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#3319684 - 06/15/11 09:27 PM RoF AI mod and the new career feedback sought  
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Teddy Bär Offline
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Hi all,

Let me start by saying "niiiiiice"; the new beta career and the improved visual configuration is a fantastic improvement and I am really enjoying the new RoF. I look forward to the refinement of these as I do the AI.

While we wait for the AI to be addressed by 777 I was thinking of trying the AI mod and was seeking feedback from anyone who has tried the AI mod with the new career mode and if it works within the setting of a career.


Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

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#3319701 - 06/15/11 10:12 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Queeg Offline
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I'm usng it and it seems to be working. It's a little hard to tell with something like an AI mod (as opposed to a graphics mod that you can see), but I does seem to be working.

EDIT: Discussion from ROF forum: http://riseofflight.com/Forum/viewtopic.php?f=279&t=13234&start=200

Last edited by Queeg; 06/15/11 10:19 PM.
#3319734 - 06/15/11 11:10 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Hellshade Offline
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Has 777 said they are working on the AI? That would be wonderful if they are. Everytime enemy planes drop to the deck it seems like they go into a permanent right hand or left hand circle mode. Again, Kudos to them on the latest patch though. The new autumn textures look great and the career mode is a very big improvement indeed. Great effort there folks!

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#3319763 - 06/16/11 12:17 AM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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timholt Offline
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I am using the AI mod and the 2 seater gunner mod and they both work fine in career mode. You still get promotions and medals.

#3319969 - 06/16/11 07:32 AM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Teddy Bär Offline
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No 777 have not mentioned anything that I am aware of, it is a assumption on my behalf as they will as they continue to improve the game especially as the AI deficiencies are very hard to ignore now and will greatly detract from the great work done and to come for the career mode.

Yes the AI do not appear to use team work or the strengths of their planes and as you say always head for the deck in a continual turn.


Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

"beatings will continue until morale improves" brought to you by Ubisoft DRM!
#3320065 - 06/16/11 12:39 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Teddy Bär Offline
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Loaded in the Mod AI v6 and while it was only one flight, for the 1st time I had a N17 not dive straight to the deck as fast as it can. The n17 did not just go round in a continual circle and when we did end up on the deck with me and 2 Alb's (not my flight) nipping at his heels.... for the 1st time the AI got up off the deck and left me behind and all I could do was frustratingly watching him climb away out of my reach.

So I say go for the MOD AI v6 as you have nothing to loose.


Note it does take a lot longer to load so do not bug out. I have read that there may be best not to install the 'worldobjects' directory.

Last edited by Teddy Bär; 06/16/11 12:40 PM. Reason: grammar son, grammar

Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

"beatings will continue until morale improves" brought to you by Ubisoft DRM!
#3320119 - 06/16/11 02:13 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
Joined: Mar 2004
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arjisme Offline
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My experience has been that, even with the default AI, if you don't chase the enemy to the deck, they will try to fight you at the altitude you are at. Maybe that's obvious, but I was fighting a N17 in a career mission recently and he did start a descending spiral when I got on his tail. I decided not to sacrifice my altitude as I was over enemy territory and there were other aircraft nearby. The N17 came back at me and even climbed above me to set up an attack. His moves were enough to make me think I was dealing with an Ace AI, which was probably true as when I landed I learned that I had shot down a high ranking pilot. However, it was still pretty trivial to avoid his attacks and get on his tail.

#3320210 - 06/16/11 04:02 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Bandy Offline
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Wishing I was in the La Cloche
As I mentioned on another thread, using the AI mod in "Mods-on" mode (the only way to get third party mods to work) causes over 20+ screenshots to appear as missions load.

It is painful, especially if you make a stupid mistake on take off and have to hit Refly (in my defense the N17 is particularly twitchy on take off rolleyes). Without mods-on, it is maybe 3 or 4 screenshots.

ALSO AI mod tames the rear-gunners in two-seaters, they are not snipers, but perhaps a little too tame. Give the AI mod a try, it is worthwhile, and then you judge...


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#3320226 - 06/16/11 04:22 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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OlPaint Offline
An Ace in de Skys
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@ TB

Criquet said he did not have a chance to completely optimize the AI gunners on DFW and Brequet in his AI Mod v6. So he recommended removing the 'worldobjects' folder from his mod to removed the strange gunner positions in the MG turret that his lastest version of the mod generated. Gavagia has since released his 'AIgunners' mod with a newer version of 'worldobjects' folder files. This mod does a much better job of limiting a DFW and Brequet gunner's field of fire to prevent firing through the bottom of the fuseage on the two-seaters and also positions the gunner more naturally in the MG turret. I have loaded both mods with Jonesoft Generic Mod Enabler utility. My impression is that the gunners work very well now.

OlPaint

Last edited by OlPaint; 06/16/11 07:11 PM.

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#3320229 - 06/16/11 04:30 PM Re: RoF AI mod and the new career feedback sought [Re: OlPaint]  
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Bandy Offline
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Originally Posted By: OlPaint
Gavagia has since released his 'AIgunners' mod with a newer version of 'worldobjects' folder files. ... OlPaint

Same thread location as Criquet's mod? If you don't mind, could you please post a link? I have A LOT of trouble finding anything over at RoF Forum. Thanks!


4x2.66 GHz Xeons, XFX 4870 1 GB, 11 GB DDR2 RAM, Win7 Pro x64, 120 GB OCZ Vertex2 (MLC, Sandforce)
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#3320243 - 06/16/11 04:45 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Mogster Offline
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I don't think the AI is as bad as all that. As Arjisme points out if they have a speed or altitude advantage they do attempt to make slashing attacks, once their advantage has gone they don't try to disengage though, they just start turning, and turning, and turning till you shoot them down. If they have a very superior aircraft then they'll continue the slashing attacks till they make the kill, try the old Albatros v DH2 matchup.

I haven't tried the AI mod, I've seen comments that although its better it moves the bad stuff to different areas. Over at 777HQ Jason did seem interested in the Breguet and DFW gunner mod, I think we may see that included mods off if the beta team like it.


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#3320364 - 06/16/11 06:48 PM Re: RoF AI mod and the new career feedback sought [Re: Bandy]  
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Originally Posted By: Bandy
Originally Posted By: OlPaint
Gavagia has since released his 'AIgunners' mod with a newer version of 'worldobjects' folder files. ... OlPaint

Same thread location as Criquet's mod? If you don't mind, could you please post a link? I have A LOT of trouble finding anything over at RoF Forum. Thanks!


I feel your pain. I don't go to the ROF forum that much because the layout is a little rough. After a painful 10 mins I think I found the v6 AI mod on page 8 posted by =fifi=, not criquet.

Oops....I guess you were looking for something else...sorry


http://riseofflight.com/forum/viewtopic.php?f=279&t=13234&start=70

Last edited by Force10; 06/16/11 06:49 PM. Reason: Oops!

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#3320370 - 06/16/11 06:53 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Lanzfeld113 Offline
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It moves the bad stuff to different areas?

Could you explain please? or link?

#3320428 - 06/16/11 08:02 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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elephant Offline
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Guys, for your convinience I've uploaded Criquet's ModAI with gavagai's two seater tweak incorporated at Mediafire.
Copy the data folder to your RoF main directory and merge folders.
For those who are using JSGME, extract ModAI folder to your MODS folder and enable via JSGME.

http://www.mediafire.com/?9lupmk8d4l1dq3e


WOFF UE, BOC member, Albatros pilot.

#3320445 - 06/16/11 08:22 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Bandy Offline
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Bandy  Offline
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Thanks! Good stuff.


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26" VIZIO 1920x1200, Logitech FF 3D Pro, CH pedals, Track IR4
#3320456 - 06/16/11 08:40 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
Joined: Feb 2006
Posts: 152
OlPaint Offline
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Ohio
@ Bandy

There appears to two threads running over at ROF Forum in 'Board Index > English Forum > 3rd Party > Mission/Campaign generators' section concerning ai mods.

Mod AI by Criquet
http://riseofflight.com/Forum/viewtopic.php?f=279&t=13234&start=220
The latest posted version is 'Mod AI V6.zip' on thread page 8

AI Gunner Mod by Gavagia
http://riseofflight.com/Forum/viewtopic.php?f=279&t=20981

I encourage everyone to pick up a copy of Jonesoft Generic Mod Enabler. It really eases the task of trying out mods.

OlPaint



Last edited by OlPaint; 06/16/11 08:46 PM.

Within this vale
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Your head grows bald
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#3320484 - 06/16/11 09:34 PM Re: RoF AI mod and the new career feedback sought [Re: OlPaint]  
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Teddy Bär Offline
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Teddy Bär  Offline
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Originally Posted By: OlPaint
@ TB

Criquet said he did not have a chance to completely optimize the AI gunners on DFW and Brequet in his AI Mod v6. So he recommended removing the 'worldobjects' folder from his mod to removed the strange gunner positions in the MG turret that his lastest version of the mod generated. Gavagia has since released his 'AIgunners' mod with a newer version of 'worldobjects' folder files. This mod does a much better job of limiting a DFW and Brequet gunner's field of fire to prevent firing through the bottom of the fuseage on the two-seaters and also positions the gunner more naturally in the MG turret. I have loaded both mods with Jonesoft Generic Mod Enabler utility. My impression is that the gunners work very well now.

OlPaint


Thanks I will download it as it is impossible to attack 2 seaters in the early planes as they shoot through their 2 seater plane. I wonder how the other planes with gunners behave as to shooting where they should not.

These sort of oversights by the devs should not slip through. Yes they are a small team and they are delivering some great/massive work i.e. 0.19; but if the simple things are not being seen/addressed it begs the question what of the complicated stuff is also not being seen/addressed. This statement I am sure will earn me the ire of the RoF club.


Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

"beatings will continue until morale improves" brought to you by Ubisoft DRM!
#3320503 - 06/16/11 09:56 PM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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2005AD Offline
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Originally Posted By: Teddy Bär
Thanks I will download it as it is impossible to attack 2 seaters in the early planes as they shoot through their 2 seater plane. I wonder how the other planes with gunners behave as to shooting where they should not.

These sort of oversights by the devs should not slip through. Yes they are a small team and they are delivering some great/massive work i.e. 0.19; but if the simple things are not being seen/addressed it begs the question what of the complicated stuff is also not being seen/addressed. This statement I am sure will earn me the ire of the RoF club.


The self elected guardians of SimHQ are all busy defending the honour of CloD on the other forum. I think what we need in RoF to really improve things are the following. I understand 777 Studios have to keep making addon aircraft to keep the income flowing but eventually they will need to tackle the FM/DM and AI issues.

AI with a sense of self preservation.

More early war two seaters, even if only AI. Right now the Entente do not have a two seater for early war careers and of course the Contral Powers have none to shoot at.

More French midwar scouts. Right now they jump from Nieuport 17 to Spad 13 in early 1918.

Review the FMs and DMs of some of the aircraft.


#3321601 - 06/18/11 09:21 AM Re: RoF AI mod and the new career feedback sought [Re: Teddy Bär]  
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Teddy Bär Offline
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Teddy Bär  Offline
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I am pleased to say that when using the Mod AI V6 the enemy are a real #%&*$# and life in the EIII is one of frustration and ever imminent death.

It is much harder with the enemy often extending away and coming back. Also whereas previously once I was on the tail of a N17 that was the end of him now I more often than not lucky to get the N17.

The DH2 is also a dangerous foe and 2 v 1 is to be avoided.

all in all jolly good stuff.


Cheers,

Teddy Bär

One of the stupidest things in game design is the lack of uncertainty given to the player

"beatings will continue until morale improves" brought to you by Ubisoft DRM!

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