Mr.Wolf
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Posts posted by Mr.Wolf
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Saying that ArmA and ArmA II don't work and aren't playable is just wrong. Both work flawlessly for me. DR also performs very well, but doesn't exactly bear a huge load.I talk about 1.0 versions, and honestly, those just don't work properly:).
The AI tweaks are just stupid, now instead of never hitting you, they always hit you.Wrong. You can choose from 6 difficulties, and without dispersion fix it's not more difficult than vanilla game (it doesn't effect acuracy, only AI acting - covering, flanking etc...)
Also, all custom missions currently released for the game are extremely poorly made, but I don't blame them.Every day it's better and better. Mission makers just need time to discover all LUA possibilities.
Denying the fanbase the ability to mod already makes this game a bastard child of the OFP name.I agree with this, it's a shame:(.
Saying the game evokes any form of a "Flashpoint feeling" is wrong in my opinion.Well, this is subjective...
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If you have never played OFP, ArmA or ArmA II on the PC, for whatever reason, then you'll probably love what DR brings you. If you have, even if it was OFP, and you understood even just the basics of it, you'll be extremely disappointed, like most of us here were.I loved original OFP:CWC and I played first ArmA (imho bad game)...and you know what? I enjoy OFPDR too. I don't think it's such a bad game as most of people here claim.
Of course it's not perfect (and MP is total crap), but if you compare ArmA 1.0, ArmA II 1.0 and OFPDR 1.0, OFPDR clearly wins...That game just works, and is very well playable. It has some bugs, but nothing critical.
Try some AI tweaks and custom missions. I haven't expected that, but some missions really have "flashpoint feeling" (especially on hardcore mode without saves).
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Umgh...what's happening here?:butbut:
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kklownboy: That was response to complaints about "slow running". They are VERY common here or at CM forums.
18s/100m just proves that running isn't so slow. These values are from vanilla version, if I'm right.
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froggyluv: Yeah, I think that core of AI was programmed pretty well, but something was f*cked up at balancing and polishing stage of developement.
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Final version of Templar's AI mod released.
http://community.codemasters.com/forum/showthread.php?t=391694
You can choose difficulty based on dispersion system (invisible shield)

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Are you talking about this new mod or about his old mods (hardcore IA, semi-hardcore AI, improved AI etc)? This new is probably not that ultrahard...
I tried old "improved AI" mod and it worked very well.
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New AI mod made by TemplarGFX:
http://community.codemasters.com/forum/showthread.php?t=391444
-Increased in-combat sight range, but original sight range when not in combat
-sight range in vehicles not increased
-lowered vision distance at night
-searching for enemies takes longer
-when under fire, ai seeks cover faster
-ai waits longer before coming out of cover
-ai will search for cover better while moving
-ai will copy your stance from a greater distance
-when ordered to return fire only, ai will return fire to enemies shooting at allies from a greater distance away
-different experience levels have better accuracy
-morale/experience taken into account when firing at player
-increased sight range while crouched
-units can make slightly more noise around units without being detected
-distance at which ai instantly detects units from sound decreased
-mid range targetting level increased to improve firing frequency at far targets
-HALVED all the strength values for ai units to increase the chances of death from single bullet
-medics will heal units further away
-soldiers will heal units (if backed up) from further away
-medics/soldiers will no longer attempt to heal a unit if last medic/soldier died attempting to.
-AI sees officers and LMG gunners in fire teams as bigger threats than medics and rifleman
-AI sees Special Forces are bigger threat than fire teams
-AI sees SPecial Forces Leaders as yet a bigger threat still, and Snipers as HUGE threats
-AI sees scouts (Op Forward) units as bigger threats than rifleman
-AI morale regeneration speed lowered
-AI morale regeneration bonus for being in cover lowered (due to bad use of cover)
-AI morale degeneration for being pinned increased significantly
-AI moralle degeneration for being suppressed increased significantly
rather than changing accuracy (this does, but not to the degree of my last mod) this looks at improving the way the AI act."
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Even a GT reviewer found out DR - "its just simply behind the times". :Dwatch the full review: http://www.gametrailers.com/video/review-operation-flashpoint/57631
I think it's about PS3 version that is really ugly (much more than Xbox or PC version).
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...i went up to an ammo cache, picked up a weapon in there, and had no way of exiting the menu, i pressed every freakin button to get out and couldn't exit...Try "E".
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;1460503']Umm yea the sodliers feel better equiped' date=' except on hardcore they somehow lost their compass and you can dream about GPS lol[/quote']When you press "Q", you can see compass. It's almost same as OFP/ArmA style.
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...- the editor has to be decoded before the general public can use it. To put some units is easy, but to actually create a simple mission - what the hell am I supposed to do? No manual so far, no nothing..Try this:
http://community.codemasters.com/forum/showthread.php?t=381767
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Probably cut away even that feature to prevent lagging.And maybe you should check out new sniper video.
...music is seriously drilling a hole in my head...Yes, soundtrack is really horrible.
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...why has he got the carry handle mounted on the forward RIS?... and why is there no barrel in his pistol...Yeah, I've noticed that too:-D.
But c'mon, he's just game developer, not military specialist:)).
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Nev video:
http://www.youtube.com/watch?v=6QCbLc9SR-E
Some parts are with god mode on:).
http://community.codemasters.com/forum/showpost.php?p=5669224&postcount=56
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Bush: Try google translate:).
According to reviewer, it's very very very hard, even harder than Arma. He also talks about some badly placed checkpoints and suiside acting of AI partners.
But also it's without serious bugs, it's very well optimised and goodlooking. I think he criticises only difficulty ballancing.
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Guys, did you read entire Helios's post?
- 63 entities can be held in memory at all times
- These entities can be anywhere on the island
- These can be vehicles or soldiers
- Flashpoint uses spawning extensively to add and remove soldiers and vehicles from the world and replace dead soldiers. Basically this means that you can spawn and despawn units, so if you wanted to have guys disappear because they’re too far away from the battle or not needed anymore, then you can and free up the spaces they used.
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You can set up vehicles such as tanks with "virtual crews" so that the tank and "virtual crew" are classed as just one entity eg. a vehicle with no observable units mounted like the tanks can have a virtual crew which only counts as 1 entity and has the effect of a driver/commander/gunner combination
- Only soldiers and vehicles count as entities, meaning adding things like sandbags, barbed wire, gun emplacements, concrete walls, do not count towards the entity total.
I don't think this limit will be big problem...This game has a lot of more important issues.
- 63 entities can be held in memory at all times
Dragon Rising has been released
in OFFTOPIC
Posted
Well, I admit that I can't talk about ArmA2, because I played only demo and few minutes of german release, but comparing to ArmA1 version 1.08, DR 1.0 is still much more polished.
Core of AI is not bad, only engaging values are f*cked...Look at this post:
http://community.codemasters.com/forum/showthread.php?t=391694