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GcCTI [SP/MP]

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GcCTI version 0.8.20 is here!
This is a new type of CTI where the armies are commanded entirely by AI commanders. Watch the armies clash and join the battle.
Your job as player is to gear up and help your team to victory.

 

This mission is WIP but can already be played.

 

 

Main Features (So far):

 

AI commander

 

  • Buys new units (both air/land) and assign them to defend or attack
  • Uses special units such as airborne to attack the enemy
  • Uses aircraft and AA units to establish air superiority on occupied territory
  • Sends close air support to help friendly forces attacking
  • Sends scouts to recon enemy occupied areas (ground forces or plane)
  • Builds new FOBs (bases) by sending engineer truck or helicopter
  • Calls artillery strikes
  • Moves ambulance to attack so that players may respawn in them
  • Three different AI com types: Rusher, Turtle, Balanced
  • Buys headquarters units so support forces on the field
  • HQ also works as respawning point
  • Does research to make better weapons and vehicles available
  • Assigns patrols around owned places

 

Player

 

  • Can buy equipment from arsenal (In bases)
  • Can buy vehicles and men (In bases)
  • Can call artillery strikes (If artillery available)
  • Can call close air support (CAS)
  • Can be revived by AI or player medics
  • Can call reinforcements by air or sea
  • Can call airlift helicopter (To transport player via air)
  • Can call ordnance crate drop
  • Can call vehicle drop
  • Can request ambulance to be sent near enemy location
  • Sees a kill feed
  • Can use maintance in friendly base to refuel, rearm and repair vehicle
  • Gain money periodically from places of same side and from kills

 
 
AI groups

 

  • Intelligent unit spawning system to allow large military operations with minimal lag
  • If vehicles get stuck to something they are moved to nearest road by script. This helps them to arrive at destination
  • If squad leader loses his ability to walk he's healed after the battle is over so that the squad can move at normal speed
  • Groups report how they are doing via radio (text)
  • Group who's icon is blinking is currently talking via radio
  • AI groups gain skill from kills (Stars shown on cursor hover on)
  • AI units have morale value (Shown on hover over)
  • AI units have to be near the HQ or FOB to receive morale bonus
  • The AI may try to ambush the player by positioning them self at windows
  • The AI is scripted to engage targets behind cover (If they know the location)


Some other features (So far):

 

  • Recon unit's are not only highly skilled but have special ability to detect enemy forces from greater range than regular units
  • The resistance has bunker and sandbag defenses in their occupied towns
  • Even AI is shot down he may still get up and fight!
  • Throw a smoke to show air lift it's landing zone
  • Total 5 different type of reinforcements of which 2 are over sea and 3 over air
  • 2 types of close air support Helicopter or plane
  • Select either predefined or random starting position for army
  • Be aware of shooting civilians as this will reduce town money income
  • Supply trucks travel between towns increasing the condition (Recovering town income)
  • Air supply helicopter flies between bases giving money to the side on each landing
  • Air supply helicopter travels between bases giving money for the army (And creating nice ambient air traffic)
  • Enemy locations are hidden in start and must be searched out
  • AI places mines on town roads to defend the town
  • Airfields under your army's control can be used to buy airplanes
  • Instead of fleeing the enemies surrender if hostile forces are near (Shooting surrendered enemies gives no money)
  • Aircraft carriers
  • Various startup parameters (Nearly 30) to setup your game

 

 

Notes on parameters:
At 100% max locations attacked at a time is 3
And max attackers at a time is 6

 

 

Mods required:

Either IFA3, Unsung or Apex

 

Optional mods:

Apex

IFA3

Unsung
Andor's Nato Symbols (steam)
GC mod (steam)

 

Bugs:

Sometimes the civilian module will throw an error, this is being investigated
Starting dedicated server and joining it may take a while before the mission is loaded

Sometimes respawn position is weird but works at next respawn

 

To play:

Play as multiplayer to enable respawning

Try running the mission on dedicated server environment for better performance. You can setup dedicated server on your PC with the TADS tool

 

Important: When playing with new version check your lobby parameters that everything is setup correctly

 

Download Tanoa (steam)

Download Altis (steam)

or

Download Tanoa (Google drive) (v0.8.17) (Updated later or upon request)

Download Altis (Google drive) (v0.8.17)

 

Have fun!

 

Optimization guide:

If you are struggling with lag read this. Toggling some parameters off can help to rise the FPS

 

Such params include ( Param name - How much it helps) :

 

Towns have mines on roads - Some
Towns have civilians - Some
Supply trucks drive between towns increasing condition - Little
Resistance town strength - Some
Multiplier for the maximum attackers at a time % - Lots
Multiplier for the maximum defenders in a place % - Some
Multiplier for the maximum locations attacked at a time % - Lots
Maximum patrols at one location - Lots
Maximum resistance patrols at one location - Some
 


 

 

(If you have ideas for this mission please post them)

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Now this looks very promising.  Being a pawn in the middle of a war is always very appealing.

 

EDIT:  Is there a non-steam version for us luddites that don't subscribe to everything on Steam ?

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1 minute ago, kremator said:

EDIT:  Is there a non-steam version for us luddites that don't subscribe to everything on Steam ?

 

No because you need those two mods from steam anyway

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 Looks good. Cant buy any AMMO though as its all "X'ed" out in the Arsenal. Even tried a cheat arsenal but nevertheless.

 

Really like AI Commander driven type missions - one thing id always thought would enhance would be too have the AI commander callout Battle Objectives for example "AT Groups and Player Group to Kavala to Counter Armor Threat" -or something like that. Battle plan cohesion type stuff.

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9 hours ago, froggyluv said:

Looks good. Cant buy any AMMO though as its all "X'ed" out in the Arsenal. Even tried a cheat arsenal but nevertheless.

 

Yes the arsenal needs some more work...

 

9 hours ago, froggyluv said:

Really like AI Commander driven type missions - one thing id always thought would enhance would be too have the AI commander callout Battle Objectives for example "AT Groups and Player Group to Kavala to Counter Armor Threat" -or something like that. Battle plan cohesion type stuff.

 

Yeah sounds cool but the first thing with this kind of implementation is that it would require cheating AI, an AI that knows without encountering that the enemy actually has armor.

 

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3 hours ago, gc8 said:

 

Yeah sounds cool but the first thing with this kind of implementation is that it would require cheating AI, an AI that knows without encountering that the enemy actually has armor.

 

 Ah, was under the impression that CTI AI used Scouts/Aerial type units to scope out potential threats and then build/send out units accordingly -whether the information be accurate or not.

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18 minutes ago, froggyluv said:

 

 Ah, was under the impression that CTI AI used Scouts/Aerial type units to scope out potential threats and then build/send out units accordingly -whether the information be accurate or not.

 

Nah, right now the AI is pretty simple, it just attacks the nearest places and builds FOBs and expands that way

 

Edit: The AI does some attack/defense strength calculations though

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1 hour ago, The Man Without Qualities said:

Is it a fresh CTI code or is it recycling of code made by Benny/Cleanrock/Melvin?

 

Fresh, from scratch

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Ohhhh, urgently required! :-)

 

May you drop some hints about the intended design of the game logic?

I loved the general concept since MFCTI to jump into AI slots in the CoC and take over AI duty and leave at any time and AI takes back duty.

That was dropped/did not work in A3 pretty good, even Benny had to fight with tons of bugs.

 

Well, before repeating a lot: https://forums.bohemia.net/forums/topic/204731-favouriteleast-favourite-aspects-of-warfarecti/?page=2

 

Basically a (feature-) bastard of crCTI and BECTI, but bug free or with workarounds for BIS bugs....would be a dream.

What I understand is that almost all MP missions involving massive utilization of AI suffer from buggy headless client implementation.

Is your approach targeting large volumes of AI/player?

 

BR

 

 

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@The Man Without Qualities The AI commander buys new AI teams and sends them to defend/attack. There's quite a lot AI teams basically each town / FOB has AI defenders. So yeah there's lot AI involved in the mission. I'm also working on code to reduce lag so that AI is spawns only when necessary (when enemy is near). Player is free to go and do whatever he wants the AI com doesn't give player any orders.

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16 minutes ago, gc8 said:

@The Man Without Qualities The AI commander buys new AI teams and sends them to defend/attack. There's quite a lot AI teams basically each town / FOB has AI defenders. So yeah there's lot AI involved in the mission. I'm also working on code to reduce lag so that AI is spawns only when necessary (when enemy is near). Player is free to go and do whatever he wants the AI com doesn't give player any orders.

 

:-) So you fight with that too...

 

But keep in mind that you eliminate RL simulation. In RL artillery teams far behind frontline (1-40km) shelling around for attack preparation etc.

Won't work if AI not active.

Especially @ OFPS this is also used as an exploit, even more if commander can activate towns manually.

They order attack teams into towns and let them hide before they activate a town.

 

More promising is IMHO to limit the amount of permanent AI to some patroling guards and some AI for air defense.

The rest can be managed by AI teams under full control of the (AI or human) commander.

Traditionally CTIs were designed that 2 factions have an equal amount of playable slots that could be played by humans.

In the CoC, those slots were below the commander, any of those slots could become commander.

In addition all conquerable towns on map could spawn defense squads - which was an issue when the total amount of groups was limited.

Best approach was 3-side CTI where the "Resistance" was exactly like the 2 other factions except some AI routines and weaponary to be more like "local tribal with low-tech weapons".

 

Driving that to the edge would mean to design it that as many factions could be in a CTI as supported by BIS, 1 is set as "default" owner of all towns (except those towns that are set to be owned by factions at game start).

2nd to not using full temporary town defense groups which become larger with every defense level upgrade and could kill the server if a low flying plane activates all towns @ island BUT provide larger amount of teams per side under the control of the commander.

That approach plus setting per game setting the amount of slots open for humans would keep some squads exclusive for the (human or AI) commander who could assign them to defend towns or patrol between.

That is already available in many recent CTI versions and should be sufficient.

If commander does not assign nuff squads to protect rear towns or do humans not following orders---then it is ok if they loose.

 

Calc example:

3 factions, 25 squad slots each, 10 reserved for rear duty, 1 side owns all towns at start.

75 groups with max. 20 units each should be the upper limit for all factions together here.

Base service must be done by commander when assigning base service they act as guard except some structure construction is in queue - then they act as worker and perform funny annimations.

An island with 40 towns would have 80 groups, 40 for guards and 40 for AA - each group not more than 4 units at any time.

Guards are just there to provide the commander/faction itelligence about the enemy activity based on sensors as designed by BIS.

AA should be just there to prevent/disable careless movement of enemy air over hostile area and rapid town grabbing by just flying to enemy towns.

Intellygence by both group types could be used by AI commander routines to send AI squads meant for rear area security efficiently around, if nothing special just in a pattern on patrol between towns, if town is under attack then as reinforcement.

Of cource that won't work with vehicles because they would get lost over time due to BIS pathfinding and AI driving issues.

But infanry should be sufficient if nuff squads wandering around.

Saving large town defender groups should eliminate the performance issues and gaining more emphasis on commander skills and communication.

 

Ooops, sorry for 2 much text...

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@The Man Without Qualities Thanks for your post :)

 

55 minutes ago, The Man Without Qualities said:

But keep in mind that you eliminate RL simulation. In RL artillery teams far behind frontline (1-40km) shelling around for attack preparation etc.

 

That's how I made the artillery, they join the attack but don't go too close to the attack target but stay behind friendly forces. Same thing with ambulance, it only goes as near to the target that is needed for the player to be able to respawn in the ambu

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Did some 1st playing, your mission has more or less the same issues like BECTI based CTIs when it comes to MP performance:

 

- sudden server&client FPS drop when town defences are spawned

- to many unnecessary spawned AI, see sugestions here ...

Following the suggestions I made previously it would...

...on game start (without any faction spawning town defences) the faction set to act as "resistance" as in other CTI would start with a larger "cash" pot and with a premade base able to fill up the squads faster then to normal factions.

The normal factions could grab towns pretty fast since the would need to just overwhelm the few AI of town guards and AA soldiers to get those towns.

But soon they would meet the squads of the "Resistance" faction aiming to get back towns.

Another option would be that the "resistance" faction is getting at game start fully manned and equipped squads spawned with some delay between each spawn and positioned at some spawn locations close to towns close to the normal and hostile factions.

That way they could abort normal patrol duty and enter reinforcement pattern to help the few town guards of the towns attacked 1st.

 

That way would the server load would rise pretty fast at game start, but would be more predictable over the game duration.

And no extra town defense groups that might add up when the game becomes busy.

 

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@The Man Without Qualities Thanks for your post. There's actually three sides playing the mission of which resistance is passive AI doing nothing but occupying all the towns at start.

But like I said I'm working on speed improvements and got good results already... That will be in next release

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Any chance that someone is hosting latest GcCTI as MP for public testing access permanently?

Especially with proper setup HCs?

Otherwise performance testing and tweaking would be difficult.

I was trying to host server&client on a 4 core locally, but I failed to get it running with proper performance.

 

 

 

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56 minutes ago, The Man Without Qualities said:

Any chance that someone is hosting latest GcCTI as MP for public testing access permanently?

 

Right now the mission is SP only

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First step to do is finish the SP mode so that it doesn't lag and everything is fine, then if people are interested about this mission I will work on MP version. However it's possible that this mission type is too laggy for MP but we'll know that later. At least SP should be playable...

 

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Update,

what's new:

 

Performance update
Fixed bugs
Other stuff

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New release.

 

Multiplayer support!

 

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Released new version with Bug fixes / improvements.

 

Will post main feature list later

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