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1. will any of these mods have any positive effect on AI vehicles
2. will each mod come out weekly or just when your finished with the mod
2. AI complete combat system (This is very extensive)
3. AI drops smoke and flares on enemy locations
4. AI calls for reinforcements
5. Lore for long campaigns using AAN as a bulletin board
6. AI saves fallen soldiers; I posted it here as compensation for the week without noticing the error
7. AI talks to you and has conversations (I'm using sounds from Tom Clancy's End War very strenuously)
8. AI talks to you and gives you recommendations (It analyzes your gameplay and gives you advice based on that)
9. AI full performance system
10. Living and responsive world (For example, shooting cisterns will make water fall, shooting barrels will make them explode, shooting gas pipes will release gas that can kill you or explode, etc.) etc.)
11.- Combat environment (Gunfire and sounds in the distance, tracers, planes fighting in the sky, explosions in the clouds, etc.)
12.- Revive OPEX
{
if ((_personality == _x#0 && |# |_otherpersonality == _x#1) ||
Error undefined variable in expression: _otherpersonality
File Experiencia\scripts\Amistad.sqf..., line 71
it happened to me when i loaded my saved scenario without starting it, still didn't tested it after the experiencia.sqf fix, I just came here to report that, despite that, I Really appreciate your determination to fix it
I ask for a thousand again and an apology for the inconvenience, this version must be 100% functional, apologize that it has not noticed such an obvious error, I was so focused on raising it that I forgot to accommodate something so basic in the Init.
As compensation I have put a unique script that I planned to get later, which is that the units can rescue their fallen friends.
A thousand and one apologies, totally and hugely. I just updated; it should be 100% functional for everyone now. A thousand and one apologies. I'm truly sorry.
I didn't put the full path in the init, and that's why many people are getting the error message saying the path is missing or that there are practically no changes. I sincerely apologize.
Video with sample mission I test all my mods if there are any conflicts etc (the bug at the begining is due to the mod "granade wheel" or something like that there is a missing icon in ace menu but it works):
https://www.youtube.com/watch?v=KFDXDcD1oJw
Also, I don't know if the missing file is to blame, but from my perspective, this was a static AI duel. AI sees the enemy, it takes defencive pos., freezes, and waits until someone gets under the gun. No flanking no tactics no matter whoose side is stronger. 30-minute urban combat simulation with barricades on roads and random covers (about 100 units in total). I didn't notice any use of mortars they had in backpacks/arty etc. Reinforcements form trucks arrived in the city and did not unload the infantry but stood at the rear. I've tried 6 times each time simillar resoult.
I will check if there will be any fix in the future, but for now i will return to other AI mods.
Performance is improved since I removed resource-consuming vanilla actions and replaced them with new ones. I have a performance mod planned for the future that promises to have up to 50 AI units in the field without affecting a single FPS, but I'm still working on it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3417458930
In general, I played warlord with my friends with an average number of bots on the map of 150-200 units. The average fps of the server did not fall below 120 fps, which makes me very happy. Bots have become much more complex.