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KaRRiLLioN
Mar 29 2007, 16:14
ftp://addons:corn@<hidden>/rtsIVLogo.1.jpg

UPDATE:  RTS-IV version 1.11d released

-No Addons are required for RTS-IV

This consists of three missions, Sahrani South, Sahrani North, and Sahrani North-South.

I haven&#39;t added Mando Missiles 2.2 yet, because I&#39;m still figuring out the best way to implement them.

DOWNLOAD RTS-4 v1.11d ArmA Here (ftp://addons:corn@<hidden>/rts4.v1.11d.zip)



Quote[/b] ]

version 1.11c changelog:

ADDED:  New gameplay type options:  
Annihilation - destroy enemy base
Victory Point - capture strategic points and run the   enemy&#39;s victory point ticker to 0 to win

ADDED: New economy options -
Capacity Only - Build units based only on resource capacity
Credits - Relaxed resource requirements, but now you purchase units with credits (money)
Hybrid Economy - Requires Credits and Resource requirements to build vehicles

ADDED:  New sounds

ADDED:  Protection against suicide chopper attacks for refineries and forward bases

ADDED:  Protection for land vehicles against long-range AA attacks

FIXED:  Various bug-fixes and optimizations

version 1.00 changelog:

ADDED:  New ammo loadout menu.  Loadout any of your AI with a few clicks and create up to 5 custom loadouts which you can save.

ADDED:  A10

FIXED:  SU-34 GBU magazine name was changed in version 1.08.  I hope this fixes the crashing issue.

REMOVED:  SU34 AA version (because of scripting limitations with the SU34 GBU--I had to choose one or the other)

ADDED:  SU34 Anti-tank version (to counter A10)

ADDED:  Sahrani North map

UPDATED:  Several territory locations on the North-South and South versions needed updating and tweaking for fairness and because some repair pads were on hills.

Beta Changelogs:

FIXED - AI created locally on clients wasn&#39;t recognized globally.  Found out it&#39;s some bug with createUnit <array> and changed back to old createUnit so now the AI are still stupid, but twice as deadly&#33;

FIXED - Bug where wrong vehicle would get deleted when capping a flag

FIXED - Updated ammo crates to have all weapons and refresh every 60 seconds.

FIXED - Players would lose command of their AI after dying since I forgot to make all squad leaders Colonel status.

ADDED - New Group list in the -Status Menu- so you can see all units plus vehicle and position in vehicles.

ADDED - Option to release units from your group with a button underneath the group list

ADDED - Soldier cam script based on Kegetys&#39;s Spectate script.  I&#39;m still polishing this to work properly with the mission.  ATM it shows ALL units on your side.  I just want to be able to filter by player group as well.

ADDED - New Custom Squad menu--configure up to 4 custom squads as you like them and deploy them from the Barracks or a Forward Base with one click.  Note--they still take as long to make as if you were clicking them out one at a time.

Beta02E Changelog:

FIXED - EXIT button on build menu didn&#39;t work.

ADDED - Modified Kegetys&#39;s spectate cam so you can now filter out all units but your own group, and when you show all units on your side in the target list, your group shows up in yellow text.

ADDED - Fly in height feature allows you to tell your AI pilots to fly at a certain altitude.

ADDED - Paradrop script - now you or an AI pilot can deploy paratroopers anywhere with this new action added to the transport choppers

ADDED - Color coded custom squads - All custom squads you make are now deployed as team Red, Blue, Green, or Yellow.

ADDED - new Ranking points system.  If you or an AI in your squad capture territories, destroy enemy refineries, or complete other team-oriented tasks, you earn ranking points.  At the moment they aren&#39;t in effect, but I&#39;ll soon be tying AI limits and other items to the ranking points so you&#39;ll be rewarded as a team player.  I&#39;ll also make it so these points are remembered when you disconnect and reconnect to the server.

ADDED - Base building distance limiter - All base buildings must be created within 500 meters of the first building you create.  This is to prevent people from hiding base units all over creation.




Special thanks to Victor, one of the Bootcamp regulars who made this trailer for RTS-4 and the RTS-IV logo above.

RTS-IV YOU-TUBE TRAILER LINK (http://www.youtube.com/watch?v=6OBNFcgOxP4)
RTS-IV FILEFRONT TRAILER LINK (http://files.filefront.com/RTSwmv/;7066068;/fileinfo.html)



For those unfamiliar with the RTS series, it&#39;s essentially a Real Time Strategy that I started with in Operation Flashpoint in late 2001.  The last OFP version was RTS-3 v1.52.

RTS-IV is PvP MP only--no single player or coop has been built in.  Basically, the AI would be too stupid to make the mission very enjoyable anyway.

For those familiar with the series, this one is a departure from the past.  No longer is the name of the game rush to the enemy base five minutes after the game starts.  Instead, the territories have much greater importance.  Money no longer exists-instead everything is based on resources and strategic territory decisions.

Building a Base and Commanding
Commanding in RTS-4 is much, much easier.  No longer does the commander have an overwhelming burden on his shoulders to build the base and baby-sit it for the entire game.  Instead, he can build the base and concentrate on motivating his squad leaders to take territories.  Since all vehicle build commands are handled "wirelessly", i.e. the squad leaders don&#39;t need to physically be at the base buildings to create units, the commander doesn&#39;t have to deal with a flood of build requests.

Territories:
At the moment there are 18 territories in this version.  Territories can be captured in any order.  Each territory provides one of three resources:  Oil, Ore and Energy.  You can only capture a territory using a Repair truck or an Ammo truck.

If you capture the territory with Repair Truck, a Level 1 Refinery is automatically built and your team gains use of that territory&#39;s resource.  The longer you hold the territory, the more a refinery will upgrade--to a max of level 4.  So at first you&#39;ll gain 1 unit of a resource, and an additional unit of that resource for each level.  Also, the refinery becomes more difficult to destroy for each level it gains.

If you capture the territory with an Ammo Truck, your team will not have use of that territory&#39;s resource, but you will gain a Level 1 Forward Base which will allow you to spawn and deploy vehicles from that territory.  As that base automatically upgrades over time, you&#39;ll have more units available there, and the building will become more difficult for the enemy to destroy.

The only way to take a territory from the other team is to destroy their forward base or refinery.  Then the territory goes neutral and your team can capture it with either a Repair or Ammo truck.

Strategically, it makes sense to only put forward bases where you need a foothold in enemy territory.  From there, you can create more supply trucks and send them out to other nearby territories for resource captures.

Resources
Oil and Ore are the primary resources needed to manufacture vehicles.  Energy is important for building speed.  The more energy your team has, the faster units will build.  Also, if your base buildings are destroyed, the more energy you have, the faster they&#39;ll repair.

You now can choose what sort of economy you want to play with:
    Resource Capacity Only:  Your can build anything you have the resource capacity to create
    Credit Economy:  You earn credits for capturing resources and earn more money the longer you keep them.  Those credits are used to buy vehicles.
    Hybrid Economy:  You must meet resource requirements and earn credits to build vehicles.


For example, if a unit costs 4 Ore, 5 Oil, and 1 energy and your team controls resources in that amount, then you can build that unit.  That cost of building the unit is not deducted from anything.  But if you lose a territory, then the resource loss is immediate and you cannot build that unit if your resource level falls below it.  Think of it more in terms of capacity.  Either your team has the resource capacity to build certain units, or it doesn&#39;t.

Building Vehicles
Action menus for each factory are no longer attached to the buildings.  Instead, all orders are handled from your -Status Menu-.  There&#39;s also a Help menu with information for beginners.  To create vehicles, you pull up your status menu.  This menu will show you which base buildings are online/offline.  Click on the base unit name and click the Inventory button.  Now you&#39;ll see all the available units at that factory.

There&#39;s no longer a need to "Upgrade" to advanced air, or advanced tanks, etc.  In order to use more advanced units, you need more resources.

How to Win
There are currently 3 ways to win.
1. Control all territories and your team wins immediately
2. If the enemy holds 3 territories or less, you can destroy their base to win.
3. Victory Point Control - If you choose this gametype, you must hold strategic points and run your opponent&#39;s victory point ticker to zero.

So in other words, during the mission, if the other team holds 4 or more territories, they will not lose if their base is destroyed.  Also, base buildings auto-repair so the commander no longer has to baby-sit them with the MCU.  The more energy resources you have, the faster they repair.  In other words, to cripple the enemy base, take away their energy territories and destroy a couple of base buildings to put them out of commission for a while.

Repair Pads
Each territory has a white Heli Pad which can rearm/refuel/repair all vehicles and even heal soldiers.  Only the team which controls the territory can use these pads.

UH60/Mi17 Tow script
The UH-60 and Mi17 can hitch and tow light vehicles and carry them across the island.  This is particularly important to facilitate the quick capture of remote territories, especially if you want to sneak one in the enemy&#39;s back door.

Ammo Crates
Any support truck - Fuel, Ammo, Repair - can drop ammo crates anywhere.

Join In Progress (JIP)
JIP works very well with only minor glitches caused by the ArmA engine itself.  Sometimes it doesn&#39;t exec all the code from the init.sqs file.

Known Issues
Some soldier cam bugs, mostly minor

Whew.  Well that covers the basics.  There&#39;s a help menu in the mission itself that can also help you out.  It&#39;s under the -Status Menu-.  I&#39;ll add to this if people have more questions.

SeppSchrot
Mar 29 2007, 17:40
Sounds very promising. Gonna upload and test it tonight.

Rumsfield
Mar 29 2007, 17:49
Well done as usual Karrillion&#33; Though, I wonder is there any chance of releasing a coop version anytime in the future?

Victor
Mar 29 2007, 18:07
1. This needs to be front page news on every OFP/ArmA site out there.
2. Thanks for accrediting me to the trailer http://forums.bistudio.com/oldsmileys/smile_o.gif

Now to business:

Quote[/b] ]Posted By Rumsfield:
Well done as usual Karrillion&#33; Though, I wonder is there any chance of releasing a coop version anytime in the future?
I believe he answered that.. kinda http://forums.bistudio.com/oldsmileys/tounge2.gif


Quote[/b] ]Posted By Karrillion:
RTS-IV is PvP MP only--no single player or coop has been built in. Basically, the AI would be too stupid to make the mission very enjoyable anyway.

The AI Are really dumb. They cannot shoot an aircraft out of the sky if their binary lives depended on it. So having the AI create a base from a random position and attack strategically --- and to make it fun and not insanely repetitive + the fact that after you play it 2 times, you know the AI&#39;s build/defence/attack habbits.. Crazyness.

Anyways, my hat is off Karr. http://forums.bistudio.com/oldsmileys/wink_o.gif

Hip&#33; Hip&#33;, Karray&#33;

Edit: Zig... Or Mr.Zig... or Sir. Zig had some suggestions:

Quote[/b] ]
Originally Posted by: Mr.Zig

I wrote down a bunch of ideas for rts4. check em out

In status-menu, make the resources on the left bigger (hard to see) and make it maybe only for your side, seeing the enemy&#39;s isn&#39;t that informative and just kinda clutters the area.

Markers should be just plain bigger.. Text is hard to read.

Be able to create groups at a time, and up the AI limit.

Make the que system like a real que system - able to put a bunch of units on a que so you can tend to other stuff.

An "AI-Helper" of sorts. AI-generals that will send out infantry with vehicles (trucks, uaz&#39;s etc), and tanks etc to friendly towns to set up defendable positions, or to enemy towns to attack them. Support AI could create refinery trucks that send out repair trucks to uncaptured towns, maybe with a truck full of soldiers to company him. All this Ai stuff will help take the load off players and keep the battlefield going, so that it wont just be a drag. I think the AI element would be the biggest game-play changer out of all of these.

Instead of choosing whether you want a town to be a refinery or a forward base, just make all captured towns forward bases.

A further idea, which might make it more like RWS im not sure, would be to make your primary base the first town you capture. This makes it so that the enemy wont just go looking for your base when they&#39;re bored, but just go for territories, ambush convoys etc.


Now I&#39;m sure you need a break Karr http://forums.bistudio.com/oldsmileys/wink_o.gif , a well deserved one too. So I say, let everyone soak the awesomeness in, and then when your up to it, add the eye candy.

I myself suggest:

Quote[/b] ]
*5t trucks act like 5t trucks.. not 500t trucks... A setVelocity in order? Perhaps BIS will fix instead hehe.
*Perhaps an ammo menu?
*Previous weapon loadout-saved to player to save them from going thru the troble of re-selecting all of their weapons.
*Save weapon load-outs if they leave the server for whatever reason.
*Dynamic Flags? The lesser amount of players, the lesser amount of flags - as to keep the action:bordism factor at a minimal and keep the action as high as possible? Currently, playing w/10 people could be fun but the battle is so stretched out that players hardly see eachother.
*Vehicle Locks
*Squad Creation and/or build ques. At least one or the other.
*While scripts initializing, could commanders click on-map to decide where they want to put their base? This would make "random base start" more random + you wouldn&#39;t have to drive to where you want the base everytime. You would be ready to go once the start. -- However I do realize that random/opposite side of map respawn is really a good idea too.
*Halo
*Voted Options? 1. Weather. 2. Time. 3. Start-up music after you die? http://forums.bistudio.com/oldsmileys/smile_o.gif
*Hitch manned vehicles?
*Hitched vehicles parashoot to the ground?
*Dynamic Soldier AI Limit? More players = lesser amount of AI? Although idk how JIP would work then.


Anyways, congrates karr on the hard work paid off. I hope this becomes extremely sucessful. It&#39;d be nice to have a 30v30 with everyone knowing what their doing http://forums.bistudio.com/oldsmileys/wink_o.gif.. Whew for that help menu.

SeppSchrot
Mar 29 2007, 18:19
Hmm. I died and had no longer permission to access the build menu after respawn. :/
"Only East com is allowed to access this menu" or similar.

Victor
Mar 29 2007, 18:23
When you die, the buildings have to rebuild. Once the structures are up and running again you should be fine. Have you waited for this?

SeppSchrot
Mar 29 2007, 19:21
No, I mean, I couldn&#39;t access the truck at all. There was the
MVT menu item available as action but when I selected it, it gave me the above denying message.

KaRRiLLioN
Mar 29 2007, 19:40
EDIT:  To get around that issue, simply build the entire base right away.  The script is supposed to reassign you as commander each time you die, but it can&#39;t since it never initialized a commander for the opposing team and is stuck looping, looking for a player on the other team to assign as their commander.  With AI enabled, that should fix it.

Decompile the mission first. To enable AI so you don&#39;t run into this issue, edit the description.ext file.  Change the disabledAI=1;
to
disabledAI=0;

BTW, Victor, the base only rebuilds if you drop from the server or JIP, not if you die.

@<hidden>:  The reason a coop/SP version wouldn&#39;t work well is because of the territories.  The AI won&#39;t destroy the buildings on the territories and so they&#39;ll never take them from you.  I&#39;m sure with an addon or something it could be made possible, but ATM it isn&#39;t.  You&#39;d probably need a new FSM module for the RTS AI to work properly as well.  I don&#39;t have the time for that.  

I made RTS-3 coop/SP enabled and I never once enjoyed playing against the AI.  There&#39;s nothing quite like PvP, IMHO.

@<hidden>:  Some of Zig&#39;s ideas are good, but it&#39;d detract from the strategy to make very single town a forward base.  The entire idea is to make the team make a strategic decision--what&#39;s more important, a forward base to deploy units and respawn from, or the resources?    It&#39;s all about battlefield flow.

I suspect it might take people longer to adjust to the concept than a simple "take the territory" approach, but in the end, it makes for more realistic warfare.

--For the marker size--I can&#39;t increase the size of the text, only the marker itself, and that doesn&#39;t increase the text size, only the icon.

--building a squad of AI at once is a good idea

--having a queue is something I might consider, but the reason I didn&#39;t include one is to keep the base from getting cluttered with unused built vehicles and also to keep people from making a ton of Cobras/etc at once.

--Status menu text-if I make it too much larger, it might run off the side of the screen.  And it wouldn&#39;t make a difference if I removed the other team&#39;s info, because the text size tends to run out of room vertically.  Also, I think it&#39;s a good idea to track the enemy&#39;s resources so you&#39;ll know where their weak spots are.  It&#39;s a strategic resource.

--dynamic flags would be very hard to get to work right.  What if you start with 4 people and then 20 more join?  It would be difficult to have the mission adjust.

--I prefer the random areas starts to commanders choosing a location.  9 times out of 10 both teams would choose the airport or some "perfect" location, and it&#39;d suck for gameplay.

Victor
Mar 29 2007, 22:48
Correcto on all points. This is a perfect example on how I don&#39;t think things through http://forums.bistudio.com/oldsmileys/smile_o.gif

russin
Mar 30 2007, 00:55
good job i am eager to try this out

ill toss it up on RoughNecks Server http://forums.bistudio.com/oldsmileys/notworthy.gif

KaRRiLLioN
Mar 30 2007, 04:10
Well we had some great games tonight. Had up to 43 players in one game without a hitch and 41 in another one.

The only issues I see are related to netcode--apparently AI created on client machines are not seen very well by other clients&#39; AI&#39;s. I&#39;ve tested building them server-side but that doesn&#39;t seem to make a difference.

Also, you can&#39;t get a count of units in another player&#39;s group either, and if you try to build AI server-side and join them to a player&#39;s group it doesn&#39;t work. I&#39;m pretty certain it worked in 1.02 with RWS, which operates on similar principles. I hope that gets sorted with 1.06.

BraTTy
Mar 30 2007, 15:44
I played some last night and this mission is awesome.
Blows BF2 or any other game outta the water.

You can make a squad and do work with them.This stuff is so kewl I can&#39;t wait to play later.

(will a engineer repair vehicles?) that would be kewl too.I skidded my chopper north and was stranded.Too much FUN&#33;&#33;&#33;

Great job Karrillion &#33;&#33;&#33;

causticwindow911
Mar 30 2007, 15:53
I really enjoyed what I played, although I have a few thoughts / suggestions.

1. Make the default lowest view distance 1000. 500 is really freaking short&#33; It makes helicopters frustrating to fly.

2. Increase tank / air build times slightly. The mission seemed really armor oriented. I understand why, and I would only propose maybe a 15-20 second increase at most.

3. More build time for special infantry units. Why does an AT guy cost as much as a rifle troop? What would be the point of even getting a rifle troop to begin with?

4. The ability to delete units out of ones squad.

[DirTyDeeDs]-Ziggy-
Mar 30 2007, 21:39
what? Karrillion has brought more fun to ArmA?

Who does this guy think he is? Bozo the Clown? http://forums.bistudio.com/oldsmileys/wink_o.gif








hehehehe thanks for your efforts, as always. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

KaRRiLLioN
Mar 30 2007, 23:19
Thx Bratty, and yeah Ziggy--I&#39;m Krusty the clown&#33;

@<hidden>

1 - you can change your view distance in the status menu at any time, up to a maximum of 3000. It&#39;s on the right side.

2 - I&#39;ll be tweaking values to balance things as it goes. I&#39;ve already upped costs and times for some aircraft.

3 - Infantry are sort of a gray area. The AI tends to be so stupid sometimes, that they don&#39;t seem all that valuable to me. Sometimes the AT guys engage tanks--sometimes the AA soldiers decide to shoot down aircraft. I&#39;ll adjust them somewhat, but BIS needs to improve their brain capacity a touch more.

4 - I&#39;ve thought of this one and I&#39;ll probably implement it at some point. I&#39;ll be designing a soldier-cam interface so you can watch any of your squad members from wherever you are, just like in RTS-3. I may add a button to delete them as well in case you get some idiot trying to swim the river or getting stuck in a bush. With the AI, you never know.

In addition, I&#39;m working on a command mode for the commanders, but I&#39;m still thinking it out. I want the commander to have the ability to create independent squads to guard territories, but I don&#39;t know if it&#39;ll work with the bug in the ArmA netcode as it is--units built on remote clients/server don&#39;t seem to be able to join a player&#39;s group, etc.

Anyway, thanks for the ideas&#33;

causticwindow911
Mar 30 2007, 23:53
Oh, so view distance is client side? I always thought that the AI would only engage at the max value of a view distance. Could that be why the AI doesn&#39;t engage sometimes, since everyone has different view distances?

I could&#39;ve sworn I tried to change my view distance multiple times, but it kept reverting back to 500m. I&#39;ll keep trying.

I played a little more today on your server with about 20 people - really fun. This is easily one of the best missions for ArmA right now, and it doesn&#39;t even require addons&#33;

Ozzzzzzy
Mar 31 2007, 00:55
RTS is great, bis should pay you. bonus money or something


-- Off topic ---

what would be cool if there was some way to make a trigger at the edges of a map north - south -east and and west where when you got to them they kicked you out of the server and into another server .with the same vehicles and ai u have . would make 4 an unlimited battle field.

KaRRiLLioN
Mar 31 2007, 01:02
Ozzzzzy--I&#39;ll get right to re-coding ArmA for that.  ;P

@<hidden> - Make sure you click the button to change view distance.  Simply changing the combo box to the number won&#39;t do it--you have to confirm it with a button to the right of it.

And TBH, I don&#39;t know if AI are constricted by view distance or not.  I&#39;ve had my squad AI shoot at stuff that was out of my view range plenty of times before.  And yes, it&#39;s client side.  Unfortunately, until 1.06 comes out, the haze in ArmA prevents a decent view even at 10K.

russin
Mar 31 2007, 05:49
it would be really cool to have the whole island to play seemed a little small for this style of play http://forums.bistudio.com/oldsmileys/rofl.gif

BraTTy
Mar 31 2007, 06:04
Yes and of course make one or more of the small islands a point.

Would make mandatory use of the chopper "hitch" feature

ck-claw
Mar 31 2007, 11:50
Uploading to =22SAS= public server now&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

Penfolde
Mar 31 2007, 19:16
hi-ya,

Could do with some installation help.

I&#39;ve place it into "mpmission"folder but the game dose not apper in my listing.

Q. is this the right place?

Penfolde http://forums.bistudio.com/oldsmileys/notworthy.gif

Victor
Mar 31 2007, 20:39
So how many flags are you planning on implementing again Karr? Total of 16?

KaRRiLLioN
Mar 31 2007, 21:28
@<hidden> : Yes, it goes in your MPMissions folder.  If you&#39;re trying to play it by yourself, you need to start ArmA, click "Play" then "Multiplayer".  When the server list comes up, click new.  It should then be selectable from the mission list.  

@<hidden>&#39;m looking over battle flow, etc.  I&#39;m gonna put up two versions for testing tonight.  Both with 16-18 flags, one which uses most towns on the south island, and one which uses part of north and south with Corazol at the chokepoint.

Just noticed there are 54 players on the server playing it right now.  I might hop in and see how ArmA handles that many peeps with this mission, lol.

EDIT: BTW, I figured out why AI were acting funny. Apparently the createUnit Array command doesn&#39;t transmit groups or something globally. I switched back to the old style createUnit and voila, all AI are fully engaged and active&#33; I use that term loosely, since AI are still idiots.

Dwarden
Apr 1 2007, 05:57
v2b fights were awsome ...

Sukhoi
Apr 1 2007, 12:53
Guys, yesterday I play some new mission from Karrilian, and it looks great&#33;
last version was beta 02.
And I make rar archive of two missions for hosters, and post there for people, who dont know, how to take it from the cashe, or just dont have a chanse to play this two new versions of RTS4.

PLZ, Download it and run ot the servers, becouse i cant play older versions&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

RTS4_beta02_CTI_MPMissions.rar (http://www.sukhoi.kiev.ua/downloads/RTS4_beta02_CTI_MPMissions.rar)

Victor
Apr 1 2007, 13:47
Perhaps a Beta02 Link would be best. I can upload any version of RTS to fileplanet and have it here for you to edit in main post if you&#39;d like. Sukhoi has done it already, but here&#39;s another link to the newest version of RTS (As of April 1, 8:00AM CST - Since you are a frequent updater I state time http://forums.bistudio.com/oldsmileys/wink_o.gif )

http://files.filefront.com/KaRRiLL....fo.html (http://files.filefront.com/KaRRiLLioN_RTS_Mapsrar/;7099101;/fileinfo.html)

This download contains: The Northern Area on the map as well as the Southern Area. (2 Different Versions). One thing I did notice karr, is that these versions lacked a version # in the mission name. (In-game the version displays but not in file-name). I was second guessing whether or not these were the newest one&#39;s until I saw the creation date for the file(s). Who knows, I probably wasn&#39;t reading it correctly http://forums.bistudio.com/oldsmileys/wink_o.gif

edit:
-- I could not agree MORE... AI Pathfinding is so horriffic, and it really takes this mission to expose this. How often do you have this many dumb ai running around? Think about 50+ people in a server, all with at least 3-5 AI.. That&#39;s around 250 AI units... All running into eachother and bottlenecking on certain ROADS and ugh&#33; I hope BIS plays this and goes, "OMFG&#33;@<hidden>& We Gotta Fix This&#33;&#33;&@<hidden>#&#33; AI&#33;* <-- Like its the end of the world.

general
Apr 1 2007, 14:04
After some playing, which was pretty fun (when it worked), I&#39;ve found a couple of things that I think you should change or add.

1: The MCU should start as locked and the commander should be the only one that can unlock it. This because we had to restart like 12 times because some idiot drove of with it.

2: there should be a limit in how many choppers and planes that you can have. Like 3 choppers and one 2 planes. This because when you&#39;ve got enough to build bombers and choppers it all becomes a big bombing run war where one side constantly tries to fight the choppers and planes of and the other side keeps attacking until they win.

3: you should be able to build defenses. Like fortresses, barbwires, minefields, sandbags etc. These should be able to be build by any close to a repairtruck

4: you should be able to build machineguns and grenade launchers.

5: there should be some kind of cheap AA guns.

6: You should only be able to drop a limited number of ammo crates from the repair/ammo trucks.

7: if you have a territory you should be able to add defenses to it. There&#39;s no challenge at all seizing an enemy territory as it is now. Basic defense could also be automatically created with a few soldiers and 1 or 2 machine guns around the territory, which could later be filled up with more soldiers and more machine guns.

causticwindow911
Apr 1 2007, 17:09
edit:
-- I could not agree MORE... AI Pathfinding is so horriffic, and it really takes this mission to expose this. How often do you have this many dumb ai running around? Think about 50+ people in a server, all with at least 3-5 AI.. That&#39;s around 250 AI units... All running into eachother and bottlenecking on certain ROADS and ugh&#33; I hope BIS plays this and goes, "OMFG&#33;@<hidden>& We Gotta Fix This&#33;&#33;&@<hidden>#&#33; AI&#33;* <-- Like its the end of the world.
I&#39;m pretty sure you&#39;re being sarcastic, but if you&#39;re not, even I was having trouble driving through Dolores last night. There was so much god damn garbage everywhere - turned over bmp&#39;s, helicopter hulls, unused ammo and repair trucks - that it made driving anything a challenge. It&#39;s not suprising that the AI can&#39;t handle hundreds and hundreds of objects everywhere.

First and foremost, I had a frigging awesome time last night. Me and my friend fought off attackers at an oil CP and certainly got our ass kicked. It was fun just trying to survive.

However, this game needs a lot of tweaking&#33;

The amount of armor was just absolutely ridiculous. I saw a column of about 7 Strykers driving down a road - persumably directed by a player using multiple AI - and there were Abrahms everywhere. There really needs to be a limit to how much armor can be taken out within a period of time, or just how much armor period. I gave up trying to attack Abrahams because I realized that same player could pump another one out by the time I destroyed it.

Gotta be a script to delete unused vehicles. It clogs the server up big time.

Limit the amount of AI one person can have, give them the ability to delete own AI units. Essential.

This next one is tricky: there really needs to be a variable resource. Perhaps money, or some sort of mineral, that can be used to buy 2nd hand or mercenary vehicles. It&#39;s a little crazy that you pretty much have to build a fire base to prevent total annihiliation, and it would be nice to be able to build something without needing a vehicle factory or barracks. How, where and when I&#39;m not sure. http://forums.bistudio.com/oldsmileys/confused_o.gif

Some other ideas:

1) instead of 24 minute days ( way too fast&#33; ) how about 30 minute days, 10 minute nights? Just make sure it syncs up with everyone.

2) Possibly link capture points to prevent "hot potato" gameplay, although I suspect due to the way resources work this wouldn&#39;t really work. It would be nice to have a &#39;frontline&#39; to fight for, though, instead of just flying around ambushing cp&#39;s alone. I also agree with the poster above me that having some really basic CP Defenses would help. Right now you just sorta fly around, destroy a CP and repeat about a million times.

KaRRiLLioN
Apr 1 2007, 17:47
I will be looking into a method for placing static defenses like MG&#39;s, etc, but when it comes to placing objects like sandbag fortresses, wire, etc.--those are considered buildings by ArmA, and as a result, their Position and Direction are NOT globally transmitted to all clients when built.  In other words, you might build a perfectly straight line of wire barricades and then be horrified when tanks roll right through them.  That&#39;s because the only position other clients receive is the initial placement of the objects.

Now you might wonder how I made the base buildings "grow" and collapse when they die--a lot of scripting and hacking around that limitation which basically boils down to client-side buildings + killed evenhandlers to link all buildings on all clients.

I&#39;ll be adding a new group list to the status list that will enable you to track your group units easily and disband those who you don&#39;t want anymore.  I&#39;ll eventually put in a soldier cam as well.

Now as for having issues guarding territories--it&#39;s always going to be a battle.  If you&#39;re playing with fewer than 12 people on your team, it&#39;ll be harder, because AI aren&#39;t that bright about it.  But you need to see the strategy.

First - Cap closest towns to you for resources.  Your main base will be the center of defense operations for those territories.  Assign other teammates to keep AI there.

Second - Look on the map for natural AI pathfinding bottlenecks and choose a territory just past it.  Get an ammo truck there and cap it for a forward base.  This new base will be your center of operations for territories on this side of the bottleneck.

You&#39;ll also want a forward base in other remote areas, but not too many, of course.  If you have to choose, always put a forward base in a territory with Energy as the resource, since energy determines building speed, and isn&#39;t necessary for more advanced vehicles.

Now build plenty of defenses at the forward bases and keep them safe until they get to level 4 so you can roll out the heavy armor.

One other thing--when you&#39;re talking about having issues guarding an areas because the enemy can keep pumping out heavy armor, I have to ask--where are you located and does the enemy have a Level 4 forward base nearby?  If they do, then you made a mistake trying to establish a base there without first destroying their forward base.  If you destroy their forward base, then their tanks have to come all the way from their main base and then you&#39;ll have more time to establish your own defenses.

What I&#39;m trying to say is--when the other team can pump out heavy armor and air units, it means you haven&#39;t been doing a good job at keeping their refineries down.

Last night when we played the North vs South version, we actually created a noose of territories that we tightened around the Blufor team until all they had left was the airport.  First, we established refineries in our own territories, then destroyed a forward base of theirs and established our own.  From there, it took them a long time to reach our FB with their armor so it was able to level up.  Then we built Strykers, etc. to guard it and sent out repair trucks to take nearby resources. Even though they kept destroying our refineries, our forward base established a strong presence and we could send out tanks from there to guard our refineries.  After that, we crept north until they had nothing.

Okay, this is a bit long, but what I&#39;m saying is, you already have the tools to play, you just need to analyze the situation and realize it.  TBH, static MG&#39;s and such aren&#39;t going to do much, especially when a sniper could take them out easily.  Having armored units guard is much more effective.

Aaaaanyway--last night we played some great games.  We had around 40 people--probably would have gotten more, but the server kept disappearing from the browser list, dammit&#33;  Many of us had over 30 AI and no lag.  It was AWESOME&#33;  ArmA like it&#39;s meant to be played.

Victor
Apr 1 2007, 19:00
More Ideas

1. Tactical Points. The more energy = the more tactical points.
2. Tactical Points can call in artillery. (Field Guns, Later on: Tomohawks, Nukes, Paradropped units over enemy territory, paradropped supplys with map-click.) Tactical Armaments would have a timer that the commander could see, and it would go down as if it were a vehicle building. Once Timer reaches 0, the commander can use it.
3. Bring 3rd person up in MCU. Even if disabled in game. Hard to preview buildings in servers with no 3rd person. MCU 3rd person should always be enabled. (Suggested by player in a UK server)
4. Help menu: Pictures? Beginner Menu/Intermediate Menu/Expert Menu?

I say the 3 menus because some people don&#39;t even know their left from right and when they start playing the complex world of RTS their little minds explode and just go blowing stuff up, or get bored. I would like to educate even the retarded and have good games every-time. If need-be... I can do the pictures if you provide the words, otherwise idk.. I just thought illistrations would suit well for super beginners + strategy&#39;s for expert would suit well as well.

Birgrim
Apr 2 2007, 00:45
I think something that could be of use would be encampments - I would have called them Forward operating bases but unfortunately, you already have those in the game. Anyhow, you could call them whatever you wish. These encampments could be made the same way the current ones are - with a truck - difference being, they would not require a ressource point.

You could use them to stage attacks from behind enemy lines and/or ressuply helicopters. They could serve as respawn points and also give people the option of spawning SF units.

You could limit them to the number of energy points a team has. Selecting them as a respawn location under the current system would list them as:

Forward Operations Camp EF-45(that being their position on the map.

Any idea if this is at all possible? It would give a more prominent role to the infantry, which is currently very limited.

Could make them look like this, too:
http://img472.imageshack.us/img472/874/newbitmapimage2yu6.jpg

KaRRiLLioN
Apr 2 2007, 00:58
I&#39;m not sure I want to alter the core gameplay too much.  Infantry were actually very effective in one mission last night.  Someone set up AI MG and AT soldiers along the corridor from Dolores to Ortego and they took out several of our trucks moving forward to cap.  I finally had to take a squad in to wipe them out.

Also, a squad of AT infantry single-handedly held off a wave of 3 BMP&#39;s from an enemy FB.  It isn&#39;t that their roles are limited, it&#39;s just that few people are trying to use them.  Build an MH-6 or another transport chopper and take a load of them to enemy-held areas, and you can do some serious damage.  Problem is, most people are not patient enough--myself included.  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

But I always use infantry plus armor to hold forward bases.

Also, I&#39;m making it so Level 1 forward bases have infantry available right away so as to increase their roles.

russin
Apr 2 2007, 02:35
possable to a make a 3-4 sided version

RTS/CTI needs to expand with ArmA 3-4 sides would be sweet http://forums.bistudio.com/oldsmileys/notworthy.gif

causticwindow911
Apr 2 2007, 03:24
possable to a make a 3-4 sided version

RTS/CTI needs to expand with ArmA 3-4 sides would be sweet http://forums.bistudio.com/oldsmileys/notworthy.gif
Oh man, an independent side would rule. Maybe they would have different objectives, such as holding at least _% of the map for a certain amount of time.

KaRRiLLioN
Apr 2 2007, 03:42
I scripted RTS to allow for a third side to be plugged in later, but haven&#39;t made a decision if/when I&#39;ll implement it yet.

There was a 3-way RTS-3 that MrZig and Korax patched together which worked fairly well.  If a side lost their base, they became rogues without a base and spawned at random locations.  It was interesting...

BTW a 4-sided wouldn&#39;t work well since civilians are viewed as neutral to AI, and if you join them to another side, i.e. Resistance, then they would be friendly to that team. Also, you&#39;ll achieve rogue status from killing them. So Civ&#39;s just don&#39;t work well.

BTW I updated RTS-4 to Beta02B along with several fixes/additions.  You can see those and the new download link in the first post.

russin
Apr 2 2007, 05:28
could you make it the entire island one side of island seems a little small when your use to HUGE http://forums.bistudio.com/oldsmileys/biggrin_o.gif http://forums.bistudio.com/oldsmileys/yay.gif

good Job &#33;&#33;&#33;&#33;

ill pop in for a game again sometime soon http://forums.bistudio.com/oldsmileys/notworthy.gif

Sukhoi
Apr 2 2007, 09:42
Hi KaRRiLLion. Thnx for the Job&#33; Good work&#33; We like it too much&#33;

So....
I think we have a big problem with aviation... becouse, player (in this 1.05 version) dont have a chanse to destroy enemy planes witch Shilka, or Strela...

Im usually play witch 25-30 bots in my squad, and ofcourse no one can swhoot to a plane when it fly low and slow. And if I have a Shilka in squad, they cant shoot to plane too. And What we can do its a just use our rifles...  http://forums.bistudio.com/oldsmileys/pistols.gif  or pistols...

P.S. Sorry for my english.
P.S.2: I would happy to meet in deseret witch enemy 4 playrs Vs 4 players witch 30 bots in each leader has. :-) It will be beautifful&#33;

Sukhoi
Apr 2 2007, 12:39
BTW I updated RTS-4 to Beta02B along with several fixes/additions.  You can see those and the new download link in the first post.
You shure is that link is to ne Beta02B files?
Looks like old version beta02.
Check PLZ

KaRRiLLioN
Apr 2 2007, 15:28
D&#39;oh. I forgot to put the "b" in the link. Link is now pointing to beta 2B.

Dwarden
Apr 2 2007, 16:51
Kar i noticed when i disconnect due to crash or freeze (i must thanks@<hidden> leak)

and when i reconnect into same slot then i still control my old AI
BUT AI looses theirs "original" orders and follows me to default formation
plus i dont see theirs numbers anymore on map

also i wonder if it&#39;s possible when someone disconnect to "transfer" AI control to server with "original" orders kept in place (after order like movement is done then they just stay in that area)

THEN after rejoining there will be option "RE-INIT" AI control which will transfer/update the AI list and keep the old orders ...

also IF above possible then i wonder if possible to create feature to "RELEASE" AI but &#33; not delete (ideal to build NPC defence perimeters) ...
e.g. place several AT units at key rocks set them to guard area and release to avoid list clutter ...

KaRRiLLioN
Apr 2 2007, 18:03
Dwarden, it would be very difficult to keep the AI with their original orders since the moment a player disconnects, the new AI leader will usually begin to hand out orders immediately. The reason the unit markers go away is because that script is executed when each unit is made. I&#39;m afraid I don&#39;t have a good method for solving that without changing the script to exec differently.

I have considered a command system whereby a team commander can create AI, give them some patrol waypoints and then release them on their own. I&#39;m afraid if I make that available to all team leaders then the server will be flooded with tons of independent AI and make the thing unplayable.

Problem is, I have a lot of other stuff to edit not to mention real life to attend to, so it may suffer a wait on some of that.

Dwarden
Apr 2 2007, 18:24
ok it&#39;s fine http://forums.bistudio.com/oldsmileys/smile_o.gif bugs first features then lol http://forums.bistudio.com/oldsmileys/smile_o.gif

btw. i played that Evolution COOP and i really like "ranking" system and it&#39;s ability to remember players stats even after disco/reconnect ...

maybe some sort of "team usefulnes" points ... e.g. for transporting troops, capturing areas, killing enemies etc ...

to avoid full mess by nubs ...

KaRRiLLioN
Apr 2 2007, 18:37
Yes, I&#39;d like to come up with a sort of ranking system to display things like that at the outro.

Player whose squad (including AI) captured most town, got the most kills, etc. Only problem is, I&#39;m not sure if kills by AI are tracked without attaching killed EH&#39;s to everything. It could get too messy to track some of that stuff though.

I would like to use something like that, however, to determine which players gain access to other features during the game. For example, your squad captures X number of towns, then you have the option to create independent squads like we spoke of above, or you gain ability to spawn an entire group in a short period of time, etc. Sort of to reward players who contribute to the team effort more than others.

And the Rambos would get rewarded with more expensive vehicles and inability to build anything. ;P

Jack-UK
Apr 2 2007, 18:53
Rambos? Sometimes i end up having to &#39;rambo&#39; cause my team doesnt support me :P or people are unwilling for me to transport them :P

Maybe more expensive stuff for people who don&#39;t do much at all :P

KaRRiLLioN
Apr 2 2007, 20:01
Just because you strike out to take territories, etc. on your own doesn&#39;t mean you&#39;re a Rambo--I&#39;m talking about someone who constantly builds choppers and tries to destroy the enemy base, etc without support but doesn&#39;t do a thing to help keep the team&#39;s territories.

Some of it is hard to quantify anyway. RTS-3 had a system called XP - experience points that you earned for capping territories and other tasks to keep the war engine going, but I never implemented the rewards for it because I got burned out by version 1.52.

Sukhoi
Apr 2 2007, 21:41
Guys, we have some one Big problem: its a unlimmited vehicles per side... http://forums.bistudio.com/oldsmileys/sad_o.gif
I like system with "money" like in MFCTI.... and this is a limitation of units for each squad.
You dont shot enemy or lost too much soldiers - you cannot bye vehicles... or soldiers. And people who do this well, cen bye everything: tanks, chopters e.t.c.

Mayby you KaRRiLLian can realise some system witch some points. It Will be very usefull, and make side balance more interesting.

And this system help players to stick together... becouse if you have a good team, you loose less units&#33; Just think about it.


and, waht is about limit (per side) to 2 planes? or make a lot of time to build 1 plane (like 10-15 min. real time&#33;&#33;&#33http://forums.bistudio.com/oldsmileys/wink_o.gif

thnx for all

HellToupee
Apr 2 2007, 21:48
what about having mobile spawn points for infantry, like apc or truck, so they could be useful offensivly. You could have limits like an apc cpuld have have only 6 spawned people at a time running around, where a truck could handle more.

KaRRiLLioN
Apr 3 2007, 01:45
Sukhoi, this is why your team must constantly attack the enemy territories and resources.

In RTS-3 and CTI where you earn money, halfway through the game, you normally have enough to build an army all your own.  In RTS-4 you can cripple the enemy supply lines by destroying their refineries, and the results are instant--they cannot build certain units anymore.

Think about it in terms of capcity.  In RTS-3 and CTI you continually earn money so even if you lose some territories, you&#39;ll still have plenty of money to keep going.

In RTS-4 you must concentrat all your offense on the enemy territories--not their base, at least not until you&#39;ve beaten them down to 3 or less territories.

Anyway, this mission is far more strategic than RTS-3 ever was, simply because it relies on a supply model.  No longer can you run freely in a fast motorcycle or chopper to capture territories--instead you must do it with supply convoys.  I think the depth works much better there.

That said, yes, I agree the heavy jets and choppers should take longer to make.  At the same time, human players can easily defend against them with 2 people and AA launchers in a strategic position.

@<hidden> - The forward bases do exactly what you want but better. I&#39;ll soon be adding in the ability to create a full squad + transportation so you can take them wherever you want. That would be virtually the same as what you&#39;re thinking because a forward base already spawns you deeper into enemy territory and you can build AI immediately after making one--in Beta02 at least.

EvilNate
Apr 3 2007, 05:25
Awesome mission there kar&#33; Been having lots of fun playing it. http://forums.bistudio.com/oldsmileys/pistols.gif

Sukhoi
Apr 3 2007, 05:28
That said, yes, I agree the heavy jets and choppers should take longer to make.  At the same time, human players can easily defend against them with 2 people and AA launchers in a strategic position.
AA launchers and Shilkas or Vulcans, cannot hit Plane if it throwing bombs from High Alt... becouse Bis forgot to make Shilkas And Volcanos to attack the planes... http://forums.bistudio.com/oldsmileys/banghead.gif
And when I have 3 Shilkas... 3 positions of AA soldiers around the base, plane can easy throw bombs to our base or position...

and when i see a plane like a target, and give command to attack plnae, it already at our own base http://forums.bistudio.com/oldsmileys/smile_o.gif)

In real life, military forses have SAM`s http://forums.bistudio.com/oldsmileys/wink_o.gif) not A Shilkas or Strela launchers... Vs Aircrafts.

And bots sometime are very stupid to defend positions like people...

Thnx if you realise long time to Deploy Attack Chopters and Planes.

Victor
Apr 3 2007, 09:04
Hmmm:

1. Reward/Ranking System (Inc. AI) would be nice.
2. Vote Menu: Random Weather/Fast Time Option?
3. Timer: If game goes on for over 2.5 hours, give ability for ether team to distroy eachothers base.
4. Ammo Crates: Dependant on your rank, the more you can build.

Note for 1: I remember playing a 2GB Addon Version of CTI and on this menu was a score sheet menu that showed the actual score. By this I mean it was more accurate than pressing "I", but this score sheet contained all unit type kills, town captures, current unit count, (rank), and all kills by both the player and their AI. In a neat and organized menu, that displayed this in a list form, also displaying all other players on his/her side.

Note for 3: I say this because some games are evenly matched. Your team could be down in the dumps, trying to retake territories consistantly... and the enemy team could be doing the same... I&#39;ve played in other RTS 4 hosted servers and noticed this. The game simply sometimes is a stalemate... and the ability to distroy the enemy base after a given time. Would be grrrrreat.

Note for 4: In the beginning of the game, you would not have a certain individual spamming ammo crates left and right because their rank is low. If there rank was high, they obviously know how to play and their mentality not to spam ammo crates is probably much higher than if they had a rank of... lets say Private, or Rank 0. I&#39;m sure there is other ways, I&#39;m just giving my 2 cents.

==================================

That&#39;s all for now.

Dwarden
Apr 3 2007, 09:44
i wonder if it is possible to limit somehow number of airplanes (not copters) by e.g. adding control tower structure which upgrades over time / nr. of captured territories or so ...

also as i found out that spawned ammo crates are instant AI pathfinding killers (ai vehicle ram into it and keeps on max speed)

if it&#39;s possible add some sort of check to prevent crates creation on roads &#33;

richard_dean_anderson
Apr 3 2007, 12:47
I&#39;ll soon be adding in the ability to create a full squad + transportation so you can take them wherever you want. That would be virtually the same as what you&#39;re thinking because a forward base already spawns you deeper into enemy territory and you can build AI immediately after making one--in Beta02 at least.
What exactly does this mean?

Like you can have 10 guys added to your squad, starting in like a truck/chopper at the base?

I thought it would be sweet if instead of having them spawn one-by-one at the barracks, bases, etc., you could have your new soldiers dropped, all at once, at your position from an AI-piloted blackhawk. From there, they will join your squad and the chopper will go back to the base so other squad leaders can use it.

Like if I lose all but like 2 of my squad, I could just run to a safe place and order up what kind of guys I need, and have the AI attempt to drop them right on me. As it is now, I can train them, but then I have to worry about making a vehicle, loading my guys in it, and transporting them to where I need them, where I will probably abandon the vehicle anyway.

Just an idea.

KaRRiLLioN
Apr 3 2007, 14:47
Basically what I&#39;m thinking is that you could select a vehicle, i.e. Truck or UH60, etc. and instead of clicking "Deploy Manned" you&#39;d have an option to deploy it manned with the cargo full of AI.

What I may do is create a squad menu whereby you can customize a squad to your exact liking up to a certain limit, i.e. 20 units per squad.

So you&#39;d enter the Customize Squad menu and select how many Riflemen, AT, AA, MG, Grenadiers, etc. you want in the squad and then save it to one of 2-4 custom slots. Then when you&#39;re deploying from barracks or whatever, you&#39;d have the option to deploy one of your custom squads and have them board a vehicle of your choice.

When you create the squad, it would still take as long as usual if you were deploying them one at a time, but it would be automatic.

If you wanted them to paradrop to your location, then you could build a UH60 and have it fly over then make them eject, or have the pilot disembark.

I&#39;m also going to port my HALO script from OFP at some point so you can have AI HALO into territories in an orderly fashion.

It&#39;s something I&#39;ve been toying around with for a while, but I&#39;ve had a lot of other junk on my plate. The other top item on my list is to fix up my old Weapons Loadout dialog so we don&#39;t have to worry about popping out ammo crates all over the place.

Keep the ideas coming&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Sukhoi
Apr 3 2007, 15:29
Basically what I&#39;m thinking is that you could select a vehicle, i.e. Truck or UH60, etc. and instead of clicking "Deploy Manned" you&#39;d have an option to deploy it manned with the cargo full of AI.

What I may do is create a squad menu whereby you can customize a squad to your exact liking up to a certain limit, i.e. 20 units per squad.
I like this idea witch manned Truck or BH&#33;&#33;  http://forums.bistudio.com/oldsmileys/yay.gif
Becouse i`m waste a lot of time to do this.

btw: I`m write at our country forum, manual in russian "How to play RTS4... for dummies"
I Hope it will be useful for someone ,who speak russian.
Описание: RTS4 - Что это? И как в него играть? (http://www.armedassault.kiev.ua/forums/showpost.php?p=5462&postcount=19)

Victor
Apr 3 2007, 15:47
This is becoming Chaotic&#33; I suggest to the posters to post the ideas in an orderly listed fashion and have a description following.

IE:

Quote[/b] ]
1. Idea
---Ex.
2. Idea
---Ex.
3. Idea
---Ex.
4. Idea
---Ex.


That&#39;a way if the idea is complete hogwash, Karr can skip it completely http://forums.bistudio.com/oldsmileys/biggrin_o.gif

--Ah yes. The ol&#39; Ammo Script. Sounds kewl, forgot about that.

richard_dean_anderson
Apr 4 2007, 02:34
Basically what I&#39;m thinking is that you could select a vehicle, i.e. Truck or UH60, etc. and instead of clicking "Deploy Manned" you&#39;d have an option to deploy it manned with the cargo full of AI.
Yep, I like this idea too.

KaRRiLLioN
Apr 4 2007, 02:47
Well this is what I have so far--I&#39;m still working out a couple things, but you would go to this menu and customize up to 4 squads any way you like, up to 20 units.  You can add/remove or clear a squad list.  Then you can deploy any squad from the Barracks or a Forward Base.  They&#39;d still take the same amount of time to create as if you were clicking the button for each one, but this works better.

I looked at deploying them already in the cargo of a vehicle, but decided that would add some unecessary complications.  First, it&#39;s only one more button click to deploy an empty vehicle, and then another to tell your group to get in.

Here&#39;s a look at the menu:

ftp://addons:corn@<hidden>/RTSCustomSquadMenu.jpg

Stickler
Apr 4 2007, 04:12
I was reading the debate about 3 to 4 sided games for this and I was thinking about another possible strategy or maybe even resource to the game. You commented about the civilians being neutral to the AI until they&#39;re joined to your team, could this be a trigger based on who owns the territory.

For example: Let&#39;s say you come upon an enemy forward base or an enemy controlled city and you prepare to attack it. Well from what you&#39;ve seen there isn&#39;t a whole lot going there, possibly because everyone is out assaulting another base, and when you attempt to enter the city you find yourself being shot at by the civilians because they&#39;re allies with the occupying army. But let&#39;s say you&#39;re able to destroy the enemy forward base and capture the town. Now all those people fighting against you are fighting with you when you find yourself besieged by the enemy. This could allow players and the commander himself from having to babysit territories if there are already a sufficient number of civilians already there. Of course the civilians must be armed so crates could appear throughout the city and when contact is to be made an order from the commander might allow civilians to grab ammo and weapons from the crates to prepare to defend the city until help arrives.

KaRRiLLioN
Apr 4 2007, 04:45
The problem is, the Civs will never see west as an enemy. You&#39;d essentially have to join them to a friendly squad. I thought about making Infantry dependent on another resoure: Manpower that you got from Civ&#39;s by taking territories, but I think the overhead might be a bit much, and it also might be confusing.

Still, it&#39;s an interesting idea. I just have only so much time to implement some things.

HellToupee
Apr 4 2007, 06:32
@<hidden> - The forward bases do exactly what you want but better. I&#39;ll soon be adding in the ability to create a full squad + transportation so you can take them wherever you want. That would be virtually the same as what you&#39;re thinking because a forward base already spawns you deeper into enemy territory and you can build AI immediately after making one--in Beta02 at least.
Still think some kinda mobile spawn would be good tho mainly since well its mobile u can move around not orginating from a fixed postion http://forums.bistudio.com/oldsmileys/smile_o.gif

Sukhoi
Apr 4 2007, 11:28
Still think some kinda mobile spawn would be good tho mainly since well its mobile u can move around not orginating from a fixed postion http://forums.bistudio.com/oldsmileys/smile_o.gif
if you saying about spawning like parachute jump, in any position on the map... I think this is Sucks... go to C&H.

to KaRRiLLian:
How if think... is it possible to make selectable function when starting a map like "1 life game" :-) without respawn http://forums.bistudio.com/oldsmileys/smile_o.gif for hardcore fans players. http://forums.bistudio.com/oldsmileys/pistols.gif All noobs will die in first 10 minutes, and all real mans will fight like a Dogs&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Victor
Apr 4 2007, 19:20
Just take out the respawn script Sukhoi http://forums.bistudio.com/oldsmileys/wink_o.gif and host it yourself.

So in order to build a squad, will you need a certain rank? Or will everyone/commander have this menu?

KaRRiLLioN
Apr 4 2007, 20:30
I think I may come up with a ranking system. I&#39;ll start everyone at a rank of Seargant or something, and as they do team-oriented things, they&#39;ll earn better ranks. As you earn better ranks, your ability to deploy more AI in a squad will go up, you&#39;ll be able to use squads, and you&#39;ll have access to better vehicles.

I&#39;ll have to think through exactly what sort of tasks will be available, but it&#39;ll be something like that.

If I do that, I&#39;ll try to make it so if a player disconnects, it&#39;ll save their stats for a reconnect.

eddyD
Apr 4 2007, 22:26
we cant rearm the harrier afther we drop the boms
only the bullets are rearms
maybe a bug ? or forget put the boms and rockets in the ammotruck ?

KaRRiLLioN
Apr 4 2007, 23:21
Ammo Trucks have a single value called ammoCargo which can rearm any weapon for any vehicle UNLESS you have completely used all the ammo for that weapon. Then it will not rearm you. That&#39;s an ArmA bug.

BUT, if you land on the white repair pads at the towns you control, you can repair/refuel/rearm even if you have 0 ammo.

KaRRiLLioN
Apr 5 2007, 04:28
UPDATE: RTS-IV Beta02C is now available. New in this version is the Custom Squad configuration menu. Now you can customize up to 4 squads and deploy an entire squad at a time from the Barracks or a Forward Base.

See the pic in a previous post for a screenshot of the new menu.

Look in the first post of this thread for the download link.

Ozzzzzzy
Apr 5 2007, 08:13
Hey, I think theres a bug when a chopper rearms at a hellipad u cant target it. happened twice, dont now if the helipad had anything to do with it just saw him use it.
jets are tuff to defend against. great work. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Birgrim
Apr 5 2007, 10:15
Hey Karr, with the upcoming 1.06 patch and the fix to the viewdistance you have any plans to mod the TOW and AT-5s to include a better optics? 4x would go a long way. Or something like this (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=60305;hl=tow)

Got to give infantry a fighting chance with 3000m viewdistance and all that. Might even make strykers and BMP&#39;s more popular. Shouldered AT weapons dont cut it anymore at these ranges.

Sukhoi
Apr 5 2007, 12:09
Hi Again :
Some tips "to meka it better"

1. Flag near Dolores city, so, If we make a forward base in this sity, bots are spawn near the water, and have a problems with movments...

2. If it possible to add for this misions option, to set different day time? Morning, Evening, Night?

3. When im selecting in Status Menu "Invertory List" I cannot exit from meny by clicking button "Exit Menu" (saw this problem in Vehicle factory, and Aircraft Factory invertory list).

Anyway, ranking system to set priority what units players can use or not, will be the bestest way to resolve this problem.

Victor
Apr 5 2007, 16:47
Suk...

Lemme Address these questions for you...

1. Spawning units inside Dolorez is bad. Especially near the water. AI PF will lead them into the water under the bridges anyway.

2. Already has been Suggested/Requested.

3. This also has already been addressed. Both in TS, the server, and this thread (somewhere).

--------------
There will not be a 1.06 patch. The version will be 1.07.
--------------
The reason for a selectable view distance is strictly for a users PC preformance. Adding distance-shooting ability for AI/Tow Missles make it unfair for those with, say 2000m view distance.
--------------

Birgrim
Apr 5 2007, 19:22
The reason for a selectable view distance is strictly for a users PC preformance. Adding distance-shooting ability for AI/Tow Missles make it unfair for those with, say 2000m view distance.

Its currently deemed fair for tanks, aircraft and helicopters. I dont see how a higher view distance would advantage someone with a TOW anymore than it already does with tanks and aircraft. Come again? http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif

How do you think anyone in an APC, car or on foot is going to survive with 2000m view distance against tanks with 3000m? Considering the only things that will be able to engage anything at those range will be tanks and aircraft? I know you guys REALLY love your tanks but really, unless TOW Strykers, HMMVWs and their opfor equivalent are given the same effective range that tanks have, the game will degrade into nothing more than a glorified berzerk airport. Tank sitting on a hill 3000m away shooting everything that moves in the base? In berzerk it was manageable until now because they were still within shoulder-fired AT weapons, but what at 3000m?

Dwarden
Apr 6 2007, 00:19
i think this is talk about mission concept not "addon" modification (like TOW optic change) ...

nothing in ungood but i&#39;m sure Kars todo list is already huge enough ...

who knows maybe BIS solve this in upcoming patch(es) ...

Stickler
Apr 6 2007, 05:56
A suggestion for resources and squad mechanics. Please understand that this by no means is a request to add these to a wish list or to do list, rather consider them or maybe use them to expand on already existing ideas.

-For resource gathering I was thinking rather than using purely credits like money, why not force the player to capture certain areas to generate the kind of item they need. This would be in tandem with the forward base and production facilities. For example to use tanks or other more advanced vehicles, you must control a certain building or structure such as a vehicle factory. These structures of course would not be built by the player but already exist in certain cities thus creating static objectives that teams fight for rather than erect afterwards. This structure would then, when captured, allow the team who captured it to use the options available with it. Another could be, to use air support such as airborne troops, or air strikes, you must capture an airport. Others may be an ammunition dump or depot to allow teams to use more advanced weapons. I say this because this can make certain places more valuable than others. It can also give opponents a way to shut off production to the other team. And if the enemy shuts off your ability to make tanks then you&#39;d be haulin ass to defend or take back that point. As a side suggestion for this area why not create a sort of supply depot somewhere that may increase either production or rate at which materials are transferred (Units and buildings build faster and convoys move faster.)

-Second idea revolves around squad mechanics. Would it be possible to create role specific squads such as an assault squad (Heavier weapons,) Medical Squad (This squad may be able to use vehicles to get wounded out of battle,) Engineer Squad (Used to create vehicles or structures such as sandbags, set up defensive measures ie. mines. Engineers might also be required to erect any and all buildings or structures needed to progress.) etc. This might allow players to focus on certain aspects of the game rather than everyone trying to rush to the territories and everyone defending at once. Also having specialized squads may give some squads some slack for example if an assault squad has just captured a city, an engineer squad can come in and set up certain defensive measures allowing the assault squad to watch for a counter attack or move onto the next objective. Medics can be called in with a chopper to heal wounded while the remaining soldiers can secure an area for the medics to work. Think Close Combat or Company of Heroes type squad selection.

-My final thought pertains to gameplay and/or base layout. Because you already have everything coded I only wish you think about this for any future projects or patches. Going along with the resource suggestion above, why not eliminate any need to build structures to generate units. Instead why not use the factories or buildings provided to create units. These in turn would turn into convoys that would go where they are needed. This is based heavily on the idea of a supply depot. When a unit is created they may, depending on proximity, appear or go to supply depots from which players pick them up or do with them what they will. Supply depots would be hubs for supplies and vehicles. If you need ammo call up a supply depot for a convoy of supplies. All vehicles and supplies, when idle, can congregate to these places. These of course would be ideal objectives for the enemy to capture or attack because not only would it destroy a good chunk of the player&#39;s supplies, but may allow the enemy to use whatever they capture.

These ideas I believe could open many doors to new strategies as well as create a living breathing battlefield that, without each piece working, could be victory or defeat. PM me if you have any questions.

Dwarden
Apr 6 2007, 10:31
ok i got some "minor" requests http://forums.bistudio.com/oldsmileys/smile_o.gif

1)
i wonder if it&#39;s possible to use kegetys spectator script modded to see my AI squads movement on map (movement target and path to it, targets firing on etc)

also such modded script may allow to use multiple commands queue
(do A then B then C, like move to this tree, then to this rock then to this busH) while keeping all steps visible on "tactial commander map"


2)
i really wish that AI start to use ammo crates, ammo resuply vehicles WHEN out of AMMO and "no enemy in sight",
same goes for healing and repairs (it&#39;s pain in ass trying to command dozens soldiers to just reload some ammo) ...

e.g. You build 2 vulcans are dedicated AA , attach to them one ammo truck so they really use it after out of ammo

3)
air drop (ammo) , will be nice to be able use transport copters to drop ammo (on parachute) ... i know this may looks like BF2 but no forget that game even exists http://forums.bistudio.com/oldsmileys/smile_o.gif
needed AI manned UH-6 with engineer onboard &#33;

4)
officer / commander unit => should be able to take command of "wandering" AI nearby (join them into own squad) and call in air dropped supplies

5)
engineer team (AI manned repair truck + engineer) with ability to repair bridges
maybe also ability to lay down minefield (small 2x2, medium 3x3, big 4x4)

6)
after AI receive "STOP" command then auto execute "engine off" command for all AI drivers in any ground vehicle

7)
new structures
- complex with "oil tanks" to hold spare oil for "worse" times http://forums.bistudio.com/oldsmileys/wink_o.gif ... (lovely target for any diversion or air guys) ...

- warehouse to hold spare ore for "worse" times http://forums.bistudio.com/oldsmileys/smile_o.gif

8)
commander option to upgrade forward bases / resource centers with some AI squad to guard ...

ok enough for now http://forums.bistudio.com/oldsmileys/smile_o.gif

Victor
Apr 6 2007, 10:57
I&#39;m going to be honest... There...is.. just...too many words in here to keep up with... my brain hurts

HellToupee
Apr 6 2007, 11:32
if you saying about spawning like parachute jump, in any position on the map... I think this is Sucks... go to C&H.

No more like what halftracks do in Company of heroes, they serve a purpose of spawning replacement squad members which is not in any position.

If u want to parachute jump anywhere on the map u can just use a helecopter.

IceShade-
Apr 6 2007, 15:18
this movein driver [MCU]

NUFF SAID.

(Move the commander, at the start of the mission, in the driver slot of the MCU. This will prevent MANY restarts and delays)

Edit:

One ammo crate per truck would be nice. This to prevent massive ammo crate spam done by idiots.

Georilla
Apr 6 2007, 16:13
I agree with IceShade about the commander in driver spot..

Since today I got pis**d off, a guy took the commander spot, while it was his FIRST TIME.. Tip: NEVER TAKE COMMANDER SPOT WHEN ITS YOUR FIRST TIME&#33;&#33;

But that wasn&#39;t the major problem, he started to teamkill everybody etc.. after 15 minutes.. we finally kicked him out and could start properly.. but of course, the enemy already had about 6-7 flags in their hands.

So generally, please, pick the commander spot when you played RTS before&#33; And the TK&#39;ers, no comment, every serious guy knows what to do with them.. with 1 command..

- Georilla

KaRRiLLioN
Apr 6 2007, 17:30
@<hidden> - a lot of what you&#39;re suggesting sounds very similar to what already exists in RWS - Real War Simulator.  That&#39;s a mission I made for OFP and ported over to Arma, but I haven&#39;t messed with it for a while.  Basically your team starts off with a supply truck (the only way to cap territories), and you must cap territories in order.  Each territory gives you certain assets, i.e. vehicle factory, etc.

The commander can assign roles to teammates, i.e. Pilot, tanker, infantry and whether or not they can deploy vehicles, etc.  You only have a limited inventory, and once you&#39;re out, you&#39;re out.

That mission takes almost too much teamwork, so it&#39;s really hardcore.

@<hidden> - 1) I&#39;ll look into modding Keg&#39;s script more once I have time, but I&#39;m not certain I&#39;ll make it that detailed.

2) - might be possible with a looping script on AI.  But I don&#39;t really want to have a script looping for every AI.

3) - Hmm, not sure.  I&#39;ll be working on an improved ammo loadout menu, etc. and a better way to distribute ammo as well.

4) - Most wandering AI are probably in someone else&#39;s squad already.

5) - Might be possible, but I won&#39;t get to looking at it for a while.

6) - not sure I can make that happen with reliability.  AI tend to turn their engines on and off themselves.

7) - I&#39;d prefer there be no resources to "cache".  Instead I want effects of losing a territory to be immediate.

8) - You can already build custom squads now and send them to guard any bases - as of Beta 2C.  I&#39;ve improved upon that for Beta 2D.

Whew.

Well, I&#39;ve added some more stuff for Beta 2D, but I&#39;ll probably hold off on release until I add a few more things.  Basically, I color-coded the custom squads, so when you deploy them, they deploy to team red, blue, green or yellow for easier control.

There still needs to be an easier way to select only one team than with the command button.

I also added "Flyinheight" option over the group list so you can have any AI flying aircraft fly in at a specific height.

I put a paradrop option on the transport helo&#39;s so you could have an AI pilot take over a squad, fly at a certain height, and then paradrop the crew in an orderly manner without you ever having to leave the base.

My main two goals next are to finish modding Kegetys&#39;s spectate script to filter out units not in your group and to make a new ammo loadout script.  I may make it so you can only get ammo from support vehicles and take away the option of building ammo crates since that just leads to clutter.

@<hidden> - I don&#39;t really want to add spawning in chutes--I&#39;d prefer to keep spawning limited to the base and forward bases.

@<hidden> and pirate2 - I&#39;ll look into that. The MCU is supposed to be locked and only the commander has the key, but apparently it doesn&#39;t work right ATM. I can&#39;t just move the commander into the truck since he has to deploy first--and if I mess with that, I might screw up some timing on the JIP stuff.

Okay, my fingers are tired of typing for now, so that&#39;s it &#39;til later.  http://forums.bistudio.com/oldsmileys/smile_o.gif

Thanks for all the suggestions and keep &#39;em coming&#33;

richard_dean_anderson
Apr 7 2007, 00:58
3)
air drop (ammo) , will be nice to be able use transport copters to drop ammo (on parachute) ... i know this may looks like BF2 but no forget that game even exists http://forums.bistudio.com/oldsmileys/smile_o.gif
needed AI manned UH-6 with engineer onboard &#33;
Yeah, I think that&#39;s a good idea, sorry if its too bf2 for anyone.
Being that the chopper will have to take off, fly to your position without being shot down, and then drop the ammo makes it quite different than BF2 where it just magically drops to you.
Thats why I like the idea of having an AI blackhawk pilot (in it&#39;s own group, commanded by no one) being able to drop new AI guys, who will then join your squad.

Remotely training a new squad, then ordering them to get into the newly-deployed chopper, directing them where to go/land/disembark is just too much work, especially if you are simultaneously trying to regroup/heal etc. the remaining squad members that didn&#39;t die in the firefight you were just in. Hitting so many function keys isn&#39;t that much fun, especially when the guys you are deploying from the barracks show up right away on the list as soon as they get out of the barracks.

Also, isn&#39;t there a way to set the respawn to "group" and then when the last group member dies, you respawn at the base like normal?
As far as I know, thats still not possible. But, wouldn&#39;t that be nice if it was?

Dwarden
Apr 7 2007, 12:34
Kar point 8 was about AI defence "independent" on player control ...

just to avoid easy "siege" of forward bases, resources and own fabs ...

also RND auto AI patrols around Barracks/Air/Vehicle/Naval Factory prevents sniper camping (killing spawned players entering game) ...

Jack-UK
Apr 7 2007, 14:44
Just been playing for a good few hours on your Bootcamp server http://forums.bistudio.com/oldsmileys/biggrin_o.gif Great map, got a few bugs such as the chopper spawning inside the hangar and exploding :S and some random code errors appearing. But as expected for a beta http://forums.bistudio.com/oldsmileys/smile_o.gif

And Dwarden: Its quite easy to defend a particular base IMO. I spent over an hour trying to capture a well defended airfield base. And i still never completely captured it. So if the players are good enuff, it can be defended fine http://forums.bistudio.com/oldsmileys/smile_o.gif

Keep it up Karr.

Dwarden
Apr 7 2007, 18:39
yes but then i do nothing else than just trying protect one single factory ...

some little offload of work to AI would be welcome ...

Jack-UK
Apr 7 2007, 22:42
Well yeah, thats what i mean http://forums.bistudio.com/oldsmileys/wink_o.gif It was basically defended by AI. They flew a couple of MI17&#39;s and para&#39;ed them into the base and i couldnt break through the sheer amount of AI. Despite sending trucks of them in myself http://forums.bistudio.com/oldsmileys/biggrin_o.gif

An occassional resupply and it defends well http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Turkmenbashi
Apr 8 2007, 07:34
I will have your babies if you make a Ground War version.

Victor
Apr 8 2007, 07:39
lmao... Perhaps have cargo boats or something to take use of the small boats we currently have instead of some huge frigates. Perhaps a no 3rd person. No Map. Random Weather. Advanced Only Version. Now that would be wicked awesome&#33;

But its best to get the core version nailed down before making a shabam more different types.. Cuz then you&#39;d have to re-release new versions like crazy.

But a North version would be sweet http://forums.bistudio.com/oldsmileys/smile_o.gif It takes that stupid mountain out of the way.

HellToupee
Apr 8 2007, 09:58
@<hidden> - I don&#39;t really want to add spawning in chutes--I&#39;d prefer to keep spawning limited to the base and forward bases.
I never said anything about chutes, that was Sukhoi&#39;s interpretation of the word mobile, i meant in the style of like company of heroes, which has foward garrisons but also apcs that can reinforce squads. I like the mobile option as some guy in a tank usually just parks on a hill and pops anyone comming from a fixed base.

KaRRiLLioN
Apr 8 2007, 17:26
@<hidden> - what do you mean, a ground war version? No aircraft of any sort?

@<hidden> - I get your point about static bases becoming camp zones. If I allowed a mobile spawn point, it&#39;d only be for respawning players--not for creating AI infantry. Still, I&#39;m not sure it&#39;d mesh very well with the way I want things to work.

@<hidden> - I&#39;ll be making a North version, and also an entire island version which uses most of the towns. I might call that one RTS-IV Infinity, because that&#39;s how long it&#39;ll take to play it.

First, I&#39;ll be revamping a couple of things. First, I&#39;m going to create a multiplier that will adjust the costs of different items depending on the number of flags. That way, I can add in more or less flags and the costs will adjust for the vehicles so things don&#39;t get entirely out of whack.

Second, I need to get the ranking system in place so it&#39;ll remember player&#39;s scores when they leave and come back.

Don&#39;t know when I&#39;ll get to doing that, but it&#39;ll be soon.

KaRRiLLioN
Apr 8 2007, 17:47
BTW - just posted RTS-IV Beta 02E for download. See the first post in this thread for a link and for the changelog.

Jack-UK
Apr 8 2007, 19:58
Changelog looks good&#33; I&#39;ll try it out once it gets uploaded to some servers tomorrow http://forums.bistudio.com/oldsmileys/wink_o.gif

KaRRiLLioN
Apr 8 2007, 20:32
It&#39;s already on my server (see my sig) and I&#39;m sure some people will be playing it. I&#39;ve seen afternoon crowds (eastern time U.S.) playing on it regularly.

Dwarden
Apr 9 2007, 20:33
1.
i guess i found little glitch , when i try deploy manned BMP ambulance it only fill queue but nothing appear after it&#39;s done ...

2.
another problem is i getting once or twice per RTS-4 session this error:

" No entry bin&#92;config.bin/CfgWeapons.M16A4GL"

3. in version E barracks are not repaired back after destruction ?&#33;

KaRRiLLioN
Apr 10 2007, 01:47
M16 error is because I forgot the underscore in "M16A4_GL" in the loadout script. It&#39;ll be fixed next version.

BMP ambulance has been that way since the start...just keep forgetting to find the correct class name.

Barracks should auto repair so long as you have enough energy. At 1 energy it&#39;ll repair very slowly, so it might not appear to be repairing. I didn&#39;t touch anything with regards to the base units, so that&#39;s probably what it was--or some random glitch.

Dwarden
Apr 10 2007, 01:49
strange all others structures were repairing yet barracks "vanished"

noticed this already in 3 games (all on east side)

KaRRiLLioN
Apr 10 2007, 04:52
D&#39;oh I figured it out. I found out that this has actually been going on a while because I forgot about one publicvar in the JIP script. Will be fixed for the next release.

Thanks&#33;

general
Apr 10 2007, 10:58
It would be nice if you could set up a limit for the planes as AIs will
NOT fire at them. Shilka or AA they wont fire at them. So unless
you want to have half the team defending the base with AAs you&#39;re
toast. And even if you do you need to hit them in their approach
which can be quite hard. They&#39;ll keep bombing again and again and
again and again. Shilkas wont stop them at all. Well, maybe if they
are flying at 200 km/h but they don&#39;t.

Maybe you could give the Americans a Humvee that&#39;s got a good
radar and is equipted with AA missiles, instead of AT. Or maybe
something like in MFcti where there were HE cannons. That made it
almost impossible to just fly in with choppers or planes without first
taking out the HE cannons.

Dwarden
Apr 10 2007, 11:41
It would be nice if you could set up a limit for the planes as AIs will
NOT fire at them. Shilka or AA they wont fire at them. So unless
you want to have half the team defending the base with AAs you&#39;re
toast. And even if you do you need to hit them in their approach
which can be quite hard. They&#39;ll keep bombing again and again and
again and again. Shilkas wont stop them at all. Well, maybe if they
are flying at 200 km/h but they don&#39;t.

Maybe you could give the Americans a Humvee that&#39;s got a good
radar and is equipted with AA missiles, instead of AT. Or maybe
something like in MFcti where there were HE cannons. That made it
almost impossible to just fly in with choppers or planes without first
taking out the HE cannons.

or just deploy SAM sites or AA based on ships (finally NAVAL factory gets use) and vehicles http://forums.bistudio.com/oldsmileys/smile_o.gif

for that use MANDO missile script with heat guided missiles
http://www.flashpoint1985.com/cgi-bin....t=60537 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=60537)

also You can use same script to give copters and airplanes countermeasures against guided missiles ...

You can use same script to build vehicles with anti Air-Land missiles (this force players to actually use and deploy land troops first to disable enemy AA and anti missile batteries prior use of own air in area)

also ships can contain some Sea-Ground , Sea-Sea missiles too again in Mando script http://forums.bistudio.com/oldsmileys/wink_o.gif

SAM coverage should be done similar like e.g. in KP CTI on this screenshot ofcourse adjusted to dynamic objectives and main base (factories) area

http://img204.imageshack.us/img204/6338/samchartdc4.jpg

general
Apr 10 2007, 13:45
that would rock http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Jack-UK
Apr 11 2007, 15:16
Thats a nice plan Dwarden =)

Ive seen videos of Mando missile and it seems very good, and its just scripts so no addons required http://forums.bistudio.com/oldsmileys/smile_o.gif

Does it work well in MP tho?

KaRRiLLioN
Apr 11 2007, 17:05
ATM, I&#39;m working on a new ammo loadout menu so players don&#39;t have to use the typical menu on the ammo crates.  What I&#39;m wondering is how I should handle ammo crate deployments--or if at all.

I&#39;ve recently put a 30-second delay between when you deploy a crate and when you can deploy another one to cut down on the actrocious crate-spamming I&#39;ve seen.  I might get rid of the crates altogether and simply attach the menu to an ammo truck or other support vehicles.

Got any thoughts on that?

Also, I&#39;m looking at an entire island and a north-island version, but the terrain in the north certainly presents some challenges.  Anyone have ideas for ideal territory placement?  Note that there needs to be some space around the flag for the repair helo pad and for the refinery/forward base.

Jack-UK
Apr 11 2007, 17:39
Yeah 30 sec delay would be good, and maybe a max limit.. say 3 per repair truck.. I mean, with the amount of repair trucks used in any one game it should be fine with a limit.

Opticalsnare
Apr 11 2007, 17:51
Need to sort the Anit-Air Defences man serously. We had 8 shilkas postioned alround the base and when the enemy jets came along they didnt do anything and our base got bombed to shit. http://forums.bistudio.com/oldsmileys/confused_o.gif

rekster
Apr 11 2007, 17:57
1st Great mission as always from Karrillion. I always enjoy your maps. Good balance between realism, and fun factor.

My two cents on the ammo crates vs menu system.

- I would vote for a menu system
My Reason Why
1 - Would help with JIP since when a person joins they do not need to update map as to were all ammo boxes are.
2 - Menu System could be built as a seperate script, that could be used for other missions, such as Coop and C&H
3 - Menu Sytem could be built to allow plug-in of add-on weapons as they become available in the future. (Thus elimate multiple crates in future missions, to support BIS and Add-On Weapons)
4 - Can provide a cleaner, easier way to reload / rearm
5 - Could be used as a rearm script as well for vehicles (Perhaps even allow different loadouts for aircraft and such)

- What ever direction you decide to go, I am sure us ArmA fans will still enjoy the mission you put out.

- Thanks for RTS and look forward to future version along with other mission from Karrillion.

KaRRiLLioN
Apr 11 2007, 19:21
Thanks for the input.

The new weapons loadout menu I&#39;m working on will feature customizeable loadouts that will be saved, so each time you come to an ammo crate you&#39;ll be able to pick weapons a la carte, or simply select a custom loadout and load up with the click of a button. It&#39;ll operate very similarly to the menu I had for RTS-3, except I hope to fix up some of the clunky scripting I had in it since we can now get all the weapon info directly from the config files instead of having to store it all in arrays.

@<hidden>: The AA is a braindead AI issue, not an RTS-4 issue. The problem lies with the ArmA AI. I plan on implementing a new independent squad feature that Mr. Zig is working on, because it seems that AI controlled by the server seem to do a lot better at engaging. I hope that BIS will fix this issue for the next version though, because these Shilkas/Vulcans are deadly in coops when the server controls them. Main thing I want to avoid is having a trillion independent AI deployed because the server will start to croak, I&#39;m sure.

Dwarden
Apr 11 2007, 22:51
well consider size of Truck let say 10 crates fits inside http://forums.bistudio.com/oldsmileys/smile_o.gif

reload menu directly on trucks should be possible too

why both ? well ammo crates can be usefull when trying establish some choke point with infantry defense and avoid easy detection by vehicle
(vehicles shine on radar like "BOMB ME PLEASE" mark)

what is my main wish is IF You can modify ammocrate deploy script to prevent crate being "spawned" at roads &#33;

p.s. about new menu system how that affect AI ability to take or reload ammo for theirs weapons ?

KaRRiLLioN
Apr 12 2007, 01:02
If an AI activated it, the dialog would pop up for the player and then he could load them with a custom loadout or select the weapons ad hoc.

Ozzzzzzy
Apr 14 2007, 22:38
Hey KaRRiLLioN, I was wanting an infantry version of this so i unpacked it and started looking around. looked like you set it up to help other people change it. I changed the buy ammounts to make it more 4 infantry. I also made a 6 flag map 4 smaller servers, just moved the other flags to islands and disabled hitch. hope its ok?

richard_dean_anderson
Apr 14 2007, 22:49
I for one would say that a more infantry-oriented version would be nice.

KaRRiLLioN
Apr 15 2007, 01:17
That&#39;s perfectly fine with me. You can actually delete the unused flags--just make sure to remove the EXEC statement for those flags in the rts-territoryInit.sqs script. That&#39;s where all territory names and monitoring scripts are exec&#39;d.

Just make sure to edit the vehicle values in the rts-build-unitarrays.sqs script--that&#39;s where all plug-n-play info is kept for the units themselves. With only six flags, you&#39;ll have to lower costs for some units or else you can&#39;t build them.

TBH, Infantry have played a huge role so far, espeically guarding territories. With the Custom Squad menu, you can create up to 4 different customs squads by team color for different duties. I usually make a mix of MG&#39;ers and AT&#39;ers for my refinery defense. Then you deploy the entire squad and create a perimeter. They eat tanks for lunch.

Also, they&#39;re great with the Paradrop script, because you can fly a chopper-full and drop them behind enemy lines. Works wonders.

I hope to make control of all those units easier at some point, because ArmA unfortunately doesn&#39;t keep the group list well organized.

Dwarden
Apr 15 2007, 21:29
in version J i noticed these bugs:

1)
create AI manned repair or ammo truck and order it to cap flag (Vallejo ore for example)

seems like driver is immortal until he reacts (start fire / move)]

i got situtation we unloaded to him 100s shells w/o effect ...

2) Littlebird helicopter spawn under rotor of Mi-17 (maybe uh too) causing often people to crash (plz increase space between)

3) i crashed while hitching vehicle ...
as weird result my next copter was missing the "hitch" and "paradrop" commands
yet they appeared on someone else copter built prior, if i destructed them both and built new one all was fixed http://forums.bistudio.com/oldsmileys/crazy_o.gif


and one suggestion : allow team to vote new Commander if commander leave if possible http://forums.bistudio.com/oldsmileys/smile_o.gif

Nicolas Eymerich
Apr 17 2007, 07:06
Hi Karillion,

I&#39;bve downloaded yesterday the mission but i was unable to play it.

In particular, after The deploy what is supposed for me to do?

I mean, I&#39;ve bring the Ural near a mine but I&#39;ve received this message:

This flag is under civilian control.

(don&#39;t remember the sentence exactly)

And I&#39;ve received this message bringing the ural in 3 diffwerent place... http://forums.bistudio.com/oldsmileys/huh.gif

- Some suggestions:

I&#39;ve noticed that when you load the mission there&#39;s a second before luanching the black screen.

Have you tried to launch the black screen (titlecut) in the init field of the soldier instead that launching it in a script?

Regards,

Nicolas

http://forums.bistudio.com/oldsmileys/smile_o.gif

KaRRiLLioN
Apr 17 2007, 15:32
I put some detailed instructions in the first post of this thread that might help you.

Basically when you start the mission, you need to build your base with the truck, aka the Mobile Construction Unit or MCU.

Click the "MCU Menu" item in your action menu, and then select the building you want to create, then click the Deploy button.

Also, the mission is meant for Player v Player, so you might not have much fun by yourself.

I have decided to include coop/single player at some point in the future, but only if I can overcome a few limitations, namely idiot AI.

@<hidden>:

1) I&#39;ve never seen that happen...must be an ArmA netcode issue

2) I&#39;m trying to figure out a better way to control the creation of vehicles, especially with large numbers of people. In the latest versions, I have AI made at barracks/vcl factory move out to a random perimeter position so they don&#39;t block up the area. I may try to randomize the spawn locations for vehicles a little so they&#39;re not all bunched up in one area. In addition, I might add a script to remove certain vehicles if they&#39;re not used at all within a certain period of time--i.e. they were built, but a driver never got in--then it&#39;d remove it in ten minutes or something.

3) That is not a result of crashing. When you build a new vehicle, it sends out a public variable so all clients on the server will add the actions for Paradrop and Hitch. Sometimes, another vehicle is created at the same time, and the public variables collide and screw things up. In RTS-3 I added a button to the main menu that allowed players to "login" to nearest vehicles. I may add a button so you can stand next to the vehicle and click "Login" and it will add the actions to it as a backup in case the publicvariable gets messed up. This will also help those who JIP to add the actions to all the vehicles that were created before they joined.

I&#39;m also getting close to being done with the new Weapons loadout menu. I hope to get it done this week--it&#39;s been a PITA to lay out.

Nicolas Eymerich
Apr 18 2007, 06:36
Also, the mission is meant for Player v Player, so you might not have much fun by yourself.

Quote[/b] ]

Also, the mission is meant for Player v Player, so you might not have much fun by yourself.



that was the missing thing...

Okay&#33; Thank you.

Regards

Nicolas

http://forums.bistudio.com/oldsmileys/smile_o.gif

Breeze
Apr 18 2007, 11:29
Karrillion the air in Arma seems a little to superior to our vulcans and shilkas is there any way you&#39;s consider adding the mando. missle as an addon

shiner
Apr 18 2007, 13:51
Very nice, but it seems to me this game will require large player populations to be fun. Any chance you could have "defensive squads" automatically spawn in to protect the control zones? After each upgrade they could spawn in more troops/armor and become harder to capture. I know the commander could also spawn squads and send them around the map, but why put that burden on him/her. Let the players do the assaulting the the AI the basic defending.

Victor
Apr 18 2007, 16:14
Newest Version of RTS as of yesterday (April 17th, 2007). 6 Versions after E. This is version K.

Download (Click Here) (http://dodownload.filefront.com/7274736//7cb4078f421aafefd2ca9adbf45858327e01bce395cae992c8c4cfb922388ad5357e1803a0edd71a)

This is the north south version only. I don&#39;t have any K version on the south end. Only reason I&#39;m posting this is so that servers hosting RTS can host the most latest version possible.
===========================
@<hidden> Breeze: Personally I think Karr should wait until their are a considerable amount of addons released before adding them to his missions due to the insane drop-off of amount of players. If your going to loose 50% of the crowd on your server, be better to have 50%+ more addons to your arsenal http://forums.bistudio.com/oldsmileys/smile_o.gif. It&#39;d suck to loose 50% of your crowd for 1 addon. And only adding an addon version adds to the north version, the north-south version, and instead of having to edit 2 missions everytime a new update is done, he&#39;ll need to update 4+. Idk about him, but I&#39;d go insane http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Dwarden
Apr 18 2007, 18:08
Newest Version of RTS as of yesterday (April 17th, 2007). 6 Versions after E. This is version K.

Download (Click Here) (http://dodownload.filefront.com/7274736//7cb4078f421aafefd2ca9adbf45858327e01bce395cae992c8c4cfb922388ad5357e1803a0edd71a)

This is the north south version only. I don&#39;t have any K version on the south end. Only reason I&#39;m posting this is so that servers hosting RTS can host the most latest version possible.
===========================
@<hidden> Breeze: Personally I think Karr should wait until their are a considerable amount of addons released before adding them to his missions due to the insane drop-off of amount of players. If your going to loose 50% of the crowd on your server, be better to have 50%+ more addons to your arsenal http://forums.bistudio.com/oldsmileys/smile_o.gif. It&#39;d suck to loose 50% of your crowd for 1 addon. And only adding an addon version adds to the north version, the north-south version, and instead of having to edit 2 missions everytime a new update is done, he&#39;ll need to update 4+. Idk about him, but I&#39;d go insane http://forums.bistudio.com/oldsmileys/biggrin_o.gif
well thats why i like addon pack like 6th sense ... all in one http://forums.bistudio.com/oldsmileys/smile_o.gif

simple installer, simple online update (via opensourced wget) ...

Breeze
Apr 18 2007, 18:55
I understand your point but I only allow people on my server to play this mod if they join us on team speak.

I love the mod and the tactics behind it I have a large enough crowd rthat we usually have at least 20 people at a time with Teamspeak so addons will not be a problem its on a passworded server anyway.

Got tired of the assholes coming in and spawning 200 ammo crates

Silver Surfer
Apr 20 2007, 08:57
Hm well I am not sure why the "Ammo truck" dosent´t have ammoboxes anymore but the repair truck does. Today I also realized that so long you dont have a decent AA system, its basicly only about who is able to build a couple LGB planes first and bomb the shit out of the other base. Its takes a lot of fun out of rts in my personal opinion. Maybe it would help if you are required to hold an airport to be able to build planes (maybe only on it).

Dwarden
Apr 20 2007, 10:05
what ? removed crates completely ? ... nooo i need that feature for infantry based defense points ...
keep at least some way (air drop of crate w/e) ...


(truck equals BIG SIGN saying "BOMB HERE")

Breeze
Apr 20 2007, 11:40
I hear you on the plane issue and the AI in this game is dumb as hell too

I asked Karrillion to add this

http://www.terra.es/personal2/matias.s/mandomissile.htm

and theres an AI booster as well

If he adds this for me I will host it at my site for anyone who wants it as long as he is ok with it.

Silver Surfer
Apr 20 2007, 16:40
I read that the AI behavior is a BI problem but this influence the game play this badly that you should think about a work around until BI fixed the problem(s) and we all know BI is not exactly fast in solving bugs .... or why setpos getpos still dosent work in mp.

KaRRiLLioN
Apr 20 2007, 18:37
I&#39;ve looked into the Mando Missiles, and apparently, they&#39;re scripts, not addons. So if I do add them, it won&#39;t require people to download any addons. I just have to find instructions on how to add the script functionality.

I wouldn&#39;t remove ammo crates, but I&#39;ll be looking at ways to keep crates off roads. Unfortunately, even 5 gigs of scripting couldn&#39;t account for every imbecile on the server. And all support trucks have ammo crates--ALL of them. But sometimes when a vehicle is created, due to lag or something beyond mortal control, the action doesn&#39;t get added to the truck.

And yes, the AI aren&#39;t that great, ATM. I suspect it has something to do with netcode, although server-controlled AI seems to be smarter than player-controlled. Perhaps because the server is always tracking everything, its AI know where the enemy is faster.

And setPos getPos does work fine in MP. I think you&#39;re thinking about the issue with static objects like buildings not being able to be moved in MP except by the client that created them. This is not a bug--it was done that way on purpose to optimize the netcode for Arma. Basically it keeps the server from having to broadcast the condition and position of any building. It was a PITA to script around, but it can be done. Perhaps they&#39;ll make an exception class to this so we can have specific buildings that we can use as they were in OFP.

@<hidden> - I&#39;ve thought of that, but really, it&#39;s up to the players to coordinate that kind of defense. Players have choppers and transport, not to mention the ability to create custom squads, so they just need to paradrop their troops where needed. At some point I might give commanders the ability to deploy certain "independent" squads which would be server controlled, but could be directed by the player. That would keep the group list from getting hopelessly cluttered as it does now.

Silver Surfer
Apr 20 2007, 19:33
Well maybe that wasn´t the best example ... my point was that there are a lot of serious bugs in ArmA that are already written in the ArmA bug tracker AND confirmed but not fixed yet.

The setpos thing I was talking about is that you are unable to lift objects on a level of 2 meters for example to build a wall or something the server will put all objects on the ground.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
obj1 setpos &#91; getPos obj1 select 0, getPos obj1 select 1, 2&#93;
[/QUOTE]

this inside the Init of any object wouldnt work (at least on my ded server). If you know how to do it please tell me because I couldn´t find out.

Breeze
Apr 20 2007, 19:58
There is an addon for the server AI also I will post it here hopefully it also is scripts

Dwarden
Apr 20 2007, 23:37
this one ?

http://trac.6thsense.eu:800/arma/trac/wiki/6thSense.eu%20AIM

Breeze
Apr 21 2007, 16:42
No that wasnt it but if it worked that would be great, I found one more thing that kept things uneven it seems the red team can not really engage in air to air combat while blue team can this is a problem.

Dwarden
Apr 23 2007, 17:07
once again typical problem "who is our commander" ?

easy way in menu to see who is actual active commander ...

plus if possible voting for new commander ....

thanks

Victor
Apr 23 2007, 17:11
Errm... Since the commander only has to make 3 buildings... it&#39;s apparent to me that the commander must not have been there @<hidden> the start of the game. Wouldn&#39;t it just be smart to start the game with present commanders?

Dwarden
Apr 23 2007, 18:01
not sure if RTS related crash to desktop but may be:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Client&#58; Object 156&#58;120 &#40;type AIStatsMPRowUpdate&#41; not found.
Received 63, expected bool
Unexpected message data &#40;message struct NetworkMessageUpdateHelicopter, item pilotGear&#41;
Before &#40;0x00000051&#41;&#58; 00 00 20 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 01 01
Current &#40;0x00000071&#41;&#58; 3f
[/QUOTE]

and another suggestion ... remove very fast any wrecks in spawn areas (especially airfactory) ... these helicopters vrecks tends to bounce etc...

KaRRiLLioN
Apr 23 2007, 19:01
Never seen that crash bug before, but I doubt it has anything to do with RTS, since it&#39;s obviously a random config issue. I&#39;ve had times where for some reason I&#39;d get an error when the SU GBU was built and then couldn&#39;t see the cockpit, even though I could see the cockpit of the other SU fine.

BTW, quick and easy way to see who the commander is--just click -Status Menu- and the commander is listed for each team on the left along with the other stats.

I will eventually fix the script which automatically re-assigns a new commander when one drops from the server, and also a way to choose another commander. But it really doesn&#39;t matter that much if the base is already built because the commander doesn&#39;t have a responsibility past that.

And I&#39;m still looking into Mandoble&#39;s Mando Missiles, but he told me they&#39;re not MP tested yet.

I&#39;m optimizing some scripts, and I&#39;ve added in double-clicking for menu items, and the ammo script is mostly done, aside from a few bugs. Once I get that sorted, I&#39;ll release Beta 3.

Jack-UK
Apr 23 2007, 21:08
Sweet, mando missiles could completely change the game http://forums.bistudio.com/oldsmileys/smile_o.gif

Arms race http://forums.bistudio.com/oldsmileys/biggrin_o.gif

KaRRiLLioN
Apr 24 2007, 00:53
Well I&#39;d just like somed AI AA that actually works&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

White935
Apr 24 2007, 08:45
ah dwerden haha i saw you on the server yesterday, and yeh the server crashed.

i&#39;d suggest the possible of stationary defense to be built. ect bunkers, mgs , and perhaps then some aa site, a small wooden wall ( sand bags formed in a four egde bunker) with 3 respawning ai&#39;s in it, working as a structure (so it can be destroyed) the ai&#39;s would have aa launchers and would rearm automatic, working as a automatic aa site. ?

colligpip
Apr 24 2007, 08:55
that is a good idea we need AA please. I was playing the other day and was getting pummeled as no AA AI.

Dwarden
Apr 24 2007, 10:19
lol that human squad of Bluefor yesterady can tell You that single man can put huge fight (even tho with nearly no resources left)

i was holding like 4-6 humans + theirs AI alone for 30m

Breeze
Apr 24 2007, 11:28
The Air to air plane on the red team is also not working properly giving blufor a huge advantage

Jack-UK
Apr 24 2007, 15:57
Well I&#39;d just like somed AI AA that actually works&#33;  http://forums.bistudio.com/oldsmileys/biggrin_o.gif
yeah lol, they only seem to work when u get a whole squad of them and then they all fire in sync and it becomes hard to dodge :P

colligpip
Apr 24 2007, 17:01
I was playing this afternoon and was wondering if there could be an option that an equal number of flags could be captured at the start, so that there could be a full scale assualt from the start then work backwards. This i feel would be more like there had been a build up of arms and then the battle commences. O well just an idea i had whilst playing.

Jack-UK
Apr 24 2007, 18:19
Personally i love the start of the map, find the spot to build the base, build it, then a rush to grab the towns, who dares wins.
then you gotta fight to keep control and take over the enemies. Its cool http://forums.bistudio.com/oldsmileys/smile_o.gif

colligpip
Apr 24 2007, 19:44
NO i like it as well- but i would like the option to play a different version that had an equal number captured. A kind of quick start version - either one side would dominate really quickly or you would get a really good slug out in the middle.

Jack-UK
Apr 24 2007, 20:25
Hmm i suppose yeah for a quicker game that would be a good idea, u could always play a reduced version of the map. Dont expect Karr to release many versions until the original is perfected http://forums.bistudio.com/oldsmileys/wink_o.gif otherwise u got way too many copies to keep sync with.

KaRRiLLioN
Apr 24 2007, 22:42
Well, I thought I had the core down pat, but since I&#39;m modifying the custom squads to include mechanized units, I&#39;ll probably re-write a couple of scripts for the sake of optimization.

I&#39;m also pretty much done with the new Weapons Loadout Menu, but there are a couple of niggling bugs that I need to quash. Right now the Loadout Menu can be used to rearm any soldier in your group. There&#39;s a group list in the menu that shows all members, and you simply select the custom loadout and double-click on the unit you want to rearm, or click the "Ream All Units" button and it&#39;ll rearm everyone.

Just a few minor details to take care of and I should have Beta 3 ready soon.

Doolittle
Apr 25 2007, 04:23
KaRRiLLioN, I don&#39;t have AA yet but it&#39;s nice to see you on here and very active with it&#33; I look forward to playing RTS4 as well as ripping up the .pbo and looking over your scripts. I don&#39;t envy these "first coders" (you) who are figuring out all the bugs with BIS&#39;s script code.

Anyways, NICE WORK&#33;&#33; Very impressive&#33;

Doolittle

colligpip
Apr 25 2007, 21:32
I was wondering could there be an option to make this never end. So for instance if once side wins the game dosnt actually stop. I find it a bit annoyoing when you have a big assualt lined up and then the game suddenly ends. I would prefer it if it carried on but the losing side could be totally beaten into submission and perhpas if the barracks was destroyed be able to respawn somewhere else on the map with a sqaud of insurgent like troops that could gradully take back flags or just disrupt the winnig side. Its just a bit final when it ends I quite often could carry on setting up ambuses for repair trucks and blowing up factorys etc.

Dwarden
Apr 25 2007, 22:47
maybe add mission with both sides getting main base on some "outer" island ...

such base gets huge AA, land and navy defense (so it can end but needs HUGE effort) ...

or simply such base is invunerable ...

and rest is just endless fighting over all cities on both island (ongoing war)

colligpip
Apr 26 2007, 00:01
yes thats a good idea. I think that you should be able to attack the main base but it should be almost impossible. Or perhpas if mcu/base get destroyed you have the chance to repostion it anywhere on the island but can only make barracks and some light vehicles perhaps - kind of simulating resistance movemnt.

KaRRiLLioN
Apr 29 2007, 00:49
Actually, I like being able to win at some point. A persistent war would be fine if there were hundreds of players all at once...but I think that will have to come once they optimize ArmA more. http://forums.bistudio.com/oldsmileys/smile_o.gif

INNOCENT&CLUELESS
Apr 30 2007, 10:50
@<hidden> KaRRiLLioN:

After lots of games on RTS4 servers I must say I love it, but to add some more reality I wanna make some suggestions:

1.) The Truck race: After mission start it matters only who has the closest and best roads to the towns gets the best resource flow. There I like the crCTI approach of a 3rd force.

2.) Resource management: I like it, much better then in crCTI where just money matters. But the thing with 1 item only in queue makes it unhandy.

3.) Majority of airforce: ArmA as such as well as OFP didnt match air and AA very well. In RTS4 it means: Once you have a harrier, you can toast your enemys resource buildings, shilkas and AA soldiers can do almost nothing. Remove all air attack until more addons available and/or configs are more RL

4.) bug: I lost several times the commander ability - after building MCU/SLA and attempting to use it it says suddenly "ONLY EAST/WEST COmM...isa allowed to use...bla"

5.) can you move comm duty? If not pls introduce as in crCTI, current comm can give comm to any other. If comm leaves, next in line becomes comm.

Cheers and thx for the excellent map&#33;

KaRRiLLioN
May 2 2007, 18:21
1) I thought of adding RACS to the towns, but TBH, it&#39;d slow down the gameplay a lot.  Even though one team may get an early jump on towns, I&#39;ve played plenty of games where the team with fewer towns at first comes back strong.  If you have team members who have strong logistics skills, you&#39;ll find yourself ahead.

2) The reason there is no queue is to prevent people from spamming a lot of vehicles.  You can still make your own custom queue if you create a custom squad.  In the latest versions, I&#39;ve added armored units to the custom squads list.

3) In the latest versions, GBU planes and attack choppers are much more expensive and take longer to make.  With the new ammo menu you can carry more AA rockets with you as well and load your AI with more.  Now it&#39;s much harder to completely devastate a team with GBU&#39;s unless they really suck.  I&#39;m still looking into Mando missiles, though.

4 & 5)  I&#39;ll be fixing the commander auto-reassign script at some point, and add in a way to change it.  But once the base is built, the commander isn&#39;t that important.

I&#39;m inching closer to Beta3.  I may add in one more thing for Beta 3--the ability to do player upgrades with your rank points.  For example, the AI limit might start out as 10 units per player.  For a certain number of rank points you could upgrade that to 15 and so forth.  You could also purchase field repairs, etc.  Rank points are earned by capturing territories, destroying enemy refineries/forward bases, and by killing enemies.  I&#39;ll be figuring out some other ways to earn points as well, so team players will get the benefits.

Now I just need time to work on it.  http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Breeze
May 2 2007, 19:22
I agree 100% and the bombers are so devastating alot of our guys can dive bomb not even needing a sighter and we bomb 2 energy spots and then the base, game over.

Also the begining truck race would be alot better with the AI resistance. I think what I like about this most is the fact that it instills team work from the very begining.

What I like about RTS over CTI is first off the amount of players the lack of need for a commander for the entire game and the addition of some territories being more important than others. These elements really do it for me and make me want to run this map all the time the other thing I love&#33;&#33; RTS join in progress works it works without crashing to desktop and as much as I love CTI if Join in progress does not work properly we will never have it on our servers.

I do not like how Arma itself has rendered the Vulcan and Shilka useless against airplanes. either that or stingers should kill a plane their first shot. Ground troops should be motivated to take out air defences before getting airplanes enter an area by what it costs the team..

Right now as soon as we can make a plane everyone on the team can make one same time and send it to the airbase queing 20 at a time if they want because they all have their own que. The air is just to strong for the game to have balance

colligpip
May 2 2007, 22:00
As much as i love this mission ive kind of stopped playing it untill something is done about the air. It really is too hard to knock out jets in this game. If infantry aa shikas etc worked better it would be fantastic. Please I beg you for some anti air that works. Perhaps the patch 1.07 fixes this

Dwarden
May 2 2007, 23:52
Kar i was thinking bit and i came over this minor request :

split air vehicles production to
Hangar = airplanes
Helipad + some house/tower = helicopters

this solve problem with airplanes surrounded by spawned helicopters etc http://forums.bistudio.com/oldsmileys/smile_o.gif

thx for considering

KaRRiLLioN
May 3 2007, 00:29
Yeah, the AAA and AA suckage do hurt. The good thing is that in version 2R, you need a lot of oil and ore to build GBU planes, plus the time has increased a lot.

Last night, we had an air offensive against a southern forward base, and our GBU&#39;s got their asses kicked. Why? Because one guy sat next to an ammo crate and used the ammo menu to keep himself and his AI armed with plenty of AA rockets. The new ammo menu allows a player to rearm all of his units at once, or one at a time. You can also save up to 4 customs loadouts. So anyway, this guy and his group held off our offensive until his team destroyed one of our oil refineries to prevent us from launching more bombers.

From what I know, Mandobile is working on a fully MP compatible version of his scripts for Mando Missiles. I want to add in an AI version of them to see how powerful they are. I still want air to be viable, of course.

Another thing might work as well. Because I&#39;m thinking of using rank points as upgrade points, perhaps players would have to use them to gain pilot status or something at some point. That would limit the number of people who could actually fly.

The other thing I&#39;ve been thinking really hard about is whether to change one fundamental of the game and instead of having the ability to make unlimited units, to instead make it so you actually "earn" ore and oil, while energy is a static resource. So your resources would earn you more oil/ore as they upgraded.

That would mean players would have a limited amount of resources to "buy" vehicles. But it would also mean anyone who JIP&#39;d would be screwed for a while, until they could afford something.

I dunno if I&#39;ll do it or not, but it&#39;s a serious consideration.

Thoughts on it are welcome.

Breeze
May 3 2007, 02:12
I totally agree and it follows the RTS theme resources being hit is the big deal when a team loses aircraft their resources should be hit hard so they need to really think about where to place them to be most effective. be it tanks versus planes for money etc.

Can the damage setting for AA rockets be increased?

Dwarden
May 3 2007, 02:14
hehe so finally someone realized that You built in great unlimited ammo cheat http://forums.bistudio.com/oldsmileys/wink_o.gif


i was scaring some guys with squad of 8 man shooting at once RPG at single tank

then AA missile at copter ... then RPG at another apc ...

was so scary they cried in hate http://forums.bistudio.com/oldsmileys/wink_o.gif

i think the squad instant rearm via menu should use some "cooldown" period like 300s before repeat

and at crate like 120s

p.s. about mando, i hope he adds this nice chaff/flares script to air units for countermeasures (limited amount ofc, reload-able like ammo)

Breeze
May 3 2007, 04:25
Air should be viable but then we should cap the amount of AA devices made in a set time period so that certain areas can be protected properly If I put up 4 missles by my base a gbu shouldnt get even close to my base until ground forces have taken it out.


Air strikes would then be more surgical and precise and with the co-operation of ground troops and that will make it quite realistic

colligpip
May 3 2007, 10:49
Just an idea how about making it so that jets can only be spawned from the airbases. You could only get them if you sent an ammo truck there and made a forward base. Would make for some intense battel for airbase and limit use of airpower.

INNOCENT&CLUELESS
May 3 2007, 11:17
Quote[/b] ]For a certain number of rank points you could upgrade that to 15 and so forth.


Naa, makes it to complicated.

It is better to use an increasing time penalty for respawn after killed. Avoids suicide attacks where they waste a lot of material once they have a lot material. They crash plane after plane into your base but do not care for their life.

You would force more RL behavior if spawn time with each death doubles and after 15-30 min of not being killed it reduces the spawn penalty.

And please add more buildings as in CTI to be able to set up real fortifications at strategic points to get a kind of front war.

ViperMaul
May 3 2007, 12:56
I am one of Mando&#39;s testers for the MP version of his Missile System.

Last week he was finished. However a freak storm out of no where hit his house and killed his computer and all communication devices that were on at the time. All he has left is his laptop which unfortunately doesn&#39;t run Armed Assault.

It is too early to tell if his hard drive was too severely damaged. But the good news is I have one of his final beta versions for MP.

So before I get off track let me answer some of the questions about the missile system. You have BIS missiles (which are stock) and you have Mando Missiles (which are custom). It has support for the mission writer to change the parameters of the Mando Missiles including the damage which was one question.

My focus was the chaff/flare system. Yes the Mando Missiles System has it. It has support to allow the mission writer to set for automatic deployment (recommended for Helos) and manual deployment with a key press (recommended for fixed-wing). The chaff/flare system has limited stores. So Ammo Trucks are required to reload these stores. Ammo trucks to reload Mando Missiles are completed. Reloading Chaff/Flares are almost done.

The automatic SAM sites are cool and working as well.
The Bells and Whistles were completed but thanks to the lighting storm Mandoble has to re-add them after he replaces his computer.

Sadly this means approximately 2-3 weeks delay. Unless someone donates a computer to him in Spain until he gets a replacement.

RTS rocks&#33;&#33; I&#39;m looking forward to more enhancements&#33;&#33;

Dwarden
May 3 2007, 15:34
VM thanks for update ...

sad what happened to Mando, i hope he recovers all data ...

and get insurance / warranty exchange of the stuff (hopefully used APC surgeprotector or so lol)

ViperMaul
May 3 2007, 18:17
WOW. I&#39;m talking to Mandoble right now 6 days after the freak storm. He says his "Lets cross fingers .... .... suddenly my PC woke up ...."

The hard drive seems erratic but is working.
The network card is fried. But a wireless card allows the computer to be operational somewhat. Although some pings are being rejected and so that is spotty. So I am recommending him backup his pride and joy and buy a network card after that and return to duty. LOL.

He has recovered all but two unsaved scripts. So we may not have to wait 2 to 3 weeks afterall. This is good news for RTS fans. But very weird.

KaRRiLLioN
May 3 2007, 18:49
I hope he gets it back up and running. I&#39;m looking forward to testing his scripts in RTS.

Jack-UK
May 3 2007, 20:08
Seems like someones against his mando missile scripts for his pc to explode lol. Good to hear that he&#39;s recovered most of the data, this is a very exciting project for ArmA http://forums.bistudio.com/oldsmileys/smile_o.gif

And its combination with RTS will be excellent if it works http://forums.bistudio.com/oldsmileys/biggrin_o.gif

ck-claw
May 7 2007, 22:19
Uploaded latest version to our public server&#33;
And we been on it all day&#33;
Excellent fun&#33;
Thank you&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

Edit:- especially when i managed to cap Jack-UK bf2 style&#33;
Lol driving Hmmvee then jumping to gunner slot&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

Breeze
May 8 2007, 01:51
Latest Version is R?

Jack-UK
May 8 2007, 16:31
Uploaded latest version to our public server&#33;
And we been on it all day&#33;
Excellent fun&#33;
Thank you&#33;  http://forums.bistudio.com/oldsmileys/notworthy.gif

Edit:- especially when i managed to cap Jack-UK bf2 style&#33;
Lol driving Hmmvee then jumping to gunner slot&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif
Yeah hehehe,

Couldnt get my aim on ya in time before i got wasted by your onslaught of HMMVW bullets :O

Still enjoying this map http://forums.bistudio.com/oldsmileys/biggrin_o.gif

ck-claw
May 8 2007, 16:41
lol yeah first time i&#39;ve really gave it a blast&#33;
Am loving it alot&#33;
We all knew someone was at the base Jack,but buggered if anyone could find ya? http://forums.bistudio.com/oldsmileys/smile_o.gif

Jack-UK
May 8 2007, 18:49
Monks and i flew in on a rapid capture mission, i got as far as blowing up ur structure but couldnt get the truck in place in time as i came under fire from you http://forums.bistudio.com/oldsmileys/pistols.gif

I also didnt see the reworked ammo menu in that version i played... was we playing an older version? Or has it not been released yet... i thought we already had the version with the improved ammo menu...

KaRRiLLioN
May 8 2007, 19:54
Yep, latest version is Beta 2R.

Speaking of which, I&#39;m thinking of upgrading RTS-IV to either Beta 3 status or version 1.0, since the core seems to be pretty solid at this point, and JIP doesn&#39;t have any major flaws.

I haven&#39;t had much free time to add anything else lately, so the next download I put up will probably be Beta 2R renamed to Beta 3 or version 1.0. So let me know if there&#39;s anything fatal in version R.

ck-claw
May 8 2007, 20:38
Tbh Karrilion i couldn&#39;t find anything wrong?
That is once it had been explained wtf i had to do&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif
Only thing i saw was the dodgy damaged helo textures,but thats nothing to do with your map&#33;
Also never heard rest of the clan complain bout any bugs etc&#33;
Evolution seems to have gone outta the window now,all they wanna do is play this,as no lag,runs better and a more open scenario&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

JR*BDA*
May 9 2007, 06:10
Hey Karrillion,

We&#39;ve been playing North South RTS a lot lately on the BDA server and we love it. However, there seems to be a greater advantage to having the Northern side of the Island at the moment.  We&#39;ve also had a lot of discussion on how quickly one team can dominate the other after they have a GBU. From what I hear you are working on a missile mod that will eliminate some of that right now.

I was wondering if you have considered altering the refineries so their production increases continually instead of maxing out at 3 and increasing and spreading the resource costs of the vehicals.  This would give teams a better chance at fighting back when a resource is destroyed, since their production does not stop completely until all are destroyed. The increase in the cost of the vehicals should increase the struggle for dominance since teams will have to work harder at holding the resources they have long enough.  When one team gains an edge it would still leave the other team with a fighting chance since their fate doesn&#39;t lie in the hands of a single oil refinery.

I had considered suggesting make the vehicals costs points from the refineries and only allow the commander to make them but that would take the commander away from doing anything else and borders on becoming MFCTI.

I notice everytime I die the AI begin to ask where I am and the one that temporarily took the lead begins to tell all the AI to get back into formation... This causes the AI Spread eratically across the map.  Is it possible to stop the AI from changing their assigned locations after you die or is this something we have to control on our own?

Last but not least... The customized squad menu will not allow you to produce UAZs in customized squads until the Base reaches level 4. You have to manually produce them one at a time still.

colligpip
May 9 2007, 11:22
I notice everytime I die the AI begin to ask where I am and the one that temporarily took the lead begins to tell all the AI to get back into formation... This causes the AI Spread eratically across the map.  Is it possible to stop the AI from changing their assigned locations after you die or is this something we have to control on our own?


I also had been getting this. Its a bit annoying when you set up a defence postion you die and the AI all start going walkabout.

Still loving this mission I really hope that it starts overtaking Evolution on the servers.


Also would there be a way you could add a sort of ammo pack full of equpment explosives etc to the helis.

so you could fly off on spec ops missions with loads of extra satchel charges. I know you can add them to your men but it would be good if you could fill the black hawk up with extra goodies such as sniper rifles explosives etc so when behind enemy lines you could conduct sabotage missions and rearm at a spec op heli.

Breeze
May 9 2007, 11:38
I think adding AI to the towns would be good like CTI it adds alot more team work instead of the truck race.

Jack-UK
May 9 2007, 15:51
I disagree breeze.. its a waste of time.. they&#39;ll lag the server like hell too... RTS runs much smoother, u need to have good organisation to get the majority of cities before the enemy anyway.. also if you&#39;re smart enough u&#39;ll need to get a balance of different towns for the different resources as well as creating forward bases where necessary...

Who needs to fight some crappy AI when u will fight the players on the front line after the towns have been captured?

EDIT: To the poster a couple of posts above...
I have not encountered that issue, the ONLY time they&#39;ve returned to formation for me is if i disconnect and reconnect.. which is probably a BIS bug rather than an RTS bug.

Also you can load up ammo manually into choppers if u want.. just drop an ammo crate at base and then access the gear screen next to the chopper to load it up http://forums.bistudio.com/oldsmileys/wink_o.gif

Motys
May 9 2007, 17:38
Hi. I might been not acurate reader of this thread- but did there was talks of getting planes out of rts?? you cannot do that&#33; that will be a very bad thing.


And a suggestion: who needs " command points" if they do not mean anything? make restriction to large amount of bots to that players that have not so much commander points-
and server cpu&#39;s will not be overloaded....



Can someone tell server ip&#39;s in europe that playing mostly rts? http://forums.bistudio.com/oldsmileys/inlove.gif

Coz i onlt found one- it&#39;s karrlion&#39;s server. Others play that not such interesting to me evolution....

ck-claw
May 9 2007, 17:41
We have rts on our =22SAS= public server,if no-ones on it , hop on and start up a game&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif

JR*BDA*
May 10 2007, 09:22
I disagree breeze.. its a waste of time.. they&#39;ll lag the server like hell too...
Negative&#33; It may load up slower but the lag most people experience is due to user created AI that has to synch with the server. Server based AI should not incurr that much of a load on the server.

USM-75R.Hspd |XO|
May 10 2007, 09:30
RTS4 up on our server as well now called THE USM KILLZONE http://forums.bistudio.com/oldsmileys/biggrin_o.gif lately have had it on that map but no one seems to drop in. Server is great, good ping 10-40 ping for most of the US gamers jump on in check out Karrilion&#39;s kick ass missions.

JR*BDA*
May 10 2007, 09:37
I do not like how Arma itself has rendered the Vulcan and Shilka useless against airplanes. either that or stingers should kill a plane their first shot. Ground troops should be motivated to take out air defences before getting airplanes enter an area by what it costs the team.
I know this was posted awhile back, but I&#39;ve seen people rip things up with those shilkas and vulcans.  However it takes practice aiming ahead of the target.  I don&#39;t think the Stingers and Strelas should take planes out in one shot everytime.  However, I wish the damage was more realistic.  

You have to figure its hitting the engine, so cause trouble flying it or lower speed and maneuverability.  Secondly, damage should vary and vary depending on location of impact.  Location of impact works on ground vehicles and choppers... so why not on planes.

I know that strelas and stingers are more of an armour piercing artillery, but what payload do they carry in comparison to a m136 or javelin?  Don&#39;t forget when Mondo&#39;s Missile Mod is incorporated, the missiles should do much greater damage.

To be honest I think if they ever get the ai to do their job, shilkas and vulcans will even out the playing field and increase the incentive to take out AA from the ground or long range with hellfires.

Anyhow, those are my thoughts on it.  But I understand no one wants to be at the mercy of BIS&#39; ETA on anything.
http://forums.bistudio.com/oldsmileys/banghead.gif

JR*BDA*
May 10 2007, 09:42
RTS4 up on our server as well now called THE USM KILLZONE  http://forums.bistudio.com/oldsmileys/biggrin_o.gif  lately have had it on that map but no one seems to drop in. Server is great, good ping 10-40 ping for most of the US gamers jump on in check out Karrilion&#39;s kick ass missions.
Hey Highspeed,

When was the last time YOU went onto your server and started playing RTS by yourself?
 http://forums.bistudio.com/oldsmileys/nener.gif

Breeze
May 10 2007, 11:15
they only lag with a crappy server

KaRRiLLioN
May 10 2007, 15:27
I&#39;ve looked at adding RACS to the mission, but it isn&#39;t really lag so much that I&#39;m worried about, but the fact that the mission will go a LOT slower.

In RWS, there are enemies pre-placed in the towns, and it usually takes 30-40 mins before both teams have cleared the towns and even meet each other in battle. IMHO, that&#39;s almost like playing a coop before the PvP part starts.

Having said that, I may make either another version, or create some options so that the mission can be customized at the start. I may also add some coop elements so an AI controlled team would actually go out and cap, etc. The only issue with that is getting the AI to actually do those things with their questionable pathfinding.

I still think PvP is the most fun way to play, but everyone has different tastes.

Perhaps the 1.07 patch will give the AI slightly larger brains.

Jack-UK
May 10 2007, 16:10
Well in my experience it does degrade performance with an increased amount of AI, whether they be client or server side...

But like Karr said, i remember playing CTI in OFP.. most of the game was played against the Resistance and the only kill messages u&#39;d get would be &#39;User was killed.&#39; rarely ever a Player Versus Player kill message, jeez people used to be congratulated if they got a single kill :P The only time the kills came in was when the base was being attacked.. at least with RTS it can go straight into the battle and the frontline is formed quickly...

But i guess having a future version with some options wouldnt be too bad.. it would probably be a bitch to code for a LOT of options tho cause of the two variables limit in the GUI.. it ends up with requiring TONS of variable combinations as they can only be split into two halves :S

And if the options were to be decided after the map has started and loaded it would cause JIP problems + also increase loading time... tho if it could be implemented by variables in the future it aint so bad http://forums.bistudio.com/oldsmileys/wink_o.gif

Breeze
May 10 2007, 16:47
Karrillion I in no way was hoping to change it to a AI fest or CO-OP version I love the PVP I just like the idea of a resistance in towns to end the truck race as so many call it. If we had some AI resistance so to speak we could get the rifle teams acting as a team from the spawn and the south team could maybe be cut a break there because it just seems to be harder for them to win for some reason.

Lastly I have a huge request for you, Could you possibly create a small tutorial for some of us mappers that are not so great that we might be able to add or replace some custom add on units at another time. I thought that actually might be easier than the amount of customizations you are proboblly asked about.

Thanks in advance
Breeze

Dwarden
May 10 2007, 22:31
lol You just kick me on idea http://forums.bistudio.com/oldsmileys/smile_o.gif

what about if Commander got option to "buy" guerilla troops to sabotage e.g. supply lines ...

let say he can order them to spawn in empty cities or woods http://forums.bistudio.com/oldsmileys/smile_o.gif

of course it costs resources and it&#39;s limited to max 3 guerila infested areas L:)

colligpip
May 11 2007, 09:43
What i think would be really good is to add a civilian side that
1. can spawn at any uncaptured
point
2. can only pick up arms from ammo crates
3. can only spawn cars or trucks.
4. cant cap points tho


any body could jump into the civ side and do what they like.
I think it would add a really tense feeling to the whole thing with civilians driving around the island. YOu would have to stop any civs you saw to make sure they were freindly etc.

also as they can only pick up from ammoboxes this would stop poeple leaving boxes around, and also a secret cache could be set up that would only be known to certain people on either side.
they could lay an ammo dump/cache spawn as civ get there rpgs sniper rifles satchel charges and go do some seriuos sabotage.

anyway just an idea that would prob be easy to implement amd add a tense realistc feeling to the game.

theres probably problems with this idea but I think it could be fun.

Ive been thinking about this some more.

another thing would be to add a protection zone around the main base so no civs could enter it to simulate high security area, but leave enough so a good sniper could take pot shots or fire rpgs at the base. THis civ/militia idea could also give the fucking team killers somthing to do seeing as they want to act like terrorists :-). I also think this may be a good way of limiting the air power, imgaine you have your airbase set up but theres hordes of civiilians waiting just outside with stingers etc.

anyway as i say just an idea.

KaRRiLLioN
May 12 2007, 17:41
Definitely some interesting ideas, although I&#39;m not sure they&#39;d fit well for RTS-IV.

I have a question: Have any of you played RTS-IV in ArmA 1.06 and 1.07?

I haven&#39;t had a chance to play it with either version since I have the Euro 1.05 version. Does everything still function fine in those versions?

Jack-UK
May 12 2007, 20:22
I too, havent had a chance to play, no servers been running it publicly http://forums.bistudio.com/oldsmileys/sad_o.gif I have seen some passworded servers running it for quite a bit of time so im assuming theres nothing majorly wrong with it.

Once i find a server running it publicly i&#39;ll give it a try and see if anything doesnt perform as it should =)

Call911-AGE-
May 13 2007, 05:11
We were running it in BDA(US 1.6) last few nites training new guys an everything seemed the same(note) the AI AA Soldiers effectively engage u now(ty BIS). Hav&#39;nt had a chance to play it head to head yet though just for training purposes only.

SWAT_BigBear
May 15 2007, 13:31
I have a question: Have any of you played RTS-IV in ArmA 1.06 and 1.07?

I haven&#39;t had a chance to play it with either version since I have the Euro 1.05 version. Does everything still function fine in those versions?
We checked it out last nite...it seems to work fine w/US 1.6.

Breeze
May 15 2007, 13:36
When we trained with it it seemed fine when we went head to head it crashed alot

Dwarden
May 15 2007, 22:14
i think Dynamic Mine Field would be great addition to RTS-4 http://forums.bistudio.com/oldsmileys/smile_o.gif

http://www.flashpoint1985.com/cgi-bin....4;&#top (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=62784;&#top)

Jack-UK
May 16 2007, 16:53
i think Dynamic Mine Field would be great addition to RTS-4 http://forums.bistudio.com/oldsmileys/smile_o.gif

http://www.flashpoint1985.com/cgi-bin....4;&#top (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=62784;&#top)
same lol, maybe be able to get a &#39;minelayer&#39; vehicle or something.. u&#39;d have to limit the amount usable at one time or something.. but it could stop the enormous flow of tanks controlled by AI...

KaRRiLLioN
May 20 2007, 17:43
In RTS-2, I tried a minelayer, and it was a disaster.  Someone would go lay a lot of mines and not mark it, and then their own team would lose entire armor columns.

I&#39;d prefer to keep the mine-laying as it is.  I&#39;ve also thought of AP mines, but I&#39;m concerned about mine spamming.  It&#39;d have to be limited somehow to keep someone from making it their sole purpose to encase the entire base in mines.

I still haven&#39;t gotten word if Mando missiles are finished for MP yet, so I haven&#39;t added those to RTS-IV.

I hope to go ahead and promote Beta 2R to version 1.0 sometime soon, but I&#39;ve been busy with other things so I haven&#39;t had a chance.  I hope that version 1.07 proper comes out soon as well so all of ArmA-dom can be united under one patch.

BTW, Breeze, I still don&#39;t know why you&#39;re having crashing issues with 1.06 and RTS-IV.  Are there any other 1.06 servers running RTS-IV with crashing issues?  I&#39;ve seen a few 1.07 servers running RTS-IV.  How&#39;s it running under that?

I&#39;m still running 1.05 on my server and may not attempt to run the beta patch.

Oh, and Breeze, to address an earlier question about modability of RTS-IV:  I&#39;ve made it pretty much plug-n-play, so I&#39;ll write up a small text help file that people can use to modify some aspects of RTS-IV.  Keep in mind that some things are easier to change than others.

Anyway, thanks for all the input&#33;

Jack-UK
May 20 2007, 17:56
Ah ok, i only ever played the original RTS back in OFP... but i quickly switched to CTI (sorry&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif).. never played any other versions of RTS so i dont know how the minelayer was.. though thinking about what you said, it would actually just be a nightmare to be honest lol.. and i forgot i could lay mines... Ive got a new tactic now to stop those pesky tanks rolling in on my freshly captured turf ^^

Anything new when u update to 1.0? Or will it just be a simple name change?

Hopefully the Mando Missiles will show up soon for MP and i believe that will make this map greater than Evo (thank the lord O_O)

Cheers

KaRRiLLioN
May 21 2007, 17:48
Well I may add more to it, but I&#39;m just not sure what.  A lot has changed since the last "public" release version, so it&#39;d probably warrant a change to v1.0.

I may implement a coop/SP aspect to it, but I have some AI issues to work out, primarily making them destroy enemy installations.  I think I have some ideas that will work without resorting to addons...at least I hope so anyway.

I also wanted to release a full island version.  Someone was going to mark the territories for me in a well-thought-out manner, i.e. so refineries, etc. would work well, but I never heard back from them.

Also, I get a lot of msg&#39;s that refer to Evolution...but that mission is completely different than RTS-IV so I&#39;m not sure I see the connection.

Jack-UK
May 21 2007, 18:23
Yeah there isnt much of a link.. it just uses the whole island like RTS...

The main addition (if it works) would be mando missiles i guess or something to make use of the naval fac... a working large ship or something.. but that would require addons which at this stage of ArmA&#39;s infancy i dont like to use much...

But something like Mando Missiles to take out those pesky AV8&#39;s would be good for balancing and a new form of warfare..

A coop aspect would be good i guess.. but the AI would have to be vastly configured i think... would be good for a smaller game to play against the AI.

KaRRiLLioN
May 23 2007, 15:10
After thinking about it, I&#39;ll probably wait until 1.07 is released before deciding if I can go to v1.0. I just want to be sure that 1.07 doesn&#39;t break anything.

I&#39;ve also received some offers via PM from people willing to look at the territory balance. I&#39;d really like to get that sorted for the 1.0 release since the south island is definitely harder to defend.

Curatalo
May 26 2007, 05:19
Keep up the GREAT work Karr.
But in my opinion, what you should focus on next, is making it so that 2 rival squads/teams can compete efectively on it.

=D&#33;
Wub u Karr&#33;

Jack-UK
May 26 2007, 12:47
Yeah the north bases need to be spread out a lot more, but i know you&#39;re working on that anyway...

I played a game the other day and north was completely captured after 15 mins or something and they had already grabbed corazol and another base on the south, we didnt even have to time to reach all the south bases, using both AI trucks, and a fair amount of players. Then basically the north team got all their oil etc quickly and bombed us into oblivion =S

KaRRiLLioN
May 28 2007, 17:03
The best way to counter that is to airdrop an ammo truck in one of their southern towns and create a forward base there.

Jack-UK
May 28 2007, 17:44
Yup, we did, me and Matt R worked together to get Everon, he cleared it out and i air dropped an ammo truck, but by the time we had obtained it, they had Abrams + AV8s http://forums.bistudio.com/oldsmileys/sad_o.gif so we got destroyed really quickly. If they were more spread out in the north then i think it would be more balanced

KaRRiLLioN
May 29 2007, 14:51
True. I&#39;ve gotten some suggestions from people for placement, so I&#39;ll take a look at it again. I haven&#39;t been playing ArmA much lately since I&#39;m waiting on 1.07 to unify the editions.

Curatalo
Jun 1 2007, 03:36
Why have people stopped playing this??&#33;?&#33;&#33;&#33;&#33;&#33;&#33;
This is the best mission I have ever played for ArmA&#33;&#33;&#33;

ENOUGH with the Evolution&#33;
More with the RTS&#33;

Jack-UK
Jun 1 2007, 10:27
It&#39;s still being played.. but the evo bug is still spreading http://forums.bistudio.com/oldsmileys/sad_o.gif if you wanna play it try Karr&#39;s server =) the latest version is always there too.

Otherwise u usually end up looking for a server which has an old version or something like that hehe. I find RTS is usually played in early evening GMT times, so check around then i guess http://forums.bistudio.com/oldsmileys/smile_o.gif but i always do a quick filter for RTS to check.

ck-claw
Jun 1 2007, 16:45
Our =22SAS= 24/7 public server has it on and is played very often&#33;
If no one is one? hop on and start rts4&#33; http://forums.bistudio.com/oldsmileys/wink_o.gif
Will soon fill up&#33; http://forums.bistudio.com/oldsmileys/smile_o.gif

Strother
Jun 2 2007, 17:15
Some guys in my 5.ss squad (cod2) play it when we get a few guys on. But we tend to lock our server (not dedicated). We usually play pretty late EST as well like 10 pm. I like evo too but it kills my fps after a while.

KaRRiLLioN
Jun 4 2007, 01:21
Well, looks like 1.08 should be out sometime soon. Hopefully that&#39;ll fix a lot of stuff and make AAA more effective, etc. I think that will add some much-needed effective defenses for teams, so you can actually use AI to effectively guard a taken territory.

I just wish they&#39;d give East something to counter the A10 with and the cobra so things would be a bit more even after 1.08. Guess I&#39;ll have to figure a way around that.

And I&#39;m still reviewing suggested territory placements. If you have any suggestions, put &#39;em here, and pics are always good so I can see what you&#39;re talking about.

Call911-AGE-
Jun 4 2007, 17:42
Yeah, I been dying to play some RTS since I got the US version&#33; Just hope it fixes the probs were havin with it the cpl times we tried it... misses doin my mass 30 man para drop http://forums.bistudio.com/oldsmileys/yay.gif (speakin of) hope they fix the para bug an the one with the AI droppin out an dying... seems like I always lose 4 or 5 guys.

InqWiper
Jun 6 2007, 18:32
Well, looks like 1.08 should be out sometime soon.  Hopefully that&#39;ll fix a lot of stuff and make AAA more effective, etc.  I think that will add some much-needed effective defenses for teams, so you can actually use AI to effectively guard a taken territory.

I just wish they&#39;d give East something to counter the A10 with and the cobra so things would be a bit more even after 1.08.  Guess I&#39;ll have to figure a way around that.

And I&#39;m still reviewing suggested territory placements.  If you have any suggestions, put &#39;em here, and pics are always good so I can see what you&#39;re talking about.
IMO Opfor have better planes than Blufor so I dont worry about the A10. The Opfor AA plane has pretty much the same loadout as the blufor one except it has 80 rockets. Those rockets are very powerful. I think it takes about 30 to take out a level 4 installation. Also if you rearm the AA version of it you get the 40 rockets weapon + the 80 rockets weapon (120 total) which makes it able to take out about as much as a GBU. I dont understand what would be needed to counter the cobra since there is already the KA50.
In the south only version I think the northwest part needs more densely placed territories compared to the east part.
It would be really nice if it didnt take so long to disband your AI. ATM it seems to take about 10 seconds per AI to disband. 1 second would be nice  http://forums.bistudio.com/oldsmileys/wink_o.gif

Jack-UK
Jun 7 2007, 17:05
Problem is, if your commander is a halfwit (90% of them) they will block off a makeshift runway for you to take off with ur SU34. When i command i ALWAYS make sure theres some flat land, and make sure all structures will not be in the way.

But unfortunately, a lot of commanders dont think that way and build the air fac inside a city :&#92;

EvEnLeaSe44
Jun 8 2007, 05:32
I have an idea and this idea might sound very crazy and interesting at the same time...

Ever play Planet Side?


Well, what i&#39;m thinking is,

Block all territorys except one, and have a building that spawns the west players on one side of the town, and another building that spawns east players on the other side, Now, have the spawn base&#39;s like 200 meters away from the town and have the east and west going at it for the town, let them dual it out till one side falls, basicly having, lets say, west move the front line all the way to the east spawn building and having a at4 guy take it out, they win that town, and move on to the next, over and over again, to make it more competitive. Now, you still have a main base that you build up, you just have more respawn areas, 1: Main Base, 2: town spawn.

And the zones that are not for fighting in have a death timer, enter those zones and you have some what 20 seconds to leave before you die.

Read it all before judging, but i think its an awsome idea.

colligpip
Jun 8 2007, 09:48
Ive got a crazy idea too that may be interesting

could you put these

http://www.flashpoint1985.com/cgi-bin....71;st=0 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=63871;st=0)

armed opfor civs

in as spawnable

as well as normall civillians

and make it so that if your side kill any normal civs they lose flags

kind of to simulate an insurgency so you could mix with the civs and attack under cover if you see what im getting at.

think "human sheild"

i think this would be really good when your backs against the wall

the other side would not be able to bomb the hell out of bases etc ... could make for interesting gameplay.

EvEnLeaSe44
Jun 8 2007, 14:53
i, really hope you wernt being sarcastic, because i was making a good idea.

colligpip
Jun 8 2007, 18:29
i, really hope you wernt being sarcastic, because i was making a good idea.
erm no I thought i had a good idea as well i hope you arnt being sarcastic as well

Daniel
Jun 8 2007, 18:34
Ha, they were both good ideas. Gotta love the internet. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

Jack-UK
Jun 9 2007, 12:12
Indeed http://forums.bistudio.com/oldsmileys/biggrin_o.gif So many misunderstandings in text :S

Anyway, those are good ideas i guess, but realistically they probably WONT happen in RTS4 as they are quite radical changes... Maybe Karr would do something similar to the armed opfor civvies, but i doubt he&#39;d like to put addons in it. Vanilla is the way forward for ArmA at the moment.

uberkayser
Jun 9 2007, 23:23
Rts IV on AEC islands?I think this would be phenomenal game.Good way to start using naval fac too http://forums.bistudio.com/oldsmileys/wink_o.gif
Damn..i just tried out the A10 w/1.07beta...game over for East.Looks like it really needs an SU-25 added in.

KaRRiLLioN
Jun 12 2007, 23:27
Now that 1.08 is out, I&#39;d like to know how things are working for people, i.e. any crashes, etc. I&#39;m looking at adding the A10, but I&#39;m not sure how to balance things out for OPFOR. There&#39;s no real good way to make the A10 buildable by both sides without some sort of addon, and I don&#39;t want to use addons just for that.

colligpip
Jun 13 2007, 09:25
could you make the A 10 really hard to get and just let the opfor build shikas more easily perhaps. NOw that anti air works better it should balance it out.

ID7
Jun 13 2007, 09:42
Now that 1.08 is out, I&#39;d like to know how things are working for people, i.e. any crashes, etc.
The only bug I have seen so far, after the 1.08 upgrade, is Su-34B has no GBU loaded when it rolls out from the factory. We had one server crash yesterday.


Quote[/b] ]I&#39;m looking at adding the A10, but I&#39;m not sure how to balance things out for OPFOR.
When a side reaches GBU/AGM level, the A-10 does not make much difference. The main issue with balanced gameplay now is having equal access (terrain-wise) to the resources/territories for both sides.

uberkayser
Jun 13 2007, 12:06
Quote[/b] ]When a side reaches GBU/AGM level, the A-10 does not make much difference.
Nah sorry cant agree with you there.An A10 up with 5 Mavericks will probably result in a 1/2 way decent pilot getting 5 armour kills one after another and probably not a scratch-try levelling up to Colonel in the R(e)volution map and taking one out..you can rack up 20 kills in 20 minutes without a scratch..shilkas,T72s etc.(not to mention the 2 sec burst gatling gun&#33;&#33;)Ivans attacking armour will be wiped out...anyone trying to move trucks over a couple thousand meters will get wiped out easy as 1,2,3...i would think only way around it is either to leave out the A10 make it available for both sidesor wait until an Su-25 gets released in a further patch(?).Imagine on east how much of your AI youd have to set aside for stingers and shilkas and the time spent both replacing the wasted shilkas/rearmin the stingers...all the while theres 5 or 6 A10s roaming around ...cant see the fun in that...then youd get so many refusing to play on east....one sided games etc etc.I think RTS is the best game out in ArmA but worry that it could easily be lessened by more imbalance..imo it on a knife edge already..if honest Wests stuff is better..M1 vs T72...hmmv vs uaz..AV8 vs Su34(for bombing/CAS).Regards.

ID7
Jun 13 2007, 15:18
Nah sorry cant agree with you there.An A10 up with 5 Mavericks will probably result in a 1/2 way decent pilot getting 5 armour kills one after another
Compare this with the AH-1 having 8 Hellfire missiles. Chopper can hover and attack from safe distance. It can also land at a nearest repair pad and rearm very quickly, whereas A-10 needs a friendly airport to land safely. Compared with A-10, the AH-1 is capable of destroying a larger number of tanks in a given time.

Jack-UK
Jun 13 2007, 15:18
I played 1.xxR on your Bootcamp server yesterday, played for just over an hour then i had to leave, but it was running great http://forums.bistudio.com/oldsmileys/smile_o.gif I didnt encounter any bugs personally, and althought the A10s would be cool, i would say NOT to add them, until some sort of balance can be achieved.

uberkayser
Jun 13 2007, 15:43
Quote[/b] ]Compare this with the AH-1 having 8 Hellfire missiles. Chopper can hover and attack from safe distance. It can also land at a nearest repair pad and rearm very quickly, whereas A-10 needs a friendly airport to land safely. Compared with A-10, the AH-1 is capable of destroying a larger number of tanks in a given time.
                            Ya..you may well be correct...another reason why i really think adding the A10 is going to really unbalance the game to West.The Maverick vs. Hellfire set up looks exactly like Ofp..you got to keep Hellfires locked on almost exact until impact..the Mavs are as good as fire and forget.Regards.

ID7
Jun 13 2007, 16:25
The Maverick vs. Hellfire set up looks exactly like Ofp..you got to keep Hellfires locked on almost exact until impact..the Mavs are as good as fire and forget.Regards.
Hellfire is fire-and-forget in ArmA and a single missile destroys a M1A1. Check the facts before posting.

KaRRiLLioN
Jun 13 2007, 17:49
One thing that might work is what I&#39;m already doing with the SU34--which is to add mavericks to its loadout or something. I dunno, it&#39;s kind of a workaround, but I&#39;ll have to see.

I would hate for armor to become totally useless. It&#39;s already difficult enough with attack choppers.

uberkayser
Jun 13 2007, 18:09
Quote[/b] ]Check the facts before posting
Relax m8 http://forums.bistudio.com/oldsmileys/crazy_o.gif I not sure i 100% agree with you on the missile point..ill need to check it later.Lol if i was firing a Hellfire at an M1 id surely be hoping it missed&#33;&#33;
Mavericks on the Su sounds a great idea...it really seems like as in Ofp that they lethal/are much easier to blast targets with while manouvering wildly/evading AA.Regards.

ID7
Jun 13 2007, 18:14
I would hate for armor to become totally useless. It&#39;s already difficult enough with attack choppers.
Well, as in RL, if you let your enemy gain air superiority, you are going to lose the war, not just your tanks.

Winters1807
Jun 13 2007, 18:53
Just some constructive criticism for ya mate. I love the RTS missions, probably my favourite thing to play, have had some really good 3hour+ missions with it. However, i have noticed that generally, the battles seem to be really similar, it ends up with bluefor with one half of the island, and opfor with the other, i have a few ideas that could spice up the already great gameplay.

- Different islands, this may limit the amount of players, but it would provide a totally new type of gameplay and the gameplay tactic would be unique to each island, for example, the PMC AEC island would be fantastic with this game mode, it would offer a totally new style of gameplay.

-You could also add territories to the surrounding islands of sahrani, but make them have a really high yeild so people have an incentive to go and get these territories, it could really move the battle away from the island and perhaps offer a differnt theatre of combat.

-Generally on games, people end up taking choppers behind lines and blowing up resources, i was thinking that perhaps as the base upgrades throughout the game, more and more AI manned defenses grow up with the base

EG. Level 1- Small checkpoint
Level 2- Small encampment
Level 3- A whole unit on R&R or something etc etc

I think that some of these ideas could really help to keep this really cool game mode fresh and even more exciting.

Hope i helped

Winters

colligpip
Jun 13 2007, 20:00
would it be possible to make more than one load of barracks vehicle spawn etc so you could make secret bases etc I know that you can cap the foward bases but it would be good to be able to hide a barracks in woods etc. I know you can do tis at the start but the start is always a rush to get trucks out no time to find a good spot. That way if you get pummpled youve always got your secret base to rely on.

InqWiper
Jun 13 2007, 20:53
I really dont agree with this unbalance talk. The opfor planes still have 80 rockets and that makes it better than anything else at taking out installations <level 4. At level 4 it is pretty much as good as the GBU if you are good at aiming the GBUs which noone Ive seen is. Doesnt the KA50 have 12 missiles still? how is that not unbalanced in the favour of opfor? If you still think its unbalanced maybe you should give the opfor less buildtime/cost on theire tanks. Im not bullshiting, I play opfor 90% of the time. Whatever you do dont add an A10 to opfor and please dont give them mavericks either. its not necessary. Balance is alot more about terrotories. The side that gets helis to kamikaze the other sides oil first or gets GBU/rocket planes to attack oil first will have an advantage. It has alot to do with the skill of the individual team members too since some are very familiar with how RTS works and some dont have a clue.

Winters1807
Jun 13 2007, 21:38
InQ, i dont mean to be offensive, but you are wrong on many points.

KA50s 12 rockets are very inaccurate compared to the cobras, with the cobra u can engage from 3000M, with the KA50, u must been within 1000 and on a straight flightpath for the rockets to hit, even then the chances are dubious. So that is fairly balanced.

And the aircraft are also balanced, Su34 has a speed advantage over the blufor aircraft, but its weapons are not as destructive.
You say the GBU is "hard to aim". You dont need to aim the GBU manually, u laser designate targets, a harrier and ground troops are the most deadly combination of the game, i have destroyed many bases with a harrier willing to co operate.

However, i do think that OPFOR have a slight advantage in the realms of BMPs, they are really cheap and fast to build and are deadly on the battlefield, but blufor has no real weapon specifically desinged to counteract this, so i think this is where the A10s tank destroying qualities can be introduced to balance it out.

Overall in the game, opfor way out of league in blufor technology, and opfor need a helping hand to equalise the battle.

uberkayser
Jun 13 2007, 23:14
Im not talking about killing factories..the A10 and its Mavericks are a real armour killer and i cant see anything on East which is close to its devastating potential..2 or 3 A10s in the air will clear the island of all Easts armour in minutes..nailing Shilkas from high up and far away before they get a chance to open fire.You could argue that the KA-50 counters the A-10 but its just not as lethal in speed,evasion and range plus all the helos are simple to knock down..from what ive played so far the A-10s can take a healthy amount of damage.Its a 2-team game but my concern is that if one side has a clear advantage in its capabilities everyones gonna get fed-up being pummelled on East and play West all the time..eventually killing the game.Even though the 2 sides are pretty balanced at the moment(maybe just slightly +west?) and tactics and players being smart can send a game either way..i do think that an A10 and its Mavericks available for west just tips it too far that why i reckon the idea of adding them to the Su loadout is a great idea.It might not be "as in RL" but this is a game for fun.I suppose tho&#39; at the moment this all just conjecture,the A10 might make no difference at all..i guess we cant know for sure until/unless a new version gets released.Regards http://forums.bistudio.com/oldsmileys/smile_o.gif

KaRRiLLioN
Jun 14 2007, 00:26
What I may do to start, is add an option so you can disable/enable the A10 in the game. You&#39;d need two good teams to properly test whether the thing would tip the balance too far.

Positives: High firepower, fire & forget rockets, good main gun, good armor.

Negatives: Slow, not as manueverable as the Harrier

One thing I would like to see is a fuel loss script for jets. They can take way too many hits from AA rockets.

ID7
Jun 14 2007, 11:31
What I may do to start, is add an option so you can disable/enable the A10 in the game.
Just make a new beta with A-10 and let&#39;s see if West wins more often than East.


Quote[/b] ]Negatives: Slow, not as manueverable as the Harrier
Also needs an airfield for rearming, which seems to be underestimated here.


Quote[/b] ]One thing I would like to see is a fuel loss script for jets. They can take way too many hits from AA rockets.
Do not forget there are no countermeasures in ArmA (excluding addons).

Mandoble
Jun 19 2007, 11:01
Probably RTS4 might be a good testbed for MMA v2.2 before final release.

Väinämöinen
Jun 19 2007, 12:39
Hey Karrillion, you made only mission worth playing&#33;http://forums.bistudio.com/oldsmileys/notworthy.gif
But two bugs to report:

Bug 1 (You can continue playing after this)
http://img441.imageshack.us/img441/3059/bug1fr0.jpg

Bug2 (Server boots and players have CTDs i had to be really quick to catch a screenshot from this error http://forums.bistudio.com/oldsmileys/biggrin_o.gif )
http://img441.imageshack.us/img441/9079/bug2dx8.jpg

Bug2 seems to occur only in RTS4 South missions and not in RTS4 North&South.

All bugs were on Karrillion Boot Camp server...
Hope this help&#33;

colligpip
Jun 19 2007, 16:11
Probably RTS4 might be a good testbed for MMA v2.2 before final release.
please put the mando missiles in it would balance out the a-10 wouldnt it?

KaRRiLLioN
Jun 19 2007, 18:01
Yep, it might be a good testbed for MM. Just send me a version and some instructions or you&#39;re welcome to insert it yourself.

colligpip
Jun 20 2007, 10:37
I had a brilliant game of this last night set up a huge armoured column that headed north, a mixture of AA and tanks nothing could stop me. I moved slowly with AA troops and shikas protecting my tanks and manged to squeeze the opfor right up to their base.
The good thing was they found it hard to send over scout choppers to knock out my flags as they were getting mashed up as they flew over my convoy. Anybody else got any good tactics for this brilliant mission..... there was a spectacular bit when i was closing on there base when they must have sent out about 10 repair/ammo trucks at once that came face to face with my tanks BOOM the sky was black with smoke.... when it gets going easily the best MP mission for arma.

Jack-UK
Jun 20 2007, 16:14
Tactics: Early on, get the appropriate resources, using both AI trucks for closer targets and yourself for further bases. Get transport choppers as soon as possible, then hitch trucks to the remaining bases, i do this often and usually end up with over half the island http://forums.bistudio.com/oldsmileys/smile_o.gif

In the latter stages... Use a couple of cobras for some Anti-armour raids, use the terrain to your advantage, while doing this, create some tanks + anti air, then create a tank for yourself, then keep them in formation with you and mount your raid on their main base (which you probably would have seen in a chopper)

Väinämöinen
Jun 20 2007, 16:58
Couple of bugs...
http://img80.imageshack.us/img80/899/bug3zl6.jpg

Take your ammotruck and climb over that tallest hill and shoot the crap out of enemy planes&#33; When you arm yourself at a ammotruck or at a vehicle factory there is possibility to select AA weapons with 6 aa missiles. One aa missile takes only 2 weapon slots. http://forums.bistudio.com/oldsmileys/biggrin_o.gif

If commander squad is full commander can&#39;t add units to other players squads.

Keep up the good work&#33;  http://forums.bistudio.com/oldsmileys/thumbs-up.gif

KaRRiLLioN
Jun 21 2007, 00:25
That XP (experience points) bug is caused because either the unit killed was null, or the killer was null, i.e. it sometimes happens with rocket blasts, or other death-by-world causes.

And it&#39;s not a bug that my ammo menu allows up to 6 AA rockets. The AI are a tad spotty (or were) with shooting down planes, so I had to make AA a touch more prevalent.

C2A.Jackal
Jun 21 2007, 12:03
Firstly, what a fantastic game mode and extremely well put together&#33; I dont think the FPS world will have seen anything like this before and im sure that its going to be the most popular mode out there, if it isnt already.

One thing I have noticed is that it can take some time for the game to gather momentum if there are few players on the server. I have no doubt that this game mode gets even better with more people.

In the early stages of a game there is very little combat, an aspect I actually really like about it, but one which may result in many players leaving the server due to a lack of action.

To aid this, I wonder if it would be possible to implement a system where by the number of available flags dynamically changes in accordance with the number of people on the server. This may help focus the action a bit more.

So for example, there are six players on the server and as a result there are maybe only 6 flags to fight over. When the 10th player joins the server, the number of flags increases to 8 and so on.

Im no mission designing expert so I have no idea if its possible or even worth implementing. Just an idea.

In any case what I would like to see is another version of the map with fewer flags, although I would imagine a great deal of thought has gone into the balancing of where the flags and resources should be placed on the two existing versions.

I&#39;ll finish by underlining how great I think this game mode is. GREAT job&#33; http://forums.bistudio.com/oldsmileys/notworthy.gif

ID7
Jun 21 2007, 15:25
Several key things got improved by the 1.08 upgrade:

- It is possible to build effective air defense. Before 1.08, there was no reason to deploy manned Vulcan or Shilka as the AI was just spectating.

- JIP is much faster now. Connecting to a long running game previously took several minutes, now it takes a few seconds.

- Destroying a building with GBU requires a direct hit now, which makes dive bombing less effective.

Jack-UK
Jun 21 2007, 17:16
Im sure dynamic flags are possible.. but i dont think it would fit into the mission...people come and go regularly and flags which appear/disappear must be irritating when ur trying to drive to them...

If people cant be bothered to drive a little way to get the tea some flags, i dont want them on my team :P

Just my opineon http://forums.bistudio.com/oldsmileys/wink_o.gif