LUZITANO Posted June 28, 2019 Posted June 28, 2019 54 minutes ago, SAS_Storebror said: If I were the mission maker, I'd sorround all spawnpoints with high density, "high" level flak cannons targetting both ground and air targets. It's a brilliant idea for anyone who wants to play alone
616Sqn_SpocksOddSocks Posted June 28, 2019 Posted June 28, 2019 On 6/23/2019 at 1:41 AM, Mr_Pickles said: Added statistic for tanks (based on Vaal's statistcs system https://forum.il2sturmovik.com/topic/19083-il2-stats-statistics-system-for-a-dedicated-server-il2-battle-of-stalingrad/) Nice. I noticed E Front had something in place too, and I was looking into how to manage it for my server. Do you have any tips on this? How much work went into adding the tank stats - Was it mostly a case of adding modified copies of some of the existing scripts?
=AD=uumembwa Posted June 28, 2019 Author Posted June 28, 2019 2 hours ago, SpocksOddSocks said: I noticed E Front had something in place too, and I was looking into how to manage it for my server. Do you have any tips on this? How much work went into adding the tank stats - Was it mostly a case of adding modified copies of some of the existing scripts? for me it was 1 day and 1 night. it is Vaal' statistic it has inside 3 type of player: 'pilot'(default), 'gunner' and 'tankman', so it serve stats for gunners and tank but do not show in stats web page. Couse tank not planes - Vaal do not want to work on them, he not crazy about tanks. But license of IL2_stats allow to modify, so all in our hand. But some problem i found: "flight log" work incorrect do not show what player in tank kill another player in other tank. And tank "flight" always end with "crushed" result. So i just turn off orange crush icon - couse it is "normal" end, leave only red statuses (dead, captured, shotdown), etc - small changes in folder "templates"(html pages for stats), stats_whore.py, models.py, views.py. Great thanks to Vaal for IL2_stats, you no need to many edits - stats work, but only need to show results of that work. 1 minute ago, Mr_Pickles said: "flight log" work incorrect do not show what player in tank kill another player in other tank. but in same time - it kill stored and showed in total kills, as alive tank killed. i dunno how to solve this and just leave it as is for time, - you got show in stats tank kill that noticed as alive tank, you got points for this, but without nickname 1
616Sqn_SpocksOddSocks Posted June 28, 2019 Posted June 28, 2019 1 hour ago, Mr_Pickles said: for me it was 1 day and 1 night. it is Vaal' statistic it has inside 3 type of player: 'pilot'(default), 'gunner' and 'tankman', so it serve stats for gunners and tank but do not show in stats web page. Couse tank not planes - Vaal do not want to work on them, he not crazy about tanks. But license of IL2_stats allow to modify, so all in our hand. But some problem i found: "flight log" work incorrect do not show what player in tank kill another player in other tank. And tank "flight" always end with "crushed" result. So i just turn off orange crush icon - couse it is "normal" end, leave only red statuses (dead, captured, shotdown), etc - small changes in folder "templates"(html pages for stats), stats_whore.py, models.py, views.py. Great thanks to Vaal for IL2_stats, you no need to many edits - stats work, but only need to show results of that work. but in same time - it kill stored and showed in total kills, as alive tank killed. i dunno how to solve this and just leave it as is for time, - you got show in stats tank kill that noticed as alive tank, you got points for this, but without nickname That's good to know. I had been looking through the files, so I knew it was storing stats for tank players, but wasn't sure how much needed changing. Many thanks.
LUZITANO Posted July 1, 2019 Posted July 1, 2019 The server is dead due to the enormous amount of difficulty and artificial intelligence...
=AD=uumembwa Posted July 1, 2019 Author Posted July 1, 2019 i set high priority to AT-guns - so they do not attack targets that not in attack area sector, difficulty lowered, that can i do, remove all at-guns, couse you have a problem with AI? I tested, mission can win one player in 30-40min.
LUZITANO Posted July 1, 2019 Posted July 1, 2019 9 hours ago, Mr_Pickles said: i set high priority to AT-guns - so they do not attack targets that not in attack area sector, difficulty lowered, that can i do, remove all at-guns, couse you have a problem with AI? I tested, mission can win one player in 30-40min. Last year ACTION had lots of players flying, remember that in early 2018? I remember that you added 109s and yaks as BOTs, but they were easy to destroy and did not interfere with combat When a player starts playing, if he is killed by BOT you know how people are, they quit the game. So ... what's important? Flow of people Flow, flow, flow... We need players killing players, and flowing to walk on map and capture bases The anti tank guns and BOTs should be more like a "distraction" and not as the main enemy of the players Reduce the difficulty of the weapons, put the worst ammunition possible for the cannons and bots. The guns have to serve to spot the enemy. And the bases have to be defended by players
SAS_Storebror Posted July 1, 2019 Posted July 1, 2019 (edited) 1 hour ago, LUZITANO said: When a player starts playing, if he is killed by BOT you know how people are, they quit the game. Honestly I've seen people doing that on our FAC Server and every time I see such guys I think to myself "thanks god he's gone". Who needs people who can't lose? 1 hour ago, LUZITANO said: We need players killing players Who's "we"? This might be your opinion, it certainly isn't everyones to the same extent. Mike Edited July 1, 2019 by SAS_Storebror 1 2
LUZITANO Posted July 1, 2019 Posted July 1, 2019 17 minutes ago, SAS_Storebror said: Honestly I've seen people doing that on our FAC Server and every time I see such guys I think to myself "thanks god he's gone". Who needs people who can't lose? Who's "we"? This might be your opinion, it certainly isn't everyones to the same extent. Mike I've never seen you playing on ACTION
Thad Posted July 1, 2019 Posted July 1, 2019 Salutations, I make single player tank missions and the player contends against 100% AI bots and my missions get very good reviews by those that actually play them. I realize that this is about this particular multiplayer server but bots are not the problem in my opinion. It's the live players. Mr_Pickles, please don't let the complainers discourage you. Just keep experimenting. Remember, you will never be able to please everyone. 3
=AD=uumembwa Posted July 1, 2019 Author Posted July 1, 2019 I play on server sometime, so i see that need to be changed, work in progress. But i think this do not bring back players, couse they like "red servers": WoL, Efront
LUZITANO Posted July 2, 2019 Posted July 2, 2019 (edited) On 7/1/2019 at 1:00 PM, Thad said: I make single player tank missions and the player contends against 100% AI bots and my missions get very good That's my point "I make single player" SINGLE PLAYER On 7/1/2019 at 1:00 PM, Thad said: single player Exactly On 7/1/2019 at 6:30 PM, Mr_Pickles said: I play on server sometime, so i see that need to be changed, work in progress. But i think this do not bring back players, couse they like "red servers": WoL, Efront The difference between Red servers is that there you play against players and you almost have no AI interference On 7/1/2019 at 1:00 PM, Thad said: but bots are not the problem in my opinion. It's the live players. I've seen half of Efront players (Westerners) looking for ACTION for good connection, but they ended giving up... I know I'm boring. At least whoever supports this the way it is (coop stuff) should join and connect to the server Edited November 8, 2019 by LUZITANO
=AD=uumembwa Posted July 2, 2019 Author Posted July 2, 2019 That exactly AI disturb players, tanks, at-guns or planes?
FTC_Riksen Posted July 2, 2019 Posted July 2, 2019 To be honest, I prefer when there are AI around to make things more challenging and it also gives something to do when there are no players around. 1 4
=AD=uumembwa Posted July 4, 2019 Author Posted July 4, 2019 mission start time changed from 4...18 to 4...16 hours AI airplanes level set from Ace to High AI tanks changed to light tanks AT-guns not respawn on captured tank bases, except lapino maps base 3(on airfields) and prokhorovka(all bases)
stupor-mundi Posted July 7, 2019 Posted July 7, 2019 (edited) On some maps, I've encountered some AI objects (for example Flakvierling) which were incredibly hard to kill. I imagine the reason for this will be that the game doesn't have actual armored positions like pillboxes, so these objects are kind of a stand-in for those? Or maybe their damage level is randomized? Of course, from a player's point of view, it's a bit of a problem because you visually identify an object and shape your tactics around what you think you're dealing with. So when you encounter such a flakvierling and it ends up wrecking your tank, it leaves a bad feeling behind, so to speak. Edited July 7, 2019 by stupor-mundi
=AD=uumembwa Posted July 8, 2019 Author Posted July 8, 2019 16 hours ago, stupor-mundi said: On some maps, I've encountered some AI objects (for example Flakvierling) which were incredibly hard to kill. I imagine the reason for this will be that the game doesn't have actual armored positions like pillboxes, so these objects are kind of a stand-in for those? Or maybe their damage level is randomized? I think bug-report needed, i remove static flakvierling from tank bases after i can't kill them after 10-15 rounds 75mm APHE. With moved flakvierling(sdkfz10) - no problem. It was flaks on airfield? If i missed this on tank bases - let me know that map? On airfields i leave them with only air attack area.
stupor-mundi Posted July 8, 2019 Posted July 8, 2019 (edited) 13 hours ago, Mr_Pickles said: I think bug-report needed, i remove static flakvierling from tank bases after i can't kill them after 10-15 rounds 75mm APHE. With moved flakvierling(sdkfz10) - no problem. It was flaks on airfield? If i missed this on tank bases - let me know that map? On airfields i leave them with only air attack area. It was a static flakvierling on a winter Moscow area map, in a blue base just south of the little town which has the central flag. Other occasions were earlier (don't remember the details), so maybe have been changed already. Edited July 8, 2019 by stupor-mundi
=AD=uumembwa Posted July 9, 2019 Author Posted July 9, 2019 tank setups changed for dark axis side, for allies same as before Spoiler Full real for a test
=AD=uumembwa Posted August 7, 2019 Author Posted August 7, 2019 I'm sorry, i broke stats, and it was reset 1
616Sqn_SpocksOddSocks Posted August 7, 2019 Posted August 7, 2019 1 hour ago, Mr_Pickles said: I'm sorry, i broke stats, and it was reset I really hope that's not my fault, with the gunner stuff and all...
=AD=uumembwa Posted August 7, 2019 Author Posted August 7, 2019 3 minutes ago, SpocksOddSocks said: I really hope that's not my fault, with the gunner stuff and all... I don't know but i turn back old variant (with not working gunner stuff) this error was happen: [2019.08.07 19:21:16] IL2 stats 1.2.34, Python 3.5.2, Django 1.11.18 [2019.08.07 19:21:16] missionReport(2019-08-06_19-50-14)[0] - processing new report [2019.08.07 19:21:16] tik: 329079 - instead of a bot in an aircraft is not a living entity [2019.08.07 19:21:19] unexpected error Traceback (most recent call last): File "D:\il2_stats\src\stats\management\commands\stats_whore.py", line 16, in handle stats_whore.main() File "D:\il2_stats\src\stats\stats_whore.py", line 62, in main stats_whore(m_report_file=m_report_file) File "C:\Users\pimpo\AppData\Local\Programs\Python\Python35-32\lib\contextlib.py", line 30, in inner return func(*args, **kwds) File "D:\il2_stats\src\stats\stats_whore.py", line 306, in stats_whore params['act_object_id'] = event['sortie'].sortie_db.aircraft.id AttributeError: 'Sortie' object has no attribute 'sortie_db'
616Sqn_SpocksOddSocks Posted August 7, 2019 Posted August 7, 2019 30 minutes ago, Mr_Pickles said: I don't know but i turn back old variant (with not working gunner stuff) this error was happen: [2019.08.07 19:21:16] IL2 stats 1.2.34, Python 3.5.2, Django 1.11.18 [2019.08.07 19:21:16] missionReport(2019-08-06_19-50-14)[0] - processing new report [2019.08.07 19:21:16] tik: 329079 - instead of a bot in an aircraft is not a living entity [2019.08.07 19:21:19] unexpected error Traceback (most recent call last): File "D:\il2_stats\src\stats\management\commands\stats_whore.py", line 16, in handle stats_whore.main() File "D:\il2_stats\src\stats\stats_whore.py", line 62, in main stats_whore(m_report_file=m_report_file) File "C:\Users\pimpo\AppData\Local\Programs\Python\Python35-32\lib\contextlib.py", line 30, in inner return func(*args, **kwds) File "D:\il2_stats\src\stats\stats_whore.py", line 306, in stats_whore params['act_object_id'] = event['sortie'].sortie_db.aircraft.id AttributeError: 'Sortie' object has no attribute 'sortie_db' Hmm. Well, I have had this part: instead of a bot in an aircraft is not a living entity But it never caused any problems with the stats updating. It might be worth me switching it off in case (nobody's taken a gunner position this month yet, but the older ones are showing for me). I don't suppose you still have the actual log file that included the tick 329079? Also, I don't suppose you have any Flying Circus craft in any of your missions? Just wondering if the objects list has some missing items for the new planes.
=AD=uumembwa Posted August 7, 2019 Author Posted August 7, 2019 FC aircrafts included in all missions - as a recon planes(spotter option turned on for them). For players and as AI.
616Sqn_SpocksOddSocks Posted August 8, 2019 Posted August 8, 2019 I'm trying to do some testing on this in a test directory to see if there's any way to help, but running into trouble. Have you lost your actual mission log text files? And have you had any luck getting them from the backup folders?
=AD=uumembwa Posted August 13, 2019 Author Posted August 13, 2019 "Freeware" tanks (T-34 STZ and PzIIIL) removed from bases I and II. Only on last base III that tanks available.
=AD=uumembwa Posted August 22, 2019 Author Posted August 22, 2019 (edited) 1. "Free tanks" removed from server. 2. Added small-caliber AAA to tank bases. 3. AI recon planes changed level from High to Normal. They have bomb loads, maximum bombs size - 50kg. I want to made total full-real server, if game designers give possibility to off technical-chat - i do it. If you dislike "technochat" - support it at this theme Tank setups(from 0 to 4, with 20% probability for each, 0vs0, 1vs1 etc) RED BLUE Edited August 22, 2019 by Mr_Pickles
SCG_Vonalba Posted September 23, 2019 Posted September 23, 2019 Totally enjoying your server, thanks for your hard work, we’re talking about bringing our tank group here for our practice. Keep up the good work!! 2
=AD=uumembwa Posted October 6, 2019 Author Posted October 6, 2019 (edited) Server is back to online. But, in 3.201c Dserver.exe unstable again and down sometimes Added Arras(with FC planes and Ju-52 and U-2vs only, couse airfields are small) and Rheinland maps. Some changes in old maps. Mission duration - very long? But you can complete mission objectives and next mission will be loaded. Server RAM improved from 24 to 32Gb DDR3 Edited October 6, 2019 by NHK295M
=AD=uumembwa Posted October 9, 2019 Author Posted October 9, 2019 Server back from maintenance. Unlimited airplanes and random plane(tank) setups - only on Lapino maps leaved. On the over maps - limited planes and tanks, balanced for gameplay. No limits for fuel and ammo loading. Repair option added for airplanes(not tested yet) Anyway - return planes option is on. Mission victory conditions changed, old method (hold the village) works only on Lapino winter and summer maps. To win you must capture all flags or kill all enemy tanks. Mission duration 12 hr. Time for AT-guns respawn after death increased from 15 to 45 min. And they not respawn on captured or inactive(out of tanks) bases. AI planes have no spotter options anymore. And now they not hunt for tanks - only drop bombs over enemy base. For playable airplanes also turned off spotter option. FC airplanes not available on maps: prokh_s and rhein_s
=AD=uumembwa Posted October 10, 2019 Author Posted October 10, 2019 Random mission generation start time period changed from 4...16 to 4...12 hour, to prevent often night mission time.
=AD=uumembwa Posted October 19, 2019 Author Posted October 19, 2019 Just for information: in server difficulty only "Warmed up engine" checkbox On. AI tanks, ships and AT-guns respawn after death time increased to 60 min. On Lapino maps added objectives to Ju-52 - drop paratroopers on airfield with 3rd tank base and it will be captured. Drop to far airfield - will disable it. Bombers: destroy objects on enemy airfield(Yantar and Lapino only)
=AD=uumembwa Posted October 27, 2019 Author Posted October 27, 2019 Thread moved to TC, first post edited to actual server conditions. Some changes in mission objectives. "Free" tanks returned, except Rhein and Arras. Limited planes on all maps. 1
=AD=uumembwa Posted November 30, 2019 Author Posted November 30, 2019 All missions reworked, and added some new, server restarted. Now 12 missions on server. Lapino summer and winter maps changed setup: all planes and all tanks available(no random setups) In all over missions setups based on historical battles. (as it is possible in game conditions) 1 1
LUZITANO Posted December 1, 2019 Posted December 1, 2019 ACTIONS will stay dead if you don't fix the computer vs human issue I see people coming in and out of this server within 5 minutes of realizing it's an unplayable server AI guns with absurd range and bad weather, do you think this is a "hardcore" server? This is foolish People will not play against the computer because there is SP for that. Imagine I have half an hour to play online. Will I play ONLINE to destroy the computer? For what? The idea of MP is to play against other players, but it is difficult if you put weapons with maximum range and absurd accuracy in the rainThe people who told you to do it this way, they don't play on your server Everyone knows the ACTIONS option for battle with tanks, but they will not play It's not because players are missing, you made an unplayable server
=AD=uumembwa Posted December 1, 2019 Author Posted December 1, 2019 I noted that mission objectives hard to complete sometime, and plan do some changes 4 dec 2019. Animals durability will be changed from 1000 to 500. And icons needed to show search area on map. At this moment i can just say that i placed most of them near tank bases in objects "farm" and some in forest(if forest exist close tank base): Spoiler In Rheinland map they placed around tank bases closer to base as possible 4 hours ago, LUZITANO said: AI guns with absurd range They have not absurd range - 1000m max distance for AI guns in missions on open areas. If forest or buildings closer 1000m - i reduce attack area to border of forest or buildings. So if you was killed by AT-guns - it was in direct visibility and you just missed them. But if you talk about AI-tanks - i agree, i noted that they need to be corrected, i do this. 5 hours ago, LUZITANO said: People will not play against the computer We have no playable at-guns - so it can not be changed, sorry...
SCG_judgedeath3 Posted December 2, 2019 Posted December 2, 2019 (edited) On 12/1/2019 at 6:09 PM, LUZITANO said: ACTIONS will stay dead if you don't fix the computer vs human issue Last night from 2100 swedish time to 00 00 it was actually the most populated server and when I and SCG joined in we were at highest 16 players and Efront was 8 players. So wouldnt call the server dead and no one plays it, SCG have actually found it to be good and much more historically and fitting to a more historically type of missions than a pure multiplayer server but it can do both nicely. On 12/1/2019 at 6:09 PM, LUZITANO said: AI guns with absurd range and bad weather, do you think this is a "hardcore" server? This is foolish Same on Efront but at least here the range is adjusted on the guns to not shot through forests, like the server maker says, plus: german bases have AAA and flak 88 guns and same number of defences like the enemy side has, something I cant say is the case on efront. Have no issues of taking out AI guns and the AI tanks, they are easy in comparison to human players to my experience. As I often play when no one is online, not even on efront I gladly jump into action tanks and play a bit ? Like the fair matchup and historically type of tank balance. To server maker: Good work on the new maps and adjustments, I like what I see. Fair number of airplanes and tanks and bases etc, just wish one thing: IF you could do the winning conditions more historical: example on the map with the river rhein where the germans have bases in the town and americans and british outside it: IF the allieds get one tank over the bridge they win, as the german objective is to keep allieds on the western side of it and not let them get the bridge. Germans should have a time counting down for how long its remaining until they win. Like in reality with nijmegen bridge. Just an example Oh and something else: on one city map one of the allied bases are located near a german AAA veichle which shots the side of ones tank when one spawn in, this would need to be adjusted, lost maybe 3-4 tanks before we took it out. Edited December 2, 2019 by SCG_judgedeath3 1 2
SCG_CorZero Posted December 2, 2019 Posted December 2, 2019 I agree, we had a good time on the Action server with plenty of humans and enough AI to be challenging and fun. The terrain looked great as well. 2
SCG_SchleiferGER Posted December 2, 2019 Posted December 2, 2019 From what I experienced yesterday Action Tanks and Dogfights is a great server, especially if the ranks are properly populated by human players. I will visit more often from now on. 1
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