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Protegimus

Zeus AI Combat Skills

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Is this fully compatible with SLX mod? This seems to be a very nice addition to ArmA2, but I really like to use SLX... It would be a shame to see them mess up one another.

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Nice work Protegimus. One question though: what should the UltraAI setting be configured as when using your mod?

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Is this fully compatible with SLX mod? This seems to be a very nice addition to ArmA2, but I really like to use SLX... It would be a shame to see them mess up one another.

I hadn't tried SLX mod before, but see Solus has put a lot of work into improving the AI - nice work.

The good news is that you shouldn't see any problems using Zeus AI Combat Skills together with SLX, though your experience will be slightly different. SLX AI will have the edge with leadership, but Zeus AI have slightly better basic combat skills and likely pose more of a threat because of this.

Loading Zeus AI after SLX in your mod line should ensure SLX values are overriden.

Preacher;1492492']Nice work Protegimus. One question though: what should the UltraAI setting be configured as when using your mod?

Thanks and UltraAI=0;

Enabling UltraAI just created AK snipers and totally ruined any chance of movement under fire. Readme updated to include this recommendation.

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Recommended skill settings for the server profile are:

skillFriendly=0.89999998;

skillEnemy=0.89999998;

precisionFriendly=0.5;

precisionEnemy=0.2;

Hi could you explain this? Should players also set these values in our profile, prior to using the mod? Will the enemy AI be too accurate at the default settings?

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very nice mod, i thought UltraAI=1 overrides AI settings from mission maker or is that incorrect

It's not you the first one I hear this from. Can somebody confirm what does this ultraAI do exactly?

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Hi could you explain this? Should players also set these values in our profile, prior to using the mod? Will the enemy AI be too accurate at the default settings?

Yes, I recommend setting these values in your profile (first copy the file to another location as a backup for your default values). Too high precision makes the enemy way too accurate, even with iron sights; making it both unrealistic and ruining immersion due to the player being unable to move using cover.

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I like precission 0.4... on my PC, 0.2 they cant hit anything at long ranges (around 400m) so I just can stand in the open and have no fear at all. But with precission 0.4, fear is back.

Try up to 0.5, they are deadly as hell. So I choose 0.4... personal preferences may vary

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I think yes, except it may conflict with SLX_AISkill.pbo.. because that is the same what zeu_something_AISkill.pbo does

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IM looking foward to trying this out!

do you think Zeus AI and SLX compliment each other? If so, in what way? Also, should we remove the SLX_AISkill.pbo from SLX in order to let Zeus take it, or can we set the order for the mods? I get confused weather a mod should come first in the string to overwrite another, or after?

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Protegimus, maybe you are interested in this: "sensitivity" was raised back to around v1.02 values with beta patch build 60588.

sensitivity = 3.75;

Look into the "b/configs/A2/unformatted/ca/hotfix/config.cpp" section here:

http://dev-heaven.net/repositories/diff/cmb?rev=5d1c6dc45fc9ef9c386fd072781f4fb6a494dc61

Coutesy of kju ;)

Cheers.

EDIT: i wonder why BIS does not give a slight "sensitivity" advantage to some classes such as SF units and snipers.

Edited by fabrizio_T

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Protegimus, maybe you are interested in this: "sensitivity" was raised back to around v1.02 values with beta patch build 60588.

Cheers.

EDIT: i wonder why BIS does not give a slight "sensitivity" advantage to some classes such as SF units and snipers.

Thanks fabrizio_T and of course kju, information much appreciated.

I'm also following up on your feedback from the SLX thread, if you can provide any more information that would be cool; system spec's. might also be useful for reference.

The sensitivity increases that return with beta build 60588 are a step in the right direction. Hopefully we can encourage adoption of the holistic approach taken by Zeus as it provides a far superior gameplay experience at no cost.

Edited by Protegimus
Props to all those that deserve it!

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Thanks fabrizio_T and of course kju, information much appreciated.

I'm also following up on your feedback from the SLX thread, if you can provide any more information that would be cool; system spec's. might also be useful for reference.

The sensitivity increases that return with beta build 60588 are a step in the right direction. Hopefully we can encourage adoption of the holistic approach taken by Zeus as it provides a far superior gameplay experience at no cost.

Hi Protegimus,

no biggie, but i've made some testing with FlexiAI+Zeus mod in the last few days, a thing i've noticed in some cases at very close range (< 50m.) AI units had a sort of "hesitation" in returning fire. I can't tell for sure which was the cause, but disabling the mod seemed to alleviate the problem.

Best thing is probably wait an see if somebody else is having a similar experience.

Specs: running the game on my lappy, a DELL Precision M6400 workstation (Core 2 Duo T9600, 4Gb Ram, Nvidia Quadro FX3700M 1Gb, 2x320Gb WD scorpio hard disk, Windows 7RC).

Definetely not a killer machine.

Keep up the good work.

Edited by fabrizio_T

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Just so ya'all know. The Tactical Gamer Alpha server is running it (maybe Bravo as well) and apparently it left a chilling effect on those who faced the new AI intelligence. I think they are needing PTSD treatment after that as they don't even want to talk about how brutally the AI ravaged them with flanking maneuvers.

http://www.tacticalgamer.com/arma-2-general-discussion/151481-tg_modpack-addon-request-thread-2.html

I'm about to go on the server now and hopefully will come back for PTSD treatment. Have the shrink on call. I'm going to see what all the fuss is about and give 'em what for....

Chris G.

aka-Miles Teg<GD>

|TG| 353rd Special Operations- Fire Team Lead/squad automatic weapons specialist

The Lost Brothers Mod Team Leader

Edited by Miles Teg

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ok just gotta say i never really appreciated this mod until this night. played a bunch of coop with Kristian and we got served by the AI. it's scary. really scary. they engaged really far out, flanked us and overall screwed us over. very challenging. thnx for the AI tweaking, i am thoroughly traumatized!

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For once, my AI gunner used his miniguns properly, but when doing infantry stuff, the AI got scarier, more flanking, used building corners, and we're hiding in bushes. wow... AI behaves really well, now all that stops me from enjoying this game is a NASA computer :rolleyes:

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...The Tactical Gamer Alpha server is running it (maybe Bravo as well) and apparently it left a chilling effect on those who faced the new AI intelligence. I think they are needing PTSD treatment after that as they don't even want to talk about how brutally the AI ravaged them with flanking maneuvers.

http://www.tacticalgamer.com/arma-2-general-discussion/151481-tg_modpack-addon-request-thread-2.html

...

Chris G.

aka-Miles Teg<GD>

"Be carefull Jorge...the new AI is scary....they pop smoke and hide behind trees.......then if you die they steal your wallet and use your phone to make international calls..."

Classic line from Dredge :)

Maybe not your mobile phone, but it's founded in truth - AI now take equipment from a dead enemy of their own accord!

Unfortunately, I was one of those humbled last night on the TG server!

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This sounds great! I can't wait to check it out in SP. I'd hop over to the server but I don't play MP much. :(

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Hi,

I've run latest version all the day.

AI behaves well also in CQB, only problem is stealth is almost gone.

I think "sensitivity" is the killer.

EDIT: nope, it's probably the lower bound for "spotDistance" being too high. Just my opinion, though (i play high skill vs. low skill to simulate highly trained units vs. regular grunts).

Edited by fabrizio_T

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Version 1.02.04 is released. This improves compatibility with Solus SLX mod and incorporates some additional improvements.

If you are already using an earlier version, please delete it before installing the new version.

This version also adds zeu_cfg_core_ai_engagement.pbo

which is not yet signed as it is a WIP and is not enabled by default. However its use is encouraged.

It allows the AI to use AT weapons, missiles, vehicle and static weapons at

more realistic ranges. It is not yet complete, however it already provides

worthwhile enhancement to AI performance and has received SP & MP testing.

It is located under the following path:

@zcommon\Addons\Experimental

simply move zeu_cfg_core_ai_engagement.pbo to

@zcommon\Addons

in order to enable it (the Experimental directory is not required - you can delete it after you've moved the .pbo).

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