Company of Heroes: Eastern Front

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Messages - jojorabbit

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1
Suggestions / Re: AI Bugs Discussion
« on: July 13, 2013, 06:37:53 PM »
Hi,
i know i have not been active for a while but i visit forums from time to time, i still need to visit doctors few times a month and i have new job so i sometimes work 10+hours per day and not much is left for free time.

My last touch on OH AI was just a basic ai that builds mostly engineers (in this case famos) there are no limits on anything in most cases they wont build tanks or anything just infantry. I will try to spend some time to see new OH cuz i have not run game for months so i dont know much about it. I will probably be back to old projects AI, SCAR etc but cant promise when. Does EF work with new Steam Version of COH or? I saw some update for COH on steam but did not installed, i re installed windows so i will have to setup all from start :).

About soviet AI it needs a lot of improvements, it mostly builds SU76 if that is that 3rd tank from light tanks, in most cases it never upgrades to heavy tanks that also should be fixed :).
I even have code somewhere on backups that improved RMC ai but idk what state is with RMC will it be removed or??

I saw some images on steam and over the forums devs have done great job on it :).

Cya soon.

2
Suggestions / Re: Infantry Only Mode
« on: February 27, 2013, 06:01:57 PM »
I was thinking about a little different infantry only mode, not like on other mods where they only remove vehicles. Like for since PE dont have sniper give them one, similar to wehr sniper. My idea was to take all infantry units from game and then each faction has 1-2 units that other factions cant have, like amer only have rifleman, but all have snipers etc so it is more balanced and you need to play more tactically.

Lets say we put all infantry from game into one hat and then each faction gets same number of different squads or other idea to make more infantry units for factions that are low in infantry like PE only PGs, give them sniper and some other 5-6 squad unit like volks. Also to make new commander trees for infantry only some kinda stupid CT stuff like all inf 10%hp or something so we can remove tank destroyer and some other that are vehicle oriented.

I was thinking about each faction has hq and only one-two buildable buildings, also for some infantry you will need to pay fuel so that fuel points don't became useless.

I did not figured out the whole idea but i will :P.

A little about vehicle only mode, i would give all vehicles capture ability, just lv would capture faster then mv and hv. Also each side will have only 1 light vehicle like jeep, motorbike or something similar, so you would need to capture points with vehicles, i need to think more about this one :P.

Any comments, critics, suggestions??

3
Bugs & Tech Support / Re: AI freeze error after 1.7.2 (earlier was fine)
« on: February 01, 2013, 12:14:22 PM »
Will check it out asap.
Also could you tell me more about game you played vs soviet AI what doctrine it was using etc?
IMO problem is with reward units will see soon.
Tnx.

4
Hm, that was fixed long time ago, you should be able to receive xp but not CP after you unlock all stuff, and that green bar will still be there. I think it was broken after removing some reward units (jumbo) will check it out.
Thanks for reporting it.

5
Bugs & Tech Support / Re: AI freeze error after 1.7.2 (earlier was fine)
« on: January 26, 2013, 12:51:54 PM »
Could you tell me vs which one AI did you played? I have experienced AI errors vs soviet lately.

6
Red Army Suggestions / Re: Zis 5 Medic Truck
« on: December 26, 2012, 01:38:36 PM »
Zis Medic Trucks are trucks with a healing aura when set up.  Correct?  But how about giving them an upgrade so that they can spawn medics to pick up the wounded and bring them back? Here's how the medics spawn:

If truck is set up, medics spawn from truck.
When truck is cut off, or not set up anymore, medics disappear.

If this suggestion gets through, you guys can decide what will spawn what when the medic truck receives all required casualties.

As required, i don't think this medic truck would unbalance the game much at all.  You already are allowed one, and the truck is very fragile.

I also like the idea.

There's no way to make medics de-spawn iirc, so it would need to remain as a medic station until it was destroyed. I suggested a similar ability for the OH Famo were it would spawn mechanics to fix nearby vehicles, but it wasn't feasible for those reasons.
That is one of my unfinished projects i got to around 60% of accomplishing it, but then i had other stuff to finish so i paused it. One of the main problems was that if mechanics were killed then it worked but after game stats were then ruined and also then did not respawn sometimes and sometimes they did respawn so it was kinda buggy. I did not had much time to test it lately.

i like this idea but instead of spawning squads which you dont want and waste pop, why not each unit rescued refunds you 10manpower?
I am not 100% sure that it can refund 10mp but will see, i will test it when i will have more time i hope it will be soon :).

7
Suggestions / Re: Infantry Only Mode
« on: December 26, 2012, 01:12:31 PM »
Am not sure that inf only will get accepted by other devs, there is already one discussion about making one here
http://www.easternfront.org/forums/index.php?topic=8058.msg118859#msg118859

It is in my plans and one day i will make one as long as it is balanced and fun to play. Since am kinda busy lately i have a lot of started unfinished projects that need to be finished. Am always open for discussion about it.
IMO name for inf only is kinda too used in other mods i suggest that we make some new name for that mode like infantry warfare or something, also maybe some game mode with vehicles only :P.

8
Suggestions / Re: HardcoreMode Suggestion
« on: December 23, 2012, 03:41:02 PM »
Seasons Greetings,
How are you doing jojo?
Lets say am ok :).

As jojo has suggested this could be coded. The models for each vehicle would have to change. I think realistic and normal modes available in one mod, might not work technically though. At present the combat engine uses an abstract combat mechanic that has a target box for each vehicle with a vaguely defined front and rear. I think you would need to add one or two "Flank" Target areas to the target box. This would change the combat mechanics significantly.
I did not thought anything about models since i dunno anything about them. I was thining about stats and modifiers only for one specific game mode or one operation idk need to think more.

9
Suggestions / Re: HardcoreMode Suggestion
« on: December 23, 2012, 10:59:44 AM »
i was wondering if you guys would ever add a HardcoreMode as a match type, where for that mode damage and range would be changed up to be more realistic while still being ballaced so like clustering a mass of 1 unit will end with more accuracy by mortars and and when its a single squad less acuracy by mortars etc and tanks damage and penetration changes to be realistic too so heavier tanks will 1 shot medium vehicles 1 shot light tanks etc etc.

kinda like in blitz or hardcore mode in MC

just a suggestion that i think would add more emmersive gameplay by having more possibilities.
and with a mod of this calibre that has eventually 6 factions would be great fun

Personally i dont like realistic mods or similar stuff, but i dont have anything against it or against ppl who like it.
This is possible to code but am not sure that everyone would support it, but maybe for one game mode ppl could support it since it is only applied to one game mode not to whole game. So anyone can enjoy playing with realistic or normal game modes :).

10
Off Topic / Re: Hope you get better soon Jojorabbit!
« on: November 07, 2012, 10:12:49 PM »
Well I'm glad that you still can typing and online. So the accident is not too bad? Or I missing something again...
Anyway, I hope you will be fully recovered as fast as you can.


Why do bad things happen to good people!?! Get well soon Jojo!


Thanks. I also ask myselft that question.

I can type and be online but not that much, it is hard to type and read when you see with only one eye. I will see when i finish doctor appointements how serious it is.

Also if you notice much typing errors in my text it is cuz accident.

11
Off Topic / Re: Hope you get better soon Jojorabbit!
« on: November 07, 2012, 02:15:34 PM »
I hope its not too serious  :-\
You gave us alot joy with your project. Get well soon!
Well the project is on hold since Rizz did not approve it yet(i have sent him code 10 days ago) so we will have to wait.

Thanks a lot for support i also hope i will recover soon without any lasting damage.

12
General Discussion / Re: 'Controlling' the AI
« on: October 08, 2012, 10:04:58 AM »
Hey,
sorry for keeping quiet. It is true that i have a lot of projects and stuff to code, also i have new job so i come few times a day on forum to see if there is something interesting. I did not had much time to resolve you problem but i will try today to go through all our conversation and i will test files that i sent to you. Also i saw some AI errors in internal version that need to be resolved.

Quote
Why is he keeping quiet in this thread? He will only respond to PMs from now on? I didn't know this.
I will respond dont worry am just so busy, also i tried to setup notifications on this topic but there is just no button to setup it.

To speed up my walking through posts in this topic. Could you just tell me is code working or working and error every time in middle game? Did you finish any games without errors?

13
General Discussion / Re: 'Controlling' the AI
« on: August 28, 2012, 02:36:54 PM »
Yes jar.scar is ok, but old code that i have removed is still in last version that you have.

To remove that old code go to default.ai file and remove lines from 546 to 575. Then jar.scar will work without any problems ;).

14
General Discussion / Re: 'Controlling' the AI
« on: August 26, 2012, 09:16:46 PM »
Hi jojo

I've already tested it and it's true that AI PE only uses reward units but Wehr AI is still using Terror doctrine and PE AI is still using Luftwaffe doctrine :(

EDIT 1 : Tested it 2nd time. First I saw Wehr build stormtroopers and was happy then I was praying PE will follow tank destroyer.. After waiting for about 20 mins then I saw Jagdpanzer :DDDD I hope it works now jojo thanks! I wonder why it didn't work first time around but only after 2nd game?
IDK, never happened to me

EDIT 2 : FFFFFFFFF I forgot that AI will auto upgrade Jagdpanzer to Panther gun and have increased range now I can't fight it head 2 head. Is it possible to prevent AI from upgrading Panther gun? Just asking xD
It is possible, Otto answered it :P

EDIT 3 : Tested it 3rd time to make sure it REALLY works. Wehr and PE use Blitz and Tank Destroyer as intended but the weird thing now is Wehr AI build Geschutzwagen instead of Stug IV  ??? This is really random.
It is not random you have old code, there was some fix that added all or nothing, but in internal it is removed, i will send you file that will remove that.

15
General Discussion / Re: 'Controlling' the AI
« on: August 26, 2012, 02:37:04 PM »
Hi guys,
JoJo: in the scarutil.scar file did you create the x,y,z orientation as described on lines 378 to~403? I ask because the convention creates a map on your tabletop x,z and y azis is the vertical , rising to the ceiling.  This is an application of "left hand rule", (x,z,y). Normally Cartesesian systems use a righthand rule. (x,y,z) orientation.

Those lines were made before, probably those are from vCoh, i never add anything to scarutil.scar except imports, i always create new scar files when i need them as you can see a lot of scar files out there, easier ti maintain, every code chuck is where it suppose to be etc.

You should send a resume to the local tech school. You are a natural teacher.
LOL, Tnx a lot.


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