Hmm, sounds good.
Although, Beasthunter mode has never really worked as intended. Its been replaced in the next patch with an indirect howitzer ability ;)
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?
the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh
Thanks for AI, I'm about to try it out.
I have a hall lot of various modes installed, so I wonder, if your AI is applicable to CoH in general. If that is so, than, I hope, you won't mine me asking, how it is to be done?
the ai was originally created by Azooma from relicnews (look at the link in the first post). you can download the original ai from there and it will work with original coh
Basically, I was asking, weather you did (and I think you did) or not change some parts of ebps and sbps files (with corsix that is), and, if you did, then how's it gonna be compatible (if I write it down straight into vanilla) with some mods, most of which have their own changes in atribs? :)
Regretfully report, that AI v.2.0 has major drawbacks, such as no soviet weapon recrewing, no alternative t-34 ordering after the 85mm gun upgrade :(
I didn't knew that AI used additional ability slots. Thanks for answering.
BUMP:
Looks like Azooma deleted his AI mod...
Question
To play against other people is enough to back up my original eastern front folder or is absolutely necessary to reintall it?
You need to backup Data & DataAttrib folders and Eastern_Front.module.
@robotnik
Now I remember, your Eastern_Front.module is missing the newer maps :).
16:33:03.43 GameObj::OnFatalScarError: [string "EASTERN_FRONT\DATA\Scar\WinConditions\vptickerwin-annihilate.scar"]:420: attempt to call global 'Rule_AddInterval' (a nil value)
16:33:03.43 GAME -- SimulationController::Pause 1
16:33:03.48 GameObj::OnFatalScarError: FATAL Scar Error! - Execution has been paused. Error calling init function VPTicker_OnInit.
I have no idea how that works... How the hell could a bug give a unit another skin? That makes no sense to me! ???That's because the guy who made it changed the skin... what makes me think something...
from what people have been saying, it seems then that Azoomas ai mod while it did make some parts harder, it made other parts stupider.Thanks, I hope you have enough time for all this :-\. But you had a great advance stopping the soviet call-ins spam :D!
im going redo the ai again from the beginning, but this time im not going to use all of Azoomas ai, but only the parts that improved the mod, as well as pieces of my own ai that have sown to work
instead of listing bugs, i would like to know what the ai is doing worse in comparison to EF's default ai (ex: ai spamming engineers)
from what people have been saying, it seems then that Azoomas ai mod while it did make some parts harder, it made other parts stupider.Thanks, I hope you have enough time for all this :-\. But you had a great advance stopping the soviet call-ins spam :D!
im going redo the ai again from the beginning, but this time im not going to use all of Azoomas ai, but only the parts that improved the mod, as well as pieces of my own ai that have sown to work
instead of listing bugs, i would like to know what the ai is doing worse in comparison to EF's default ai (ex: ai spamming engineers)