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Smitberg Modding Corporation’s BF1942 AI Mod, taking the legendary Grenademan’s equally legendary ‘AIE42’ as its inspiration, is built around the goal of helping to keep BF1942 a fun Single-Player experience; We consider this to be of the utmost importance in the world of today where good Single-Player shooters are few and far between. From adding new weapons & vehicles, to modifying the existing weapons and the way that bots handle them, this mod is already at a more than playable stage and will be updated as often as possible as we discover new things we can tinker with and improve.
For something different, I'll do a summing up at the start of the article to save those who have short attention spans from having to hey look a squirrel.
Anyway,
expect the Secret Weapons Of WWII version in the next week or so.
That is the summary of this article, but there is more stuff to talk about below.
Let us go there now:
I've basically got everything in place for it, so it is playable now BUT:
As things stand, our SW (Secret Weapons) version requires our RTR (Road To Rome) version installed.
(And the EA version of SW obviously - otherwise this would be illegal or so I believe)
I also want to do a double check and make sure that the Installer is running ok for people.
(I know that one person was having trouble, but they told me about it as a 'guest' so I don't have a way of finding out if they got it resolved)
And, does anyone know where I can find a PPSH model and animations (and code would be great) that I can use?
Worse case scenario, I could teach myself the mechanics of animating 1942 stuff if I could get a hold of a model, but I really don't want to have to; I really do not have the motivation (nor the time) to learn modelling for this game.
Also, how is everyone finding the 'area affect' damage of the cannons on fighters?
(Not our RTR fighters though, I haven't touched them yet)
Also (last one), if anyone has any suggestions for tweaks they'd like to see please let me know.
Cheers,
AUS_Doug
Re-boot of development thanks to a new tool, doing some more ‘stuffz’.
The first release of EA's 'Secret Weapons Of WWII' BF1942 Expansion, modified to the style of the SMC AI Mod
This is the first release of the 'Road To Rome' expansion for the SmitBerg Modding Corporation BF1942 AI Mod
2.0 version that contains various tweaks and will be NECESSARY to use the upcoming 'Road To Rome' and 'Secret Weapons' versions of the mod.
The first public release of the mod; as the the mod summary says it is perfectly playable at this stage. The exe is a self-extracting archive containing...
That destroyer-sniper in Omaha literally destroyed the epicness.
Can i get this to work with other mods? bold question xD
Depends on what you're asking really;
If you mean 'Will this mod work if there are other mods installed?' then it is a 'Mostly-yes'.
Provided a mod doesn't alter the base game in such a way as to break something that my mod relies on (I've not come across any) then you shouldn't have a problem.
If you mean to ask 'what will happen if you start combing various mods?', then I honestly don't know.
By all means, try it and see what happens.
So will the bots know what are their objectives?
For example, German bots fire all machine guns at charging Americans at Omaha Beach rather than going down hills to fight.
It's not so much that bots recognise their objectives but, from your example, bots place a higher priority on MG nests, and use them much more effectively; With the bot difficulty cranked up full, charging over open ground on Omaha Beach is a bad idea.
Unfortunately for the AI though, it is now not uncommon for the guns on the destroyer to fire shells through the firing port of those bunkers.
And sorry it took so long to reply; If you don't get a response to a question in a few days, PM me.
Remove destroyers then. Replace with only landing crafts.
NO, It's me who didn't see your reply for days/weeks!
Anyway, thanks for saying.
Addressed to the guest(s) comments:
Sorry it took so long to reply, but I forget to check this page sometimes.
Regarding Operation Sealion;
Nothing I can do about the bot pathfinding unfortunately, as I can't get the map editor to work for me.
I keep meaning to put a plane at the axis base, but until I do just avoid spawning there.
Never noticed the British spawning on the gun, I'll see what I can do.
Regarding Engineer kits;
I keep getting caught in two minds about how to handle them, but I think I'll have something in the works by the next update.
Regarding the game crashing;
Without a bit more detail I can't really help you; Some system specs would be good - particularly what operating system you have - and telling me where you installed the game.
Again, sorry I took so long to reply; If I haven't responded to a question you ask in a couple of days, just send me a message.
So does this mod just enhance AI and make some kit tweaks/modifications or does it add bots to maps that are only playable on multiplayer as well?
Just AI Enhancement and vehicle/weapon/kit modifications at this stage; I've never been able to get the map editor to work on my system, so no addition of bots to what were originally Multi-player only maps.