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16 Forums / Mods and Customization / Re: Classic Bots v1.3.68 on: April 16, 2018, 02:00:50 AM
If you feel like it, you should bot support your own maps using this mod when I release the final version. If someone would add more maps that I haven't already bot supported then, that would be great. The bot support card guide is great for that as it explains step by step what you need to do, but a bit vaguely to keep things simple.
17 Forums / Mods and Customization / Re: Classic Bots v1.3.66 on: April 06, 2018, 05:29:36 AM
I appreciate that, rJay, thanks! Glad to see that my time (and Lagg's) was not wasted, because people like you and others have fun using this mod.
18 Forums / Mods and Customization / Re: Classic Bots v1.3.65 (2018) on: April 02, 2018, 02:03:57 AM
April 16 - Update v1.3.68

To update, as always, you have to delete your current ClassicBots folder and replace it with the new one. That does mean that you will have to reconfigure your server preferences, too. These are the changes for 1.3.68:

-CTF: More balanced bot priorities for defending the flag or deploying stuff, depending on if they're winning, losing, or have humans in their team.
-CTF: When a human dies as a capper and drops the flag, the chaser bots will always try to retrieve the flag instead of attacking even if the human respawns quickly
-CTF: Fixed capper bots sometimes randomly jumping in a place instead of running home with the flag and improved their capping behavior
-If a bot sees a destroyed object or is close to it and has a repair pack, he will have a higher repair priority
-Suicide respawn delay is the same as the delay for dying normally, and it's configurable by changing $Host::HumanRespawnDelay
-Updated the Bot Support Card Guide
19 Forums / General Discussion / Re: How many players do play Tribes 2? on: April 01, 2018, 08:23:47 PM
I don't remember seeing you in-game, deewelch. Is this your first time playing t2? If so, awesome and welcome aboard, how do you enjoy it so far? Or have you played in the past?
20 Forums / Mods and Customization / Classic Bots v1.3.68 on: February 22, 2018, 02:14:05 PM
Classic Bots
Latest version: 1.3.68 - April 16, 2018

Note from April 29, 2018
Version 1.3.7 will feature a lot of new bot supported maps. My own deadline for this pack has been April 30, but I couldn't finish it this fast. Looks like I have to extend it to May 15. I hope this is the last extension. Until then, please check out MetaDrax's advanced bot supported maps for Base. His maps are not compatible with ClassicBots, but they play very well in Base (default tribes 2 gamemode), and they are vehicle-centered.

Download link:
The file is attached to this post and always updated when a new version appears.

This bot pack was mainly designed for playing CTF and Siege with bots on Classic 1.5.2, and most modifications were made for CTF. However, this mod includes LAK Bots, and supports Hunters, Team Hunters, Capture and Hold, and Deathmatch. The Version 5 bots in this pack are mainly scripted by Lagg-Alot. Lagg started making these awesome advanced bots for Tribes 2 by modifying almost all the default bot functions. Changes on Lagg's script files after 2009 are made by Roberto, and a lot of the original Classic mod scripts were modified too. This bot mod includes an awesome, but completely optional feature to enable RPG elements.

  • Updating: If you're updating your Classic Bots mod, first delete your ENTIRE "ClassicBots" folder, including your preferences files, then copy and use the new "ClassicBots" folder that you downloaded instead.
  • Required files: Before installing ClassicBots, please make sure that you have the following map packs installed: DynamixFinalPack, S5maps, S8maps, TWL-MapPack, TWL2-MapPack. These are required. To install maps, put the .vl2 files in your "GameData\base" folder.
  • Hosting an online server: If you wanna host an online server, please read the file "Server_And_Bot_Preferences.txt" from the folder "ClassicBots_Readme".

Download link for these map packs (you need to unzip this file):

Download link for the DynamixFinalMapPack:

Now, moving on to the install instructions:
  • Put everything from the "Tribes2InstallFolder" to your Tribes 2 install folder and OVERWRITE stuff when asked. For example, the 'GameData' folder from here should overwrite the 'GameData' folder that you have.
  • PLAY by using the 'ClassicBots_Offline/Online' .bat file! That's it.

If you wanna hear bots use random sounds from the game or text chat randomly, or use sounds from the Osiris voice pack, do this:
  • Copy the audio folder from to your base\audio folder.
  • Allow bots to use these sounds by setting $Host::BotsChatRandomSounds to 1 in the file serverPrefs.cs from GameData\ClassicBots\prefs.
  • Also allow bots to randomly text chat by setting $Host::BotsChatTextVoice to 1.
    - Warning: The chat contains adult language.

Download link for Osiris voicepack:

  • Bots change numbers depending on the map, this is active by default. If you want to host an Online server, you must first read "Server_And_Bot_Preferences.txt" to make this work properly.
  • I recommend always using odd numbers for the bot numbers, like 7, 15, 29, etc. This is not necessary, but it will make the bot balancing feature better.
  • Don't play with more than 32 bots on Siege, the game will crash when switching sides.
  • Whether you want to play online or offline, you can drastically improve your game performance by hosting a dedicated server and then joining it from the same PC, but from a different Tribes 2 folder.
  • Don't install custom mods/scripts that may interfere with this mod or else the mod won't work as intended.

If you want to know how to change the bot difficulty or server preferences, or how to activate RPG Mode, or how to make bots use voicepacks or randomly chat, or disable/change the bot numbers per map, or see the list of bugs, features, credits, or how to bot support your own maps then open the folder called 'ClassicBots_Readme'.

Additional reading (not required, but useful):

Thanks again, Lagg, for your hard work on the bots throughout the years and for giving me your bot scripts. Without them, this Classic modification would not exist.
21 Forums / Mods and Customization / Re: IronSphere RPG v1481 (2018) on: February 16, 2018, 10:12:17 AM
I updated the link to include my last update, version 1.481. It always annoyed me how there was no way to get a full list of commands and some info except outside the game.
22 Forums / Mods and Customization / Re: IronSphere RPG 1.48 (2018) on: February 13, 2018, 08:50:29 AM
It is indeed kinda weird considering its age, but I'm glad it piqued your interest.
23 Forums / Mods and Customization / IronSphere RPG v1481 (2018) on: February 12, 2018, 12:53:45 AM
I messed around with IronSphere RPG last year for a few days to add a main story, where you could even take different paths in the story. That would give the player lots of main and side quests to complete, which would give the game some scope as you'd have a reason to grind. But I stopped after I saw how much work there is left to be done on this mod (it's not finished) and how much little time there is, especially with a very weak Torque scripting familiarity.

But despite abandoning this goal, I wanted to at least release what was finished, because I still think it's worth a download. It's not even half of what I aimed for, but these small changes will make the mod more fun. I recommend that you play as a Mage or Warrior, as some classes are unbalanced.

Download links
Link 1
Link 2

Install instructions:
  • 1.Place the file "Ironsphere_148_Online.bat" and the folder named "GameData" into your Tribes 2 Install location and press "Yes" if you need to overwrite.
  • 2.Enter the game by using Ironsphere_148_Online.bat and join an Ironsphere RPG server!

View the full list of people who've worked on this mod by opening "isCredits.txt" in the folder "GameData\ironsphererpg".

Version 1.481:
  • Modified the F1 help menu again and slightly changed the info for some commands.
  • Added the "#help" chat command. Use this to get gameplay tips, skill/spell lists and info, or a big list of chat commands.
  • Added sounds for smithing, mining, changed song for Yolanda, added another song for Keldrin Town, and increased ore spawn rate by 50%.
  • Slightly modified all the quests' text, increased required quest items, and added +2 LCK as an additional reward for completing quests.
  • Fixed some console spam.
  • Fixed the "#advcompass" command.

Version 1.48:
  • Added 30 very simple fetch quests
  • You can now press the number keys to respond to a quest NPC instead of typing your responses.
  • You can use the Pack key to automatically say "hi, buy, yes" to NPCs instead of having to type it.
  • Added some sounds for casting spells, weapon swings and hits, monsters, etc. Muted some annoying sounds.
  • Added new songs for some areas.
  • Slightly modified the item information display in the shop and stats screen.
  • Added new buttons in the shop and inventory screen that let's you view the full stats of a selected item.
  • Replaced the F1 help text with text that's related to this mod. Think of it as a small guidebook.
  • Tweaked the monster drops and other game settings to what I consider better.
  • Fixed a bug where the game did not actually remove items from your inventory after quest completion.
  • Neutral casting and sense of heading skills are easy to get for anyone now, as they're not super useful anyway.

24 Forums / Mods and Customization / Re: how do I install new maps? on: December 29, 2017, 04:29:02 PM
Leave the $Host::MapPlayerLimits as they are, those are fine with their default values. To specify the bot limits, increase the $Host::BotCount setting after you enable (set it to 1) the setting $Host::BotsEnabled.

Also, there is a bug with the server that will list twice the bots that you have in the server list. I attached a fix for you, it's a file named "ConnCtPatch.cs." Put it in "GameData\Base\scripts\autoexec" if you're hosting a normal Base server or "GameData\ModNameHere\scripts\autoexec" if you're hosting a mod. Only do this if you experience the bot listing problem, of course. And remember that not all maps are bot supported by default, so don't be surprised if some maps don't show in the map list after your server is live.
25 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: June 21, 2017, 02:14:16 AM
The big thing I did in my version of the mod was "fill in the gaps" for those level zones, as progression would end up having these wide gaps where you would end up stuck in the same zone farming the same stuff for hours and even days just to be able to get to the next zone.
Yeah, it's also why I mentioned that you sort of fixed that issue. Still, I don't wanna go back and redo my changes but this time to your version (I changed a different one), maybe it's not worth the effort. And then there's still the issue of some classes being really underpowered, as you said.  

My idea of a great Tribes 2 RPG mod would be different and more suited for the low population of today. It would be like capture and hold with item drops, stats you can modify, and bots having their progress/stats saved just like players, with all the action happening in large maps.
26 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: June 09, 2017, 02:53:31 PM
Well, fuck it. I think I just wasted my time on this, so I'll stop working on it. The level progression and class balancing is really fucked. Some classes are too powerful and there are not enough monsters in-between areas that are at your level. If you are a weak class, it will happen that a lot of times you'll meet one or two monsters above your level that will kill you super easily. And if I were to balance all of this or modify all the spawns in addition to the quests, it would take even more of my time. Which I can't do since I still have some bot maps to support and not enough free time.

I looked at Phantom's version and he actually did balance all of this and fix some stuff. The problem is that I'd have to apply my modifications again to Phantom's version, which I can't be bothered to do again. I can see why many people dropped their work on this mod. It had such great potential and I actually enjoy screwing in it alone, but it's just not finished and the code's a bit of a mess. Which is a shame because I would've loved to play this in a finished state considering that it's pretty fun even now. I guess that maybe if people want to play RPG mods, they should probably head to Tribes 1 RPG, since that's still in development and is great. Here's some gameplay for those who don't know about this mod:
27 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: June 07, 2017, 11:49:42 PM
Nice. I didn't hear much about Atom before, but it looks pretty cool. I'm gonna try that just for the torquescript autocomplete, and by that I mean when I type something I expect some function suggestions.

By the way, this isn't Phantom139's version (1314). It's version 1.47, which I downloaded from Jusctsch5. I I wanted to add this stuff on phantom's version because it has more monsters, areas, and hopefully more bug fixes, but it runs a bit slowly for me even on a dedicated server and it just doesn't play the mod music. Maybe the quests on his version would also have an inconsistent story with mine.

28 Forums / General Discussion / Re: How many players do play Tribes 2? on: June 01, 2017, 12:00:58 PM
There's anywhere between 2 to 5 people playing on modded servers with bots every day, mostly Triumph, sometimes BIOMod or Meltdown. So the mod population here is spread. And there's anywhere between 6 to 18 people per day playing on the server Snap Crackle Pub. In the weekends, there can be 20+ people playing. It's not a lot, but for such an old game from this series, it's a enough to have fun, and I'm really happy to see this kind of dedication from the community. You just gotta join at the right time, which is at night, if you're american, or else you won't find anyone playing.
29 Forums / General Discussion / Re: Ideas for a better Tribes 2 - MT2GA (Make Tribes 2 Great Again!) on: May 30, 2017, 09:53:56 PM
Well, I see that you talk a lot about obstacles and teamwork to beat those obstacles. So basically, a lot of defense assets and stuff. You should try BIOMod if you haven't already, this mod has a lot of what you describe. Go in that BIOMod server, vote for the Katabatic/Damnation BIO map, and try keeping the enemy team's gens destroyed for a while.

Also, an non-arena player was at a disadvantage because that's what all arena players do, fight. They fight way more than non-arena players, so they get really good at it.
30 Forums / Mods and Customization / Re: Curiosity: Who all is working on mods or other project still? on: May 30, 2017, 05:24:20 AM
I do not remember mentioning notepad++, I might remember wrong. What I use is Sublime Text, which is pretty damn awesome, and Brackets. I like the features in these two where you compare files, search for a piece of text in a folder, the color schemes that they have, split screen editing, and stuff like that. I haven't used Tribal IDE yet, does that autocomplete and explain T2 functions?
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