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Thread: COWarMod ACE Compatible - Open beta Project

  1. #121
    Since you been testing, test other features of ACE like tanking, flying, choppers, artillery, medical.
    I dont play with ACE so I dont know what folks like to play with in terms of features in ACE.

    I actually want to finish this up this weekend, remove the files found to conflict, then zip, upload, and release,
    if after i release folks have reports then so be it, but now is the chance to report.

    The list I made earlier will be files that will be removed, from the full latest version 1.2 of COWarMod, so its not like you guys cant just
    play the game with whatever features you like and report if theres nothing to report, then well you have your CWMACE version then,
    the more folks delay the more Im going to just say F**k it and move on.

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  2. #122
    too bad you dont play ACE, it has a lot of nice features, armor values for one.
    if been playing with ace + warmod a lot. Only real problem i found was that the infantry doesnt use backpacks to rearm, not sure if thats and ACE or Warmod issue do, ie a mod issue.
    Last edited by arkengel; Jul 20 2012 at 19:50.

  3. #123
    Hi arkengel
    Test to see if infantry use back backs in vanilla which doubt, dont ever recall seeing them do so, and then test in ACE alone and that will answer your question.
    Any other issues you guys may see then report, then I can look through the list of mods and possibly find the cause to it.
    I probably will release the mod this weekend as for new folks to the game might be interested in a COWarModACE version.

  4. #124
    Well i did some further play testing and the things that seemed a little off where the rearming, which the ai doesnt do, this also extends to ammo crates. I would have tought that ASR would make the ai rearm. Also the at infantry still goes on solo attack missions away from their group.

    To be complete, if been using the main COwarmod addons and the ASR AI files
    I have put the slx and the asr files in different mod folders

    "D:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@ACEX;@ACEX_USNavy;@ ACEX_RU;@ACEX_SM;@COWarMod;@COSLX;@ASR_AI;@Islands -nosplash

  5. #125
    Run the mod as specified which is -mod=@CBA;@CBA_A2;@CBA_OA;@ACE;@COWarMod
    The point of the mod is to make CWM compatible with ACE which means COWarMod running with only ACE core not the other ACE extensions,
    i have specified this many times throughout this thread and reporting what you tested with independent folders may or may not have accurate results.

    If my setup is one way, and yours another, then comparable results cannot be accurate.

    The result your having may or may not be happening on my end as you have a different setup, you cannot test this way, all you need to do if you are
    to test is to use the target line specified and see what you get, the thread here is not for reporting issues to fix your game specifically, its here to see how CWM is working with ACE alone without extensions, all the other extensions like ACEX and so on are are units and vehicles and such they are "additions" to the game whereas the core are gameplay features that effect how the additions work, like CWm does, but we are looking for the conflicts, trying to see what files in CWM if any are conflicting with ACE (CORE).

    Only other AI mods in CWM are the following:

    inf_stealth_recognition
    mechinftac
    slx_ai
    slx_ai_diff_armor_balance
    slx_ai_difficulties
    slx_ai_dodge
    slx_ai_identify
    slx_ai_noautoengage
    slx_ai_spawnskill
    slx_ai_steering
    slx_aiskill
    tpwc_ai_suppress

    If you remove those then see if the AI rearming then, and or just run ASR AI alone without CWM,
    and ACE and see if the AI rearms, knowing if that mod works as intended is important too.

  6. #126
    Sorry id didnt realise that acex and such would affect ai behavior, my bad. I will re test this weekend.

    Edit: I just saw you released it in the Complete forum, never mind
    Last edited by arkengel; Jul 26 2012 at 21:42.

  7. #127
    No problem arkengel,
    Im sure the other parts to ACE would influence the game somehow but as I had seen they are mostly additions of units, weapons and vehicles to the mod.

    This thread is closed, now that the mod has been released, so all those that want to report any issues,
    or bugs with COWarModACE then please use this thread instead:
    http://forums.bistudio.com/showthrea...Release-thread

    I think the mod is pretty stable for where we got it, but future reports can only make it better.

    Thank you guys for your efforts, and reports in the past and present, and will hope to see you further bettering the mod with
    your reports and feedback on the Release thread, thanks again!

  8. #128
    Closed by request. The release version is now available in the A&M: Complete Forum.


    Please use the CWR2 CBT to help us provide a better experience.

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