuring new effects, rebuilt textures, and animations.

- Remastered single-player, combining the separate campaigns into a single enhanced story, with an added transition mission.

- All missions scripts re-created and enhanced for a refreshed gameplay experience.

- Campaign maps revised for a more realistic and filled-out appearance.

- New IA/MPI/ST maps.

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Deutscher Text für Briefings, Debriefings und Missionszielkarten unterstützt. Original deutscher Ton beibehalten.

Texte français pris en charge pour les briefings, les débriefings et les cartes d'objectif de mission. Audio français original conservé.
Popular Discussions View All (1)
59
19 Aug @ 6:05am
Post problems and bugs here.
Coxxon
137 Comments
Coxxon  [author] 20 Sep @ 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] 20 Sep @ 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 20 Sep @ 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] 15 Sep @ 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 15 Sep @ 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] 20 Aug @ 5:00pm 
lol, me too
sidious307 20 Aug @ 3:10pm 
I would like a btz 3 lol. thank
Coxxon  [author] 19 Aug @ 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 19 Aug @ 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] 18 Aug @ 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).