3/15/00
Doggy - The Black Dogs Return - by Coxxon
An awesome IA mission (considering it still uses just the instant.dll) And my first publicly released BZII map. (Yeah I know it ain't perfect, but it's still fun.)

WARNING ***** SPECIAL INSTALLATION INSTRUCTIONS see section I.

I. Installation READ THIS
II. Credits
III. Mission
IV. Modified ODFs and PICs explanation PLEASE READ
V. Strategy Suggestions
VI. Troubleshooting
VII. Legal Blah Blah Blah

I. Installation
1. Create a folder in the "...data\missions\instant" folder called "Doggy"
2. Unzip the following files into that folder: (all files that begin with Doggy)
Doggy.BMP
Doggy.bzn
Doggy.des
Doggy.inf
Doggy.SKY
Doggy.TER
Doggy.TRN
Doggy.WAT
3. Create a folder in your default "Addon" directory called "Stuff"
**WARNING**  Items placed in your addon directory will override other files of the same name and type. So if you don't want to use them make sure to get rid of them once you're done.
Also you can create multiple folders for each type of file, but a single folder is easier to dispose of once you're done with the mission.
4. Unzip all the .pic & .odf files into the "Stuff" folder.
5. Doggy is the name of the mission you will see in the Instant Action menu screen.

II. Credits
original Black Dogs: The guys who made BZI 
BZII Developer: Pandemic Studios www.pandemicstudios.com
BZII Publisher: Activision www.activision.com
Map design, Skin modification and Odf modification: Coxxon coxxon@aol.com

III. Mission
The Black Dog Battalion has been reformed to help counter the new Scion threat. Lead this new generation of Black Dogs against their Scion predecessors. Eliminate the Elite Scion Scorpio Battalion and destroy their Matriarch.

IV. Modified ODFs and PICs explanation
I modified alot of things. These odfs may cause problems in multiplayer games so be careful. (NO it won't blow up your computer though.) These modifications can really be used in most all IA/SP missions if you like. If there is something particular you don't like you can edit the file in a text editor, but try the mission with them first. I hit the highlights below.

All combat vehicles were given longer scan ranges, and much longer engagement ranges. This means the Scions and your vehicles will move to engage each other from a longer range. It helps keep the action going.

Most ISDF vehicles are now identified by their code name as opposed to type. Ex. Walker is now called Atilla in the game.

Price changes: I have rescaled the prices of most vehicles. The main thing is that the cheaper combat vehicle are now even cheaper (Trust me, you'll need the cheaper turrets.) 

APC has had troops increased to 8. Price has been increased to 70 to offset this.
Movement speeds of Bomber increased. Now it actually feels like a strike bomber.
Movement speeds of cons/builder increased.

Build times for combat vehicles have been shortened. Helps move game along.

Moved GT/Spires to build position 3. I figure it's easier to hit 3 3 than 3 6 to build a GT.

Skins were modified in Photoshop using a Softimage .pic reader plugin. The utilities to open the "data.pak" and thus the skin files are on the internet. Please check there first.

V. Strategy Suggestions
This is NOT a walktrough, but I'll tell ya a few things that will help if you need it.
First this game was play tested on Hard with largest forces on each side. And yes I did beat this mission without using any special tricks or exploiting AI weaknesses.
A. You have a suprising lot of room on the ridge to build your base, BUT you will have to plan the layout carefully.
B. Go for SW biopool first
C. Defend with turrets. Build at least two to defend your first pool before moving to your constructor.
D. I deliberately designed this mission so you can't just place Bunks and GTs to gaurd Extractors. Use turrets, tanks, and sTrucks - ie tactics and strategy
F. Use MBikes to take out defenders at central BioPool.
G. OK, I had a happy accident. It IS possible to place a Bunk with 2 GTows to the west of the NE biopool, making it easier to defend.
H. Use Bomber to weaken Scion buildings.
I. Don't die for god-sakes! 

VI. Troubleshooting
0. It is possible for a vehicle to leave map area and get stuck "under the playing surface." I did re-edit the map to try to eliminate the most likely place this will happen, BUT.. Try opening the editor in-mission and physically move the offending vehicle.
1. Did you follow my installation instructions EXACTLY?
2. Yes, this mission has alot of props. Turn them down/off if it causes you problems.
3. Turn light sources to one or none. This really helps framerate.
4. Game was designed at 64 megs of ram with the offical 1.1 patch. Game was play tested at 192 megs of ram with the unofficial patch. (Check the net for what I'm talking about.) Try playing with the official patch first.
5. Make sure there are not other conflicting files or folders in your addon directory.
6. Try mission without the new odfs or the pics
7. Defrag your hard drive.
8. Get a new computer.
9. Pray. Pray REAL hard.

VII. Legal blah blah blah
If you modify and redistribute this mission, please note changes from original in a readme and redistribute new readme with mission. (Or just modify this one.)

Ok this is not exact legalease:
Battlezone II is owned/controled/intellectual property of Activision/Pandemics Studios. 
In other words don't be trying to make a profit off them or my map or we'll get you!

And NO Acti is not providing tech support for the contents of the Doggy.zip file. For that matter, beyond this readme neither am I.

Thank you for playing, enjoy, have a nice day, live long and prosper, may the Force be with you, make your mama proud, tootles,
Coxxon