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Re: 128 Player COOP servers
Posted: 2009-12-25 22:46
by Montana0008
Teuvo wrote:Also it could be very cool to create new game modes. For example fight against insurgents in populated city where bots play role of normal citizens wandering around the city.
I think in battles like that, citizens are warned about battle, aren't they?
Re: 128 Player COOP servers
Posted: 2009-12-25 22:55
by Teuvo
Montana0008 wrote:I think in battles like that, citizens are warned about battle, aren't they?
I have no idea. But it was just one
example. I just wanted to state that including bots to this mods core could make it even better(althought it's already the best game there is). Im sure there's many ways to use bots other than just as civilians in insurgent maps.

Re: 128 Player COOP servers
Posted: 2009-12-25 23:24
by Maxfragg
the point is,that bot behavior is almost 100% hardcoded, and they are coded to fight, in adition to that, having more civilians could also be ethnical problematic (CoD MW2)
Re: 128 Player COOP servers
Posted: 2009-12-25 23:41
by Conman51
Maxfragg wrote:the point is,that bot behavior is almost 100% hardcoded, and they are coded to fight, in adition to that, having more civilians could also be ethnical problematic (CoD MW2)
I dont think that would happen, in MW2 the point was to kill the civis, if this was in PR, the point will be to avoid civilian casualties
I do support this but not for PR now, there are issues like what if the civis were near a cashe so you couldn't destroy it, or they just wont behave like they should, would be more possible in PR2
Re: 128 Player COOP servers
Posted: 2009-12-26 00:19
by 0331SgtSpyUSMC
Montana0008 wrote:I think in battles like that, citizens are warned about battle, aren't they?
Shots fired would be a warning, there is no other way really. most of the times seems like civilians "know" where the ambush will happen and stay away from that place, other times its very random
Re: 128 Player COOP servers
Posted: 2009-12-26 00:25
by 0331SgtSpyUSMC
Maxfragg wrote:the point is,that bot behavior is almost 100% hardcoded, and they are coded to fight, in adition to that, having more civilians could also be ethnical problematic (CoD MW2)
Let them attack but with rocks only

They could block the way of vehicles and disrupt the movement by constantly getting in the way, this would create a great atmosphere for insurgency ambushes. you could follow a civi crowd and get to US installations and use them as live shields. Maybe then you would not see a Bradley unload of a crowd with no regard of civi presence US of course would have to get more tickets for cache searches, and a severe punishment for killing civis implemented for this to work.
Re: 128 Player COOP servers
Posted: 2009-12-26 00:31
by Maxfragg
the bot civis still would stick to the objectives and act like soldiers, don"t think that it is, what you want
Re: 128 Player COOP servers
Posted: 2009-12-26 01:34
by jim1994
How would the bot civis know how to not get arrested by the opposing forces?
Bots walk 80% of the time, is there any way to make them run at certain times?
good idea btw
Re: 128 Player COOP servers
Posted: 2009-12-26 02:49
by Sniperdog
I say this idea at least warrants in game testing to see how it would actually play out with regards to both performance and bot intelligence

. Just my opinion though.
Re: 128 Player COOP servers
Posted: 2009-12-26 04:34
by Acemantura
BloodBane611 wrote:I agree, civi bots would be excellent, that's been a suggestion for a long time. It would be very interesting to have some servers testing 64 bots + players. Hopefully someone out there is up for it.
]CIA[ Is always up for it. We test for the Combined Arms Dev's as much as possible, and we'll be having a shindig put together on the second.
128 player...hmmm. Brilliant!
Peace
Ace
Re: 128 Player COOP servers
Posted: 2009-12-26 05:40
by 0331SgtSpyUSMC
[R-CON]creepin wrote:we (or I at least) have tested 128 bots on a map, it is possible to start everything, and play a bit, but even on my i7 920 it gets all laggy, and also, the BF2's AI engine Integer values are overbuffered, as a result the bots just ran into one of the 4 corners of the map and ran in circles there, was quite amusing to watch, but rather less useful.
and there goes that lol
Re: 128 Player COOP servers
Posted: 2009-12-26 06:06
by Conman51
ive also noticed hit detection also goes to shit when theres too many bots, but ive only tried this on the AIX mod
Re: 128 Player COOP servers
Posted: 2009-12-26 08:44
by MyOdessa
It would seem that AI from AIX 2.0 mod may work better then vanilla BF2 AI. If I remember correctly in AIX, bot AI was changed and some additional bot behavior was programmed per kit. AIX bots act more "intelligent" then BF2 bots. Maybe someone on developer team can look into it. Increasing players from 64 to 128 is very appealing, even if half of them are bots.
Re: 128 Player COOP servers
Posted: 2009-12-26 08:57
by Sniperdog
[R-CON]creepin wrote:we (or I at least) have tested 128 bots on a map, it is possible to start everything, and play a bit, but even on my i7 920 it gets all laggy, and also, the BF2's AI engine Integer values are overbuffered, as a result the bots just ran into one of the 4 corners of the map and ran in circles there, was quite amusing to watch, but rather less useful.
Was this local, computer run dedi, or server run dedi because I get the feeling that what it is run on makes a huge difference... This honestly may not even be as feasible for something like single player is now but rather a game mode run on an official server. When I say a play test I am refering to a custom build run on a dedi server. But I do see your point

it clearly takes a lot of resources to get it running...
Re: 128 Player COOP servers
Posted: 2009-12-26 13:43
by Teuvo
[R-CON]creepin wrote:we (or I at least) have tested 128 bots on a map, it is possible to start everything, and play a bit, but even on my i7 920 it gets all laggy, and also, the BF2's AI engine Integer values are overbuffered, as a result the bots just ran into one of the 4 corners of the map and ran in circles there, was quite amusing to watch, but rather less useful.
Ye this is probably tested with local computer un-dedicated server and because only one CPU core can be used it kills the computer since it have to calculate bots and the actual gameplay with only one core. Dedicated server handles calculating bot movements which take stress away from players who are connected to server. I'd say at least the 110
* slot limit would be really possible with one core in use. Then there's only a little over 40 bots stress for server.
* 9 squads + commander = 55 * 2 = 110
Re: 128 Player COOP servers
Posted: 2009-12-26 13:51
by bosco_
Most servers can barely handle 48 bots as they are.