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Probably sometime in February. I have fixed two small bugs in 3.4, added a few new toys, and 3 new maps so far. Still some work to do on some maps, and I may add a few more toys ;)
I see, no it's so ok, just wanted to ensure, you've done a great job, downloading each new version of your mod became mandatory thing to, thanks for your hard work
Have you fixed AI since full release? Im just downloading those patches and im wondering if this was improved in any way. I must say, that AI of enemy tankers is worthless in fact, blind shooting every time, and their time of reaction is super (not)awesome. Mod's really helluva good job, but those bugs are not something cool. And sometimes, armor penetration is unclear for me. I mean situations, like Panther getting knocked out by Stuart with 3 hits from a distance. I hope this will be patched.
I'm not an AI guy, so I don't do much with that. I have added some AI features from other AI mods to try to improve the bots, but for the most part they are vanilla. That's not really a bug. However, one of the things I did change was the AI deviation on their shots (tanks were affected by this). If I don't deviate their shots, which gives them a chance of missing, then they will one-shot you in a tank before you even see them. Realistic, maybe, but it sucks for gameplay. I assume this is the "blind shooting every time" you are referring to, and I may decrease the deviation slightly, but there will always be some.
The Panther had 40-50mm side armor, and less on the engine deck and rear plate. The US 37mm in the M5 Stuart could pen 65mm @ 100m, 35mm @ 2000m. Not sure what you don't understand? The difference is the damage. Even though the Stuart can pen the Panther from the side/rear, it's 37mm shell does less damage than a bigger caliber shell. So it takes 3-4 hits to kill the Panther, as opposed to 1-2 hits from a Sherman.
Custom. We got an Intel i5 Core, 8 gigs of RAM, two old hard drives, BUT, the game is installed in my decent SSD, which is very small. It can only hold 111GB, which is why I'm replacing it shortly with a 1TB SSD. If this problem has to do anything with my computer, it's probably because the current SSD is jam packed. But, I'm not a huge computer guy.
As with the other versions you have put out, this one is awesome, one of my favorites to play. One thing i noticed is that the number of bots now seems to go up to 1600% in the selection screen but in game it still maxes out at 64 in total. Is that an error?
The slider goes to 1600% now because the menu was coded that way, but only maps that have been coded for more than 64 bots will have 64+ bots...there are a handful that will go to 127, and 2-3 that are coded for 255.
Well I cant wait to try out those maps, can you tell me which ones they are? Is coding a map for more bots difficult or just a quick change of a few settings in the .rfa files?
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Hell yes!
And I still want to mod some of this mod.
In the changelog you didn't mention the need of patch 3.3
I notied that after I uploaded the file, my apologies to all.
This is an INCREMENTAL patch, meaning it is an add-on to the last patch, v3.3, plus the full v3.1 release.
The next release, 3.5, will be a full release and all patches will be included.
Again, my apologies for the oversight in the changelog.
When will 3.5 be released?
Probably sometime in February. I have fixed two small bugs in 3.4, added a few new toys, and 3 new maps so far. Still some work to do on some maps, and I may add a few more toys ;)
The February deadline has been pushed back to March, still working on a map and adding some new content...
I see, no it's so ok, just wanted to ensure, you've done a great job, downloading each new version of your mod became mandatory thing to, thanks for your hard work
Really great job!!!
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Thank you for your work.
Have you fixed AI since full release? Im just downloading those patches and im wondering if this was improved in any way. I must say, that AI of enemy tankers is worthless in fact, blind shooting every time, and their time of reaction is super (not)awesome. Mod's really helluva good job, but those bugs are not something cool. And sometimes, armor penetration is unclear for me. I mean situations, like Panther getting knocked out by Stuart with 3 hits from a distance. I hope this will be patched.
I'm not an AI guy, so I don't do much with that. I have added some AI features from other AI mods to try to improve the bots, but for the most part they are vanilla. That's not really a bug. However, one of the things I did change was the AI deviation on their shots (tanks were affected by this). If I don't deviate their shots, which gives them a chance of missing, then they will one-shot you in a tank before you even see them. Realistic, maybe, but it sucks for gameplay. I assume this is the "blind shooting every time" you are referring to, and I may decrease the deviation slightly, but there will always be some.
The Panther had 40-50mm side armor, and less on the engine deck and rear plate. The US 37mm in the M5 Stuart could pen 65mm @ 100m, 35mm @ 2000m. Not sure what you don't understand? The difference is the damage. Even though the Stuart can pen the Panther from the side/rear, it's 37mm shell does less damage than a bigger caliber shell. So it takes 3-4 hits to kill the Panther, as opposed to 1-2 hits from a Sherman.
It takes 10-20min for me to load up a map. . . is there a way to fix this?
What type of computer are you on? Even my old Optiplex 745 only has a 2-3 min load time on most maps...
Custom. We got an Intel i5 Core, 8 gigs of RAM, two old hard drives, BUT, the game is installed in my decent SSD, which is very small. It can only hold 111GB, which is why I'm replacing it shortly with a 1TB SSD. If this problem has to do anything with my computer, it's probably because the current SSD is jam packed. But, I'm not a huge computer guy.
As with the other versions you have put out, this one is awesome, one of my favorites to play. One thing i noticed is that the number of bots now seems to go up to 1600% in the selection screen but in game it still maxes out at 64 in total. Is that an error?
The slider goes to 1600% now because the menu was coded that way, but only maps that have been coded for more than 64 bots will have 64+ bots...there are a handful that will go to 127, and 2-3 that are coded for 255.
Well I cant wait to try out those maps, can you tell me which ones they are? Is coding a map for more bots difficult or just a quick change of a few settings in the .rfa files?