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PostPosted: Fri May 02, 2014 8:10 am 
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Joined: Fri May 02, 2014 7:58 am
Posts: 3
Hello all,

I've just recently setup my first game server for RWR (Outpost-East), its on a linux vps, and i'm using the game mode Invasion. In the according script (gamemode_invasion) i've changed some parameters to lower the enemy and fellow bot numbers (+/-75%) as well as raising the enemy and fellow ai (0.96). After starting the server you could see that for the same map this server is less populated, ok this played great. However, rechecking the server at night and early morning i noticed that the server is showing the original max bot numbers again. Nothing has been changed, nor the server is restarted... how could this be possible?
(Did i applied the wrong method for changing the game parameters).

Btw, although i have the commands.xml file, no start.xml files are assigned nor present.

Cheers, berend

Ps. Thanks for this awesome game, really enjoying the tactical gameplay!


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PostPosted: Fri May 02, 2014 6:29 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Hmm, can't immediately think of anything that would cause that to happen. If it was
Code:
   public $fellow_capacity_factor = 1.05;
   public $enemy_capacity_factor = 1.0;

you changed in gamemode_invasion.php, then yea that should do the trick.

Did you command anything in the server console itself?


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PostPosted: Sat May 03, 2014 8:44 am 
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Joined: Fri May 02, 2014 7:58 am
Posts: 3
Thanks for replying, i did change gamemode_invasion.php, these are the values i applied:

Code:
public $fellow_capacity_factor = 0.79;
public $fellow_ai_accuracy_factor = 0.95;
public $enemy_capacity_factor = 0.75;
public $enemy_ai_accuracy_factor = 0.95;


Apparently (in this case), atleast the values for capacity are not applied when i launch the server and start the game script. I did discover that when i change the map manually, the values do get applied.

Any idea?


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PostPosted: Sat May 03, 2014 6:27 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
It's actually that the value the game reports to the server list as maximum number of bots is not entirely correct. The number doesn't take faction specific multipliers into account, so you can't at least trust that number you see in the server list for verification of bot amounts.

I tried something drastic like this:

Code:
   public $fellow_capacity_factor = 5.0;
   public $fellow_ai_accuracy_factor = 0.94;
   public $enemy_capacity_factor = 0.1;
   public $enemy_ai_accuracy_factor = 0.94;


metagame.log:
Quote:
18:15:57 * using fellow capacity: 5
18:15:57 * using fellow ai accuracy: 0.94
18:15:57 * using enemy capacity: 0.1
18:15:57 * using enemy ai accuracy: 0.94

-----------
18:15:57 completion percentage: 0
18:15:57 variance enabled: 1

-----------
18:15:57 sending:
<command class='start_game' savegame='' vehicles='1' max_soldiers='84' soldier_capacity_variance='0.3' soldier_capacity_model='variable' player_ai_compensation='8' player_ai_reduction='0' xp_multiplier='0.27' rp_multiplier='1' initial_xp='0' initial_rp='0' base_capture_system='any' friendly_fire='0'>
<faction capacity_offset='0' initial_over_capacity='0' capacity_multiplier='5' ai_accuracy='0.94' initial_occupied_bases='1' />
<faction capacity_offset='0' initial_over_capacity='0' capacity_multiplier='0.093' ai_accuracy='0.94' />
<local_player faction_id='0' username='Single player' />
</command>

(Enemy faction capacity is further reduced with multiplier of 93% in the first map if completion based variance is enabled, that's why it's 0.093 above rather than 0.1.)

The max_soldiers figure is sent to serverlist, which is of course a wrong number to be considered as max bot count, given how the capacities are multiplied per faction.


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