Ramelle is not meant to be played 50:50. Captain Millers strategy was too good for ze German attackers, and their stupid Tiger TKs alot. I set it to 24:40 bots and the Germans got to the Bridge even though I was American! It plays fine
You do need to work around increasing bots size or changing numbers as the case may be. Download the functional FH Toolkit to set bot count easily and remember, if the bots are set to 64, you need to push the total number ingame to 48 (The very limit of the toggle) and set the ratio to 64 to restore a 50:50, the same is for all numbers you want. 100 bots means, set the total bot count ingame to 48, set the ratio to 100, 96 bots, 96 ration, so on and so forth.... Easy peasy!
Current Errors Detected:
1/ US 105mm howitzer on Cobra uses the Conquest model not the _AI, noticeable by a normal level, rather than raised POV
2/ I think the CTD in Totalize comes from the Wasp. It otherwise plays EXACTLY like it always did, including the buggy Canuck commander telling you to attack across the river after the only a half-ass attempt at the factory, completely forgetting the PAK40, ack-ack and 88 base. I played till we had made about 1 or 2 attempts at that base then I went looking for the new toy. Tried to get a bot to use the flamethrower and he bailed almost instantly. I tried it got a whoosh, then right after the first burst, CTD... might be a coincidence, but it seems like a likely perp
3/Villers... Yes the tanks did NOT cross the ABC line. Wespe did not fire at anything, or did maybe once. I guess its code is that of the marder? The tanks get to the ABC and halt there, as though not sure of themselves, trying then coming back a bit. Halftrrucks don't seem to have this issue
4/ It seems the nebelwerfer uses the old code that makes it fire short. I noted that in Goodwood it fired at infantry which I was impressed at until I realised it was trying to fire at 2 Shermans beyond them, but firing short. Didn't get it to fire in Totalize to compare (My friends PC can only do 64bots before it lags, so not all defenses were manned for me to get the full picture)
5/ Mareth, PeB and Totalize still have dodgy commander AI. Wa-ay better than older maps, but the logic of the attack plan is a bit iffy and only just within the allowable spread of the PUsh system. In mareth bots wait straight for the bunker base with little effort to take the town and then went on for the Tiger base and it all become a scrambled mess after that
6/Parker's .30cal in the church tower on Ramelle does NOT CTD but there is no way for bots to get to it :-( unlike with Sidi Rezegh :-)
7/Quad .50 only works as anti-personelle gun and not AA... It doesn't look up at all
8/ Bots have an issue of sitting on mg positions on vehicles such as the hull gun or turret gun and don't switch positions to drive the otherwise empty tank etc off... might need to rebalance their preference for positions - They also bail from trucks at random times sometimes getting themselves TKed, might need to play around with this to prevent them camping, but getting them to travel to the flag in it.
Also, some mg positions are not very liked. Can't think of one offhead though. i know wasps flamethrower is one. Tanks have too 'soft' a main position. I saw a good many abondoned tanks. Might need to work on it being closer to that of the static gun, but not quite there
9/ I had a PAK40 on mareth firing HE at my medium tank, and never AP, not sure if that's just a coincidence, or its got its shell priorities wrong
10/Comp. B has the c4 issue again i.e bots drop them defensively causing TKs - Noted this on Ramelle
11/ The planes crashing into each other on Ramelle - are so many supposed to fly by at the same time, or its the bug?
12/ No love for the mobile ack-ack?
13/ Still need to somehow see how we can get AT guns to want to go prone more often. I want them to camp prone, sniping infantry and tanks alike. This I'll make a fan-mod priority
14/ Now that bots have a lowered hip-fire 3rd person animation, we need to see if we can get them to fire down the sights at range only using hip fire at close range i.e when you get a bot firing at you at point blannk range rather than using knife
15/ I think mobile mortar still needs raise perspective. On maps like Brest and St. Lo, breaking through to cap the final base would only have been possible IF we had concealed close-support arty in the form of deployed mortars, which we could not get as the open terrain made them vulnerable to attack from great range and concealing them nullifies their use. We should try to get the 2 POVs (normal for players, raised for bots) implemented also, so we can get mobile arillery to use something between the assault gun for mobility and thw howitzer with raised POV for range
16/ Tanks get a tad too distracted by aircrafts. I think we should stop them using their hull mg to fire at those altogether. They lose focus
17/ We have an increasing number of double-cap flags i.e flags that are capped by one side, but still show the other side's flag and this causes bots to camp it. Noted on Cobra's mill flag, no longer the farm (Or so it seems), and Ramelle Neuville's first flag if they get too much resistance
However,
1/ Love the speed of firing i.e reasonable but generally enough to suppress a human, even with rifles
2/ Bots like mortars, mg42 more, which is a welcome improvement
3/ Range of mgs is EXCELLENT. on St Lo and from distant tanks, this is beautiful
4/ infantry don't spam greandes or rifle grenades but use them well
5/ The new maps play incredibly well. Ramelle is tricky for tanks, but that keeps them at par with infantry and shouls be left exactly so. Never did get to cross the bridge though, zook wielding bots and BAR men are too many. Want to see if kit limiting can somehow be applied to, or at least emulated by bot preference.
6/ I'm so grateful for bots being able to use almost every, if not every single building humans can - Even saw bots trying to climb a ladder into a barn of St. Lo from which I was firng. My men spawned on me and jumped down :-)
7/ Range of arty is functional. I'm not sure extending it further would make it a rapefest, but will need to play more to see. For now, as seen on St. Lo and Mareth, it works WELL
8/ For the first time, a new Ai Patch did not introduce new unseemly problems like is the SNAFU of former AI in past patches. New weapons all work well, the new system did not bring new bugs, and it goes without saying that there must have been round the clock work to make such things happen
9/ 88 fires HE as far as AP and with its inaccuracy makes for a really fun objective each time me and a few bots need to charge one to put it out of action without air or armor support :-)
10/ Smoke use seems to have been reduced. So its done once and left. Its so nice to see it in use but not dominate bot priority
11/ Spawnpoint mgs are excellent, and it seems so you DID move the cap area for Sidi underground. Great work there. For the first time ever, Supercharge was not spammy with radio commands, the Germans put up a tough defense each way, even counter-attacking a good many times, the new howitzers position makes it more useful like in CQ and the bunker next to the 88s is a terrific defense to attack thanks to both mgs being priority
12/ Fixing commander Issues really solves a good many problems. I didn't see camping tanks in El Alamein, Supercharge or any of those, and the battle flows for all maps!
11/ Remick, you did an excellent work moving Drawde's mod into the release. i feared you having to cut it apart might mean key aspects would be lost, but its clear you actually improved on the final version.. ALOT. Great work man. I think even the ignorant conquest players are impressed :-D
12/ We have only Falaise and Lebisey without AI... Falaise works fine with Aserafimovs's current version although I wish the bots would cross the river at more points, and Lebisey, we've heard already has AI, just not in yet. It was a sheer joy to scroll though the maps, knowing every SINGLE one has Ai now. No small feat! I plugged my own 64-size Bardia in. That also has limited AI. Great to see PDH 32 in too... Still have craxy ideas about bots driving to the hills and assaulting the hill defenses etc on PDH 64, but let me make that a practical and complete thought ;-)