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Forgotten Hope General Yib-Yab (Off Topic)
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Old November 12th, 2005   #31
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Same here it crashes when ever I try to switch over to Intensity.

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Old November 13th, 2005   #32
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Default Re: intensity mod

Quote:
Originally Posted by colonel_flagg
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
I don't know how to do a server-side version of this, unfortunately. If there's anyone out there who does and would like to create a server-side version of Intensity, you have my full permissio, as long as I'm credited, of course.

These bots are as close to human, I think, as any bots on the BF1942 platform are ever likely to get. Again, of course, that depends on the map -- some maps I'm still getting feedback on for strategy improvement, and as promised, strat packs will be released to upgrade maps that don't have the best strategies yet. Some of the best, IMO, are Stalingrad (original) and Kursk. Omaha Beach is damn decent too, IMHO. Also, there is are two special features that did make it into Intensity, although they were mainly used in the maps I wasn't able to include. Some maps (such as Omaha) include Airborne and/or Fallschirmjager classes, which simulate the armament of American and German paratroopers. This means that in some cases you'll have a K98 and where weapon slot 2 might usually be empty, you'll have the MP40 that Fallschirmjagers sometimes dropped with. American Airborne may have an M1 Garand in slot 3 and an M3A1 Grease Gun in slot 2.

I know paratroopers didn't drop with both these weapons -- and I also know early Fallschirmjagers (such as at the Battle of Maleme) dropped with pistols, not MP40s. But I don't have the mapping, modeling or skinning skills to create "weapons drops" that parachute in at para spawnpoints (though I would like to have done this). But these troops sometimes dropped with the smaller weapon and picked up the longer weapon from these drops.

In Crete 1941, at the moment, your Fallschirmjagers will have the MP40 in slot 2 -- I'll be fixing this in a future strat pack, changing them to the historically correct armament of pistol and K98. I'll also be addressing anachronisms (wrong weapon for the time period issues) in other maps, as well.

The other special feature is an expansion of FH's addition of selectable firing rates on some weapons like the BAR 1918 and FG 42. I've added this feature to the StG44 and the Thompson M1, and you'll also find that in some maps.

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 13th, 2005   #33
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Quote:
Originally Posted by oscar989
Same here it crashes when ever I try to switch over to Intensity.
Please make sure that you have Intensity in the proper directory. Its directory structure should look like this:

C:\Program Files\EA Games\Battlefield 1942\mods\Intensity.

Also, it's only for FH 0.7, so (I know this is obvious, I'm sorry) make sure you have that version only.

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 13th, 2005   #34
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Can you make it so that the bots can pick up kits on the ground? Like a pilot kit on the table?

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Old November 14th, 2005   #35
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Quote:
Originally Posted by oscar989
Can you make it so that the bots can pick up kits on the ground? Like a pilot kit on the table?
To my knowledge, that's not possible for bots on the BF 1942 engine, or any other BF series game engine.

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 14th, 2005   #36
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Wink Re: Intensity for Forgotten Hope 0.7 Is Available

Hi there!
Did I do something wrong I wonder.
The bots are as stupid as ever, they drive in to walls getting stuck there, they stand around doing noting, even if therīs an enemy running around direktly infront of them and all the usual frustrating botbehavier!
Itīs great that sp is introduced to more maps. Thats the good thing, but I donīt find these bots frustratinly good and I find no reasson to throw around fragile things. Sorry!

PS: when I read my own post, I sound like an old bitter man with no apriciation to this work at all. Thatīs not it! I just wanted to give a feedback.


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Old November 15th, 2005   #37
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Well, I'm not sure what to tell you on this, except to ask if you're sure you're running my mod instead of regular FH. If you're running mine, there's no menu music (left it out to conserve space) and the menu background is just plain gray. Your regular FH desktop shortcut won't activate my mod; you have to go into Custom Game in the game menu and activate it there. Only thing I can figure.

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 17th, 2005   #38
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Quote:
Originally Posted by Legi0n
Well, I'm not sure what to tell you on this, except to ask if you're sure you're running my mod instead of regular FH. If you're running mine, there's no menu music (left it out to conserve space) and the menu background is just plain gray. Your regular FH desktop shortcut won't activate my mod; you have to go into Custom Game in the game menu and activate it there. Only thing I can figure.
Unfortunatly I am doing everthing correct.
So imho the botsituation just doesnīt yet seem to be improoved very much. In turms of skills that is!
What I do find very good about Intensity, is that now you can play SP on almost every map. Thatīs great for practicing maps without getting bored running around alone.
So a big thank U for that!
And when it all comes down, SP is a joke nomatter what, so the loss isnīt that big anyway!
See U on the battlefield
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Old November 17th, 2005   #39
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Would it be possible for you to add Coop support to FH's Pavlov, Berlin Streets, Ramelle, and Omaha Charlie Sector?? I've never been able to play those with other people.


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Old November 18th, 2005   #40
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Default Re: Intensity for Forgotten Hope 0.7 Is Available

Talking about Coop mode, to which maps did you added bot support Legi0n?
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