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Thread: COWarMod ACE Compatible - Open beta Project

  1. #31
    Soldaten report

    I tested the following addons:

    zeu_cfg_core_ai_sensors.pbo
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_engagement.pbo

    Recomendations:

    To remove Zeus AI mod;
    I tested with ACE and it overrides ACE's AI Skills.
    With Zeus AI too accurate; engagement ranges are better with ace. however need a second opinions.

    Quote Originally Posted by Günter Severloh View Post
    Hey Soldaten,

    I want
    Soldaten
    Col.

    and anyone else whos available,
    I will also be testing this too.

    Feature to test:
    Code:
    AI Improvements 
    addons that are in concern here:
    - ard - http://www.armaholic.com/page.php?id=12815
    - sys_airearming - http://www.armaholic.com/page.php?id=12105
    - inf_stealth_recognition- http://www.armaholic.com/page.php?id=9604
    - mechinftac.pbo - http://www.armaholic.com/page.php?id=13199
    - zeu_cfg_core_ai_sensors.pbo - http://www.armaholic.com/page.php?id=8250
    zeu_cfg_core_ai_skills.pbo
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_engagement.pbo
    Lastly...

    Testing Notes2
    Code:
    when you are testing you need to understand what we are looking for, questions are as follows to keep in mind:
    
    1. What does the ACE feature do?
    2. What does the feature in COWarMod do?
    3. when i test with COWarMod and ACE does the ACE feature work or is it overridden, does the CoWarMod feature work or is it overriidden or enhance (add) to the ACE feature?
    4. when I test with CoWarModACE (Cowarmod files removed) does ace features work with CoWarMod or are their any conflicts?

    Understand? any questions please ask, either ask here in reply, or pm me.


    ---------- Post added at 03:06 PM ---------- Previous post was at 02:51 PM ----------

    AI Enhancements (Extended engagement ranges, improved ROF selection, improved spotting capabilities, improved accuracy, faster target reacquisition, and throwing smoke while healing).
    Not recommended to use with (currently outdated) ZEUS AI config tweaks or similair addons.
    System Model XPS 630i
    Processor Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2403 Mhz, 4 Core(s), 4 Logical Processor(s)
    Installed Physical Memory (RAM) 3.50 GB
    NVIDIA GeForce GTX 470

  2. #32
    I would recommend not removing it, but replacing it with the ACE compatible zeus mod. I know it's all up to you Günter Severloh, just giving my opinion

  3. #33
    I click on the link and it just comes up with "The requested URL /showpost....6&postcount=20 was not found on this server."
    Yes I know, and I dont know why its broken dont matter post 20 says this:
    Feature to test:
    Code:
    AI Improvements 
    addons that are in concern here:
    - ard - http://www.armaholic.com/page.php?id=12815
    - sys_airearming - http://www.armaholic.com/page.php?id=12105
    - inf_stealth_recognition- http://www.armaholic.com/page.php?id=9604
    - mechinftac.pbo - http://www.armaholic.com/page.php?id=13199
    - zeu_cfg_core_ai_sensors.pbo - http://www.armaholic.com/page.php?id=8250
    zeu_cfg_core_ai_skills.pbo
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_engagement.pbo
    Col said What mod have that can't-shot-while-walking-thing?
    That was Sam hand signals, but thats not in COWarMod v 1.1, I had removed it as that is really just for COOP play, and to use it you have to configure your controls.

    For testing you need CoWarMod v 1.1 or the results will be different to some degree.

    Soldaten report

    I tested the following addons:

    zeu_cfg_core_ai_sensors.pbo
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_engagement.pbo

    Recomendations:

    To remove Zeus AI mod;
    I tested with ACE and it overrides ACE's AI Skills.
    With Zeus AI too accurate; engagement ranges are better with ace. however need a second opinions.
    AI Enhancements (Extended engagement ranges, improved ROF selection, improved spotting capabilities, improved accuracy, faster target reacquisition, and throwing smoke while healing).
    Not recommended to use with (currently outdated) ZEUS AI config tweaks or similair addons.
    Angus S said I would recommend not removing it, but replacing it with the ACE compatible zeus mod.
    Use this version of Zeus instead:

    Zeus AI Combat Skills & AI Spotting modular - ACE
    http://www.armaholic.com/page.php?id...ight=ZEUS%2BAI

    We'll still need to test this even if its compatible if no issues then we can go from there.

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    WarMod | A2WarMod |A2WarModACE | COWarMod | COWarModACE | COWarModI44 |COSLX

  4. #34
    The outdated zeu_c_ai_ addons will only work against ACE (/ASR) enhancements.
    zeu_ACE_c_wep_dispersion - maybe.
    The rest probably adds some interesting and useful features.

    I hope you guys are testing with the latest 1.60 betas, as a lot of fixes/improvements have been included especially regarding AI,
    ACE is recommended to be played with it
    Last edited by Sickboy; Sep 30 2011 at 12:02.
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  5. #35
    Hi Sickboy,

    The outdated zeu_c_ai_ addons will only work against ACE (/ASR) enhancements.
    Ca you be more specific as to how it would work againsted.
    If Zues works with ACE then I see np, Zues is one of a few AI addons/mods in CoWarMod that we are testing.

    I hope you guys are testing with the latest 1.60 betas, as a lot of fixes/improvements have been included especially regarding AI
    Sounds good, but I dont use betas, never have, I prefer official patches, and since we had started with the latest official patch,
    we will stick with it.

    When the CWM/ACE is released or downloadable rather it can be updated if need be, as what were doing is basic,
    seeing what works what doesn't.

    If you have some insights for ACE to help out in our testing, for ACE, then I'm open to suggestions.

    The thread is open to suggestions, and or feedback, any feedback will only help speed up our testing process,
    as there is alot more to test then just what were currently testing atm.

  6. #36
    As said the zeu_c_ai_ pbos are outdated. Our settings are updated all the time, and Robalo has put a lot of work into it.

    So if you're going to add the zeu_c_ai_ pbos (im not talking about the others!), then you are overwriting awesome and up2date settings, with over a year old, outdated, unbalanced ones. Those pbos are not needed for the other nice AI features the zeus AI mod delivers.

    Anyway, up to you, but seems deconstructive.

    Not sure what you mean with "CWM/ACE". I was talking about http://www.arma2.com/beta-patch.php
    Last edited by Sickboy; Sep 30 2011 at 13:19.

  7. #37
    Quote Originally Posted by Sickboy View Post
    As said the zeu_c_ai_ pbos are outdated. Our settings are updated all the time, and Robalo has put a lot of work into it.

    So if you're going to add the zeu_c_ai_ pbos (im not talking about the others!), then you are overwriting awesome and up2date settings, with over a year old, outdated, unbalanced ones. Those pbos are not needed for the other nice AI features the zeus AI mod delivers.

    Anyway, up to you, but seems deconstructive.

    Not sure what you mean with "CWM/ACE". I was talking about http://www.arma2.com/beta-patch.php
    Is the latest 1.60 betas stable enough to update arma2? I would like to test CWM/ACE with this beta.

  8. #38
    "CWM/ACE"
    COWarMod/ACE

    So for the Zeus use the following:
    zeu_ACE_c_wep_dispersion
    zeu_FindCover
    zeu_GLx
    zeu_netcode
    zeu_sys_AI

    remove the following:
    zeu_c_ai_recognition
    zeu_c_ai_rof
    zeu_c_ai_skill

    Zues readme for AI skill and precision
    Player and server profile skill levels significantly affect gameplay. Empirical
    data provides the following recommended skill settings for the .ArmA2Profile:
    skillFriendly=0.98500001;
    skillEnemy=0.98500001;


    With the above settings, AI provide good suppression levels, attempt flanking
    manoeuvres on spotted enemy while maintaining close formation and also make use
    of cover and concealment during movement. Attacks are slower, in larger force
    and more deliberate. Spotting distance is slightly extended in comparison to
    lower skill settings.

    Reducing skill settings to:
    skillFriendly=0.5;
    skillEnemy=0.5;


    With these settings AI tend attack individually or in loose formation with
    little regard for use of cover. Frontal attacks are common.

    Recommended precision settings for the player/server profile are:
    precisionFriendly=0.5;
    precisionEnemy=0.2;


    Higher precision settings tend to make the AI too accurate, which destroys
    some of the immersion. These are recommended values borne out of extensive
    testing. You can of course vary them as you wish to make enemy more
    lethal, but the window for adjustment is very small for precision: 0.2 - 0.245
    Friendly precision is set higher to mitigate against friendly fire and does not
    appear to unbalance gameplay when commanding AI squads.
    Last edited by Günter Severloh; Sep 30 2011 at 22:31.

  9. #39
    I took everything out of zeus and just kept find cover part and it works great they really take there time covering and then move to next area.Also I left asr 1.1 as is and kept slx mod that came with cowarmod. I'm running Ace 1.12 updated
    BRAVO409

  10. #40
    Hey Bravo,
    So you followed my list here then:

    So for the Zeus use the following:

    zeu_ACE_c_wep_dispersion
    zeu_FindCover
    zeu_GLx
    zeu_netcode
    zeu_sys_AI

    remove the following:
    zeu_c_ai_recognition
    zeu_c_ai_rof
    zeu_c_ai_skill
    and the AI is working good for you then overall, they dont seem to accurate using the above mentioned profile settings?

    As atm not that I have experienced it recently but there is an AI accuracy problem where the AI are very good shots.

    Hows the testing with everyone else, what are your results for the AI so far with the above files removed and other ones used,
    as well as profile settings as mentioned in my previous post?:
    Soldaten
    Angus
    Col
    Kommiekat
    Last edited by Günter Severloh; Oct 1 2011 at 23:56.

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