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I have to concur with the other posters that this is an amazing mod compilation and I am very happy with the way it has positively improved my game. Thank you for you hardwork and efforts.

I do however have one issue which despite my best efforts has me at a loss. As other posters have mentioned the AI accuracy is far too precise. I've messed about with enemy precision values from high to insanely low and tried several test scenarios after altering values but the same result - super accurate AI.

I've read your comments and retested after removing various combinations of AI modes (ASR, SLX and any others you've referenced) but it doesn't make any difference. Any help as I like using unsung with low accuracy to simulate Jungle warfare but this is currently impossible and I can't work out why.

For you information I've used your Arma 2 mod and I did not have the same issues with accuracy and you would know if you'd edited the precision values. I've tried editing both the Arma 2 and Arma 2 OA profiles to no avail.

Any help you can give or if other posters have been able to solve this issue it would be great to know.

Thank you once again for this simply amazing compilation and saving us all so much hard work, just need to get to the bottom of this issue and I'm happy.

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Hello, thanks for the compliments.

I know theres a few things that enable the AI to be more accurate, such as

AI's ability to

- see you, hear you

- their skill level

But I will look into this further, they do seem rather accurate even on my end.

If you wish there is an addon I was pondering on adding to the mod before I was going to release:

RUG High Dispersion

http://www.armaholic.com/page.php?id=9442

thing is you have to activate it in the editor, and Im sure not everyone plays or builds missions in the editor,

give it a try and see if that helps, but I will look into this and get back to you, thanks for your feedback.

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But I will look into this further, they do seem rather accurate even on my end ... but I will look into this and get back to you, thanks for your feedback.

Thanks for being so transparent and diligent about this. I look forward to hearing back from you as this is pretty much the last aspect that needs tweaking. Other than, I'm very pleased with what CoWarMod has brought to the table.

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Hi, having problem with one of the anims...

Seems to be a position that is in-between Crouch and Prone. When in Crouch, the AI team mate goes one more position closer to the ground, with his ass sitting the ground.

He will not get back up unless I use Y or U key.

Bit of an annoyance if you've got 8 guys and they are all sitting on their ass and not moving when you give them commands to move. They seem stuck there in one place.

Have any idea which pbo is responsible for this?

THX!

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Hello Gunter,

Thank you for your quick response. Yes I've toyed around with RUD mod in the past so will give it a go again.

Hopefully we can find the offending PBO so that we can all tweak enemy precision to our liking. Being an almost solely UNSUNG player i generally have my precision tweaked way done to simulate jungle fighting so quite important to me.

Love your mod compilation and cannot wait to go back to using it once you've found the culprit. I've tried toying around with all the ai mods but no luck so far, either that or there is a combination that I've missed somewhere when i was testing.

Thanks again and I eagerly await your findings.

All the best.

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Hi, having problem with one of the anims...

Seems to be a position that is in-between Crouch and Prone. When in Crouch, the AI team mate goes one more

position closer to the ground, with his ass sitting the ground.

He will not get back up unless I use Y or U key.

Bit of an annoyance if you've got 8 guys and they are all sitting on their ass and not moving when you give them commands to move.

They seem stuck there in one place.

Have any idea which pbo is responsible for this?

THX!

That would be the SMK anim mod, you need to configure your controls, and learn about the features of that particualr

mod as the SMK also effects the AI, its not a problem its a feature, refer to this video

vklOq6KFQy4

and get to know how this mod works, otherwise remove it.

AI Accuracy problem

Hopefully we can find the offending PBO so that we can all tweak enemy precision to our liking.

From what I know and all the testing I have done, its really not an offending file or mod if you will that is

causing the issue, the problem is a combination of things/mods that are creating the issue:

-Zues AI

-Inf Stealth recognition

-ASR AI Skill

The thing is that we have 3 mods doing similar things on their own levels, all 3 mods do effect the AI accuracy, but it might

be that we may have to remove, or just reconfigure them all so that they are not overiding each other as that is what I think they are doing.

The following list is what these all do and you will see the problem standout, I listed the features that are the culprit:

ASR AI Addons

sys_aiskill

Features:

- Every unit, for every skill defined, has a base minimum skill level to which a small random level is added.

The base level and the random value added depend on the unit type.

By default, these skills are set: aimingAccuracy, aimingShake, aimingSpeed, spotDistance, spotTime, courage.

Users can configure the other skills and set their own levels by editing a userconfig file.

Infantry Stealth and Recognition Skills

Description:

This mod allows the user to adjust several specific AI variables that effect the stealth movement

and recognition skills of the game. It comes with a file an HPP file that goes into the userconfig folder,

which is where the adjustments are made (instructions are located in the file).

Attributes that can be adjusted:

- Audible - How load a unit is when moving

- Camouflage - How easy a unit is to see

- Sensitivity - How well and how far the given unit senses other units

- SensitivityEar - How well can the given unit hear others units

Zeus AI Combat Skills & AI Spotting modular

Improves AI's ability to spot and engage enemy, extending engagement ranges

out to 500m and beyond

- Changes the speed at which an AI can get a bead on a target

- Accuracy is changed to ensure sustained firefights take place, allowing

movement under contact with good use of cover. Ammunition dispersion and

weapon accuracy are not changed

- AI hearing ability is reduced to realistic levels, enabling a player to make

stealthy close quarter approaches providing he can remain unseen

As you can see all the mods effect he following one more then the other:

Ai accuracy:

this is more direct with ASR AI and Zues

Spotting and recognition

All 3 mods do this, one more then the other

Skill change in AI so that they spot faster, aim is not shaky, and accurate right off the bat.

So the problem is really a matter of configuration, and or not using one mod vs another.

ASR AI mod has a userconfig

Infantry Stealth and Recognition Skills as a userconfig.

Originally before I released CoWarMod, i had configured most of the userconfigs of all the mods that had one, the one

userconfig I had spent 3 days on was the Infantry Stealth and Recognition Skills mod userconfig, and I found a good

combination of values that work without making the Ai impossible, but the problem is now you have ASR and Zues overriding,

or adding to this making t he AI elite soldiers well at least for the accuracy part.

So far i sent Rob from the ASR Ai Skill mod a pm getting more info on his userconfig.

Lastly I believe that these 3 mods are the culprit,a dn again its down to a matter of configuration. you could

remove all 3 and see if that changes the Ai, if it dont, then theres something else effecting the Ai's accuracy, but i beleive these 3 are the ones.

I will get back to you guys on any more findings and tests results, also let me know if you guys find out anything from your tests too.

Edited by Gnter Severloh

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That would be the SMK anim mod, you need to configure your controls, and learn about the features of that particualr

mod as the SMK also effects the AI, its not a problem its a feature, refer to this video

and get to know how this mod works, otherwise remove it.

THANKS! That was it.

Actually, it is not me as the player with this problem, but my AI teammates.

They get into the Kneeling Sniper position and it is difficult to get them out of it.

I will test again, but I think if I command them into prone position, then into crouch or stand, it may work. Will get back to you later.

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I will get back to you guys on any more findings and tests results, also let me know if you guys find out anything from your tests too.

Looking forward to it. We played a game of Insurgency last night and despite setting AI Accuracy to 0.2 a couple of hostiles took down half our squad with half a dozen shots, i.e. they were unbelievably accurate.

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The accuracy for insurgancy yu want to lower that number to the bottem, as that mission has its own AI accuracy settings as you know,

so if your having issues with COWarMod for AI accuracy, and you have a higher setting in that mission your going to run into problems.

Set the code in the Description liek so:

class aiSkill {
	title="    AI Accuracy"; 
	values[]={ 1,2,3,4,5,6,7,8,9,10 }; 
	texts[]={ "0.1","0.2","0.3","0.4","0.5","0.6","0.7","0.8","0.9","1.0" }; 
	default=1; 

or even 0 that should help, I found this out as My buddy and I had played Insurgency quite a bit on our server,

me being the one who edits all our missions as well as admin, the lower the number the less accurate.

Im working with Rob from ASR AI to see what we can find out, so this accuracy thing may be a little bit before we get it where we want it.

I did a test last night which told me a little bit, but I have more tests to do to see what we can figure out,

will report with more results when I get in again, keep me posted if you guys discover anything by accident.

Also note I had added some news on my site the other day as well as this morning about some new additions and updates,

check it out when you get the chance.

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Günter "ai accuracy", I still hope for a happy ending ;)

my observations I reduced precisionEnemy = 0.02 and slightly decreases the accuracy of helicopters and tanks (not guided missiles, machine gun)

from enemy soldiers, the accuracy is also slightly decreased (more pronounced in the machine-gunners) but only at very large distances, more more than 1500-2000m

map of "desert"

specifically to test "survival" uploaded halo3 addons The default character halo3_cobra can survive 50-60 m16a4 bullets but with COWarMod only 2-3 bullets. is somehow affected even to other mods

Günter Severloh Thank you for the speed! I uploaded @cba a fresh and have also been problems with the "CBA requires the latest version of Extend_Eventhandler(@XEH)......."

two weeks did not include a pc is very hot

You may have heard about 3d "Real Time Editor" an irreplaceable and unique 3d editor for ARMA2 Unfortunately few people know about it I have an older version and unfortunately it does not work with arma2oa-co

if there is a happy ending, I'll delete "ace2" and will use COWarMod (it is much more stable and more useful for me)

Edited by zoldatpizdat

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"CBA requires the latest version of Extend_Eventhandler(@XEH)

this error has been answered already, find and remove

extended_eventhandlers

AI Accuracy Problem

For the Ai accuracy, it seems after removing the Zues, ASR AI addons, and inf stealth recognition, the Ai is still accurate, and TBH

I dont think it has to do anything with COWarMod as those 3 mods are the only major AI mods in the mod, that would effect AI accuracy,

Skill, and spotting and recognition.

As i said before and this is for everyone concerned about this issue, adjust the enemy precision in your profiles like you did zoldatpizdat

which will help but overall wont solve the issue.

I do have something to report in terms of the AI being able to aquire you though... for

inf stealth recognition

go into the userconfig and reduce the numbers to 1.

Arma2>userconfig>Inf_Stealth_Recognition>StealthRecognitionValues

here is an example of my current config for testing purposes to give you an idea:

//Defines USMC Soldiers - Basic Infantry
#define __USMC_audible  	[b].01;//.01[/b]  defines how load a unit is - higher number is louder.
#define __USMC_camouflage  	1.1;//1.1  defines how easy the unit is to spot - higher number results in unit being easier to spot  
#define __USMC_sensitivity  	2;//2  defines sensor sensitivity - how well and how far unit senses other units - higher is more sensitive
#define __USMC_sensitivityEar  	.4;//.4  defines how well can the given unit hear others - the bigger the value the better the hearing
//Defines USMC Soldiers - Snipers (.5), Spotters (.5), Marksmen (1.0) and scouts (.75) - ***(##) DEFINES VANILLA CAMO RATING FOR THAT UNIT***
#define __USSN_audible  	.01;//.01  defines how load a unit is - higher number is louder.
#define __USSN_camouflage  	.1;//.1   defines how easy the unit is to spot - higher number results in unit being easier to spot  
#define __USSN_sensitivity  	3;//3  defines sensor sensitivity - how well and how far unit senses other units - higher is more sensitive
#define __USSN_sensitivityEar  	.5;//.5  defines how well can the given unit hear others - the bigger the value the better the hearing
//Defines USMC Soldiers - Launchers - AT (2.0) and AA (2.1).
#define __USAT_audible  	.01;//.01  defines how load a unit is - higher number is louder.
#define __USAT_camouflage  	1.0;//1.0  defines how easy the unit is to spot - higher number results in unit being easier to spot  
#define __USAT_sensitivity  	3;//3  defines sensor sensitivity - how well and how far unit senses other units - higher is more sensitive
#define __USAT_sensitivityEar  	.3;//.3  defines how well can the given unit hear others - the bigger the value the better the hearing
//Defines FR soldiers - Basic Infantry - (US Special Forces - May only be used in main campaigns and in certain infantry mods)
#define __FRBI_audible  	.01;//.01  defines how load a unit is - higher number is louder.
#define __FRBI_camouflage  	.1;//.1  defines how easy the unit is to spot - higher number results in unit being easier to spot  
#define __FRBI_sensitivity  	4;//4  defines sensor sensitivity - how well and how far unit senses other units - higher is more sensitive
#define __FRBI_sensitivityEar  	.5;//.5  defines how well can the given unit hear others - the bigger the value the better the hearing
//Defines FR Soldiers - Marksmen (.6)and Scouts (.6).
#define __FRSN_audible  	.01;//.01  defines how load a unit is - higher number is louder.
#define __FRSN_camouflage  	.1;//.1  defines how easy the unit is to spot - higher number results in unit being easier to spot  
#define __FRSN_sensitivity  	5;//5  defines sensor sensitivity - how well and how far unit senses other units - higher is more sensitive
#define __FRSN_sensitivityEar  	.5;//.5  defines how well can the given unit hear others - the bigger the value the better the hearing

reduce the number for:

#define __USMC_[color="Red"]audible [/color] 	.01;//.01  defines how load a unit is - higher number is louder.
#define __USMC_[color="Red"]camouflage [/color] 	1.1;//1.1  defines how easy the unit is to spot - higher number results in unit being easier to spot  

reduce the numbers in red above and watch the Ai not see you or hear you very well, only til you shoot will they aquire you,

once they aquire you they are pretty precise, and quick, but that should help.

Note:

that audible, and camoufladge is for any unit, not just USMC.

Still more to do and test, will be back with more info when I get some results.

Edited by Gnter Severloh

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Hi Gunter,

Tried your recommendations and tend to agree, nothing makes a significant impact. I agree it makes very slight differences, but in the past when you modified precision values they difference was very noticeable. Now it is not the case.

Will let you know if I come up with anything else.

Once again thank you for taking the time to look into this.

Best wishes

---------- Post added at 07:25 PM ---------- Previous post was at 06:28 PM ----------

I removed all SLX mods and this fixed the problem. Pity as love the SLX mod.

---------- Post added at 07:52 PM ---------- Previous post was at 07:25 PM ----------

Hmmm I think I was too hasty, on testing I'm unsure if it is actually SLX

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I removed all SLX mods and this fixed the problem. Pity as love the SLX mod.

Interesting so what indeed are your results when you play a test game?

Is the AI when shooting have dispersion, or do they hit you with 1-2 shots?

Do they acquire you quickly?

I will look into SLX as well and see what I can find.

Hmmm I think I was too hasty, on testing I'm unsure if it is actually SLX

Well.. what did you remove? When I remove something I have a folder that I put the files in, and keep note on what i removed

so that my results when i get them can be directly associated. Only remove a little at a time and record results from there.

Thanks for the feedback.

Edited by Gnter Severloh

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Hi Gunther,

Do you think it would be asking of you too much to post your config values in your profile?

The one in.... Documents>Arma2 Other Profiles

I'd rather test things with what your using and I pretty much trust your numbers as I have no idea messing with those myself.

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My profile wont help you at all, and what issue are you having that you would need the profile?

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Hi Gunter, thanks for collecting and tweaking these mods as I rarely play with ACE Mod and play mostly single-player.

In response to earlier posts regarding AI, I have added " DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene " and removed " DisabledInfantryWeaponDispersion (Gameplay) " to help beat the marksmanship of the AI.

Also just as a personal preference and as I don't have performance problems, I have added and removed the following Mods to your Mod:-

REMOVED:

AdditionalGameTypes (MP)

BD Tracer Lights

BlackBackgroundForGearDialog (Visuals)

DisabledInfantryWeaponDispersion (Gameplay)

DisabledPPEffectsForVehicles (Performance)

DisabledPPEffectsForWeapons (Performance)

DoubledGetInRadius (Gameplay)

DoubledSupplyRadius (Gameplay)

GDT Mod Steerable Parachute

GDT Mod Plants2_bush

GDT Mod Plants2_clutter

GDT Mod Plants2_misc

GDT Mod Plants2_plant

GDT Mod Plants2_tree

GDT Mod Rifle Zoom

GDT Mod Grass

GDT Mod HDR

GDT Car MG Zoom

GDT Rifle Zoom

ImprovedSizeOfCompassAndGPS by defunkt (Visuals)

KeyshortcutsForTheGameMenus (Controls)

LongMissionSelectionListInEditorLoadMission (Visuals)

OpaqueBlackBackgroundInInterface (Visuals)

Sam Handsignals

SAP Clutter

SeparatedEditorButtons (Controls)

SolidBackgroundForChat (Visuals)

VF Ladder

ADDED:

ASR Lowgrass

DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene

This list may help other people to tweak their game.

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My profile wont help you at all, and what issue are you having that you would need the profile?

You guys as of recently keep going back with AI settings in the configs.

Here is my Arma2 profile:

class recruit

skillFriendly=0.56999999;

skillEnemy=0.55000001;

precisionFriendly=0.13999981;

precisionEnemy=0.11999982;

class regular

skillFriendly=0.71999997;

skillEnemy=0.69999999;

precisionFriendly=0.21999981;

precisionEnemy=0.19999982;

class veteranskillFriendly=0.995;

skillEnemy=0.98500001;

precisionFriendly=0.38;

precisionEnemy=0.3699998;

class mercenary

skillFriendly=1;

skillEnemy=1;

precisionFriendly=1;

precisionEnemy=1;

Shall I change any of this?

THX!!

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Hi Kommiekat, I play " Regular " with the following settings using COWarMod:

class regular

{

class Flags

{

Armor=1;

FriendlyTag=1;

EnemyTag=0;

HUD=1;

HUDPerm=0;

HUDWp=1;

HUDWpPerm=0;

HUDGroupInfo=0;

AutoSpot=1;

Map=1;

WeaponCursor=0;

AutoGuideAT=1;

ClockIndicator=1;

3rdPersonView=1;

UltraAI=0;

AutoAim=0;

CameraShake=1;

UnlimitedSaves=1;

DeathMessages=1;

NetStats=1;

VonID=1;

};

skillFriendly=0.98500001;

skillEnemy=0.995;

precisionFriendly=0.5;

precisionEnemy=0.4899998;

These settings as recommended by Zeus_AI

Cheers.

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Thanks Cub1.

I'll give that a try for the Skill/Precision settings.

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Kommiekat:

Also try this as I explained above:

In response to earlier posts regarding AI

ADD : DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene

REMOVE : DisabledInfantryWeaponDispersion (Gameplay)

This might make things a little easier !

DoubledInfantryArmor can be found at http://pvpscene.net/wiki/doku.php?id=english:list_of_pvp_addons_and_mods:pvpscene_tweaks

DoubledInfantryArmor by Rg (Gameplay)

Quote:

INCREASED armor by 2x for ALL soldiers. Only slight increase for civilians.

The main thing you will notice is that you can take some more damage before you are dead. This will make medic roles more important, since you may be playing hurt more often then normal.

Hope this helps

Cub1

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Hi Gunter, thanks for collecting and tweaking these mods as I rarely play with ACE Mod and play mostly single-player.

In response to earlier posts regarding AI, I have added " DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene " and removed " DisabledInfantryWeaponDispersion (Gameplay) " to help beat the marksmanship of the AI.

Also just as a personal preference and as I don't have performance problems, I have added and removed the following Mods to your Mod:-

REMOVED:

AdditionalGameTypes (MP)

BD Tracer Lights

BlackBackgroundForGearDialog (Visuals)

DisabledInfantryWeaponDispersion (Gameplay)

DisabledPPEffectsForVehicles (Performance)

DisabledPPEffectsForWeapons (Performance)

DoubledGetInRadius (Gameplay)

DoubledSupplyRadius (Gameplay)

GDT Mod Steerable Parachute

GDT Mod Plants2_bush

GDT Mod Plants2_clutter

GDT Mod Plants2_misc

GDT Mod Plants2_plant

GDT Mod Plants2_tree

GDT Mod Rifle Zoom

GDT Mod Grass

GDT Mod HDR

GDT Car MG Zoom

GDT Rifle Zoom

ImprovedSizeOfCompassAndGPS by defunkt (Visuals)

KeyshortcutsForTheGameMenus (Controls)

LongMissionSelectionListInEditorLoadMission (Visuals)

OpaqueBlackBackgroundInInterface (Visuals)

Sam Handsignals

SAP Clutter

SeparatedEditorButtons (Controls)

SolidBackgroundForChat (Visuals)

VF Ladder

ADDED:

ASR Lowgrass

DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene

This list may help other people to tweak their game.

Your welcome, but as you know CoWarMod is customizable so however you like to play your game.

A note on some of what you had removed just so you understand what they do:

DisabledInfantryWeaponDispersion (Gameplay)

is mostly for your own character not the AI, as far as I understand, unless you found through tests that the AI has no dispersion,

if so then this definatley would be a great help to reduce the AI accuracy.

DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene

is located in the folder PVPscene tweaks not in COWarMod, but there is an SLX file which basically does this already called SLXmodman_armor,

and the point of it was to make the AI not take like 4-5 hits asnd then go down, all Ai if you notice will take 1-2 hits a before they go down.

BD Tracer Lights

are the tracer lights you see at night, you wont see these during the day.

DoubledGetInRadius (Gameplay)

DoubledSupplyRadius (Gameplay)

these are added as basically what they say, when you walk up to an ammo box, and a vehicle you dont have to basically almost

be on top of the thing before the option to choose to get in or go to your gear shows up, i foudn this rather annoying in the

game thats why i added them.

GDT Mod Steerable Parachute

This parachute is good, problem is its clippy, but works otherwise. I dont thing this mod particular has been finished or optimized

otherwise it works like its supposed to which allows you to steer your parachute.

GDT Car MG Zoom

GDT Rifle Zoom

I personaly dont understand why anyone would disable this, i find the default game harder to aquire the enemy versus when

you have your sites up by your eyes like in real life you have to zoom in anyways why not have it automatic, but its your preference.

LongMissionSelectionListInEditorLoadMission (Visuals)

You do know what this does dont you? I personaly find this easier to work with then default as 99.99% of the time im in the

editor sp/mp and I have a long list of missions I edit all the time. This feature enables the mission list in the editor which is

moved to the top of the screen to be longer so you dont have to scroll as much, again another optional feature.

Sam Handsignals

As almost everyone was bitching about this, you have to configure your controls first before you play with it,a nd its mostly

for COOP play anyways. You when your playing with AI and leading a squad how your caharcter gives hand signals when issuing

commands, well you can do the same in a coop squad format. Read me does wonders when read, but unless you do coop this is pretty useless.

VF Ladder

This is the option that allows you to spawn ladders and get on top of any house, or building, I use it all the time,

it works in sp and mp, heres how you use it:

http://warmod.webs.com/vfladderinco.htm

Performance wise

I have performance problems, as Im runnign the game on a single core AMD 2.6 CPU with 2 gigs

of ramm, and a Nvidia gtx geforce 285.

For AI accuracy, your still running Zeus, ASR AI, and inf stealth recognition, but just added those, and adjusted

your profile for enemy precision correct, and how is the AI for you?

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Kommiekat:

Also try this as I explained above:

In response to earlier posts regarding AI

ADD : DoubledInfantryArmor_by_Rg_Gameplay_C_PvPscene

REMOVE : DisabledInfantryWeaponDispersion (Gameplay)

This might make things a little easier !

DoubledInfantryArmor can be found at http://pvpscene.net/wiki/doku.php?id=english:list_of_pvp_addons_and_mods:pvpscene_tweaks

DoubledInfantryArmor by Rg (Gameplay)

Quote:

INCREASED armor by 2x for ALL soldiers. Only slight increase for civilians.

The main thing you will notice is that you can take some more damage before you are dead. This will make medic roles more important, since you may be playing hurt more often then normal.

Hope this helps

Cub1

Thanks for your help. Much appreciated.

I have found, using your variables, I've got an increase in longer fire fights which means my AI team mates ammo decreases quite fast.

Both sides, enemy and mine, cannot shoot worth a damn. I may need to up it just a bit, but I have no idea how much to increase/decrease those numbers because I don't understand them and how they work.....and that's why I was asking Gunther to share his, so I can get some balance going. I trust what he is doing....

Cheers!

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Gunter, thanks for your comprehensive reply.

After testing with weapon dispersion and doubled infantry armour i couldn't see much improvement so i have removed them - also I forgot about SLXmodman_armor which is similar.

GDT Mod Steerable Parachute - Is very clippy and I thought you could steer a parachute now in the vanilla game after the updates - i may be wrong.

DoubledGetInRadius (Gameplay)

DoubledSupplyRadius (Gameplay) - In real life you have to go right up to a car door to open it, so why not in the game ? Keep it real.

AI Accuracy is realistic with Zeus, ASR AI, and inf stealth recognition running, but I still get pwned - old age eyesight i guess !

Again thanks for your mod.

Cub1

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Your welcome.

DoubledGetInRadius (Gameplay)

DoubledSupplyRadius (Gameplay) - In real life you have to go right up to a car door to open it, so why not in the game ? Keep it real.

I like real life or realism too, but its a game to me, and its a preference some things I like to be realistic,a nd others I could care less about,

having to stand on top of a box to get my gear is annoying to me, but if you prefer it then its your game, set it up how you like, thats what WarMod is all about.

AI accuracy

The AI accuracy effects my game too, I myself do want the firefights to last but, I really dont like the idea of having to shoot a guy

4-5 times or more just to kill him, thats why i had changed the files around for the SLX part.

I think what i will do is talk with Zeus maker, and Rob from ASR, and see if i can get some more advanced or rather expert

modder input on this, as I find the Ai accuracy rather annoying myself.

Again if you guys discover something please report it so we all can benefit.

Once this AI accuracy issue is sorted out then I will release a patch and full update to 1.1, but i

still need to do 1 more piece of graphic work for the game.

Also note I have 4 polls on my website, make your votes, if for those guys that want an Ace compatible

version you need to vote, or it aint going to happen. i think I want to get this Ai Accuracy sorted and game

patched and full update released before I do an Ace version thats if people really want it.

Any questions, thoughts, ideas, feedback please let me know.

Edited by Gnter Severloh

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