triumph
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Everything posted by triumph
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I don't have any suggestions except to comment that this is an ongoing issue with mods of this type in OFP. Whenever AI is adjusted like in FFUR, it's going to bugger up mission that have more complex triggers or troop movement requirements. The problem is that extensive beta testing with all the campaign missions is necessary, and there simply isn't the resources available for that. My belief is that this is a unavoidable tradeoff for getting improved gameplay and realism. The tradeoff is definitely worth it though, so thanks again TB!
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I agree about the AI. SLX AI were too aggressive and deadly, whereas the AI in this mod is a little to easy and ineffective for my taste. It seems it's very difficult to get the perfect balance when tweaking these things from normal.
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Is there any way to enable the wounded animations and cries for help without enabling the dragging/healing feature? I really liked watching the opfor writhing in pain as they call out for their comrades to save them!
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There were some kickass loud rifle sounds a few versions ago. Maybe those could be re-introduced.
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I noticed this as well on a few missions, sometimes the east and west soliders will be quite close to each other but do not engage. I think problems such as these indicate the limitations of the OFP engine. Whatever tweaks are made to the AI will cause unwanted side effects that break missions, reduce the realism, etc. There just isn't the resources for the extensive beta testing that needs to be done with such mods. That said, TB and others have done an amazing job improving on vanilla OFP and should be applauded for their efforts and dedication.
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that has been in there since the beginning of OFP and has never been removed by any mod. I use the "walk" mode all the time when I need to move stealthily inside an urban area.
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The surrender and flee additions should be removed IMO, as they bugger the missions badly. Also the forced prone under fire effect should be toned down because it sometimes kicks in at inappropriate times. I was trying to finish clean sweep II and my player surrendered about a hundred times, which made me have to reload my savegames countless times. Also I would be crouched and fixing an enemy in my sites and would automatically be forced into prone position even when no one was firing on my position. I would also suggest scaling back the AI aggression a little because in playing the missions it currently seems a little overboard and the enemy go 'kamikaze' spamming nades and killing each other.
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I think its because the marines are too humble and self-effacing.
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I use Clean Sweep 1 and 2 constantly to try out new mods and updates because they are the perfect testing ground for new effects and capabilties. Personally I've been KIA a few times in 1 with an enemy hitting me with a grenade upstairs. i had the same problem in 2 with surrendering so just go into GL3 settings and lower or disable fleeing. It is possible to win 2 but VERY tough. Always take an AT with you, and use a lot of hit and run tactics. I only tried CSII a few times, and I was focusing on protecting my men and working as a team rather than winning. Otherwise I would have commanded my guys to stay prone at spawn and gone in on my own because they only serve to give away my position before dieing The aggressiveness of the AI is really the biggest difference compared to vanilla OFP. It's cool to a degree because the AI becomes much more lethal and efficient, but its somewhat unrealistic in that they're almost suicidal in their aggression like they would gladly sacrifice their own life to see you dead.
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not sure if this is a slx or a ffur thing, but if an AI infantry unit spots you in the upper floor of a building, it will spam its hand grenades at you even though they have no chance of hitting. Also, was the chance that a soldier will be injured and immobilized rather than killed decreased? It seems like its much harder to injure a soldier than it was initially. I get a morbid kick out of hearing all the whining and moaning so I'd like to see that changed . Also: I tried playing "Clean Sweep II" with ffur+slx and it was fubar, our team kept spontaneously surrendering and the AI was firing on positions where no enemy was. Also, with the aggressive AI it would be almost impossible to finish that mission.
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ACU has replaced the BDU and DCU to be used in both woodland and desert environments.
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Played "Battlefields" with the SLX/ffur config and it changed the whole scope of the mission. Instead of creating a relatively static situation where you have to defend one area, it turned into a free-roaming search and destroy mission where different fireteams branched out far and wide to hunt down and kill the scattered Russian forces. The Russian armor was quickly taken out of commision and there was more of a sense of the American army being "the greatest army in the world". I think there was only one American casualty! I'm not sure how it became so unbalanced but it wasn't entirely unpleasant being part of a dominating assault mission.
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This really is a super mod and adds a great deal to the OFP experience. I do have a couple of suggestions. I really like the realism of the A.I.'s ability to call in troops and armor from the surrounding area, but I think it needs to be toned down a bit in order to maintain the playability of the original missions. For example, on "Ambush" my team gets taken out very early because a whole slew of extra tanks rolls in, and with the tank gunners' high accuracy and ability to see troops from a long distance its really no competition even for a infantry unit that has anti-armor capabilities. I eventually finished the mission after a couple of HOURS and countless deaths by using guerilla tactics and scavenging RPGs to take out the multitude of T80s, shilkas, T72s etc. that showed up. I also had to kill over 90% of the ground troops myself in addition to destroying about 10 armored targets. Another thing that I'm noticing more with this mod than I did with just FFUR is that often the soldiers will change direction and fire with accuracy with out every getting set. Also, when going prone they often shoot immediately with high precision instead of taking a moment as if to line up the shot. Maybe I notice this more with SLX because of the increased aggression. Is their a way to make it so the soldiers have to wait a second or two before firing with any accuracy after they identify a target?
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I like this mod, but the AI can be a little too aggressive at times, and are very precise at pinpointing targets in the middle of undergrowth. In "Sniper Team" at the very start my team got hung up on a tree in the hummer and within a minute they had been shot by a BDM that was very far away and could not possibly see us through the forest. Also, I kept getting shot while lieing prone in the bushes which made finishing the mission impossible. Play "steal the car" with this mod and you now have a tank to deal with in addition to infantry!
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The dragging is cool and pretty funny too. Try putting it on 4x speed and dragging a wounded guy around. All the non-stop bitching and moaning is hilarious (or maybe I'm just sadistic).
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Also, the munitions explosions from destroyed armour are too powerful, they cause damage to the player from quite far away. In contrast, the RPG doesn't do much damage unless it is almost a direct hit.
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In the 'Warcry' mission, the Kord gunners cannot be killed by bullets. I had to infiltrate the village commando-style and take them both out with grenades, otherwise they would have mowed down my entire squad.
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When playing the "Battlefields" mission, the East sniper didn't have any textures and was all white (which definitely made it easier for me to see him)
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FFUR 2006 2.0 Total conversion pack
triumph replied to Thunderbird's topic in ADDONS & MODS: COMPLETE
zGuba, what is the name of the cartoon your avatar is from? I remember the character (he was bad), and I believe he had a cat with an unusual name or something but I can't quite recall what the show was. -
Glad to see you are taking the time to get everything right and are not being pressured into a quick release. Your hard work is much appreciated.
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Now you need to make a deer addon to go with. Seriously though, that would be cool to put 50 or so deer on one of the islands that you could stalk and hunt.
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That would fall under the category of "cruel and unusual punishment."
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I think throat-slashing is a bit extreme in this case. Perhaps 50 lashes with a wet noodle?
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That's my point, a patch is only necessary when the bugs weren't removed in the first place. Believe it or not some games don't require patches after they are released.
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I encourage the FFUR team to take as long as they need to get all bugs and issues ironed out. If they rush there will be a bunch of problems that people will be upset about and then they will start screaming for a patch.