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 - garylee

Pages: [1]
1
I have some more questions in optimizing this coop map...
1. if i change the map mode to push mode, will this help improve the ai to organise attack better?

2. Since in history there were no panthers involved.. so i changed those panthers to king tigers. But it seems king tigers are too invincible so i think 3 king tigers with the rest of tanks to be Panzer IV with skirts.. what do you guys think about this?

3. How to force the ai infantry to attack estate more aggressively? Now the ai will only try to reach there via vehicles and at most 3-4 germans enter estate at once

2
Yup. I can add some more extra mg at doors of estate, or more simple way is put it at the end of the long corridor so bots can guard the exits with minimal mgs ( because i dont want to add too many mgs inside the building)

3
guys,

0.3 beta is uploaded. a few changes were made and you may tell me which version is better after trying it. ;) ;)

4
Thanks for feedback :) I have removed some spawnpoints in front of 53 guard tank brigade defense line in the latest 0.2 version.

5
Coop Gameplay tested with 100 bots

https://www.youtube.com/watch?v=SkTSpl-SuqA

I added two additional control points in addition to vanilla one, as to motivate the German AI to attack CP Estate and Defense Line, so playing as the soviet side will be more challenging.
Also added more tanks for both German and Soviet sides , and added more MGs and anti-tank gun for soviet sides to replicate the large scale and fierce tank battle.

Changelog (0.3beta):
05/Jan/2020
-change two panther tanks to king tigers with new camouflage and the rest to pz4 with skirts
-change some t-34 to ones with new camouflage
-add mgs in wooden house in Barn
-bots will now try to occupy all mgs and AT guns in control points
-more interesting vehicles are included in EF_Coop_fix.zip, you guys can add new vehicles by your own
(eg. BT7, T26, KV2)

Changelog (0.2):
22/Jul/2019
-Removed enemy spawn point at stones and tree trunks in front of CP defense line
-Fixed ISU-122 AI issue (Thanks to Anton), but the problem "cannot fire shells after switching shell types" wait to be fixed
-Reworked navmesh so AI vehicles will not get stucked at grassfield in front of CP_observation post
-AI is now a bit more willing to attack CP estate/Manor

Changelog (0.1):
1/Jul/2019
-Removed enemy spawn point at CP estate after flag is captured.
-Shorter object spawn time for some soviet Anti-tank guns and MGs
-Slightly fewer German vehicles
-Minor Spawnpoint adjustment


Link:
Version 0.3 Beta
http://www.mediafire.com/file/tfcrofm2df7lyna/ogledow_0.3_beta.rar/file

Version 0.2
http://www.mediafire.com/file/i76a42m84iayfou/ogledow_coop_0.2.zip/file


Enjoy!) ;) ::)







Pages: [1]