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Mr.Wolf

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Posts posted by Mr.Wolf


  1. I cannot attest to v1.0, but v1.01 that got shipped with the 505 Games version worked perfectly fine for me. It's only gotten better since. Even then, v1.0 was out for, what, a day or two before v1.01 was released? DR has been released for over a week and nothing has changed.

    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.

    Hm, I highly doubt someone has already been able to do such a complex modification to the AI system without any tools what so ever. Judging from how DR's AI already acts by default, however, it might not be that complex... :j:

    Core of AI is not bad, only engaging values are f*cked...Look at this post:

    That new Ultimate AI mod is actually pretty good as it really opens up the firefight distance, enhances AI cover schemes a takes away that stupid 'bullet shield' that protects both player and AI.

    Testing things out, I placed 20 US soldiers all in a village while 20 Chinese forces where incoming. I also placed an empty LAV and a 4man squad in a boat about 400 meters away, all with no real waypoints or orders.

    The results were pretty impressive! The US forces stood around doing absolutely nothing until the Chinese were spotted, but then proceeded to send one firesquad far wide to flank and another firesquad actually jumped into the LAV and prepared for combat. The men in the boat, upon hearing gunfire, disembarked, and began working there way up scraggly rock, and flanked the Chinese from the other side. I have to admit, it looked pretty convincing and all of this done without any orders.

    Another nice thing I noticed were AI really using cover very well. There was 1 Chinese soldier that was using a wall to pop and shoot many US so I sent my Ai team over to take him out. My squad actually used different angles to approach the wall but the Chinese soldier kept maneuvering correctly and eliminated my guys one at a time. The effeciency that an Ai bot was able to inch and adjust using that little wall was pretty impressive.

    This mod has made the game much more interesting and it's worth a try. I'm starting to suffer from a psychotic split trying to analyze this game

    I never knew this fix you speak of existed, I only tried that dispersion fix, which is what I based my comment off.

    http://community.codemasters.com/forum/showthread.php?t=391694


  2. 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...


  3. 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).


  4. 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.


  5. 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."


  6. Bush: Try google translate:).

    http://translate.google.com/translate?prev=hp&hl=cs&js=y&u=http%3A%2F%2Fwww.eurogamer.cz%2Farticles%2Foperation-flashpoint-2-recenze&sl=cs&tl=en&history_state0=

    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.


  7. 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.
    • 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.

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