Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - tempest

Pages: [1] 2 3 4
1
Suggestions / Re: M1 Garand fire sound
« on: 19-09-2020, 18:09:49 »
I was wondering about that too!  Thanks for the suggestion, Jan.

2
Announcements / Re: Bayard - A Forgotten Hope 2 Update
« on: 19-07-2020, 21:07:33 »
They're great, simply amazing!

I couldn't think of an average, mass-selling focused FPS that offered a Char B1 ever.
Definitely wasn't my favourite game, but I think that old WWII Online game had it.  IIRC the game was focused more on early war, and France was definitely a playable faction.

I think there's a general tendency towards portraying the later years of WWII, and it's nice to see some recognition for the early days!  As someone who also enjoys singleplayer (and COOP with friends!), I also second that I hope there'll be AI for the new French maps  ;)

3
They've definitely addressed this a lot (generally saying that they're not going to, IIRC), but seeing that EA actually is making some of those old Command and Conquer games open-source gave me fantasies of FH2 on an open-source engine :D

4
Announcements / Re: The Road to Forgotten Hope 2.56
« on: 15-05-2020, 20:05:40 »

And hey, france 1940 classic, cant wait

EDIT: Motovsky is also very interesting map, every time I see that map I want to say: GOD, ITS A BARREN FEATURLESS DESERT OUT THERE! :)
I hope I'm wrong, but I don't think France 1940 is in it... I think that was just a teaser.  In fact, I remember a video from not too long ago showing off that same map, with an appeal to any player modellers to help create a French soldier.

5
Announcements / Re: The Road to Forgotten Hope 2.56
« on: 14-05-2020, 18:05:19 »
Just a side note...

Polish Cromwells in Totalize? Are the Poles arriving in Normandy in 2.56?

Vehicles' page easter egg...

http://forgottenhope.warumdarum.de/fh2_vehicles.php?country=7&type=1
Probably in the same capacity as the Italian vehicles that Germans get in, say, Gazala?  I doubt they'd wholesale swap the Canadian army for the Polish one on Totalize.

6
Announcements / Re: The Road to Forgotten Hope 2.56
« on: 13-05-2020, 23:05:30 »
Yes. Motovskiy Bay will get bot support.
That's exciting!  I actually know nothing about that battle, so I'm excited to read the loading screen and learn a little :)

7
Singleplayer and Coop / Re: Sammatus map crashing
« on: 10-07-2019, 02:07:38 »
I've got a probably dumb question, but I've read your posts a few times to make sure, and I don't see any mention of the unofficial AI COOP map pack, found here http://fhpubforum.warumdarum.de/index.php?topic=20690.0

Do you HAVE the map pack, or are you trying to start a COOP game with just the standard FH2 game?  As far as I know, as Michael Z Freeman mentioned, only two of the Eastern Front maps have official AI (and they're still WIP).

On the plus side, the unofficial AI for Sammatus (as well as Seelow) is actually quite good. If it's as simple as that you didn't download the unofficial AI mappack from Darman, then you're going to enjoy it!

8
I'll echo that Ramelle is a good one to start with, and find a bot number that you find challenging to the point where you'll probably lose most of the time, but occasionally win. Ramelle is good because the AI isn't as easily able to circumvent you and counterattack elsewhere; they'll most likely run right into you and it'll be you and your AI support, as it should be.

Tunis is also a solid choice, as is Purple Heart Lane, although you'll have a bit more trouble closing that one down.  If you're looking for more vehicle-heavy combat, I actually quite like attacking on Totalize.  It's just about finding the right ratios; I generally play with 100 bots, and go about 50-50 attacking, and 75-25 defending.

9
Singleplayer and Coop / Re: Equal number bots on both teams
« on: 24-12-2018, 18:12:14 »
Hmm, AFAIK you can't get the Axis powers to ever have more than 48 bots on their side, but if you push around the slider (ingame, in the COOP map settings), you should be able to get up to 48 Axis bots, and the remainder would be Allied bots.

10
Singleplayer and Coop / Re: Singleplayer in Forgotten Hope 2
« on: 25-11-2018, 06:11:51 »
Not really.  If you call in a strike, then it'll be available for you to use, but the AI won't make use to it.  In other words, if you use your binoculars and then hop onto a mortar, it should be there.  I play coop with one other person, and we can use this to good effect.

The AI is pretty proficient with the arty, but it is sometimes a shame that they can't drop it where you want them to!  Probably just an engine limitation.

If you look real hard, I think there actually IS a level where you can do off-map artillery, IIRC... probably one of those older desert maps...

11
Finally tried Lenino 32/64.

Overall thoughts:
-Awesome map.  One of the nicest-looking Eastern Front ones.  I love the setup and it feels so chaotic but yet so structured.  Only played each twice but it was excellent.  Really like the setup of the hill.
-As Knoch mentioned, the map did seem a BIT sparse of pickup kits, but they're out there.  I saw an AT gun kit, a pilot kit, an ammo k98, and a Russian kit with a stick grenade in the town.  Maybe a couple more would help?
-German AI immediately gives orders to attack the Polish positions, which are uncappable. Not sure if intentional... it DOES get them out of their defensive positions and shooting quickly, but it also sends them into rather open territory to quickly die.

Lenino 32
-AI doesn't seem to attack on all fronts.  They pick a point, focus everything on it, and then move on.  Likewise, the opposing AI will spawn at a point to defend, but leave other points open.  This is especially evident early on.
-Had a weird bug where when the hill was recaptured by the Germans, the Poles that spawned in the Lenino church wouldn't leave, and eventually it was full.  Couldn't replicate it, so maybe a one-off.
-AI not as strong with vehicle use on either side.  Lots of slow movement and bottlenecking.

Lenino 64
-AI DOES attack on all fronts (which was nice!)
-The Germans DO have a pretty hard time getting their tanks into the action... pathfinding infantry do pretty well, but the tanks are incredibly sluggish to leave the base.  They seem to not really enter the action until Germany is pushed back to it's final point.  By then, they cruise out, often recap the hill, and then get knocked out by T34s and the pattern continues.
-Should Germany have a way to knock out the Polish plane?  Otherwise, it drops its bombs and cruises around doing nothing for the rest of the time.
-In general, I found this version to be more fun and more balanced... the Germans just need to use their tanks earlier, I think.

12
Singleplayer and Coop / Re: Pure dogfighting maps
« on: 15-11-2018, 16:11:56 »
Yep.  You know that you don't play the mod under singleplayer, right?  You play using "coop", and adjust the settings from there.  If you choose singleplayer, barely any of the maps will be present.

If you are playing on singleplayer, Alam Halfa should be there.  It's kind of like Tobruk in 1942, with British lines of defense defending against Germans.  Both sides have an airbase.

13
Singleplayer and Coop / Re: Pure dogfighting maps
« on: 11-11-2018, 19:11:58 »
No.  I wish there was!  Alam Halfa isn't bad, as long as you ignore what's happening below you.  You likely won't get shot down by AA or ground troops, and you'll get to duke it out with a few enemy planes on a fairly big, flat map.  If I want to do air battles, it's usually the map I choose.

14
Singleplayer and Coop / Re: AWRIGHT!
« on: 08-11-2018, 21:11:07 »
I'd try the unofficial SP support mod too... they aren't all working perfectly, but I think Seelow Heights is as good AI-wise as anything official, and Sammatus is pretty well-done too!

15
Hello there, i need some help, I Just play FH2 for singleplay and I never could aim a AT cannon, flak and some tanks turrets, i guess that guns are aimed with mouse or WASD but I can't, what should I do? I have a clean bf2 installation
Reset your controls to "default settings" and it will work.
How do I reset controls?

Try "x" first (or right click sometimes).  The whole screen should change when you're in a vehicle or AA, so that you see through a scope.  You press "x" again to get out of that mode, or right click on some vehicles.

Another important key in FH2 vehicle use is "control".  If you hold that down and move around with your mouse, your player will look around without actually changing the course of the vehicle or the turret facing.  Definitely a good thing to learn!

Pages: [1] 2 3 4