Mr.Karizmatic Posted November 9, 2017 Author Share Posted November 9, 2017 if not twenty maybe somewhere like 12-14ish?, and the commonwealth vs wermacht isnt considered custom, as the base game has all 3 factions playable, it would just be an alternate version of a vanilla server. the main thing that would make it considered even remotely custom is the adjusted times/difficulty/equip points. That is why i am afraid of doing any changes which may cause it to become custom, as alot of you guys have told before that custom server wont let u rank up or etc. 1 Quote Link to comment Share on other sites More sharing options...
DeCareaux9 Posted November 9, 2017 Share Posted November 9, 2017 I see your concern. I think custom by XP is determined with workshop maps and such, not by config. but as a description of Custom, yes, because we (being yall smart pple that code and such) would be tailoring it to a specific setup. I think config wont affect XP gain, only if we were to add maps/ other types of mod material similar to that. I dont truly know enough about it though, however next time i speak with J i'll ask him what is determining factor. 1 Quote Link to comment Share on other sites More sharing options...
Carbonautics Posted November 9, 2017 Share Posted November 9, 2017 Anything that makes your gameplay longer/shorter or you gain more or less xp than vanilla servers is considered custom imo. So editing the beginning points isn't custom, but getting more than 2 points for completing an obj is custom afaik. So that should help you decide! Quote Link to comment Share on other sites More sharing options...
jballou Posted November 10, 2017 Share Posted November 10, 2017 As we saw on the CDN server tonight, we can make the game play much differently and still get XP. We can use that as a baseline, and see what else we want to tweak after we get some feedback? 3 Quote Link to comment Share on other sites More sharing options...
redfromsvn Posted November 11, 2017 Share Posted November 11, 2017 Here are the things I think might be good. We can implement these with config changes fairly easily. Increase supply to 20 points. Set it to Commonwealth vs Wehrmacht only. Increase bot difficulty to 2. Increase bot suppressing fire. Double the amount of bots. Increase round timers to double current value. Double time needed to capture points All these sound great and would really encourage teamwork. In the meantime, it would really be great if someone could install the setting that randomly switches campaigns on the server, just so we wouldn't always be stuck with the Americans as it can get quite repetitive. 3 Quote Link to comment Share on other sites More sharing options...
HSATimmy Posted November 14, 2017 Share Posted November 14, 2017 - can we make it so if we win the obj we can continue to kill the last few bots alive? - Instead of an AI officer, if there's a player officer we should have a second AI radioman. (it would be nice if they would stick to the officer too) - vote kick AI - some just always seem to TK and wound and i would love to pull a cs:s votekick on their asses - i would love to see the smokes and smoke barrages be larger and more dense, im not sure if thats possible. create a massive cloud, give us some chaos. it should be debilitating tactically 1 Quote Link to comment Share on other sites More sharing options...
HSATimmy Posted November 14, 2017 Share Posted November 14, 2017 oh and i dunno about you guys but the bots seem to bayonet me 3+ times per my 1 1 Quote Link to comment Share on other sites More sharing options...
Mr.Karizmatic Posted November 14, 2017 Author Share Posted November 14, 2017 - can we make it so if we win the obj we can continue to kill the last few bots alive? - Instead of an AI officer, if there's a player officer we should have a second AI radioman. (it would be nice if they would stick to the officer too) - vote kick AI - some just always seem to TK and wound and i would love to pull a cs:s votekick on their asses - i would love to see the smokes and smoke barrages be larger and more dense, im not sure if thats possible. create a massive cloud, give us some chaos. it should be debilitating tactically u can have second radioman, There are radio kit available for assault and riffleman i think. i shall check and let u know. We cant kick bots as per DD ( once said for ET ) Quote Link to comment Share on other sites More sharing options...
jballou Posted November 16, 2017 Share Posted November 16, 2017 - can we make it so if we win the obj we can continue to kill the last few bots alive? What do you mean? - Instead of an AI officer, if there's a player officer we should have a second AI radioman. (it would be nice if they would stick to the officer too) I am making a mod to kill and change class for bots, it's in the works. - vote kick AI - some just always seem to TK and wound and i would love to pull a cs:s votekick on their asses We will be able to kick bots - i would love to see the smokes and smoke barrages be larger and more dense, im not sure if thats possible. create a massive cloud, give us some chaos. it should be debilitating tactically This would require a custom server We can kick bots once I get SourceMod working 2 Quote Link to comment Share on other sites More sharing options...
HSATimmy Posted November 16, 2017 Share Posted November 16, 2017 to clarify the first question, hypothetically one man with an eagerness to kill final obj (officer) can run ahead and prevent last 10+ kills to be made. it adds up over time. i was thinking we could get obj but still potentially get the last couple kills or have a round timeout if enemy AI still live Quote Link to comment Share on other sites More sharing options...
jballou Posted November 22, 2017 Share Posted November 22, 2017 Not really. I can trigger end round conditions, but not prevent them. It's a problem that I've had since Insurgency, so much is baked into game logic that monkey-patching with SourceMod is very difficult to get working. It would also likely get us on the Custom list. 1 Quote Link to comment Share on other sites More sharing options...
HSATimmy Posted November 25, 2017 Share Posted November 25, 2017 any chance some new configs are coming? iI know a bunch of us have had a good time recently, but there's still a lot of room to make the server grow. 8 people feels so small now. Plus a killfeed is amazing Quote Link to comment Share on other sites More sharing options...
jballou Posted December 2, 2017 Share Posted December 2, 2017 Just waiting on the signoffs from above. Got a few other housekeeping and backup things to do first, but hopefully soon. Quote Link to comment Share on other sites More sharing options...
jballou Posted December 4, 2017 Share Posted December 4, 2017 (edited) New configs are up, I have a thread in the DoI game forum with the changes ( https://fearless-assassins.com/topic/91059-doi-server-1-changes/?do=findComment&comment=788661 ). Please head over, let me know what you guys think. Edited December 5, 2017 by Raziel link added Quote Link to comment Share on other sites More sharing options...
GoongalaJones Posted April 7, 2018 Share Posted April 7, 2018 I agree with the suggestions above. Separate the custom server to keep for fun only and just all around goofing. 1 Quote Link to comment Share on other sites More sharing options...
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