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granQ

KP CTI Released

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GranQ,

thanks for the feedback.

To summarize the different points:

- M136: it's abonormal for the human player to get one ammo and not being able to get more on fallen soldier while the AI soldier get 3 shots.

You should sacrifice realism over fun here and give 3 shots to the human player too.

- vehicule spam: I'm pretty sure BIS pathfinding is causing some errors but I feel that the AI is spamming vehicule creation. Could you prevent the AI to buy vehicule if the spawning zone is not clear of friendly vehicule ?

- premature end of game: what is the condition ? what is the limit of negative budget you can go before losing ?

- upkeep cost: it really should be stated in the descritpion of the vehicule/soldier

- documentation: the briefing is far too small to descrive everything. Also the place to describe the different play options (i.e. server parameters) is not the briefing but on your web page.

Another question: are the vehicule at the main base respawnable ?

Thx,

1.

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- M136: it's abonormal for the human player to get one ammo and not being able to get more on fallen soldier while the AI soldier get 3 shots.

You should sacrifice realism over fun here and give 3 shots to the human player too.

Humans are about ten times better with regards to AT-weapon management than AI is, a human with 1 M136 is basically equivalent to an AI with 3 M136s.

And who says you can't take ammo from fallen AI? I do that all the time, works perfectly.

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And who says you can't take ammo from fallen AI? I do that all the time, works perfectly.

I tried it at least two times in KP CTI and both time the M136 ammo disappeared on the corpse but did not appear in my gear (and future corpse rofl.gif ).

1.

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About the convoy idea:

-Is it possible to use the convoy as a sort of transportation for infantry. For example: Let's say you create a spawn point for new players or killed players at the harbors you were describing. How about having at any given time one or two convoys traveling between cities like a sort of mass transit system. Each convoy would have several accompanying vehicles such as: Ammo Trucks that can resupply soldiers and vehicles, several escorting vehicles like humvees, as well as the ability for human soldiers to "tag along" on these convoys if they want to get to another city. This would not only increase security for these convoys but also allow players to catch a ride to certain areas without having to purchase new vehicles to do so. These can also be those mobile spawn points mentioned earlier allowing players to spawn near important areas while still controlling where players can spawn.

-Also is it possible to create specialized or several specialized convoys such as ones that only go from spawn points to "secure" cities, another that travels from just behind the front line to designated staging areas outside cities to organize an assault, as well as a supply convoy (this can aid in your want to have a destructible economy) that go to cities that request ammo.

-Special note about supply convoys: Is it possible to create supply depots in certain cities from which these supply convoys will come forth? Only from these supply depots will ammo be replenished. And if so, is it possible to create small ammo depots in every controlled city, even deployable depots in the field, that must be resupplied by these convoys every so often, maybe when radioed in. If you clearly mark each kind of convoy (supply has many ammo trucks, repair trucks and maybe heavily guarded, troop transports have a lot of transport trucks and humvees, and front line convoys have many strykers and humvees,) then when an enemy force comes across a supply convoy then they will immediately understand that this is a priority target and either attempt to destroy it, or trail it to find the city that it is hoping to resupply then destroy it and know now that the current objective, the city, is dying or at least running out of supplies and therefore a simple siege can bring them to their knees. This type of specialized convoy system may also create another level of strategy giving players decisions on which convoys are of highest priority. Should we attack the convoy transporting soldiers, or attack the convoy transporting supplies. This also gives players the option to scout out convoy routes to plan for ambushes.

-I would say a counter to this would be randomizing or changing certain routes that have been effectively compromised by any ambush forcing the enemy to change his approach or recon all over again to find where and when these convoys are coming from. Also supply convoys may be purchasable making them a high priority target to attack and defend. I can see whole firefight erupting around these convoys because one team spent a lot of money on this convoy and the other spent a lot of time planning to attack it, or specialized roles in defending and attacking these convoys.

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A couple of suggestions / bug reports:

1. Make it harder to capture empty or undefended flags

Right now its enough just to fly over a flag to capture it. There is no timeout and the trigger zone seems is too big.

2. Extend control of units after they have been deployed

Right now it's not possible to move a deployed unit to another location once it is deployed. They just stick to their location forever. It should also be possible to RTB deployed units in order to reduce expenses.

3. Make commander menu available via radio or at least at certain vehicles

4. Make spawn locations near flags

In some harbours (like West Corazol) you spawn 2-3 minutes away from the flag, which is somewhat annoying.

5. Some units have no map icon

For example theres no icon for SF Insertion Team. Maybe that's intentional to not overload the map, or maybe not smile_o.gif

6. Selectable origin for all deployable units

Some units that are deployable via commander menu dont allow to select their origin. For instance, if i'm deploying AIRCAV i'd like to choose wether they should move out from home base or some friendly harbour.

7. Add transport destination for home base

Once out in the field i can't return back to base using the transport menu system. Can be useful to meet up with other units.

8. Possibility to add waypoints when deploying units

Would be cool in order to avoid hot spots and allow for more tactical approaches to destinations and targets. Would also work around some AI pathfinding bugs (like bridges).

9. Deploying a SAM site with latest 1.07 beta causes server freeze

As soon the SAM site is being deployed i get the following error message:

Quote[/b] ]No entry 'bin\config.bin/CfgModels.default'

and i have to restart the server. The Be32 model works fine however. 1.05 has the same error message but game continues fine...

Otherwise: Thanks a lot for this great mission!

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thanks for your comments daikan... its late, its the day after and so on so I just write some quick reply. (Stickler also thanks for your post but i haven't decided what i feel about it so don't want to respond yet).

1) For me its ok because it gives a reason why you need to keep troops in order to control a town so not enemy take a su34 and fly over all and wins. Also it gives the "balace" thing, how much troops should you keep in the rear that cost upkeep, probaly never fight but to prevent the other side to grab it too quickly. I think this adds to the mission rather then not.

HOWEVER. I might see if its possible (ofcourse it is but how easy) to make a delay between "captured" and "so secure you can order new soldiers/vehicles".

2), oh yes.. this been in since day one that we have to fix. Now I think I know how to do it aswell.

3) In next version it will most likely be possible to buy a "commander vehicle". I am not sure if we should extend that too "all" vehicles that have some sort of communication for gameplay. A motorbike will never get it.

A radio soldier has been discussed to be possible to add. We will see that would be later, but commander vehicle coming up.

4) Hmm, never heard about that. Always spawn "on" flag, will fix so it "reveals" the flag so you can start using the options on the same second you are there.

5) noted.. everyone should have.

6) Thats kinda decided it will not happen, a design, i can see your points but we like it this way. Its really only SF insertion and aircav/paratroopers we talking about here. (and uav).

7) will do.

8) we tried (fardwark), to do with alt shift stuff when you clicked on the map to add waypoints but didnt work out so good. With the "redeploying" control later you can do "manual" waypointing, its not so good but.. its what I got to offer.

9) yeah i know *blush*.. its been in there long, I know what needs to be fixed just been lazy. Guess if it crash dedicated servers its a major bug but for me its never been a problem. Will fix for next version..

Other stuff that I planned..

* remove dead bodies.. need to fix this to ease the server load.

* make a bulldozer vehicle so you can easily push other vehicles to clear up areas, dead vehicles that are in water will be removed to ease server load. (so you can basicly clear your harbours with the bulldozer, if that doesnt work you always have the ai engineer.. but he is kinda crap)

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As for 8), what fell apart was the broken nature of the onMapSingleClick command. You're supposed to be able to capture key states with it (shift and alt), and my splendid idea was that if you clicked normally (just left click) it would make a "final waypoint". If you clicked it with shift, it would make just a waypoint.

That way, you could deploy troops quickly if you wanted to (like hurrying to get out AT or AA defenses before an attack), but you could also take the time to plan their route.

But, the state was not captured correctly, I held the shift (or alt) key and left clicked and it wouldn't record that I had done so.

So there are some design issues to solve with that one, I really want it to be as smooth as possible. The only solution I can think of right now is that you can click on the map any number of times and it will record each click/position as a waypoint, and then you have to use an action (or click in a dialouge or whatever) "Dispatch troops" or something like that. And that's not as streamlined as I want it. I'll see what I can do though.

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update in pictures today.

The redeploy menu, okey i know i know. Need a map thing to see what unit you selected really,but I ain't that good with dialogs, so this has to do. Atleast in this version. I guess someone that knows his shit would laugh or cry when they see how i solve stuff but its working.. and I don't know how to do it better.

Last picture shows a basic very basic modell by ugga, it wont get much better (model). Since, who cares anyway.. but i will try get some fancy textures on it.

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0.115 released!

Download at:

http://kpcti.granq.se/files/KPCTI_v0.115.zip

******************

Version 0.115

******************

Fixes:

Header added to description.

Actions in harbour works right away after using "transport".

Dead bodies removed after 20 min.

Dead vehicles in the water are removed.

Tweaks and additions:

Now possible to redeploy groups.

Can use transport menu to get back to your homebase.

A number of vehicles can now be use commander options.

Added a bulldozer that can be used to push vehicles.

http://kpcti.granq.se/images/why_kpcti_owns.jpg

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So there are some design issues to solve with that one, I really want it to be as smooth as possible. The only solution I can think of right now is that you can click on the map any number of times and it will record each click/position as a waypoint, and then you have to use an action (or click in a dialouge or whatever) "Dispatch troops" or something like that. And that's not as streamlined as I want it. I'll see what I can do though.

You could capture every click as a waypoint, and check if two last waypoints are close to each other. If that's the case it will be the deploy postion for that unit.

This way two consecutive clicks of the player on the same spot will set it as destination.

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Thx for the update, will try it out.

I take it the problem with SAM site crashing server is still unsolved?

Oh, and one more suggestion: How about to be able to hide the 'scoreboard' (money window). Its very annoying to fly choppers with 1/4 of the upper left screen covered with that info all the time.

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The spawn location for units in East Corazol is bad because AI controlled vehicles can get stuck at a tree forever very easily (especially trucks). This is with 1.07 beta.

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Thx for the update, will try it out.

I take it the problem with SAM site crashing server is still unsolved?

Oh, and one more suggestion: How about to be able to hide the 'scoreboard' (money window). Its very annoying to fly choppers with 1/4 of the upper left screen covered with that info all the time.

sam site should be fixed.

Score board, good suggestion..

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sam site should be fixed.

well.. not for me.

i just tested it with 1.07. i dont get the error message anymore but still, the server freezes and crashes.. sad_o.gif

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sam site should be fixed.

well.. not for me.

i just tested it with 1.07. i dont get the error message anymore but still, the server freezes and crashes.. sad_o.gif

this happens when you place the sam site, can you get the report file?

dont have a dedicated machine to try my mission/addons out on.

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this happens when you place the sam site, can you get the report file?

yes, apparently this happens on dedicated servers only.

i cant find any report file on the server. where and when is it written? i only have a net.log, which isnt very helpful i think.

i'm not exactly sure if the server crashes completely, most of the time it just seems to overload and i get like 0.01 fps on the client. i let it run for 15 min hopeing that it recovered - but that doesnt seem to happen. i've never seen that in any other mission. very strange.

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Thanks to the addon free version we immediately got 18 people on and did a quick 30 minutes game. My team loved it though admitting it took some getting used two. It would be great if we had an option for a Commander and a Co-Commander slot for use Team vs Team players. Its GREAT to take a town and spawn AI to guard it as well as your back points and move forward to the battlefront.

The other team didn't like it also admittedly the first time playing it. But they love RTS an they say "this one didn't flow as well". I'd like to know more what that means. But I think we will play them again on RTS and then we will force them to play us on KP CTI.

Excellent game even without the addons.

I heard you had removed the radar from the attack helos?? How did you do that without the MOD tools? Did you achieve the goal in the area of balance you were trying to achieve?

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question :

what about AI , is it working ? and good is it ?

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question :

what about AI , is it working ? and good is it ?

it is working.. but it isnt that good. I wanted to find a balance between "keep buying stuff" and "save money to afford tanks, sam sites".

daikan, since I dont have a dedicated server, i dont know but for arma it is in:

C:\Documents and Settings\Daniel Granquist\Local Settings\Application Data\ArmA\

Daniel Granquist is ofcourse replaced with your name.

ViperMaul, did the other team loose? That might been what made them think it was "unfair, unbalanced" and so on.

I really recommend the addon version. UAV, Samsite, Be32 cargo plane, special balance when it comes to radars. I never liked how you can spot enemy well hidden tanks on your "radar" as commander in a tank. So i removed that, I also hate how you can do the same thing with lock on shilkas and take out all air defence without "skills". Thats why shilkas now are "invisible" on radar, a good pilot/gunner can still take them out with guns or ffar, but it won't happen to often.

To do this is just config stuff, doesnt need mod tools for that. Notepad works fine, and I am very happy with the balance, its better challenge for all and it really want you to keep a front line.

See if I can get a 0.115 addon free version out aswell, fixed a number of the stuff you guys wanted.

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daikan, since I dont have a dedicated server, i dont know but for arma it is in:

C:\Documents and Settings\Daniel Granquist\Local Settings\Application Data\ArmA\

Daniel Granquist is ofcourse replaced with your name.

couldn't find any report file. i guess the server either crashed real hard or it didn't crash properly yay.gif

anyway, it would be good to know if other people are experiencing the same problem on dedicated servers 1.07+ using the addon mission. maybe my config is just messed up but i doubt it. could also be that running the server in beta mode is not compatible with the addon in some way.

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daikan, since I dont have a dedicated server, i dont know but for arma it is in:

C:\Documents and Settings\Daniel Granquist\Local Settings\Application Data\ArmA\

Daniel Granquist is ofcourse replaced with your name.

couldn't find any report file. i guess the server either crashed real hard or it didn't crash properly yay.gif

anyway, it would be good to know if other people are experiencing the same problem on dedicated servers 1.07+ using the addon mission. maybe my config is just messed up but i doubt it. could also be that running the server in beta mode is not compatible with the addon in some way.

i only run in 1.07 with latest beta patch. Do you have any other addons?

See if i can get my hands on a dedicated server and try it out.

anyway, got some more motivation today.

New changes on the groups, you know start in the base instead of corazol. Some adjustments on cities.. biggest thing, its now possible to destroy a number of "strategicpoints" to prevent the enemy to get resources from it.. so if you can't capture bangago, why not move some artillery in postion and take it out..

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Finally had a chance to try out ver .114 no addon. I put this up at the 1-8th Dedicated Server.

I first want to say I do really like this. Plenty of action, which people like and want.

Some changes / stuff I would like to see added.

1.) Weapons / Gear menu. Would like to be able to creat my own kit and save it. I honestly do not like the default kits. (I want my AT and ACOG)

2.) Add Dr_Eyeball Team Status Dialog. I have used in Evolution, and find it will only add to your mission.

Some bugs I saw:

- Had a player join West while game was in progress and he spawned in the water.

- Had a player join East while game was in progress and he spawn at East Carozal, even though West had control of it.

- While at the Main West Base Island, I saw AI spawning UH-60's and then fly west over the water and off the map.

While I am sure the addons are great, I want to stay with no addons. I plan to keep the 1-8th Server Addon Free for now. It gets to confusing for people to join, and figure out what addons your server may be running.

Keep up the good work, and look forward to future versions of this mission / map

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Finally had a chance to try out ver .114 no addon. I put this up at the 1-8th Dedicated Server.

I first want to say I do really like this. Plenty of action, which people like and want.

Some changes / stuff I would like to see added.

1.) Weapons / Gear menu. Would like to be able to creat my own kit and save it. I honestly do not like the default kits. (I want my AT and ACOG)

2.) Add Dr_Eyeball Team Status Dialog. I have used in Evolution, and find it will only add to your mission.

Some bugs I saw:

- Had a player join West while game was in progress and he spawned in the water.

- Had a player join East while game was in progress and he spawn at East Carozal, even though West had control of it.

- While at the Main West Base Island, I saw AI spawning UH-60's and then fly west over the water and off the map.

While I am sure the addons are great, I want to stay with no addons. I plan to keep the 1-8th Server Addon Free for now. It gets to confusing for people to join, and figure out what addons your server may be running.

Keep up the good work, and look forward to future versions of this mission / map

yeah i understand that (wish to keep the it addon free).

We played with a 0.117 version now, still got alot of bugs ofcourse but its getting better. Will try to get a addonfree version of that one this weekend.

Weapon kits won't change, this because i don't like the "m21/law, svd/rpg" syndrome from OFP: Maybe I add a marksmans kit (even if there is a sniper and heavy sniper kit) but I love more the "grunts" feel. However, I don't mind if people edit my mission and release it.. so go ahead.

Whats Dr_Eyeball team status dialog? Any url for that?

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