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flyinj

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Posts posted by flyinj


  1. I have put about 50 hours in since release so those reports (admittedly on the new Steam discussion boards which can be somewhat over-reactive) that the AI issues are game-breaking are somewhat over stated!

    You must have a different game than the one I'm playing. In my game, the enemy carrier doesn't ever attack you or engage you whatsoever. It either runs away or sits in the water letting you shell it to death.

    The entire game is based around taking over islands to disrupt the enemy carrier's supply chains and improve your own so you can eventually get powerful enough to sink the enemy carrier. If you can just go and blow up the enemy carrier right when you start the strategy campaign, that pretty much invalidates the entire point of the game.

    That's as game breaking as it gets... seeing how there is no threat from the enemy carrier whatsover.

    See this thread:

    http://forums.bistudio.com/showthread.php?141356-Has-anyone-ever-had-any-challenge-from-the-enemy-carrier


  2. Regards to the enemy Carrier running away: That's a problem I've had occurring in my current (Strategy) game a lot lately. The strangest thing is that when you arrive at a friendly island where the enemy carrier is present it runs away from the ISLAND not the your carrier. This difference was rather spectacularly demonstrated to me as he proceeded to go leave via the way I came; right through my Carrier and the two Walrus I had deployed (and I mean smash bash through me, not magical clipping)!

    This explains everything. The only thing the enemy carrier is programmed to currently do is to island hop between waypoints. If it happens to randomly select fleeing to the island you came from, it just barrels through you without engaging and eventually just stops dead in the water and allows you to kill it. If it randomly decides to flee to an island that you didn't come from, you can never catch up to the carrier and it just starts a takeover timer on another island.

    The game basically consists of you going to the island it's attacking, then hoping the script told it to "flee" in the direction you are approaching from, then you kill the carrier or you try again. That's the entire game right there. It's like hunt the wumpus with just a grid and the wumpus. Pathetic.

    To the developer who just posted- you said there's a bug when the enemy carrier deploys it's vehicles? Can you explain exactly what this means?

    Are you saying that the enemy carrier currently can't deploy it's vehicles, and that is what is causing the carrier to not even engage the player? Or is the fact that the enemy carrier has absolutely zero AI a completely different problem?

    If you fix this "bug" where the enemy carrier can't deploy it's vehicles, does this mean that when you arrive at an island the AI is currently attacking, you will actually see the enemy carrier's Mantas and Walruses on the island attacking facilities and defenses? Does this mean the enemy carrier and your carrier could potentially be fighting each other with all their vehicles over a contested island?

    Is the enemy carrier supposed to be actually using it's vehicles to attack an island, or is it all just a smoke and mirrors timer that counts down an arbitrary number then the island is taken over? If this is the case, what exactly is the enemy carrier supposed to do when you show up at an island it's attacking other than run away?

    Overall, what exactly will fixing this "bug" do to make the strategy game and actual... well... game?


  3. I've read all the threads about enemy carrier problems, but I'm wondering, has anyone actually seen the enemy carrier do anything intelligent or aggressive at all?

    I've played about five strategic games so far, and won all five of them after taking about two islands. The enemy carrier will inevitably attack a friendly island, I'll show up, and the enemy carrier will take off to another island. I'll pursue, and run into the enemy carrier again. This time it will be making a bee-line directly towards me. I'll man my main gun, take about 7-8 shots at it, then turn my carrier around to pursue it. Then, every single time, it will just stop in the water and do nothing while I pound on it until it dies. Then I win.

    I've never seen it try to turn to use it's main gun on me, it has never deployed a manta or walrus to attack me, it simply doesn't do anything.

    In all seriousness, I don't think there is any combat AI on the thing at all... it just has a web of waypoints it follows, and if you interrupt it between two waypoints, it just stops in the water and does nothing.

    This unfortunately makes the game completely pointless to play.


  4. I had the exact same experience in my last game. I took over one island, while I was doing so he took over two. I went down to engage him, had 2 encounters where he blew by me taking a few shots, then the third one I just blew him up.

    In my current game, I stopped fighting on one of his islands as soon as he attacked one of mine. Cruised down to defend the island, attacked him, and bam he's dead again.

    In all seriousness, if it's that easy, what is the point of this game?


  5. I finally got around to downloading the full version of the game last night from the sprocket store. It was called "carrier_command_1.2.exe" or something similar.

    When I loaded it up, it had version 1.2 in the bottom right, but still said "work in progress" and the campaign button was grayed out.

    When I looked at the store page, under my products it's listed as the "Play and Contribute" version of Carrier Command.

    How do I access the release version?


  6. Thanks! A few more things:

    Is there an indicator that shows when trim is enabled/disabled?

    When I turn off trim then turn it back on, does this reset the trim settings, or do they go back to where they were when I disabled it? If not, is there a way to clear trim settings?


  7. The easiest way of landing is described on manual page 21. Basicaly you can use "autohover" action from action menu (helicopter will pitch up to reduce forward speed and gain also some altitude) and lower altitude with "Z" key (collective).

    Is there somewhere I can download the manual? I'd like to read it at work


  8. The blur does not "eat" framerate. Actualy it is oposite - it becoms visible the more, the lower framerate you have. It cannot be switched off independently, it is bind with other posteffects.

    If you have low FPS, try to lower also other video options.

    This is not true. When using the remove motion blur mod for ARMA 2, I had an increase of between 7-12 FPS. I ran the tests. This was on a 6850 1 gig ATI board.

    This was with post-process effects set to "high" as well.


  9. Is there a way to disable motion blur without turning post-process effects to "off"?

    Motion blur does nothing for me but eat frame rate. ARMA2 had the same problem, but eventually someone made a mod to remove the blur. This substantially increased my frame rate. I would love to be able to disable it.


  10. If you say no, the next time he offers you one, it'll be the next 'mission/memory'. You don't have to 'complete' one memory to get another, for example. They're meant to be more challenging and optional.

    You can still play them all, after they're 'unlocked', accessing the through 3d objects like the medicine bottle, headphones, and the lightsticks(/ things that look like large bullets) on the desk.

    Side note: We're also working on improving how you interact with objects in the 3d world:)

    Best,

    RiE

    So, if I skip a mission, the next one he offers is not the previously offered one, but the next in succession?

    And I can play any I previously skipped by interacting with the medicine bottle, not just ones I've played, right?

    Also, as a side note, on the mission where you fly the guy around to golf courses, I opened the passenger side door that he was sitting next to on accident, and there was no way to close it. I was able to open and close the other doors on the chopper just fine.


  11. If I say no to my brother when he wants to tell me about an asia side mission, will I be able to fly that same mission later?

    Does it by any chance work like this:

    You have the option to fly the next asia mission after every normal campaign mission.

    If you say no, after the next mission the same asia mission will be offered to you, and so on until you accept.

    ?


  12. I've followed the instructions for installing the 1.09 @okt_NoBlurA2 mod in my Arma 2 folder.

    I created a shortcut with this line under target:

    "D:\steam2\steamapps\common\arma 2\arma2.exe" -mod @okt_NoBlurA2 -nosplash

    However, there is still blur when looking around in my game. Switching post process to off then back to low still doesn't remove it.

    I'm definitely running 1.09, as it says that in the bottom right of the screen when loading the game.

    The only noticable thing the mod does is instead of showing the aircraft carrier in the beginning, the camera is now underwater. No idea why.

    Any advice?

    (I was able to install the @okt_NoBlur for 1.59 of operation arrowhead, doing the exact same method except changing the mod name to the appropriate one for OA, and it works fine)

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