Easy Red 2

Easy Red 2

Barbarossa [Mission]
51 Comments
Ramp  [author] 9 Jul @ 6:56am 
@菜菜子 Seems to be a game bug after double checking the spawns for the aircraft.
菜菜子 8 Jul @ 11:08pm 
地图有bug,当德军的时候有两架斯图卡虽然显示是友军,但是它会追着德军坦克炸,我停在坦克出生点都可以被斯图卡炸死,进攻的时候停远点也会被炸死,不知道这是游戏bug还是mod的bug
Ramp  [author] 14 Jun @ 7:17pm 
@[1stWTVIR] Topgumby This is wonderful to hear!
[1stWTVIR] Topgumby 14 Jun @ 8:56am 
Played Co-Op last night as Russians, the other two players involved both said that the maker of this scenario should be congratulated on creating a battle that "pulls you in" in an almost narrative fashion. Well done.
Ramp  [author] 3 Jun @ 10:35pm 
Debating removing the accuracy scripts as the AI are a little more adept now. Probably later today if I do.
Ramp  [author] 20 May @ 4:01pm 
Update coming soon - Alot of the behavior scripting will be removed once the AI changes from the Beta are pushed to the main release. Should improve performance a good bit. I have alternate ideas on where to use the scripting to enhance the experience with a smaller performance hit.
Ramp  [author] 15 May @ 7:02pm 
@Historic Thank you!
Historic 15 May @ 1:44pm 
Amazing job, really professionally done
Ramp  [author] 5 May @ 6:51pm 
Next mission out
Ramp  [author] 2 May @ 6:25pm 
@Juvus44 haha thank you so much, hadn't even noticed. Doing too many things at once it's easy to miss something obvious sometimes. Will update immediately.
Juvus44 2 May @ 4:20pm 
Very nice bro, high quality mod. Only thing I see wrong you spelled weRHmacht instead of weHRmacht on starting screen :steamthumbsup:
Ramp  [author] 30 Apr @ 10:22am 
@麦辣鸡腿堡真好吃 give it a shot and tell me your thoughts! Love any feedback
麦辣鸡腿堡真好吃 30 Apr @ 8:29am 
hows this?who ever played this answer meeee
Ramp  [author] 19 Apr @ 7:34pm 
Additional phase added.
Ramp  [author] 14 Apr @ 8:51am 
3rd mission has been released
Ramp  [author] 13 Apr @ 10:08am 
3rd mission may be out tonight. Need to test it a little more.
Ramp  [author] 11 Apr @ 4:51pm 
4/11/25 Update - With the help of a couple users in this community, the existing scripts have been optimized to improve performance without loss of functionality.
Ramp  [author] 11 Apr @ 12:38pm 
Small update - Currently working towards optimizing the existing scripts to improve overall performance.
Ramp  [author] 10 Apr @ 11:53am 
Sent both you guys friend requests. Would like to discuss. Want to improve this performance issue.
Ramp  [author] 10 Apr @ 9:25am 
For reference I'm on a 5800x3d, 4070ti. I have someone testing with a lower spec rig as well
Ramp  [author] 10 Apr @ 9:24am 
@jaybee I'll look into. 80 fps was the minimum I was going for. Definitely room for improvement. I'll see if I can optimize further tonight.
Ramp  [author] 10 Apr @ 9:23am 
Ultimate goal would be combine them. Now that I know they all work. I had to keep them separate to see which scripts worked online and which didn't. I'll focus on that next, if it's even possible.
Ramp  [author] 10 Apr @ 9:19am 
@NXS | CR | Molce I'll take a look. It's been an evolving process but has slowly been improving. Some started as generations and didn't work, had to make manual adjustments to most of them.
NXS | CR | Molce  [author] 10 Apr @ 8:01am 
So just a small feedback your accuracy.lua script can be really heavy performance wise, it runs every second for every soldier on the field and that will kill your performance when run in conjunction with your other scripts like behaviour2.lua that runs every second for every soldier as well(considering the similarities with accuracy.lua why not making them in a single script?) or tank.lua that runs every 5 seconds for every vehicle, also I've notice that you are using a lot of stuff that's not documented on the wiki, were those scripts ai generated?
jaybee 10 Apr @ 7:10am 
Upon my second time testing, I managed to get around 100 to 120, although my frametimings were all messed up.
jaybee 10 Apr @ 7:01am 
I believe this is due to your usage of scripts.
jaybee 10 Apr @ 7:01am 
This mission runs very poorly for me, I'm struggling to maintain a stable 90 frames, whereas I can get a consistent 150 to 240 frames on AI intensive WS maps and missions. I've got a 6650xt with a 5700x3D with 32 gigs of DDR4, I shouldn't be struggling the way I am.
Ramp  [author] 9 Apr @ 6:12pm 
All scripts now work online as far as I can tell.
Ramp  [author] 8 Apr @ 4:20pm 
I'm now pretty satisfied with this version of the mission. Third phase may be a little hard to take, so maybe expect some small balance changes. That's pretty much all that is left. May or may not add a phase to this down the line.

Now it's time to take all these scripts over to the remakes of the rest of the campaign (also need to take them to the 2nd missions as well.) Expect some more releases soon.
Ramp  [author] 8 Apr @ 9:59am 
Update (4/8/25)
- Separated infantry and tank behavior with different scripts
- Tanks now attempt to target other armor within a radius
- Infantry may move even more cautiously
- Small adjustments to the global bullet spreads
Ramp  [author] 4 Apr @ 6:45pm 
Big update (4/4/25) that -
- Makes behavioral changes to both infantry and vehicles to make them more cautious and approach slower.
- Tweaked overall default bullet spread to make the AI a little less accurate from distance and a little more accurate from shorter ranges
- Optimized the code for forward positions
- It's now officially pretty fun for me to play
Ramp  [author] 2 Apr @ 5:14pm 
Looking for someone will to help test some of the new, not yet implemented, scripts I've been working on. Send me a friend request as I haven't been on the discord for quite some time. Don't want to include anything major without some feedback yet.
Ramp  [author] 2 Apr @ 1:29pm 
@chrom may implement next update. It's not currently in the uploaded mission yet. Want to play test it more before committing.
Ramp  [author] 2 Apr @ 1:28pm 
@chrom yes but I've only gotten it to work certain ways. Currently I've adjusted it so all soldiers are less accurate at longer distances and a little bit more accurate from shorter distances. I'm tired of seeing opposing side AI standing next to each other missing shots while standing still staring at each other.
Chrom 2 Apr @ 12:17pm 
Wait, there's API functions for AI accuracy?
Ramp  [author] 2 Apr @ 10:55am 
@Delta_ New update coming soon perfecting the scripts to ensure they are less taxing on hardware. Should be a good one.
Delta_ 2 Apr @ 10:22am 
Would love to see these played more in Multiplayer :steamhappy:
Ramp  [author] 1 Apr @ 11:49am 
Update almost complete. Playing with AI accuracy spreads right now. Not sure if I want to include or not quite yet.
Ramp  [author] 31 Mar @ 8:11am 
Next update is all about cleaning up the scripts to be more efficient and have less impact on performance. Should be tonight. Then I will start remastering the 3rd mission, Ryabyshev Pushes Back.
Ramp  [author] 31 Mar @ 7:36am 
3rd phase overhaul complete. Added one additional mod created by the amazing Miralyn.
Ramp  [author] 30 Mar @ 9:45pm 
Substantial changes to the 3rd phase incoming. Maybe tomorrow.
Ramp  [author] 30 Mar @ 1:25pm 
@Miralyn Fixed, thanks for pointing it out!
Ramp  [author] 30 Mar @ 10:16am 
@Miralyn yep pretty much. Alot I want to clean up tonight
Miralyn 30 Mar @ 8:03am 
noticed that 7th rifle division squad on soviet side use sniper mosins, was it a carryover from the old missions?
Ramp  [author] 28 Mar @ 4:52am 
Plan on revamping the map more on the last half of this mission to improve pacing/flow. Definitely not completely satisfied with it's current state. Likely will happen this weekend, perhaps tonight.
达拉亚瓦乌什一世 28 Mar @ 3:11am 
好地图
Ramp  [author] 27 Mar @ 9:33pm 
Major changes to the mission objectives. As of now it's not possible to have multiple objectives in the same phase without both factions, en masse, running from one objective to another as soon as one is captures... It looks awful and feels worse.

Until I can write a script to spread out both attackers and defenders to multiple objectives in one phase evenly, I've decided to go with one objective per phase, with forward flank positions established by the defenders.
Ramp  [author] 27 Mar @ 4:40pm 
If people could let me know if the scripts are too taxing. Not married to it, but I do like the pacing more.
Ramp  [author] 27 Mar @ 8:58am 
@jaybee thanks bud
jaybee 27 Mar @ 6:57am 
once again, gj