Forgotten Hope Public Forum

Forgotten Hope 2 => Singleplayer and Coop => Topic started by: gavrant on 08-02-2016, 22:02:25

Title: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 08-02-2016, 22:02:25
Changes in 2.5

Maps reworked from scratch
* Gazala and Vossenack include reworked layers for 16 players. Please note that these layers do not repeat the multiplayer "single flag in the middle" layout, they can support 24-32 bots and are intended to be a pure infantry vs infantry slaughter.

Maps which got significant gameplay tweaks

General fixes and improvements


Changes in 2.52

First of all, an answer to the question which bothers you most: the new EF maps and Pegasus Bridge still have no official singleplayer support, we are working on providing them with tolerable pathfinding.

General fixes and improvements

Maps


Complete lists of "good" and "play at your own risk" singleplayer maps, as of 2.52

The list of "good" maps
These are the maps with up-to-date (as in multiplayer) equipment, more or less balanced gameplay and pathfinding, mostly bug-free, and having the latest code "sweeteners".
Spoiler
  • Alam Halfa
  • Anctoville
  • Bardia
  • Battle of Brest
  • Battle of Keren
  • Eppeldorf
  • Fall of Tobruk
  • Gazala
  • Siege of Giarabub
  • Gold Beach
  • Hurtgen Forest
  • Lebisey
  • Meuse River
  • Omaha Beach
  • Operation Cobra (slightly outdated by the today's standards)
  • Operation Goodwood
  • Operation Hyacinth
  • Operation Luttich
  • Operation Totalize
  • Pointe du Hoc
  • Port en Bessin
  • Purple Heart Lane
  • Ramelle
  • St Vith
  • The Battle for Sfakia
  • Tunis
  • Villers Bocage
  • Vossenack

The list of "play at your own risk" maps
The following maps have one or more of these issues: outdated/broken gameplay and equipment, bad AI pathfinding, no code "sweeteners":
Spoiler
  • Bastogne (completely broken pathfinding, everything gets stuck everywhere)
  • Invasion of Crete (there are rumors that the map has outdated pathfinding too)
  • El Alamein
  • Falaise Pocket
  • Mareth Line (probably outdated pathfinding)
  • Mersa Matruh
  • Mount Olympus
  • Sidi Bou Zid
  • Sidi Rezegh
  • Siege of Tobruk
  • St Lo Breakthrough
  • Supercharge


Sorry, guys, as it often happens, neither of the new 2.5 maps - Arad, Dukla Pass, Pegasus, Seelow, Sammatus, got singleplayer support on release. But the equipment used on these maps is mostly ready for AI, anyone with basic BF2 modding skills can try it on another map with singleplayer support (at least I tested Katjushas and IS-2 on Alam Halfa :) ).



Previous changelogs for versions 2.46 - 2.48: http://fhpubforum.warumdarum.de/index.php?topic=19546.msg321090#msg321090
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gamerjer on 08-02-2016, 22:02:52
Nice awesome job! ;D updating my game now keep up the good work guys ;D
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Berkolok on 08-02-2016, 23:02:46
nice work
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 08-02-2016, 23:02:25
Thanks, gamerjer and Berkolok!

The first post in the thread was just updated with complete lists of "good" and "bad" singleplayer maps in 2.5.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Oberst_Kroenen on 09-02-2016, 01:02:42
  • Fixed crashes to desktop when a AI tank driver gets stuck in one place for about 5 minutes. Note, this is not related to crashes when a human player exits a vehicle in a narrow place, that bug is still not fixed, sadly.
  • Fixed many (all?) static and mounted MGs playing fire sounds constantly, even when reloading, if manned by bots.

Hmm thats probobly why my game crashed on Hurtgen forest. And the constant MG fire was really annoyng so its great to hear its fixed. Thanks for all the work on SP as well. Hoping to see the eastern front too in the future with SP support
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: tempest on 09-02-2016, 01:02:10
Are the "bad" maps not working now because of 2.5, or are they just not up to 2.5 standards?  Are they basically exactly as they were before, or did something gamebreaking happen to them?  I feel like I remember some of those maps working when I played them last!
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 09-02-2016, 01:02:09
Hmm thats probobly why my game crashed on Hurtgen forest....
Yes, Hurtgen Forest was exactly the map where I localized the bug and found its cause. Stupid trees :)


Are the "bad" maps not working now because of 2.5, or are they just not up to 2.5 standards?  Are they basically exactly as they were before, or did something gamebreaking happen to them?  I feel like I remember some of those maps working when I played them last!
Bastogne is broken from the moment it was released. As for the rest of the "bad" maps, I just don't know their current state, I haven't tested them, to be honest. They may be playable without any terrible bugs, but may be totally not playable, or may just miss some new equipment from the corresponding multiplayer layer. The only thing for sure is that those maps have not got updates supposed to improve AI spawning, AI pathfinding, etc. Let's call it "play at your own risk" maps.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: tempest on 09-02-2016, 02:02:09
Good to know!  I look forward to trying out all your hard work on the "good" list, and am, of course, excited for the eventual AI being added to the Eastern Front maps  ;D
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Darman on 09-02-2016, 14:02:42
Thanks for all the details, and of course for all the effort! Although I would argue that there are, except for Bastogne maybe, no "bad" maps, unless 2.5 has severely broken them (didn't get the impression playing a bit yesterday). They work, and most still provide immense fun even with the Bots being stuck at some occasions. But of course I couldn't test 99% since the latest release yet.

Anyway, since there is no navmesher on the Dev Team to create Bot support for the new maps right now, I'm trying to see wether I can create a simple navmesh in the meantime myself, because I just can't wait to play these maps, they look amazing. Anyway my first attempt, Arad, is already giving me severe headaches with untracable crashes when trying to Render the AI... Its good to hear that the vehicles are ready to go though, that eliminates one possible source for errors.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 09-02-2016, 14:02:35
Darman, please do not try your luck in navmeshing of Pegasus or the EF maps. The problem is that many statics on these levels are simply not ready for navmeshing. You won't get tolerable AI pathfinding with statics being in this state.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Darman on 09-02-2016, 14:02:11
I was suspecting something like this. Too bad. Thanks for the info.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: pablovelasco on 10-02-2016, 01:02:46
Que pena que los nuevos mapas no tengan la posibilidad de ser jugados en modo 1 jugador. Se sabe si tarde o temprano lo sacarán? Quizá en otra actualización?

In english +- ;D
The new maps will have single player ever? maybe in 2.5 2?
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gamerjer on 10-02-2016, 12:02:27
Que pena que los nuevos mapas no tengan la posibilidad de ser jugados en modo 1 jugador. Se sabe si tarde o temprano lo sacarán? Quizá en otra actualización?

In english +- ;D
The new maps will have single player ever? maybe in 2.5 2?
yeah from what i have read, and how it mostly go is that singleplayer will be added later on ;)
how long it will can tell no one so have some patience :P
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: pablovelasco on 10-02-2016, 13:02:22
Gracias!

Thanks!
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 12-02-2016, 16:02:36
  • Increased time-to-live for artillery spots in singleplayer up to 5 minutes (from the multiplayer's 2 minutes) as suggested by DJ Barney (http://fhpubforum.warumdarum.de/index.php?topic=15711.msg336374#msg336374).
  • Every mortar pickup kit got binoculars as suggested by DJ Barney (http://fhpubforum.warumdarum.de/index.php?topic=15711.msg336740#msg336740).
  • Many-many smaller tweaks and fixes in AI of vehicles and weapons.

Yay ! You would not believe how exciting it is for me to see that included. I'll be trying this out in a moment  ;D 8) I did play a brief game on Mersa Matruh (before I knew it was "play at own risk") and what was gone was any microstuttering on major FPS drops even with 64 bots. That could be because I just swtiched to Windows 10 for gaming where I've had better performance with other games, but it could also be because of the performance improvements. I suspect my old Windows 7 installation was a bit messed up as well.

Anyway, since there is no navmesher on the Dev Team ...

I thought there was someone from BFSP who was working with the team ? Anyway, maybe that fell through.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Darman on 13-02-2016, 18:02:50
Again regarding the singleplayer situation for the new Maps in 2.5. Despite the warnings, I had some spare time at my hands last week, learned how to use 3ds Max, created and adjusted working navmeshs for Arad and Sammatus. It was kinda tricky, I had to tweak gameplay-object placement quite a bit and sure the AI won't use 90% of the buildings statics, but it doesn't take away from the fun, the maps are a blast in Coop and I am quite satisified with the results.

However I wanted to report that all mobile versions of the ZiS-3 At Gun will crash the game since it isn't configured for AI use, also is ist just me or are all the new 2.5 assets (vehicles) not listed for object spawners in the editor?

EDIT: The T34/85 Late Hull MG will also cause ctd. Not configured for AI use.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 13-02-2016, 20:02:15
Wow  :D. Always impressed by navmeshing efforts as I looked into how its done at one point. The thing that put me off, apart from having little time, is the 3DS max requirement as I'm more used to Blender. So its great to hear that these maps are working ... maybe the Russians will reach me eventually after all  ;).
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: tempest on 13-02-2016, 20:02:25
Good work, Darman!  I wonder what the process is to make buildings/statics ready for use by AI?  As another exclusively coop/singeplayer FH2 gamer, I definitely am watching excitedly!
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Smallest_army on 15-02-2016, 20:02:59
Hi,

thank you so much gavrant for the time and effort you put into the singleplayer aspect! Tried the new features out in a few COOP matches - really good! I love the addition of the binocs to the mortar kit!
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Andromahkos on 18-02-2016, 05:02:40
Quote
Sorry, guys, as it often happens, neither of the new 2.5 maps - Arad, Dukla Pass, Pegasus, Seelow, Sammatus, got singleplayer support on release. But the equipment used on these maps is mostly ready for AI, anyone with basic BF2 modding skills can try it on another map with singleplayer support (at least I tested Katjushas and IS-2 on Alam Halfa :) ).

OK, first of all, you guys have done an excellent job with this mod.  Its probably one of the best out there for a lot of the games I have played, and I have modded various games for over 14 years... I have thoroughly enjoyed FH and FH2 over the years...  :)

With all my years modding Battlefield games, my knowledge has been tested on this particular issue and you guys stumped me on this one... it concerns the T34_76's and t34_85's.  The standard T34_74 works fine in singleplayer, but I get an error trying to bring in the _camo or _de versions in single player, the same occurs with the 85's too.  The error says the following (which I attached as an image):

"Debug assertion failed
Version 1.5.3153-802.0.... ( I can add all this if you wish, but I will get ot the point)...
Text you have tried to enter a vehicle that is not prepared for use with AI:t34_76_camo_hullmg"

So I looked at the hull mg's for the t34's and the .con files were missing the t34 hullmg reference at the bottem of the code.  Adding this reference to the AI Template for the t34 hull mg didnt seem to work as I got the same error.

I also looked under the Objects\Vehicles\Common\ai\Objects.ai, everything appears good under there.

Any ideas one what I might have missed?  Its kind of good, I have never dug this deep into the AI code before, but I would really like to get the t34's on some of the Singleplayer maps.  I have been pretty excited since I first heard you guys were going to have T34's.

Any help would be greatly appreciated.

Thanks for your time and an excellent mod!!



Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Andromahkos on 19-02-2016, 05:02:08
OK, so, I did find a temp fix for the hullmg's on the t34's... its real sloppy and doesn't give a nice finished result, but I remembered doing this from the old BF1942 days, I just removed the hullmg reference in the tweak file.  So there is no hull mg, but the t34's come in great.  ;D  But this doesn't help wit the zis-6.  :'(

This would be just a temp fix until I , we or someone figures out the AI bug.  I also googled the issue and there seems to be a fix, but I need to research it. ;)
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Darman on 19-02-2016, 10:02:58
OK, so, I did find a temp fix for the hullmg's on the t34's... its real sloppy and doesn't give a nice finished result, but I remembered doing this from the old BF1942 days, I just removed the hullmg reference in the tweak file.  So there is no hull mg, but the t34's come in great.  ;D  But this doesn't help wit the zis-6.  :'(

This would be just a temp fix until I , we or someone figures out the AI bug.  I also googled the issue and there seems to be a fix, but I need to research it. ;)

Check your PM, I've sent you a pack with what I was able to fix.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 19-02-2016, 17:02:31
Reworked deployable weapons. They do not disappear instantly after a bot or human player exits them, like in multiplayer. Instead they stay for some seconds. This means that bots can enter deployed weapons without dying now, and no crash to desktop will happen when a human player tries to enter a deployed weapon already occupied by a bot.

Great to see this as well. I was just exploring this update. The arty spots work great which I was just recording video of to make a vid to show off these new updates. But the deployable weapons although they don't dissappear immediately only stay for ~ 3 to 4 seconds. This is enough when there's crowds of bots around it but I wonder why it can't be longer ?
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 19-02-2016, 19:02:23
Yes, the delay before they disappear is exactly 4 seconds. And yes, it could be easily increased. But I still would like to keep the deployables rather close to how they behave in multiplayer, this is the reason why I chose the current short delay. Another, relatively minor reason is that the larger deployables (mortars or German tripods) are still a navigation hazard for AI, so to speak, so the sooner they disappear, the better for bots.

Overall, my position on the deployables is that they are mostly "human only", "special case" or "for fun" weapons, so they are set up in a way which makes them less attractive to bots, compared to their static cousins, and, for example, the deployable mortars don't have raised cameras. That's why I think the short disappearance delay is not a problem, a human player can easily redeploy them where and when needed. Besides, retweaking of AI in 2.5 made deployable weapons less decisive in many cases. For example, Djinn once wanted to deploy mortars against the 88 on PHL, since bots could barely deal with the gun on their own. In 2.5 my estimate for the average "time to live" for the gunner of that 88 at lower bots skills became 30 seconds. As soon as any German enters the gun, a hail of rifle grenades instantly rains on him now.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 21-02-2016, 16:02:57
Ah, interesting, thanks for the reply. Game play balance applies as equally to Coop/SP and MP !  :D So this really makes a lot of sense. I'm still getting used to various maps again, new and classic as the new 2.51 AI game play is quite different  8).
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Smallest_army on 21-02-2016, 17:02:44
I can confirm this, I played a lot with mortars lately just because it wasn't really great before. But I find that the bots do an outstanding work...I witnessed a battle between a M10 a Sherman a Stug and a Panther in Vossenack...it was almost like a movie. The different tanks moved forward and backwards to break lines of sight and overall it was really cool. I was able to play Operation Totalize in a way that it was fun, because the british tanks finally crossed the river and attacked other flags. Singleplayer is a lot more fun now and the little surprise you get when bots really behave almost smart are very nice.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Andromahkos on 01-03-2016, 19:03:28
So, I have been playing with the kits for 2.5.  On previous versions of FH2, I was able to mod the kits easily within minimal bugs as long as I followed the item index numbers for weapons and equipment.

Since 2.5, I noticed that after I had made my usual mods to various aspects of the new release, the maps started to crash.  Two in particular are Operations Cobra and Luttich.  These worked fine before I modded 2.5, and when I had modded everything in 2.48, these maps had no issues whatsoever.

I started over, repaired the mod, and slowly added back in my mods one at a time, testing each mod.  I started to get crashes when I introduced my kit mods.

I have tried to find in the server.zip, the mapdata.py, the Init.con, the GamePlayObjects, as well as looking at the aifixes for possible conflicts with the changes I made.  I have yet to find a solution.  I have made changes to 2.5 vehicles and weapon code with no ill effects.

Now maps using BA, GA, IA, seem to work fine, its maps that are isolated to UW, GS, and GW kits… so I am not sure what’s so different between these kits and the others.  Also, as I say again, in 2.48, I could revamp all sorts of things in that release, but 2.5 is a different story.  I even added in “include ../debug.con” in the individual kits, but to no avail, as the game just crashes on map startup, on the tail end of the Objects loading with no answer as to why.

I reviewed the changelog.txt since 2.48 looking for any possible changes that would be causing this, I did not find anything under kits, soldiers or weapons that were remarkable, with the exception  of kitmeshes, which I don’t see how those could cause a crash.  I have been playing FH2 at least since 2010, and I have never run across an issue like this.  It would appear that it would have something to do with item indices, but I suspect there are peripheral files referencing the changing of items or kits per map.

I also suspect that this could have something to do with it…. Maybe, as it is not in the 2.48 Engineer kits…

“rem dummy-i9 added by the packing script
ObjectTemplate.addTemplate dummy-i9”

If anyone has any ideas it would be greatly appreciated. In the meantime, Ill keep poking around to see what I can find.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 10-03-2016, 18:03:44
Hi, I made a video showing off some of the new sp/coop features, primarily the spotting and deployables ...

Forgotten Hope Battlefield 2: New v2.51 Singleplayer & Coop Features  (https://youtu.be/oIQqC6_z8Js)

EDIT: Possible priority fixes for next patch/release:

1. Bot gunner should NOT jump out of second gunner position on vehicle (usually hull MG) when "bail out" order given. I've seen this implemented successfully elsewhere. Without it its impossible to use any vehicle tactics because the whole things see saws between everyone in the vehicle or out of it with no hull MG support.

2. Bot controlled vehicles should stop and wait when given "need pickup order". Pretty fundamental, all other mods implement this with the AI. Otherwise, again, tactics with the AI in SP & Coop are impossible without this "stop order". Repairing on the move and so forth.

(might add some more)
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: XtotheZ on 13-06-2016, 22:06:16
Hello, guys. I have one question, that is really all over my mind since I saw the 2.51 version: are the official FH2 team going to make the Eastern Front maps available for singleplayer with bots? Will it be in the upcoming 2.52 update?

I am asking because:
1. I only have the possibility to play with bots, so it's totally no reason for me to download a new version if it will be without bots (on new maps).
2. I've already heard from developers of another mod for BF2 such things as "Who needs singleplayer? It's boring to play with bots, so we won't make new nav's anymore", so I'm kinda worrying.
3. I am now on 2.48 because 2.51 worked bad on my computer, so it is totally no reason for me to download the new version, if there is actually nothing new with bots...

P.S.: And I am really sorry, if I picked a wrong topic for my question or missed that someone already answered this question and all. I am not really smart about that kind of things.  ::)
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: jan_kurator on 13-06-2016, 23:06:20
P.S.: And I am really sorry, if I picked a wrong topic for my question or missed that someone already answered this question and all. I am not really smart about that kind of things.  ::)

The answer is "no", when it comes to official bot support, it won't be added with 2.52. You missed something else though. Bot support for all new 2.5 maps is added via Darman's patch which can be found few topics below:
http://fhpubforum.warumdarum.de/index.php?topic=20690.0 (http://fhpubforum.warumdarum.de/index.php?topic=20690.0)

Not to mention that 2.5x patches change a lot on existing singleplayer maps and they're worth downloading ;)
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: XtotheZ on 14-06-2016, 16:06:13
Not to mention that 2.5x patches change a lot on existing singleplayer maps and they're worth downloading ;)

Thanks a lot for answer. But the author of that topic says "All of these maps are to be played in COOP mode. Don't try Conquest or Singleplayer." Wich is not suits me because I wanted bots for Singleplayer.

And talking about 2.5x patches: on 2.48 ALL maps are working perfectly, but on 2.51 I started the first map aaaand... the game crashed. So for me, it's not worth it. Maybe it crashed because I used standart bf2.exe (then changed the game in Custom game menu and so on...) instead the FH2Launcher. But what's the difference? What is that launcher doing except downloading updates (wich I don't need because I always load a full-installer manually)? I started 2.48 with standart bf2.exe too and it works perfectly.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 14-06-2016, 16:06:19
And talking about 2.5x patches: on 2.48 ALL maps are working perfectly, but on 2.51 I started the first map aaaand... the game crashed. So for me, it's not worth it. Maybe it crashed because I used standart bf2.exe (then changed the game in Custom game menu and so on...) instead the FH2Launcher. But what's the difference? What is that launcher doing except downloading updates (wich I don't need because I always load a full-installer manually)? I started 2.48 with standart bf2.exe too and it works perfectly.
FH2 Launcher does many things besides downloading updates - it manages FH2-specific video and controls settings, provides a rather easy way to tweak bots numbers and skills for Singleplayer (see "Options", the first tab), and such small details like historically accurate squad names for this time period  (Able, Baker and so on) instead of the modern Alpha, Bravo, ... from vBF2. To a certain degree you may consider FH2 to be a separate game, not a mod for BF2, and launching FH2 via bf2.exe is not supported by us for a veeeeery long time. Not to mention that by skipping 2.5x patches you miss a lot of sweet changes - 15+ updated singpleplayer maps, fixes for some crashes, general AI improvements (see the first post in this thread). And by the way, you can turn off checks for updates in the launcher, if you want.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: jan_kurator on 14-06-2016, 18:06:58
Thanks a lot for answer. But the author of that topic says "All of these maps are to be played in COOP mode. Don't try Conquest or Singleplayer." Wich is not suits me because I wanted bots for Singleplayer.
They are almost identical too be honest. You can play COOP just like your regular singeplayer map ;)
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: XtotheZ on 14-06-2016, 19:06:09
Thanks for the answers, guys. I'll surely try the launcher and thing (but after the release of version, that will have official bot support for all Eastern front :D ).
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: jan_kurator on 14-06-2016, 19:06:13
that not gonna happen soon I'm afraid  ;)
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: XtotheZ on 14-06-2016, 21:06:01
that not gonna happen soon I'm afraid  ;)
Why?

Anyway, I'll be patient.  ;D
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 14-06-2016, 22:06:31
Current russian front coop maps were produced independently. Navmesh (ai bot stuff) has to be produced after a map is finalised. Official multiplayer maps may still be in flux so the coop has to wait. At least that's the usual case.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: XtotheZ on 14-06-2016, 23:06:57
Thanks a lot for answer.  :)
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 16-06-2016, 09:06:24
Guys, the first post in this thread (http://fhpubforum.warumdarum.de/index.php?topic=20627.msg344347#msg344347) was just updated with a description of the singleplayer/coop changes you will see in FH 2.52.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Oberst_Kroenen on 16-06-2016, 10:06:37
Nice new updates for SP.

Quote
Somewhat decreased deadliness of the airplane bombs in the hands of AI (there is still room for improvement here).

Does that mean that the AI will bomb me like... less frequently? Cause i cant drive 3 mins with a tank on some maps without getting an airplane over my head bombing me
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 16-06-2016, 11:06:07
It's like this: before something like 90-95 in 100 bombs killed the target, now it will be more like 80. Will try to do more to fix that. For now, bailing out of the tank when you hear them coming is still the best tactic.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: XtotheZ on 16-06-2016, 16:06:27
situations like the American team capturing all flags on Meuse River in something like 5 minutes while half of the German armor freezing in traffic jams at the bridges on their side of the map

So that is why I don't like forest/village maps, now I understand.  ;D
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Oberst_Kroenen on 16-06-2016, 20:06:01
For now, bailing out of the tank when you hear them coming is still the best tactic.

Yep, ive been doing that but when another bot is in the tank even that doesnt work. But oh well 80 out of 100 i still beter than 90 out 100 even if just a little
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 25-06-2016, 21:06:03
Been playing the new release. Great as always ! 8) ... One thing I wondered though is about Port en Bessin. Is it normal that the German ticket loss goes down very slowly even when all points apart from the last one nearest the German base have been captured ? Or is that normal for push mode ? After fighting well taking most of the map I felt like I was being punished for doing the right thing, but been a while since I played push mode.
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: gavrant on 02-07-2016, 14:07:54
Wait, in FH2 most of the maps with one of the teams or even both having no uncappable main base are played along the "fight your way through the whole map and capture the last flag" scenario. I think the "German ticket loss going down very slowly" was actually the natural ticket loss through them being killed, because, as far as I can tell, the German team bleeds on PeB only when they lose every flag, and the bleed is really fast - 1000 tickets per minute. Unless the map is bugged, of course...
Title: Re: Singleplayer in Forgotten Hope 2.5
Post by: Michael Z Freeman on 20-09-2016, 18:09:10
Wait, in FH2 most of the maps with one of the teams or even both having no uncappable main base are played along the "fight your way through the whole map and capture the last flag" scenario. I think the "German ticket loss going down very slowly" was actually the natural ticket loss through them being killed, because, as far as I can tell, the German team bleeds on PeB only when they lose every flag, and the bleed is really fast - 1000 tickets per minute. Unless the map is bugged, of course...

Yes, you’re right, its just push mode.