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Old November 11th, 2005   #21
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

I'd like to make you a question. Did you found a way to fix that damn thing they do in some maps (Like Guadalcanal or Liberation of Caen), where they'll just stand still and do nothing (except shooting at you of course) when they respawn inside rooms or bunkers at some of the flags? Everytime I play Guadalcanal in coop mode any bot that spawns at the bunker just stays there until the Japs make the flag turn grey and kill them all. Same happened to me a few times with the Germans at the bridge flag in Liberation of Caen, that was the only flag they had left, and all of them would just stay in the second room of the house, shooting at me as soon as I showed up, but not doing a single thing, even if I killed half of them throwing grenades through the window.
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Old November 11th, 2005   #22
No tank mirrors? No park.
 
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Not only the Germans spawncamping there, but the Cannucks also. They spawncamp inside the bunker until the Germans were unable to completely recapture them and the bridge remained status quo. LOL
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Old November 11th, 2005   #23
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Battle of Stalingrad has a problem in the init.con because the fog is fubared, and it's not using the stalingrad textures. And you can't use a G43 in a 1942 map

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Old November 12th, 2005   #24
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Battle of the Bulge has no winter camo on the axis armor. Also had some tank bots in allied main base, that prefered to spin their turrets instead of charging the enemy.

Cheers

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Old November 12th, 2005   #25
Hier kommt die Luftwaffe
 
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

With regard to bots getting "stuck" in some maps -- I've noticed the Guadalcanal instance of this before -- it's probably a pathmapping thing, because the strategies I have in play have them moving and fighting pretty aggressively in all but those spots (another one happens when the Americans take the flag up in the foothills; they'll spawn there and then just stand around taking potshots at the Japanese). The only way I can think of to undo this problem is to replace the FH Guadalcanal with the stock version, but wasn't sure if people would be okay with that.

As for LoC, BoS and the others -- thanks, guys, I appreciate you pointing these out, and I'll get a pack out ASAP to address these issues.

There's an old joke that the British soldier can stand up to anything... except the British War Office. We would like to take this opportunity to remind you (Muslim terrorists) that you are not the British War Office.
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Old November 12th, 2005   #26
....I'm like the wind.
 
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Default intensity mod

is this for both client/server or can it be used as a server-side mod only? while the FH community is pretty good about keeping up with custom map downloads and updates, lots of folks still don't keep up with the community. i would like to pursue the use of anything that increases the AI level during COOP mode, but if all of my visitors need to download/install this, I don't know if it would be worth the effort.

and yes, i understand it's suppose to be SP only, but doesn't that effect COOP? any way to increase the AI abilities in COOP with a server side mod? I want the damn bots as good as any player I've ever come against... of course I know that's not possible, but it would be nice. o.O




/CF - IWZ
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Old November 12th, 2005   #27
....I'm like the wind.
 
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

I actually think the AI in .7 COOP/Internet is better than it was in .67. As for the "commands", I issue commands to bots all the time and most of the time, they listen. I think it's more dependent on the map you're on. For instance... take Liberation of Caen for instance. Load in as allied in COOP mode. Once you spawn at your base, issue command F6 F7, "Bail Out!". If that doesn't work, issue command F6 F1, "Wait up!". They'll get out. Now issue command F7 F7. They'll start getting back in their tanks.

While this doesn't work all the time, usually, it will. Again, I've studied it and I think it's either #1 the map or #2 there's enemy units nearby that causes the bots to not listen to you.



/CF
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Old November 12th, 2005   #28
*TRA* Spsk. Pilotka VVS
 
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

I rember if you got in a tank or something they would exit.

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Old November 12th, 2005   #29
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

its ashame about what happen but none the least its still good

I was stupid enough, despite several warnings, to get my self banned. First I was generally rude in a thread, which got me temp banned. Then I came back with another account just so I could post in vengeance against one of the moderators . And that upgraded my temp-ban to a permanent ban.
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Old November 12th, 2005   #30
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

causes me to crash....


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