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A Canadian Cat

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Posts posted by A Canadian Cat

  1. This looks really interesting! As you can see from my sig line this kind of thing is at the top of my wish list...

    I hope to get a chance to play with this tomorrow - at work now though. I have a couple of questions:

    1) There is a MS Office Excel 2010 file in the Campaign directory. Do I need to have that version of Excel to use this software?

    2) Clearly that campaign directory is a sample project. Do I have to use the same directory for my project or can I create my own directory(ies) to store my projects?

    I will follow along the help file directions and report back.

  2. If we actually had some benchmarks where the number of mods made a significant difference then yes it would be good to know what was more different about that machine.

    My machine specs are thus:

    Windows Vista Home Premium SP2 (64 bit)

    HP model a6500f

    AMD Phenom 9150e Quad-Core Processor 1.8GHz

    4 Gb RAM

    500 GB SATA 7200 RPM HD

    with and upgraded video card: Radeon HD 6770 with 1Gb memory

    Clearly JuJu's machine is quite a bit zipper than mine. The new video card gives me 20-30 fps on the best graphics settings and that will hold me over until the next PC upgrade cycle that is approved by the family accountant:)

  3. Looking interesting - I think you are on to something.

    Can you run those tests four more times and see if things stay the same? I know from experience that the numbers can vary quite a bit from run to run. A while back I did some bogging tests and ran 15 tanks over various ground types. Some runs four or five tanks were immobilized in others runs it was ten or twelve. In the end I ran those 15 tank tests five times and still felt like I should do it more to be sure I had good averages.

  4. Bail em out the jeep?

    Yep, what George said. The unit the jeep driver is part of does not get an additional floating icon. Most of us are used to having a jeep with a driver an then we add passengers. In that case we see the jeep icon and the passenger icon. However sometimes the jeep does not have its own driver but instead is driven by someone in a specific unit: HQ Support, Platoon HQ, Assault section etc. In that case the jeep icon is the only one visible. If you bail that team out of the jeep you will have an empty jeep (with a jeep icon) and the unit on foot (with what ever the appropriate icon is for that unit).

  5. Mind, as far as the poor TCs go, it seems to me like they're now more vulnerable to bullets than Joe Infantry at the same distance, which... well, I guess they're 2 metres off the ground and it's obvious where they are, but by the same token they're mostly covered by a bulletproof shell of armour. *shrugs* Question for me is how abstract the computer model of the vehicle shape is, and whether that's taken into account when determining whether the TC gets it, or whether the TC is being treated as an exposed infantryman in plain sight high above the ground

    Well, as you probably know, one of the great strengths of BFC is that if you create a test that shows that a TC is as exposed as an in the open infantry man they will have a look at the game. They will act if you can show - with a repeatable test - that something is wrong.

    And I am pretty sure that they do model the tank's armor and the position of the crew. Remember that bug Steve described where the Tiger tank had poorer than expected visibility when it was buttoned up and it turned out to have been caused by the TC sitting in a seat that was incorrectly modeled to be out of alignment with the TC's viewing ports.

  6. What does that Mod do? Dont hav it.

    Vin's Animated Text mod?

    It is great takes those cryptic ASCII text strings that are supposed to tell you which team member is moving, which is spotting, firing etc. and replaces it with a custom font version where the icon for each of the action actually look like a moving soldier, looking, firing etc.

    It is brilliant!

  7. 1. Increased mortality of open tank commanders

    2. Decreased sighting ability of buttoned tanks (which I believe was intended). Seems that buttoned tanks facing or with an arc that encompasses enemy infantry in bocage for example; can spot said infantry at about 50 meters. That's if the infantry are not hidden and likely firing at said bottoned tank.

    3. Increased "bullet magnet" effect of open tank commanders and accuracy of small arms fire aimed at soon to be deceased open tank commander.

    These actually sound to me like longstanding complaints that must've been fixed. Peope had been complaining about infantry's seeming inability to kill unbuttoned TCs and the 'super-spotting' ability of buttoned tanks against infantry.

    LOL BF cannot win can they. I think the patch changes make the game better. Now we have to be careful with tanks running around without infantry support. Which is a good thing.

  8. Now, however, with CMBN 1.10 + CW Module it takes over 6 minutes for the game to load. I uninstalled all 70 of my mods and reinstalled them one by one to make sure that there weren't any problems, but other than the load time increasing directly with the number of mods (1--5 mods: 15 seconds; 6--15 mods: ~1 min; 16--25 mods: 2--3 min; 26--35 mods: 3--4 min; 36--50 mods: 4--5 min; 51--70 mods: 5--6+ min, with the longest load being 6:40), everything seems fine. As an aside, one of my PBEM partners who has the same mods as I is experiencing a similar situation.

    Does anyone have any suggestions on how to reduce the load time back to as it was with 1.0.1, or is this something that others are seeing with CMBN 1.10 + CW?

    I just counted my mods - 92. Wow I did not know I had that many. I have 72 installed in my 1.01 install. The thing is I have not noticed a longer load times. I have not measured it like you have but I do have a 5min screen saver and small games load before the screen saver kicks in - just like with 1.01 and larger games finish loading shortly after the screen saver kicks in. I don't have a game that will not load in around 5min. Worst case the game is ready once I have woken up the screen saver and typed in my pw. I was under the impression that 1.10 is loading faster - but again I have not measured.

  9. Hi Ian- You just need to rename them to "canadian-turtle-helmet 2", "canadian-turtle-helmet 3" (for the MkIII) "canadian-helmet 2" (for the MkII) and numerically up in relation to how many mods you have. Just remember the blank space before the number. Polish would be "polish-turtle-helmet 2" or "polish-helmet 2", and so on.

    I'm glad you like it, guys. Just happy to give back a little and do my part. I'll try to make some progress on the other stuff this weekend.

    I'll get right on that - thanks. Any thoughts on updating the mod to make it official? My guess is that the same procedure would be needed for the Poles too.

  10. Whether you realize it or not, and regardless of the syntax of the exact commands, what you are talking about is an application-specific, high-level programming language.

    Oh I realize that - I program for a living - so I get it.

    There are languages in place that can handle this quite nicely and they could be integrated into most any application. Python comes to mind and it has flavors that run on most any platform so it would work with both Mac and Windows. It can also be customized by BF to handle a very limited command set.

    And I would be thrilled and have a blast making the AI do cool stuff.

    The thing we need to keep in mind is that the vast majority of people are not capable of (or more accurately not interested in) learning how to program. While we might want an open programming language for the AI, I am not sure it would fit the target audience here very well.

    Right now we have a lot of people who can create an AI script that can perform reasonably well. There are enhancements that could be made to the existing AI scripting that could allow those same people to do even better. I personally think that some ability to trigger responses from the AI would go a large way towards that. I also think that to make sure that same group that are creating AI programs now keep creating AI programs, the game needs away to enhance what is there now not replace it with a amazingly flexible programming language.

    IMHO

  11. Sure. But from a technical standpoint, what you are talking about is still a group of IF... THEN conditionals. E.g.: Groups 1-3 are forward units Left, Right, Center, respectively, Group 4 is reserve

    OK but I was thinking instead of turning this into a programing language (which BTW I actually would be OK with but that is just me). Keep it really really simple.

    Currently each AI group has a single track of actions. I am suggesting that give each AI group two tracks and a trigger to choose which.

    Group 1:

    Set up in place on the left

    Group2:

    Setup in place in the centre

    Trigger Group2 takes 80% casualties

    A chain of AI actions (same as now) that move towards the left flank

    Move

    Move

    Assault

    etc.

    Trigger Group 3 takes 80% casualties

    A chain of AI actions (same as now) that move towards the right flank

    Move

    Move

    Assault

    etc

    Group 3:

    Setup in place on the right

    Group 4:

    Setup in reserve

    Trigger Group 1 takes 10% casualties

    A chain of AI actions (same as now) that moves to counter the attack on the left

    Move

    Move

    Move

    Move

    Assault

    Trigger Group 2 takes 10% casualties

    A chain of AI actions (same as now) that moves to counter the attack in the centre

    Move

    Move

    Move

    Move

    Assault

    Trigger Group 3 takes 10% casualties

    A chain of AI actions (same as now) that moves to counter the attack on the right

    Move

    Move

    Move

    Move

    Assault

    And as you can see just by my writing this down I see that you need multiple triggers for each AI group and you also need to decide if once one trigger happens do the other ones get ignored or might they trigger and override the units current plan.

    Clearly this will take a large amount of effort to design correctly.

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