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Some things I have done - random stuff etc

  1. #1
    BlitzForce
    Guest

    Some things I have done - random stuff etc

    so far I have -

    halved hitpoints for all unit, doubled infantry squads number, tweaked Skirmish AI,
    made AI used fog of war etc

    gave tanks a minimum range so the tank's gun/MGs can't shoot where they can't tilt down too! So infantry can get close and make em squirm. Also reduced Stug rotating speed...I think I'll reduce all tank rotating speeds

    Tiger turret speeds need to come right down...

    debating on wether I should even up AT and tank gun ranges, but make AT guns harder to hit from distance as they should be. Stug's lower profile should be harder to hit as well, which will make more sense when I up the gun ranges

    There is a penertation/deflection system there which you can overhaul it close to RO's system

    Will need to revamp ranges and values across the board though
    Last edited by BlitzForce; 25th Sep 06 at 3:33 PM.

  2. #2
    Awesome!

    Though I would like to know what you did to tweak skirmish ai.

  3. #3
    The 22nd Hyperspace Core Corsix's Avatar
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    Oxford
    It would be very useful to others if you posted how you did some of these things

  4. #4
    Dynastie
    Guest
    mmhh... can you fix that dead bodys stay longer time,smoke are bigger and stay longer too, more blood effects and higher gore? thanks for answer me.

  5. #5
    solecist
    Guest
    i made a lot of those changes to my game, as well. I also removed the tracers on everything but MGs, because that really pissed me off. then i increased the speed of almost all projectiles. tried to get rid of the smoke tracer on those, but can't figure it out. also can't figure out how to make deflected projectiles actually land on the ground and stay there. i made the handheld AT items do much more damage as well.

    i'm wondering what more can be done with the deflection system? it seems very much like the RO system as it is.

  6. #6
    Poster Formerly Known As naradaman's Avatar
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    Oct 2004
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    Melbourne, Australia
    made AI used fog of war
    I'm most interested in this. Can you elaborate please?
    "So now, less than five years later, you can go up on a steep hill in Las Vegas and look West, and with the right kind of eyes you can almost see the high-water mark — that place where the wave finally broke and rolled back."

  7. #7

  8. #8
    I'd like to know how to increase the projectile speed since as I understand it the ammo normally used by tanks/at guns reached their targets near instantaneously. Getting rid of tracers too. Especially for mortars and snipers(!). There are several items in the ebps/projectiles section but if you know of a way that works I'd like to see it.

    I did some basic changes like increasing the range and vision of all the units so that it played more like the Close Combat series.

    weaponrange
    attrib/weapons/allies(/axis) and then chose the category and weapon then - weapon_bag/range and /damage
    Under range I believe the /range/max and /range/mid/distant should be equal. All I really changed in this area was the distant and max numbers and lowered the accuracy, weapon_bag/accuracy, of the distant to half of the long range.

    vision
    attrib/ebps/races/allies(/axis) then chose soldier/vehicle - sight_package/outer_radius - I have mine set to 75 for infantry.

    Some things I noticed from doing this was that since infantry can shoot through the terrain it means youll have to take into account that what looks like cover might not actually be protection. Is there any way of making actual line of sight?

    What I would really like is some online resource that could quantify the damage and capability of each of these weapons. My google skeelz are screwed apparently.

  9. #9
    djukel
    Guest
    How did you getting rid of tracers? I found this fx_tracer_name and fx_tracer_speed in attrib/weapon.

  10. #10
    The 22nd Hyperspace Core Corsix's Avatar
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    Setting fx_tracer_name to blank _should_ do the trick

  11. #11
    djukel
    Guest
    Thanks. This is the trick for small_arms. But how to remove projectile smoke from mortars,tankgun,atgun etc.?

    ok. I find it, i guess. attrib/ebps/projectile entity_blueprint_ext is_visible_ingame = false
    Last edited by djukel; 26th Sep 06 at 7:50 AM.

  12. #12
    solecist
    Guest
    for projectile speed, look under ebps>projectiles. the settings are under projectile_ext (acceleration and speed). i set mine to about 800 accel and 1000-1500 speed for tank and AT shells. for the rockets i only changed the bazooka and panzers to something like 150 accel, 500 speed, which appears very realistic to me.

    also, can you verify that the is_visible_ingame setting applies to just the tracer and not the model of the shell itself? i'm fairly certain that that will get rid of both the tracer and the shell, but i'm tempted to try anyway.

  13. #13
    djukel
    Guest
    I tested. To remove projectile smoke from ballistic and barrage weapons use attrib/ebps/projectile entity_blueprint_ext is_visible_ingame = false

  14. #14
    solecist
    Guest
    glad to hear it works. to reiterate, this DOES NOT remove the shell model, correct?

  15. #15
    solecist
    Guest
    it actually does remove the shell when it fires. however, when it ricochets, the shell model returns. since my speed is up so high the shell shouldn't be visible anyway, so this is exactly what i wanted. thanks.

  16. #16
    I've just been thinking that asking questions in another person's thread is kinda rude

  17. #17
    djukel
    Guest
    If is there other way to remove smoketrail from projectiles? Slowly moving weapons like grenades/satchel not the best way to use invisibility as I told above.

  18. #18
    So uh, fog of war for AI?

  19. #19
    Member []inveigle[]'s Avatar
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    Are you planning on posting this mod? I sure would like to have it.

  20. #20
    BlitzForce
    Guest
    wooo lots of questions but I don't have time to answer all of them right now, but I will come back later to do so

    first off about the FOW, I don't think you can do real FOW for the AI, it still knows how big your forces are and where the main concentrations of forces are etc, but what you can do is turn off the targeting of it's units to only what they can see - I think, there is a setting here for this.
    I need to do more testing to see if this is the case
    But they don't seem to have that ESP like ability to just hang just out of range in the shady area of the FOW like they normally would do...

    --------------

    Also about the armour mechanics - in terms of making it like RO etc
    hit two major snags

    the penetration value is some % value for each weapon based on range, it isn't based on specific armour/tank....
    So an ATG can penetrate a Tiger as easily as a M10, except the Tiger has more hitpoints!

    accuracy is some arbitrary figure each weapon has based on a 3 stage range spectrum, it isn't based on the target the gun is shooting at AFAIK. So an ATG is just as easy to hit as a Tiger!

    There is probably a way to get around this system, but it will require some head scratching

    The cover value do modify the accuracy too I think, so maybe giving ATG a positive cover value boost across the range, even in open terrain might do the trick

    ----

    I mainly did this stuff to make me enjoy the game more when playing by myself. There are things that annoy me in the game where I felt things don't click right. Things that you intuitively expect to happen in the real world from gut feel and from real war don't go as expected in COH so I wanted to fix those things without. I feel that's why some of the crazy things that people complain about happen due to these various design decisions. Real life and history has a way of balancing things out, why change that?

    Also things seem too constant/static, so I'm injecting some small variation for a more natural feel
    It's not meant to be a realism mod per se, just a tweaked COH
    anyway I can release it eventually if someone actually wants to play my vision of how COH should go...

  21. #21
    solecist
    Guest
    yeah, im basically just trying to make it more realistic for myself. for instance, i increased the range of all weapons and the sight of all units and the combat is much more interesting. finally, some RANGE between fighting squads, rather than them going nose to nose with eachother while prone. they still suck at using cover, though hehe

  22. #22
    djukel
    Guest
    What is your suggestion about raising FOW and Range? Should I double it?

  23. #23
    BlitzForce
    Guest
    this line in the personality.ai file is what I'm refering to as far as making the AI use FOW - I think

    -- combat state update
    clump_scan_params = -- currently this clump data is used by tactics for targeting
    {
    clump_scan_ticks = 40, -- how often the player updates cached clumps for combat tactics
    threat_weighting=1.0,
    importance_weighting=0.5,
    must_be_seen=false,
    min_threat = 15
    },

    change that line to true off course

    -------------------------------------------

    I tired doubling the infantry field of view (FOV) and range and it changed the feel of the combat too much IMO. doubling is too drastic for the maps. Perhaps something less might work, but you will have to revamp the accuracy and lethality factors for sure.

    What you want is to have it harder to hit things at range but when you hit someone most of the time they will die. And when you get close in firefights don't last very long! Which my mod certainly does right now

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