Guest The Cobra Posted June 12, 2005 HAHA! MF is in the lead! My vote is going to MF. Why, is simply two things: 1. More userfriendly 2. Better layout (less complex menu) And I know, there is ZEUS CTI also but CR is like an upgraded MF... Share this post Link to post Share on other sites
Metal Heart 0 Posted June 12, 2005 CR because of better control over AI and lots of other improvements, like making buildings/defences so that you can preview exactly where it's gonna end up before placement and assigning new comm. It also seems less laggy, probably because there's no recycling of dead vehichles. Share this post Link to post Share on other sites
InqWiper 0 Posted June 12, 2005 Quote[/b] ]1. More userfriendly2. Better layout (less complex menu) Haha. Two things that are better with CR. Im too tired to say everything that is better in CR Â Share this post Link to post Share on other sites
Gadger 0 Posted June 12, 2005 Quote[/b] ]1. More userfriendly2. Better layout (less complex menu) Haha. Two things that are better with CR. Im too tired to say everything that is better in CR Â Ditto, CR is better for me. Share this post Link to post Share on other sites
InqWiper 0 Posted June 13, 2005 I belive the people that vote for MFCTI havent played enough CTI. Any of you MF fans that have played over 1000 hours CTI? Share this post Link to post Share on other sites
Fork122 0 Posted June 13, 2005 My vote goes to CR, MFCTI is nice, but the ability to preview buildings before you place them is very nice Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 actually MF is all ways played more daily, and as for AI control I would think MF is better since in CR you cannot command AI to move to a location other then a town, try being CO and having 30 tanks between 4 AI attack a base lol wont happen and older MF is not comparable to MFCTI.COM latest enahanced version poll or no poll, the proof in the All Seein eye also the problem with CR is the stock addons, this gives west a big advantage over east, and in the leagues every squad scrambles for west, the MF versions of CR are very good also the RES on MF is harder, advanced RES now patrol towns, the coding alone allows for almost 1200 AI on the map where CR maxes 300+ depending on the map, plus CR is reducing RES Ai for soe reason to reduce lag, not sure why so in the end a 30 man MFCTI rules, and the Ground war is insane Share this post Link to post Share on other sites
zyklone 1 Posted June 13, 2005 actually MF is all ways played more daily, and as for AI control I would think MF is better since in CR you cannot command AI to move to a location other then a town, try being CO and having 30 tanks between 4 AI attack a base lolwont happen and older MF is not comparable to MFCTI.COM latest enahanced version poll or no poll, the proof in the All Seein eye also the problem with CR is the stock addons, this gives west a big advantage over east, and in the leagues every squad scrambles for west, the MF versions of CR are very good also the RES on MF is harder, advanced RES now patrol towns, the coding alone allows for almost 1200 AI on the map where CR maxes 300+ depending on the map, plus CR is reducing RES Ai for soe reason to reduce lag, not sure why so in the end a 30 man MFCTI rules, and the Ground war is insane Your crusade against the people you copy code from continues I see. The mfcti.com version is basically MF 1.16 with patches copied from crCTI. You are basically stealing code from others and claiming it as your own. Removing the notices and changing a few variable names is not coding. Anyone can see through it. Let's take your points. There are no limits in crCTI on how many AI you can have, more is not necessarily better for gameplay. The amount of resistance in the towns at the start is easily configured by the one porting the mission to an island, there are plenty of crCTI versions with more resistance, again more does not necessarily lead to better gameplay. As for not being able to tell AI to move to other places than towns, what do you think "Patrol Area" does? ;) As for amount of players, Coward Heart made a 28 player version. But gameplay does not necessarily improve just by adding more players. You seem to get hung up on bigger, more and faster. That's not what's important in game design, perhaps it's in overclocking, stick to that. Share this post Link to post Share on other sites
InqWiper 0 Posted June 13, 2005 actually MF is all ways played more daily, and as for AI control I would think MF is better since in CR you cannot command AI to move to a location other then a town, try being CO and having 30 tanks between 4 AI attack a base lolwont happen and older MF is not comparable to MFCTI.COM latest enahanced version poll or no poll, the proof in the All Seein eye also the problem with CR is the stock addons, this gives west a big advantage over east, and in the leagues every squad scrambles for west, the MF versions of CR are very good also the RES on MF is harder, advanced RES now patrol towns, the coding alone allows for almost 1200 AI on the map where CR maxes 300+ depending on the map, plus CR is reducing RES Ai for soe reason to reduce lag, not sure why so in the end a 30 man MFCTI rules, and the Ground war is insane I think hexelkessel is played more daily than Ironfist and BECH together, that does not mean its better. Have you tried placing a commander WP on the map and telling the AI to patrol that area? I dont think west has a big advantage over east in CTI. The infantry is balaced, west has better tanks but east has better helicopters. Sure you might say the AH-64 is better but I dont agree. The Mi-24 can take more damage and can carry infantry which is very nice in CTI and if you want a pure attack helicopter the V-80 has 12 AT-missiles instead of 8 (I think it can also take more dmage and I know its more agile). Share this post Link to post Share on other sites
>Hoyt< 0 Posted June 13, 2005 Quote[/b] ]also the RES on MF is harder, advanced RES now patrol towns, MF res is not hard It´s one of many ridicules things about MFCTI, where AI just stands there and let´s it´s self get shot. They get in danger mode once a bullet has been fired or when they spotted you. This makes it easy to take alot of towns with only granades that you trow in the center. crCTI also has patrolling tanks wich makes it even harder to take and hold towns. Basicly if you just started CTI the best thing is to play MFCTI where you get alot of money for some easy stuff. crCTI on the other hand is for those who seek a challange. What I mostly like about crCTI is what Fork122 said. That placing buildings is really awsome. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 Your crusade against the people you copy code from continues I see.The mfcti.com version is basically MF 1.16 with patches copied from crCTI. You are basically stealing code from others and claiming it as your own. Removing the notices and changing a few variable names is not coding. Anyone can see through it. If you think so lol, or if you can post which code your talking about lol Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 Have you tried placing a commander WP on the map and telling the AI to patrol that area?I dont think west has a big advantage over east in CTI. The infantry is balaced, west has better tanks but east has better helicopters. Sure you might say the AH-64 is better but I dont agree. The Mi-24 can take more damage and can carry infantry which is very nice in CTI and if you want a pure attack helicopter the V-80 has 12 AT-missiles instead of 8 (I think it can also take more dmage and I know its more agile). with MF there is a consistant 50/50 win for east and west, I dont think iether side has better chopper, the pilot skill has more to do with it in CR league its consistant West wins or Draws, East has major problems and ever ysquad opts for west when starting a match, explain that whay out of 1 year a play we are east ever time we are the away team? only once in 30 matches did we get west as the away team the AI patroling an area works fine in MFCTI.COM Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 Quote[/b] ]also the RES on MF is harder, advanced RES now patrol towns, MF res is not hard It´s one of many ridicules things about MFCTI, where AI just stands there and let´s it´s self get shot. . they do the exact same thing in CR, this is do difference, MF ver 1.40 now has patroling RES for each town, this doubles or on some Larger maps tripples the RES AI, in some cases there are almost 50 soldiers in a town, I dont think you even played the latests version Share this post Link to post Share on other sites
ade_mcc 0 Posted June 13, 2005 sorry for what may be an obvious question, but is MFCTI v1.17 and MFCTI.COM v1.40 two seperate CTI's; two similar CTI's or two versions of the same CTI? Im just a bit confused. Share this post Link to post Share on other sites
>Hoyt< 0 Posted June 13, 2005 Quote[/b] ]also the RES on MF is harder, advanced RES now patrol towns, MF res is not hard It´s one of many ridicules things about MFCTI, where AI just stands there and let´s it´s self get shot. . they do the exact same thing in CR, this is do difference, MF ver 1.40 now has patroling RES for each town, this doubles or on some Larger maps tripples the RES AI, in some cases there are almost 50 soldiers in a town, I dont think you even played the latests version  No they dont. Latest version of what? The topic is MFCTI or crCTI not a modification of the two. As far as I remember in MFCTI the res just stands there and takes it, do I have to show you a video or a screenshot? If you wan´t a good modification of these, then I would say LOELcti is pretty good. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 sorry for what may be an obvious question, but is MFCTI v1.17 and MFCTI.COM v1.40 two seperate CTI's; two similar CTI's or two versions of the same CTI?Im just a bit confused. MFCTI.COM is upgraded bug free version of MFCTI 1.17, all the coding is the same with just the fixes needed to add more balance and playablity, Mike has helped with the code now and then and with sugestions but has had no time to finish his work Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 No they dont. Latest version of what? The topic is MFCTI or crCTI not a modification of the two. As far as I remember in MFCTI the res just stands there and takes it, do I have to show you a video or a screenshot?If you wan´t a good modification of these, then I would say LOELcti is pretty good. you need to download MFCTI.COM ver 1.40 and test before you make comments on playabilty RES now has super snipers/MGs patroling towns, most ppl get popped a few minutes into attacking a town buy a RES AI from across the town or from behind them since its totally random Patrol Old MFCTI they do just stand around, just like they do in ALL current version of CR, CR only has a few wondering tanks, that do nothing but die between towns and cause no major change in playablity other then alerting ememy scouts where your base start is that and CR averages 100 RES AI in the towns while ours is close to 600+ (origonal MF was about 230 RES) for some reason CR believed reducing RES AI will reduce lag, but this is only on lowerend servers like his 2.0 that us used to have and now MFCTI has its well used 30 man CTI, with maxim 1200 AI total but normally peaks 800 AI CR Maps cant handle that many AI due to scripting he uses to watch over units, I tried to explain it to him but he does not understand, Dont get me wrong, he is an excilent coder, just not very practical I'll take MF's 800 AI Peak compared to CRs 200 Peak any day Share this post Link to post Share on other sites
zyklone 1 Posted June 13, 2005 sorry for what may be an obvious question, but is MFCTI v1.17 and MFCTI.COM v1.40 two seperate CTI's; two similar CTI's or two versions of the same CTI?Im just a bit confused. MFCTI.COM is upgraded bug free version of MFCTI 1.17, all the coding is the same with just the fixes needed to add more balance and playablity, Mike has helped with the code now and then and with sugestions but has had no time to finish his work Bug Free? That's quite a claim, especially since you havn't fixed the flag taking bug yet. But I guess it's always sunny in fantasy land. Share this post Link to post Share on other sites
russin 0 Posted June 13, 2005 enhanced mike melvins MFCTI all the way and looking at the all seeing eye or OFP watch shows who plays what more also CR is limited to 7vs7 players i do beleave where regular MF maps are 9v9 and upto 15vs15 CR commanders job is allmost GONE as there are only four building to build and they come with full upgrades where in MF you must upgrade barrack light heavy and air factory this has been elimanated in CR make for a really boring game for the commander. players can disband (killing) there AI witch i see as a Exploit if base is going to be attacked players can kill all there AI and build new AI to protect base pure lamage MF you are stuck with your AI Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 MFCTI.COM is upgraded bug free version of MFCTI 1.17, all the coding is the same with just the fixes needed to add more balance and playablity, Mike has helped with the code now and then and with sugestions but has had no time to finish his work Bug Free? That's quite a claim, especially since you havn't fixed the flag taking bug yet. But I guess it's always sunny in fantasy land. ours was fixed as of 1.40 CRs 1.51 still has this problem, we had it this league match with Hotshots, feel free to look at CRs 1.51 bug fixes Share this post Link to post Share on other sites
sanctuary 19 Posted June 13, 2005 MFCTI 1.7 ? MFCTI 1.40 ? On the MFCTI website, the latest version from Mike Melvin is 1.16a What is different from the official MFCTI in those fan made 1.17 and 1.40, is there some changelog to read somewhere ? Share this post Link to post Share on other sites
russin 0 Posted June 13, 2005 ya in the forums but they are down ATM malbo can probally supply a complete list of changes/fix's some things i know off hand are clean up scripts and ammo bug remover for one many others i can't think of and also interduced the 15vs15 witch is amazing to play huge battles Share this post Link to post Share on other sites
sanctuary 19 Posted June 13, 2005 Thanks , a nice list of changes would be welcomed. There are so many cti variant everywhere that it begins to be difficult to know exactly in what they can be different from other variants or the original. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 www.mfcti.com the change log is in the forums, but with our server change something goofed up, I might have php fixed tonight, we own the web server and moved from a linux to a win server and PHP coding needs to be altered, i might have missed the MF site Most Hard Core CTI servers all use MFCTI.com now, all over 3.4 ghz, pure power servers Share this post Link to post Share on other sites
RN Malboeuf 12 Posted June 13, 2005 also with the bug fixes and the script enhancing we can now run MFwith 800 AI peak on a 3.0+ ghz server from the old version which was about about 230 and we can handle 15v15 where CR is 7v7 and still lags with less players and less AI Quote[/b] ]v1.40Advance RES AI patrols Deadbody fix Extended money exfers (send more $$ at once) added time delays to build menus to stop lag multy builds v1.18 advanced Ammo Bug Removal Script Player Send money Lag Cheat fixed by adding a timedelay Build lag cheat, fixed by increasing the build delay v0.98 Minor Bug: Wont Allow Two man Tanks (cept AA) when Addin Manned Vehicles to players who have 10 men Price Adjustment for A10s and SU (a10 has no rockets) Version 0.80 Radar limit Para replaced with 1000/1500) Setview Distances built into map (1000/1500) Sandbags removed Tank Traps added removed Chinook (is gay) minor main.sqs realinement Version 0.34 Mortor Stations: Max Mortors = 1 HE Stations: Max HE = 2 AA Stations: Max AA= 2 Fixed Limited Radar Max Vehicles went from 10 to 40 Max Vehicle Displayed to 100 (found some maps left to 70) Version 0.30 Health Errors removed Skill Errors fixed (some were 0.2, all set to 0.6) Weapons and Ammo Removed from MHQs Added Ammo Bug Remover Script (options/help) Max Vehicle Displayed to 400 AI Commanders Removed from Tanks Price Adjustments made based on more Tactical Game: Air Upgrades Increased Radar Upgrade Increased AA Stations  Increased HE Stations  Increased Mortor Stations  Increased Heavy Ammo Boxs Increased Jets  Increased Tanks  Decreased and balanced out Choppers  Increased AA Soldiers  Increased LAW Soldiers  Increased AT Soldiers  Increased Added Cessna Cost $3000 Moved OH58 to Upgrade Air Craft Share this post Link to post Share on other sites