Battlezone: Combat Commander

Battlezone: Combat Commander

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Forgotten Enemies: Remastered (Beta)
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2.030 GB
4 Jun @ 5:52pm
14 Sep @ 3:39pm
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Forgotten Enemies: Remastered (Beta)

Description
Forgotten Enemies - Remastered

Note: This is a WIP
Please report any bugs or issues either in the Discussions or on Discord[discord.gg]



Forgotten Enemies is an unofficial expansion, a work-in-progress unearthed and remastered by dedicated members of the Battlezone community for the 2018 release of Battlezone: Combat Commander. Set beyond the conclusion of Battlezone II, this expansion delves into a future shaped not by victory, but by consequence.

Forging its path from the conclusion to Battlezone II’s Scion narrative—where the enigmatic race survives—the story introduces two entirely new forces: the elusive Hadeans, and the cold, mechanized Cerberi. These are not mere factions; they are threats born from the deep reaches of space and time, each cloaked in mystery, their motives hidden beneath layers of ancient intent. In the shadow of General Armond Braddock’s disgrace, the ISDF has rebranded itself as the Earth Defense Force (EDF)—a symbolic attempt to sever ties with a turbulent past. Their uneasy truce with the Scions simmers beneath the surface, but peace is short-lived. A Scion scout fleet, patrolling the edge of known space, intercepts a signal emanating from a newly-formed wormhole—one unlike any anomaly encountered before. Before a full transmission can be relayed, silence. The EDF, blindsided and wary, scrambles into a defensive stance.

The future of Earth and its fractured allies now depends on uncovering ancient truths... before they are consumed by forgotten enemies.






Gameplay
33 Comments
GunNut96 10 Oct @ 5:54am 
For the Multiplayer map, The Wall, I noticed the hostile Mine Layer tanks are always idle and not reacting to anything, and their movement and turning are slippery. These vehicle needs some TLC.

BTW, I really like this mod.
sidious307 29 Sep @ 12:33pm 
Good mod free from bug until now, I finished Miasba. But I am concerned about the balance of 2 missions. The one we gave to rescue someone in a cerebri base and the next one. The jamming device is too strong, and our allies become sitting ducks and dumber. As i remember, this device is much stronger than vanilla. This is very frustrating, I throw my laptop in the wall, seeing my allies targeting junk and unable to tell them which target they should shoot. I suggest decreasing the radius of the device and make our allies smarter. Also, the end of the convoy was really unbalanced. We have to deal with 3 dominators at the last point. I had to decrease the difficulty to easy. I also suggest to split this mission in 2. it take me 5 hours to complete.
Matt 20 Sep @ 12:59pm 
Finally got through it, certainly seems to be an issue with mission triggers, seemed to be a coin flip on whether or not I would be given control of the units I am meant to and if enemy units would stop auto spawning at the scrap pools. Avoiding destroying the scavenger at the base until after the matriarch had become operational seemed to resolve this issue, and taking the scrap pools in order (right from base, bottom, left from base) allowed me to finally complete the mission. Other than that mod is working as it should afaik. Glad to finally have it on the remake.
Matt 19 Sep @ 12:28am 
Biometal meltdown seems practically impossible since enemies endlessly spawn at the scrap pools you are meant to take, soon as you kill one another spawns so its an impossible task to actually secure it since your units will inevitably die. Never got this far in the OG mod so unsure if thats by design or what but its incredibly frustrating. I can understand a grind which is what that mission seems to be "hey heres an incredibly restrictive amount of units you can build while under constant attack" which would be fine, if once you take the pool enemies stopped spawning directly next to it. If 20 guardians, 10 scouts and 10 healers cant hold it idk what can.
alex.brown111 17 Sep @ 3:35am 
Do you think to complete the mod the next year ?
Graves 30 Aug @ 2:17pm 
Hey Ponder, its a LOT less buggy :) We put in a lot of work to clean out the vast majority of bugs and feel confident in this going to beta for the campaign :)
grathtarg 20 Aug @ 4:42pm 
Thank you so much for this :) many fond memories.
HEL-Instinct (curse)
Ponder 4 Aug @ 7:46pm 
Back on Combat Commander after two years away. Are all these notes from 2025. I played FE years and years ago, but the deeper you got the buggier it was until I could go no farther. Just wondered if it was worth a try again or are these notes from years gone by?
GenBlackDragon  [author] 25 Jul @ 7:06pm 
Yes
Wyzard 25 Jul @ 4:34pm 
is this real ? :steamhappy: