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TuffShitSki

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Everything posted by TuffShitSki

  1. TuffShitSki

    SOG AI

    Didn't have much time to play lately but saw your release video on YT. Couldn't help to drop by and congrats on the release and show support to your effort and wonderful mod. Thank you!
  2. TuffShitSki

    SOG AI

    Been playing Hunter Six over the weekend for few hours with no issues. Watching the AIs bounding under fire is amazing. Wasn't able to do any of that few years back when AIs always stuck in combat mode and got picked off. - Switch team worked - Load from save games worked Didn't really play part 2 but did load it up and tested SOG AI and it seemed to work fine as well.
  3. TuffShitSki

    SOG AI

    Wow didn't expect the quick update, thanks for the time! Will test it out over the weekend and report back if there are any issues.
  4. TuffShitSki

    SOG AI

    You probably started with SOG missions in mind. But your mod has grown so much and it's indispensable for controlling AI now IMO. Didn't realise there's a sequel to Hunter Six by the same mission marker! If you have time please add that as well 🙂 Maybe add an menu entry to let players initialise SOG AI manually then spawn group only if needed? So all the missions that add AI in later stage will work?
  5. TuffShitSki

    SOG AI

    Hi johnnyboy, Been enjoying SP missions again since I found your mod, it's a must have. If you're fan of the good old Hunter Six mission, please consider adding support for it just like how you did it with the Apex campaign. Also, would you consider having option to turn off the medical stuff so we can mix and match with other medical mods? Thanks again for the great work.
  6. TuffShitSki

    C2 -Command And Control

    Congrats on the new release. Been using this mod since it came out, packed with new features for each release. Thanks a lot for spending time coding it and making nice video tutorials. The community really makes this game much more enjoyable. Have a suggestion, would be great to be able to have different formations per fire/colored teams. E.g Can have squal column, fireteam wedge while travelling.
  7. TuffShitSki

    SAMO Squad Action Menu Orders

    Looks sweet, can't wait to try it out. Thanks for the video and nice shot by the way! Sent from my GT-I9505G using Tapatalk
  8. TuffShitSki

    SAMO Squad Action Menu Orders

    There are time I wish the keyboard on the phone not to be smart. Sorry I was asking have you tested the pull action when AI are under fire. As they tend not to move under heavy fire, which probably well simulated as in real life. But that also makes most of the retreat commands ineffective. Sent from my GT-I9505G using Tapatalk
  9. TuffShitSki

    SAMO Squad Action Menu Orders

    The pull command would be really useful. Wondering how AI perform it when u set fire e.g. In danger mode. Sent from my GT-I9505G using Tapatalk
  10. TuffShitSki

    C2 -Command And Control

    Congrats on the new release. Watched the video, very nice features have to try them properly later today. Reporting error from latest CBA release (v1.1.20.150408) "no entry bin\config.bin/RscDisplayMain/controls/ButtonPLay.textureNoShortcut". Test with C2 and CBA only, revert back to previous version of CBA (v1.0.9.140907-rc) works fine.
  11. TuffShitSki

    C2 -Command And Control

    Denco I made a simple mod to track units from your own group. Works on ASM and the main map. PM me if you are interested. Sent from my GT-I9505G using Tapatalk
  12. TuffShitSki

    C2 -Command And Control

    Thanks for this great mod. Must have for SP missions when squad leading. What are the rest of the planned features you have in mind?
  13. Thanks Fuiba for the continuous updates. Been playing your series a lot, on mission 12 at the moment. Sent from my GT-I9505G using Tapatalk
  14. TuffShitSki

    WW AIMenu (complimentary commands)

    I bind mine to the 'end' key. Been working well since the mod released. Would be great to see windwalker back to development again, this mod provides some essential features when commanding the AI. Sent from my GT-I9505G using Tapatalk
  15. @Sbua16 not sure this is the cause of your problem. I find units wander of when investigation behavior is on. Try turning it off see if it improves. After switching it off units are more static guarding their posts when asked to. Sent from my GT-I9505G using Tapatalk
  16. Haven't really tested it. But I use it in hetman war stories. It's often to see few AI squads fighting in opened terrain. I still got 40 - 50 fps. I guess a good way to benchmark would be to make a simple mission for a 20vs20 AI war. Turn bcombat on and off and observe. Just curious what mission are you playing? Sent from my GT-I9505G using Tapatalk
  17. Hi fabrizio, Not sure if this request fits into bcombat scope. Would you consider to implement routines to force friendly AIs to regroup when in danger mode? Currently, when friendly AI units are in danger mode they refuse to move or regroup. This make flaking enemy almost impossible and it's very frustrating while it is a vital tactical move. It would be useful if AIs take the 'Regroup' command as top priority when team lead issues it while they are in danger mode. As always thanks for the great mod.
  18. TuffShitSki

    SAMO Squad Action Menu Orders

    Hi Mikey & teams, I've been using the mod, the suppression is not very effective. Mainly due to the 'suppress last' command, it doesn't seem to remember the position correctly. I think it tries to remember my pointer position when issuing the 'suppress last' command instead of the original position. It's random, sometimes it works well but other time either the units will not fire or fire at the wrong spot. The way I test it is having a squad split into 2 fireteams perform successive bonding. I modified the WW AI Menu mod to include a force move command to make the maneuver team to form up on me when stuck in danger mode. Almost got a perfect bounding except the covering team usually doesn't fire at the right spot or not firing at all. Units also seem to lag a bit before they start suppressing i.e pause for 2-3 seconds before firing. Hope you have time to look into this. Thanks all for your effort and time. Have fun.
  19. Suggestion. The amount of armor vehicles seems to be a bit overwhelming. As most of the time there are not enough AT weapons from the load out. On mission four I ended up grenade the apc to force the crewmen to dismount to get through the mission. It kind of killing the tactical side a bit. Would be great to increase the amount of infantry and reduce the number of armors. All in all, your missions still fantastic to play and very enjoyable. Thanks for the hard work. Sent from my GT-I9505G using Tapatalk
  20. Added in workshop! Sent from my GT-I9505G using Tapatalk
  21. Hi Fuiba, Fantastic missions! Finished 4 so far, the choice of medical script is brilliant. If you are planning to add other mods to the missions. Please consider CSE and PG services - private military company mods. They would be perfect for your great missions. Sent from my GT-I9505G using Tapatalk
  22. Can you launch the game without updating bcombat in PW6? If yes then enable bcombat in the game configuration menu instead. I don't use PW6 so not sure if that's the best way but should at least be able to play on 0.18. Sent from my GT-I9505G using Tapatalk
  23. It's not CBA, you probably have some files from previous bcombat release lying around. Try delete the @bcombat directory and extract from fresh. It should fix it as I had the exact same issue when upgrade from 0.16. Sent from my GT-I9505G using Tapatalk
  24. Fabrizio nice to see you back and have some free time as well. Managed to play for 30 mins last night, feels good as the AI is more responsive, maybe due to the morale tweak. Thanks for the good work and make the game much more enjoyable! Sent from my GT-I9505G using Tapatalk
  25. Sorry to hear that :( Maybe other mods conflicting? I remember someone reported it in early post that the AGM mod might be the problem. Sent from my GT-I9505G using Tapatalk
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