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Company of Heroes: Eastern Front
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Eastern Front Mod (Read-Only)
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Mapping
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Zhytomyr 2.0 [4]
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Topic: Zhytomyr 2.0 [4] (Read 14397 times)
BurroDiablo
Developer
Poster of the Soviet Union
Posts: 3976
NYET!
Re: Zhytomyr [4]
«
Reply #15 on:
December 11, 2009, 09:33:21 PM »
I'm having problems getting the AI to build properly, I had this problem with Olshanka as well. They'll place a building, then just sit and watch its ghost without building anything... until you attack them anyway.
Does anybody know if theres a way to get the AI to build base buildings in specific places?
AI is fucking retarded when it comes to building placement....
Logged
Smells like. Victory.
nbeerbower
Guest
Re: Zhytomyr [4]
«
Reply #16 on:
December 11, 2009, 09:37:00 PM »
Have you tried placing chokepoint markers?
Logged
BurroDiablo
Developer
Poster of the Soviet Union
Posts: 3976
NYET!
Re: Zhytomyr [4]
«
Reply #17 on:
December 11, 2009, 10:09:36 PM »
Nope... would that help? Surely they would just build Bunkers and stuff at a chokepoint marker. I'll try it out anyway.
edit -
I've made a 6 player version as well now and going to see how well it plays out.
Didn't work... will stick the the 4p version.
«
Last Edit: December 11, 2009, 11:13:30 PM by BurroDiablo
»
Logged
Smells like. Victory.
Loupblanc
Mr. Spam
Posts: 1294
Re: Zhytomyr [4]
«
Reply #18 on:
December 13, 2009, 06:33:05 AM »
That's a rabid bitch.
I hope you fix the problem soon, awesome map otherwise.
Forgive me, I'm completely drunk. Came back from office
party. Going to pass out. Your work is awesome, dude.
Don't let anyone tell you otherwise, y'hear?
Logged
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
BurroDiablo
Developer
Poster of the Soviet Union
Posts: 3976
NYET!
Re: Zhytomyr [4]
«
Reply #19 on:
December 13, 2009, 09:47:00 AM »
Its uploaded now, link on first post. there's till some issues I can't work around, but that adds to the fun.
Issue 1: I couldn't get the description working, so Mystic, you may have to fix that. I've added the description to my first post.
Issue 2: AI is still utterly stupid in the city HQ area's but it works itself out eventually. [For Beta Testers and Devs] Soviet AI has a tendancy to place its buildings too close to the HQ and refuses to build (in the city area)... but Soviets are supposed to be over the river anyway, so make sure you have the positions on 'Fixed'.
Apart from that, this map is a go...
Logged
Smells like. Victory.
Loupblanc
Mr. Spam
Posts: 1294
Re: Zhytomyr [4]
«
Reply #20 on:
December 14, 2009, 06:33:17 PM »
Ah, shush
Try to make it work on both sides of the map,
pretty please?
/ As for Mystic helping you, well, you all
have your strenghts and associated weaknesses. We are all
but merely human
That's why you're a TEAM !
Logged
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
funnyme
Strelky
Posts: 82
Re: Zhytomyr [4]
«
Reply #21 on:
December 19, 2009, 10:20:54 PM »
Hi,
Artwise this is among the best maps i have seen , Nice work on the land scape and use of splats to get the natural look to the roads and area's around structure's.
The fx with the birds is a nice touch , The fx on the fog can be incresed to cover more area .
Regards
funnyme
Logged
Ten soldiers wisely led will beat a hundred without a head.
WartyX
Developer
Poster of the Soviet Union
Posts: 2172
Dave got trolled! Trololol!
Re: Zhytomyr [4]
«
Reply #22 on:
December 20, 2009, 12:18:00 AM »
The Volks on the loading screen are performing Smooth Criminal.
Logged
GI John 412
Strelky
Posts: 52
Re: Zhytomyr [4]
«
Reply #23 on:
December 20, 2009, 06:32:36 AM »
Looks like a well balanced map. A bit laggy on my old pc but still fun. Although there were several small bugs that I have noticed.
1. One of the dead StuGs and Tiger husks have a weird purple image when I select them. Although this isn't really an issue as it does not affect gameplay.
2. More worrysome is the yellow cubes telling me to panic. I think these are where the dead T-34s are supposed to be but they are not showing up correctly for some reason.
Logged
Mystic-Car
Developer
Guard
Posts: 206
Re: Zhytomyr [4]
«
Reply #24 on:
December 20, 2009, 10:35:26 AM »
To 2.:
Maybe they do not shows, because you havent got EF? ;P
Map is going to be added, let´s see what the testers will say
Greets
Logged
Loupblanc
Mr. Spam
Posts: 1294
Re: Zhytomyr [4]
«
Reply #25 on:
December 20, 2009, 07:09:21 PM »
Aye.
Big yellow cube = Missing files = No EF present.
Fixed when you got EF. As long as it's playable in the
meanwhile
Logged
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
GI John 412
Strelky
Posts: 52
Re: Zhytomyr [4]
«
Reply #26 on:
December 21, 2009, 01:09:41 AM »
Yeah, I kinda thought that was the case. Anyhoo, it is good to know that it wasn't some super virus threatening the very life of the mod.
Logged
Loupblanc
Mr. Spam
Posts: 1294
Re: Zhytomyr [4]
«
Reply #27 on:
December 23, 2009, 01:34:20 AM »
No, it's the swine flu virus. It's contracted via swine to PC to
Human. It's not threatening the life of the mod, but your very
life
It's also deleting your pr0n
Logged
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
Loupblanc
Mr. Spam
Posts: 1294
Re: Zhytomyr [4]
«
Reply #28 on:
December 25, 2009, 09:57:23 PM »
Downloaded it. Can't get it to work.
What am I doing wrong?
Besides not having the EF mod
NVM
Got it working. Really nice. Xcept, well, all the points
are high value... high fuel, high munition. Huge map. Could
work well for 4x4, mind you
«
Last Edit: December 25, 2009, 10:30:21 PM by Loupblanc
»
Logged
You know, there are many people in the country today who, through no fault of their own, are sane. Some of them were born sane. Some of them became sane later in their lives. It is up to people like you and me who are out of our tiny little minds to try and help these people overcome their sanity
Newcomer
Ingenery
Posts: 12
Re: Zhytomyr [4]
«
Reply #29 on:
December 26, 2009, 04:20:41 AM »
After giving it a few runs, i noticed that the AI on this map performs horribly, to be frank.
The AI in slot 3-4 tends to just build either the barracks, Wehrmacht quarters, or in the case of the PE, nothing at all and just spams builder units and basic infantry and at the same time, have them do nothing at all untill you start attacking.
The AI in slot 1-2 doesn't do anything at all for the first 10 minutes or so other than send the odd squad out to cap a point or two. Perhaps the large size of the map may have something to do with it? problems always rear their ugly head on larger maps from what I've seen.
About the points, I'm with loup, too many of 'em are high, a bit odd for a 4p map IMO.
The map DOES have a LOT of nice pros however, such as detailed trenchlines and a very well constructed city. I did however get a lot of yellow boxes around the trenches, I'm assuming because its because i don't have EF. All in all, a good map, just needs some work
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Company of Heroes: Eastern Front
»
Eastern Front Mod (Read-Only)
»
Mapping
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Zhytomyr 2.0 [4]