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Messages - CBCRonin

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Singleplayer and Coop / Re: Single player section
« on: 18-09-2010, 03:09:29 »
This is a question on the FH BF42 version. When I go to play it some of the maps kick me to my desk top and some gives me that error window saying an error has ac-cured and would I like to report it to MicrSoft. Could that be from a bad download? Also I noticed when I played the Coral Sea map that some objects where in the air, ie.  palm trees was up in the air and gun emplacements too. Now this only happens on some maps. I re-downloaded the mod and still the same thing.

It has been some time since I played FH1, but I personally never had the issues you describe. The only advice I can suggest is to "completely" delete the BF42 file, reinstall, fully patch, then install FH. If the problem persists, definitely try to re-download FH1 from another site and repeat the above.
Corruption might be the culprit, but it seems odd that it only occurs on some maps and not others.

Are you using Vista? The only reason I ask is that on a number of other gaming sites I frequent, Vista has been the culprit in operating some older games.

Singleplayer and Coop / Re: Villers Bocage
« on: 12-09-2010, 18:09:40 »
Played the map repeated times and it was very good.
-One issue that occurred though was that when playing as Allies, they only used the tanks "piecemeal" (one at a time or not at all). Playing as the Germans, the Allies used the Shermans in force (which was very effective until they tried to cross the river)..... so I am not sure why this occurs.

-The Tiger occasionally has difficulty traversing the bridge, but this was true in history (so I consider it a positive  ;D).

-The far east flag on the map, at the lone farmhouse, received only small attention from allies. As the allies primarily use the field to approach the main crossing bridge, the Germans have easy path to retaking it.

-The church flag is incredible battle with almost no chance to take for Allies. The Germans repeatedly and rapidly spawn there if it is in danger and even with two tanks we could not cap it. Very good job.
I looked for available kits: sniper rifle, panzerfaust, mortar, etc., but did not see any available at bases/tables/church steeples; did I just miss seeing them or not yet added?

Singleplayer and Coop / Re: Falaise Pocket 2.26
« on: 12-09-2010, 17:09:17 »
That is the at gun I was referring to.

I have no idea why the bots are not manning it if a path exists, though I did notice that the ground there is in a slight defilade (which results in reduced range coverage). The German tanks usually take the road on the approach to the next flag, which is behind the raised field in front of the gun.
A Panther might be good, but I would use the one without track plating if you decide to use it. The Canadians are already limited by having the piat and lack of tank destroyers (with the alternate ap rounds for tackling the front armor).

The current Stugs and Pnz4 usually dominate every game I have played, at least until they approach the last base (partly due to the bottlenecks between the tight building placement).
(I also played your villers bocage pathing and was impressed as well, I'll head over to that thread and comment)


Singleplayer and Coop / Re: Falaise Pocket 2.26
« on: 11-09-2010, 00:09:30 »
aserafimov----> You have done a wonderful job.

Many paths, constant action (on defense or offense), balanced armor (though you might want to replace a Sherman or two with Cromwells, due to Canadians already having fixed AT guns).
There was one AT gun that the Canadians didn't man, between the second and third flag far off the road (on the German approach). I didn't see any bots using a route that passed it (so I guess there isn't a path near it), most were crossing the field or using the road.

-Repeated ctd for me on Fall of Tobruk- I didn't have an issue with it before.

-I fly the Stuka "alot" and the dive horn seems to have an issue with /sliding/ its frequency of activation and decibel level during prolonged flight..... to continuous activation (ultimately even at low speeds and level flight). It starts out fine, but if you stay in the same plane long enough it becomes unbearable.

-Priority on U.S. swivel .50 cal. is nice, but does a "semi" occupied tank/destroyer deter use by other bots? On Luttich I have seen every tank/destroyer mg occupied back at the main just waiting for a driver.... but the other bots were only using the light tanks and apc.

-Really like the artillery fire now, as it gives most last cap bases that extra level of defense.

-Mortars are also working well, though they seem especially accurate on the first round.

-Anti-tank/engineers now using explosives/mines is great, I haven't seen them fire their rifles yet (not that I ever saw them hit anything standing up before anyways ;)).

AIX bots were able to use their mines and anti personnel mines (the proximity claymore, not just the demo packs) within radius of flags. This provided quite a surprise as you might imagine, would it be possible to duplicate or does the code now differ too much?

Thanks again for all of the work and time you have dedicated to making sp a worth wile experience.

Bug Reporting / Mills Bomb failure to detonate
« on: 18-05-2010, 07:05:47 »
Had an issue with the Mills Bomb grenade failing to detonate. I only play SP, but as this was an object issue I thought it might show up later in some mp games.

I played a number of maps throughout the night without a problem, loaded SP Tunis and they worked a few times... they then began failing to detonate (for the rest of the battle). Bots were having the same difficulty, as theirs failed as well.

I'm not sure when the bug struck, as there was no visible error or crash, but I suspect it occurred when a number of bots threw grenades at the same time I did.

The German potato masher wasn't affected.

Singleplayer and Coop / Re: AI tweak/fix minimod v1.2
« on: 03-05-2010, 21:05:39 »
Two crashes on El Alamein, a map that has never crashed on me before. I believe it has to do with the changes to AA, as both occurred while I was piloting a Stuka near the Axis main and within seconds of seeing exploding flak near me.

The fire emanated from the south cap base. 

Singleplayer and Coop / Re: AI tweak/fix minimod v1.2
« on: 03-05-2010, 03:05:43 »
Just played through Luttich as Allies without a crash, and the action was pretty intense..... so kudos.

Some small things I noticed:
-While free looking from an artillery piece, the gun moves slightly in the direction you look.

-German tank MGs are now extremely deadly (which was the intent).... but once locked onto you it appears they can fire through almost anything to hit you (multiple wooden walls, the metal shield guard on the 6lber, etc.) Didn't get a chance to test if they could fire through stone or a halftrack, but will test it later.

-At the end of the battle, the victory message "US" has changed to the vanilla "USMC"..... not a big deal, but as a former "Screaming Chicken" it pains me to see the leathernecks get the glory in Europe  ;) (they'll get the Pacific theatre in a few years ;D)
Just played Goodwood as Axis, no crash after hours of play.

-Can confirm the continued issue with spotting that some other people had mentioned for the previous tweak. (I would have commented much earlier, but my computer fried and I had to buy a new one.)

Spotting did result in an accurate target picture in the overhead view for arty, but the azimuth positioning was off significantly.

-Axis did man the nebel, but they fired it only rarely (and only one shot).

-I know you limited AI range for anti-tank/rockets (to deal with crashes).... the Germans with panzerfaust suicide in droves though. Is it possible to lower the bot anti-tank kit selection % as an alternate solution? I have never modded BF2 so please forgive my ignorance if it isn't possible.

-I saw many engineers crouch and prepare to use explosives on enemy tanks, but that is as far as they got. They would simply crouch idly, seemingly testing/tempting the tanks "new found" MG ability  ;D.

Singleplayer and Coop / Re: operation goodwood
« on: 27-03-2010, 00:03:12 »
Strange, it does that for me too. The shield goes up and down depending on if I look up or down with the mouse.

It's a bug because, normally, you can move it up and down only with the arrow keys.
Good to know, as having it "re-linked" to the arrow key would be much better.

Are the rear doors on the axis APC capable of opening? I didn't play 2.25 without the min-mod, due to the reported sp crash issues and lack of working Stuka, so I never checked to see before installing it.

Singleplayer and Coop / Re: operation goodwood
« on: 26-03-2010, 22:03:04 »
PD: I noted that with the aimod on I can't move the front shields on the german APC, so maybe you wanna have a look into that as well?
I use a track ball mouse and the forward window plates constantly open/close when I move my line of sight (same with the deployable roof/windscreen on the allied jeep).

So it works for me with the mini-mod.

Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 22-03-2010, 20:03:08 »
I think their capability is definitely a map related issue, as the bots did stop using the one on PDH (won't touch it at all now).... but they manned the 42 consistently and repeatedly on Alam Halfa last night.

Haven't seen them touch the static mounted British MG or the Bren AA, but they do use the one on the jeep and in UCs.
As Alam Halfa has so few vehicles and options to mount for the Axis bots, their preference for the ones that do exist (when all flags are held and within range) might be increasing their effectiveness for that map.


Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 22-03-2010, 02:03:10 »
I remember the bots manning the laffy in the original Normandy release, but I think they stopped after the patch (not due to your mod).

The Bots  have always loved using the 42 in the middle of the town, mounted on the short wall near the sheds/house. I can't say I have seen them using it while using your tweak, but I did hear one firing from that location (so it was either being used or the German APC had pulled up near there).


Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 16-03-2010, 00:03:50 »
I hear that unlike 1.0, in 1.1, the mortar for some armies is broken and will aim but wont fire
I haven't seen an AI manned mortar fire in 1.1 either, they do traverse and track targets as if trying to fire.
The only problem I can see with extending the LOS, would be the preference of bots for targeting the player. When the AI commander worked, before patch 1.5, the most frustrating thing in SP was constantly being targeted by commander artillery if you stayed still for more than a minute.
I noticed the LOS range of AI 2pndr and bofors is quite long on Siege of Tobruk. It works very well until the AI Axis control a forward flag, but it then becomes very difficult for the player to man a rear flag 2pndr/bofor..... as the AI manned positions easily target you, but you can't even see them (as they are so far away).

Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 15-03-2010, 01:03:37 »
Tried the Axis and played for about 15 minutes before I had to quit and eat, I didn't have a crash. Panther's were fine and the bots used them this time.

I went straight to the church and picked up the flamethrower, exited the side door (as I had done as allies), and began spraying all over...... no crash.

So I have no idea what is causing it.


Singleplayer and Coop / Re: AI tweak/fix mini-mod v1.1
« on: 14-03-2010, 03:03:51 »
Anyone else have any comments on how long they've played this map before crashing, and what events might have caused it? And has anyone experienced CTDs on Luttich 64 with unmodded FH2.25 or with earlier versions of my AI minimod?
Played it for a good twenty minutes as allies; with flags at the farm, church, and both in the town changing hands with no problems.

It didn't start crashing until I went to the church area:

-Picked up a flamethrower and exited the small side door, crash.

-Entered the churchyard after walking from the northern town flag, crash.

No combat was occurring nearby.
I would have initially said it might have something to do with a sound file 2.25 (maybe an ambient church sound), but if that was the case the mp players would be having the same issue.

I did notice that the axis bots did not bring the panthers into the battle, but I haven't tried to enter them yet to see if the issue is there.

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