View Full Version : Zeus Gaming Nights
NeMeSiS
Jun 24 2006, 23:05
Well, second time i played here and i loved it. Had some trouble understanding what was said on TS but im getting a bit used to it (i can now indentify 15% of the words http://forums.bistudio.com/oldsmileys/wink_o.gif )
Also shot these 2 pics while we were waiting to get our ass kicked by some enemy squad which attacked us from behind http://forums.bistudio.com/oldsmileys/tounge2.gif
http://img100.imageshack.us/img100/7773/dxdshot11511824981au.jpg
http://img100.imageshack.us/img100/3575/dxdshot11511825229vr.jpg
Just had a nice wee game tonight, but some FO Dialled in the wrong co-ords and shelled the squad sven and i where in http://forums.bistudio.com/oldsmileys/sad_o.gif
ryankaplan
Jun 26 2006, 13:26
yeah, i was the mech-platoon CO in that game (IRON FIST V by rhodite). This is my brainstate at few minutes before the arty fell on us.
-me: "FO, shell the shit out of that village with our mortars, platoon, i'll meet you at the edge of the woods overwatching the target village".
-FO: "i'm afraid i cant do that, there may be civilians in there"
-me thinks *you bastard*
-I call in arty just on the edge of the village, FO complies
-I say "ok, lets pull back further in to the woods, so we dont get bummed if arty missfires". nobody gives a shit. I take pride in commanding such brave men.
-I think about cancelling the arty since we can already see the arty target, but FO tells me it's already on its way. "migh' as
wai" me thinks.
-arty comes 5 minutes later. I feel a 81mm smack me accross the head.
it was still a very good game tho
PrivateNoob
Jun 26 2006, 15:35
I must say playing with WGL on your server when its COOP is one of the best MP experiences i have had and I have played a lot during my 10 years online.
I will try and set up a headset and TS next time Im on. http://forums.bistudio.com/oldsmileys/smile_o.gif
svendejong
Jun 26 2006, 16:05
Quote[/b] ]Just had a nice wee game tonight, but some FO Dialled in the wrong co-ords and shelled the squad sven and i where in
yeah that was very pain full.
I was happy we survived and the ai got killed.
Shame i had to leave the game due to rl obligations.
Cya all soon on the server :-)
Quote[/b] ]it was still a very good game tho
x2
When i watch the video, the Teamspeak is very clear...mine is so fuzzy http://forums.bistudio.com/oldsmileys/sad_o.gif I think something must be wrong.
but anyway, my first zeus coop game...
I stupidly chose the commander position.
I had no idea what I was doing lol. and I couldn't understand what anyone was saying...:P
But nevertheless, it was still fun.
BTW, I am stall ingame.
NeMeSiS
Jun 26 2006, 23:07
When i watch the video, the Teamspeak is very clear...mine is so fuzzy http://forums.bistudio.com/oldsmileys/sad_o.gif I think something must be wrong.
So its not just me? I thought i had hearing problems or something, i hear people mumbling all the time and i have a hard time making out any words http://forums.bistudio.com/oldsmileys/crazy_o.gif
And yeah, i do have the sound quality at the highest setting.. http://forums.bistudio.com/oldsmileys/confused_o.gif
Oh well, great playing for the 3th time in a row! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
svendejong
Jun 27 2006, 08:53
Does everyone sound crappy to you on ts??
For example Jinef sounds very clear to me while Dbl Dutch sounds very distorted (a lot of low and no mids and highs in the sound; and NO its not becouse he has a low sounding sexy voice http://forums.bistudio.com/oldsmileys/smile_o.gif )
Lol now i see its you Nemesis!!!
Nathan Bedford Forrest
Jun 27 2006, 15:47
Half the battle in Zeus is getting used to all the accents :P The British regional ones are especially hard http://forums.bistudio.com/oldsmileys/biggrin_o.gif Although once you spend a fair amount of time you'll get to know who's who and begin understanding. At least it helps with your English.
svendejong
Jun 27 2006, 16:08
Quote[/b] ]Half the battle in Zeus is getting used to all the accents
Yeah, i remember listening to Terox voice for the first time; higher jibberish levels then when the Teletubbies speak to eachothers.
Now listening to him is like listening to my dad :-)
Yeah, its hard not to start talking with an accent too, specially when yer from California.
svendejong
Jun 29 2006, 15:30
For Folks playing on the zeus server that are not checking our forums (www.ofp-zeus.com)
EqualModRequired is now activated for WGL5 gameplay on Zeus Addons. Face/custom file size: 20 kB.
That means that players will need to connect to us using exactly this mod parameter to OFP:
Code:
-mod=@<hidden>;@<hidden>
Take note of the capitalisation of the two included mod folders. It matters.
cya all on the server.
King Homer
Jun 29 2006, 16:08
nevermind...
kakagoegie
Jun 29 2006, 23:56
Some screenies and a movie from last night:
Sometimes we're still children:
http://img296.imageshack.us/img296/1747/naamloos3ia.jpg
Ryan:
http://img222.imageshack.us/img222/2726/naamloos11ap.jpg
And a little movie! (http://video.google.com/videoplay?docid=9116643913064966862)
@<hidden> June 29 2006,17:30)]For Folks playing on the zeus server that are not checking our forums (www.ofp-zeus.com)
EqualModRequired is now activated for WGL5 gameplay on Zeus Addons. Face/custom file size: 20 kB.
That means that players will need to connect to us using exactly this mod parameter to OFP:
Code:
-mod=@<hidden>;@<hidden>
Take note of the capitalisation of the two included mod folders. It matters.
cya all on the server.
I have the Zcommon Addons in the same folder as Wgl5, does that make a difference? i was on the server the other day, unless this is a new thing?
Nathan Bedford Forrest
Jun 30 2006, 10:15
It just checks that you have those two folders loaded - it doesn't check their content at all. So you can put all of your zcommon addons in wgl5 folder if you like, but you'll still need to have an [empty] @<hidden> folder.
I won't be around on Thursday :evil: Due to real life shit but...........I now have a nice working template for A&D maps thanks a lot to Terox
However one of my PVP's looks in principle a nice mission with fairly quick contact times IE after 10 minutes as apposed to 45 minutes
It is set on Chorley Island just to the south of Saint David Island. This island has a airstrip which is at present under the control of the East forces (VDV and Speznaz). They have a UAZ a konkurs Ural and an MTLB and a nice big shiny box of IED's and AT mines
Attacking this island are a understrength Inf. Platoon in boats. A marine recon element on the Island itself to relay intel. And 3xM113A2 with mechanised inf. AI are also making a diversionary attack on the island with IFV.
So the East forces dig in and defend the trigger area and try to kill so many West that they give up.
West forces kill enough East forces to end the defence or establish a stronghold for 8 minutes with 8 men.
If you manage to fit it in I hope you will enjoy playing it and if you could feed back to me I would appreciate it http://forums.bistudio.com/oldsmileys/tounge2.gif
wheres my rabbit ?
Jul 5 2006, 02:32
sounds fun look forward to playing it
ps. dont forget to name __cur_mp and make sure the group markers are buggered http://forums.bistudio.com/oldsmileys/tounge2.gif
My_Shortcoming
Jul 5 2006, 09:14
This is strange, i live in the UK, and have (usually) really good pings to all english and european servers. But with Zeus server i get avearage ping of around 200 ish, it dosent really effect my gameplay much but it can get a nuisance. Anyway i could fix this?
Check you are not being routed through Hong Kong or USA.........its happened in the past to some of our community
FYI the server is based in Germany in case you where not sure http://forums.bistudio.com/oldsmileys/smile_o.gif
King Tubby
Jul 11 2006, 19:09
I´ll probably join in this Thursday (if you are playing then?), this sounds like a lot of fun.
The thing though, is that I´ve never played OFP multiplayer because of password-protected clan servers, missing addonpacks and what not.
I have played a lot of OFP singleplayer so I´m no stranger to the game..
I got wgl5 and zcommon pack already, anything else i need Also, i have been having problems with TS as i have tried
it while playing another game.
The sound gets warped, i´m pretty sure it´s a soundcard problem though.
It might work, then again it might not..
Edit:
I ran wgl5 together with zcommon but i got a No Entry config type message.
Did i set up the folders wrong? Wgl5 on it´s own worked fine but when i tried to run the zcommon folder it didn´t work.
I just extracted zcommon to the OFP directory as it was and entered it into the shortcut.
2nd Edit:
I´m not supposed to run those two together, right?
Hmm, sounds like you set it up correctly.
You should have within your OFP directory 2 folders called:
@<hidden> and @<hidden>
In your shortcut you should have:
-mod=@<hidden>;@<hidden>
You can also check to make sure they extracted correctly and are not double pathed to the addons section or something ... e.g.
@<hidden>/Addons/Addons/blahblah.pbo
King Tubby
Jul 12 2006, 14:36
Both the @<hidden> and the @<hidden> folders are in order, ie no addon/addon xxx folders.
I was however running a few double copies of some addons from the res/ addons folder but i deleted those.
I still can´t run both wgl5 and zcommon together though. I did notice that some addons exist
in both of those folders. Could that be the problem?
The strange thing is that wgl5 works on it´s own, so does zcommon but they don´t work together.
P.S
Would it be a huge problem if my TS doesn´t work (sound gets distorted)?
Hi KT you really need to be on TS to hear orders Etc. it don't matter too much if you cannot talk but generally because we try to keep it flowing OC's and Team leaders don't have time to type in chat you need to hear whats happening.
regards the mod folder set up please excuse me if I try to explain this in terms aimed at the meanest understanding http://forums.bistudio.com/oldsmileys/smile_o.gif
I asume that you are patched up to 1.96
To get ofp to run you double click an Icon in your desktop or some such thing. Ok right click on the icon or shortcut and select properties then you see a box called "TARGET" in this box will be something like this "F:\Program Files\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE"
F is my main programe drive yours may well be C
after this type or copy this line -nosplash -nomap -mod=@<hidden>;@<hidden>
This little blighter is important ";" as are the spaces between the various commands aslo check the capitals as it is case sensitive
Make sure that your folders are called the same as your target specifies make sure that Zcommon has a folder in it called addons and if this is not any help then try to seek help from the dudes on IRC or sometimes TS on non gaming nights also check our website for further help
http://ofp-zeus.com/nuke....ic&t=70 (http://ofp-zeus.com/nuke/modules.php?name=Forums&file=viewtopic&t=70)
Hope this helps and you can make Thursday night http://forums.bistudio.com/oldsmileys/welcome.gif
King Tubby
Jul 13 2006, 03:03
Well, making mod folders has neer been a problem.
The thing is that i can´t run wgl5 and zcommon together; as I said, running OFP with either one of them works
fine but not with this parameter: -nosplash -nomap -mod=@<hidden>;@<hidden>
That´s why i started checking in case i was running duplicate pbo´s and i found
some files that were existant in both the wgl5 and zcommon folders.
The duplicate pbo´s are:
baracken.pbo
bn_tracer.pbo
editorupgrade102.pbo (different file sizes though)
usmcsymbols.pbo
I might have missed one or two but i think those are all.
I was just wondering if that was the problem..
About the TS problem, I dont know if it happens all the time on my computer.
One thing I could do is install OFP + modfolders to my brothers computer and try there.
He has a mic too and has never had any soundproblems. That will be my last resort i think.
In any case, presuming i get things to work, i look forward to playing with you..
You have no other option but to try to disable duplicate addons for a while in @<hidden> or @<hidden>, dunno which pack has a priority on a Zeus, well chek if you can start both after this.
Also investigate if you have any unnoficial addons loaded in
1. Ofp/Addons or
2. Ofp/Res/Addons
Disable 1 if present. You don't need it on Zeus
Investigate 2. Only original game pbo's should stay there, they are:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
6G30.pbo
ABox.pbo
Apac.pbo
Bizon.pbo
BMP2.pbo
Brmd.pbo
ch47.pbo
Flags.pbo
G36a.pbo
humr.pbo
Hunter.pbo
KOLO.PBO
kozl.pbo
LaserGuided.pbo
M2A2.pbo
MINI.PBO
Mm-1.pbo
Noe.pbo
O.pbo
oh58.pbo
O_WP.PBO
Steyr.pbo
su25.pbo
trab.pbo
vulcan.pbo
XMS.pbo
[/QUOTE]
wheres my rabbit ?
Jul 13 2006, 14:30
@<hidden> tubby
there should be no problems running wgl5 and zcommon together
you say you got a no entry config error of some sort ?
can you run wgl5 and zcommmon and actually write it down or screenshot it as this may help a lot locating your "wrong doings"
and wrong doings IS what you are doing
there is no problems running the duplicate addons in both mods..
well there is in certain missions but thats one of the reasons zeus server has starting using equalmod required as people that loaded zcommon before wgl5 would crash on certain missions that used editorupdate102.
try what algrab says and clean any "shite"(none official addons) out of you normal addons folders and try again
King Tubby
Jul 13 2006, 15:33
Ok, i got it to work now.
I was in fact running some non-official addons from the res/addons folder (I got lazy and put JAM and some others there).
I´ll test my TS also and log on to the server if anyone´s on. I can´t say anything but i´ll see if i can hear anyone.
EDIT:
Got on TS now and i can hear things perfectly. Just hoping it works in-game too.
good job mate see you at 20.00 http://forums.bistudio.com/oldsmileys/biggrin_o.gif
King Tubby
Jul 13 2006, 16:34
Just so I´m perfectly clear, the game begins 20:00 GMT (London time)?
wheres my rabbit ?
Jul 13 2006, 17:23
yer
well... meet on server and ts at 20:00 game starts 20:10
not there by 10 past the hour = you gots to wait till next games starts..first mission will/should NOT be a long one
IRC log removed by Moderator.
The extract I posted was from the official channel of OFP-Zeus and was showing several zeus members and affiliates chatting random shit.
It was not representative of the entire OFP-Zeus community. It was however representative of one aspect of the Zeus community, the IRC channel.
I am not happy.
Placebo
Jul 14 2006, 18:02
Do not post such things in here, it's spam, offtopic and represents you, not what Zeus is about.
King Tubby
Jul 14 2006, 20:21
Well, i must say i enjoyed myself playing on Zeus despite a few runaway humvees and what not..
Unfortunatly i got major lag at some points in the game which resulted in everyone
freezing up, making it impossible for me to follow. So, sorry if i was just sitting there; it was the lag.
Didn´t have a mic either, i´ll try getting one for next time though. I was on TS all the time so at least i could hear everyone.
I will join up again on Sunday. I do remember reading somewhere that you were using a different mod/addonpack then.
Is that right?
Gentlemen,
will you be playing tonight, as per usual? Now that I have some spare time on my hands, I would definitely like to hop in a game with you fellows. The AAR's that have been posted in this thread sure sound like fun. I have all the necessary addons and I got TS to work, so I'm ready to follow orders http://forums.bistudio.com/oldsmileys/smile_o.gif
Regards,
X.
Greg147
Jul 15 2006, 11:18
Great game on thursday. Unfortunatly I was standing next to the bradley in the 2nd town when it exploded, so didn't survive the mission http://forums.bistudio.com/oldsmileys/wink_o.gif
Heres a few screens I took:
http://img140.imageshack.us/img140/4288/wgl1vs1.jpg (http://imageshack.us)
http://img137.imageshack.us/img137/221/wgl2kj2.jpg (http://imageshack.us)
I will join up again on Sunday. I do remember reading somewhere that you were using a different mod/addonpack then.
Is that right?
It is Saturday night same mod same time hope you get this in time http://forums.bistudio.com/oldsmileys/rofl.gif
King Tubby
Jul 16 2006, 05:33
Oh crap, it was Saturday..
Oh well, i´ll join up next time instead.
Shinbusan
Jul 16 2006, 07:00
It wasn't so pinky as you are saying. I must say, that a lot changed in myself since I played with ZEUS last time. I know a lot of problems are due public type of game, but there was plenty of unneeded chaos.
For me markers on map are bad idea, as it makes it more chaotic. CO/TL gives FUP and everyone runds there in some lunatic mood. Some of time everyone (i guess) looks at map, not at terrain. Still people lost themselves in area.
On the beginning there was two teams. Both started in one place. Plenty people, everyone start to run. There was two FUPs marked, but everyone went to only one FUP. No real split of teams. When some run to beach, some stopped at the trees. Not splitted by teams but... by accident.
Then next FUP in town. Different marked on map, MUCH different in 'reality'.
And then driving cars, when some driver were lost. Maybe only ZEUSes and good known friends should drive cars / other vehicles?
Then pvp mission. Mistake during reading breifing. My squad was lost (that was what is suspected, but I was no CO, and I really did not want to argue, specially in English, which is not too well).
Thanks for playing with you, guys, you are very good mates. It was lesson for us, that our direction is good for us. We are very open (I think) for new members and publics (in small amount per one mission), but very strict what we expect from players. I think we are something between ZEUS (flexibility and freedom of fighting if needed, we have no leader and ranks) and RAAB (strict formations during marches, strict orders, ability to wait for long time).
Personally I think you should start to organize your marches as unit (formation, arcs, scouts). This will give a lot of organization and will be a basis for more organized fighting. But please, do not think I have my nose in skies, I really do not. But I was 'rised' in opinion, that ZEUSes are the best trademark in OFP world and I would like to see you better and better. And yes, I think CFOG (my group) is great, but it was really hard work of all of us and we still working and trying to optimize more and more.
Regards
Grey aka Shinbusan
wheres my rabbit ?
Jul 16 2006, 11:07
well grey..
i have to say that thursday night on zeus wasn't really representative of a regular zeus night at all..
in fact i'd go so far to say as that was the worst nights ofp gaming ive ever had due to various factor's(i'd rather have played cs with a load of 13 year old hackers with personality disorders)
the first mission didn't really get off to a good start as no one really did what they where told and kind of just did there own thing...
Quote[/b] ]Then pvp mission. Mistake during reading breifing. My squad was lost (that was what is suspected, but I was no CO, and I really did not want to argue, specially in English, which is not too well).
well i was CO of that mission and i was dragged into the slot so had no choice..
also everyone apart from simon and hellwig was new to zeus server...
i spent most of the breifing stage trying to organize people into the correct channels on teamspeak..
when asked who was leading squads NOONE spoke up apart from simon and beast(hellwig pissed me off at this point as when the mission started i found out he was leading a squad..he knows better..)
wightpants who is a a RL m8 and total ofp noob i kept near me so i could guide him.
so basically the only thing i could plan/do was keep me,simon and pants to hold the town and quite litterally order the rest of you to FUCK OFF AND DO YOUR OWN THING as i didn't even know who the rest of you where...
another annoying thing was you and your m8's constantly talking in polish on teamspeak...i appreciate that english isn't your first language and that some of your m8's may not even speak english well if at all.. but please in future set up a wisper to each other...
after sitting watching an enemy sniper looking at us for about 5 minutes (none of the AI would target him) he eventually shot me
i then respawned and no longer had any input to the game at all
my mouse stopped working none of my keyboard would repsond
i basically had to quit the ctrl alt del and end task on ofp
i then popped into wests ts channel where they where having a great time (all organised and communicating with each other)its no wonder they refused to end the shitty mission when i requested)
basically grey i'm appaulled you can blame that shit arsed shambles on the CO..
dbl-dutch got a small taste of what i had to go thru on the next mission when he was expected to CO an A&D with i beleive only one of his team on teamspeak..
basically all zeus regs ganged up on one team against a team full of people who had no idea of zeus gameplay style in both PVP missions leaving the CO's of those teams with a shitty futile job to try and do..
in future i suggest people dont just go on a team with their m8's but mix it up so that BOTH teams have people on them who can set an example for the public/zeus noobs..
Sorry Carl I dragged you cause you where last to pick a slot http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
It was a shit night gaming though http://forums.bistudio.com/oldsmileys/crazy_o.gif
wheres my rabbit ?
Jul 16 2006, 11:54
Sorry Carl I dragged you cause you where last to pick a slot http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
It was a shit night gaming though http://forums.bistudio.com/oldsmileys/crazy_o.gif
the mission itself looked pretty decent i actually wouldn't mind being CO again on it..thats if i actaully get responsive teamleaders next time
i think half the problem was the fact the most of the people on east where dragged from their 1337z0r snipzor spots into teamleaders and quietly refused to do their respective jobs..
Allow me to rehabilitate Zeus a bit: the games on saturday were quite fun! Admittedly, it was my first time on the Zeussie server, but I've had extensive experience with tightly organised games back when I was a member of SWAF, so I do have a certain frame of reference.
Although the first coop wasn't particularly engaging, the PvP A&D that followed was sheer fun. Good coordination, tense firefights, and 20+ players with little to no lag! All in all, great fun, and you may expect me to become a regular visitor.
The only thing which was slightly less than enjoyable was me getting renamed to Celery (http://www.thefreedictionary.com/celery). Apparently Xawery is too difficult to pronounce... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif Damn monoglots! http://forums.bistudio.com/oldsmileys/tounge2.gif
Nathan Bedford Forrest
Jul 16 2006, 17:20
The first few were a bit arsey as there were some strange errors and other nastiness that very rarely happens. Was unusual. The later games were fairly representative of Zeus although I had a feeling they could've been commanded better, but I was too lazy to do it myself so I shouldn't comment :P
Glad you enjoyed yourself, Mr. Celery.
Quote[/b] ]The only thing which was slightly less than enjoyable was me getting renamed to Celery.
Hahahhaha, sorry mate, it sticks. From now on your celery.
As for the disorganisation Rabbit mentioned. It is a hit and miss affair on Zeus. By no means do we do organised gameplay 100%, more like 40%. Also different people have different expectations of leaders and mission organisation.
Once you have played in like 5-10 Zeus Nights you should have a good idea of what to expect. Our worst is really quite dire, while our best is probably miles ahead of any public server.
Please don't give up on us just yet http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Allow me to rehabilitate Zeus a bit: the games on saturday were quite fun! Admittedly, it was my first time on the Zeussie server, but I've had extensive experience with tightly organised games back when I was a member of SWAF, so I do have a certain frame of reference.
Although the first coop wasn't particularly engaging, the PvP A&D that followed was sheer fun. Good coordination, tense firefights, and 20+ players with little to no lag! All in all, great fun, and you may expect me to become a regular visitor.
The only thing which was slightly less than enjoyable was me getting renamed to Celery (http://www.thefreedictionary.com/celery). Apparently Xawery is too difficult to pronounce... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif Damn monoglots! http://forums.bistudio.com/oldsmileys/tounge2.gif
Really glad you liked it and I will just call you Xawery in my outrageous French accent till you beg to be called Celery http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I have updated the Blue Quartz mission to include some nice goodies including a boat http://forums.bistudio.com/oldsmileys/wow_o.gif 2 more M113's and some other tweaking eg Uber1337 Ai
East have a nice shiney box of IED's some extra AT capabilities more infantry vehicles and some more AI as the first real game the east lost through to many casualties http://forums.bistudio.com/oldsmileys/crazy_o.gif
The recon element has a random start point and I left the bus in as I know you all like driving a bus http://forums.bistudio.com/oldsmileys/whistle.gif
Hope it will be played on Thursday night and Jinef and OG please try to connect this week cause you will really enjoy pitting your wits on this map http://forums.bistudio.com/oldsmileys/help.gif
God, yes, the bus...
"All right comerades, we have the pinnacle of Soviet technology at our disposal! SVD sniper rifles to take out enemy officers, RPG-7's to obliterate enemy armour, grenade launchers to pour steel rain upon our foes, and a 1960 Jelcz for transportation. Ticket please."
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Don't forget the gaming starts at 20.10 tonight so please try to be on the server by 20.00 BST http://forums.bistudio.com/oldsmileys/wink_o.gif Please try to connect with teamspeak and just a quick reminder rambo's will be shot in the face and kicked from the server http://forums.bistudio.com/oldsmileys/pistols.gif
I feel obliged to say that tonight's games were an absolute success. Great cooperation and coordination, on top of a very friendly atmosphere. This is the friendliest bunch of strangest I've ever had the pleasure of encountering.
OFP is 5 yrs old now, but this types of missions, in this type of an environment truly show that the game is far from dead. If you haven't tried it yet, do it now!
King Tubby
Jul 20 2006, 23:55
I can only agree with Xawery, very good game tonight.
Missed the first co-op though since my game froze up a few times and i had to restart my computer.
In the end there, we also had a great demonstration of the skill and knowledge that Soviet special forces use in handling explosives..
Haha, yes, that was classic.
Me: "Ok, we're going to backtrack a bit, find an opening in the fence, flank south and-"
*BOOOOOOOM*
Me (posthumously): "What the hell was that?!"
Dethleffs (idem): "Sorry, sorry, wrong button!"
http://forums.bistudio.com/oldsmileys/rofl.gif
LoserOne
Jul 22 2006, 13:59
yeah, im not really used to my new config http://forums.bistudio.com/oldsmileys/sad_o.gif But it was a great evening, really enjoyed playing ofp again after so many years!
Quote[/b] ]Please try to connect with teamspeak and just a quick reminder rambo's will be shot in the face and kicked from the server
Hahaha ... Nice joke there Cibit .... http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]I feel obliged to say that tonight's games were an absolute success. Great cooperation and coordination, on top of a very friendly atmosphere. This is the friendliest bunch of strangest I've ever had the pleasure of encountering.
OFP is 5 yrs old now, but this types of missions, in this type of an environment truly show that the game is far from dead. If you haven't tried it yet, do it now!
Thanks a lot Celery, it is these sort of reviews that really make it worth running an OFP community and keeping this game going (In my eyes anyway). Hope to see you on the server in the future.
(I do play ya know, I am just in between permanent accomodation atm)
Darling you need to get sorted out I need you for my latest batch of A&D missions.
Plus a lot of new people think you don't actually exist and your posts are made by the gremlin http://forums.bistudio.com/oldsmileys/xmas_o.gif
wheres my rabbit ?
Jul 23 2006, 14:04
fairies cibit the fairies made him to be their new fairy queen http://forums.bistudio.com/oldsmileys/tounge2.gif
Gaming night 20.00 onwards on teh Zeus Addon server
Don't be late http://forums.bistudio.com/oldsmileys/smile_o.gif
kakagoegie
Jul 27 2006, 16:19
Ok, I made a new mission for WGL. It's a 35 player coop called Operation Hanky Panky (on Freya). It's just your normal platoon coop but I've added some extra effects to enhance the realism (I hope):
1) Everyone except the CO can only see their own squad marker.
2) Outside his command vehicle, the CO can only see his own marker. If het enters the command vehicle he can see all markers.
3) No medics, wounded soldiers will have to be airlifted to the nearest medic tents.
The only shitty thing about the mission is that you get an error in the top of the window during the intro. As far as I know doesn't it have any effect.
wheres my rabbit ?
Jul 27 2006, 17:02
Q. do i make sense ?
A. no
kakagoegie
Jul 27 2006, 20:58
Some pics:
http://img119.imageshack.us/img119/6384/cibzorzsc8.jpg
http://img129.imageshack.us/img129/3251/cibzorz2tf0.jpg
http://img119.imageshack.us/img119/9526/cibzorz3fb4.jpg
kakagoegie
Jul 27 2006, 23:33
Another nice little image:
http://img139.imageshack.us/img139/9240/naamloosax9.jpg
And a nice video:
BOOM (http://video.google.nl/videoplay?docid=9055562071089073671)
Hahaha, yeah, great games yesterday chaps! I really like your coop Kaka, although it was a shame that towards the end, the game degenerated into a TK fest... But that's not the fault of the mission. We had some great CQB inside the first town, and running into that VDV patrol in the woods was quite tense http://forums.bistudio.com/oldsmileys/smile_o.gif
Blue Quartz was also great fun - a change in tactics on OPFOR side actually tipped the scales in favour of the Soviets. I especially enjoyed my final moments as the last man standing on BLUFOR, hehehe...
"Oops, I'm hit. No matter, I'm in cover now; just let me apply these bandages..."
*BOOOOM*
Seems I should have been on the look out for abandoned satchels with a timer http://forums.bistudio.com/oldsmileys/smile_o.gif
wheres my rabbit ?
Jul 28 2006, 23:47
theres some "funky shit" keeps happening in cibits blue quartz mission
i get killed and respawn but the game no longer responded to my mouse or keyboard...
someone put their nightvision on and it killed them...
hazmatt becoming invinsible...
should rename it "the twilight zone "
svendejong
Jul 29 2006, 01:15
Quote[/b] ]Another nice little image:
The zeus server atracts some ugly folks!! :-)
maybe thats why I feel at home there
kakagoegie
Jul 29 2006, 11:28
hazmatt becoming invinsible...
Hazmatt didn't become invisible. The 733t H4x0R turned on his God mode. I remember putting a magazine of SVD rounds in his head, after that I drove him over with a BRMD a couple of times. No effect, so I got and RPK and fired a magazine in his body again, after which hazmatt shot me in the face. http://forums.bistudio.com/oldsmileys/notworthy.gif
wheres my rabbit ?
Jul 29 2006, 15:50
yer invinsible http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
kakagoegie
Aug 3 2006, 22:43
wtf? http://forums.bistudio.com/oldsmileys/confused_o.gif http://forums.bistudio.com/oldsmileys/huh.gif
http://img252.imageshack.us/img252/5459/naamloosbp2.jpg
edit: sorry for the chopperbombing http://forums.bistudio.com/oldsmileys/nener.gif
King Tubby
Aug 3 2006, 23:50
i have a strange one too..
those are rucks stuck in the air for some reason
http://files.upl.silentwhisper.net/upload0/flyingrucks.jpg
.kju [PvPscene]
Aug 4 2006, 08:19
ruck bombardment maybe http://forums.bistudio.com/oldsmileys/biggrin_o.gif
it looks like the rucks are following the path of the helicopter...maybe a latency issue?
King Tubby
Aug 4 2006, 13:04
Quote[/b] ]it looks like the rucks are following the path of the helicopter...maybe a latency issue?
Yeah, i think it´s something like that. Looks strange though..
Killswitch
Aug 4 2006, 14:54
Oh, that? It's a feature - it helps the crash investigators figure out what happened. http://forums.bistudio.com/oldsmileys/whistle.gif
(Fixed)
The chopper went down and killed the passengers. When the dead body removal script runs there are rucks left in their place which has been a bug for as long as I can remember from my WGLCTI afternoons with Bedlam http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Killswitch
Aug 6 2006, 23:04
TWhen the dead body removal script runs there are rucks left in their place which has been a bug for as long as I can remember from my WGLCTI afternoons with Bedlam http://forums.bistudio.com/oldsmileys/icon_rolleyes.gifOh, I wasn't aware of that. (Improved, *fingers crossed*)
King Tubby
Aug 8 2006, 18:03
Are you going to start using Unified Artillery 1.1 in the @<hidden> folder now?
Btw, i wont be joining the game on thursday or saturday, i´ll be out of town then..
Killswitch
Aug 9 2006, 00:48
Are you going to start using Unified Artillery 1.1 in the @<hidden> folder now?
Yes. Best way to "upgrade" is to copy the addons from @<hidden>\Addons into @<hidden>\Addons
Hey chaps,d
haha, we had a few good, unplanned games yesterday. Nothing special per se, but I would like to share one rather humorous event with you.
The mission: War Pie. Eliminate the enemy in a bridge town and set up an ambush for an incoming Soviet tank column. Deadly serious stuff: we're badly outnumber, the enemy is well-armed, and just to make matters worse, there are two HMG's positioned at the opposite riverbank. We'll have to plan carefully and minimise our casualties if we want to make this one work. Everyone's dedicated and concentrated. We move out.
We move to the FUP in three HMMV's, the formation is column. I'm the driver of the last HMMV. We ride through hilly terrain and the visibility is rather poor. We are almost at the FUP: the two HMMV's disappear behind a hill. I know we'll form up at a tree grouping just ahead, so I confidently crest the hill...
...only to arrive at the scene of a total carnage. Wounded soldiers scattered everywhere, and the AI is spamming the radio waves with "I need a medic!". Apparantly some knob forgot to hit the brakes and parked his HMMV in the other's rear end http://forums.bistudio.com/oldsmileys/smile_o.gif To make matters worse, the only medic we had was an AI. First he didn't want to disembark. After finally getting out of the HMMV, he decided to run around a bit. The image of a medic running away from a horde of injured soldiers shouting "heal me! heal me you bastard!" won't leave my brain any time soon http://forums.bistudio.com/oldsmileys/smile_o.gif
The admirable thing is, we didn't even reassign but went on to finish the mission. And died.
LoserOne
Aug 16 2006, 14:16
sounds like you had some good fun... too bad i cant make it thursday, i have to drink lots of cocktails and there was something with girls
... cant remember...
I threw a gauntlet in Jinefs face and challenged him to a gentlemens duel, which at zeus is the equivalent of an A&D. In this case "Domensk" by Tipsi .
Here is a pic at the end of the battle. I think the chat text says it all. Im named "Owner" in this case.
me: Catching some vibes here Jinef
Jinef: Dont speak to me
me: lol
http://i62.photobucket.com/albums/h103/olro/Jinef2.gif
The manhandling didnt end with the A&D as Jinef had to go trough verbal abuse on TS from his teammates afterwards. We all love our little welshman and in this case he got some tough lovin. May he recover soon http://forums.bistudio.com/oldsmileys/smile_o.gif
I have to quote Jinef here: "In my defence I have to say that the mission did not unfold as I planned it in my head" to which his dissapointed teammate Cossack replied "You didnt deliver it like you had in your head".
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I might post the TS recording.
And here it is: http://www.ofp-zeus.com/download/og/jj.ogg
Looz immediatly comes to Jinefs defence when he points out that the welshman usually does better when he has proper skilled people on his side, to which Jinef replies: "Looz, your such a little slut". http://forums.bistudio.com/oldsmileys/tounge2.gif
King Tubby
Aug 27 2006, 19:46
It was fun last night, we stayed up until early morning playing..I have to apologize for my poor leadership in the last coop though, that´s not how i want to lead really. I was tired and the general atmosphere was kind of silly that late so i think we could have gotten so much more out of that mission.
Domensk it is, coming thursday!
Incidentally, I refuse to join the AT squads on East, as they are little more than suicide squads http://forums.bistudio.com/oldsmileys/crazy_o.gif
Nathan Bedford Forrest
Aug 30 2006, 11:39
Ahem! *adjusts Commissarial hat*
On another note, a few of us play VTE 0.2 on Sundays starting at about 21:00-22:00 CET if anyone's interested in some VIET-FUCKIN'-NAM *cough*.
Fork122
Aug 30 2006, 16:17
Ahem! *adjusts Commissarial hat*
On another note, a few of us play VTE 0.2 on Sundays starting at about 21:00-22:00 CET if anyone's interested in some VIET-FUCKIN'-NAM *cough*.
Do we have to set up the shortcut with Zcommon too?
wheres my rabbit ?
Aug 30 2006, 20:14
hyeesss
Nathan Bedford Forrest
Aug 30 2006, 21:03
Ahem! *adjusts Commissarial hat*
On another note, a few of us play VTE 0.2 on Sundays starting at about 21:00-22:00 CET if anyone's interested in some VIET-FUCKIN'-NAM *cough*.
Do we have to set up the shortcut with Zcommon too?
As carl said, hyaayyeyeyyayayaysysyeyeyyyaysyaysysyssssss
@<hidden>;@<hidden> Although equal mod is not active on Zeus Test, which is where we play vte.
We use the arty etc from zcommon
ryankaplan
Aug 31 2006, 13:50
Some screenshots from the last game where jinef got his arse kicked by og, for the 42nd time. Being the 'cocky overconfident teenager' I am, i challenged og on a pvp, when a new one gets made. Anyway, the last game;
Og (Original ghey), Overall commander of the Reds, having realised the strengths and (the non-existent)weaknesses of the 42nd Kazahks, orders Me and Mr.cheese on a rambo mission behind enemy lines. We find where the enemy are, wait for them them to pass by and kill a whole (somewhat abandoned) squad which was left behind. We eventually make our way back to front lines without being seen, and spot a Bradley hidden near a forest watching the town we're meant to be defending.
Mr.cheese, being an expert at Kazahk paint jobs, and eager to learn about how well western counterparts matched his own work, decided to take a closer look.
BEFORE
http://ofpcc.com/kebab/ofp/cheesebefore.jpg
DURING
http://ofpcc.com/kebab/ofp/cheeseduring.jpg
AFTER
http://ofpcc.com/kebab/ofp/cheeselater.jpg
Video of me vs Ryan, Operation Pimple, last minutes of the battle. No plan defending really, just trying to see first where Ryan is landing.
We winzor. Close though, too close http://forums.bistudio.com/oldsmileys/crazy_o.gif
http://www.ofpcc.com/og/
On the same night, after the A&D, we thought we'll try completing Warpie. But the mission seems to be cursed http://forums.bistudio.com/oldsmileys/sad_o.gif
Theres always ONE person who manages to screw up http://forums.bistudio.com/oldsmileys/rofl.gif
http://panik.magsairsoft.com/SatchelRape.wmv
enjoy
King Tubby
Sep 1 2006, 15:42
Im still wondering who blew those satchels, he´s too afraid to tell us i guess..
Video was fun to watch though.
Smashing night on Saturday. A night of A&D, E&E... and Warpie...
I'm proud to annouce that the mission is now officially completed http://forums.bistudio.com/oldsmileys/smile_o.gif
As the squad leader i managed to get my team to Neklov(sp?) only to find myself nading my feet mistaking i had a unit selected to come to my position http://forums.bistudio.com/oldsmileys/smile_o.gif I didnt have the fraps cam for that one thank god...
Walker led the remains of the squad to the outskirts of Petrovice where he stumpled upon an MG while eliminating patrols circling the city and took some casualties. His squad of 2 men (Jack oneil and the excellent sniper freshman) they managed to get into petrovice and eliminate the whole threat in the city as the three musketeers they are... http://forums.bistudio.com/oldsmileys/pistols.gif
Hats off to them for finally completing warpie! http://forums.bistudio.com/oldsmileys/notworthy.gif
Here are some clips of the ownage.
http://panik.magsairsoft.com/warpie.wmv
Well, I must say I'm looking forward to tomorrow's game... I hope we finally get to play that Domensk rematch against our Welshman http://forums.bistudio.com/oldsmileys/smile_o.gif
I might be there. Just got internet connection where I study and livezor.
I am once again all uprooted as I once again prepare to relocate once again.
At one point in time I shall challenge og in his undefeated A&D status and win the day!
Glory Forrreeeevaaa!
Muhahahahha http://forums.bistudio.com/oldsmileys/biggrin_o.gif
It's a shame I never take screenshots of the action, because last saturday's games were a blast! I find it quite surprising how games which consist of marching for a good 50% can be so fun to play. The feeling you get when finally engaging the enemy is truly visceral. The urban action in the first coop was great. There we are, cowering behind a car while tracers zip overhead, and the squad leader says "Celery, run towards that building and approach them from behind". Though my instinctive reaction was "Fuck off and do it yourself!", I complied... Boy, was I glad that the AK has a full auto mode http://forums.bistudio.com/oldsmileys/pistols.gif
The second mission was an A&D by Mr. Cheese (IIRC)... No objectives, just kill the enemy. I believe this game was something of a beta test, as the mission was fairly new. The lack of specific objectives certainly broadened the scope of tactical approaches, but the lack of a time limit sadly ground the game to a halt. Nevertheless, it was great fun to call in arty and listen to the adjustements from the FO http://forums.bistudio.com/oldsmileys/smile_o.gif
The last mission, War Pie, was great fun, despite the fact that it has been played to death... Despite the major cockup at the very beginning, we managed to reach Petrovice... Sadly, the famous Celery Charge proved to be less effective than I had anticipated. A PKM wasn't at all impressed by my courageous advance and cut me down. Still, it was great fun to hear Walker (who was advancing right behind me) recite that oh-so familiar mantra: "oh shit oh shit Oh Shit OH SHIT!"
Heheheh... Yes... Good games allround chaps, and it was great to speak to Bonko again!
kungfucheez
Sep 13 2006, 00:08
I'd like to give this whole thing a try? Are you doing another game this thursday? If you are i'd like to drop by
If no calamity occurs, we'll be having a game tomorrow, at 20:00 GMT (21:00 CET). The actual games begin at 20:10. Make sure you have all the required addons (listed in the first post of this thread), because the server policy is pretty strict: if you don't have all the necessary addons at 20:10, we're not reassigning for you...
Harsh, but Just! http://forums.bistudio.com/oldsmileys/band.gif http://forums.bistudio.com/oldsmileys/notworthy.gif
Also, getting on TS is really worth the effort. As Jinef (IIRC) said: "teamspeak is half the Zeus experience"... Very true. Trying to comprehend the inane ramblings of some participants is a game of it's own http://forums.bistudio.com/oldsmileys/wow_o.gif
kakagoegie
Sep 13 2006, 16:50
I suggest you also download Teamspeak overlay. It's a usefull program which shows who is talking. Google for it and you should get a DL.
Very useful indeed, especially if you are new to the server. I believe we have Dethleffs to thank for introducing this handy tool to the Zeus community (or am I mistaken?).
I made 3 A&Ds for tonight.
kungfucheez
Sep 14 2006, 18:16
Well, still 45 mins till it starts but I thought i'd go on TS early. I made sure that all the addons work and I joined the server for a second to test it.
Nathan Bedford Forrest
Sep 14 2006, 18:16
I made 3 A&Ds for tonight.
Translation:
HYEEEEEEEEESS DAHHLLINNGGSSSSS HELLOOOOOOOO!!!!!! BUTTSEHKS?!?!? LAWLZ.
I MADE 3 SPIFFINGLY CAMP TDMs FOR TONIGHT! hyeeeeeeeeeees *sound drifts off into distance, accompanied by sounds of chafing PVC*
Did people enjoy that Domensk A&D?
It wasnt the most dynamic battle and it ended with a wimper instead of a bang. I got something out of it though. It was very difficult assault to orchestrate, and we got shot up from everywhere. What did pull it trough for west in the end was individual skill, again :P
So:
BigUzi wins the day kills the t55 and goes mental in a truck, taking out a few easties in the process.
Cheese and kaka was the dynamic duo, shame they got shot up in the end.
Had higher hopes for Ryan and his cronies though :P
Special mention goes to to Xphs for flipping his m60 in a panic attack .
DarkOmen
Sep 15 2006, 00:26
Had a lot of fun tonight on the ZEUS server. I'm fairly new to this so I may have done some stupid things, but it was still fun.
Did people enjoy that Domensk A&D?
It wasnt the most dynamic battle and it ended with a wimper instead of a bang.
Needs a Time limit for all those who where killed first/early
My group had 3 players in it and 1 possible respawn. Some groups had 1 playable slot and 11 respawns. It needs to be more balanced in that respect.(IMO)
was fun though. I am not sure who it was but some dude on hill175 was looking over the top towards domensk and I Pwned him with a head shot from 5 meters which was nice!!
BTW who was the creator of this mission??
Hehehe, that was Dethleffs. I died a few seconds before him. Bear in mind though that we slaughtered a 7 men squad on our lonesome!
Domensk was created by Tipsi, IIRC.
kungfucheez
Sep 15 2006, 15:12
While that mission was fun, it definatly needed a time limit. I think I got a few ai in the match though. Although I completely missed that path in back of the mansion, I thought the road was the only way they could come through. Otherwise, great fun.
Ok, let me just say this:
Technically Ive won every AD so far. That doesnt mean it has always been done in a realistic manner, sometimes quite to the contrary. However, WITHIN the mission parameters Ive pulled it off. Im hearing ppl bitch, thats why I have to defend meself http://forums.bistudio.com/oldsmileys/wink_o.gif
Now if you happen to get a "your side wins" message on your screen as the enemy OC, youve won, simple as that. http://forums.bistudio.com/oldsmileys/xmas_o.gif
wheres my rabbit ?
Sep 15 2006, 19:11
apart from that time on varta heights when you took 3 hours to attack and we the defending team died of boredom...your not calling that one a win http://forums.bistudio.com/oldsmileys/tounge2.gif
LOL...oh that one, wasnt a win for human kind, no. I lost two squads from the beginning, one due to disconnect and one due to a mine. Still pulled it trough technically. I didnt call that a victory, the mission did http://forums.bistudio.com/oldsmileys/tounge2.gif
kakagoegie
Sep 15 2006, 20:18
Did people enjoy that Domensk A&D?
It wasnt the most dynamic battle and it ended with a wimper instead of a bang. I got something out of it though. It was very difficult assault to orchestrate, and we got shot up from everywhere. What did pull it trough for west in the end was individual skill, again :P
So:
BigUzi wins the day kills the t55 and goes mental in a truck, taking out a few easties in the process.
Cheese and kaka was the dynamic duo, shame they got shot up in the end.
Had higher hopes for Ryan and his cronies though :P
Special mention goes to to Xphs for flipping his m60 in a panic attack .
Let me go through this mission.
We started of in a shitty way. Someone forgot to take his bradley with him so cheese and I had to drive back to pick it up. We assembled in an area south of Domensk. There was a forrest between us and the city. Terox and his squad were leading the main infantry assault body through the forrest. Xphs with his Patton and cheese and I in the bradley were providing overwatch. Things went fine in the forrest. With the armor support the infantry was able to move forward to the edge of the forrest. Only then the infantry was getting bogged down unable to make the crossing to the city.
From there on cheese and I decided to get on a little Bradley rampage. We took the Bradley on a path to the north. Along the way we shot up about 1 squad of infantry and sustained minor damage from enemy GL fire.
When we reached a position NW of the city we were getting called back by og to the south. The infantry was still bogged down in the city unable to make the crossing to the city. Cheese and I were driving the Bradley near a cluster of buildings when an enemy AI soldier appeared. Before cheese shot him the face with the 25 mm he already fire a grenade from his GL at us. The Bradley was destroyed and we respawned.
From there on things were getting shitty. The enemt t-55 appeared and it was shooting up the infantry in the forrestn like we did in the beginning of the mission. My squad got slowly waisted by quite accurate rifle fire from the city. From there on I went on doing other things.
My opinion is that our main problem was that we lost the initiative in the forrest. We got bogged down in the forrest and were unable to make the crossing to the city. This gave the enemy time to get into a better position and the infantry was getting slowly shot up. Of course it also was a problem that we lost our tank support by some freak accident. If we would have managed to make the crossing to the city directly after we had cleared out the forrest things would have went much easier.
Anyway, this are just my 2 cent. Does anything I wrote correspond to your thoughts?
Im just listening to the TS recording of REDFOR and it sounds like they had some great fun. You should hear some of their comments http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Its like a Hollywood ending turning into a nitty gritty HBO cliffhanger. You can almost hear the bugles going into happy mode as they make victory after victory, then the sad violins as the battle is suddenly and abruptly LOST.
Quote from Jinef: "I am so glad im recording teamspeak now".
and later: "if we end it now og will say that "you didnt really win it did you"".
Quote from B20 (REDFOR): "Dont think youve won yet guys, there are still west guys out there"
...well if there was any oracle in that battle it was B20
http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Sorry to revel in it Jinef. Its all fun.
Kaka, initiative in that mission is directly proportional to the amount of armour left. When they finally lost their T55 we were on total equal footing regarding that initiative. The town itself is of irrelevant purpose in this case.
What truly surprised me was the way the bradleys went out, rpg style and not by the AT5.
kungfucheez
Sep 16 2006, 17:23
Haven't been posted, but is there going to be another match up for tonight?
If enough people show up
BTW, we are on irc:
irc server: quakenet.org
channel name: #ofp-zeus
Enter that channel at your own risk. It is not,I repeat,it is NOT used for server support only. There is some disgusting chat going on sometimes as well
Anyways, If there is any news to report is that Jinef made some new missions,which we hopefully will play today. Probably will be an A&D as well http://forums.bistudio.com/oldsmileys/smile_o.gif
Actually the chat is pretty clean lately, but there could always be an xphs relapse... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
http://i62.photobucket.com/albums/h103/olro/Domenskpwn.jpg
3rd time Domensk A&D for me: Another notch in the victory pole.
Plan was set in two stages, first secure the area west of Domensk, then move in on Domensk and the flag itself.
Tipsi was the defender this time.
There were a few guys on his team, most notably B20 who in battle 2 had some success getting behind the west attackers and targeting our bradleys.
Knowing this, I assumed he would in large degree influence the defending commander to duplicate that tactic en masse.
Thats exactly what happened. However that tactic crashed with mine as I was securing the general area west of Domensk.
I had my bradleys plus the m60 on the hills being able to see just about everything going on near the major woods. Our infantry squads were set to protect the flanks and rear of our position (which was jeopardized numerous times).
There was some initial contact before we got to that position that was of minor concern, but it proved to me that B20 had in large degree gotten his way
Their AT5 was spotted before it could do its thing and a large portion of east forces were taken by surprise out in the open.
Two bradleys were actually taken out by RPGs (there was one attempt were I was shot at from about 500m with an RPG, it was amazing watching it coming towards me. That one fell short about 20m) http://forums.bistudio.com/oldsmileys/crazy_o.gif until we eventually got the upper hand, just about hosing HE on the advancing east infantry.
Basically the whole east team was ramboing big style.
http://forums.bistudio.com/oldsmileys/xmas_o.gif
kungfucheez
Sep 17 2006, 12:37
That certainly was a fun battle, although I should apologize for not advancing quicker, friends popped on over without me knowing and I had to go let them in the house http://forums.bistudio.com/oldsmileys/biggrin_o.gif But I died shortly after getting to the city itself because of that damn t55. I had to leave early, but I'm guessing we won that match?
Greg147
Sep 18 2006, 15:30
(there was one attempt were I was shot at from about 500m with an RPG, it was amazing watching it coming towards me. That one fell short about 20m) http://forums.bistudio.com/oldsmileys/crazy_o.gif
If that was by the bridge, then that may have been me. I was pinned near our AT5 with a RPG7 and a ural full of rockets. Figured i'd have a few shots at the armour on the hills. I still havn't worked out how to use that RPG sight proberly though http://forums.bistudio.com/oldsmileys/tounge2.gif
Towards the end, I had no idea where anyone else on the East side was. All I knew was I was on my own, stuck in a house shooting west infantry coming into the town, and getting shot by a sniper somewhere (who finally got me after I took out 2 guys)
Whilst in the house though, someone attempted to throw a grenade at me, and hit the wall beside them. I would have liked to know who that was http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Og ... Og .. Og
What can I say.
You cannot say that was a west victory with any shred of self dignity.
If your excuse is "The mission says it's a west victory so it is." then by those standards I won a mission against you on saturday, in just under 11 seconds, because I pwnz00r.
So let's call it even. Domensk or another A&D on thursday will be the tie-breaker, and either confirm my first victory against you, or slam my soul into the dirt and stamp on it as you beat me once again.
*slaps og in the face with a glove*
You sir, I challenge to a duel!
Hear hear!
Maybe just schmaybe Im there on thursday.
Perhaps it would be a good idea to add a time limit of sorts. A time limit never fails to add a sense of urgency to the mission, and it helps to alleviate any unwarranted cautiousness on the part of the West commander.
Incidentally, I promise I'll try to remember next time that the motorised infantry actually has to get into the Bradleys before advancing... http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
kakagoegie
Sep 19 2006, 12:49
Another usefull thing to know. Don't drive a tank in a forrest. Xphs can tell you about it http://forums.bistudio.com/oldsmileys/wink_o.gif
Just to let you know about the Domensk mission.
Time Limit: 1h 30m
Win Condition East: Inflict Heavy Casualties on West
Win Condition West 1: Inflict Very Heavy Casualties on East
Win Condition West 2: Place sufficient units near the town and church area in Domensk for a sufficient amount of time.
A random number between 10 to 18 troops is required in the area for a random time of between 6 to 12 minutes. This simulates the time and number of troops required to for west to move into the church and town hall area's buildings and digging in where they could withstand any east attack.
Give us detail about the force setup Jin
Okaaaay
Attackers:
1 Platoon of US Mechanised Infantry:
4xM2A2 Bradleys. 1xJeep
24 Infantry
+ Recon Element
+ 81mm Mortar Support
Defenders:
1 Platoon of Russian Motorised Infantry:
37 Infantry
4x Urals/1xUAZ/1xBRDM AT5
+ Recon Element
+ 81mm Mortar Support
I am also working on some new mission concepts http://forums.bistudio.com/oldsmileys/smile_o.gif
kungfucheez
Sep 20 2006, 22:32
Is the server going to update with WGL 5.1 release? I'm not sure If I should get it, although I probably will just for interest
AFAIK, the server has already been updated. Just check it via Ofpwatch.
kungfucheez
Sep 21 2006, 00:21
Ah, roger that then. I should get to downloading that then
+ 81mm Mortar Support
Mortars! That's good to hear. Will those be UA mortars or the WGL portable ones? The latter aren't used often enough, IMO. I love mortars, despite their chronic inaccuracy http://forums.bistudio.com/oldsmileys/whistle.gif
Wot no Air Cover ! http://forums.bistudio.com/oldsmileys/help.gif
Great game of Domensk lads! The experience is now really quite different. Still, I think East is rather underpowered when it comes to AT. When the Bradleys entered the town there was nothing we could do: no mines, no IED's, no AT... It would be nice if East had some way of replenishing its supplies.
Furthermore, the lack of the briefing pad makes planning almost impossible. Squad composition and gear are unknown until the game starts, which is a shame.
Other than that, great game! The mortars are a good addition. Skulking around in those forests was very tense indeed. The sound of armour approaching certainly got the juices running http://forums.bistudio.com/oldsmileys/smile_o.gif
I have to say, A&D's are really the best game mode in OFP!
Now that i won the mission, I will inform you that in the UAZ at your start you had:
5x WGL_IEDMED
5x WGL_MineE
Also, a basic rifle platoon is 3 rifle squads and a weapons squad, duh!!!
http://forums.bistudio.com/oldsmileys/nener.gif
Jesus Christ... See, that's the problem when there is no briefing. We knew there were mines and IED's somewhere because they showed up in the AI's action menu. However, when ordered to retrieve them, the AI went bananas and started running towards *your* positions... BAH!
Maybe you shouldn't have driven the UAZ off into the enemy territory immediately. 10 Minutes in I got a radio message from IC BFV platoon about a UAZ crossing the bridge, he asked if his platoon should engage it. I replied "Negative, stay low."
Obviously the guy driving the UAZ didn't bring it back, but he was lucky to be alive.
My connection was simply not there yesterday. Dunno what happened.
I was cringing listening to the east after I got disconnected. There was no idea of mines, IEDs or how to set up an AT5 in a proper position. So I had to listen to a good spirited Jinef and his "small unit tactics" for an hour attacking east who was defending piecemeal.
An AT5 is not simply something you put in the "first person to grab" category. It is something you mention way early in any briefing and make it THE priority. When attacking, I never saw it put in a decent position.
Had I not tested the mission beforhand I would have had no idea of east weapons (IEDs, mines and RPG22s) until a good 5 minutes into the game, and THEN I would have to make a plan to utilize them. So yeah, a briefing for the masses!
BlackScorpion
Sep 22 2006, 13:14
Awww, sounds like you had fun...
Sorry for the no-show up. I decided to rest a bit around 8pm my time (6pm GMT), fell asleep and well, when I woke up it was 00:30 or so... http://forums.bistudio.com/oldsmileys/crazy_o.gif
My connection was simply not there yesterday. Dunno what happened.
I was cringing listening to the east after I got disconnected. There was no idea of mines, IEDs or how to set up an AT5 in a proper position. So I had to listen to a good spirited Jinef and his "small unit tactics" for an hour attacking east who was defending piecemeal.
Well, bear in mind we had to ad-hoc a bit due to your incessant droppage http://forums.bistudio.com/oldsmileys/tounge2.gif The funny thing was, Ryan had been promoted to mission commander whilst away... I think that was the last time he will go AFK during the briefing, hehe...
There was no plan, and that's a direct quote from Ryan. Noone knew the mission, there was no briefing and certainly no planning... We had no way of knowing what assets we had at our disposal until the game started.
Despite all this, I really enjoyed this game. I really don't care about winning or losing, as long as the cooperation is good and the atmosphere tense. And boy, was it tense http://forums.bistudio.com/oldsmileys/smile_o.gif
Did anyone manage to FRAPS?
So I'm hoping to get in on this tomorrow, I've played a fair bit on CiA but this one seems to have more convenient times for me.
See you guys tomorrow I hope.
ryankaplan
Sep 23 2006, 00:06
yes, it was a very fun game for me. But first, i must complain:
-Arty for attackers against an enemy which must defend a fixed position....hmmmm....hmmm
-Briefing is really needed.full stop.to at least tell us
1) Friendly forces + equipment
2) Enemy forces
-with the t55 taken out, the east have even less AT capability. Couple more rpgs, or...something.
sorry to Redfor players for not having a plan, but i really couldnt be bothered because, i wasnt in the right mind state i guess. either way, the reason why we losy include, but are not limited:
-no plan on our side
-our at5 being pwned by Blufor arty (i really thought you wouldnt see that at5..., since you could barely see it from the other side of town)
- Most of our AT being lost with self-appointed scouts, people disconnecting etc
-Deffleffs and simon being beaten to the north by a l33t enemy they never saw
-The quick charge of the blufor, mechanised style, which never really lost momentum. this was the only unexpected thing in that mission.
-Bastard mortar crews being too slow.
I gloriously defended my house and shot someone up from the hip when they came in. Later on, my house and my body had lots of 25mm holes in though. The way Blufor took over the town was rather distructive...you might as well have sent the b52s...
Understood - Briefing will be added detailing
Enemy Forces
Friendly Forces
As a rebuke, a lot of doctrine calls for artillery strikes in the offensive, the defenders just need to conceal themselves/relocate etc.
You can also call in smoke fire missions to obscure attackers and conceal yourselves.
You can set up AT firing positions where a launcher and ammo have been placed by a nice AI.
You can place mines/IEDs at chokepoints.
You can have your sniper recon team target enemy command and control.
You can have a fall back plan.
Eizen Soldat
Sep 23 2006, 07:20
Coming today, if i can solve my problems with addons. http://forums.bistudio.com/oldsmileys/confused_o.gif
Gawddammit! My monitor decided it's time to give up the ghost (before you ask: no, I don't have ueberl33t blind-typing skills, I'm using the laptop ;p). I'm at a complete loss as to what may be the problem, especially since the monitor is perfectly capable of displaying the "no signal" message when I disconnect the video cable. Arf!
So, unless I magically manage to solve this problem, I fear tonight's game will be devoid of my vocabulary and fairly mediocre skillz... http://forums.bistudio.com/oldsmileys/confused_o.gif
ryankaplan
Sep 23 2006, 11:13
Quote[/b] ]As a rebuke, a lot of doctrine calls for artillery strikes in the offensive, the defenders just need to conceal themselves/relocate etc.
That is very true, but you have to consider that the Military doctrine naturally wants huge enemy casulties and little friendly casulties, while OFP doctrine (Copyright 2006) wants a fair game.
You didnt necessarily use the arty all that much in that game, but i would have personally spamed the shit out of town before entering if i was you, and i dont see why others wouldnt do the same.
For that matter, hiding from artillery doesnt work in ofp, as there are no hard cover objects whatsoever and the 81mm mortar which droped on 3 floors above is quite likely to kill you.
and I didnt see any mines btw. Looking forward to tonights game, it'll be a shame if we wont have any descendants of the Queen of Holland (eg, celery), playing on our side.
Gawddammit! My monitor decided it's time to give up the ghost (before you ask: no, I don't have ueberl33t blind-typing skills, I'm using the laptop ;p). I'm at a complete loss as to what may be the problem, especially since the monitor is perfectly capable of displaying the "no signal" message when I disconnect the video cable. Arf!
So, unless I magically manage to solve this problem, I fear tonight's game will be devoid of my vocabulary and fairly mediocre skillz... http://forums.bistudio.com/oldsmileys/confused_o.gif
It must have trouble processing the RGB or even a sync signal. It picks it up as being there but fails to display an image. If it's a CRT it could be a number of small things, including broken RGB leads or cable.
Well, problem solved, it seems. I cross-checked the monitor with the laptop and it works just fine. After the umpteenth restart of the desktop, the monitor suddenly displayed the bios screen, claiming that the computer isn't booting correctly due to incorrect CPU speed settings (although the displayed 1.8 Ghz was very correct indeed). One troubleshooting site claimed this problem might be RAM related, so I did a little bit of RAM-shuffling and all is well. For now... *ominous music crashes in*
It would seem it's time to reinstall memtest!
Anyway, unless the binary gods decide to play a foul trick on me again, I will be attending tonight's game. Aren't you glad!
Oh yeah, that's a good sign... http://forums.bistudio.com/oldsmileys/wink_o.gif Sometimes though it really is just RAM not seated right or corroded on the leads. Might be lucky.
kungfucheez
Sep 23 2006, 13:12
I'm assuming we are going to be doing Domensk again, is that correct?
Boy, did we ever "do" Domensk http://forums.bistudio.com/oldsmileys/biggrin_o.gif
If I am not mistaken, this was the first time the side I was on won this mission. We should thank Walker for his swift and accurate arty barrages; according to Jinef he "killed shitloads of troops". Hunting down Bravo, the lone West survior, proved to be fun as well. Enetering the townhall SWAT-stylee was quite fun, even though he wasn't there...
Even though the evening started badly, with Tipsi's squad getting taken out by an NSV before even hitting the beach and our squad getting blasted by friendly arty, we still had a lot of fun with other missions. My quadruple IED surprise on Afghanistan certainly helped in that respect http://forums.bistudio.com/oldsmileys/wink_o.gif
Every time I get ready for the Zeus game night, I cannot help thinking "wow, we're going to play missions we should all know by heart by now, yet the experience is still going to be fresh". I think this realisation encapsulates the Zeus ideology: open-ended missions, which offer so many tactical possibilities that the same missions are never... the same.
Good games everyone!
Hi all
After Domensk we all tried out Jinef's latest masterpiece.
A Convoy trainer.
Only one person in the convoy could see the map me as commander. All the insugents can see the map this imitates the insugents knowing the area and the convoy people not knowing it.
There are lots of AI just being civilians.
We start off I miss a turning and so continue on the long route round after a long journey I see a green car and I tell the gunners to watch him. We pass him and drive on.
Eventualy we reach a bridge I stop the convoy for the lead humvee to cross and check under and around it.
Suddenly the green car pulls up right next to my command hummer. I shout a warning to our gunner and get out intending to get clear and shoot BOOM! I am dead.
Aparently the green car had been weeving around in our convoy for some time. I did not hear anyone tell me.
Large amount of disicussion and we get attacked or maybe we panic, lots of shooting anyway I dont know I am dead.
We do a restart.
I tell everyone not to allow non convoy vehicles to drive in the convoy and to warn us if they do.
And we all turn into murderers
There is a civilian guy on a motorcycle he gets machine gunned 30 seconds in, No one will admit who did it.
We drive on. A civilian bus barrels up the road toward us there is a crash. Every one opens up. The bus gets blown to crap. The unarmed civilian driver wonders around for some minutes and then somone shoots him. No one will admit who did it. More and more confusion. I get run over by one of our trucks. Everyone starts shooting. I dont know what is happening as I am dead. As far I know there were no insurgents.
We restart.
Repeat of the previous episode but this time we dont shoot up the bus or the motorcycle but the convoy is stuck cause the front Humvee is damaged in the crash with the bus and the second Humvee is rear ended by the ammo truck.
We restart.
I tell everyone to pull off the road if we meet the bus.
We succesfuly navigate the bus. We continue on we reach the bridge. Loose crosses it and checks out underneath. Its clear we continue on toward the first check point. WE ARE AMBUSHED!
The explosion IED? RPG? fails to take out the lead Humvee I say move on 200 plus meters and turn into the buildings then everyone out.
We have a battle. I kill a couple and then I die. It continues as a normal OFP style engagement. I can not tell you much more about it as I was dead. Others may be able to.
I realy need to learn to stop fighting when I am suposed to be leading.
Interesting psychology particularly after the suicide bomber.
Kind Regards Walker
kakagoegie
Sep 24 2006, 10:20
Hereby I admit shooting the motorcycle. It started driving in between the convoy so I decided to shoot him. The guy driving it wasn't killed. I also mentioned this on the radio. When you asked something like "why did anybody shot the motorcycle?" I responded with "He was getting in between the convoy". I also thought we had direct orders to engage any vehicles which tried to get in between the convoy.
I liked the concept of the mission, but as a West soldier it's just unplayable to me. Even when turning video settings dow I still get 3 fps when driving in the convoy.
BlackScorpion
Sep 24 2006, 11:48
Lol! Excellent reading Walker, too bad I missed it eventually... http://forums.bistudio.com/oldsmileys/rofl.gif
Yeah, it was an... interesting night. Getting blasted by the arty, wondering how the hell Eizen managed to survive... and then all fails due to the BMP.
The Domensk was interesting once more, me as the sniper spotter... bad thing was that I had the wrong version of the map and at one point was atleast 50m above my squadleader. http://forums.bistudio.com/oldsmileys/whistle.gif
kungfucheez
Sep 24 2006, 11:56
Sorry I crapped out before the Domensk battle, I have no idea what happened, but it just kicked me out while I was typing, maybe I accidently pressed something http://forums.bistudio.com/oldsmileys/confused_o.gif
Eizen Soldat
Sep 24 2006, 13:28
Lol! Excellent reading Walker, too bad I missed it eventually... http://forums.bistudio.com/oldsmileys/rofl.gif
Yeah, it was an... interesting night. Getting blasted by the arty, wondering how the hell Eizen managed to survive... and then all fails due to the BMP.
The Domensk was interesting once more, me as the sniper spotter... bad thing was that I had the wrong version of the map and at one point was atleast 50m above my squadleader. http://forums.bistudio.com/oldsmileys/whistle.gif
This was my first night at Zeus server, was really fun. Hoping that i can join next time too.
Well, about the game my surviving was luck. I just saw smoke around me and people dying. I started running and somehow i managed to survive.
Before we started playing I read forums and saw that people talking much about "Domensk". I was really interested about this map and it was more interesting to play it. Too bad that Blackscorpy was walking at sky and Bradley shot me http://forums.bistudio.com/oldsmileys/banghead.gif
Oh yeah, i took picture about Blackscorpy. Here is direct link to image http://img211.imageshack.us/img211/5616/oolz6.jpg
Hi all
@<hidden> kakagoegie I realise that it was my failure to give clear direction as to what to do in that situation, I made an ass of us both by assuming. I was not having a go at you. I just did not hear you in the comms too much going on. Also soon after I was dealing with the bus crash and aftermath.
It shows why soldiers orders have to be so explicit and the importance of Rules Of Engagement (ROE), Standard Operating Procedures (SOP) Action On Contact (AOC) drills etc.
What was interesting though was the psycholgical insight the mission gives. One Suicide Bomber and we all become paranoid shooting at ghosts and how orders can be interpreted and their results viewed in the confusion. As a mission I think the concept is excelent. The boredom for the guys in the escort truck: 99% of the time nothing to do, no idea where you are followed by 3 minutes of complete confused madness.
The degree to which we mimicked errors made in real life was quite impressive. Errors in command, errors in navigation, errors in procedure, failing to have SOPs, failure to explain the SOPs, failure to communicate, communication overload, impropper coms practice, no ROEs, no AOC drills, people blaiming each other and misinterpreting etc, etc.
It is all that stuff that makes OFP great.
I do not think anyone did anything wrong I think we just did what humans do. The mission is great for showing what FUBAR realy means.
I understand Jinef is going to improve the lag on the mission.
There is a certan island that WGL came up with that I think would be excelent for this as it is low lag.
Maybe Jinef should take the oportunity to rename it: "Convoy Trainer or FUBAR 101"
@<hidden> Eizen You did exactly the only thing you can when WP is about; run away. As an Area denial weapon it is quite good.
Kind Regards Walker
I am going to update this mission a bit too improve framerate. I myself had like 10 fps throughout and some connection issues too.
The mission is not intended for many more than 20 people. I tried to expand it a bit for the peeps playing however unsuccessfully. Sorry.
Changes:
Terrain Grid Lower.
ViewDistance Lower.
Removal of Random Weather.
Ready to Implement Terox Spare Tyres/Fuel Canisters.
Set it so vehicles require refuel somewhere half way.
Added Medic To Convoy
Removed Playable Truck Infantry
It should be a lot more interesting next thursday.
When I get Convoy Duty to a state I am happy with I will update Domensk to be more interesting too.
I am currently thinking of a way to reprimand west for killing civvies mindlessly, maybe by giving the resistance very good intel on where the convoy is, to simulate a crude population support/intel network thing.
I will then make another mission on demand, either a small TDM style A&D, a normal A&D or another convoy mission on a different island.
Bonko the Sane
Sep 25 2006, 14:15
very good mission concept, and ill be looking forward to play it, as it demands lots of team work, reminds me of a (oldie) WGL league match, (SWAF vs LDD Killikki), the mission was to get a convoy across the island in Nogova, needless to say, the ambushing forces won http://forums.bistudio.com/oldsmileys/goodnight.gif
kakagoegie
Sep 25 2006, 21:06
@<hidden> jinef. I think I have a great idea for your convoy mission. It's something Terox came up with a while ago but I think he didn't have any time to "built" it.
The idea was that the attacking force got a few "car traps". The car traps would be made of some kind of trigger which if it was activated by a vehicle would cause the tires of the car do deflate.
I don't know if it is possible to implement in OFP but I think it will add a little atmosphere to your mission if used with Terox's tire change system.
These guys are insurgents, not LAPD.
I am slightly chuffed now cause I got civvys to report the convoy movements to the resistance every so often and also if west kills civvys the resistance are bound to hear about it. This makes it very very very difficult for west to sneak by the res on the island.
I still need to do some more stuff on the convoy organisation, but that is for tommorow.
CoC_NS is really good btw. All MP mission makers should read on the basics of it.
kakagoegie
Sep 28 2006, 21:30
A nice explosion in Kiel, 7 satchels (http://www.student.ru.nl/p.j.m.driessen/xray/games/ofp/7-satchels.JPG)
Hahaha, what a game that was! I can't believe East actually won... I must remember to thank Cibit for that time limit http://forums.bistudio.com/oldsmileys/wink_o.gif
IIRC, this was the first time any significant fighting occured around the factory... I never thought an amphibious assault would succeed, what with the m113's painfully low speed. Ryan and I managed to hold off a few waves of infantry, but eventually succumbed to their superior numbers...
Screenshot of the final results (http://www.subam.org/uploads/eastwins.jpg)
Take a look at that casualty rate... Hehehe...
Good game everyone http://forums.bistudio.com/oldsmileys/smile_o.gif
NEW TEAMSPEAK PROTOCOL
In order to get the most out of Zeus it is advised you use teamspeak 2. You can download it here: http://www.goteamspeak.com/
The following post outlines a new teamspeak protocol that will be bought into effect ASAP.
This protocol's intent will be to minimise wait times between missions and make more complex teamspeak comms much easier.
The protocol is based on the teamspeak key-binding feature. It is strongly recommended that you follow this tutorial to the letter so everyone is on the same page. If you do not follow this protocol, please do not expect people to alt tab and drag you around.
If you are lazy you can download the keybindings and use the import funtion.
http://download.yousendit.com/98BE09CE04E9FBD7
The protocol will use the Right Shift, Right Control and the Numpad Keys.
These will be referred to as:
Shift
Ctrl
Num
Quote ]
> Open Your Teamspeak Client
> Go To Settings
> Go To Key Settings
> Click 'Add'
The following format will be used to guide you when adding keys.
KEY BIND / ACTION / SPECIFIC FIELD
Shift & Num 0 / Switch To Channel / < BLUFOR >
Shift & Num 1 / Switch To Channel / {B} Alpha
Shift & Num 2 / Switch To Channel / {B} Bravo
Shift & Num 3 / Switch To Channel / {B} Charlie
Shift & Num 4 / Switch To Channel / {B} Delta
Ctrl & Num 0 / Switch To Channel / < REDFOR >
Ctrl & Num 1 / Switch To Channel / {R} Alpha
Ctrl & Num 2 / Switch To Channel / {R} Bravo
Ctrl & Num 3 / Switch To Channel / {R} Charlie
Ctrl & Num 4 / Switch To Channel / {R} Delta
Shift & Num * / Toggle / Channel Commander
Tab / Whisper To Channel Commander / In Channel Family
Shift & Num + / Set Volume 10% Up
Shift & Num - / Set Volume 10% Down
Quote[/b] ]
NOTES ON USAGE:
Channel Switching:
If you are in any BLUFOR channel you cannot switch to a REDFOR sub-channel. You must switch to the REDFOR parent channel and from then on to sub channels. E.G. If you are in REDFOR DELTA and the mission ends and we merging everyone into BLUFOR ALPHA (We wouldn't but play along) you must first press SHIFT + NUM 0 and then press SHIFT + NUM 1.
Channel Commander:
In the course of the gameplay on Zeus leaders are assigned. If you are a squad leader in a game where channels are split it is highly likely that you and your second in command will be requested to go on to the commander channel so you can comm with other squads.
You would first press SHIFT + NUM * to turn on channel commander for yourself. You will now be able to hear what other channel commanders in your parent channel (EITHER BLUFOR OR REDFOR) are saying. If you want to transmit, press the TAB button.
The Teamspeak channels on our server have been set up using this protocol.
Visit our forums on www.ofp-zeus.com for more information.
EDIT: TS2 PROTOCOL SIMPLIFIED
</b>
In the first two games I died in the first 5 minutes without seeing any action http://forums.bistudio.com/oldsmileys/sad_o.gif
I hope I'm having more luck next time.
AAR, Mortar Pit, Thursday 28th Sep/06.
2 Sections of resistance fighters are commanded by Corporal Jinef and Sergeant Looz. The plan was simple, Cpl Jinef's section was to move onto the adjacent hilltop and put down a suppressive fire base while Sgt Looz's section would approach from the low ground and assault the hill top.
The mission starts and there is little confusion, everyone knows their roles and their leaders. Cpl Jinef's section quickly moves into position overlooking the enemy positions and sets up a medium machine gun, RPG and 3 riflemen. Just before we were ready to fire a nervous king tubby in Sgt Looz's section has an ND (negligent discharge) and the enemy is alerted to their presence. A frantic corporal Jinef screams at his section to begin firing only to get a bewildered response from Pvt. Errpa "Shoot at where Sir?". In a fit of rage Cpl Jinef screams "AT THE HILL IN FRONT OF US FOR CHRIST'S SAKE!!!" and promptly unloads a magazine into the hilltop ruins. Soon a crescendo of fire erupts as the medium MG opens up, RPGs are launched one after another and the riflemen unload their 30 round clips.
About half a minute passes by when Cpl Jinef hears over the net in a faint Germanic accent: "Section 2 hold your fire, friendlies on the hill." Cpl Jinef shouts "Cease Fire Cease Fire" and the gunfire dies away. The sound of gunfire can be heard behind the enemy position, and a few explosions. Cpl Jinef then orders for his section to pack up and get ready to move, feeling vulnerable at this point he orders his machine gunner, Pvt Errpa, to continue watching the hill and to shoot at anything that approaches. Cpl Jinef turns around for a second to see how his riflemen are doing when suddenly Pvt Errpa lets rip with a 10 round burst. "AHH CEASE FIRING, YOUR SHOOTING AT US YOU IDIOTS!" comes over the net very clearly. Fortunately noone was hurt.
The last survivor is overun by Sgt Looz's section and the resistance are victorious.
During the assault Sgt Looz's section had lost one man, while every enemy soldier was killed, a truly textbook assault.
Quote[/b] ]The last survivor is overun by Sgt Looz's section and the resistance are victorious.
During the assault Sgt Looz's section had lost one man, while every enemy soldier was killed, a truly textbook assault.
I was on Jinefs side and Id say that: yes, textbook assault, but thats the equivalent of saying "I kicked someones arse today", when that arse was really just your imagination running loose or your 8 year old brother.
There is no defense to speak of on that hill. Its basically suicide to stay there at all. One can be blindsided with no effort on part of the assaulters. No compass or map for the 90 percent of the defenders. The mortars in totally unprotected position (ok, those silly little midget sandbags dont count).
Textbook with rather little text id say. Rather a childrens picture book http://forums.bistudio.com/oldsmileys/wink_o.gif
Oh and that quote by "Someone" is Ambrose Bierce. http://forums.bistudio.com/oldsmileys/whistle.gif
Sry Jinef. (its all good, you know the public like a bit of smack talk)
Oh and that quote by "Someone" is Ambrose Bierce. http://forums.bistudio.com/oldsmileys/whistle.gif
Hahaha, when I PM'ed Jinef about the author of the quote, he replied:
faaaaaark offfff
Temper temper Mr. man! http://forums.bistudio.com/oldsmileys/wink_o.gif
King Tubby
Sep 29 2006, 16:37
Ah yes, that mortar pit mission was a bad one for me..
I accidentially touched the mousebutton there and fired a shot. It took about a second before I realized what I had done and I felt kind of stupid afterwards, especially since I never do any rambostuff normally like running off, firing when not supposed to and so on.
To make matters worse, I was that single casualty from looz´s squad. I was clearing out the hill with the rest of the guys there and people were saying "all clear" and I didn´t see any enemies up there. I walk through a hole in one of the ruined walls and it just turns white...
I also realized last night that I have a microphone somewhere, I just can´t find it. If I do however, I´ll be chatting away on ts next time. Having to type everything is getting quite frustrating...
Indeed, I noticed that on Blue Quartz. Your position in forest 1 was a vital one, and having to type your reports couldn't have been very good for your squad's odds of survival...
King Tubby
Sep 29 2006, 17:54
Well, in Blue Quartz a microphone wouldn´t have helped since the enemy had somehow gotten past Dethleffs and came up behind me. With that shitty viewdistance I had a hard time seing them while they had already spotted my whole squad.
When I fell back I got shot by someone who had gotten a sniperrifle and just picked me off. I forgot who it was though but it doesnt matter..
Hi Jinef
If I might suggest export your Keybindings from the settings/keybindings menu. Then place the file as a download on the Zeus forums.
People are more likely to use it then http://forums.bistudio.com/oldsmileys/wink_o.gif
Kind Regards Walker
Simon/Walker - Good idea.
If you are lazy you can download the keybindings and use the import funtion.
http://download.yousendit.com/98BE09CE04E9FBD7
kakagoegie
Sep 30 2006, 23:33
A pic from last night:
WP coming down on us (http://www.student.ru.nl/p.j.m.driessen/xray/games/ofp/White%20Phos.JPG)
ryankaplan
Oct 1 2006, 11:55
Very nice games last night gentlemen.
I really enjoyed jinefs a&dm missions where i relised what firefights should be like. Even though we were only 15vs8 it felt like a full on battle. With no respawn whatsoever, nobody took any risks, and emptied the clip at anything that had a remote chance of being an enemy. While that was going on, rpgs were flying, fire team was surpressing with the machine gun, and assault team was advancing while the machinegunner and the rpg-rifleman were being constantly resupplied, all in the heat of battle, not to mention the mission being at early dawn and bn880s tracers creating a nice show....whoa. One of the best ofp experiences i've had
Here is a few screens from the same short game:
Cant see much can you? It was every so slighly lighter in the mission, but never the less, it was dark.
http://www.ofpcc.com/kebab/ofp/simontipsidark.jpg
Oh yes sir it was dark. Same Picture, photoshoped to be brighter. On the left is a resistance soldier, namely simon, while on the right is the soviet officer, tipsi. These guys lied down next to each other and never noticed eachother for about a minute. Until simon smelt something to his left that is...
http://www.ofpcc.com/kebab/ofp/simontipsilight.jpg
Drat, too bad I couldn't attend; sounds like you had a great game!
That's the plan ryan. Thankyou for your nice comments.
Ok wankez, I updated the following missions to use CoC_NS and be more efficient.
(I imagine it won't be a marked difference though)
Fuel Depot
Mortar Pit
Radio Station
Stopped Convoy 1,2,3+4 (Formerly Platoon Attack Series)
A&D Domensk
New Missions:
A&D SBS Raid
(Some British SBS combat swimmers are tasked with destroying a radar sitting on a big rock in the middle of the sea. While the Desertian Islanders Liberation Army puts up a feeble defence with tokarevs and molotovs.)
Ok wankez, I updated the following missions to use CoC_NS and be more efficient.
(I imagine it won't be a marked difference though)
Fuel Depot
Mortar Pit
Radio Station
Stopped Convoy 1,2,3+4 (Formerly Platoon Attack Series)
A&D Domensk
Not marked but noted. Sending box of cookies to Jinef...
Quote[/b] ]
New Missions:
A&D SBS Raid
(Some British SBS combat swimmers are tasked with destroying a radar sitting on a big rock in the middle of the sea. While the Desertian Islanders Liberation Army puts up a feeble defence with tokarevs and molotovs.)
Oh god... not the big rock of "why isn't this CS" again.
I had a good but short time this weekend, hope I get healed soon to stick around longer, missed the Zeus plonker gang. Oh and thank you for the Benny Hill theme welcome. http://forums.bistudio.com/oldsmileys/biggrin_o.gif That warmed my heart!
wheres my rabbit ?
Oct 3 2006, 18:55
BN BN DO DO DOO DOO DO http://forums.bistudio.com/oldsmileys/whistle.gif
ryankaplan
Oct 5 2006, 22:38
nice games, again. I think looz'es A&D really has some nice potential. Here is a screeny, showing the aftermath of the fight on the hill the (assaulting) heavy weapons squad was set up. Photoshoped and all. At the background is the hill the village east is meant to be attacking.
http://www.ofpcc.com/kebab/ofp/hillofdoom.jpg
BlackScorpion
Oct 5 2006, 22:50
"Is" or "was"? http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Yeah, it was fairly fun... first no contacts, the my character reports one near the place we got, oh just friendlies there... about 15 mins later, when we move into the forest, Ryan (right?) gets shot. http://forums.bistudio.com/oldsmileys/crazy_o.gif Then we move, attack a little patrol or 2 there, I decide to start sniping, we attack the town... and suddenly MG fire all over. Kudos for that sneaky guy, got pretty much all of us... RPK vs PK at the end heh. http://forums.bistudio.com/oldsmileys/whistle.gif
USSRsniper
Oct 6 2006, 01:26
Eventhough i was left alone on hill and got killed there it was fun http://forums.bistudio.com/oldsmileys/notworthy.gif
I enjoyed Navette. It was noisy, confusing and I really need a "Kick Soldier" action as I, the platoon commander, was running up and down the lines constantly shouting at people trying to get them to fire.
I think what would be useful in that situation is the 'leader' HUD icon usually visible in cadet mode. But preferably without any other shit, to enable the cohesion you would have in reality with increased recognition/situational awareness.
Some quotes:
"RIFLE ALPHA REGROUP FOR FUCK'S SAKE!" - Cpl Shiz (RAAB)
"WHERE THE FUCK IS RIFLE CHARLIE???" - Me
Memorable moment:
Fire support squad is pinned down on the right flank, taking heavy fire from enemy MGs. LWLooser, the section commander says "Right, i've had enough of this". He grabs a Javelin AT missile, stands up on this ridgeline amid a hail of tracers and fires this Javelin right at the enemy positions.
With thanks to:
Mr. Igor - One of the best bloody mortar operators in the Zeus community. Throughout the firefight our 60mm mortars were constantly dropping on the enemy positions, adding to the chaos and killing a few for sure.
LoserOne
Oct 6 2006, 09:35
adding to the chaos and killing a few for sure.
a few is an understatement jinef... but im not going to tell the exact figures... http://forums.bistudio.com/oldsmileys/sad_o.gif
Mr. Igor - One of the best bloody mortar operators in the Zeus community. Throughout the firefight our 60mm mortars were constantly dropping on the enemy positions, adding to the chaos and killing a few for sure.
Ooh, don't let walker hear that http://forums.bistudio.com/oldsmileys/wink_o.gif
Bonko the Sane
Oct 6 2006, 12:00
"Is" or "was"? http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Yeah, it was fairly fun... first no contacts, the my character reports one near the place we got, oh just friendlies there... about 15 mins later, when we move into the forest, Ryan (right?) gets shot. http://forums.bistudio.com/oldsmileys/crazy_o.gif Then we move, attack a little patrol or 2 there, I decide to start sniping, we attack the town... and suddenly MG fire all over. Kudos for that sneaky guy, got pretty much all of us... RPK vs PK at the end heh. http://forums.bistudio.com/oldsmileys/whistle.gif
damn you all up on that hill http://forums.bistudio.com/oldsmileys/biggrin_o.gif i had to run miles to flank that AGS and attack from the South, and after we lost the surprise element your counterattack to recapture that position was galantely defended by my 4 man squad, protected behind a 1mm ridge line http://forums.bistudio.com/oldsmileys/yay.gif i must say it was one hell of a show.
All fun and games BUT....... http://forums.bistudio.com/oldsmileys/wink_o.gif
....in light of the new crop of A&D mission on the server we need to seriously redefine what defense in OFP actually is.
Im sure you all know that In OFP as opposed to real life, there is no such thing as workable fortifications or entrenchements. Blast damage on terrain/buildings or bullet penetration is not taken into consideration.
Is it then fair to call anything "defense"?
To many the answer doesnt seem to be obvious for some reason.
IMO, the only viable way have a workable "defense" is initially trough camouflage and not moving. That is basically what defense in OFP is. Think about it. What advantage does a defender have when there are about equal numbers on both sides?
To stand still and not be seen until theyve opened fire. Thats their main advantage. Bar none.
For this to happen the "defender" needs to have a relativly large area to set up in. The attacker needs to move (and therefore more easily spotted) trough this area and then be subjected to confusing flank manouvers. To do this the "defender" needs TIME TO PREPARE AND SETUP HIS ASSETS.
Consider the Platoon attack missions on CATshit Afghanistan. Why is it that the attackers usually has a decent amount of trouble taking the small villages. CAMOFLAGE, thats it. The resistance in those town are looking out towards bare terrain and hilltops that flankers are easily skylined against. The west forces were looking at blocks of buildings and bushes with patterns that easily confuse human eyes. Forget about their actual cover, that can be overcome by simply moving in a circle around the towns and taking potshots once you get a good angle
Settling up on some ruins near a tent or two on a hilltop does NOT constitute a defense. Giving the "defender" an NSV/AGS does NOT constitute a defense . Some tank traps and a few blocks that are supposed to be buildings does NOT constitute a defense.
For now I can only think of one asset that would actually represent some kind of abstract, albeit decent fortification, and that is an immobile BTR or Bradley with only its chaingun working. Other obvious devices are mines.
Hi all
To OG I would add pre planned defensive indirect fire support to that list of defensive systems.
As to defensive bunkers and fortifications if based on the M113/M2 class they can be given blast protection in their config and the ability of Setposing some objects preplaced out of battle in the mission would give some of the required functionality and is fairly simple to script.
They would have to be single gunner positions but several could be linked. A sensing of the Avatar guner who enters gun type would then activate a particular weapon mimic.
Perhaps a better version of the functionality can be added to WGL similar to crew served weapons or we at the CoC could make it.
Such a system in OFP would have to be limited in numbers as I believe it would cause lag if large numbers were allowed. A simple test would be to fill a map an MP with varying numbers of M2s to establish the lag graph.
On the whole I would rather add such a system to ArmA which is only months from release and who knows what little goodies it already contains and is capable of.
Kind Regards Walker
Hmm, IIRC ECP had incorporated a better (although still flawed) system for blast damage simulation. If I am not mistaken, it was based on the notion that there had to be a clear line of sight between the soldier and the explosive for blast damage to have any effect. In other words: if you lie down behind some sandbags and a grenade explodes in front of them, you don't take any damage. Of course, it isn't perfectly realistic as shockwaves from a blast travel through obstacles. Furthermore, a brush also blocks LOS so according to this system it would protect the soldier from the blast. Still, it's better than taking out 10 people hiding in a building by throwing a grenade at it.
Naturally, the issue of lag also comes into play. I assume this is all done via scripting, so having many units and explosions on the map may prove troublesome.
Gah, I still can't believe BIS failed to model correctly such an important aspect of any infantry sim.
ECP = intensive.
A completely alternate approach if ArmA still has the problem is to have very low damage ammunition/ordnance so only people right next to the blast get killed instantly but have a large indirect damage area, you can then detect the units that were in the 'blast' area, and do effects on them.
Effect: Fragmentation - Wound the guy, drop him to floor, start bleeding etc.
Effect: Concussion - Knock the guy to the floor with a black screen for random time within 2 minutes with a single message, "You are unconcious".
Effect: Heady Injury - Put the player 3000 metres in the air on an invisible surface, set fog to 1 and spawn 300 pink pony addons above the player.
Hey guys. Sorry I havn't replied from the defenders point point of view, but anyway, heres my AAR.
Ok so we won :P :P but that was hugely thanks to having a truely wonderful and cooperative team.
In the briefing screen we were tasked to defend two towns. Fair enough. Our overall intention was to defend the towns, as we were tasked, but I was not going to commit to allowing all my guys sit on their arse in, or around the town, waiting for that AGS or mortar to start bombing the shit out of us, so I decided to minimise the amount of defenders actually in/ around the town to one squad and an MG each. The rest would lie low in the center so that they could move where the situation needed them. We also lost 3 humans, including two full squads, so I had to improvise.
Since I had no clue what I was up against and neither did anyone else, I thought it would be best to send in two scouts to the opposing towns (that being me and mamoo).
Mamoo reported contacts and soon came under fire, so he fell back while I decided to have a look at the enemy movement positions. I met a poor soul who decided to stroll into my forest, next to the ruins, and shot his head a few times and ran the hell out of there. Luckily, it seems east decided to ignore? that their team mate just got raped since no one was looking for me. They instead decided to continue with their HUGE infantry mass onward to the SE town.
Carefully pursuing about 200m behind, I carefully strateigically placed more or less all my team surrounding the last known enemy location, just north of the town in a sort of cresent shape, waiting for them to advance. I think gene and bravo were hopping around the map, making sure no one went to the other town.
Since there was a huge hill blocking my view of the town, and due to my slow but steady pursuit, they managed to mass on the far flank of the town un-noticed.
Meanwhile, my teamates are underfire elsewhere, so i decided to go behind jinefs unfortunate team and wipe them out, to which jinef shouts "FCK THIS SHT" http://forums.bistudio.com/oldsmileys/smile_o.gif.
Not knowing the rest of east massed on the flank of the town, they luckily (for us) were shooting ai (souls's mates, disconnected squad) and therefore revealing their position. Since thats where i thought the whole of east was, aswell as hearing AGS fire into the town. I managed to cause some havok, killing a smurf and some other men with rpg's rpks.
After putting an estimate of the AGS position on the map, I ordered all my squads, bar MG's, to surround that AGS and attack it from all directions. I wasnt there to see it but apparently the battle for the AGS was bloody. I think our good communication won through in the end :P.
Soon after the dismissal of the AGS, the opposite town reports enemy contacts, to Bravo and I rush to engage them, again, attacking from different flanks, while the rest of the team was ordered to set a defence around the AGS. Bravo was on the coastline and I mnaged to seak behind them (again) and rape them all. I think this was the moment where Igor only remained, who came to the death of Bravo's AI.
Very good game, I really like the mission Looz. But don't expect people to abide by the "stay in town" rule. If I followed that, I would have got raped.
Quote[/b] ] Meanwhile, my teamates are underfire elsewhere, so i decided to go behind jinefs unfortunate team and wipe them out, to which jinef shouts "FCK THIS SHT" http://forums.bistudio.com/oldsmileys/smile_o.gif.
It was looz's team.
The reason I was so frustrated was this, I had just run about this big bloody square for an hour with nothing happening. Let us say an average game night is 5 hours, that is 20% of the night. My fireteam, under the command of looz, is then split off from the whole platoon to sit on a big freaking hill north of the enemy town and shoot at it, so everyone will look at us, great. Looz then sets his AI up in a bunch of trees right next to the town, not much in the way of escape route. Instead setting up an AI defence and directing my fire with binocs looz has us all start to fire sporadically at the town, which does nothing as the AK74s are useless at that range and I have no idea where the enemy are, so me and my PKM just shoot at little blobs, without any feedback of hitting anything.
Then I get shot in the back of the head ... well fucking brilliant.
I respawn into one of these AIs with no ammo in my AK, like 2 rounds. I look back to see what shot me but again I have no binocs, I ask looz to look back but he is oblivious and continues taking pot shots at the town ...
Bang ... shot in the face from 100 metres away by a guy just sitting there for 5 minutes.
Fuck that shit.
This was supposed to be a new concept, with frontlines, and no mans land etc. It felt like a C&H spread over 3 kms, with an hour of nothing.
Eizen Soldat
Oct 7 2006, 08:12
Since I had no clue what I was up against and neither did anyone else, I thought it would be best to send in two scouts to the opposing towns (that being me and mamoo).
Mamoo reported contacts and soon came under fire, so he fell back while I decided to have a look at the enemy movement positions.
Well, it was me and Igor guarding that town what Mamoo scouted.
I saw mamoo immediately, but I thought that there would be more troops behind hill. Well, I reported about mamoo to our leader and he said that I can engage if I want to. I wait for a while and I see only mamoo still. I open fire, I don't hit and mamoo runs to his jeep.
Trying to connect 6th time now and still have no clue which fucking addon I need to play this damn mission.
I've had that avignong island or whatever it's called before. Taht is so frustrating http://forums.bistudio.com/oldsmileys/banghead.gif
EDIT: sorry for double post.
What is your in-game name Nepumuk?
Oh right I should have said that Jinef.
My ingame name is zwobot. Well it was quite annoying last night as I wasnt able to play the first mission and the mission after "Hunt".
I think I missed some Mapfact addons, but I wonder why they are not in the @<hidden> package you can download via ofpwatch http://forums.bistudio.com/oldsmileys/huh.gif
http://panik.magsairsoft.com/SatNight.wmv
Good night last night, heres a vid of what went on...
Great games last night gentlemen. "Hunted" was very tense, and riding on top of BTR while police helis zip past overhead was great fun!
The "four towns" A&D proved to be very atmospheric and it seemed to offer tactical freedom never seen before in an OFP PvP mission (at least by me). However, this experience was sabotaged by a rather annoying tendency: human pwnz0r.
Now, I am not quite sure what the Zeus policy on human pwnz0r is, but what's the point of simulating a company-size engagement if it is being reduced to piece-meal skirmishes of 3 vs 3? I understand the logic behind leaving most of one's AI's in a safe spot an moving out with a small team: it limits casualties. However, it totally destroys the immersion in my opinion. OFP is all about scale, after all. Can you imagine the sheer coolness of defending hill 120 against a big fuck-off assault performed by an entire platoon? Actually having to retreat in order not to lose an entire rifle squad?
Naturally, there is no way we can actually force op cmd's to approach the game in this way, but Zeus seems to be the perfect group of people for such tacit (or explicit) agreements. After all, when one joins the Zeus server, some basic rules automatically apply (no ramboing, listen to your CO, etc. etc.) The beauty of it is that these rules are being obeyed voluntarily: there is no rule-police or any harsh penalties should one not comply. People just do, because the Zeus community is a mature one and everyone understands that these ground rules are a prerequisite for a good game.
Given all this, I don't think it should be too hard to implement a "no human pwnz0r" policy. Naturally, I don't know how others feel about this, but in my opinion it would add a lot to the immersion and action intensity.
Just so nobody thinks I had no fun at all yesterday, I would like to paraphrase Jinef:
"At one point in the game, I would like to surround Balls and probe them gently."
The execution of the plan suffered a slight delay, because everyone spent an entire minute laughing after Jinef uttered these memorable words http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I completly agree with you there Xawery(on this topic). But "human p3wnzering" is due to "historical" reasons.
Back in the day everyone walked around with his little squad and we had this funny platoon engagements.
What one experienced there tho was two things:
1. The game started to desync horrible (As seen yesterday)
2. Your AI were sitting there doing fuckall getting killed. The most
memorable I had was when a section(18 or so AI with 2 humans) I leaded was getting wasted by one rifleman in a bush.Not a Machine Gunner,a Rifleman.
Then Mr.Og came along and went like: "Wait a second.. If I stick my AI in the forrest I have the most combat effective force by just sticking humans in bushes"
So,thats how we end up.And according to Mr.Clausewitz both sides in a war go for the utmost extremes to win it.
Now I don't agree with that at all. But as long as BIS doesn't fix the AI lack of being able to survive against humans for just 5 seconds , you will see that. And so far we haven't seen any evidence that ArmA increases AI survivability.
At least it will give us the ability to have platoon-sized,company-sized engagements without any desync.
http://forums.bistudio.com/oldsmileys/smile_o.gif
So in Short: Human P3wnzering sole cause is the limitations of the OFP Engine because us few actually need the AI to fight for us and not use it as target practice like in usual OFP missions
I am formulating a fuller reply to this, as is looz. My first inclination is that we need a key point strategy with multi-coloured charts and graphs. We also need a comprehensive tutorial on AI leadership, as this is a most important part of these battles. AI can be very effective if told to be so, they can also be entirely useless (default setting most usually).
ryankaplan
Oct 13 2006, 17:24
it has nothing to do with ai being shit. All you have to do is tell the bloody commmanders to not apply human pwnzor...the most obvious criminals of this being tipsi and og, and set the ai skill to 1.0. This way, the ai are stupid, but they are damn good shots, and fast at that as well. I made a thread about it in zeus forums, but as with any and many 'shall we incorporate [insert idea here]?' suggestion, it was largely ignored by the majority and went to the bottom of the virtual ocean fast.
For me, the game was rather frustrating as a platoon leader, simply because my weapons squad leader was rather lacking in english skills(no offense meant). The mission needs to be reverted to 'defend until random order is given' style, and the whole point system needs to be ditched in my opinion. other than that, very nice games indeed.
I believe the mission should be converted into a simple template, as it has a few very nice things, namely the 'alt-click on markers for info' and the 'defend until orders given'.
Anyway, i be off to turkey for the next 2 weeks, so see you people later.
it has nothing to do with ai being shit. All you have to do is tell the bloody commmanders to not apply human pwnzor...the most obvious criminals of this being tipsi and og...
I have to disagree with you there Ryan. It does have to do with the Ai being so shit. They are very shit. The reason why me and Og resort to these tactics is because the AI count for the most of the casualty rate, and since their absolutely stupid and CANNOT think for themselves and therefore getting raped by one human (with or without an AI squad), its a necessary strategy to hide the AI (so they dont get raped by humans) to have a better chance at becoming victorious.
I do condone it, since its really unfair for people who DO use AI, and it does indeed ruin the OFP experience as Celery explained. Since we never officially agree between the OC's, NOT to use the Human Poonzor tactics, its most likely that the enemy is going to use it, so I will use it too. (Fighting fire with fire)
Maybe if we both agreed before hand, not to use human poonzor, then it wont happen. Zeus admins can referee each team, making sure that human poonzor will not happen.
The new system Jinef and Looz are making sounds interesting and will hopefully quell Human Poonzor, as well as ramboing.
Have a nice time in Turkey.
I do think Ryan is right. If you use the AI properly, they can be a very valuable asset. An AI squad with a human leader equipped with binoculars can be very deadly indeed. There is no way a single human armed with a rifle (not with the grenade-spam GL) can take out a whole squad.
Lwlooz, I understand what you are saying about "historical reasons", I know them quite well. In original OFP and various other popular mods, a single player could fire with such deadly accuracy that moving in groups was deemed unwise. However, in WGL it takes sever bullets to actually kill a single soldier. One must thus be a true master of zen to take out an entire squad on one's own - it simply takes too much bullets to kill a single soldier. Thus the historical grounds for human pwnz0r are proven to be no longer valid, as all the missions on Zeus are run under WGL 5.1.
Naturally, the issue of the AI remains - they do die easily, especially if one is on the move. However, this is not unrealistic - if the enemy is stationary and has the element of surprise, then a moving squad is going to be toast (vide all A&D's on Zeus). However, if two relocating enemy squads meet, the outcome is different, as everyone is at the same disadvantage. The primary tactic in succesful AI commanding is: as soon as you spot the enemy: stop, drop and target. Halt your AI, have them drop to the ground, and seek out individual targets. If you can do this, the AI become an indispensable asset. If you just run around dragging the AI behind you: yes, they are going to die. Is it unavoidable? No. Does it require practice? Yes.
On a final note, if we all agree to use our full squads instead of keeping backups for respawns, we will all be at the same (dis)advantange. In other words, it won't matter. But it will contribute to a better experience and a larger sense of scale.
the obvious problem occurs when the next logical step occurs - targeting human leaders.
I wished you were right. And all of the AI's problems could be fixed with some better leading. But the truth of the matter is in my view anyways(Being sad enough to play hundreds of A&D's) that the reasons people having given up leading their AI in a complex fashion which would improve their survivability a bit is that it still isn't good enough. Humans behind a ridge,vehicles,some good rock,bush can very well take out whole squads even in WGL 5. That is also the reason why in Coops one Squad of 8 fights against Battalions of russians and 20 T-80's.The AI just isn't fast enough,they don't know what shooting at an area is and half the time you can't assign them a target etc etc.
Yet:
If people agreed to only play "I sit here with my binoc and let the AI do my fighting" like I usually do unless the enemy can't be seen by the AI and only by me,we would get fun fights. Yet it is far to late for me to bother to think about any script or mission design solution for this.I am personally just going to wait for ArmA and see how you can have proper modern warfare battles there even tho it seems to be designed for "graphical-whoring SF-Snipers take on everything in l33t zodiacs and Little-Birds" type of thing,but lets see how we can use the engine for our purposes http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]the obvious problem occurs when the next logical step occurs - targeting human leaders.
Seems very realistic to me, don't you think? Squad leaders should be the first target, as the death of the leader seriously hampers the squad's effectiveness, until the second in command takes over. In game terms, it takes the player some time to respawn in another soldier and retake control of the squad. Seems like a good simulation to me.
Quote[/b] ]If people agreed to only play "I sit here with my binoc and let the AI do my fighting" like I usually do unless the enemy can't be seen by the AI and only by me,we would get fun fights. Yet it is far to late for me to bother to think about any script or mission design solution for this.
The whole point is, "scripts or mission design solutions" aren't necessary to enforce this. The Zeus experience relies on so many agreements which are not enforced by game design, i.e. dead men don't talk, obey the leader etc. The Zeus bunch are mature people, not l33t brats who need to be arm-twisted into obeying 'the rules'. If we all just agree to not use human pwnz0r, I think the Zeus experience will change for the better.
Otherwise, what's the use of making large-scale missions? Just to increase the players' respawn pool?
Well, AI can be very effective against hoomans.
I stuck AI in those stopped convoy missions (all on skill 1) and I had me MG gunner watch the approach to town. This AI ripped rabbit to pieces at 300 metres on full auto, which was nice.
Had some fun games yesterday, though i should say sorry for disconnecting on the last mission..I was the Chinook pilot, but my ISP decided to reset my connection just as the map loaded. Hope it didnt take too long to shoot my AI and take over the chopper http://forums.bistudio.com/oldsmileys/smile_o.gif
About the human pwning. I dont really mind it that much.
I find human's having to aim and shoot themselves more fun then using a binoc and ordering your AI to kill someone from 600m away.
Used it in the same mission where Jinef's AI shot rabbit. My squad flanked the town from the right and i spotted Dynx on a hillwith 2 of his AI. He was out of normall drawing distance, but when i used binocs i could just see him. Ordered my AI to shoot and sure enough both the rifleman and machinegunner openend up and killed Dynx's whole squad in a few shots.
Having to close in till i had a decent visual and a chance of hitting him myself would have been alot more exciting..but i wanted to try out the AI pwnzoring u all advocate,and it was rather disappointing to me. No skill from my side involved whatsoever, simply zoom in and click ,the AI does the rest from insane ranges.
double post http://forums.bistudio.com/oldsmileys/banghead.gif
I wasnt present last night.
Quote[/b] ].... but i wanted to try out the AI pwnzoring u all advocate,and it was rather disappointing to me. No skill from my side involved whatsoever, simply zoom in and click ,the AI does the rest from insane ranges.
Does that mean AI is set to skill 1 now? Loozie? In that case GOOD.
I think there are two schools of thought when it comes to these type of battles noccie. A few of us actually want the squad hierarchy to work as in real life: the commander assigns targets and make sure everyone gets their job done right, INSTEAD of doing the shooting himself exclusivly.
If we can finally get AI to be deadly as you described then more power to it IMO. Theres more action, its faster, more deadly and much more close to what we actually should be seeing. Yes you dont get to shoot THAT much yourself, but there are other missions for that. It is still immersive and fun.
The skill involved in that comes from the overall OC, who when engaged in a skirmish, knows where to put his squads for maximum firepower.
Ive been using human pownzor more or less as a protest against the low skill AI. Turn it up!! We have dispersion now, not as in FDF, so more power to the artificial soldier.
As far as the rumours Ive heard about the respawn now being 10 minutes: I get your point looz, but this isnt going to work in a game lasting 60 minutes.
How about progressive penalties like 1 minute respawn first time killed, 2 minutes the 2nd, and 3 minutes as the final penalty for the rest of respawns. Schweinhund.
My sentiments exactly Og. If you want to shoot shit up, Zeus offers small-scale missions. If you want to simulate larger engagements, where maneuvering and anticipating the enemy's next move is the key, than AI squads are a necessity. Applying human pwnz0r to such missions totally negates their purpose.
Boy, what a reflective, introspective community Zeus can be http://forums.bistudio.com/oldsmileys/wink_o.gif
All this talk of 'applying human pwnz0r'....It's hillariously ridiculous....what on earth are you all going on about??
The fact that it is easy for a human to waste a squad of AI?
Well aside from having AI skill set to 1 and good command by their human commander (and i believe that with good command an AI squad can be very effective against humans) there is very little that can be done and setting up a 'no human pwnz0r' policy is absolutely ludicrous. You can't tell people how to play their game in that way.
The main issue in my opinion, is that because people feel that the AI are not effective enough they leave them behind just so they can respawn into them when they die. This is lame and is what we should be stopping people from doing.
The main issue in my opinion, is that because people feel that the AI are not effective enough they leave them behind just so they can respawn into them when they die. This is lame and is what we should be stopping people from doing.
This is what he have consistently been referring to as 'human pwnz0r'. It's obvious that a human is better than the AI, but what we have been discussing is the practice of leaving the AI behind and going solo.
I'm glad we agree http://forums.bistudio.com/oldsmileys/smile_o.gif
I see. So why not say so instead of talking in code. http://forums.bistudio.com/oldsmileys/smile_o.gif
The term 'human pwnz0r' doesn't exactly say "People leaving AI behind to spawn into" to me.
Well as you (i think) said before, the people who play on Zeus are good enough to not leave AI behind via a gentleman's agreement. We couldn't exactly enforce any kind of policy to combat it.
I personally think that it is disadvantageous to leave your squad behind....(ok, your actual time playing the mission may be shorter)....and i would challenge anyone to try and locate then take out me and a squad of AI on their own.
I see. So why not say so instead of talking in code. http://forums.bistudio.com/oldsmileys/smile_o.gif
The term 'human pwnz0r' doesn't exactly say "People leaving AI behind to spawn into" to me.
Goddammmit man read my initial post on the subject! It's crystal clear. Crystal you hear me?! CRYSTAL! http://forums.bistudio.com/oldsmileys/tounge2.gif
Incidentally, I would like to congratulate you on being one of the few people to correctly spell "human pwnz0r" in this entire thread http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Congratulations on our first useful discussion on these forums where no Zeus member is getting PR'd or banned. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I'm in total agreeance (heh) with lwlooz on the AI issue. They just feel like a team of grade 9's in uniform with weapons...
Hey! If you don't actually participate in Zeus gaming nights you don't get a say!
Bad wrist or not... http://forums.bistudio.com/oldsmileys/tounge2.gif
http://forums.bistudio.com/oldsmileys/band.gif
I get a say, I have a lot under my belt! I know what's going on, before it even happens... http://forums.bistudio.com/oldsmileys/yay.gif This AI issue gas been haunting us for ages. All I remember now is every time I had a squad under my command they went swimming.
http://forums.bistudio.com/oldsmileys/nener.gif
BlackScorpion
Oct 17 2006, 13:03
Sorry I wasn't there on Sat... I was trying to get some sleep in an FDF half-squad tent in the middle of a forest, with 3 rocks under my back. So it would've been a tad hard to play! http://forums.bistudio.com/oldsmileys/tounge2.gif
Nathan Bedford Forrest
Oct 17 2006, 13:28
Congratulations on our first useful discussion on these forums where no Zeus member is getting PR'd or banned. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
I'm in total agreeance (heh) with lwlooz on the AI issue. They just feel like a team of grade 9's in uniform with weapons...
Dirty polack mofo.
And, since I think I coined the phrase, the correct spelling is 'human p00nz0r'.
...n00bs.
froggyluv
Oct 17 2006, 16:34
Are there any CTI missions that use different units ie. FDF; Libmod; WGL etc...?
LoserOne
Oct 20 2006, 00:41
well now, that was a nice gaming evening, especially the last coop; after i shot a couple of guys i was shot from behind, respawned in an ai 10 miles away from the front lines without any legs to walk on- and so was the rest of my squad... when everybody was finally healed we walked back the 10 miles only to get a direct arty hit in the face.. thanks to jinef! http://forums.bistudio.com/oldsmileys/goodnight.gif
It was half accident, half intentional http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Nice A&D last night congrats Celery and Dethleffs http://forums.bistudio.com/oldsmileys/smile_o.gif and I actually led my troops to victory http://forums.bistudio.com/oldsmileys/whistle.gif
And BTW to add to the Hooman Poonzrz debate I will just say one thing..............
..........My AI is harder than yours http://forums.bistudio.com/oldsmileys/tounge2.gif
Well Cibit, we only won because I managed to blow up that tank in the last minutes of the game http://forums.bistudio.com/oldsmileys/smile_o.gif
Anyway, thanks for the kind words. I'm glad you enjoyed it lads. I won't be able to attend tonight's game, but should you play Lex Talionis I'd very much like to hear about your experiences.
BlackScorpion
Oct 22 2006, 10:42
Well, last night was... interesting for my part. The first 2 or 3 hours of effective gaming time went totally lost as I started making a Tempest skin for myself for Il-2, then I had to wait, wait, and get the correct version of Skye... glad you guys died quickly.
After the mission got going the fun started... me as an Apache pilot. First 15 mins were spent playing around with OneShotPaddy's Apache, then the fun began... you know the rest. Sorry for that 1 TK though, dunno when that happened.
The mission on Freya was fun, although the way it ended on my behalf (less than 5 min from the mission end)... not the way it should have. Driving around at nearly full speed along the roads with a jeep was fun though, thanks for the order, Jinef. Just next time, just type "turn your lights on". http://forums.bistudio.com/oldsmileys/whistle.gif
Oh, about Wednesday... sorry for flying that Chi into the field-of-fire of the BTR... heard the shots and I was dead. http://forums.bistudio.com/oldsmileys/sad_o.gif
Bump.
Ready for games tommorow night lads?
Nice bumping there Mr. Jinef.
I certainly am ready. Couldn't attend last saturday and coming saturday is also a no-go, so tonight's game is all the OFP goodness for me this week http://forums.bistudio.com/oldsmileys/wink_o.gif
Eizen Soldat
Oct 26 2006, 18:39
Yea..I'm ready..Ready to shoot Jinef! http://forums.bistudio.com/oldsmileys/pistols.gif
BlackScorpion
Oct 26 2006, 18:40
I'll be there in about 30 or 80 mins... depends on how tonights Alias episode turns out.
Get my chopper ready. http://forums.bistudio.com/oldsmileys/wink_o.gif
Thank you Soul for flattening my arse with your APC :S
Apologies to Inq and his squad http://forums.bistudio.com/oldsmileys/banghead.gif
Boy, this certainly was a friendly-fire event http://forums.bistudio.com/oldsmileys/biggrin_o.gif
BlackScorpion
Oct 27 2006, 11:52
Thank you Soul for flattening my arse
Zeus Coop nights, keeping your body fit. http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Yeah, my squad it's part of the friendly-fire event too... to be honest, I think I killed 2 friendlies and 1 enemy during the whole freaking night. http://forums.bistudio.com/oldsmileys/confused_o.gif
To celebrate your progression into FF territory, watch this:
(not OFP, but...)
http://www.youtube.com/v/F5vWS_Xxcyk
http://www.youtube.com/v/aJHd-OUFspQ
Freshman
Oct 27 2006, 18:52
Shows again how rediculous BF is http://forums.bistudio.com/oldsmileys/rofl.gif
By the way nice game yesterday http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Last thursday:
Old story, me vs some ginger fella....
http://i62.photobucket.com/albums/h103/olro/ADpwn.jpg
Well ... thursday night was a rare victory for the Norwegian.
Tonight's mission almost drove me over the edge, it was so close.
**Link Removed**
Guys, listen to the TS recording above, its comedy gold, classic stuff. I actually think we can make our own quotation page after this, there are so many mental comments in there. http://forums.bistudio.com/oldsmileys/smile_o.gif
Hahaha, haven't listened to the recording yet, so... who won?
http://panik.magsairsoft.com/Rpg.wmv
A compilation of RPG shots and the infamous "FACK MEE FACK MEEE", Celery, I also have your legendary RPG kill which basically won us the game and music spam, thanks to scorpy and bn880 http://forums.bistudio.com/oldsmileys/smile_o.gif
Nice compilation Tipsi, I don't remember being that extatic when I blew up that tank, but there you have it!
Hahaha, I just listened to the TS recording, marvellous stuff http://forums.bistudio.com/oldsmileys/biggrin_o.gif
"Ok, the tank is not going to come back that way, they know the town is too well defended -- it's coming back! Eisen, Mamoo, run away! RUN AWAY!"
http://forums.bistudio.com/oldsmileys/rofl.gif
So, did West win? Did the M113's come in handy?
BlackScorpion
Oct 29 2006, 19:03
Lol! Yeah, fun stuff again... I was the one with the Mahna Mahna, don't even have Yakety Sax (which I'd love to get, though http://forums.bistudio.com/oldsmileys/wink_o.gif).
Hehee good fun guys, even though I didn't do that well couple of times.
Yeah, very nice nick commanding there... I guess callsigns are for those arm chair generals right? http://forums.bistudio.com/oldsmileys/crazy_o.gif
Funny records nevertheless. :P
Cel, west ran out of time and east ran out of rpgs.
Could you up it to at least 1:30 hrs?
The m113s are a f..... joke Celery. But by all means keep em in there http://forums.bistudio.com/oldsmileys/smile_o.gif I can see uses for them.
And hell yes, I want a rematch http://forums.bistudio.com/oldsmileys/xmas_o.gif
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