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Thread: ASR AI Skills

  1. #981
    Quote Originally Posted by metalcraze View Post
    It didn't break a thing. It made precision dependent on skill. Yeah it's not as flexible now but it's not a bug.
    I know it's not a bug. It was just a terrible decision that temporarily broke the co-op game. Because AI with skill less than .8 isn't worth playing against (spotting and reaction time of half-blind arthritic cattle), but the corresponding accuracy is far, far too good for irregulars or insurgents.

    Edit: Robalo, you mentioned reducing AI skill at night. On that subject, I believe that the AI uses binoculars to see units in the dark that should be invisible. Could you prevent units from benefiting from binoculars at night?
    Last edited by maturin; Jun 19 2012 at 20:48.
    My Chernarussian Civil War SP missions:
    Enfilade Ambush
    Autumn Siege

  2. #982
    Quote Originally Posted by Robalo View Post
    Recommended difficulty settings are in post #20 and still valid. If anything, this version makes AI slightly less accurate (with the new userconfig defaults) and a little worse at spotting, but I guess the lower stance and quicker aim makes up for that.
    In fact you gave me an idea, maybe lower other skills at night, based on equipment they have, not just the spotting.
    I messed with it some more last night, both on the runway at Utes with 200m between me and an AI as well as playing some missions I've made for myself that I'm pretty familiar with. I bumped down the levels .1 like I mentioned (.6 and .4 for skill and precision). I did notice a change on the runway. It took a few more shots (2-ish maybe) to get hit but I was still seen (during the day) just as quick. When I played a few missions, the AI weren't as immediately deadly, but still required respect (this was on Duala with normal Duala units and my units were Tier One and a couple of Marine FR dudes). For me, these values were good for local insurgents, probably slightly too "easy" for regulars, but that's an easy tweak in my settings. I'm even happier than before.

    As for night... I was messing with shooting suppressed rounds at the AI and he would become aware but couldn't localize me very quickly. Sounds like a very fair depiction. During the day, even shooting suppressed, once he hears the rounds hitting next to him, he finds me pretty quick after scanning, which I'm totally cool with.

    I'm just giving this as feedback, please don't take this as negative. For me, you've got the perfect tweaks to make the game challenging and still fun......while also making my AI squad mates actually useful.
    Last edited by gatordev; Jun 19 2012 at 23:00.

  3. #983
    Outstanding job Robalo! Better than ever.

    On a side note, is this OK?

    Code:
    -mod=Expansion\beta;Expansion\beta\Expansion;@CBA;@ASR_AI
    I got a little confused lately with the betas and the correct order for the -mod parameter.

    Cheers.

  4. #984
    First Lieutenant CameronMcDonald's Avatar
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    Use this for your beta to prevent confusion:

    Code:
    -beta=Expansion\beta;Expansion\beta\Expansion -mod=blahblahblahetc
    But that looks fine. Also note that with the latest CBA you will be using three folders, that is:

    Code:
    -mod=@CBA;@CBA_OA;@CBA_A2;

    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  5. #985
    Gunnery Sergeant
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    Hm, pretty sure that if you use the latest CBA and run Combined Ops, you only need one @CBA in the mod list

  6. #986
    Master Gunnery Sergeant
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    You need all 3 for CO:

    There are three different setups depending on what variant of ArmA II you're using:
    If you have ArmA II Original, use both both the @CBA and @CBA_A2 mod folders
    If you have ArmA II: Operation Arrowhead, use both the @CBA and @CBA_OA mod folders
    If you have the "merged" ArmA II: Combined Operations (ArmA II+Arrowhead expansion), use the @CBA, @CBA_A2 and @CBA_OA mod folders.
    https://dev-heaven.net/projects/cca/wiki/Installation

    Hint: use Six Updater, makes things easier

  7. #987
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    Yes, well that may be outdated: http://forums.bistudio.com/showthrea...=1#post1696000. I run CO with only the @CBA folder and so far am not getting any error messages or something like that ?

  8. #988
    First Lieutenant CameronMcDonald's Avatar
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    http://forums.bistudio.com/showthrea...=1#post2150031 - read that page, clarifies nicely.

    The very latest version of CBA (the one from Six Updater) has changed to be more modular (to assist with the support of ToH and ToH:ReArmed). If you are using THIS version then you need all three for Combined Ops. If the server you are trying to join has the OLD version, then you need to continue to use the same version as the server (probably just @CBA linked from the 1st post).

  9. #989

  10. #990
    First Lieutenant Kremator's Avatar
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    Quote Originally Posted by Old_Painless View Post
    Yes, well that may be outdated: http://forums.bistudio.com/showthrea...=1#post1696000. I run CO with only the @CBA folder and so far am not getting any error messages or something like that ?
    If it is now designed that you HAVE to run with all 3 CBA if you have CO, why are you not? Do you know better? When things don't work then don't come crying on the forums.

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