Author Topic: AI minimod 1.3 beta 3 + Map AI minimod 1.0b  (Read 10951 times)

Offline Pierce Elliot

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #75 on: 17-08-2010, 05:08:53 »
Well I installed the current release and was pleasantly surprised to find that the AI was actually functional. Though a few maps crash, one being Mount Olympus.

Offline im_a_lazy_sod

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #76 on: 17-08-2010, 09:08:27 »
Yah, I've had some mad COOP battles on totalize *druels*

The dogfights, AA guns, avoiding getting strafted with A2G rockets in my stugh  :P

Oh and the Canadians always try and place satchel charges on me >:( - especially after they've thrown smoke grenades my way and blown up the 88 with A2G rockets at the factory at the same time - true story - was epic!!1!!!!1

Offline djinn

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #77 on: 17-08-2010, 10:08:58 »
Only map with confirmed ctd @ present is purple heart lane. Try reinstalling Olympus again. Something must have gone wrong. I'v experienced that with Anctoville and Olympus before.

Offline Pierce Elliot

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #78 on: 17-08-2010, 15:08:39 »
Oh right it's Windows 7. It's not as simple as sudo bash -> Nautilus. No there is UAC. Problem fixed btw.

Offline CBCRonin

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #79 on: 20-08-2010, 18:08:29 »
-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.
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-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 ;)).
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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?
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Thanks again for all of the work and time you have dedicated to making sp a worth wile experience.

Offline djinn

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #80 on: 21-08-2010, 21:08:52 »
@Drawde and Remick

Well if we can't get bots firing AT Rifles prone, we'd have to get them reverted to stand-firing until we figure out how to

Personally,I'd say, a pitty, since no self-respecting human will use pz2s and the brit light tank for more than getting to the frontlines now

Offline :| Hi

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #81 on: 21-08-2010, 23:08:44 »
Pft, I love the Pz.II, and the vickers too.  :(
They're part of my favorite tanks

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline Stryker

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #82 on: 22-08-2010, 01:08:07 »
@Drawde and Remick

Well if we can't get bots firing AT Rifles prone, we'd have to get them reverted to stand-firing until we figure out how to

Personally,I'd say, a pitty, since no self-respecting human will use pz2s and the brit light tank for more than getting to the frontlines now

I love anything with a 20mm cannon(s) and light tanks in general, excluding the Marmon, how dare you!  :P

Offline djinn

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #83 on: 22-08-2010, 10:08:53 »
I was talking about the ease stand-AT riflemen pwn Light tanks from range, making using them shortlived

Offline :| Hi

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #84 on: 22-08-2010, 17:08:56 »
It just helps you to develop skill  ;D

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3

Offline djinn

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #85 on: 22-08-2010, 21:08:21 »
Skill? Skill in what? Dodging bullets from infantry at a 1000 yards?

Offline Stryker

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #86 on: 22-08-2010, 23:08:39 »
Skill? Skill in what? Dodging bullets from infantry at a 1000 yards?
What else would it be for? :P and being sneaky and bouncing rounds of panters for lolz.

Offline djinn

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #87 on: 22-08-2010, 23:08:22 »
Sigh...


Remick? I hope you got my 'heads-up' though

Offline Remick04

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #88 on: 23-08-2010, 02:08:51 »
Yes I did, I'll see what I can do about it, but no promises ;D

Offline im_a_lazy_sod

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Re: AI minimod 1.3 beta 3 + Map AI minimod 1.0b
« Reply #89 on: 23-08-2010, 05:08:18 »
Just out of interest, will all these changes be implemented in the official 2.3 release?

Or will there have to be an external mini-mod/add-on as per 2.26?

Either way is obviously fine as it's no problem to install - but would help greatly with COOP servers and having to switch back to original FH2 to play online :P