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Tontow

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Everything posted by Tontow

  1. Tontow

    [MOD] Island Mod

    Anyone have any idea as of yet on how to get mods working on none-steam clients? Or do I have to unpack everything and run the game with everything unpacked?
  2. I would change the target radical to one that has range markings on it and then add a hit indacator to let you know if you hit or not.
  3. Tontow

    [MOD] Island Mod

    I hope you can get the PAC1 wrighter working. The replayability of the game is starting to wear out without being able to use any mods. And with the AI pathfinding at number 1 (Imo) on the fix it list, I think BI's release of the mod tools is going to be a while. And I do agree with the .mod thing. Ideally you would have the .mod files in a mod folder and then you woud have a UI that let you pick what mods you wanted to use.
  4. Tontow

    [MOD] Island Mod

    Umm, smaller bytes please lol - or 4.7 Mb ---------- Post added at 06:48 ---------- Previous post was at 06:47 ---------- Could it be the patch file is overriding the mod?
  5. Tontow

    [MOD] Island Mod

    My directory looks just like yours does in https://dl.dropbox.com/u/101876491/carrier_mod_shot.gif
  6. Tontow

    [MOD] Island Mod

    I don't have the steam vershion...... ---------- Post added at 02:25 ---------- Previous post was at 02:23 ---------- so what?, I have to add the scripts folder to that? Because I do see that in the ccsettigns.xml file at the top
  7. Tontow

    [MOD] Island Mod

    Are you packing the files in the correct directory? ---------- Post added at 00:59 ---------- Previous post was at 00:21 ---------- And pressing K doesn't do anything, I don't even see you little deano message in the ship and message log
  8. You can still use A* and cheat (ish) at the same time. If you know that the AI will alwasy find and take path X from pont A to point B, then preprogram/hard code path X so that units travel faster along that path.
  9. Tontow

    [MOD] Island Mod

    Thanks for v2, I found the auto program resume annoying also, thanks for this. ---------- Post added at 11:15 ---------- Previous post was at 11:02 ---------- What varable would we cange if we want there to be more islands? And what do we change to give the enemy a few more islands then you have to start? ---------- Post added at 11:22 ---------- Previous post was at 11:15 ---------- I tried adjusting the slider and it didn't do anything..
  10. Tontow

    Mod Script Findings

    Anyone figue out how to add GUI stuff yet? Like slider bars for the game setup?
  11. I notced this also, the triggers don't turn off after you leave.......
  12. PS: Can somone release the Mod for how many islands start out captured?
  13. Has anyone been able to kill the walrus in the chase?
  14. Formations: line adjacent and line abreast. Or just a better follow mode - IE: If I drive along a path (train mode), then record and repeat the path for the other walrus (keeping them somewhat close together) so that they will actually keep up with me. ---------- Post added at 07:46 ---------- Previous post was at 07:43 ---------- And for Mantas, Linked formations. IE: You set your flying formation and fly them as if they where one unit, linking the fire control to your manta as well.
  15. Maby use it to launch a manta that is pre-hooked to a walrus?
  16. I would not mind the option of an on foot mission option for a few islands.
  17. Don't make him stronger, but let him return at full strength. Then you can do 2 things: 1. Give it a long enough rebuild time to make it worth killing him. 2. Give the enemy carrier an increaced repair rate when it is not fighting you (or capping an island) so that you have to finish it off, else you have wasted your time crippleing it.
  18. You could also increates the telemetry range of the enemy carrer by 10x. I would find it very interesting to have to jump out of time warp to fend off a wave of mantas every now and then.
  19. I can easly knock out a pathfinding AI that can find a perfict route, but it would be a huge resource hog. You don't need infinite resources and cpu-power - that is the one trick that has to be mastered. ( Pathfinding AI is easy. Optimization is the hard part of it. ) You do, however, need to limit the amount of area you check at a time; if you watch the path the AI draws out (and zoom way in on the unit), you will see that the AI already does this. And there are several other tricks you can use to extreamly cut down the amount of resources and cpu-power, like heuristics. http://en.wikipedia.org/wiki/Heuristic ---------- Post added at 05:55 ---------- Previous post was at 05:53 ---------- :D Nice, keep up the hard work. I hope the patch includes opening up the Pathing AI for modding.
  20. When going accrost a bridges, the AI seems to forget this, but taking into account turn radius and how fat the unit is easy to fix if you through a little math into the mix. For turning radius, it is a given that anything that is inside that radius is out of bounds and you can project an imaginary cone out the front and back to see if you can turn tight enough to hit the node. For having a fat unit; ) this can get a little tricky. - You would need to draw a rectangle (that is centered on that one pixle path the AI has picked) and see if there is any none pathable areas in that rectangle and then error correct from there. But the easyest fix for vehicles falling off bridges is to fix the node placement on the brides (center them and move them out from the ends of the bridge a little bit and remove any nodes near the edge of the bridge that are on the bridge) and lower the move cost a bit (lower move cost = the AI more likely to move there). Right now the AI can handle trees farly well, so why not make the edge/railing of the bridges none pathable?
  21. At the end of the campain there is a move that shows you the enemy carrier blowing up and sinking. But if you kill it in stratigy mode it just kind of gose 'poof' (Wonderfull magic trick btw hehehe). So my suggestion is this, cut the movie just after the torpedo hits and play that when you kill the enemy carrier. Or at least add one big long explosion or several smaller explosions, so I can watch it go down in glorious hell fire!
  22. The orginal had a type of telemetry booster.
  23. Soooo, How does everyone think the carrier ai should work?
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