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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 12-31-2011, 11:09 AM
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Osprey Osprey is offline
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Quote:
Originally Posted by jspec01 View Post
Suggested improvement: Can we have a variety of actor voices instead of just the one or two?

Detailed description: I've been wondering about this for a while, sorry if it's been posted/explained previously. It sounds to me like the same voice is being used for every pilot, or at the most there are two different voices. It is not only confusing in general, but doesn't do much for immersion when every voice on the radio sounds identical. I know there can't be 10 different actors, but at least 4 would really help.

Proposed benefits: More varied sounding chatter, improved immersion, increasing the general sense of 'polish' of the game. If money were an issue, perhaps see if volunteers from the community could help record additional voices.

-thanks for starting this thread.
I volunteer. I am English and can do a good officer, or common sgt pilot if required Just give me the instructions.
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  #2  
Old 12-31-2011, 01:10 PM
pupo162 pupo162 is offline
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Originally Posted by Osprey View Post
I volunteer. I am English and can do a good officer, or common sgt pilot if required Just give me the instructions.
+1

he can. Speacially the angry one when you screw up.
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  #3  
Old 12-31-2011, 02:53 PM
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You deserved that! lol
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  #4  
Old 12-31-2011, 08:47 PM
AKA_Scorp AKA_Scorp is offline
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Quote:
Originally Posted by AKA_Scorp
Error description: Cannot use mouse on pop up windows after flying.

Details: Mouse works fine when I start the game and until after I fly. It still works on main windows but not on the pop-up windows (the ones that ask for a yes/no response).

Can it be consistently reproduced?: Yes, happens almost every time I fly.

Screenshot or video: Can't take one

OS, system specs: Vista 64, AMD II X4 635, 8GB RAM, nVidia 550Ti 1GB
Scop, press either the F9 or F10 key that should fix your problem. TC
Doesn't work for me, I can manage to Tab around some of the windows.
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  #5  
Old 12-31-2011, 09:18 PM
Heliocon Heliocon is offline
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Not going to read all the replies but: AI=AI, Player=P ... = then a p not a
1. If AI plane/s in formation are attacked by P then formation should scatter. this does not happen in many fights, maybe they are out of ammo or have a assigned route? Its silly though when they dont react at all until they get blown out of the sky, in reality the pilots would break hard to escape.
=SCRAME/escape attempts etc
2. Get the ground control comms working, they hardly if ever seem to respond to me when I have used them in missions. Also if you declare an emergency it would be cool if firetrucks and ambulances rushed to the runway!
3. If a hostile AI is chasing an allied AI and you fire on and hit or near hit the hostile AI it should re-assign itself to escaping you asap, no chasing the other aircraft if it puts the ai in the middle at high risk.
4. Better directional communications and help, headings in NSEW, or ability to request them. More squad interaction.
5. Change the UI/interface so that comm number menus dont overlap with top info/announcement panels.
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  #6  
Old 01-01-2012, 06:05 AM
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bw_wolverine bw_wolverine is offline
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I will jump in to agree with the people posting about asking Buddye for his help. His work on the BoB2 AI is very good. The air combat tactics in that game are pretty good (more than what I think should be satisfactory for a modern WW2 combat sim) and he seems to be very willing to offer help.

I sometimes imagine BoB2:WoV with CloD's graphics and damage model and I salivate.

If it's at all possible, put Buddye to work!
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  #7  
Old 01-01-2012, 06:18 AM
nearmiss nearmiss is offline
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A competent AI is a requirement to really enjoy COD. When you get large groups of aircraft in engagements even when online you stll have to have AI in the mix. It might take days to put together enjoy people to make large air combat scenario. I just don't see large numbers sim pilots of aircraft on British and German sides to enable those scenarios without AI.

Last edited by nearmiss; 01-01-2012 at 06:20 AM.
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  #8  
Old 01-03-2012, 06:25 PM
Continu0 Continu0 is offline
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AI should NOT immediately recognize the death of an enemy Pilot.

Suggestion: After firing 5(or more) seconds at a not moving plane whose pilot is dead, AI should "assume" that the enemy pilot is death and end the attack.
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  #9  
Old 01-03-2012, 06:48 PM
Kodoss Kodoss is offline
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Originally Posted by Continu0 View Post
AI should NOT immediately recognize the death of an enemy Pilot.

Suggestion: After firing 5(or more) seconds at a not moving plane whose pilot is dead, AI should "assume" that the enemy pilot is death and end the attack.
I would more say, align with it and check for pilot movement, when no other battle or enemy plane is near.
If there are still enemys around, go further for the kill or break up and search another target (dependend on skill, possibility for break up rises).

Last edited by Kodoss; 01-03-2012 at 06:51 PM.
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  #10  
Old 01-03-2012, 08:39 PM
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Bakelit Bakelit is offline
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Quote:
Originally Posted by bw_wolverine View Post
I will jump in to agree with the people posting about asking Buddye for his help. His work on the BoB2 AI is very good. The air combat tactics in that game are pretty good (more than what I think should be satisfactory for a modern WW2 combat sim) and he seems to be very willing to offer help.

I sometimes imagine BoB2:WoV with CloD's graphics and damage model and I salivate.

If it's at all possible, put Buddye to work!


THIS.


Get in contact with user Buddye asap is about the best I can recommend. As a programmer he might find better words for your programmer to work to than simple gamers. And get a copy of BoBII:WoV urgently for your team studio, very small expense and might help your judgement and study of AI performance tremendously.

Good luck!
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