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The Man Without Qualities

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About The Man Without Qualities

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  1. The Man Without Qualities

    Any Modern Russian Tank Pack?!?

    Be more precise: You want guesswork? Then vanilla addons are fine. You want a better MilSim style? Then u better play with CUP or RHS. "Modern" Tanks won't work because the entire handling of T100 and T140 is mainly simplyfied guesswork, even for armor and shell characteristics. So do you want an "Ueberwaffe" in shape and colour of an T-14? Or you prefer a good simulated T-90S based on known information?
  2. The Man Without Qualities

    [SP/MP] BeCTI

    You are absolutely right with the description of AI capabilities provided by engine. But still, a relevant part of the community is eager to have those limited AIs at hand for whatever purpose during a CTI. Even just as bullet-catcher 🙂
  3. The Man Without Qualities

    [SP/MP] BeCTI

    AI is even for PvP essential because - nobody wants to do the boring jobs. Logistics as well as patrol and guarding an area. Town defense groups have no troubles here since they do not have to follow waypoints over long distance. But in PvP CTI, as comm you can yell as often as you want to guard an area / to seek for an enemy spawn...if you don't have some good and brave players around they won't follow your orders. Here a WORKING AI squadleader + working pathfinding are excellent. Having as commander 2-6 AI Suqads at hand is perfect: S&D enemies in a certain remote area, random patrols in areas around base where nasty lone-wolf apear with spawn+AT weapons, sometimes just transport duty because it is more efficient to have one Squad busy to do transport duty + having many others jsut filled with infantry utilizing the transport facilities. Means less abandoned vehicles scattered across battlefield which were purchased for just one single travel. And even for PvP, in case the acting commander disappears, it is still cool if after 1 minute absence an AI comm steps in and starts repairing damaged buildings, sending soldiers to existing static weapons etcpp. Having AI does NOT mean that the focus is not PvP, it means that some aspects of warfare are proper treated instead of ignored. Of course, all that dense, AI filled battlefield only if server-FPS does not go down to 5 FPS. This is IMHO the real reason why AI is discarded. Not a mystic desire.
  4. The Man Without Qualities

    BECTI OFPS.NET EXTENDED

    Even if discord is the hottest s*, I would love to get some info about OFPS missions and server right here.
  5. The Man Without Qualities

    [SP/MP] BeCTI

    You do work on AI, you killed them :-) Benny told me that he maintained the AI comm scripts and AI squad leader part all the time when he was working for OFPS. What you did was to somehow disable/remove all that so that it is impossible to play your mission with AI. So you basically force the community to play only like you want it. Not nice. What if you leave all the AI code in and just disable only for your main server and others might try on another server the same impressive feature set, but with AI commander and with AI squad leader? In this case I am up to co-finance a EU-OFPS server for better ping. Unlike you, I am pretty happy with those AI routines. Sometimes AI comm does a piss, but if the human comm left the game it is better then nothing. And especially for your server: very often the game turns when some human player must leave for whatever reason and a 12 vs. 12 becomes a 10 vs. 4 over a longer period of time. In traditional CTI AI squad leader would jump in and keep the match somehow balanced, AI squads are perfect to secure some areas too, human players tend to ignore orders to do such boring tasks. Game win condition: Same with personal taste versus variations in the public. I have no problem with the current way on OFPS, you created excellent defense assets making it very hard to finish an opponent. So instead of turning that now for all and forever I would make those changes selectable in the mission parameter. This idea of letting towns exausting is basically the simulation of anchient methods of military logistics: you plunder the conquered area and you leave just burned, dead land. So just another mission parameter which basically puts a count down + degredation of supply flow from each town while it is possible to play the old style would be perfect. How you want to mitigate the exploit of cash creation by intentionally lossing and winning a town again and again versus initial resistance? Fast travel: IMHO devils-crap but I do not want to do the mistake and telling others what they have to love. Optional parameter in mission para to generally enable/disable fast travel (maybe by type e.g. NO/INF/INF+VEHIC) as a start. Exactly like you generally design it, FT must cost, A LOT! Otherwise one does not care anymore if he is killed cus in few seconds he is back at front line. Vehicle FT I have seen perfectly working in A2 and A3, but spawning for vehicles is in latest A3 a bit fatal when they clip with objects during spawn. Happened that I spawned in a mega-fireball cus 1 out of 3 tanks spawned half into a wall, flipped and exploded and damaged the rest.
  6. The Man Without Qualities

    GcCTI [SP/MP]

    There are some destructable buildings...or better after a certain "damage" the change destroyed buildings in several destruction levels. For bunker I do not know if there are some textures for destroyed ones. In CTI some versions adding all kind of objects to passive defense objects and creative users build out of containers, high-rised check points and some other stuff very impressive castles :-). One does not need a WWII bunker pack, already BIS standard objects are fine.
  7. The Man Without Qualities

    [SP/MP] BeCTI

    Need to verify that.....
  8. The Man Without Qualities

    GcCTI [SP/MP]

    Thanks for the invitation! Attach to some heavy construction vehicles the ability to build extensive fortifications. Real shelters and large bunker which are hard to crack for bombs and arty. Should cost a lot of , also time.
  9. The Man Without Qualities

    [SP/MP] BeCTI

    The mission must be written to utilize HCs...and even then it is hard to move units from server to HC without issues. Sometimes AI wbome inactive after moved to HC.
  10. The Man Without Qualities

    Syria - What should we do if anything?

    Anyway, http://wheretoinvadenext.com/ I would say Turkey is a good one for next target...or UK.
  11. The Man Without Qualities

    [SP/MP] BeCTI

    Yepp, you have exactly what I meant, and with your tools you have also the ability to show server FPS + total playable units + total objects within the same graph where you see the coincidence. Your server needs more cores and more HCs .....or a better A3 server SW :-) PS: Are you able to count the amount of groups in addition to units? Some scripts steering at group level instead of unit level, hence those data would be interesting
  12. The Man Without Qualities

    [SP/MP] BeCTI

    well, for serious gaming nerds fasttravel is a no - no; but respawn at all maybe too :-) I do not like Fast Travel (especially group fast travel where even all units including vehicles go with the player) because it makes real life tactics expendable. I found it interesting to give higher death penalties for players and team kills, even supply points are removed (was it Rubber or OFPS CTI?) But the accessability of town camps and mible spawns are also a kind of fast travel, even I used suicide to spawn closer to the next theater of interest. This habbit is prevented by Respawn timer + death penalty that really hurts (no gear, no cash, when spawning, time penalty before you can trigger respawn) (I guess it was in OFPS-BECTI). I still could prevent time penalty by using hand granade for suicide, but I caused supply loss for the entire team which expressed the unhappiness about it. So there are ways to unite easy access to fun (means being after virtual death quickly back to the front line) as well as serious gaming. In the end my evergreen statement: open all possibilities in game design and let the server admin decide if he is setting up a serious game (no spawn, no fast travel) or a run&gun (spawn everywhere, even into other units, FastTravel on). Then, eveyone will be able to find "his" server.
  13. The Man Without Qualities

    [SP/MP] BeCTI

    Indeed, crCTI is more about extended AI commander/Squad leader compared to BECTI. Main differences in generic game design I remember: - crCTI features scripts under "transport duty" where units waiting in a certain area would be transported by unity of that group being in transport duty. Excellent to get massive troops into a certain area. Even air transport was working quite ok during those times in OFP when copter were able to land instead of crashing - crCTI - repair/rearm/refuel, scripts gathered all available assets like medic,ambu vehicles, medic tent, gas station, ammo boxes, mobile refuel/rearm....support of any kind. At squad leader level, the conditions of the units and send individual units to the next useful support asset if conditions are below certain threshold. Damaged unit went for heal/repair and returned to squad location after successful heal/repair...all that in AI only environment - nice to just watch
  14. The Man Without Qualities

    [SP/MP] BeCTI

    So it is BECTI-RE but based on A2 code base? Basically independent A2-A3 port cus as I understood Benny he wrote the basic game logic more or less from scratch for A3. The GUIs referenced at https://steamcommunity.com/sharedfiles/filedetails/?id=1510350822 looking exactly like those I seen when playing last weekend, maybe AI functions were deactivated in server/game setup. Well...best is to have online stats that displays and records - amount of groups + units per group /per side / per time unit /location of group - server fps / per time unit Then you would be able to compare the performance. crCTI has indeed problems if lots of full squads wandering across (lets say 2 sides times 16 squads times 12 units = 32 groups, 384 units) + base defense patrols (lets say 2 sides times 1 group times 12 units = 2 groups, 24 units) and many towns are triggered and hence defense triggered (lets say 10 towns x 4 groups x 5 units each = 40 groups, 200 units), but I assume BECTI would have performance problems too once server + HCs must deal with so many unity and groups. In classic "PvP"-CTI at least the 32 groups, 384 units of acting factions are not loading the server assuming that so many player clients are connected.
  15. The Man Without Qualities

    [SP/MP] BeCTI

    Had a nice comparision last night cus played 3 different CTI during 8 hours, Rubber-CTI (I guess without AI comm); OFPS, crCTIProman. Proman was the only one with AI comm+AISquadleader. While the 1st two have the best GUIs for Inventory, Spawn etcpp, Proman beats all cus it is easy to compensate unbalanced join/quit over time. Proman is a bit clunky when it comes to spawn selection and the gear shopping does not disclose important values important for selection decision for any item. So the best would be any of the versions with a generic AI-comm module that can be turned off/on. OFPS is basically BECTI, but further developed by Benny but AI comm crippled/cut out/deactivated by OFPS Team. Benny told me that he still maintains the AI part (a while ago), even in the work for OFPS, but he was not aware about some bugs at the time I chatted with him so I do not know how mature the actual OFPS version (Bennys repository -> OFPS) is when it comes to AIcomm. Or if he is working at all for OFPS or if they do meanwhile all alone. After all I still think Bennies core is still the best for CTI with tons of AI....but not A3 :-). I will change that statement when BIS is replacing that bastard headless client for a real mature server SW able to scale masses of AI over lots of CPU cores and endless memory.
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