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YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

Hello!
1 year ago, I posted on the official forum, the topic "List of enhancement requests (MoW-DCG & MoW:AS-DCG v.4.5 / v.5.0)". At the time I expected a large participation of the community on the issues that I raised there, but this did not happen (I've only got 8 comments, and perhaps the main: I could not contact mr "Trog" with regard to the field of programming/scripting). As I did not get enough audience, and I could not get to mr. "Trog", and I could not learn enough about "scripting + GEM editor", I judged that the matters discussed in the topic were not appropriate at that time (not for the users and not for Mod developers). And so I did not add more material on the topic (by 1 year).

Despite all this, seeing now that the DCG team announces the release of a new version (4.5) for short, I ask the development team A NEW QUERY TO THE TOPIC (a revise of all the material and discussion/suggestions, contained there), because something of all that was discussed can be used to this new version 4.5 (and the remainder, if not applicable now, may also be useful for future versions).

link to the topic is:
Moddb.com

Thanks to the entire DCG team!
[I use the google translator - apologize]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG): Assault Squad

To the team DCG:
1 year ago, I posted on the official forum, the topic "List of enhancement requests (MoW-DCG & MoW:AS-DCG v.4.5 / v.5.0)". At the time I expected a large participation of the community on the issues that I raised there, but this did not happen (I've only got 8 comments, and perhaps the main: I could not contact mr "Trog" with regard to the field of programming/scripting). As I did not get enough audience, and I could not get to mr. "Trog", and I could not learn enough about "scripting + GEM editor", I judged that the matters discussed in the topic were not appropriate at that time (not for the users and not for Mod developers). And so I did not add more material on the topic (by 1 year).

Despite all this, seeing now that the DCG team announces the release of a new version (4.5) for short, I ask the development team A NEW QUERY TO THE TOPIC (a revise of all the material and discussion/suggestions, contained there), because something of all that was discussed can be used to this new version 4.5 (and the remainder, if not applicable now, may also be useful for future versions).

link to the topic is:
Moddb.com

Thanks to the entire DCG team!
[I use the google translator - apologize]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG): Assault Squad

Those interested in improving this GREAT MOD DCG (to next version: DCG v4.5/v5.0), please confer to this link from the official forum: Moddb.com and contribute to the discussion.

Thank you very much !

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

Those interested in improving this GREAT MOD DCG (to next version: DCG v4.5/v5.0), please confer to this link from the official forum: Moddb.com and contribute to the discussion.

Thank you very much !

Good karma+2 votes
YuriFR
YuriFR @ BM Mod

Hi, Mr. BMMod_CTS !
The mod "BM Mod" will continue to be updated, or has been discontinued?

If he is still being supported, i make the following suggestions:
1 - Provide an option that prevents the modification of other parameters of the normal game (or of other mods), such as: difficulty departure, lethality of weapons, aggressiveness of soldiers etc.
2 - Modify the appearance of body parts (clothes and details), so that they correspond to each of the existing types of uniforms in the game (armies). Because, currently: regardless of where what army dead soldier belongs, the pieces of corps are ever alike (eg.: the same "short and light-colored clothes").

Thank you very much!

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG): Assault Squad

How do I post the suggestions I made ( Moddb.com ) on the official forums? Should I create a new thread/topic? Or there is already a specific topic/thread for this purpose?
Thanks!

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

Zeke_Wolff, it seems to me that you, mr. Ty2903 and mr. Jason1_ are "senior" team of developers DCG members. If I am correct, then I am in communication with those who I need to contact. Please read my last posts, from page 3 (https://www.moddb.com/mods/dynamic-campaign-generator-dcg/page/3#comments). If the suggestions are interesting, please pass the ideas (and discussions) for the rest of his team. I do not know how to do these discussions reach the core of the team forum you mentioned: Moddb.com .
Thanks! [I use google translator]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

You mean the forum "www.digitalmindsoft.eu/forums", mr. TheTarman? There is a problem: I am not a member of this forum, and if I sign up there is no guarantee that my suggestions will be discussed. There, I can not be redundant with these issues and also need to have direct access to the developers of the mod DCG. I need a "quorum" to expose these ideas (Maybe you help me form a critical mass...!!?). Not because these suggestions are revolutionary but they are ideas that would make the game most believable (more realistic: tatics and behaviors).

If you approve the suggestions, if they interest you, and if you are a forum member with access to the developers, I ask you to help me open a direct channel of communication with them.

Thank you very much! [I use google translator]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

Interesting idea (trigger)...! As I tried to say before: a team of developers (DCG) have certainly should have thought of the possibility of generating random flanking maneuvers. However, the implementation of some ideas may appear difficult, at first, which does not imply definite impossibility. Discuss these (and other) hypotheses is important, I think, because it facilitates the emergence of new suggestions and solutions for a same type of script (or problem) - (contributes to the development of the mod). At least I hope, with those posts. Let's wait for the emergence of more ideas about it. I appreciate the contribution of Jason1_ and Dilust
[I use google translator]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

3 - About military strategies and tactics:
a) Clausewitz.com | Clausewitz.com [Clausewitz's book "Principles of War"] ---> a.1) Clausewitz.com [about Tactical flanking and Clausewitz]

4 - For an introduction and deepening the study of military tactics:
a) En.wikipedia.org [list of tactics]
b) Strategicstudiesinstitute.army.mil [U.S. Army's institute for geostrategic and national security research and analysis] ----> b.1) example Posted:
Strategicstudiesinstitute.army.mil

I apologize for the length of the post, the reason is that the subject interests me greatly. I'll try to be shorter next time. :)

Good karma+1 vote
YuriFR
YuriFR @ alencore

[using google translator...]
Sir Alencore, i hope you are the same person named "Cheeseh" (Rcbot developer). A long time i trying to contact Cheeseh: I am a fan of Dod classic with bots (old system "Sturmbot") since beta v3.1 (around the years 2001/2002). Since then I play Dod, however, with the death of the developer "Johan 'Jowo' Linde", the project "Sturmbot" was interrupted (v1.7). I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots for Dod:S should follow roughly the same path trodden by "Jowo", and only you are able to do currently! One of the greatest qualities of sturmbot is the ability of the AI to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other. Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This feature made the atmosphere of game much more dramatic (like a thriller movie, as the "Saving private Ryan"). This is because the human player could be hear (and see) the commands of his own team and the voice/screams of the enemy (when they were approaching). All this causing a feeling of being in a real war (as in game "Medal of Honor-Alied Assault")! I tried to recreate the same game experience of Dod classic with bots in Dod:S, but in the currents systems of bots for Dod:S there are no equal resources to the sturmbot. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot. With this suggestion also put a link to the changelog of Sturmbot.
My expectation is that you consider this as a positive opinion, and based on the changelog of sturmbot, implement new scripts that produce the same desired effects: Jasonwilliams400com.startlogic.com

The results will be probably very fantastic !!! Thank you so much!

Good karma+1 vote
YuriFR
YuriFR @ Day of Defeat: Source

[using google translator...]
Sir Alencore, i hope you are the same person named "Cheeseh" (Rcbot developer). A long time i trying to contact Cheeseh: I am a fan of Dod classic with bots (old system "Sturmbot") since beta v3.1 (around the years 2001/2002). Since then I play Dod, however, with the death of the developer "Johan 'Jowo' Linde", the project "Sturmbot" was interrupted (v1.7). I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots for Dod:S should follow roughly the same path trodden by "Jowo", and only you are able to do currently! One of the greatest qualities of sturmbot is the ability of the AI to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other. Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This feature made the atmosphere of game much more dramatic (like a thriller movie, as the "Saving private Ryan"). This is because the human player could be hear (and see) the commands of his own team and the voice/screams of the enemy (when they were approaching). All this causing a feeling of being in a real war (as in game "Medal of Honor-Alied Assault")! I tried to recreate the same game experience of Dod classic with bots in Dod:S, but in the currents systems of bots for Dod:S there are no equal resources to the sturmbot. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot. With this suggestion also put a link to the changelog of Sturmbot.
My expectation is that you consider this as a positive opinion, and based on the changelog of sturmbot, implement new scripts that produce the same desired effects: Jasonwilliams400com.startlogic.com

The results will be probably very fantastic !!! Thank you so much!

Good karma+3 votes
YuriFR
YuriFR @ Day of Defeat: Source

[[using google translator...]]
I play Dod classic with bots (old system "Sturmbot") since beta 3.1 version (around the years 2001/2002). However, with the death of the developer "Johan 'Jowo' Linde" (Tsunami:2005), the project "Sturmbot" was interrupted (in version 1.7). I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots to Dod: Source should follow roughly the same path trodden by "Jowo". One of the greatest qualities of old Sturmbot is the ability of the AI ​​to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other (the Sturmbot wore the animations and voices, existing as standard in the game). Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This characteristic made the atmosphere of game much more dramatic (like a thriller movie, similar to the famous "Saving private Ryan"), because the human player could be hear the commands of his own team and the screams of the enemy (when they were approaching). All this causing a feeling of being in a real war (as in game "Medal of Honor: Alied Assault"). I tried to recreate the same game experience of Dod classic with bots in Dod:S, but in the currents systems of bots for Dod:S there are no equal resources like in the Sturmbot. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot system.

With this suggestion i also put a link to the changelog of Sturmbot. My expectation is that someone considers this as a positive opinion, and based on this changelog, implement new scripts that produce the same desired effects:
Jasonwilliams400com.startlogic.com

The results will be probably very fantastic !!! Thanks for who considering this message!

Good karma+5 votes
YuriFR
YuriFR @ Day of Defeat: Source - BOTS 1.4.4

FOR DEVELOPERS OF BOTS SYSTEM: I play Dod classic with bots (old system "Sturmbot") since beta 3.1 version (around the years 2001/2002). However, with the death of the developer "Johan 'Jowo' Linde", the project "Sturmbot" was interrupted (in version 1.7). I understand that may no longer be possible to reactivate it in Dod:S, but my opinion is that a system of bots to Dod: S should follow roughly the same path trodden by "Jowo". One of the greatest qualities of Sturmbot is the ability of the AI ​​to interact as a squad-team, in which the soldier was emit voice and gestures commands, one to each other (the Sturmbot wore the animations and voices, existing as standard in the game). Consequently, the soldiers could be decide to obey or not to obey the order of the voice command (and gesture). This characteristic made the atmosphere of game much more dramatic (like a thriller movie, similar to the famous "Saving private Ryan"), because the human player could be hear the commands of his own team and the screams of the enemy (when they were approaching). All this causing a feeling of being in a real war (as in game "Medal of Honor: Alied Assault"). I tried to recreate the same game experience of Dod classic, with bots in Dod:S, but in the currents systems of bots for Dod:S, there are no equal resources to the Sturmbot. I am not able to program bots, but many people would like to get the same experience of playing Dod:S like the old and good Sturmbot system.

With this suggestion i also put a link to the changelog of Sturmbot. My expectation is that someone considers this as a positive opinion, and based on this changelog, implement new scripts that produce the same desired effects:
Jasonwilliams400com.startlogic.com

The results will be probably very fantastic !!! Thanks to those who consider this message!

Good karma+3 votes
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

Sources about the basis of tactical flanking:
1 - The bases of flanking:
a) Everycitizenasoldier.org ["What is a flank (and what to do about it?)"]
b) L-clausewitz.livejournal.com ["On the Typology of Front and flanking Attacks"]
c) Polyticks.com ["A Very Basic Introduction to Tactics" (American Civil War)]
d) Military.wikia.com [Wikipedia: notions about flanking]
e)http://ocean.otr.usm.edu/~w416373/HIS%20360/HIS%20360%20Lsn%203%20Military%20Theory%20and%20Strategy%20(cont).ppt [powerpoint about flanking and others]
f) Fas.org ["Forms of Tactical Maneuver"]

2 - List of Figures (flank attacks):
Everycitizenasoldier.org [Simplified scheme]; Winterwar.com [explanatory animation]; Winterwar.com [battalion flanking]; 3.bp.blogspot.com [individual soldier flanking]; I63.photobucket.com [flanking and withdrawl]; 2.bp.blogspot.com [suppressive fire + flanking]; Geddon.org [double flank with formation of pocket for involvement]; Winterwar.com [deep flanking with cutting supply line]; Winterwar.com [abstract of the deep flanking]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

Addendum: According to Wikipedia, "The flanking maneuver is a basic military tactic, with several variations" (THEN: multiple scripts can be developed with the intention to simulate that "several variations").
This is the core of idea.

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

[please read before: see reply response to my comment below]. I apologize: I forgot to add a 3rd suggestion to the development team mod. [!-> Probably the team ever thought it <-!], but even so I will expose the idea: (3) insert scripts for the AI troops that generate, from time to time, flanking maneuvers against the human player (examples: Shenandoah-studio.com ; En.wikipedia.org). Let me explain better: in the game, usually when the troops of the AI attack humans troops (example: offensive matches by the computer), they draw a straight line "A----> Z" ("A"= AI spawning; Z= target in the human terrain (defense)). In real battles, over and over again, the offensive line is not direct, but indirect: "A----> B----> Z" (where "B" is not a military target, but an intermediate turning point path/way, which can be 10°, 20°, 30°, 45°, 90°, etc. with respect to the line from "B" to "Z" - but never 0° on the same line). Scripts that draw (occasionally) varied possibilities of angle of flank maneuvers attacks would be very interesting and realistic. ...And it should not be too hard to produce it. Think about it (pass idea to: Ty2903, Zeke_Wolff, and other team members). My compliments!
[apologies: I used google translator]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

I did not know ... but the suggestion may be valid even if the DCG mod team can develop scripts that effect. What is your opinion about this possibility (development of this script), Ty2903? It's easy, or it's hard? I know that you are committed and engaged with the progress of the mod, but I ask that you contact with your partners about this particular issue. I believe a script that solves the point under discussion will be welcomed by our entire community. I will end this post praising the mod, from conception to the execution. It is one of the best mods I've seen for a game! I sincerely hope that you team get success with continued improvement of this mod. CONGRATULATIONS TO TEAM! [i using google translate]

Good karma+1 vote
YuriFR
YuriFR @ Dynamic Campaign Generator (DCG)

will not get response as Anonymous, I repeat: "[using google translator]-> I have some suggestions to make . The game WITH DCG is fantastic! However , I notice that ( 1 ) infantry controlled by computer (AI enemy) not evade the war tanks and artillery , as is supposed in a real combat situation. The soldiers remain quiet , still, at a distance which is presumed assume an escape behavior (or hide/cover behavior). In addition to staying, are hit by machine gun fire (tanks) and shells (tanks or artillery), with no reaction (evade/ hide/cover). I suggest add a line of code to make the enemy AI "recognize", more or less, the degree of danger represented (at the time) by the number of tanks (and/or artillery), visible, approaching his field of vision (the player) . And based on this "code- line recognize" decide the appropriate behavioral response: hide/cover/evade or attack the tank/artillery with reinforcements. ( 2 ) You could add code that changes the priority of attack by computer controlled (AI) players, so the first sight of a tank or artillery: change from low priority to high priority. Thus, the enemy infantry efforts seek to shoot down the player's tank or artillery player, when spotted immediately - or else: it will run away from them, if ai infantry conclude (with "Recognize code") that the number of soldiers (AI) surrounding them are unable facing the tank or artillery player. I think these implements will make the AI more realistic behavior. I hope to have helped. Thank you so much!"

Good karma+1 vote
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