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#2883936 - 10/21/09 07:19 AM
Anyone try the SLX mod for Arma2 yet?
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SimHQ Member
Registered: 11/07/05
Posts: 436
Loc: Chapel Hill, NC
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I didn't notice it'ld been released. I felt like most AI mods for Arma1 were a mixxed bag. Anyone try this long enough for a valid opinion? I'm gonna load it up whenever I get a free hour. http://www.armaholic.com/page.php?id=7045
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#2883965 - 10/21/09 08:15 AM
Re: Anyone try the SLX mod for Arma2 yet?
[Re: arthur666]
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SimHQ Member
Registered: 04/17/03
Posts: 623
Loc: Germany
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I have been using it for a while now and I cannot play ARMA 2 without it anymore. The AI just feels so much more intelligent and alive.
With SLX, I actually find my squad useful now. They are able to take proper cover, can flank well and are generally less prone to getting killed on first contact. In fact I find I can go through multiple encounters without a single loss, though the modified hit and weapons tables have to do with this as well. Choppers, tanks and APCs are now more effective and, when OPFOR, can really ruin your day...which is a good thing.
The new injury and death animations are a point of debate. Sometimes they look plain wrong or even funny, at other times you see movie like quality...more of the latter, that I've noticed.
Also, as SLX modifies the default AI, you will come across some weirdness, like you as squad leader telling your AI to hold fire, even though you never gave that order.
I can't say all that much about the new sound effects as I use vopsound 2.1, so most SLX sounds are overwritten, by that mod.
All that being said, you need to realize, that the mod is often incompatible with standard and in particular user made missions, due to the modified AI, (units can see farther, (Air) and use radios to call in assistance, units can flee or surrender, for example)
User missions like Cipher work really well with this mod and Benny's Warfare, (I play LAN, single), makes for an awsome experience with SLX.
In conclusion: I can't live without it anymore. Give it a try, you can always switch it off, if you don't like it.
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The trouble with jogging is that, by the time you realize you're not in shape for it, it's too far to walk back.
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#2884857 - 10/21/09 02:35 PM
Re: Anyone try the SLX mod for Arma2 yet?
[Re: arthur666]
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SimHQ Member
Registered: 04/17/03
Posts: 623
Loc: Germany
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Several things to consider: 1. Air and land vehicles can see further. Example default AI: You set up an insertion point for your chopper fairly close to a village with OPFORs . The insertion point is set in such a way that your UH 1 will not detect the enemy and not engage, just insert your troops. However, when using SLX, the gunners and pilots can see further, so they detect the enemy and engage, instead of letting you and your squad off at said insertion point. 2. With SLX each squad now has a radio man for calling in reinforcements. The result could be, that that T-72 platoon you set up as a secondary objective in the next town, will get called in for support by the squad you are attacking in the village you inserted in. So now you have to deal with the infantry and a tank platoon at the same time, but you did not design the mission for this to occur. 3. You made a mission, where you and your special forces squad of 6 men are to ambush a village filled with OPFOR that outnumber you 3 to 1. You've got SLX active, so this is what can happen: You sneak up to the village, you squad "realizes" they are totally outnumbered and promptly surrender  This has actually happened to me. 4. Tank and APC battles will start at much further distances, (assuming LOS). SLX is modular and you can read about people not using the AI mods, but quite frankly, modified AI is what SLX is all about, sooo.... Basically, all you can do is try the mod and see how they affect your missions, I guess. Generally, if you've got fairly simple Inf on Inf missions, you should have little to no problems and in fact see a much improved AI and yes, even simple engagements will be much different, ie improved. Hope this info helps and remember that SLX is still beta and these are just my observations and opinions, but I am not the only one. P.S. What you may not like, is the fact, that it often takes more bullets now to take someone down and this is something that certainly needs adjusting. On the other hand, get that weapons add-on with the Barrett sniper rifle and see what happens...ehehehe
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The trouble with jogging is that, by the time you realize you're not in shape for it, it's too far to walk back.
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#2884943 - 10/21/09 04:44 PM
Re: Anyone try the SLX mod for Arma2 yet?
[Re: QuantumPeep]
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SimHQ Member
Registered: 11/07/05
Posts: 436
Loc: Chapel Hill, NC
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2. With SLX each squad now has a radio man for calling in reinforcements. The result could be, that that T-72 platoon you set up as a secondary objective in the next town, will get called in for support by the squad you are attacking in the village you inserted in. So now you have to deal with the infantry and a tank platoon at the same time, but you did not design the mission for this to occur.
Even if they're set at a HOLD or triggered waypoint? I guess I could live with that. Seems to be more dynamic, at least. 3. You made a mission, where you and your special forces squad of 6 men are to ambush a village filled with OPFOR that outnumber you 3 to 1. You've got SLX active, so this is what can happen: You sneak up to the village, you squad "realizes" they are totally outnumbered and promptly surrender  This has actually happened to me. Hmmm... this would make SLX a no-go for alot of my missions. I remember that this problem was a deal-breaker for the ACE mod for alot of my missions in Arma. I might look around and see if I can find a way to set certain groups to ignore surrendering/fleeing. Anyways, thanks for the answers. I'll try the mod anyway, but I like to have an idea of what I getting into and know what to look foreward to.
Edited by arthur666 (10/21/09 04:46 PM)
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#2885872 - 10/22/09 08:10 PM
Re: Anyone try the SLX mod for Arma2 yet?
[Re: arthur666]
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SimHQ Lifer
Registered: 05/21/02
Posts: 10176
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how do i install it? i copied the @SLX folder into my MrmA 2 folder- correct? do i need to do anything else?
there was no read me faq file in the mod folder
i tried entering this in the shortcut target box but get a message that this is an invalid name:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@SLX
Edited by peppergomez (10/22/09 08:44 PM)
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#2885891 - 10/22/09 09:04 PM
Re: Anyone try the SLX mod for Arma2 yet?
[Re: peppergomez]
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SimHQ Member
Registered: 11/02/04
Posts: 3437
Loc: Colorado
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how do i install it? i copied the @SLX folder into my MrmA 2 folder- correct? do i need to do anything else?
there was no read me faq file in the mod folder
i tried entering this in the shortcut target box but get a message that this is an invalid name:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@SLX you also need Community Based Addons: http://www.armaholic.com/page.php?id=6231basically it's Extended Event Handlers for Arma1 which is needed for many mods
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#2885912 - 10/22/09 10:04 PM
Re: Anyone try the SLX mod for Arma2 yet?
[Re: NoUseForAName]
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SimHQ Lifer
Registered: 05/21/02
Posts: 10176
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forgot to mention i already installed that, at least i think i did-- i now have @CBA, Keys, source, and doc folders in my ArmA 2 folder
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SeagateBarracuda320GB 7200 SATA LIANLI PC-7B plus II MidTower EVGA GeForce8800GTX 768MB GameXStream 700W PSU Intel Core2Duo E6600Conroe 2.4GHz CORSAIR 2GB DDR2 SDRAM DDR2 800 WDRaptor 150GB 10,000 RPM SoundBlasterX-Fi EVGAnforce SLI 680imobo winxp sp2
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#2885940 - 10/22/09 11:24 PM
Re: Anyone try the SLX mod for Arma2 yet?
[Re: peppergomez]
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SimHQ Member
Registered: 11/07/05
Posts: 436
Loc: Chapel Hill, NC
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i tried entering this in the shortcut target box but get a message that this is an invalid name:
"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@SLX
I dunno, maybe try losing the quotes? Won't be abl;e to get to my computer til tomorrow to look at my shortcut. here's an example: http://www.armaholic.com/pfs.php?m=view&v=3-modfolder-2.png
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