daikan 1 Posted May 26, 2008 They do. But not always. Anyone knows what affects this? Need more barracks or something? And the reloading of the artillery is difficult. my experience: i never had AI man my AA, MG nests and AT guns around the HQ, even when i ordered a squad to defend it. if AI is in command however, they usually do... Share this post Link to post Share on other sites
whisper 0 Posted May 26, 2008 About artillery, possible solutions already discussed : - price should be upped - limit arty pieces to 4 per squad leader? - reload time should be upped - a way to give position of arty pieces could be great for the poor victims. I'd say, above 4 pieces of artillery shooting, they should appear on ennemy map for counter arty or airstrike, things like that. Reload timer should be of 3 minutes. price should be 2500$ Above the 8th artillery piece placed on map by one side, price should be upped to 5000$ for that side. This way you have support artillery enabled (4 shooting for a lil area suppression) but nothing too spammy. Or it costs a lot and is counterable. Share this post Link to post Share on other sites
Undeceived 392 Posted May 26, 2008 The mission is cool, but the lags (or crashes -> red chainsymbol and the game stops) are pretty frustrating... I did not play Wafare so many times as some here may have played but until now I never experienced a game from the beginning until the end because of this crash. Â Share this post Link to post Share on other sites
ravendk 25 Posted May 26, 2008 There's always room for more "versions" of CTI. I'd say give MM two weeks well deserved holiday then hit him up for some addition features.*whispering*... Countermeasure Flares... Airlift upgrade... Paradrop/HALO upgrade (DC3?...) Airstrike /Ammo upgrade (AT, LGB, Cluster. Need FAC and radio, or "T" menu option) Artillery upgrade (chemical, 50% damage and radius increase) Nuke upgrade (artillery for precision, or else 4x less accurate. MHQ immune) Radar upgrade (enemy aircraft, artillery detection map grid coord. Levels I-V) ECM upgrade (level I gets you HUMMV/BRDM; levels 1-5, 100m radius. 100% per level difference in radius. eg Level 2 radar vs level 1 ECM = 50m radius. 300m max. works on satchel detonators) Boat dock (CRRC's, upgrade to RHIB) Decrease kill reward by 90%. eg $45 for killing a M113, not $450. Support APC upgrade to unflip and repair armor (from Light Fac)... Remove lock-on land veh for AA missiles (abused in earlier CTI's) Helipad and large tent to rearm and refuel (fast rate, costs money, losing tent = loosing resupply ability) Ammo and Fuel depot for land vehicles (fast rate, closed roof hangar to avoid abuse, costs money) Ammo and Fuel truck combined function (slow rate, money charge per round, like $4 a gallon for 50 bullets/1xTOW... : P) Small Arms/launcher, ammo, and missile crate from ammo truck Camo netting covered sandbag defense, person size (observation post) Camo netting covered sandbag defense, veh size (front view only) U shaped dirt wall defense, veh size (tank bunker) Tree shaped watchtower/large rock duckblind/telephone pole platform for AA spotters and snipers on artificially higher ground. Bush shaped "duck blind" for snipers. New "defense" structure 81mm mortar. 3x less accurate than cannons. Mortar range 1km. Cannon range 2km. Repair trucks or commander/MHQ can deploy mortars. Triple the cannon cost, and increase the reload time 4 times Commander only one able to build cannons. 5 cannon limit. Mortar shells each cost $10. Cannon shells each cost $50. Cannon and mortar ammo purchased in blocks of 30 round salvos. Ammo blocks must be delivered from base or town supply depot by supply truck. Ammo crate drops from supply truck when delivered. Ammo crate disappears when ammo used up. Quote[/b] ]Ammo and Fuel truck combined function (slow rate, money charge per round, like $4 a gallon for 50 bullets/1xTOW... : P) Nice thought, but .. who would drive that bomb.. i cant speak for outside europe but here we got rules against fuel beeing loaded on the same vehicle as ammo ... just a freindly hint from the real world of logistics Share this post Link to post Share on other sites
alef 0 Posted May 26, 2008 You can spot enemies hunting for you at camps with the build interface. Quite unfair. Share this post Link to post Share on other sites
whisper 0 Posted May 26, 2008 Can't see any workaround for that. It's not like commanders are going to sit all the time in the build interface Share this post Link to post Share on other sites
ruggermike 0 Posted May 26, 2008 Jakerod: thanks for the correction, the mi28 is the havoc isn't it...doh. cti modders: I think the real window of opportunity for the other cti modders is in setting and era, providing maps and equipment specific to certain settings, such as: WWI (biplanes and barbed wire, yippee) WWII (Western Front/Eastern Front/Pacific/CBI) Korea (Sabre vrs. Mig15/early use of choppers, etc.) Vietnam (speaks for itself) Apocalypse (2 competing groups of survivors in a world where all the towns are held by souped-up zombie AI with no weapons but powerful hand-to-hand strikes and they run faster than the humans and hunt in packs, giving off eerie screams and groans/aka I am Legend?) I understand the complexity and difficulty of what I suggested above, and I have no talent or skill in any area that could contribute (except playtesting), but I think that's the path for other modders to take to really stand out and craft something unique. Particularly bothersome bugs/issues include: 1: The AI fail to rearm any of the fixed-emplacement weapons, I've had to manually rearm the TOW's/Mk.19's/etc. 2: AI squad leaders seem to get the infantry they buy hung up in base and never take them with them, resulting in crowds of dudes standing around doing nothing. (happens to 1-2 squads every game in my experience) Suggestion: Let the commander build a building called "supply dump" for the supply trucks to run to and originate from, so that the trucks don't get hungup in the middle of the base so often, running people over, or never getting out at all. Script it so that it ceases to function if the MHQ is packed up and relocated, so you need to build a new one at the MHQ's new location, maintaining the continuity of supplies being delivered to the main base. Share this post Link to post Share on other sites
=jps=sgtrock 4 Posted May 26, 2008 Artillery: Arty is definitely unbalancing as it's currently structured. Â I'd STRONGLY recommend limiting its use dramatically. Â If you've ever played the Commander role in Battlefield 2, you are familiar with the tempo of play in that slot. Â Handling artillery strikes (with some additional limits to its use) isn't all that tough. Â I recommend that the Commander should be required to approve all strikes. Â (Maybe allow for "first come first served" if the Commander is ignoring artillery) I also suggest instead that the following changes be made: Limit the total number of artillery pieces that can be bought. (8? 12?) Borrow Evolution's concept of calling artillery strikes. Â Designate a light strike as one half or one third the max artillery available. Â Extend reloading times for each gun to simulate bringing up more ammo from a supply depot after the ready supply is depleted. Purchase of arty (and all static defensive pieces) should be manned by default and their prices adjusted up significantly. Static defensive pieces: I haven't seen them used much by anyone else, although as I've noted I use them extensively around my mobile HQ. Â I suppose it's because manning them gets boring, for one reason. Â For another, it's clear that players don't know that defensive AI can man them. Â It would sure make taking towns away from another player a lot tougher (and a lot more fun! if it meant having to deal with more AT, AA, etc. instead of just taking the town's Supply Depot. As noted, I think that buying them should be for manned pieces by default, although I have no problem with a "Buy Empty" option for them similar to that for vehicles. Â Placement of static pieces is an interesting puzzle if we assume that they're manned. Â We don't want them just anywhere, do we? Â Maybe allow for placing them within a some defined radius of a town's Supply Depot? Â Make that radius large enough to cover all the outposts. Â Either that, or allow for placing them only around the outposts and shrink the radius dramatically. (Maybe 100 meters? 250 meters?) In order to prevent people from building impenetrable defenses, disallow placing similar static pieces next to each other. Â One way to handle it would be to say that no outpost can have more than one of each kind of static piece near it. Â Another would be to use a radius around each static piece that no other static piece can be built in. Â I don't know which would be easier to code. Â The first method would certainly make the idea of just building around the outposts a natural choice, though. (Edit) Â I didn't realize that static pieces weren't automatically reloaded. Â If so, this is definitely an issue. Â I think there's a way around it, though. Â If a town is held by a player, any static pieces he builds in and around the outlying camps are designated as being in supply. Â Normal reloading cycles for all weapons, ammo brought up similar to the way that arty pieces are handled now. Â If a town gets taken by the resistance or the other player, the pieces have their "on-hand" supply only. Â That way, a player still has to completely clear a town if he wants to place his own pieces. (end Edit) Fixed wing aircraft: Boy, I struggle with this! Â Having only one airport makes them incredibly unbalancing, but they definitely add a fun dimension to the game. Â Unfortunately and as others have pointed out, online battles tend to focus on just struggling to own the airport instead of roaming all over the island. Â Southern Sahrani is too small for two full airports. Â I've got a feeling that when or if we extend Warfare to the whole island we'll find that it's really not all that great for it. Â Games are liable to get stalemated at Corazol. Â I think this mod works on Southern Sahrani because there are always multiple ways to go to extend your supply reach. Â If we get a larger map, it really needs to have multiple routes defined for most cities. Northern Sahrani by itself would be OK, I think. Â The problem again is that there's only one airport. Â Unless we get some user built islands adapted for the mod? How about this instead? Â Add an option for a Commander to build a small airstrip, suitable for VTOL and STOL style aircraft like the Harrier, the Osprey, etc. Â Take away the special character of the Paraiso airport and just make it another city to capture. Â That neatly resolves the problem of only one airport and gets people fighting over the whole island again. Share this post Link to post Share on other sites
rundll.exe 12 Posted May 26, 2008 Oh one thing I forgot, and is quite crucial... The hesco walls dont follow the ground curvature as they should. This way bases are worthless in hilly locations, just where the protection is best. There is a simple solution wich we applied for crCTI walls in OFP years ago: Make all the object points have a constant height above ground in O2. Dont know how to do this exactly anymore, but its a verry easy fix. Maybe hescos arent that flexible IRL, but I know they dont float meters above the ground either. Share this post Link to post Share on other sites
=jps=sgtrock 4 Posted May 26, 2008 Something else that I noticed: The Commander voting seems to be a bit messed up. I joined one server and forced a vote for Commander where the slot was held by the AI. There were 8 humans playing on my side on a 32 man server. I was the only one who voted. Everyone else just ignored the vote. End result? We still had an AI for Commander. Anyone who has played against a team with a human player who isn't totally incompetent knows that a team with an AI for Commander is well and truly outmatched when facing a human run team. I suggest that the default for not voting is to abstain, not vote for AI. This would mean that even if no one else bothered to vote, a player can get the Commander's slot and actually do some good. Share this post Link to post Share on other sites
rundll.exe 12 Posted May 26, 2008 Totally agree to above post, the system may seem nice, but alot of ppl dont bother to vote, and yet you are stuck with an AI comm. Share this post Link to post Share on other sites
submdi 0 Posted May 27, 2008 Firstly: Thanks for Warfare and 1.14 I haven't crashed since installing 1.14 and have stayed in one game for about 6 hours. <=Amazing!! I find the placment of defensive objects a bit hit and miss. Example: sometimes an MG nest will go where I click for it to go, but a lot of the time it will end up in the middle of a wall or inside the Camp Bunker, making it unusable. Would be nice if this could be fixed. On a similar note: It would be good if a defensive structure could be deleted/removed after placement. This could be because it's no longer required at it's current position, or because it placed itself in the wrong place(as above). AI: I use them a lot while playing Warfare, but they do get stuck way too much. Esspecially as stated by others, in or around the Camps. I'm at a point now where I'll shoot them rather than waste my time trying to recover them. If this can't be fixed, pleaqse give us an option to release or disband them from our group. Arty: AI not rearming arty is annoying, but I would suggest leaving it like this so Arty isn't a "place and automate" system in the game. Needing to micromanage a Battery should help to prevent over abuse of Arty. I agree with increasing the cost of Arty. Info regarding AI and defensive structures:I was in a game the other night where I had captured a Camp outside an enemy controlled town. I had built defensive walls, AT and MG nests and one AA turret. I was defending the camp and noticed that enemy (west) soldiers sometimes spawned in my camp and immediately entered defensive structures. I'm not sure, but I think at times they spawned straight into some structures? I have also seen this happen in Camps of towns my side control, where our AI spawn straight into Camps I have built defences in. So I say "Build it and they will come"..... Share this post Link to post Share on other sites
jakerod 254 Posted May 27, 2008 I agree with this but maybe limit the number of troops you can have with you (if there isn't already). That way you can't buy 100 guys and just keep spawning into them. Limit it to maybe 20 or 40. In the RTS-4 maps by Karrillion you can control up to 30 AI. In Warfare, I have never been able to go above 13. Â [sometimes its capped at 12 for me]. Â Maybe if I'm buying soldiers too fast it lets me get that 13th soldier? Definitely an AI limit in Warfare... I managed to get 15 today by just buying humvees and an m113 (which I later flipped after traveling through the mountain pass for 15 minutes) as fast as I could. Share this post Link to post Share on other sites
Seitan 8 Posted May 27, 2008 Voting system definetly sucks. Human player should be forced to command. Some guys already posted about this. Typical scenario... 32 player map. Then there is 1-5 players who care about the vote. Other players just ingonere it or they are just noobish. Even flaming and instulting them doesn't help. Another problem. People change sides at the start. So they know where both base are. Easier to play with few friends like 3vs3 on 16 player version. Keeps the blood pressure low. "all your base are belong to us" Share this post Link to post Share on other sites
Alex72 1 Posted May 27, 2008 While online, I noticed a serious decrease in performance. I had some mods running and have been told they were responsible. Do Mods like SIX tracers, sound mods, matt effects, sky replacement and dynamic view distance have an impact on performance online ? Maybe because the server is not running them, but they are only client-side... I like this mission as well. Good fun. Im wondering the same about some client sided mods as now more and more people are telling you that warfare is going slow becuase the use of mods. Arma effects, ballistics, tracers and sounds is just some minimum mods that make arma so much more enjoyable and works to play with anywhere else. Why not in warfare? Idea: Would it be possible to make a "camo chooser" on respawn? On respawn you either see 2 guys like in the original campaign mission (where you choose between the caucasian and the black guy) or just text that say desert/woodland. this would get us maximum camo against eachother (PVP). Maybe also have 1 sniper + 1 spotter slot with ghillie suits (on respawn able to change des/wdl ghillie (SWL ghillie addon). Have been thinking about this camo changer since evo, and i think others must have too since we always run around in our desert camo with the wdl vest wherever we go. So maybe its not possible? And i second counterneasures, SAM's, tweaked values, being able to create AI men a little easier (not too easy) for your defences you build up here and there. And more but cant think of them now - time to play /Alex Share this post Link to post Share on other sites
Frank-O 0 Posted May 27, 2008 On the issue of addons; I think it's not how many mods you're running that's the issue, it's the size of the mods that can bog down a server. I'm not a programmer, nor a mod maker, but just the feel from experience when you see a player with 6-10 mods running that logs into the game, the red chain shows up until they fully enter the game. Unless they've changed the content, mods in total file size that exceeds 300MB seems to be the magic limit. This is more of a "feel" than actual fact, I'm afraid. How many times have I had to sit and wait out the red chain storm until the 3-6 players login running a screen's width of mod names... Share this post Link to post Share on other sites
Messiah 2 Posted May 27, 2008 Although reading through 7 pages is tempting, pardon any reiterations I make. Good fun, have had a blast, but some bugs or suggestions: 1. Agreed with the artillery. Please consider limiting its number, reload time on fire missions, and cost. 2. On the subject of arty, a couple of bugs I seem to experience are a) I will normally buy 6 or so, and man them with my AI. At first, all 6 are happy to fire in salvos, but later on, it tends to dwindle to only 2 or 3 will bother firing. They all aim when the fire mission is called, but only a few will fire. Im not sure if this affects the resultant bombardment though, so it may just be aesthetics being plagued, rather than use. b) The AI will sometimes, especially with close targets, or ones lower in sea level than them, end up firing into the ground in front of them. The bombardment still occurs, but the result is you lose a lot of your arty pieces. 3. Can we have the ability to purchase a second MHQ? Obviously ramp the cost up to something obscene, but also make it a very prized target in terms of money received for destroying it on the move. 4. Had a problem last night where two people purchased a helicopter at the same time. Not sure how, as it should have a build queue, but it failed. The choppers spawned almost at identical times, resulting in one being flipped up and over onto the MHQ and destroying it. 5. Is it possible to make enemy AI take up positions in the camps/bunkers? Would make taking these more interesting than it is now. If not, perhaps more MG nests or something along those lines. 6. Being able to get rid of unwanted AI in your squad would be useful. 7. On occasions, for whatever reason (and no, I didn't JIP), I lose the group text and central white text that informs me when towns are taken and lost, and when money is earned. Happened a couple of times now. Think it 'might' be to do with me choosing 'respawn' from the menu options to get back to base quicker. 8. I'm sure its been done to death, but choppers being able to sling loads would be great, but then again, it would have been great in ArmA full stop. 9. Although you can set it up already (buy an mi17 and a lot of ai troops), it would be nice to be able to purchase a one use, AI paradrop, where upon purchase you choose a paradrop location, and it will spawn an MI17 to travel there, drop AI, and leave. This gives the chance of the defending team to take out the Mi17, rather than a mass camcreate of paratroopers on a given spot. Share this post Link to post Share on other sites
sparks50 0 Posted May 27, 2008 Another problem. People change sides at the start. So they know where both base are. It should be possible to stop players from joing both sides by script. I know a usermade CTI in Arma that has that. Share this post Link to post Share on other sites
shockhorror 0 Posted May 27, 2008 I'd like to start by thanking everyone who made this project. It's fucking awesome. As far as my own personal preference goes, in regards to community customization, an "extreme" version of this misson would be fantastic. This would grant the ablility to purchase more advanced weapons, tanks, aircraft and nukes. NOT to unrealistic proportions but if carried out in essence you would have a first person world in conflict... which would own. Share this post Link to post Share on other sites
ModaFlanker 0 Posted May 27, 2008 2. On the subject of arty, a couple of bugs I seem to experience are a) I will normally buy 6 or so, and man them with my AI. At first, all 6 are happy to fire in salvos, but later on, it tends to dwindle to only 2 or 3 will bother firing. They all aim when the fire mission is called, but only a few will fire. Im not sure if this affects the resultant bombardment though, so it may just be aesthetics being plagued, rather than use. b) The AI will sometimes, especially with close targets, or ones lower in sea level than them, end up firing into the ground in front of them. The bombardment still occurs, but the result is you lose a lot of your arty pieces. Yes, it would be nice to select indirect or direct fire, so that maybe with always being on indirect they will fire upwards. I've also lost artillery pieces because I was trying to hide them in a depression in the ground-- and sometimes they would fire and hit the slope, wiping out a portion of my battery. I said that artillery does not run out of ammo even though they say "Out of Ammo", but I think I am noticing that maybe it is that they say "Out of Ammo" too early, but then actually do run out later on. Maybe this is what is happening? I noticed that my earlier built artillery ran out first before the later built ones. I've only been able to reload arty by getting in the piece myself and arming it with an ammo truck parked nearby. It loads up 30 shells. ---------------------------------------- TO ADD TO THE "DOES AI MAN STUFF AT HQ" DISCUSSION: Yes, there IS a complement of AI that spawns at HQ that will run to anything you place at HQ. They either defend it on foot or run into your piece within a few minutes after you have created it. So, you can most definitely use them without using your own AI. There does seem to be a limit, so if you are going to built a LOT of structures then you'd probably then have to add your own AI. Alternatively, as Commander you can also pick an AI slot [if they are not all filled with humans] and tell them to "Defend Base" and they will man stuff with more than enough soldiers. Share this post Link to post Share on other sites
ModaFlanker 0 Posted May 27, 2008 I hope the developers have the stamina to read through this thread. I cringe at adding even more data here, but I have this list I wrote down a couple days ago about the bugs or problems I encountered as I was playing. First off, I had a "Discuss" idea... should it be possible to have AI soldiers spawn in a city if the supply is brought up to maximum, who will attempt to enter any defensive structures built at the smaller camp/capture points around the city? What does everyone think? Is this a great idea for towns that we've controlled long enough to reinforce, or is that just too much AI? Remember, I'm saying this would only happen for towns that we bring up to maximum supply, and not for towns we've just snatched from the enemy [so no "free" AI to cause chaos if you sneak into a rearward town and capture camps]. Now on to the bugs/problems: 1) I mentioned a "FREEZE" problem where you cant hit ESC, cant move the mouse, cant open server list, but you can open chat, open player list, and change the channel. I FOUND HOW TO REPLICATE THE BUG! I don't know if this is a Warfare bug or ArmA bug yet... need to test this on a different map, which I haven't yet. To bug this way, you need to die while you are at the map making a mark where it is waiting for you to type in text to label that mark. Quickest way to do it: use a satchel. Set it to 30 seconds. Before it blows, go to map and make a mark but don't label it yet. Die, and you wont be able to use the mouse or hit esc, etc... but thankfully Alt-F4 will get you out and back into Windows. 2) In the "Command Teams" interface for the Commander giving orders to the soldiers, I notice I sometimes have to repeatedly click to actually highlight soldier #1 through #16. It does not always register... so sometimes I'm click-click-click-CLICK-CLICK-CLICK until it highlights. Mildly frustrating. 3) [This may be complicated to implement so ignore this if there is no easy way to do this] Is it possible for when a slot is run by AI because there is no online human player in that slot, that when we select them to use foot soldiers to capture cities that they have some kind of transportation between cities? They take forever to run across the map and are quite ineffective. 4) These AI players need to immediately respawn back at HQ when ordered to change to a different unit [or, add an option to force them to respawn]. Otherwise if they are on foot they will take forever running across the map and only get the new unit after finally dying. Even with this, some seem unable to process the order correctly. I had ordered all AI to use BRDMs, but one persisted in going off on foot. I drove out to him and terminated him for being a traitor to force him to respawn back in a BRDM, but guess what? on foot again, still wanting to run across to the other side of the island. Maybe caused by its other half not dying yet? [i notice BRDM means AI will order up 1 machine gun and 1 AT BRDM and will go out in a pair]. 5) We are having serious problems with AI driving [which is an ArmA problem not Warfare problem]. I do notice a mechanism already present in Warfare that destroys vehicles that sit for too long, but some AI supply trucks or salvage trucks stuck in a city (ie: in a fenced area) and not moving at all are NOT despawning. The game needs to more accurately detect when an AI vehicle seems stuck in a loop without completing its mission and force a respawn on it. Otherwise supply can come to a screeching halt, which new players won't really understand how to fix. Share this post Link to post Share on other sites
spamurai 3 Posted May 27, 2008 BUG REPORT:After repeated use of "Packing/Unpacking" MHQ (or even once) the game will end(lose) to the team who just moved/packed/unpacked their MHQ. Really annoying after a four hour game with 32 players and the battle was really developed. Happened to us four more times within the first 10minutes of game because the supply trucks were not pathfinding, so we constantly moved the MHQ... Great Otherwise. But you have to have the MHQ as more like a ... "HQ". This will occur anytime the Commander packs up the MHQ without enough Funds to redeploy the MHQ (ei: You can't pack up your HQ if you have less then 200 funds). You forfeit. It is best to keep the MHQ in an area that is on fairly flat ground (not on slopes) and free of congestion (not crowded with trees and buildings). The trucks really work best if they can quickly find a simple path that leads quickly to a road. For me, this tends to make logical locations, like hiding the MHQ in cover, often impractical as it confuses and complicates the trucks ability to do their tasks. Share this post Link to post Share on other sites
Migel 0 Posted May 27, 2008 Accidently posted this on wrong part of forum. Like the mission very much. However.... Here are some of the minuses I think the map has: -ATTILARY: As its now u can get into a game while then getting continuesly spawn raped for over several minutes because the rounds seems more effective against infantry than versus buildings thus prolonging a match needlessly. All players cant get away while buildings dont seem to take much damage unless they get precision shelled. -SLOTPICKING: I can pick west see where base is and repick slot on other side and hunt the base ( if i want to ..not exactly my kind of playing style but well it is possible ). I can even leave nasty timed satchel that blow base after 5 minutes and return back to own team. -WALLING: It is possible to build very far from where you are located as long as you are located near a source from which u can build. This can lead to situations where the entire town gets walled in. And I myself got locked in 3 times trieing to get the dude who walled me in. -RESPAWN TIME: The respawn time is only 15 seconds. Meaning that if I kill someone near a spawn he can spawn back making it taking a flag really hard. Even when taking over the flag the place remains a respawn position untill I have taken the over the town completely. I am most dissapointed by this because bf and berzerk match have solved this problem so long ago by making the marker yellow for a moment preventing spawns. -KA50: Now I know its realistic and stuff that he can fire planes as well as ground units. But for only the price of 7500 I can hang 2 to 4 km from enemy base on hover and shoot everything that starts his motor. From this range its also hard for them to pinpoint where i am and ai is clueless on top of that these choppers are really deadly against planes and other choppers making it some kind of cheatable weapon if handled right. Only way to get these ka50s out of the air was the use of airplanes. -VOTING COMMANDER: It is hard to vote a human player when there are a lot of players in the team. Because each player that doesnt vote automaticly votes for ai commander. I know this is 2 protect us from 1 player voting himself for commander and then getting it. But at larger numbers getting 40% of the votes should be enough. There are more things which bother me but these are the most important ones I believe. Share this post Link to post Share on other sites
Messiah 2 Posted May 27, 2008 never thought to check that about the MHQ, but I'm almost certain it occured when I had more than 100 supply points. what I found/was told is that if you pack it with no building near by it causes the bug. Building a barracks at least before attempting to pack seems to solve it for me. Share this post Link to post Share on other sites
spamurai 3 Posted May 27, 2008 - AI Supply and Salvage Trucks need to be unlocked to correct problems after they become stuck (so a player can drive them out of difficulty). Usually this stems from pathfinding problems... like on a bridge or a congested area of the map. It would be good if the commander could lay out a supply path of waypoints the trucks could use to help them navigate tricky spots. - A means of scrapping constructed items needed. Since odd thing happen and stuff ends up in built in places that just don't work... there needs to be a means of scrapping an item that is not needed or in the way. - "Facing Forward" indicator needed for objects being placed in the Builder View. The Top Down view can make it difficult to assess "which way faces forward" on certain objects like the Machine Gun Nest (square, and difficult to see the open end). - There needs to be a means of ordering an AI out of a constructed object, like a defense turret. It's great that they auto-man the guns... but sometimes you don't want them manned by the drone AI. - AI need a means of ordering a Support Truck automatically. If they run out of fuel or ammo they need the ability to rearm and refuel. This is especially true for constructed turrets. If they call for support, the appropriate truck should spawn in and attempt to help them. - The support Radius of the Repair, Rearm and Fuel trucks should be increased and automatically service all vehicles in that radius regardless of who controls them (AI or Human). This would dramatically simplify the process of commanding an AI to support another unit. You can not order a unit that is out of fuel to go to the support vehicle (it's out of fuel duh), but you can't order the Fuel Truck to go to the stranded vehicle because it just doesn't work that way, nothing happens. The AI support vehicle isn't able to position themselves properly to assist another unit and that same unit won't initiate service even if it is in the proper position. - There needs to be a means of dismissing Squad AI from your personal group. Sometimes AI have problems that simply can't be resolved without hunting them down and shooting them. Dismissed AI bots should just assume the role of the typical HQ drone and act accordingly (just like the individual AI bots the spawn randomly from the Barracks). That way you could deliver the bots to a spot for some purpose, like manning Turrets to guard a distant camp and then dismiss them and go get other ones. - "Enemy Base" marker should be randomized and not pinpointed on the HQ. Or it should be a server side option and toggled on or off. It makes the Base easier to find then it should be, and many times the player hasn't actually found the base, merely come close. If the player finds the base, they can manually mark it themselves. - There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them. - Top down "Builder" view used for constructing objects lacks the proper perspective to gauge contours in the landscape. This makes it awkward to know where to place a turret so it's not blocked by terrain (like a drop in the landscape.) - Land Mines need to be visible to friendly AI so they do not drive over them. Currently placing Land Mines in the map is futile as all the natural places to put them to ambush the enemy are also used by friendly AI. There really isn't any means of telling Friendly AI "Don't go there, it's Mined" like you would human players. - When I board a vehicle, the AI crew and myself "turn out" and open the hatches of the vehicle (assume "safe/blue" behavior). This occurs even when I'm just riding in the back as cargo. If I'm a crewman, I can order them to "turn in", if I'm a passenger they will not "Turn In" unless I dismount (sometimes they turn in if I order another AI bot to board the vehicle as crew). - The bridges of Corazol and Delores are murder on the AI pathfinding... the AI Teams tend to be slow in navigating them and sometimes bog down with too much congestion grinding a teams ability to conquer the map to a halt. This can make these cities a handicap for the team finding themselves in such positions. Share this post Link to post Share on other sites