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[2.1.9.1] Who's the AI Bots


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_se7en #21 Posted 28 February 2018 - 04:15 PM

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View Postkrautjaeger, on 28 February 2018 - 02:03 PM, said:

lol, can't wait eh? :teethhappy: (also, deleting all the other files may cause crashes and unwanted client behaviour at times so not recommended as stop-gap measures)

 

Well, updated officially for patch 2.0.4.0 :great:

 

Haha, well i was bored :D Anyway, getting your real one now. Thank you o7

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krautjaeger #22 Posted 23 March 2018 - 12:52 PM

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Updated for today's patch :)
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zgubny #23 Posted 23 March 2018 - 04:57 PM

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This game is rigged

CloudyDante #24 Posted 24 March 2018 - 06:48 PM

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Thank you this is great!!!

 

 

ACE - Advanced Combat Envisioned

 

 


krautjaeger #25 Posted 18 April 2018 - 12:39 PM

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Updated folder for the 2.0.4.8 patch, no actual changes to these files. :honoring:
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CloudyDante #26 Posted 18 April 2018 - 01:30 PM

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Thanks again good Sir.

 

 

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_se7en #27 Posted 19 April 2018 - 11:04 AM

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o7 Thank you

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deaxter_hero #28 Posted 20 April 2018 - 12:01 PM

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Ty m8 :)

 


krautjaeger #29 Posted 16 May 2018 - 04:56 PM

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Updated for the latest micro-patch, still uses the same mod-folder. :)
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krautjaeger #30 Posted 24 May 2018 - 05:59 PM

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Updated for 2.0.4.13, no changes just directory. :)
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krautjaeger #31 Posted 14 June 2018 - 01:51 PM

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As said over at NA, it should be updated for 2.0.5.0, but they have changed the structure of the client localization files to include 26 variations. This is a huge patch-day for me, several games decided to update at once... so I have no chance to test it at the moment so if anyone wants to check out and see I'd be very happy.
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krautjaeger #32 Posted 14 June 2018 - 04:06 PM

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Tested and confirmed, works 100%.
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krautjaeger #33 Posted 21 June 2018 - 12:56 PM

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Updated for 2.0.5.5, no changes except directory. :)
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Isoruku_Yamamoto #34 Posted 21 June 2018 - 02:30 PM

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I'll look up my tutorial on this for those of you who have three brain cells to spare during battle. 

 

As a general guideline the following 3-stage holds for identifying a player as being non-bot (previously 2-stage, now 3-stage as of 2.0.5):

(bots always have a single word name, with only letters, starting by a Capital followed by smalls: Abcdefg)

 

1. A plane is specialized. Bots are NEVER specialized. 

2. The name contains symbols (!,_1/?6], doesnt start with a capital letter or has a cpital letter somewhere else. Examples:

krautjaeger fails by starting with a small letter. Isoruku_Yamamoto fails by containing an underscore& having a second capital, plus its basically two names. My name also contains a spelling error, which can hint too. 

3. A bot generally has a name of its planes nation. For instance: a german may be named Hans or Friedrich, but not Isoroku (which is actually a japanese bot name). 
If you see a Me262 flying around named Isoroku it WILL be a human player. If you see a Me262 named Hans flying around its likely to be bot, if hes called hans he will be human due to rule 1. 

 

A fourth rule can be used:

 

Rule 4 is gameplay observation rather than name analysis: 

- If a plane goes into chasing deadlock with you, its often a human player. Only few bots do this. 

- If a plane dodges your rockets the very instant you fire them, its a bot. Bots have been confirmed to do this, humans cant unless they anticipate rockets coming in. 

So if a plane behaves bot like hell be a bot, if he behaves humanlike hell be human. Makes sense right?


I'd advise against using a mod for this, because it genuinely doesnt take more than 3 braincells to figure this out


Edited by Isoruku_Yamamoto, 21 June 2018 - 02:43 PM.


Doctor_Wigglespank #35 Posted 22 June 2018 - 05:45 PM

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View PostIsoruku_Yamamoto, on 21 June 2018 - 08:30 AM, said:

I'll look up my tutorial on this for those of you who have three brain cells to spare during battle. 

 

As a general guideline the following 3-stage holds for identifying a player as being non-bot (previously 2-stage, now 3-stage as of 2.0.5):

(bots always have a single word name, with only letters, starting by a Capital followed by smalls: Abcdefg)

 

1. A plane is specialized. Bots are NEVER specialized. 

2. The name contains symbols (!,_1/?6], doesnt start with a capital letter or has a cpital letter somewhere else. Examples:

krautjaeger fails by starting with a small letter. Isoruku_Yamamoto fails by containing an underscore& having a second capital, plus its basically two names. My name also contains a spelling error, which can hint too. 

3. A bot generally has a name of its planes nation. For instance: a german may be named Hans or Friedrich, but not Isoroku (which is actually a japanese bot name). 
If you see a Me262 flying around named Isoroku it WILL be a human player. If you see a Me262 named Hans flying around its likely to be bot, if hes called hans he will be human due to rule 1. 

 

A fourth rule can be used:

 

Rule 4 is gameplay observation rather than name analysis: 

- If a plane goes into chasing deadlock with you, its often a human player. Only few bots do this. 

- If a plane dodges your rockets the very instant you fire them, its a bot. Bots have been confirmed to do this, humans cant unless they anticipate rockets coming in. 

So if a plane behaves bot like hell be a bot, if he behaves humanlike hell be human. Makes sense right?


I'd advise against using a mod for this, because it genuinely doesnt take more than 3 braincells to figure this out

 


Edited by Doctor_Wigglespank, 22 June 2018 - 05:45 PM.


scramaseax #36 Posted 24 June 2018 - 04:53 PM

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View PostIsoruku_Yamamoto, on 21 June 2018 - 02:30 PM, said:

I'll look up my tutorial on this for those of you who have three brain cells to spare during battle. 

 

As a general guideline the following 3-stage holds for identifying a player as being non-bot (previously 2-stage, now 3-stage as of 2.0.5):

(bots always have a single word name, with only letters, starting by a Capital followed by smalls: Abcdefg)

 

1. A plane is specialized. Bots are NEVER specialized. 

2. The name contains symbols (!,_1/?6], doesnt start with a capital letter or has a cpital letter somewhere else. Examples:

krautjaeger fails by starting with a small letter. Isoruku_Yamamoto fails by containing an underscore& having a second capital, plus its basically two names. My name also contains a spelling error, which can hint too. 

3. A bot generally has a name of its planes nation. For instance: a german may be named Hans or Friedrich, but not Isoroku (which is actually a japanese bot name). 
If you see a Me262 flying around named Isoroku it WILL be a human player. If you see a Me262 named Hans flying around its likely to be bot, if hes called hans he will be human due to rule 1. 

 

A fourth rule can be used:

 

Rule 4 is gameplay observation rather than name analysis: 

- If a plane goes into chasing deadlock with you, its often a human player. Only few bots do this. 

- If a plane dodges your rockets the very instant you fire them, its a bot. Bots have been confirmed to do this, humans cant unless they anticipate rockets coming in. 

So if a plane behaves bot like hell be a bot, if he behaves humanlike hell be human. Makes sense right?


I'd advise against using a mod for this, because it genuinely doesnt take more than 3 braincells to figure this out

 

I'll be sure to tape this to my cockpit window... just in case the mod ain't working...

krautjaeger #37 Posted 24 June 2018 - 05:32 PM

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View Postscramaseax, on 24 June 2018 - 04:53 PM, said:

 

I'll be sure to tape this to my cockpit window... just in case the mod ain't working...

 

Don't forget to read the 'Note on 2.0.5.5' on the front page first. WG has forgotten to update the paths...

Edited by krautjaeger, 24 June 2018 - 05:33 PM.

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scramaseax #38 Posted 24 June 2018 - 06:40 PM

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View Postkrautjaeger, on 24 June 2018 - 05:32 PM, said:

Don't forget to read the 'Note on 2.0.5.5' on the front page first. WG has forgotten to update the paths...

No, Persha didn't, did they? Who'd ever have believed such a silly oversight...

 

Thanks for the heads-up, and of course the mod, many's the time I wouldn't have lived without it. God bless you, kind sir! 



krautjaeger #39 Posted 04 July 2018 - 11:04 AM

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Updated for 2.0.5.9, and they even got the path right this time :great:
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krautjaeger #40 Posted 20 July 2018 - 01:10 PM

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Updated for the 2.0.5.12 patch :)
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