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Fueldump
I love the new release of Fritz. It's great. I was playing Fueldump today and once we got the tank to the dump and blew the main doors and the moved it around to the back wall. I noticed a couple of things. 1. The engineers don't keep the command center built. 2. The allies always go for the main entrance and never go to the back wall once it's blown.
I realize it's a new release and still has tweaking to be done. Just thought I would help out with the feedback process. |
Re: Fueldump
they do both of those things for me.
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Re: Fueldump
Hmm, maybe it was just that game.
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Re: Fueldump
I playtested fueldump a lot before release and a little earlier today finished another game on your server with no problems. Several bots followed the tank and charged in after the tank blew the hole in the wall.The allied bot engineers went ahead and blew the wooden gates and then the dump. I usually play an engineer and race to the CP as soon as I can get there alive, so I don't know if the bot engineers would have built it or not as they were busy repairing the tank at the time. :big_grin:
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Re: Fueldump
After looking through the waypoints, I can see a case where those things that vlvttch described would happen.
I'll have an update / fix tomorrow. |
Re: Fueldump
Thanks guys, I really appreciate your dedication to this. It's not often that you have direct access to the people whom can do something when there is a problem.
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Re: Fueldump
I noticed one thing playing Fueldump as allied. I had blown the (west?) wooden gate and after another bot planted the dynamite in the fueldump, an Axis bot repaired the gate instead of disarming the dynamite and sat outside wondering what to do next! 0_o
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Re: Fueldump
1 Attachment(s)
Ok, I think I have all three things fixed. Try them out and let me know.
rename the zip to have the pk3 extension and place in the fritzbot folder. |
Re: Fueldump
What ANFSCD described I have seen at least one human do in game play because of flaky annoucements in ET some years ago. Fuel Dump often got complaints that the engineers did not hear the 'dynamite planted' audio. Don't recall if anybody figured it out.
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Re: Fueldump
Well I just tried out the Fueldump update and I'd say much better. The bots were great. They built the command center and used the back wall entrance much better.
It was kinda funny watching them escort the tank threw the tunnel. Like 6 bots following the tank til it got threw the tunnel. With 2 live players Allies won the map with like 15 minutes left. And the bots were doing the engineer work. |
Re: Fueldump
so i should make the final phase defense a bit tougher?
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Re: Fueldump
It might not hurt, I think the Allied bots could have won it themselves. It was still a lot of fun to play though. I was just suprised how quickly we punched threw
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Re: Fueldump
what level are the bots on your server? I did all the testing at level 3/3 and it seemed pretty balanced.
I'll do some testing / tweaking with lower levels and see how it looks. Give me a couple days. |
Re: Fueldump
NP, levels are set at 3/1. Honestly it wasn't bad at all. I'll play it a few more times also. The problems you set out to fix seems to have been taken care of.
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Re: Fueldump
With just one human (allies) I found the defense pretty good. Finally blew it using the classic get in and hide until the defenses are rebuilt. That one works with most unwary humans. A defensive camp for an axis engr up top might work (I used to lie down on the edge to avoid detection).
From the other side as Field ops we defended well and the allies got me out of my roof camp enough times to be respectable. The 3 stategies that I haven't seen yet are coverts working with engrs (i.e. through the sewers fast game, combined sequential attack on defenses-depot or letting the engr through to the roof). Letting the bots spawn at the CP does make the game different from the human games I recall, but I suspect necessary (I never waypointed a successful fueldump map for bobot I think because of path distance from spawn). Good Game! |
Re: Fueldump
thx for the feedback guys. hopefully we can get some similar feedback for goldrush and battery as I plan on updating those shortly as well.
as for the coverts, unfortunately the covert ops code was never completed to the point where they would hold doors open for the team. allied bots spawning at the cp is "optional" it's just one modification in the map script (inside fritz0.pk3). Look for this in there and comment it out if you don't want them spawning there: //allied bots should spawn here when built -crapshoot setautospawn "Garage HQ" 1 |
Re: Fueldump
Yah One thing I always thought would be good for bots would be a buddy system like bot medic follow bot engr or bot engr follow bot covert. Q3 Arena had a basic bot folllow human capability. Same logic of follow if in eyesight would be good enough.
I think as an exercise I may mode goldrush.nav to work in Goldrush2_fk_b1. Its a variation I liked in bobot (of course in bobot I had to be allies, no support for movable objects). I also liked my bobot waypoint of trenches05 so much that I am working on it to learn waypointing for fritzbot. |
Re: Fueldump
mhh, bout battery.
alot bots (more than the half of the allied team) spawn at the west (? left side anyways) beach. but only 1 or 2 (and that only sometimes) does actually move to the backdoor and they get bashed by the axis mg. if there 7 bots spawn 1 goes to the backdoor and 6 run to the assaultramp and get killed before they can reach it. result - if ur an axis player thats an very very easy win. 0_o goldrush... after the allies got the tank id like to see some bots spawning at the first spawn and go the "backpath" for some more tactical attack. hmm beside that it looks fine for the beginning but im sure ill find more, and i tell ya then! cya ;) |
Re: Fueldump
irt: TomTom
Let me know if you get stuck on anything while waypointing. We definately could use some more waypointers. irt Boosted: I hadn't even thought about forcing the bots up the back way if they spawn on that side, but it sure makes sense. I'll add that. |
Re: Fueldump
Fueldump navs have been updated to fix a bug that TomTom found. Details and download link are in this thread
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