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I think we need to make a pool to make event day on saturdays and sundays
I think we need to make a pool to make event day on saturdays and sundays
I will be against this event day. Who wants RTR-SW - join RTR-SW, who wants vanilla - join vanilla and all players happy.
Millerke wrote:There you go: http://ddl2.data.hu/get/0/7392645/elala.xpack2.zip
Just copy the rfa file to xpack2 levels.
Here is the second version of El_Alamein Xpack2, Natter added and the Aw52 place is corrected.
http://ddl2.data.hu/get/0/7397626/elala.xpack2.zipStill one problem: bots do not want to jump out near flags, just like they did on Mimoyecques.rfa map in Xpack2. ???
I will try it today
Put some bots in, so moonbread can get a medal
Put some bots in, so moonbread can get a medal
rofl noname haha so cute trying to be the big guy on a forum while you are the smallest ):)) funniest guy ever
http://bfkhdb.selaron.de/index.php?play … 301#result why we do not ban him? I mean he troll all and talks only bad things about this server, while he didnt play in 4 months....
Millerke wrote:Millerke wrote:There you go: http://ddl2.data.hu/get/0/7392645/elala.xpack2.zip
Just copy the rfa file to xpack2 levels.
Here is the second version of El_Alamein Xpack2, Natter added and the Aw52 place is corrected.
http://ddl2.data.hu/get/0/7397626/elala.xpack2.zipStill one problem: bots do not want to jump out near flags, just like they did on Mimoyecques.rfa map in Xpack2. ???
I will try it today
Go-go-go!
Awesome , you make it even better than origin. one who have 10 sec top speed and then slows down Why they make ramps for takeoff bdw ?
Awesome , you make it even better than origin. one who have 10 sec top speed and then slows down Why they make ramps for takeoff bdw ?
Because Natter is basicly a rocket. And if they take off like in el_alamein, they will crash, in the sww Natters took of from ramps to get high!
But how your didnt crash
El ala is great but can you do something with this mister http://team-simple.org/forum/viewtopic. … 173#p20173
El ala is great but can you do something with this mister http://team-simple.org/forum/viewtopic. … 173#p20173
Lots of information, which one?
I am looking for someone interested to work with me in modifying Road to Rome and Secret Weapons maps. You don't need to have any experience in modding maps, but you must have lots of good ideas and playing experience in RtR+SW to create some more balanced and more exciting maps.
what about getting back battle for salerno map, someone suggested making parachute battle in the middle flag,that looks promising
@Millerke do you have any idea how to balance gothic line map? ''for gothic line; its just the map that makes a problem. Axis come from above so they can take easily the 3 flags first. But once the allies have the flag the axis getting baseraped.'' what you think
what about getting back battle for salerno map, someone suggested making parachute battle in the middle flag,that looks promising
@Millerke do you have any idea how to balance gothic line map? ''for gothic line; its just the map that makes a problem. Axis come from above so they can take easily the 3 flags first. But once the allies have the flag the axis getting baseraped.'' what you think
I was!
Well, i have some ideas for gothic line, but first i have to go inside and check some distances.
Ok, so i have some ideas for Gothic line. (I do not know if this map has also some modding. So i am thinking from basic.)
1, Make the Allied base "stronger" like adding some at guns (QF 25 pdr) between the house.
2, The axis can easily cap the F5 Flag from their mainbase, so 2 solutions:
a, add some barbed wires on to the hill, so it is acting like a "death buble" and the germans can not slope down to the flag on infantry, because the wires kill them. I know they are not visible (statics), but i read this from some modders who put these statics into bugs, so the players died there.
b, move the flag to C7. There can be a small base and maybe a C47 spawn can be here but only after the allies lost the C5 flag.
3, make the vehicles spawn tricky like if axis take a flag, allies have the vehcile on their mainbase and vica verza.
4, to make the axis main stronger, add extra pak40-s to the bend of G3 to defend the base.
5, if we put the c47 in, we should add a flakpanzer to the axis.
6, if we move the F5 flag to C7, we should move the D4 a little bit closer to the axis main, so they both have a flag which is almost theirs.
7, heavy tanks should spawn only at mainbases.
8, make the flag cap time longer
9, adding some extra vechiles to make the powers equal.
I think this can be interesting, but if you give me some time and Tuia give me the modded Gothic Line (if it is modded at the moment) i cna make this server file to test.
Last edited by Millerke (2014-02-13 12:52:19)
Nice idea millerke
What about make a map full of bunkers? Such as omaha beach
But I have certain view to make good to play
attackers Vs defenders
Nice idea millerke
What about make a map full of bunkers? Such as omaha beach
But I have certain view to make good to play
attackers Vs defenders
Thx Hook!
Well, you think about to make a new map like "bunker attack".
Let's first check these maps, and if the people need, we can think of making a new one.
any kind of change sounds great what Tuia think about this ?
Nice Millerke. Add a C47 and expand the playing area sounds great, it's going to enrich the tactical side.
I've two criticisms :
8, make the flag cap time longer
I think there is much more fun with maneuver warfare. The raids and the quick flag captures should be fostered. The trench warfares are boring, especially when one of the teams get stuck in his main base.
move the F5 flag
I find this basin's area original. We see less tankfights over there. Inf have every chance of challenging for this flag. That's adding variety to the map's gameplay.
Nice Millerke. Add a C47 and expand the playing area sounds great, it's going to enrich the tactical side.
I've two criticisms :
Millerke wrote:8, make the flag cap time longer
I think there is much more fun with maneuver warfare. The raids and the quick flag captures should be fostered. The trench warfares are boring, especially when one of the teams get stuck in his main base.
Millerke wrote:move the F5 flag
I find this basin's area original. We see less tankfights over there. Inf have every chance of challenging for this flag. That's adding variety to the map's gameplay.
The F5 flag is too easily capturable for Axis, that's why i set up 2 options, move or put the wires on the side of the hill.
+ tank fights are important for the middle flag i think.
Last edited by Millerke (2014-02-13 23:02:42)
Hmm they can always go to that flag with tank,its possible to pass between those things
We could add shemales
Hmm they can always go to that flag with tank,its possible to pass between those things
Than adding more "ghost" tank obstacles next to the wires. (Or a simple wall, so they can not go down at all.)
It is possible to put the gamemode on conquest/tdm and add a specific amount of bots
Here is an example for tdm:
-------Tdm.con-----
run tdm/SpawnpointManagerSettings
run tdm/SoldierSpawnTemplates
run tdm/SoldierSpawns
run tdm/ObjectSpawnTemplates
run tdm/ControlPointTemplates
if v_arg1 == host
run ai v_arg1
run tdm/ObjectSpawns
run tdm/ControlPoints
else
endIf
------Ai.con------
run AI/AIdefault.con v_arg1
run AI/AIbehaviours.con v_arg1
You need to put in the ai files from the coop map in the cq/tdm map so for example
El alamein coop to el alamein cq at the end of the cq.con or tdm.con
Bf1942/Game/AIdefault.con
Bf1942/Game/AIbehaviours.con
Bf1942/Game/AI/Strategies.con
Bf1942/Game/AI/radio.con
Bf1942/Game/AI/prerequisites.con
Bf1942/Game/AI/conditions.con
And to let them actually do something:
include ../../../../../objects/items/basekit/ai/objects.con
include ../../../../../objects/soldiers/common/AI/Objects.con
Rem Weapons
include ../../../../../Objects/HandWeapons/Bar1918/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Bazooka/Ai/Weapons.con
include ../../../../../Objects/HandWeapons/Colt/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Common/Weapons.con
include ../../../../../Objects/HandWeapons/DP/AI/Weapons.con
include ../../../../../Objects/HandWeapons/GrenadeAllies/Ai/Weapons.con
include ../../../../../Objects/HandWeapons/GrenadeAxis/Ai/Weapons.con
include ../../../../../Objects/HandWeapons/JohnsonLMG/AI/Weapons.con
include ../../../../../Objects/HandWeapons/K98/AI/Weapons.con
include ../../../../../Objects/HandWeapons/KnifeAllies/AI/Weapons.con
include ../../../../../Objects/HandWeapons/KnifeAxis/AI/Weapons.con
include ../../../../../Objects/HandWeapons/M1Garand/AI/Weapons.con
include ../../../../../Objects/HandWeapons/MedPack/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Mp18/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Mp40/AI/Weapons.con
include ../../../../../Objects/HandWeapons/No4/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Panzershreck/Ai/Weapons.con
include ../../../../../Objects/HandWeapons/RepairPack/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Sg44/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Thompson/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Type5/AI/Weapons.con
include ../../../../../Objects/HandWeapons/Type99/AI/Weapons.con
include ../../../../../Objects/HandWeapons/WalterP38/AI/Weapons.con
include ../../../../../Objects/Vehicles/Land/Sherman/AI/Weapons.con
include ../../../../../Objects/Vehicles/Land/Sherman/AI/Objects.con
include ../../../../../Objects/Vehicles/Land/Tiger/AI/Weapons.con
include ../../../../../Objects/Vehicles/Land/Tiger/AI/Objects.con
You need to include all weapons and vehicles in here(the ones that are in the map ofc)
And for letting the bots show up in the server list you need to patch the w32_ded.exe (i'm not going too far in that)
Thank you, Zero! Very much appreciated info.
Np, btw you have to pack it to make it a ssm ofc (example: el_alamein_007)
Hi Tuia, please remove them from RtR+SW server, it's too sad to playing vs mixed bot/player team.
And bots with clantags looks strange: