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KP CTI Released

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Good work! I especially like point four below (taken from the KPCTI Manual)

Things we probably won't do even if you ask us

*Change the standard KP-CTI implementation to use Cool New Units or Mega-Awesome Mod. The standard implementation should be just that: standard.

*Compromise gameplay for realism (I can tell you this will never happen).

*Focus KP-CTI on one area and neglecting the others, it should be usable in player vs player, coop, on dedicated servers and on player-hosted servers.

*Vote republican.

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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...?

addons loaded?

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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...?

Are you running it on a linux dedicated server? Also, any chance of looking in the server logs to see why it exited?

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Hi there,

I like this concept very much.. Would love to see it 'grow' wink_o.gif .

I have a little question though, I have found out that adding more stuff with tax/logistics etc.. is easy.. for like adding an extra harbour etc..

Is it allowed to edit the mission to my liking.. and just play/add it on some server? With of course, CREDITS to you GranQ & co.

I'm just unsure, since I have an idea.. to add some more stuff equally to all sides.. that one side ain't overpowered etc..

Greetz,

Georilla (6thSense)

pirate2

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Hi there,

I like this concept very much.. Would love to see it 'grow' wink_o.gif .

I have a little question though, I have found out that adding more stuff with tax/logistics etc.. is easy.. for like adding an extra harbour etc..

Is it allowed to edit the mission to my liking.. and just play/add it on some server? With of course, CREDITS to you GranQ & co.

I'm just unsure, since I have an idea.. to add some more stuff equally to all sides.. that one side ain't overpowered etc..

Greetz,

Georilla (6thSense)

pirate2

thats exactly the point. Hopefully you will not only change a city, harbour but maybe make more stuff for the commader to buy, new artilleri script. If you make something that works lovely.

share it with us.

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I have already made some progress, I'm bussy adding some stuff:

1. Adding 1 extra harbour to the West side, West of South Sahrani (Balmopan)

2. Making ALL villages/citys both North & South Sahrani able to take over.. the little ones dont make that much Tax income and the large ones make some big tax income (8-9-10).. of course they also get some Industrial income IF they have some facilties within their reach..

3. Making 1 or 2 extra harbour(s) to the East side, I'm thinking of North and somewhere else..

4. Making Cayo Oil fields & Cayo city seperate

5. No City will earn as much tax income as Paraiso & Bagango

...

...

A Suggestion for you GranQ,

1. How about some markers per group you send in? I am not able to see them on the map anymore.. after I sent them in

BTW: If I think its quite nice to be played.. whats the best place to upload such a pbo file? (free)

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yeah, we plan too.. hopefully i can make some markers soon.

Just wished there was a "createmarkerSide" commando, there is "global/local" i want a global side.

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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.

Than who's been spanking me in SP huh.gif

This design is loads of fun and i hope the SP stuff comes thru

Bug- Noticed when I tried to order a chopper at Paraiso Intl' it refused saying i could only order at an Airfield - which is where I thought i was... whistle.gif

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I've finished my edited version. Ready to be uploaded.

Haven't had time to test it properly yet, so I have to see this weekend.

Though there's just one problem.... Where can I upload such a file? confused_o.gif

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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.

Than who's been spanking me in SP huh.gif

This design is loads of fun and i hope the SP stuff comes thru

Bug- Noticed when I tried to order a chopper at Paraiso Intl' it refused saying i could only order at an Airfield - which is where I thought i was... whistle.gif

we workign on that one. Infact we had a script we thought already solved the bug but it didnt.

You can buy choppers anyway, under the vehicle list there is a box that says "deploy to present location", something like that. Click it and select paraiso airport.

EDIT. Made the markers (not in the script yet). Not sure if we should add the text or not, what you guys think?

markers.jpg

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I like them smile_o.gif, they look realistic wink_o.gif

But don't use the text on the markers, just place the text in some kind of notes.. so we can look on it to see what is what

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I like them smile_o.gif, they look realistic wink_o.gif

But don't use the text on the markers, just place the text in some kind of notes.. so we can look on it to see what is what

roger, will add it to the briefing.

Testing version 0.113, also the economy works better now and added a engineer that clears up the vehicles. (untested in MP, but works nice in SP)

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waiting over.. go to http://kpcti.granq.se and download new update.

Thanks for the feedback about markers. This is included in the new addon and briefing.

briefing.jpg

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waiting over.. go to http://kpcti.granq.se and download new update.

Thanks for the feedback about markers. This is included in the new addon and briefing.

briefing.jpg

Nice, gonna test it right now! wink_o.gif

Btw, the picture doesn't seem to work.

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works for me.. both in my post and in the reply?

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Hmm, that's weird it's just a white box with a red cross in it for me.

Anyway, I've been testing around a bit. And I like the markers, now I know what they are my troops are doing pistols.gif .

I've been adding all the stuff I've add before in the editor and my current results compared between US & SLA forces are the following from the start of the game:

           

                    US       /       SLA

Money:          79.25            69.7

Industrial:       26                30

Logistic:          22                24.8

As you can see, the US are much more rich then the SLA. But the SLA have a more powerfull Industrial and Logistic force.

While I was tweaking, I've been thinking. This might be quite realistic. Cause It isn't realistic when 2 countries earn the same.

If you have a bit of knowledge about the Northern part of Sahrani. You remember seeing allot of Factories. So it's obvious the SLA hold a larger Industrial force.

At least thats how I see it from my current personal version wink_o.gif . Or how do you see it from your point of view?

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I've found something you can't really call a bug.

- Your Friendly AI Commander sends units alright, but I don't see his markers on the map?

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I've found something you can't really call a bug.

- Your Friendly AI Commander sends units alright, but I don't see his markers on the map?

nope, not in this version was thinking of adding but couldnt find time before the deadline.

Right now you only see the markers of units you sent, not the ones on your side (again, waiting for createmarkerSide command).

about the resources, we made it 100% fair to start with.

Right now we know we will add more points later on. Its a balance issue. Its not fun if you doesnt seriously affect you and it is at the same time not fun if you lost the game once the enemy got hold of 75% of the all "zones".

So this is early version, before the release we had all over the island but to be honest. We just played a game against the computer twice now and 3 hours is the time it takes to win for the way we play so it "suits" me.

Thats why I am looking more at adding more features now and leaving the "design" for a while.

Playing the game with diffrent type of people change everything, first game today we had almost zer "logistics" left and no talk, second game we bought more and more units but still had plenty of cash because team talks helped us avoid getting killed.

So its hard to say whats good balance.. thanks for your input, and I hope you keep testing and saying your results. (already used your marker breifing idea).. but for now I wont change it for next version (Well adding a few more places.. not much).

Think i will try make the ai smarter for next version, infact our "todo" list is kinda small now.

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Hi, I've started to add static AI Defences (mainly for the AI vs AI as I find it too easy to just load up a transport and paradrop over the enemy Airport with little resistance) made up of some of the BIS setup, eg the Front line south of Corazol and some new things, and also AI patrols of things like Fighter Sweeps over Allied territory and town patrols.

I was wondering if having these AI would have an adverse affect on MP (Other than Lag, obviously nener.gif ) and if it'd still work ok on LAN with myself and 2 AI commanders.

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I was wondering if having these AI would have an adverse affect on MP (Other than Lag, obviously nener.gif ) and if it'd still work ok on LAN with myself and 2 AI commanders.

well, go ahead and try smile_o.gif

What i want to do now for the next version (totaly agree its too easy now) is to make the ai to build more defence at diffrent locations and more infantry.

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Must say i enjoy the mission specially for such an early version smile_o.gif. This was something i was looking for in CTI for a long time.

So keep up the good work and i hope you can make the AI more advanced (strategicly) Because that would give an awesome experience.

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Got a Hypothetical Question about the way all this works.

I'll understand if you don't know or if it's just crazy talk.  tounge2.gif

Is it possible to convert this to AI vs AI in pure singleplayer so you can save the game etc and come back later.

And to that end would it be possible to combine this with one of the Dynamic Campaign missions and have generated missions based around Attacking/Defending Towns with the Dynamic AI Commanders in the background or even missions to destroy SAM sites and destroy enemy supplies that reduce their collected IC to 0 etc, for a true Dynamic Campaign?

Edit:

I found a problem with adding AI Defenders etc which is that they drain the Economy from the start, but I guess it's not too hard to increase the base Income so that it balances out.

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Got a Hypothetical Question about the way all this works.

I'll understand if you don't know or if it's just crazy talk. tounge2.gif

Is it possible to convert this to AI vs AI in pure singleplayer so you can save the game etc and come back later.

And to that end would it be possible to combine this with one of the Dynamic Campaign missions and have generated missions based around Attacking/Defending Towns with the Dynamic AI Commanders in the background or even missions to destroy SAM sites and destroy enemy supplies that reduce their collected IC to 0 etc, for a true Dynamic Campaign?

Edit:

I found a problem with adding AI Defenders etc which is that they drain the Economy from the start, but I guess it's not too hard to increase the base Income so that it balances out.

actually i was thinking about this aswell.. i never do much "singelplayer" but I know some scripts wouldnt start.

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