granQ 293 Posted April 1, 2007 OK, so me and ktotte like "lets fcuking make a better cti, more action, less boredom and more realism". I thought "thats like insane of work, will take years", two days later we played it. A week or two later we had a AI coop, it just kick ass. So what can i say, check the damn homepage, download the mission, read the manual and all that shit. Its so serious so I had to make this post totaly stupid.. http://kpcti.granq.se/ Share this post Link to post Share on other sites
ck-claw 1 Posted April 1, 2007 Uploading to =22SAS= public server now! edit:- i take it we have to upload a few addons??? edit2:- just got back from pub!not the best time to be loading stuff up to servers forgive my drunken ignorance, but is the mission=Tactical invasion? And the addons:-RC_UAV+RC_BE32k+KP_CTI Share this post Link to post Share on other sites
granQ 293 Posted April 1, 2007 yes, yes and yes. and finaly, there isnt a better time to upload stuff then when you drunk, its probaly the only time you think you got fast uploadspeed Share this post Link to post Share on other sites
ck-claw 1 Posted April 1, 2007 lol Thanks,and your right! Everything seems better/faster when drunk! Share this post Link to post Share on other sites
fardwark 0 Posted April 1, 2007 You (and anybody else who downloaded it before) should re-download it, since there was an error in packing the mission PBO which made it completely unusable. So please download it again if you downloaded it before 21:30 CEST, 2007-04-01 Share this post Link to post Share on other sites
HAILO 0 Posted April 1, 2007 Very nice work. I like the idea behind this CTI. Its no longer focused on HQs and "find the base" senarios Share this post Link to post Share on other sites
colligpip 0 Posted April 1, 2007 This is really good Share this post Link to post Share on other sites
Redkid Joker 0 Posted April 1, 2007 It is really fun, I have yet to test versus with alot of people, but coop is hella fun! Been sweet testing this during the beta stages, seeing it develop. Good job! Share this post Link to post Share on other sites
russin 0 Posted April 1, 2007 very good will try it out..... Share this post Link to post Share on other sites
Iron+Cross 0 Posted April 1, 2007 GOD BLESS YOU MAN! Quote[/b] ]Create a destructible infrastructure for the economy, i.e convoys that can be targetted by the enemy, bridges that can be blown up and so forth. (Future goal, has not yet been implemented.) Your on your word you better have this! Share this post Link to post Share on other sites
granQ 293 Posted April 1, 2007 It is really fun, I have yet to test versus with alot of people, but coop is hella fun! Been sweet testing this during the beta stages, seeing it develop. Good job! hope you like the ai, the current one is called..... "Storm Kommander granQ" =) Right now, its so early in the development but we are working to have several ai "profiles" with diffrent personalities. Hopefully we will have several types so you never know if you up for the "airborne commander", the panzar general, or a mixture. Share this post Link to post Share on other sites
russin 0 Posted April 2, 2007 3 sided version would be nice or even 4 sided the island is big enough... Share this post Link to post Share on other sites
granQ 293 Posted April 2, 2007 3 sided version would be nice or even 4 sided the island is big enough... nope it wouldnt.. Share this post Link to post Share on other sites
shockhorror 0 Posted April 2, 2007 how can i play ai vs ai commanders? Share this post Link to post Share on other sites
madrussian 347 Posted April 2, 2007 I read the basics on your website. Â Sounds interesting... going to try it tonight! This really has a lot of potential. Â I especially like the (future) idea of the "destructible infrastructure for the economy". Also, the unbound AI really just makes sense when you think about it... Good call. Â Wondering however, original CTI had the bounded AI to ensure that only so many unit would be present at any given time (based on 9 groups/side, and the old fixed group size of 12), resulting in a "capped" maximum of units... and thus reducing lag. With the new unbounded AI, have you included any other methods/measures to keep an unlimited amount of units to be present, all at once (thus inducing lag)? Again, overall I really like the idea of the unbounded AI, as among other things, you can have independant garrisons, which original CTI was sorely missing. Another question. Â From the sound of things, the HQ is currently on the mainland. Â How hard do you think it would be to add the option to have the HQ out on a ship or island? Â I'm assuming that would facilitate the need to actually "ship" certain goods to the harbors? Â IMO, this would rule. Â Anyhow, sounds promising so far! Share this post Link to post Share on other sites
colligpip 0 Posted April 3, 2007 Just played this (with somebody called dan)and it was really good fun. I love the way your always in the action without it feeling arcadey. We tried to hold corazol but it was swarming with troops managed to call in a m1a1 and a load of ai and then led the push to west corzal - then the server crashed dont know if it was the misison/his server or what but it was relaly good whilst it lasted. also ther was a really good bit when we got a cobra and the enemy ai were racing in jeeps toward the airbase was a bit like a james bond movie or something. 1 thing would it be poss to call in uav and arty from radio so you can do it whislt in the feild as it were. anyway really good prob best fun ive had in arma so far. Share this post Link to post Share on other sites
nubbin77 0 Posted April 3, 2007 Quote[/b] ]Wondering however, original CTI had the bounded AI to ensure that only so many unit would be present at any given time (based on 9 groups/side, and the old fixed group size of 12), resulting in a "capped" maximum of units... and thus reducing lag. I would assume the fact that the existing units incur a maintenance cost would limit the amount of units at one time. Don't really know just going by what I read in the readme. Share this post Link to post Share on other sites
granQ 293 Posted April 3, 2007 Yes the number of units are limited by the upkeep cost, well not really. Lets say you saved up alot of money. Then you can buy a big "army" and attack even if that gives you negative upkeep, ofcours you can't do this for very long before you get stuck (not possible to buy new vehicles and stuff). This is early version, and we have reports the economy stuff doesnt work 100% and so on. Madrussian, if you downloaded the mission you could see, but the bases are on the small islands with airports outside "Sahrani", and yes a ship would be excellent, also like to add so that when you buy a tank at a harbour, it comes with a ship from your base. Had one problem there, it took the ai 65 min to drive to Corazol. For the question if possible to order UAV/artilleri "on the field", we hope that in the next version include a "Radio operator". About CTD, some are arma, some might be the mission/addon. There is stuff I dont have any idea whats going on, and the whole JIP is very confusing. Share this post Link to post Share on other sites
nubbin77 0 Posted April 3, 2007 I just played for a while. I like it overall. I have a couple comments though... I think I found a bug. If I go in the commander menu and select something, say a Mechanized unit, ..then it says click on map. If I don't click on the map by accident and hit another thing to buy, then I can no longer use the commander menu. It opens up and still looks like its working, but if I try to buy another unit, it will say click on map, but clicking no longer does anything. Its like it never cleared the cue for the first unit I was supposed to click for. It happened 3 times. The first 2 were an accident, the 3rd time I did it to confirm it was a bug. While I liked playing it and the options are great, I was wondering if you could have the AI control the unbound AI for both sides (where a player could access for his own needs). Unless someone is a dedicated commander or you have a good rotation plan, you have to spend practically the whole time in the command menu sending out units to keep up. It would be nice if I could play and try to do missions with the ongoing war. Great so far overall though. Just not really good for singleplayer yet. Share this post Link to post Share on other sites
december 0 Posted April 3, 2007 Had fun playing this, good job. Was wondering if you have a script to delete dead vehicles. I saw a lot of burned bmp's and dead AI about. Share this post Link to post Share on other sites
granQ 293 Posted April 3, 2007 it isnt meant to be singleplayer.. normaly when we play we are like 3-4 players that use the commander menu. So we dont spend so much time really, but YES. I will see what I can do to get next version with "ai commander" on both sides. I will see what I can do today about that actually. Have to look on the "onMapSingleClick", I also had the bug but couldnt confirm it, thanks I will see what I can do. Ktotte is fixing with the economy, apperently some bugs there. About dead vehicles, I personaly love when there is vehicles left burned out so you see the battle, however on a CTI that will hopefully be able to run for days later on it wouldnt be possible so we need to find a way. The current solution I am working on for that is the "engineer" that will clear the vehicles, kinda like how the EOD guy works. Not really started on it but.. Share this post Link to post Share on other sites
colligpip 0 Posted April 3, 2007 Is there the possiblilty of having a mobile spawn apc in this i really like missions with a mobile apc so troops can swarm out of it- perhpas this would unbalance it i dont know - perhpas it could be really expensive to simulate the logistics it would take to keep up that many men spawning in one location. Share this post Link to post Share on other sites
granQ 293 Posted April 3, 2007 Is there the possiblilty of having a mobile spawn apc in this i really like missions with a mobile apc so troops can swarm out of it- perhpas this would unbalance it i dont know - perhpas it could be really expensive to simulate the logistics it would take to keep up that many men spawning in one location. shouldnt be hard, but dont see the point when you got the harbours. It does that basicly. We dont want to remove transport competly, then whats the point of ambushes and so on. Share this post Link to post Share on other sites
shockhorror 0 Posted April 3, 2007 awsome to hear, fantastic work look forward to seeing more. Share this post Link to post Share on other sites
Pointman1967 0 Posted April 3, 2007 i uploaded to our server but i cannot load it,after loading it i return in missions menu.. Same happens with the cr-cti release i just uploaded,after selecting it returns to missions menu...? Share this post Link to post Share on other sites