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Ultimate AI 2011

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eldin2laf
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Ultimate AI 2011 Empty Ultimate AI 2011

Post by HomerPepsi Sun 10 Feb 2013, 21:12

Snail's Repost of Templar's Ultimate AI 2011
SOURCE

Original SOURCE: http://community.codemasters.c.....l-yet.html
Templar GFX wrote:

Ultimate AI 2011
The biggest overhaul yet!
Version 2
NOTE : FOR VERSION MOD ENABLED 1.02 EXE
Here is a "short" summary of changes for the full version

Movement/Orders/Tactics



  • find cover after complete added to all move situations
  • find cover distances increased for default actions, and reduced for specific actions
  • echelon will follow leader stance at greater distances
  • medics will attempt to heal faster
  • medics will travel further to heal
  • medics will wait before helping if another medics died attempting to help previously
  • effects of wounds and deaths on unit and echelon morale greatly increased
  • morale recovery increased
  • distance that wounds/deaths effect morale increased to 250m
  • Morale sharing distance increased
  • threat assessment delay halved

Awareness


  • vision distances increased to match player graphical distances
  • peripheral vision angle increased while central angle decreased to reduce "distraction"
  • stance and movement effects on vision and accuracy increased
  • thermal gives much better vision and detection
  • night vision gives better vision and detection at night, but less detection and slightly less vision during the day
  • normal vision at night decreased
  • hearing volume cutoff level increased dramatically
  • suspected state now lasts more than a tenth of a second
  • detection requirements increased
  • "target lost" time increased
  • Sharing distance for threat awareness between allied echelons increased by 6
  • request backup distance increased to 250 meters
  • threat levels for all unit types changed to more accurately reflect how dangerous that AI unit is in the game.
  • suppression and pinned states now effect target threat levels

Combat


  • vision distances and angles in vehicle positions (hatch open and
    closed) reconfigured to overcome the AI's inability to "scan" when no
    enemies are present
  • effective ranges for all weapons mimic the Community Entity Database (CED)
  • ai no longer attempt to kill vehicles with weapons that cannot do damage
  • distance, cover, morale and suppression play key roles in weapon choice
  • all target based restrictions (other then technology restrictions) removed from all unit, ground vehicle and helicopter weapons
  • line of sight requirements for infantry weapons greatly increased
  • grenade and missile effectiveness vs infantry and vehicles reconfigured to match CED
  • ai now use each weapon they are carry in the correct situations
  • ai in vehicles now use all weapons against all valid targets when situation allows
  • ai use of single, semi and auto fire on weapon improved for faster shots and bursts while still maintaining control
  • weapon attachments are now taken into consideration by ai (scopes and grenade launchers)
  • All Weapon Offset data reconfigured to improve target leading

Version 2 Changes


  • Grenade Launcher use reduced
  • Mounted Grenade Launcher burst reduced
  • Vision Distances slightly reduced
  • weapon offset data modified to increase player survivability vs extreme ammunition
  • morale system recovery increased
  • shared ranges reduced slightly
  • weapon effective ranges changes to better match real world range effectiveness
  • situation effectiveness of weapons modified to lessen AI weaknesses
  • vehicle patch finding improved
  • helicopter flight improved significantly
  • armour increased on all vehicles
  • HDR file reconfigured
  • Direct/Dynamic Object Avoidance sizes increased on all objects
  • friction settings for non solid surfaces reduced
  • vehicle weapon usage tweaked to be slightly less devestating
  • Threat Level fall-off zone re-enabled to reduce threat levels of distant targets

FULL VERSION

The full version contains all the tweaks mentioned above

COMP VERSION

The Compatibility version removed all tweaks to vision angles and
distances, and share ranges but everything else remains the same. This
version will work with any and all old missions designed for the
original game, however please not that this does not mean the mission
will play differently, because it will!

HARDCORE DISPERSION

The dispersion shield is configured to give you the briefest of warnings, if you are lucky!

EXPERIENCED DISPERSION

The time it takes for the dispersion shield to weaken has been
doubled. additionally, the accuracy of the AI when shooting at the
player has been lowered a little. This means you are SLIGHTLY more
likely to survive, but only slightly Ultimate AI 2011 Wink

SPECIAL VERSION


This version is for those who only want the changes to weapon usage, while leaving AI behavior and dispersion systems alone.




Ultimate AI 2011 folder @ Filebeam


Ultimate AI 2011 folder @ Mediafire
INSTALLATION INSTRUCTIONS
UNZIP the entire contents of your chosen version to the games installation folder
(where the OFDR.EXE is located)
NOTE : Replace any files if asked.
Do not worry, the originals are locked away and cannot be replaced

Common Game Installation Folders :
C:program filescodemastersOF Dragon Rising
C:program filessteamsteamappscommonOF Dragon Rising
C:gamesOF Dragon Rising

I've reuploaded all versions to include the vehicle path finding fix (deleting the folders in media/vehicles/ except freelook config. Please use these downloads instead of the ones above, or be sure to perform the vehicle pathfinding fix yourself.

UAI2011v2 - Full - Experienced - Veh. Fix
UAI2011v2 - Full - Hardcore - Veh. Fix
UAI2011v2 - Comp - Special - Veh. Fix
UAI2011v2 - Comp - Experienced - Veh. Fix
UAI2011v2 - Comp - Hardcore - Veh. Fix
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http://filebeam.com/folder/10717

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Ultimate AI 2011 Empty Re: Ultimate AI 2011

Post by HomerPepsi Tue 09 Apr 2013, 15:44

Bump- I've updated the links to include ones I've reuploaded with the vehicle pathfinding fix.

Cheers!
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Ultimate AI 2011 Empty Re: Ultimate AI 2011

Post by TheGeneral Tue 09 Apr 2013, 15:48

nice one dude! I did ask Templar about this last night. Pointless me doing it because I wouldn't be able to give an accurate description
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Post by eldin2laf Fri 12 Jul 2013, 21:46

Hi I am bumping this thread for installation help of this mod. 
I am using the Steam version of OFDR and need help since Steam is using version 1.02 and I heard that some Mods wont work with the Steam version. 

I tried searching for answers but the Codemaster forums has deleted the OFDR thread. 

Can someone repost the Instructions to install this mod for Steam users using this Modders 1.02 patch i think or something else.

TY Very Happy

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Post by TheGeneral Sat 13 Jul 2013, 00:18

If you go to this link and use the Acidx 1.02 mod patch, which is the second link in the post. Install it to your DR directory.

https://operationflashpoint.forummotion.com/t88-ofdr-patches

Then install the UAI mod that you want to the file path that is in the bottom of the first  post of this thread.

hope that helps

MD
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Post by NeonFade Mon 26 Dec 2016, 19:22

Hi, Idek if anyone uses this XD but im really new to this community; yesterday, and I was told to install this mod, but how do we know if it worked? Thanks !

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Post by dewi316 Wed 28 Dec 2016, 20:12

This makes the AI much more aggressive, also more accurate, tactical,  as well as travel further to heal team mates. Try playing through a mission you know well and you will see the AI act differently, let us know what you think?


INSTALLATION INSTRUCTIONS
UNZIP the entire contents of your chosen version to the games installation folder
(where the OFDR.EXE is located)
NOTE : Replace any files if asked.
Do not worry, the originals are locked away and cannot be replaced

Common Game Installation Folders :
C:program filescodemastersOF Dragon Rising
C:program filessteamsteamappscommonOF Dragon Rising
C:gamesOF Dragon Rising
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Post by NeonFade Fri 30 Dec 2016, 07:24

Hi, I just installed the mod today and definitely felt it. I was making a sniper roulette and I was killed almost instantly. Thanks a lot! I'm glad there's still a community for this game and I hope it might be revived bc of bluedrake.

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Post by TheGeneral Fri 30 Dec 2016, 09:00

Bluedrake i think has definately made an affect. There has been a sudden influx of people signing up to the forums this past week. Everyday i have had at least 5 new people minimum join.

Welcome to the forums. The community is small, quiet and slowly breathing like hibenating bear. Enjoy the mods available. There are people from the old days still lurking so if you need assistance just be patient and i am sure someone will help.
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Post by rscaper1070 Sat 31 Dec 2016, 16:47

Hi there, just joined up myself after picking up the game from the Steam sale. Does anyone have another host for this mod? Those Filebeam links lead to a page that says 'Service Unavailable'.

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Post by TemplarGFX Sat 31 Dec 2016, 22:00

https://www.mediafire.com/folder/2g5x5y9bgkg5s/TemplarGFX_Library

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Post by rscaper1070 Sun 01 Jan 2017, 19:23

Thanks for the links. Smile

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Post by TemplarGFX Mon 02 Jan 2017, 09:47

no problem!

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