View Full Version : Warfare v1.0
whisper
May 22 2008, 16:29
I'm creating this topic to discuss the new MP Mission Warfare v1.0, since it may be bound to generate quite a lot of report http://forums.bistudio.com/oldsmileys/smile_o.gif
First impression : greatly done, first time I enjoy playing a CTI-like mission.
Nice job on this one, BI.
In a quick try this morning I was playing around with the Waypoint code. I added three waypoints for myself and got a scripting error upon reaching the first waypoint.
I'll try to reproduce it when I get home, maybe it was because of an add-on or something.
(FPC) Bacon
May 22 2008, 16:49
Yes just hosted on my own machine me and another (FPC) Member ran great no lag or anythink like that played for over an hour and enjoyed it.
Why did it take BIS so long to get a map up and running like this?
SWAT_CDN
May 22 2008, 17:17
A few of us played for several hours last night and we all agreed that this is a great addition.
A couple suggestions if somebody is reading this and potential changes might be available in the future,
-Ability to choose location when giving command "Protect Base". Then the AI will not only protect the occupied town but take it back if it is lost to enemy wtihout having to re-issue order "Take Town" from "Patrol".
-This might be too much but it would be nice if commands could be given to individual AI in a Human controlled group.
Say you have 8 AI under your wing and you just took a town, you could tell your AI to protect town while you go out and scout or try and take another town.
All in all nice addition.
PS: After all these years of playing all of the "Capture the Island" type missions. (MFCTI, CRCTI, RTS... etc.)
I wish to take this opportunity to say a BIG "THANK YOU" to all the people who over the years developed, enhanced and presented this idea to this community. http://forums.bistudio.com/oldsmileys/notworthy.gif
Commando84
May 22 2008, 17:30
Warefare is like the best large ass base respawn coop i played since evo! http://forums.bistudio.com/oldsmileys/smile_o.gif Great thanks to all involved making this official.
Its a mission i think i can show new arma players the game without getting to advanced into ranking systems and stuff.
And still keep it cti http://forums.bistudio.com/oldsmileys/inlove.gif
Is there a way to get rid of your squadmates? The idiots always get stuck in buildings and then you can't buy any more once you hit your unit cap. By the end of a SP game you're often running around finishing off your own AI so that you can buy tanks/choppers.
WOW. warfare is great!
Played it last night and was quite impressed. This should be the basic for Warfare. Now we have to add features and variety.
To bad for all the other developers making their own CTI (thats me) bacause BIS nailed it. I guess there is no use going on with my CTI... (check signature link)
L!nk out...
Andersson[SWEC]
May 22 2008, 18:05
Just played on EAST side...Didnt get ANY money at all...
[ASA]ODEN
May 22 2008, 18:15
..
To bad for all the other developers making their own CTI (thats me) bacause BIS nailed it. I guess there is no use going on with my CTI... (check signature link)
L!nk out...
Though Mike Melvin and his MFCTI and now "Warfare" is state of the art, other style CTI's are always a good change once in a while so please don't scrap whatever built - might come in handy one day.
BUG REPORT:
After repeated use of "Packing/Unpacking" MHQ (or even once) the game will end(lose) to the team who just moved/packed/unpacked their MHQ.
Really annoying after a four hour game with 32 players and the battle was really developed. Happened to us four more times within the first 10minutes of game because the supply trucks were not pathfinding, so we constantly moved the MHQ... http://forums.bistudio.com/oldsmileys/confused_o.gif
Great Otherwise. But you have to have the MHQ as more like a ... "HQ".
Frank-O
May 22 2008, 19:01
There's always room for more "versions" of CTI. I'd say give MM two weeks well deserved holiday then hit him up for some addition features.
*whispering*...
1--Countermeasure Flares...
2--Airlift upgrade... everything except MHQ and MBT's
3--New structure: Base flag, max 3 deployed. Deployed by MHQ or Command APC.
4--Victory condition change from destruction of MHQ and surrounding factories 300m to capturing any one of the enemy Base Flag. No more artillery wins. Must hold for 30 seconds countdown.
*****5--JIP correctly identifies status of camps and Town Supply depots.
6--Paradrop/HALO upgrade (DC-3 shows up in airspace over marked map location deploying your troops using Fast Travel script)
7--Medical upgrade: Medical vehicles builds large Mash and medics.
*****8--Support upgrade; Support APC from light fact to unflip vehicle. Option to hitch damaged vehicle and move via towing.
9-Aircraft Ammo upgrade (AT (default 1.25km range), +250m AT range(max 2.5km), LGB, Cluster (+50% area LGB), thermobaric (+50% dmg LGB), Nuke.)
10-Airstrike upgrade (precision AT strike, Cluster bomb vs Armor, Napalm, bomblet minefield vs personel only. Need radio as equipment)
11-AA upgrade (AA Stryker/BRDM, default 1.25km range on ALL AA, +250m range, max 2.5km range, AA tanks unlockable by AT lock on missiles)
12-Artillery upgrade (chemical, nuclear, thermobaric +50% damage radius, GPS +1km range, bunker-buster +25 damage per round, smoke+illumination)
13-Nuke upgrade (allows artillery and aircraft ammo upgrade. MHQ and spawn flag immune)
14-Radar upgrade (enemy aircraft, artillery detection map grid coord. Eg "enemy artillery detected @<hidden> E6". Levels I-V)
15-New structure: Radar tower. Avail after radar upgrade. builds ECM HUMMV/UAZ and Recon trucks. Range 1km. Commander buys troops and veh for human players here. AI units must be able to Fast Travel to the town supply depot closest to your position.
16-ECM upgrade (level I gets you ECM HUMMV/UAZ; levels 1-5, 100m radius. 100% per level difference in radius. eg Level 2 radar vs level 1 ECM = 50m radius. 300m max. works on satchel detonators)
17-Boat dock (CRRC's, upgrade to RHIB, Fast travel option. Must be next to water)
*****18-Minimum build distance from MHQ to town supply depot 500m
19-Minimum supply truck reload time for supplies; 2 min.
*****20-Decrease kill reward by 90%. eg $45 for killing a M113, not $450.
21-Maximum 5 total of Barracks and Light veh Fact. (build strategy here)
22-Maximum 3 total of Heavy veh and Air Fact.
23-Maximum 3 total of Radar towers, Helipad, Command bunker.
24-Vote on commander default 0 ai, 0 player: default lowest ping player = 1
25-Vote on viewdistance; default 1250m, lower setting wins on tie. Average setting used from all votes. Increments of 250m. max 2.5km.
26-Vote on max ai controlled by human: each human player max set by commander; default 12 per player. total# on each side compared. Side with lower total gets funds equal to difference x100 per 2 min.
27-Each player can order ai through the town supply depot or command APC. Units must fast travel to the player's town position or command APC. Simpler system would be to allow non-truck vehicles to have radio access to AI production.
28-Commander build macro for defensive structures; 2-4 defensive structures built simultaneously. Eg. 2xAA mount and GL, 2xAT + MG nest... 4 MG nests facing NSEW...
29-Commander build macro for AA and Armor; @<hidden> 150% cost, 3 shilkas show up; 2 MBT and BMP/Stryker show up.
30-Command APC, not MHQ. Allows fast travel at $500 from nearest town. Allows Gear option. Allows troops only via fast travel. Deploys mortars, not cannons.
31-Remove lock-on land veh for AA missiles (abused in earlier CTI's)
32-New Structure; Helipad and large tent - to rearm and refuel (fast rate, costs money, losing tent = loosing resupply ability). Acts like town supply depot.
33-New Structures; Command Bunker - acts like town supply depot for land vehicles (fast rate, closed roof to avoid abuse, costs money, no wpns).
34-Option to convert ammo truck to ammo crate that contains; small arms, or missile launcher+ammo, fuel truck to fuel cans. Limited supply vs command bunker.
35-Ammo truck, Fuel truck, Repair truck. Time counter when in use (slow rate, money charge when meter on, like $4 a gallon for 50 bullets/1xTOW... : P ). Option to convert to structure of equal function (flag for repair, fuel drums for fuel, ammo crate for vehicle wpn ammo).
36-Camo netting covered sandbag defense, person size (observation post)
37-Camo netting covered sandbag defense, veh size (front view only)
38-New vehicle, Light Fact; 4x4 Civillian with build option for cammo netting only (SAS/SF observation post)
39-U shaped dirt wall defense, veh size (tank bunker)
40-Tree shaped watchtower/large rock duckblind/telephone pole platform for AA spotters and snipers on artificially higher ground.
41-Bush shaped "duck blind" for snipers.
42-Commander only can build attack helos (Cobra/Kamov/Hind/Apache). 4 limit per side.
43-Upon death, option to respawn at nearest town camp, MHQ, or Command APC.
44-Upon death respawn time is 10 sec + fast travel to player selected town camp, MHQ, or Command APC. Minimum 20 seconds.
45-Medical M113/BMP builds MASH tents. Upgrade allows Medics to build large MASH tents with healing radius (for veh), and order up AI medics @<hidden>$2000, which parachutes in.
46-Fast transport costs money, $100 per town per 10 supply point value. prevents supply truck abuse. eg. FT to a 60 supply point town = $600.
47-New "defense" structure 81mm mortar. 3x less accurate than cannons. Decoys for Radar detection.
48-Switching sides will result in screen blanking. lack of map access. banana room penalty box. Teleported to corner of map. no action menu access. no "T" option.
49-Mortar range 1km. Cannon range 2km.
50-Repair trucks, Command APC, commander/MHQ can deploy mortars.
*****51-Triple the cannon cost, and increase the reload time 4 times. Both artillery types fire a volley of 3 (mortars reload time 90 sec. Cannons reload time 6 min)
52-Commander only one able to build cannons. 5 cannon limit.
53-Mortar shells each cost $10. Cannon shells each cost $50.
54-Cannon and mortar ammo purchased in Blocks of 30 round salvos.
55-Ammo blocks must be delivered from base or town supply depot by supply truck.
56-Ammo Block drops from supply truck when delivered. Ammo block disappears when ammo used up.
57-AirFact new options: Buy airborne. A-10/Su-34. starts at altitude 600 and is manned by ai. Fly off edge of map to rearm/refuel/resupply. Buy as pilot. You spawn with aircraft at 600m altitude.
*****58-Release ai units from your control.
59-New vehicle: Light factory. tractor or M113/BMP. Bulldoze your own factory and construction structures. No effect on civillian structures and enemy factories. Can affect enemy defensive structures. Retrieve 25% original cost of friendly or enemy structures.
60-New equipment: Recon truck that deploys and controls UAV for players and commanders.
61-Factory construction completed message identifying customer, and ordered vehicle is locked until buyer unlocks. Lo-jack option to disable vehicle remotely and eject all aboard.
62-New equipment; Transport truck with hitch, transport troops, static defenses, artillery around map.
63-Role Missions (assigned by commander);
......SUPPLY - 10 towns or 10 mortar/artillery ammo crates,(fast travel resets counter. minimum distance 500m)
......REPAIR -15 vehicles
......SALVAGE - 20 vehicles
......ANTI-TANK - 12 armor
......SNIPER - 30 soldiers
......ARMOR - kill 15 tanks
......ARTILLERY - 48 points
......ANTI-AIRCRAFT - 6 confirmed kills
......RECON - spot 36 points for arty/airstrikes, find the enemy base
......SPECIAL FORCES - demo/mine kill 20 points
......PILOT - 120 points kills
......COASTAL NAVY - 15 points kills from RHIB
......MEDIC - heal 12 soldiers. para option to medical M113 with medical upgrade.
......TRANSPORT - move 60 soldiers, 20 static defenses, 12 artillery pieces, minimum distance 1km (Fast travel resets counter).
--Complete any role mission assigned by commander and receive reward of 500 supply and $2000 cash.
64-Income update. A toggle "request balance" in the "T" menu to get your cash balance if you're not getting income, and re-cook the script so you get your paycheque. (possible splitting of funds like in Sahrani Life to separate cash on hand vs Banked funds+possible Vault base structure)
65-Commander designated Mission/Battle. Normal income very low, and when commander designates a town as the current objective, enemy killed or destroyed income is doubled or tripled until town captured. Say $10 normally reward for enemy soldier killed, vs $30-$50 per soldier killed when the town is the Commander's objective.
66-Vehicle option to see who is the owner. Owner has keys to lock/unlock vehicle.
67-If you lose an AI under your command, or lose a vehicle you're driving/flying, your bank balance is reduced also a %. (ouch)
68-Gear option at town camps not available until town is supplied by a friendly supply truck.
69-Introduce minimum range to AA missiles at 600m. Max range at 4Km
70-Increase AA tank range to 2Km.
71-Introduce 20 sec delay to Vikhr lock-on.
72-Salvage truck; option to salvage abandoned, damaged, stuck vehicles, not just destroyed hulks. Will help clean up stuck supply/salvage truck traffic jams.
73-New structure; Payroll Vault/Bank. Pay is issued to the bank, and you must withdraw from the Bank to cash on hand to purchase units. Damage to the structure means monetary loss to your account. A friendly town supply depot can deposit only your cash on hand, but you cannot withdraw money from it. Cash on hand needed for Supply depot menu (rearm/refuel/repair/jeep/motorcycle), fast travel costs, AI fast travel costs. When you die/respawn, you lose your cash on hand.
***please note. These are no longer my ideas, but gathered from the collected readings of this subject, and subjectively edited. Not all suggestions are included in this list***
***** addressed in 1.1 update. http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif
Yeah i really hope Mike Melvin Keeps on working on the CTI would be great.
SG_Smokintodd
May 22 2008, 21:54
Is there any way to form a squad or team of human players?
Frank-O
May 22 2008, 21:59
Good question. I liked that feature in Evo too, but in Warfare, you're demoting yourself to squad level when you're really a small platoon commander or multi squad leader. Apples and Oranges. You're really hurting the team in Warfare if you don't buy AI to help with defenses, supply, salvage...etc.
D.murphy man
May 22 2008, 22:26
I must say warfare is an excellent addition to Arma, i havnt really played Arma in a while especially on MP, but now this came out i thought id give it a whirl and now im addicted! I love building arty batteries manning them with AI, then go off scouting for targets and bringing down sheer hell on the enemy!
Its a perfect balance of fun, gameplay, and all out war.
Dr_Eyeball
May 22 2008, 23:36
It's the best BIS-released PvP mission so far, but it:
- has quite a few bugs
- breaks some critical PvP design rules for good game-play and longevity
- has quite a few oversights for ease of use in user interface design and common sense
- a lot of missing essential functionality which is already present is the other existing versions
End game MHQ bug:
On fairly full servers (20+ players), after several times when you move the MHQ, it ends the game showing the scores screen. Some suggest it happens after moving it 3 times.
(Might be unrelated, but this wasn't happening in earlier 8v8 matches, but was always happening later on for the 16v16 matches.) So we set up a rule that you could not move it after you've unpacked it.
JIP markers bug:
Upon JIP, the captured town markers are not updated.
Poor arty design: (PvP design rule broken)
Players are now utilising the money point-farming exploit, by setting up several arty pieces per squad, then activating their arty 20 seconds apart from the other squads. The squads then pay the commander to build more arty.
I realise you can turn off arty at MP setup, but currently it's the default, making it usually on for most servers.
It's ridiculous allowing arty in a game-mode every 1 minute or so. It's even worse to allow arty by all squads even more often. Ideally it should be restricted to 5-10 minutes apart. Plus there being no cost per shell to use and the huge amount of money you get from several bombardments means the $1500 original cost is more than covered. Also there's often no indicator (sounds/effects) that you are killed by arty when spawning. There are also suicide drivers/pilots simply looking for the enemy base quickly at the start, at which point the arty starts. I have no interest in playing a SPAM mission.
Vehicle costs: (PvP design rule broken)
The vehicle costs need to be adjusted. When I can buy 5 AH-1Z's in a row, then something's wrong. We trippled the costs of attack choppers and jets to get the right balance in earlier CTI's. Anything with auto lock-on or radar benefited should be considered.
Rearm:
Rearm at town bunkers doesn't rearm tank commander guns.
My arma.rpt file is full of this error and I get it a lot:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Error in expression <t["AI Team %1 (%2)",_teamSlot,MISLABELS Select _teamCommand]]>
Error position: <Select _teamCommand]]>
Error Zero divisor
[/QUOTE]
These are just the main issues so far. I won't worry about the design issues for now.
whisper
May 23 2008, 00:23
Pretty much agree with the above.
Arty is too devastating, a slightly longer delay might be needed (10 mns way too much though)
I've been able to get 4 Ka-50 in a row too, ofc for great results, meaning more money, meaning more Ka50, etc...
maybe related to relative ineffectiveness of AA defenses. Maybe stronger AA would mean possibility to allow more aircrafts.
Frank-O
May 23 2008, 01:34
was on a 31 player server last night. Red chain. 6 peeps waiting to load in. Ran by 2 tanks and 3 racs soldiers to sit in the main capture complex. Don't know if there's a fix for this. maybe an admin/server set limit on addon folder content size limit of 300MB? 150MB? I know some peeps out there, myself included, run with more than 1GP mods. I've since removed all but ECS.
Might be a dumb question, but how do you re-arm once you've landed a plane? Didn't last long enough in the choppers to find out, but I guess you can do that at a base?
Frank-O
May 23 2008, 03:44
Supply Depot at towns. The main capture bunker has a menu option to rearm.
Hence my request to have a helo pad and "ammo" tent previously
monty67t
May 23 2008, 06:23
Has anyone had or heard of problems running this one a dedicated server. We are having problems like server crashes or it will just jump back to the mission selection screen when you try to load the mission.
ModaFlanker
May 23 2008, 06:39
First off, I would like to THANK whoever created this mission!! The closest I've had to this game experience in ArmA are the RTS-4 maps by Karrillion, which unfortunately didn't get played too often.
Warfare is a LOT of fun, and definitely a gem! As it is 1.0, it definitely needs some polishing to bring out the best light it has to offer.
There is an ArmA bug that plagues some missions [ie: I've seen this happen too much with Sahrani Life].
This bug has to do when people are joining the server; if for some reason the join is very slow or lagged, the entire game lags for everyone until the person successfully connects, then everything starts to catch up again.
Sahrani Life was able to adjust a bit in successive versions to compensate for this problem, this map may need to tweak itself too? The join lag can be devastating to some servers. Only the fastest have been able to keep this lag to hiccup level.
Issues/Bugs:
1] People who join after a game has started do not see the main bunkers in cities owned by their own side as actually theirs. [It shows up as a blue bunker, not green as it should]. As a consequence they also do not earn revenue for the player from the supply trucks going to those towns. This problem only resolves itself when the enemy actually takes over the town, allowing you to take it back and have it correctly register as that you own the main bunker. For towns deep in your rear that never get fought over, you get nothing at all.
2] Once had a problem where I was not getting any money for killing any soldiers (this was a game I joined late via JIP). Strange as I've had JIP work fine before in paying me for that.
3] Not sure if its an ArmA bug or mission bug but I and another person experienced a point in which we were frozen-- mouse didnt work, keyboard supposedly didnt work as ESC didnt work but we could open chat to talk with the / key, and the only way to fix it was to Alt-F4 the game (which worked). If I remember anything about when it happened to me, I was trying to talk and may have died while my chat was open.
4] Voting recycles too quickly; it can be hard to get an organized vote because if the vote you cast did not get the person elected, your vote gets switched back to the current commander. Sometimes we get stuck with 1/5 of the team voting one cycle, then another 1/5 the next cycle, and so on with people thinking they already voted. This is devastating especially when HQ is being shelled by artillery as AI does not change HQ to mobile and get it out of harms way.
5] Shelling HQ can be a strategic part of the game when there are competent commanders who know how to hightail the HQ to another location when it begins, but without them it can be a complete gamewrecker. You die at HQ, and then just as you respawn you die again at HQ. You wait, respawn and die yet again. This is an area of the game that definitely needs attention, to minimize the gamewrecking portion and to encourage strategic usage.
6] For the reason listed above, maybe there should be a timer for rebuilding a new HQ in a new location [away from the shelling] sometime after it is destroyed, if the enemy doesn't seem able to finish the remaining factories in a reasonable time? A team without a HQ is a lame duck, and if the enemy is constantly shelling the HQ trying to find and blow up the last factories [and failing] the team being blown up repeatedly can be so disgusted they leave the server. I was voted in commander once to resolve the artillery problem but since HQ was already blown I found myself utterly unable to do anything about the situation. Everyone was just milling about, waiting for it to just end.
7] Artillery pieces say they run out of ammo, but they do NOT. They continue to fire even when they report being out. Fix this bug. It encourages constant spamming of artillery rounds instead of careful judicious usage.
8] [edit] I thought there were strange capture spots in the city, but Whisper is right. Someone else was capping the supply depot when I saw these messages. NOT A BUG.
Ideas/Suggestions for game:
1] Add a helicopter hitching script for Mi-17 and UH-60? Its usually added depth to any game... allowing rear enemy insertions that can suddenly turn the tables. They can carry any vehicle except the heavy tanks (m1a1 and t72).
2] Add options for us to fix a head bug, to change terrain detail, and change view distance. If there is a reason for keeping view distance short to cut down on spotters seeing the entire island from a single mountaintop, at least allow it to be further than the default 800 if that is possible.
3] The fact that Paraiso has one Jet hangar is starting to encourage maps in which BOTH sides drive their HQ up closer there in order to control it. Maybe another Jet hangar next to a flat road in the southern side of the island [for takeoff/landing] could compensate and encourage HQ's to gravitate to opposite ends of the island again? I like it when HQ's are at opposite ends of the island and waging big battles in the cities between them, instead of being perpetually locked into a struggle over the Paraiso airport.
I've also encountered more than once, resistance full squads missing weapons? do they get reinforced at some point? it seems to happen when they take back a town? I dunno. but it makes for easy money but is a bit silly.
whisper
May 23 2008, 08:26
@<hidden>, point 8, are you sure another unit was not taking the town at the same time? It makes the "Capturing ..." bar appears on your screen even though you are not in range for actual capture.
Nice game last night, btw, (ended up at 2:00AM http://forums.bistudio.com/oldsmileys/smile_o.gif ), though much spammed by arty at the end. I made a bit of reckon for our artillery-man, leading to your HQ destruction.
Also tested Ka-50, this thing is a beast. The Vikhr hitting aircraft is deadly!
This has rehabilited BI somewhat in my eyes.
I actually reinstalled the game just to play this mission.
Which is something I thought I would never do.
klamacz
May 23 2008, 10:34
I wish to see who builded this KA50 there or maybe script to let only owner drive his vehicle. Actually when I have enough money I build Kamov and before geting in I'm shot to death because of some stupid teamkillers who wants to fly some ...
Great mission http://forums.bistudio.com/oldsmileys/notworthy.gif especially for SP as well as MP; I would like to see a save feature for SP though as well as a map legend for all those icons on the map, but regardless of that great job BIS, it almost gives the game a bit of a mercenary play with the money involved...
ladders don't work http://forums.bistudio.com/oldsmileys/banghead.gif
1. I experienced the Arty Bug when playing this mission which really sucks when you join a server and the team you joined up to is getting artillery nonstop on thier base lol!
Solution: Turn of the Arty for now when game starts
2. The supply lines I thought was a cool addition to CTI since the ole OFP versions, however the AI pathing in ArmA still has much to be worked on, and trucks seem to get stuck in large traffic jams in towns.
3. I also found that if you move the MHQ late in the game it WILL end the game automatically.
These are the buggs I found last night. Only complaint I had with the mission was that the commander cannot assign officers troops or vehicals. It would be nice to see this in later versions. Also, and I don't know if this is a bug, the ressistance don't carry M136's. Basically means if you take a town occupied by a ressistance with a tank they can't kill you unless they have a tank themselves!
The problem i have is trying to figure out whats so special about this mission.All i see is a map that requires u to capture towns and ai that spawns constantly on both sides while u just sit back and buy whatever u like imo this map sucks.What does this patch really add to the game apart from some new uniforms and a crappy map.Main problem with this game is the stupid ai who consistently run straight at u without attempting to shoot u or retreat etc and the lag online is unbearable does none else see this apart from me?
ModaFlanker
May 23 2008, 20:15
The problem i have is trying to figure out whats so special about this mission.All i see is a map that requires u to capture towns and ai that spawns constantly on both sides while u just sit back and buy whatever u like imo this map sucks.What does this patch really add to the game apart from some new uniforms and a crappy map.Main problem with this game is the stupid ai who consistently run straight at u without attempting to shoot u or retreat etc and the lag online is unbearable does none else see this apart from me?
Having AI is about building your own army and moving with it. You don't have to sit and send in waves, you can build up a tank force, or infantry force or whatever and lead it personally into battle.
I enjoy the game because it is fast paced, there is always something to do... where I can play for hours.
If you can create a game better than this please do so... if you can't, then maybe you just don't understand how difficult it can be, especially in crafting good AI. I've seen too many good programmers struggle with this to think this is something so easy to do.
At least maybe this game will pull a lot of people away from Evo and into Warfare instead... so instead of just Player vs AI it now becomes Player/Ai vs Player/Ai. That's definitely better.
Frank-O
May 23 2008, 21:13
All i see is a map that requires u to capture towns and ai that spawns constantly on both sides while u just sit back and buy whatever u like imo this map sucks.What does this patch really add to the game apart from some new uniforms and a crappy map.Main problem with this game is the stupid ai who consistently run straight at u without attempting to shoot u or retreat etc and the lag online is unbearable does none else see this apart from me?
Wow. Play much COD4? Which most veterans agree is nothing like how it is out there.
So you're complaining that there's too much ai, you have to capture towns, and you sit and do nothing too much. Is that it?
A lone AI vs you is pretty much a win for the human player. But that isn't it most of the time, is it? I'm always looking 360, seeing where his buddies are, and where his reinforcements or worse, human reinforcements, are likely to come from. If you play like COD4 team deathmatch here, you'e fodder.
Have you played much CTI before? The supply truck/lines is a first, Fast travel is a first. True there were versions before where you had to drive a truck to capture a flag, or spawn at different locations owned by your side, but never rate of truck supplies and ai that travel with you on FT. And to top it off, this is ver 1.0?! Multiple "flags" for town capture is a first too.
I'm not saying this mission is perfect by any means. But for something that was promised for ArmA prior to release, this mission sets a new standard for CTI mode missions. Lots to fix, but sure came out of the gate sprinting. I'm sure with M. Melvins track record of updates, and the modding community to back him up, 2 or 3 versions down the line we'll have a pretty robust CTI mode mission that will be elevated to legendary status like Linoleum, Evo, CRCTI, and of course, MFCTI.
***
I've updated my features request list for Warfare. Opinions? Would you guys like me to add your suggestions to the list?
after close error (main menu):
cannot load texture epower\icon\docks.jpg
Call911-AGE-
May 23 2008, 22:03
Hav'nt played this much (vs) since the days of RTS4. Great work BIS definatly a step in the right direction http://forums.bistudio.com/oldsmileys/thumbs-up.gif
mrcash2009
May 24 2008, 00:11
Quote[/b] ]The problem i have is trying to figure out whats so special about this mission.
Its different, and also free. Its a special as you want to make it.
Quote[/b] ]All i see is a map that requires u to capture towns
Yes thats right.
Quote[/b] ]and ai that spawns constantly on both sides
They certainly do.
Quote[/b] ]while u just sit back and buy whatever u like
You sit back "if you want" .. you buy as you "require" dependent on what you want to do "if you want" its called non-linear game play (thank the lord for it).
Quote[/b] ]imo this map sucks.
It does the job but its your opinion so cool.
Quote[/b] ]
What does this patch really add to the game apart from some new uniforms and a crappy map.
I cant reply .. thats for the other thread http://forums.bistudio.com/oldsmileys/tounge2.gif
Quote[/b] ]Main problem with this game is the stupid ai who consistently run straight at u without attempting to shoot u or retreat etc
Try some mods, try servers with such AI mods. Its not perfect but none are.
Quote[/b] ]and the lag online is unbearable
On this mission or generally?
does none else see this apart from me?
"No". http://forums.bistudio.com/oldsmileys/rofl.gif
I don't think iv'e ever seen such a cup half empty post. Its not what you've got, its what you do with it.
Anyway, I like it, makes a change, certainly something I will try online as i'm purely SP so far. I agree with fixes needed, and its early days (and free). I would love to see a version for actual SP (saves etc) as stated here and also for it to be adapted to other maps later on in some way. http://forums.bistudio.com/oldsmileys/tounge2.gif
The problem i have is trying to figure out whats so special about this mission.All i see is a map that requires u to capture towns and ai that spawns constantly on both sides while u just sit back and buy whatever u like imo this map sucks.What does this patch really add to the game apart from some new uniforms and a crappy map.Main problem with this game is the stupid ai who consistently run straight at u without attempting to shoot u or retreat etc and the lag online is unbearable does none else see this apart from me?
If you don't like it then don't play it, it's that easy.
And if that map sucks then why you don't come up with something better instead of complaining and flaming? If you have something in the pipe then we're all ears and looking forward to see it.
The problem i have is trying to figure out whats so special about this mission.All i see is a map that requires u to capture towns and ai that spawns constantly on both sides while u just sit back and buy whatever u like imo this map sucks.What does this patch really add to the game apart from some new uniforms and a crappy map.Main problem with this game is the stupid ai who consistently run straight at u without attempting to shoot u or retreat etc and the lag online is unbearable does none else see this apart from me?
http://forums.bistudio.com/oldsmileys/whistle.gif I'm sorry did you say something worth listening to?
The AI will stop respawning when you take out there camp, you've got to know how to use the AI to make it work for you, try turning up your difficulty settings, and get a faster modem connection from your ISP; and no we don't see this apart from you, it's just that the community appreciates each patch for what it is, a step in the right direction, because they have no legal obligation to patch it; they could just leave us all hanging on a thread. http://forums.bistudio.com/oldsmileys/goodnight.gif
volkov956
May 24 2008, 01:15
I've also encountered more than once, resistance full squads missing weapons? do they get reinforced at some point? it seems to happen when they take back a town? I dunno. but it makes for easy money but is a bit silly.
This is related usually to them spawning in the water if u look at ur map you may see that they're gear is in the water
Andersson[SWEC]
May 24 2008, 07:20
First time i played it i loaded ALL my other addons
and mods, started mission and i was the only one
carrying weapons...
Now i play with ECS and XEH no problem, the AI´s
are actually really dynamic...
Lugiahua
May 24 2008, 07:30
About Arty problem
1.I suggest that only Commander can order Arty fire missions.
Team leaders can only "request" a location for the fire mission, but only commander can approve it.
2. The delay between fire missions should be longer...
3. there should be some couter-arty unit which can provide commander the location of enemy arty after a fire mission, in order for commander to organzied an counter-arty attack or fire missions.
Iceman77
May 24 2008, 08:18
The JIP needs to be fixed...(Camp Markers)...Other than that BIS has hit a homerun with this one...just imagine it with a good hitch script and some "paradrops"...
Quote[/b] ]Main problem with this game is the stupid ai who consistently run straight at u without attempting to shoot u or retreat etc
The main problem with Arma are whiners and complainers...I could nitpick ANY shooter /sim (besides OFP,VBS or VBS2) all day about what it dosen't have that Arma does...think about it...
Regards,
Iceman
LockJaw-65-
May 24 2008, 08:25
I love this map and it brings another dimension to a really good game. I have only spent a few hours playing but had no problems and no lag. I have been trying to make a map like this for over six months but could not get it to run without lag etc. Bis have done a good job with this one Well done....
I dont understand all the moaners and complainers.."its a free addition if they dont like, dont play, carry on what they were doing before.
This map should of been coded so much better, its well designed, however it could be so much less of a server load and done with a lot less scripts...
Currently working on this myself, but I'd have to find out how modifications of warfare go as far as releasing as its no longer a mission, its like... content of the game... http://forums.bistudio.com/oldsmileys/huh.gif
Thanks for all the responses people. A lot of hard work has gone into this mission and it's good to finally be able to share it with all of you. As the "1.0" indicated this certainly won't be the final incarnation of Warfare, so bug reports and gameplay feedback are certainly welcome.
But we have far bigger plans in store than just a few bug fixes. Head over to the Developer's Blog to get a first glimps of what's to come http://forums.bistudio.com/oldsmileys/smile_o.gif
Mano a mano - Online Warfare (http://www.bistudio.com/developers-blog/mano-a-mano-online-warfare-3_en.html)
OK so I was playing Warfare as SP on Lan, hella cool, http://forums.bistudio.com/oldsmileys/yay.gif but I noticed some bugs or short comings; when I took over the airport I decided to move my HQ up to that position, so I packed it up and away I went but, when I got there I'd try to unpack it which it would for about 1 second, and them repack itself. Is there a way to delete buildings and defenses? I bought an A10 and had the pilot fire at will, he took out targets but I received no cash for them; bug? And last but not least, what does SV:XX mean on the map?
STill a great way to play ArmA http://forums.bistudio.com/oldsmileys/notworthy.gif
Oh and 1 other thing; where can I find the mission on my hard drive? I'd like to load it up in the editor.
Jakerod
May 24 2008, 16:05
The only problem I have had with Warfare so far is that my AI tend to get stuck a lot more than usual. Sometimes they get stuck on island buildings but it seems they get stuck on base buildings a lot more.
ModaFlanker
May 24 2008, 16:53
Thanks for all the responses people. A lot of hard work has gone into this mission and it's good to finally be able to share it with all of you. As the "1.0" indicated this certainly won't be the final incarnation of Warfare, so bug reports and gameplay feedback are certainly welcome.
But we have far bigger plans in store than just a few bug fixes. Head over to the Developer's Blog to get a first glimps of what's to come http://forums.bistudio.com/oldsmileys/smile_o.gif
Mano a mano - Online Warfare (http://www.bistudio.com/developers-blog/mano-a-mano-online-warfare-3_en.html)
It is great to hear from one of the developers! I hope you'll always feel welcome in here and not be driven away by those who don't really understand how complicated coding something perfect can be.
It means a lot to a player thoroughly enjoying a mission that everytime they keep running into something that hurts the gameplay that there is progress in getting that changed for the better by the developers.
Here's to a great developer/gamer relationship!
------------------------------------------
To: Whisper
You were right about #8 in my post on the 2nd page. I've edited it to reflect that.. was not a bug. Someone was capping supply depot while I was in town and I got confused.
Arrowhead
May 24 2008, 17:10
3. there should be some couter-arty unit which can provide commander the location of enemy arty after a fire mission, in order for commander to organzied an counter-arty attack or fire missions.
excellent idea!!
Maybe a simple mark on the map of enemy arty locations so that players know where to attack.
Was flying about in an A-10 and I think my mate was setting up artillery when this error occurred...http://i224.photobucket.com/albums/dd146/chops_IV/warfareerror.jpg
Pretty nice mission overall.
RicoADF
May 24 2008, 18:28
Oh and 1 other thing; where can I find the mission on my hard drive? I'd like to load it up in the editor.
I second that question http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Great job BIS, 1 thing that OFP has crapped all over ArmA with IMO was having CTI, now that ArmA has it I'm back in and ready for more gaming http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Oh and 1 other thing; where can I find the mission on my hard drive? I'd like to load it up in the editor.
Unpack the Warfare.pbo addon in your ArmA\Addons folder. It contains a MPMissions folder, in which you'll find both the Warfare and Warfare32 missions. Outside of the mission.sqm, they contain mostly identical scripts, so any script changes made in one mission can be copied over to the other as well http://forums.bistudio.com/oldsmileys/smile_o.gif
And "SV" stands for Supply Value, indicating how many supplies have been delivered by Supply Trucks. This generates income for your faction, Supply Points for the commander (used to construct base facilities), but also increases the number of friendly AI troops defending the town.
Great map, but I have one question if I have the SLX mod loaded up and I go and create a LAN match. Will the AI use the SLX features, i prefer them much better than vanilla ArmA's. If it does work, are there any risks in breaking the flow of the mission?
Great map, but I have one question if I have the SLX mod loaded up and I go and create a LAN match. Will the AI use the SLX features, i prefer them much better than vanilla ArmA's. If it does work, are there any risks in breaking the flow of the mission?
Technically Warfare doesn't contain any elements that should prevent the AI from functioning with additional behaviour scripts such as SLX. But with the dozens of complex scripts running on both sides there's always a chance of things going haywire somewhere along the line. Give it a go and find out.
Same holds true for gameplay flow. Unfortunately I'm far too busy right now to test it myself, but please do let us know how any such ArmA/mod hybrids turn out http://forums.bistudio.com/oldsmileys/xmas_o.gif
ModaFlanker
May 24 2008, 19:25
3. there should be some couter-arty unit which can provide commander the location of enemy arty after a fire mission, in order for commander to organzied an counter-arty attack or fire missions.
excellent idea!!
Maybe a simple mark on the map of enemy arty locations so that players know where to attack.
It takes time, work and money to setup an artillery brigade. I don't think it should be so easily lost after firing for the first time. There should be plenty of error as to the exact location.
If using such a system, this is what the US uses for counter-artillery:
Wikipedia Link: http://en.wikipedia.org/wiki/Radar_MASINT
Quote:
"Counterartillery Radar
Three US radar systems exist for detecting hostile artillery fire and backtracking to its source, serving the dual requirements of warning of incoming fires and counterattacking the firer. While they are intended to be used in three tiers against artillery of different ranges, there can be a problem of having a threat of an unexpected type fired into an area covered by the wrong tier. Proper site selection and preparation is necessary for all types[6]."
rundll.exe
May 24 2008, 20:42
This anti arty feature has been around in crCTI, you have to buy a radar to be able to track the shells.
The more estimations the radar can do the better the accuracy of the position arty piece.
I think this would be a welcome addition. Firing arty from far is quite lame and too easy as its implemented now.
Other welcome changes would be the ability to buy your AI while you're not in the base, and for the commander to buy AI for the other players (and AI) .
ruggermike
May 24 2008, 23:44
This is the mode I've been waiting for since I bought ARMA, fantastic job, and with this base to work from it really does have the potential to define the ARMA experience...it's the realization of all that the OFP/ARMA system promises with it's non-linear gameplay and 360-degree operational environment. Thank you BIS and all the cti modders!
And though I wouldn't expect Mike Melvin to remember MadMike and his group from Columbia, MO that helped playtest MFCTI years ago, even having the distinct honor of playing against the man himself; I will make some suggestions that are derived from both that past experience and that of this new version.
So without further ado....
1: squad respawn-Keep the human players in the field as long as possible by allowing the option of respawning into the next soldier in the squad. This also encourages the use and purchase of AI troops, which for some reason is a blind spot for many online mp players, so much so that they instantly react negatively to the mission because of the necessary use of AI.
2:aircraft-I’ve never felt that OFP/ARMA’s strength was the accurate representation of fixed-wing aircraft and their use on the modern battlefield. The speeds are too high, the operational area too small, and the view distances too short to even get close to the target of “realistic”. My suggestion would be to eliminate them from Warfare and change the airport capture benefit to something else. (i.e.: 10% money and-or supply logistics bonus/enables HALO insertions/enables paradrop ammo boxes, reinforcements, etc. Suggestions?)
3:choppers-Give me back my mi-28 hind! What a big, ugly, fearsome beast that machine is…the perfect multi-role counterpart to the UH-60 and variants. Get rid of the mi-17 in any model but the unarmed transport. (On a more radical point, you could eliminate the ka-50 as well, and negate all the debates about the AA ability, reducing all air-to-air combat to pilot skill)
4:artillery-I have to say this is the slickest implementation of indirect fire I’ve seen yet in mp ARMA, I love it, but in my heart I know it needs to change.(Am I talking about a woman or a computer game? Scary!)In a game last night, I had 2 squad leaders deploy a total of 17(!)tubes, and we plastered the crap out of the enemy base for the better part of an hour. Now, while that was a beautiful sight and a lot of fun from our perspective, it was getting silly. I would propose that arty construction and firing be limited to the commander(build it empty and allow anyone’s AI to man it), the out-of-ammo (but not really) bug be fixed asap, and the cost be increased to $2500 per tube. (The increased cost replaces the need to track individual shot costs) Another thought: I’m not sure how this is realistic, but maybe have the number of tubes be limited by how many depots are held at the time of construction, so the more ground you hold the more supply is available for the big guns. And the game does need to inform you that you’ve been killed by arty, or it starts the “who’s hacking!” debate; and someone should get credit as well.
5:tanks-Bring back the t-80, baby! I can’t tell yet whether the ARMA version of the m1a1 is as powerful when compared to the t72 as in OFP, but if it’s even close the t72 should be more than $200 cheaper than the m1a1.(current prices are: m1a1 $3000 & t72 $2800) I would suggest $3500 for the m1a1, and $2500 for the t72. My feeling is there should be more t72’s in the field than m1a1’s, encouraging multiple-tank squads of t72’s duking it out with single m1a1’s. The t-80 was a great balancer to the m1a1 in our old games, and a squad often had one t-80 escorted by two t-72’s, allowing flanking maneuvers on solitary m1a1’s.
6:apc’s-Where, oh where, have the bmp-1 and the Bradley gone? I don’t hate the stryker, but it’s three single-role variants don’t get used nearly as much as the multi-role Bradley always did. And the bmp-1, with its surprisingly useful 37mm HE cannon, made up for the weaknesses of the open-topped armed uaz compared to the enclosed armed hummers. (just for the record, I hate uaz’s in all forms, I’d rather see the RAC technicals in OPFOR colors)
7:top tier unit cost inflation-Have the cobra/ka-50 cost slightly more (maybe $200/maybe more?) for each subsequent chopper purchased after the first. (maybe apply this to the m1a1 and t72 as well?) Don’t know if it would be better applied to the team as a whole, or to the individual, if the individual tracking is even feasible. That would help curtail some of the continuous chopper purchasing that happens in the late game, and make them individually more valuable to repair and keep in service.
OK, I’ll stop, that’s too much already…..
sparks50
May 25 2008, 09:32
Your first point sounds like a very good idea, and I also think its possible through teamswitch.
Fired up the map on my dedi last night, now runs smooth as silk, great job on the updates guys, warfare runs great apart from one little prob, AI doesnt seem to follow orders, gave them some easy commands to just move to a point on the map, with no waypoints, to see how they moved, after half an hour they still hadnt managed to get there, and they all seemed to have there own ideas of getting there, to say they took the scenic route is a bit of an understatement, otherwise the map looks and plays great http://forums.bistudio.com/oldsmileys/smile_o.gif
Bunkers
May 25 2008, 10:25
A simple question: how do I get rid of my ai units?
rundll.exe
May 25 2008, 10:56
@<hidden>, you cant... Should be an option to disband them
One more thinkg I forgot to report:
I encountered quite often the resistance in towns to stand nicely in a row, doing noting and waiting to be picked off. When you start shooting they finally get to action, but then its too late.
There should be some proximity trigger that activstes a patrol around the town, so its not that boring to attack.
Oh and they really need more AT. Maybe even make a script that makes resistance board the MG and AT posts around the towns.
sandzibar
May 25 2008, 12:36
Great map, but I have one question if I have the SLX mod loaded up and I go and create a LAN match. Will the AI use the SLX features, i prefer them much better than vanilla ArmA's. If it does work, are there any risks in breaking the flow of the mission?
Technically Warfare doesn't contain any elements that should prevent the AI from functioning with additional behaviour scripts such as SLX. But with the dozens of complex scripts running on both sides there's always a chance of things going haywire somewhere along the line. Give it a go and find out.
Same holds true for gameplay flow. Unfortunately I'm far too busy right now to test it myself, but please do let us know how any such ArmA/mod hybrids turn out http://forums.bistudio.com/oldsmileys/xmas_o.gif
omg sith! i remember you from the early OFP days. still hanging around with DnA? http://forums.bistudio.com/oldsmileys/biggrin_o.gif
ill have to echo what others have said about arty and prices for the more effective vehicles might need to be adjusted.
some of the non-mission related items need a tweak too..
like vihkr's targeting aircraft, and stingers/strellas being used as anti ground vehicle weapons by the AI.
I dont think there should be anti arty.. If the enemy commander is getting shelled he should get some players to go and scout the enemy arty and then shell it back that way..
Remeber this map is all about Team Work you can't be a rambo and expect to win so there cant be advantages for rambos http://forums.bistudio.com/oldsmileys/smile_o.gif
found a script bug it looks like.
Was palying on east, attackin parato, and was using a t-72 to terminate some mg nests, wile some in my troop manned some d-30 arty pices, shelled the place...... :P
http://www.kvarsnes.net/xml/warefare error.jpg
Andersson[SWEC]
May 25 2008, 17:12
Stuff i miss:
Being able to buy things outside/off base
(Maby a RadioOp would take care of this.
If you have a R.O in your squad and you stand/sit
really close to him you could buy stuff from anyware.
And i mean vehicles and units. Not guns and ammo)
Ordering AI squadleaders to hold a certain city
(NOT PATROL, i mean HOLD). As CO
AI´s seem to lack the ability to rearm the arty..??
(Not sure)
BUY things FOR other Squadleaders..As CO
this mission could have been made better i thought when i seen Mikes name it would have been like MFCTI witch we still are in need of
there concept is there but they didn't consider what made CTI game Good...
-spawn is sorta crap compared too MFCTI choosing where to spawn
-Destruction of base GONE kill the MHQ game over my view is this really sucks played many of games for hours after losing the MHQ
those are just a few things i really am not a fan of
i figured by now that a simple port of the origanal MFCTI would be possable but ArmA is failing as far as CTI go's
mabe someone somtime when its tolate will make the perfect CTI that we all use know and love http://forums.bistudio.com/oldsmileys/notworthy.gif
missing the good ol MFCTI Days http://forums.bistudio.com/oldsmileys/confused_o.gif
Jakerod
May 25 2008, 22:22
1: squad respawn-Keep the human players in the field as long as possible by allowing the option of respawning into the next soldier in the squad. This also encourages the use and purchase of AI troops, which for some reason is a blind spot for many online mp players, so much so that they instantly react negatively to the mission because of the necessary use of AI.
I agree with this but maybe limit the number of troops you can have with you (if there isn't already). That way you can't buy 100 guys and just keep spawning into them. Limit it to maybe 20 or 40.
3:choppers-Give me back my mi-28 hind! What a big, ugly, fearsome beast that machine is…the perfect multi-role counterpart to the UH-60 and variants. Get rid of the mi-17 in any model but the unarmed transport. (On a more radical point, you could eliminate the ka-50 as well, and negate all the debates about the AA ability, reducing all air-to-air combat to pilot skill)
Mi-24 hind. I think this is fine the way it is. The west already have an advantage with the Abrams plus some other things so its only fair that the east have an advantage with a ka-50.
---
Im all up for bringing the Bradley and BMP-1 back if they want to. I do think it would add more to the game but if they don't have time then they don't have time.
ModaFlanker
May 26 2008, 00:29
I agree with this but maybe limit the number of troops you can have with you (if there isn't already). That way you can't buy 100 guys and just keep spawning into them. Limit it to maybe 20 or 40.
In the RTS-4 maps by Karrillion you can control up to 30 AI.
In Warfare, I have never been able to go above 13. [Sometimes its capped at 12 for me]. Maybe if I'm buying soldiers too fast it lets me get that 13th soldier?
Definitely an AI limit in Warfare...
=JpS=SgtRock
May 26 2008, 01:09
Question about defenses. When I play as commander, I like to place M-19s, MG nests, AA, AT, etc. positions around my base. I noticed today that I can place them near outposts, but I never see them get manned by AI. So far as I can tell, I can't place them near supply depots where the defending AI spawn. So, do defensive static weapons ever get manned by AI away from the HQ?
sparks50
May 26 2008, 01:26
Not unless you set AI to them yourself I think.
I really wish you could buy these MG nests already manned by AI, would make things a tad simpler.
=JpS=SgtRock
May 26 2008, 01:38
They definitely get manned by defensive AI when I set them up by the HQ. I've come to rely a lot more on the static defenses than I do on sandbag walls. http://forums.bistudio.com/oldsmileys/smile_o.gif
Duke49th
May 26 2008, 06:51
edit: Done! (Read first... http://forums.bistudio.com/oldsmileys/whistle.gif )
=JpS=SgtRock
May 26 2008, 07:46
edit: Done! (Read first... http://forums.bistudio.com/oldsmileys/whistle.gif )
Umm... huh? I'm so confused. http://forums.bistudio.com/oldsmileys/smile_o.gif
whisper
May 26 2008, 08:48
They definitely get manned by defensive AI when I set them up by the HQ. I've come to rely a lot more on the static defenses than I do on sandbag walls. http://forums.bistudio.com/oldsmileys/smile_o.gif
Duh! They are? You mean I've wasted money and squad slots for nothing?
They do. But not always. Anyone knows what affects this? Need more barracks or something? And the reloading of the artillery is difficult.
After a 2h internet MP game on a public server, I came up with the following :
- some costs have to be tweaked, particularly MBT and helicopters that should be significantly higher.
- is there a way to buy bikes ? I like raiding supply lines with fast and highly mobile units. Add them in the light vehicles factory.
- artillery costs should be increased and its use reduced to Commander only. It may overload the poor player already in charge, but would significantly reduce the occurence of WW1 style bombardment... Realistic, but definitely NOT fun.
- I haven't seen fixed wing aircraft in any game yet. But having 2 or more airports on a map (like full Sahrani) would balance things out. And would make for an interesting air war, with Combat Air Patrols sweeping enemy aircraft, Close Air Support flying nap of earth, SAM sites and static/mobile AAA units having a huge influence on game. Plus, many many possible side missions, like blowing up SAM defences to allow air raids, etc...
- Add a script/function or ability to have heli insertion for infantery squads. Maybe already possible by buying a transport heli and letting an AI pilot it.
- Add an "role" script, like MapFact did. Only a Pilot can pilot an aircraft. Only a Crew can mount a tank/APC.
While online, I noticed a serious decrease in performance. I had some mods running and have been told they were responsible. Do Mods like SIX tracers, sound mods, matt effects, sky replacement and dynamic view distance have an impact on performance online ? Maybe because the server is not running them, but they are only client-side...
Thanks for this mission. I really like it and look forward to updated versions ! This gave a new life to many people's ArmA. Make it even better !
Malick
They do. But not always. Anyone knows what affects this? Need more barracks or something? And the reloading of the artillery is difficult.
my experience: i never had AI man my AA, MG nests and AT guns around the HQ, even when i ordered a squad to defend it.
if AI is in command however, they usually do...
whisper
May 26 2008, 10:50
About artillery, possible solutions already discussed :
- price should be upped
- limit arty pieces to 4 per squad leader?
- reload time should be upped
- a way to give position of arty pieces could be great for the poor victims.
I'd say, above 4 pieces of artillery shooting, they should appear on ennemy map for counter arty or airstrike, things like that.
Reload timer should be of 3 minutes.
price should be 2500$
Above the 8th artillery piece placed on map by one side, price should be upped to 5000$ for that side.
This way you have support artillery enabled (4 shooting for a lil area suppression) but nothing too spammy. Or it costs a lot and is counterable.
Undeceived
May 26 2008, 10:54
The mission is cool, but the lags (or crashes -> red chainsymbol and the game stops) are pretty frustrating... I did not play Wafare so many times as some here may have played but until now I never experienced a game from the beginning until the end because of this crash. http://forums.bistudio.com/oldsmileys/confused_o.gif
RavenDK
May 26 2008, 11:31
There's always room for more "versions" of CTI. I'd say give MM two weeks well deserved holiday then hit him up for some addition features.
*whispering*...
Countermeasure Flares...
Airlift upgrade...
Paradrop/HALO upgrade (DC3?...)
Airstrike /Ammo upgrade (AT, LGB, Cluster. Need FAC and radio, or "T" menu option)
Artillery upgrade (chemical, 50% damage and radius increase)
Nuke upgrade (artillery for precision, or else 4x less accurate. MHQ immune)
Radar upgrade (enemy aircraft, artillery detection map grid coord. Levels I-V)
ECM upgrade (level I gets you HUMMV/BRDM; levels 1-5, 100m radius. 100% per level difference in radius. eg Level 2 radar vs level 1 ECM = 50m radius. 300m max. works on satchel detonators)
Boat dock (CRRC's, upgrade to RHIB)
Decrease kill reward by 90%. eg $45 for killing a M113, not $450.
Support APC upgrade to unflip and repair armor (from Light Fac)...
Remove lock-on land veh for AA missiles (abused in earlier CTI's)
Helipad and large tent to rearm and refuel (fast rate, costs money, losing tent = loosing resupply ability)
Ammo and Fuel depot for land vehicles (fast rate, closed roof hangar to avoid abuse, costs money)
Ammo and Fuel truck combined function (slow rate, money charge per round, like $4 a gallon for 50 bullets/1xTOW... : P)
Small Arms/launcher, ammo, and missile crate from ammo truck
Camo netting covered sandbag defense, person size (observation post)
Camo netting covered sandbag defense, veh size (front view only)
U shaped dirt wall defense, veh size (tank bunker)
Tree shaped watchtower/large rock duckblind/telephone pole platform for AA spotters and snipers on artificially higher ground.
Bush shaped "duck blind" for snipers.
New "defense" structure 81mm mortar. 3x less accurate than cannons.
Mortar range 1km. Cannon range 2km.
Repair trucks or commander/MHQ can deploy mortars.
Triple the cannon cost, and increase the reload time 4 times
Commander only one able to build cannons. 5 cannon limit.
Mortar shells each cost $10. Cannon shells each cost $50.
Cannon and mortar ammo purchased in blocks of 30 round salvos.
Ammo blocks must be delivered from base or town supply depot by supply truck.
Ammo crate drops from supply truck when delivered. Ammo crate disappears when ammo used up.
Quote[/b] ]Ammo and Fuel truck combined function (slow rate, money charge per round, like $4 a gallon for 50 bullets/1xTOW... : P)
Nice thought, but .. who would drive that bomb.. i cant speak for outside europe but here we got rules against fuel beeing loaded on the same vehicle as ammo http://forums.bistudio.com/oldsmileys/biggrin_o.gif ... just a freindly hint from the real world of logistics http://forums.bistudio.com/oldsmileys/whistle.gif
You can spot enemies hunting for you at camps with the build interface. Quite unfair.
whisper
May 26 2008, 13:25
Can't see any workaround for that.
It's not like commanders are going to sit all the time in the build interface
ruggermike
May 26 2008, 15:36
Jakerod: thanks for the correction, the mi28 is the havoc isn't it...doh.
cti modders: I think the real window of opportunity for the other cti modders is in setting and era, providing maps and equipment specific to certain settings, such as:
WWI (biplanes and barbed wire, yippee)
WWII (Western Front/Eastern Front/Pacific/CBI)
Korea (Sabre vrs. Mig15/early use of choppers, etc.)
Vietnam (speaks for itself)
Apocalypse (2 competing groups of survivors in a world where all the towns are held by souped-up zombie AI with no weapons but powerful hand-to-hand strikes and they run faster than the humans and hunt in packs, giving off eerie screams and groans/aka I am Legend?)
I understand the complexity and difficulty of what I suggested above, and I have no talent or skill in any area that could contribute (except playtesting), but I think that's the path for other modders to take to really stand out and craft something unique.
Particularly bothersome bugs/issues include:
1: The AI fail to rearm any of the fixed-emplacement weapons, I've had to manually rearm the TOW's/Mk.19's/etc.
2: AI squad leaders seem to get the infantry they buy hung up in base and never take them with them, resulting in crowds of dudes standing around doing nothing. (happens to 1-2 squads every game in my experience)
Suggestion:
Let the commander build a building called "supply dump" for the supply trucks to run to and originate from, so that the trucks don't get hungup in the middle of the base so often, running people over, or never getting out at all. Script it so that it ceases to function if the MHQ is packed up and relocated, so you need to build a new one at the MHQ's new location, maintaining the continuity of supplies being delivered to the main base.
=JpS=SgtRock
May 26 2008, 16:41
Artillery:
Arty is definitely unbalancing as it's currently structured. I'd STRONGLY recommend limiting its use dramatically. If you've ever played the Commander role in Battlefield 2, you are familiar with the tempo of play in that slot. Handling artillery strikes (with some additional limits to its use) isn't all that tough. I recommend that the Commander should be required to approve all strikes. (Maybe allow for "first come first served" if the Commander is ignoring artillery)
I also suggest instead that the following changes be made:
Limit the total number of artillery pieces that can be bought. (8? 12?)
Borrow Evolution's concept of calling artillery strikes. Designate a light strike as one half or one third the max artillery available. Extend reloading times for each gun to simulate bringing up more ammo from a supply depot after the ready supply is depleted.
Purchase of arty (and all static defensive pieces) should be manned by default and their prices adjusted up significantly.
Static defensive pieces:
I haven't seen them used much by anyone else, although as I've noted I use them extensively around my mobile HQ. I suppose it's because manning them gets boring, for one reason. For another, it's clear that players don't know that defensive AI can man them. It would sure make taking towns away from another player a lot tougher (and a lot more fun!http://forums.bistudio.com/oldsmileys/wink_o.gif if it meant having to deal with more AT, AA, etc. instead of just taking the town's Supply Depot.
As noted, I think that buying them should be for manned pieces by default, although I have no problem with a "Buy Empty" option for them similar to that for vehicles.
Placement of static pieces is an interesting puzzle if we assume that they're manned. We don't want them just anywhere, do we? Maybe allow for placing them within a some defined radius of a town's Supply Depot? Make that radius large enough to cover all the outposts. Either that, or allow for placing them only around the outposts and shrink the radius dramatically. (Maybe 100 meters? 250 meters?)
In order to prevent people from building impenetrable defenses, disallow placing similar static pieces next to each other. One way to handle it would be to say that no outpost can have more than one of each kind of static piece near it. Another would be to use a radius around each static piece that no other static piece can be built in.
I don't know which would be easier to code. The first method would certainly make the idea of just building around the outposts a natural choice, though.
(Edit) I didn't realize that static pieces weren't automatically reloaded. If so, this is definitely an issue. I think there's a way around it, though. If a town is held by a player, any static pieces he builds in and around the outlying camps are designated as being in supply. Normal reloading cycles for all weapons, ammo brought up similar to the way that arty pieces are handled now. If a town gets taken by the resistance or the other player, the pieces have their "on-hand" supply only. That way, a player still has to completely clear a town if he wants to place his own pieces.
(end Edit)
Fixed wing aircraft:
Boy, I struggle with this! Having only one airport makes them incredibly unbalancing, but they definitely add a fun dimension to the game. Unfortunately and as others have pointed out, online battles tend to focus on just struggling to own the airport instead of roaming all over the island.
Southern Sahrani is too small for two full airports. I've got a feeling that when or if we extend Warfare to the whole island we'll find that it's really not all that great for it. Games are liable to get stalemated at Corazol. I think this mod works on Southern Sahrani because there are always multiple ways to go to extend your supply reach. If we get a larger map, it really needs to have multiple routes defined for most cities.
Northern Sahrani by itself would be OK, I think. The problem again is that there's only one airport. Unless we get some user built islands adapted for the mod?
How about this instead? Add an option for a Commander to build a small airstrip, suitable for VTOL and STOL style aircraft like the Harrier, the Osprey, etc. Take away the special character of the Paraiso airport and just make it another city to capture. That neatly resolves the problem of only one airport and gets people fighting over the whole island again.
rundll.exe
May 26 2008, 19:04
Oh one thing I forgot, and is quite crucial...
The hesco walls dont follow the ground curvature as they should. This way bases are worthless in hilly locations, just where the protection is best.
There is a simple solution wich we applied for crCTI walls in OFP years ago: Make all the object points have a constant height above ground in O2. Dont know how to do this exactly anymore, but its a verry easy fix.
Maybe hescos arent that flexible IRL, but I know they dont float meters above the ground either.
=JpS=SgtRock
May 26 2008, 21:31
Something else that I noticed: The Commander voting seems to be a bit messed up. I joined one server and forced a vote for Commander where the slot was held by the AI. There were 8 humans playing on my side on a 32 man server. I was the only one who voted. Everyone else just ignored the vote. End result? We still had an AI for Commander. Anyone who has played against a team with a human player who isn't totally incompetent knows that a team with an AI for Commander is well and truly outmatched when facing a human run team.
I suggest that the default for not voting is to abstain, not vote for AI. This would mean that even if no one else bothered to vote, a player can get the Commander's slot and actually do some good.
rundll.exe
May 26 2008, 22:42
Totally agree to above post, the system may seem nice, but alot of ppl dont bother to vote, and yet you are stuck with an AI comm.
Firstly: Thanks for Warfare and 1.14 http://forums.bistudio.com/oldsmileys/yay.gif I haven't crashed since installing 1.14 and have stayed in one game for about 6 hours. <=Amazing!!
I find the placment of defensive objects a bit hit and miss. Example: sometimes an MG nest will go where I click for it to go, but a lot of the time it will end up in the middle of a wall or inside the Camp Bunker, making it unusable. Would be nice if this could be fixed.
On a similar note: It would be good if a defensive structure could be deleted/removed after placement. This could be because it's no longer required at it's current position, or because it placed itself in the wrong place(as above).
AI: I use them a lot while playing Warfare, but they do get stuck way too much. Esspecially as stated by others, in or around the Camps. I'm at a point now where I'll shoot them rather than waste my time trying to recover them. If this can't be fixed, pleaqse give us an option to release or disband them from our group.
Arty: AI not rearming arty is annoying, but I would suggest leaving it like this so Arty isn't a "place and automate" system in the game. Needing to micromanage a Battery should help to prevent over abuse of Arty. I agree with increasing the cost of Arty.
Info regarding AI and defensive structures:I was in a game the other night where I had captured a Camp outside an enemy controlled town. I had built defensive walls, AT and MG nests and one AA turret. I was defending the camp and noticed that enemy (west) soldiers sometimes spawned in my camp and immediately entered defensive structures. I'm not sure, but I think at times they spawned straight into some structures? I have also seen this happen in Camps of towns my side control, where our AI spawn straight into Camps I have built defences in. So I say "Build it and they will come".....
Jakerod
May 27 2008, 06:15
I agree with this but maybe limit the number of troops you can have with you (if there isn't already). That way you can't buy 100 guys and just keep spawning into them. Limit it to maybe 20 or 40.
In the RTS-4 maps by Karrillion you can control up to 30 AI.
In Warfare, I have never been able to go above 13. [Sometimes its capped at 12 for me]. Maybe if I'm buying soldiers too fast it lets me get that 13th soldier?
Definitely an AI limit in Warfare...
I managed to get 15 today by just buying humvees and an m113 (which I later flipped after traveling through the mountain pass for 15 minutes) as fast as I could.
Voting system definetly sucks. Human player should be forced to command. Some guys already posted about this. Typical scenario... 32 player map. Then there is 1-5 players who care about the vote. Other players just ingonere it or they are just noobish. Even flaming and instulting them doesn't help. Another problem. People change sides at the start. So they know where both base are. Easier to play with few friends like 3vs3 on 16 player version. Keeps the blood pressure low.
"all your base are belong to us" http://forums.bistudio.com/oldsmileys/nener.gif
While online, I noticed a serious decrease in performance. I had some mods running and have been told they were responsible. Do Mods like SIX tracers, sound mods, matt effects, sky replacement and dynamic view distance have an impact on performance online ? Maybe because the server is not running them, but they are only client-side...
I like this mission as well. Good fun.
Im wondering the same about some client sided mods as now more and more people are telling you that warfare is going slow becuase the use of mods. Arma effects, ballistics, tracers and sounds is just some minimum mods that make arma so much more enjoyable and works to play with anywhere else. Why not in warfare?
Idea:
Would it be possible to make a "camo chooser" on respawn? On respawn you either see 2 guys like in the original campaign mission (where you choose between the caucasian and the black guy) or just text that say desert/woodland. this would get us maximum camo against eachother (PVP). Maybe also have 1 sniper + 1 spotter slot with ghillie suits (on respawn able to change des/wdl ghillie (SWL ghillie addon). Have been thinking about this camo changer since evo, and i think others must have too since we always run around in our desert camo with the wdl vest wherever we go. So maybe its not possible?
And i second counterneasures, SAM's, tweaked values, being able to create AI men a little easier (not too easy) for your defences you build up here and there. And more but cant think of them now - time to play http://forums.bistudio.com/oldsmileys/smile_o.gif
/Alex
Frank-O
May 27 2008, 09:33
On the issue of addons;
I think it's not how many mods you're running that's the issue, it's the size of the mods that can bog down a server. I'm not a programmer, nor a mod maker, but just the feel from experience when you see a player with 6-10 mods running that logs into the game, the red chain shows up until they fully enter the game. Unless they've changed the content, mods in total file size that exceeds 300MB seems to be the magic limit. This is more of a "feel" than actual fact, I'm afraid.
How many times have I had to sit and wait out the red chain storm until the 3-6 players login running a screen's width of mod names...
Messiah
May 27 2008, 09:53
Although reading through 7 pages is tempting, pardon any reiterations I make. Good fun, have had a blast, but some bugs or suggestions:
1. Agreed with the artillery. Please consider limiting its number, reload time on fire missions, and cost.
2. On the subject of arty, a couple of bugs I seem to experience are a) I will normally buy 6 or so, and man them with my AI. At first, all 6 are happy to fire in salvos, but later on, it tends to dwindle to only 2 or 3 will bother firing. They all aim when the fire mission is called, but only a few will fire. Im not sure if this affects the resultant bombardment though, so it may just be aesthetics being plagued, rather than use. b) The AI will sometimes, especially with close targets, or ones lower in sea level than them, end up firing into the ground in front of them. The bombardment still occurs, but the result is you lose a lot of your arty pieces.
3. Can we have the ability to purchase a second MHQ? Obviously ramp the cost up to something obscene, but also make it a very prized target in terms of money received for destroying it on the move.
4. Had a problem last night where two people purchased a helicopter at the same time. Not sure how, as it should have a build queue, but it failed. The choppers spawned almost at identical times, resulting in one being flipped up and over onto the MHQ and destroying it.
5. Is it possible to make enemy AI take up positions in the camps/bunkers? Would make taking these more interesting than it is now. If not, perhaps more MG nests or something along those lines.
6. Being able to get rid of unwanted AI in your squad would be useful.
7. On occasions, for whatever reason (and no, I didn't JIP), I lose the group text and central white text that informs me when towns are taken and lost, and when money is earned. Happened a couple of times now. Think it 'might' be to do with me choosing 'respawn' from the menu options to get back to base quicker.
8. I'm sure its been done to death, but choppers being able to sling loads would be great, but then again, it would have been great in ArmA full stop.
9. Although you can set it up already (buy an mi17 and a lot of ai troops), it would be nice to be able to purchase a one use, AI paradrop, where upon purchase you choose a paradrop location, and it will spawn an MI17 to travel there, drop AI, and leave. This gives the chance of the defending team to take out the Mi17, rather than a mass camcreate of paratroopers on a given spot.
sparks50
May 27 2008, 17:22
Another problem. People change sides at the start. So they know where both base are.
It should be possible to stop players from joing both sides by script. I know a usermade CTI in Arma that has that.
shockhorror
May 27 2008, 18:11
I'd like to start by thanking everyone who made this project. It's fucking awesome. As far as my own personal preference goes, in regards to community customization, an "extreme" version of this misson would be fantastic. This would grant the ablility to purchase more advanced weapons, tanks, aircraft and nukes.
NOT to unrealistic proportions but if carried out in essence you would have a first person world in conflict... which would own.
ModaFlanker
May 27 2008, 20:21
2. On the subject of arty, a couple of bugs I seem to experience are a) I will normally buy 6 or so, and man them with my AI. At first, all 6 are happy to fire in salvos, but later on, it tends to dwindle to only 2 or 3 will bother firing. They all aim when the fire mission is called, but only a few will fire. Im not sure if this affects the resultant bombardment though, so it may just be aesthetics being plagued, rather than use. b) The AI will sometimes, especially with close targets, or ones lower in sea level than them, end up firing into the ground in front of them. The bombardment still occurs, but the result is you lose a lot of your arty pieces.
Yes, it would be nice to select indirect or direct fire, so that maybe with always being on indirect they will fire upwards. I've also lost artillery pieces because I was trying to hide them in a depression in the ground-- and sometimes they would fire and hit the slope, wiping out a portion of my battery.
I said that artillery does not run out of ammo even though they say "Out of Ammo", but I think I am noticing that maybe it is that they say "Out of Ammo" too early, but then actually do run out later on. Maybe this is what is happening? I noticed that my earlier built artillery ran out first before the later built ones.
I've only been able to reload arty by getting in the piece myself and arming it with an ammo truck parked nearby. It loads up 30 shells.
----------------------------------------
TO ADD TO THE "DOES AI MAN STUFF AT HQ" DISCUSSION:
Yes, there IS a complement of AI that spawns at HQ that will run to anything you place at HQ. They either defend it on foot or run into your piece within a few minutes after you have created it.
So, you can most definitely use them without using your own AI. There does seem to be a limit, so if you are going to built a LOT of structures then you'd probably then have to add your own AI.
Alternatively, as Commander you can also pick an AI slot [if they are not all filled with humans] and tell them to "Defend Base" and they will man stuff with more than enough soldiers.
ModaFlanker
May 27 2008, 20:48
I hope the developers have the stamina to read through this thread. I cringe at adding even more data here, but I have this list I wrote down a couple days ago about the bugs or problems I encountered as I was playing.
First off, I had a "Discuss" idea... should it be possible to have AI soldiers spawn in a city if the supply is brought up to maximum, who will attempt to enter any defensive structures built at the smaller camp/capture points around the city? What does everyone think? Is this a great idea for towns that we've controlled long enough to reinforce, or is that just too much AI?
Remember, I'm saying this would only happen for towns that we bring up to maximum supply, and not for towns we've just snatched from the enemy [so no "free" AI to cause chaos if you sneak into a rearward town and capture camps].
Now on to the bugs/problems:
1) I mentioned a "FREEZE" problem where you cant hit ESC, cant move the mouse, cant open server list, but you can open chat, open player list, and change the channel.
I FOUND HOW TO REPLICATE THE BUG! I don't know if this is a Warfare bug or ArmA bug yet... need to test this on a different map, which I haven't yet.
To bug this way, you need to die while you are at the map making a mark where it is waiting for you to type in text to label that mark.
Quickest way to do it: use a satchel. Set it to 30 seconds. Before it blows, go to map and make a mark but don't label it yet. Die, and you wont be able to use the mouse or hit esc, etc... but thankfully Alt-F4 will get you out and back into Windows.
2) In the "Command Teams" interface for the Commander giving orders to the soldiers, I notice I sometimes have to repeatedly click to actually highlight soldier #1 through #16. It does not always register... so sometimes I'm click-click-click-CLICK-CLICK-CLICK until it highlights. Mildly frustrating.
3) [This may be complicated to implement so ignore this if there is no easy way to do this] Is it possible for when a slot is run by AI because there is no online human player in that slot, that when we select them to use foot soldiers to capture cities that they have some kind of transportation between cities? They take forever to run across the map and are quite ineffective.
4) These AI players need to immediately respawn back at HQ when ordered to change to a different unit [or, add an option to force them to respawn]. Otherwise if they are on foot they will take forever running across the map and only get the new unit after finally dying.
Even with this, some seem unable to process the order correctly. I had ordered all AI to use BRDMs, but one persisted in going off on foot. I drove out to him and terminated him for being a traitor to force him to respawn back in a BRDM, but guess what? on foot again, still wanting to run across to the other side of the island. Maybe caused by its other half not dying yet? [I notice BRDM means AI will order up 1 machine gun and 1 AT BRDM and will go out in a pair].
5) We are having serious problems with AI driving [which is an ArmA problem not Warfare problem]. I do notice a mechanism already present in Warfare that destroys vehicles that sit for too long, but some AI supply trucks or salvage trucks stuck in a city (ie: in a fenced area) and not moving at all are NOT despawning. The game needs to more accurately detect when an AI vehicle seems stuck in a loop without completing its mission and force a respawn on it. Otherwise supply can come to a screeching halt, which new players won't really understand how to fix.
Spamurai
May 27 2008, 21:41
BUG REPORT:
After repeated use of "Packing/Unpacking" MHQ (or even once) the game will end(lose) to the team who just moved/packed/unpacked their MHQ.
Really annoying after a four hour game with 32 players and the battle was really developed. Happened to us four more times within the first 10minutes of game because the supply trucks were not pathfinding, so we constantly moved the MHQ... http://forums.bistudio.com/oldsmileys/confused_o.gif
Great Otherwise. But you have to have the MHQ as more like a ... "HQ".
This will occur anytime the Commander packs up the MHQ without enough Funds to redeploy the MHQ (ei: You can't pack up your HQ if you have less then 200 funds). You forfeit.
It is best to keep the MHQ in an area that is on fairly flat ground (not on slopes) and free of congestion (not crowded with trees and buildings). The trucks really work best if they can quickly find a simple path that leads quickly to a road. For me, this tends to make logical locations, like hiding the MHQ in cover, often impractical as it confuses and complicates the trucks ability to do their tasks.
Accidently posted this on wrong part of forum. Like the mission very much. However....
Here are some of the minuses I think the map has:
-ATTILARY:
As its now u can get into a game while then getting continuesly spawn raped for over several minutes because the rounds seems more effective against infantry than versus buildings thus prolonging a match needlessly. All players cant get away while buildings dont seem to take much damage unless they get precision shelled.
-SLOTPICKING:
I can pick west see where base is and repick slot on other side and hunt the base ( if i want to ..not exactly my kind of playing style but well it is possible ). I can even leave nasty timed satchel that blow base after 5 minutes and return back to own team.
-WALLING:
It is possible to build very far from where you are located as long as you are located near a source from which u can build. This can lead to situations where the entire town gets walled in. And I myself got locked in 3 times trieing to get the dude who walled me in.
http://img84.imageshack.us/img84/9510/omglj3.th.jpg (http://img84.imageshack.us/my.php?image=omglj3.jpg)
-RESPAWN TIME:
The respawn time is only 15 seconds. Meaning that if I kill someone near a spawn he can spawn back making it taking a flag really hard. Even when taking over the flag the place remains a respawn position untill I have taken the over the town completely. I am most dissapointed by this because bf and berzerk match have solved this problem so long ago by making the marker yellow for a moment preventing spawns.
-KA50:
Now I know its realistic and stuff that he can fire planes as well as ground units. But for only the price of 7500 I can hang 2 to 4 km from enemy base on hover and shoot everything that starts his motor. From this range its also hard for them to pinpoint where i am and ai is clueless on top of that these choppers are really deadly against planes and other choppers making it some kind of cheatable weapon if handled right. Only way to get these ka50s out of the air was the use of airplanes.
-VOTING COMMANDER:
It is hard to vote a human player when there are a lot of players in the team. Because each player that doesnt vote automaticly votes for ai commander. I know this is 2 protect us from 1 player voting himself for commander and then getting it. But at larger numbers getting 40% of the votes should be enough.
There are more things which bother me but these are the most important ones I believe.
Messiah
May 27 2008, 21:47
never thought to check that about the MHQ, but I'm almost certain it occured when I had more than 100 supply points.
what I found/was told is that if you pack it with no building near by it causes the bug. Building a barracks at least before attempting to pack seems to solve it for me.
Spamurai
May 27 2008, 21:48
- AI Supply and Salvage Trucks need to be unlocked to correct problems after they become stuck (so a player can drive them out of difficulty). Usually this stems from pathfinding problems... like on a bridge or a congested area of the map. It would be good if the commander could lay out a supply path of waypoints the trucks could use to help them navigate tricky spots.
- A means of scrapping constructed items needed. Since odd thing happen and stuff ends up in built in places that just don't work... there needs to be a means of scrapping an item that is not needed or in the way.
- "Facing Forward" indicator needed for objects being placed in the Builder View. The Top Down view can make it difficult to assess "which way faces forward" on certain objects like the Machine Gun Nest (square, and difficult to see the open end).
- There needs to be a means of ordering an AI out of a constructed object, like a defense turret. It's great that they auto-man the guns... but sometimes you don't want them manned by the drone AI.
- AI need a means of ordering a Support Truck automatically. If they run out of fuel or ammo they need the ability to rearm and refuel. This is especially true for constructed turrets. If they call for support, the appropriate truck should spawn in and attempt to help them.
- The support Radius of the Repair, Rearm and Fuel trucks should be increased and automatically service all vehicles in that radius regardless of who controls them (AI or Human). This would dramatically simplify the process of commanding an AI to support another unit. You can not order a unit that is out of fuel to go to the support vehicle (it's out of fuel duh), but you can't order the Fuel Truck to go to the stranded vehicle because it just doesn't work that way, nothing happens. The AI support vehicle isn't able to position themselves properly to assist another unit and that same unit won't initiate service even if it is in the proper position.
- There needs to be a means of dismissing Squad AI from your personal group. Sometimes AI have problems that simply can't be resolved without hunting them down and shooting them. Dismissed AI bots should just assume the role of the typical HQ drone and act accordingly (just like the individual AI bots the spawn randomly from the Barracks). That way you could deliver the bots to a spot for some purpose, like manning Turrets to guard a distant camp and then dismiss them and go get other ones.
- "Enemy Base" marker should be randomized and not pinpointed on the HQ. Or it should be a server side option and toggled on or off. It makes the Base easier to find then it should be, and many times the player hasn't actually found the base, merely come close. If the player finds the base, they can manually mark it themselves.
- There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them.
- Top down "Builder" view used for constructing objects lacks the proper perspective to gauge contours in the landscape. This makes it awkward to know where to place a turret so it's not blocked by terrain (like a drop in the landscape.)
- Land Mines need to be visible to friendly AI so they do not drive over them. Currently placing Land Mines in the map is futile as all the natural places to put them to ambush the enemy are also used by friendly AI. There really isn't any means of telling Friendly AI "Don't go there, it's Mined" like you would human players.
- When I board a vehicle, the AI crew and myself "turn out" and open the hatches of the vehicle (assume "safe/blue" behavior). This occurs even when I'm just riding in the back as cargo. If I'm a crewman, I can order them to "turn in", if I'm a passenger they will not "Turn In" unless I dismount (sometimes they turn in if I order another AI bot to board the vehicle as crew).
- The bridges of Corazol and Delores are murder on the AI pathfinding... the AI Teams tend to be slow in navigating them and sometimes bog down with too much congestion grinding a teams ability to conquer the map to a halt. This can make these cities a handicap for the team finding themselves in such positions.
(2142)Gen.Reaper
May 27 2008, 22:50
Check my forum on Armahalics to see my ideas,plus others' suggestions for improving it
Armahalics.com (http://www.armaholic.com/forums.php?m=posts&q=3404&n=last#bottom<a href=)" target="_blank">http://www.armaholic.com/forums.....RL=http</a>
Blackknight.au
May 28 2008, 01:24
Missing Sounds:
Seems my Warfare doesn't have the various sounds for "voting new commander" etc, the synthesised voice that tells you events. Error message is something like: "Vote new commander sounds not found" in a white pop-up box. I have reinstalled 1.14 twice, not sure what the deal is.
Edit: un-pbo'ed the Warfare pbo and seems the sounds are there under the Sounds\Sushi folder (weird name) but it doesn't play them in game.
Quote[/b] ]- AI Supply and Salvage Trucks need to be unlocked to correct problems after they become stuck....
Its not a bad idea but I think script wise this is going to be hard to accomplish. Building a base near easy to travel locations might be better.
Quote[/b] ]- A means of scrapping constructed items needed. Since odd thing happen and stuff ends up in built in places that just don't work... .....
Definantly needed. Or at least a way to undo your latest building.
Quote[/b] ]- "Facing Forward" indicator needed for objects being placed in the Builder View.
Sofar didnt have a problem. Only the mg nest is hard to make out but most buildings simply point into the direction u are holding the right mouse button in.
Quote[/b] ]- There needs to be a means of ordering an AI out of a constructed object, like a defense turret. ...
Definantly perhaps adding a choice when placing a building or just a added action that allows u to eject the current personel inside the vehicle.
Quote[/b] ] AI need a means of ordering a Support Truck automatically....
Negative on this one. This would add new scripting making the mission heavier I like your other solution though.
Quote[/b] ]The support Radius of the Repair, Rearm and Fuel trucks should be increased and automatically service all vehicles in that radius regardless of who controls them (AI or Human)
This seems like a perfect idea.
Quote[/b] ]- There needs to be a means of dismissing Squad AI from your personal group. In crcti this was already the case I think its good that mfcti from mike melvin is used as base to appeal to larger crowd. This map is more action fuller. However I think bis should have looked at some of the features exspecially when it came to buying ai while not being in base or giving the commander to add people ai on request to simple stuff like disbanding ai that were somewhere in the hills without legs http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Quote[/b] ]There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them.
I did hear from this but i thought it was just a noob who didnt know how to mark while sitting in the side channel.
Thanks for the headsup and this should definantly be fixed if this is the case.
Quote[/b] ]Top down "Builder" view used for constructing objects lacks the proper perspective to gauge contours in the landscape.
Not agreeing with you here. On non 3rd server the building option already allows some kind of radar like use. Adding camera angles to this and it will give people camping forts a extra edge they do not deserve. ( they already have 15 seconds respawn making it really hard to take over a point and can wall you in buying cheap sandbag forts around you till you are stuck)
I suggest scanning the area with own eyes to get to know the area and then placing the objects.
Quote[/b] ]Land Mines need to be visible to friendly AI so they do not drive over them.
I think mines should be disabled. They are 2 hard to get rid off. Perhaps a 5 to 10 min counter that makes them dissapear after that.
colossus
May 28 2008, 10:46
- There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them.
Isn't this a feature?
If you select Global Channel (white) everyone can see your mark.
If you select Side Channel (blue) only your side will see the mark.
If you select Group Channel (green) only your team/squad will see the mark.
I'm unsure if this is works in vehicle (yellow) or direct channel (purple?) though.
Charliereddog
May 28 2008, 11:49
I have a couple of suggestions for further versions.
1) How about limiting vehicle use to players who pick an appropraite crew slot(I know there's no such slots in v1.0)
2) How about limiting the numbers of vehicles spawnable by type. So, only 15 attack choppers are buildable at any one time for example (per side)
3) In addition, the fast travel has cut down on the need for transport chopper use from Evo. How about giving points/money for using the transport in a more realistic fashion
4) Why is it that if you're not in the act of capturing a town and have just captured a camp, the only place you can spawn in is the base? why can't you spawn at a camp in the last town you took?
Spamurai
May 28 2008, 11:55
- There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them.
Isn't this a feature?
If you select Global Channel (white) everyone can see your mark.
If you select Side Channel (blue) only your side will see the mark.
If you select Group Channel (green) only your team/squad will see the mark.
I'm unsure if this is works in vehicle (yellow) or direct channel (purple?) though.
I was unaware of this... I will have to test it http://forums.bistudio.com/oldsmileys/smile_o.gif
If you select Global Channel (white) everyone can see your mark.
If you select Side Channel (blue) only your side will see the mark.
If you select Group Channel (green) only your team/squad will see the mark.
Lol, I didn't know that either... http://forums.bistudio.com/oldsmileys/crazy_o.gif
It makes sense but would be better if the marker was in the appropriate colour. (ARMA2 take note)
Back on topic:
BUG: Small thing but UAZ does not have GPS like the HMMWV.
Suggestion: How about being able to create a motorcycle from the base in an occupied town?
Charliereddog
May 28 2008, 12:53
ED, that would completely obviate the point of being able to place markers of different types and colours?
Question about defenses. When I play as commander, I like to place M-19s, MG nests, AA, AT, etc. positions around my base. I noticed today that I can place them near outposts, but I never see them get manned by AI. So far as I can tell, I can't place them near supply depots where the defending AI spawn. So, do defensive static weapons ever get manned by AI away from the HQ?
They do. But not always. Anyone knows what affects this? Need more barracks or something?
Server\Server_UpdateTownDefense.sqf<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//Description: Monitors a town for enemy activity.
//If there is activity, no friendlies present, and enough supply then a defense team will be spawned.
//Will also man some empty stationary defenses.
//Used for east or west defenses.[/QUOTE]
"enough" is 50 SV and the town get East|WestDefenseTeamTypes. At 100 it gets East|WestLargeDefenseTeamTypes. These teams are defined in Common\Config\Config_AITeams.sqs.
ED, that would completely obviate the point of being able to place markers of different types and colours?
True but the text colour could match the channel
Jakerod
May 28 2008, 15:19
Ran into a few problems yesterday with crashing and what not.
I also ran into another problem.
I was playing on the East side and built a base on the coast somewhere. Then I moved the base to Tiberia. Then I moved it again to Iguana. Then I tried to move it again and when I turned it into the MHQ it landed ontop of me and killed me and then "West Wins!" I don't understand how they won. I died before and we didn't lose and the MHQ was still in one piece. Why did I lose?
That aside I also had a great time a few games later with 3 of us playing against the AI and I think 1 person. West (Me) started near Gulan and we took Gulan and then took Somato. Right after we took Somato we ran into a few BRDMs coming into town and took those out. Then we went up onto Mount Yoro and had some infantry contact and some more BRDMs. Then all hell broke lose. The hill got taken over by infantry. Tons of armor started pouring into Yoro and attacking Somato. There was a huge battle going on to the North of Somato and in Yoro with tons of armor. We eventually got some AH-1s and sat behind a hill popping up and firing Hellfires to take things out. The battle never left this area. The enemy base was at the airport and we eventually took it out but it was the coolest mission I had ever played in ArmA or OFP. I ended up with 22 armored kills and 93 infantry kills. All together there were 143 infantry kills on my team and 37 armor kills. Best game ever. There were a lot of great stories from it by I only have so much time.
Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.
thegunnysgt
May 28 2008, 20:57
Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.
It would help if you got into a server and if you see several clan members of that server online, I suggest joining their team and their Teamspeak/Ventrilo. I found if you work with the majority of clan members in a TS/Vent you all can cordinate an attack/defence and the game will become much much more immersive.
Jakerod
May 28 2008, 21:39
Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.
Tactical Gamer is almost always full of team players. I have had great fun there.
Arrowhead
May 29 2008, 06:42
I saw something really weird today. I don't know if it's by design or the most awesome bug I have ever seen!
I was marching my troops as OpFor moving away from the base when all of a sudden I hear these large explosions and rows of trees topple en masse in the distance. Then the next second, closer trees begin falling. And even closer, with myself and my squad being instantly wiped out. Finally, the second after, the entire nearby base is leveled and it pops up, West Wins!
... It was like a nuke went off or something. What gives?
Suggestions: The top 20.
In no particular order - Ether an update to warfare or a branch off of it:
1. Research Options.
2. Research option 1: Artillery Defence Field 1, prohibits a portion of Artillery from entering the perimeter of your base.
2. Research option 2: Artillery Defence Field 2, prohibits a greater portion from entering your base.
3. Research option 3-4: Basic Armor, Heavy Armor.
4. Research option 5-6: Basic air, advanced air.
5. Research option 7: Basic Town Defense. (Small amount high ranked AI spawn in captured towns to defend it)
6. Research option 8: Advanced Town Defense. (Heavy AI presence in towns, spawned MG nests and AT emplacements).
7. View distance defaulted to (at least 3000) I know making it unchangeable was a good idea to keep the game "fair and balanced" - to attempt to keep 10,000 view distance people from shooting 1/2 way across Sahrani.
8. Global Funds and Local Funds. If I and I alone liberate a town, I'd like to be compensated more. If I'm working hard defending certain areas of the map, I'd like to be compensated. Say killing 1 AI gives you $1 dollar more per minute or something. It gives players initiative to go out and be the best.
9. Alternative to giving commander money: Taking a portion of player income and automatically transfer it to the commander. This system was utilized in the original CTI and I think it worked well. It stops the stress on the commander from asking for $$$ all of the time. It's kinda like taxes, if the government simply "asked nicely" for your money, most wouldn't give them any. But then who pays for the roads and such? In this case, your base!
10. Choice of respawn: If you have 2 bases then you are given the option while waiting to respawn "Do you want to spawn near the base at the airport, or near the base in the desert?"
11. Commanders are allowed to control 2x the amount of AI a normal person can. (For base defense and such) - perhaps "defense credits" where you can spawn a manned AI defense area where you do not have to worry about controlling them as an alternative.
12. Serious optimization of the mission - honestly you cannot play a 32 play server for 2 hours with JIP and expect to finish a game. 9/10 times the servers crash running this mission. RTS IV had an AI limit of 33 (not 12 like in this mission) + allowed for matches exceeding 55 people without a server crash the entire time, not to mention hackers and stuff were running much more amuck than they are now. I'm not suggesting an AI limit of 33 per soldier, that was too much to handle and made the game chaotic.
13. HALO
14. Warnings, "Aircraft Factory has been destroyed!"
15. Limits on how many bases can be built (2-3 max)
16. Release units command (kill of a stranded AI half way across the map that is stuck inside one of those bunkers).
17. Beacon's on base units. It'd be neat to have the ability to place beacons on enemy base units (if you dare to venture that far into an unprotected base) and place beacons, so the air force can have something to lock on to. Otherwise, Laser Designators work good too.
18. Mobile support vehicles that allow the construction of medical tents, small limited ammo crates, and pill boxes (MG's etc).
19. The "Remove Structure" command, that allows you place for example, a barracks somewhere else after it was A. Destroyed, or B. wrongly placed for whatever reason. If you had a crappy commander, then a good commander JIP's and wants to rebuild certain sections of the base, he could. Also the ability to remove walls and other misc. objects. Many even have like little "workers" that go up to the buildings and repair ones that have been damaged.
20. A way to see 'How much' damage a specific building has received. Like 99.23% for the barracks, and 2.34% for the tank factory.
Fun suggestions: C130's, F117A's, B2's for carpet bombing, UAV's for reconnaissance (controlled remotely of course), Mando missiles for strategic strikes (costing a lot of course), and who can argue the ultimate long running never going to finish this game omg when's this going to end - end game nuke http://forums.bistudio.com/oldsmileys/wink_o.gif
Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.
I have been recruiting players for several coop clans during ofp/arma time and i see huge difference between the players. ofp players knew what xmls/custom face sets/custom sounds were. They knew what situation was on the field, how to communicate. Even in maps like riverbattle ( todays berzerk ) people said that tank was coming to u and u read that and got ready. Its what I call a healthy interest in the game u play.
In arma not one recruit knew what a xml was ( with 1 exception ) I think recruiting was lot harder because most the guys didnt know how to communicate at all. And pvp matches were garbage when it came to teamplay http://forums.bistudio.com/oldsmileys/biggrin_o.gif. I mean in arma when u got 8 guys on a flag and u tell them a tank is coming only 1 guy gets out rpg. ( and that one guy was me )
If u got 5 guys on the flag and a guy takes that flag u got high chance they wont even fucking notice it lol http://forums.bistudio.com/oldsmileys/biggrin_o.gif
You are right evolution u had 1 objective but its not the problem of the map its the problem of the community that they need a map like evolution litterally forcing them to cooperate on same objectives . So i suggest like other people here to find players that are clan connected etc and work toghether with them to maximise the experience the teamplay that this map offers despite of current unballances the map has.
Väinämöinen
May 29 2008, 10:13
21. When running out of funds give us possibility to use corpses as cheap alternative for sandbags.
http://img140.imageshack.us/img140/2537/substituteuj9.jpg (http://imageshack.us)
Picture from XR server yesterday: east 2000 KIA and west 4000
_BARNS_
May 29 2008, 12:51
... its a nice map but for me it seems like the ai soldiers are bored, they are not attacking it is somethimes like shooting sitting ducks.
Hope they are going to fix this problems ... the map is by far to easy now - Evolution is much much harder.
StevenKilleen
May 29 2008, 16:34
I haven't played this yet but I played the OFP CTI version(s) to death and have read all of this thread and the warfare manual so thought I give a suggestion for what I'd like to see added.
1) My first suggestion was going to be give the commander the ability to give missions or allow the player to chooose missions for the player to undertake. I see that's already there so I'd like to see the the missions that can be given expanded for more options.
2)I'd like to see the commander be given the ability to give out roles to players(the player can always choose to reject them). The roles would be the same as the AI are given (light, heavy, air and so on...)
3)If the players can be assigned roles by the commander I'd then like to see some sort of auto-buy button. When one clicks it troops and vehicles would be bought according to some algorithm which would be the best match between the players role and what he can afford. So ,for example, if one took on the air role one would be automatically be bought troops and ground vehicles until one can afford aerial stuff. And for the heavy role, light vehicles until he can afford heavy.
That's all.
TurokGMT
May 30 2008, 15:29
Caught the domination bug about a fortnight ago and haven't stopped playing since!
Love the different versions fo 2.22 - I've mainly been playing AI version on a small server and it's been pretty good.
The side missions are absolutely excellent, nice little storylines to keep the player interested and often nowhere near the current primary target - a good thing in my opinion.
Airlifting works really well, as does the HALO jumping (the HALO in particular is much better than in EVO as you can pick drop target and don't have to wait an hour to reach chute height.
It would be nice to see a couple of respawning LB's for side mission access - always fun to take a small team to do a commando raid. Don't allow LB's to drop ammo crates to ensure fairness.
I've also seen some great tweaked versions of domination around that make excellent use of some other fan made scripts. Notably the VR version which uses the BH's to airlift wrecked vehicles back to base to be repaired and recycled as well as using a backpack script to allow players to take two primary weapons into battle (although this I feel encourages rambo behaviour rather than teamwork because everyone just takes a silenced weapon, LAWs, satchels and a sniper rifle - too much kit!http://forums.bistudio.com/oldsmileys/wink_o.gif.
I'd love to see an updated version of the 2.04 version.
Keep those side mission ideas rolling in!
ModaFlanker
May 30 2008, 18:16
Caught the domination bug about a fortnight ago and haven't stopped playing since!
Love the different versions fo 2.22 - I've mainly been playing AI version on a small server and it's been pretty good.
The side missions are absolutely excellent, nice little storylines to keep the player interested and often nowhere near the current primary target - a good thing in my opinion.
Airlifting works really well, as does the HALO jumping (the HALO in particular is much better than in EVO as you can pick drop target and don't have to wait an hour to reach chute height.
It would be nice to see a couple of respawning LB's for side mission access - always fun to take a small team to do a commando raid. Don't allow LB's to drop ammo crates to ensure fairness.
I've also seen some great tweaked versions of domination around that make excellent use of some other fan made scripts. Notably the VR version which uses the BH's to airlift wrecked vehicles back to base to be repaired and recycled as well as using a backpack script to allow players to take two primary weapons into battle (although this I feel encourages rambo behaviour rather than teamwork because everyone just takes a silenced weapon, LAWs, satchels and a sniper rifle - too much kit!http://forums.bistudio.com/oldsmileys/wink_o.gif.
I'd love to see an updated version of the 2.04 version.
Keep those side mission ideas rolling in!
I think you're in the wrong thread?
This isnt about the COOP game "Domination!".
It's about the new mission that came with Patch 1.14.... Warfare 1.0.
There is the Domination! thread somewhere in "User Missions" forum I believe... this is Official Missions.
Here is the correct thread for you;
http://www.flashpoint1985.com/cgi-bin....;st=180 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=67;t=68385;st=180)
I don't know if this has been mentioned yet but a coulpe of things I've seen out there are, stealing somebody else's vehicle as well as boarding a vehicle not belonging to yourself.
Makes for crappy teamwork as well as gameplay guy's, I you're guilty of it STOP IT http://forums.bistudio.com/oldsmileys/pistols.gif http://forums.bistudio.com/oldsmileys/nener.gif
Frank-O
May 31 2008, 00:51
*bump*
Please check my first post on page one, which I've continually updated with all the great suggestions.
mazz4200
May 31 2008, 01:31
I don't post in here very often, but i'd just like to say thanks to the Devs for this new addition to the game. I'm loving every minute of this Warfare mission so far, and in my opinion it's the best thing to happen to ArmA since it's release (although trying to control the Ai can still feel like cat herding, at times http://forums.bistudio.com/oldsmileys/wink_o.gif ).
I've only played it in single player mode so far, so i'd like to add my name to the list of those calling for a save function.
I'd also liked to suggest a "no NVG" mode for all players including the Ai. I've just spent a few hours playing a night game and chose not to use them, and the atmosphere in game was utterly fantastic (although the Ai obviously had a huge advantage over me). It brings a whole chunk of extra tension to the game/mission, adds suspense, and the fear of who the hell is out there, is it friend or foe ?. So you just sort of fire at anything moving and ask questions later http://forums.bistudio.com/oldsmileys/whistle.gif . And it looks real pretty with all the lights and explosions and fires and stuff. Great fun, and makes the game so much harder too, especially with the true range mod ! I guess it wont be to everyones taste, but it sure does add an extra dimension to the gameplay. And blowing up a T72 at close range in the streets of Paraiso at night, with no NVG, after you've just spent 20mins battling your way into the city centre is something to savour. Try it ! http://forums.bistudio.com/oldsmileys/smile_o.gif
[ASA]ODEN
May 31 2008, 15:55
*bump*
Please check my first post on page one, which I've continually updated with all the great suggestions.
Good effort http://forums.bistudio.com/oldsmileys/smile_o.gif
Could you please add: titleText[..,"PLAIN"] to titleText[..,"PLAIN DOWN"]
http://forums.bistudio.com/oldsmileys/xmas_o.gif
Commando84
May 31 2008, 18:57
would be cool if they had a airlift script to move the mhq to other islands http://forums.bistudio.com/oldsmileys/smile_o.gif
would be cool if they had a airlift script to move the mhq to other islands http://forums.bistudio.com/oldsmileys/smile_o.gif
Including an airlift script for the constant flow of supply trucks? Hmm, that's reminds me of a certain setting for an interesting mod http://forums.bistudio.com/oldsmileys/wink_o.gif
http://nahoo.net/images/illustrations/Dune2-Infantry-Sand-Worm-Carryall.gif
*Worm sign!* http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif
Ravenholme
Jun 1 2008, 14:02
would be cool if they had a airlift script to move the mhq to other islands http://forums.bistudio.com/oldsmileys/smile_o.gif
Including an airlift script for the constant flow of supply trucks? Hmm, that's reminds me of a certain setting for an interesting mod http://forums.bistudio.com/oldsmileys/wink_o.gif
http://nahoo.net/images/illustrations/Dune2-Infantry-Sand-Worm-Carryall.gif
*Worm sign!* http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif
That game was the first I ever played. It was great.
We need a Dune Mod :P
Mandrake5
Jun 1 2008, 14:32
Can I suggest a new option at setup to play without Hellfire/Vikhr missiles (like on the old Battlefield 1985 mission for OFP)?
It's good that we can turn of artillery, but at the moment these weapons dominate the battlefield too much (especially KA50 with its unbalanced AA capapbility).
Fantastic mission otherwise http://forums.bistudio.com/oldsmileys/thumbs-up.gif
IronPyramid
Jun 1 2008, 20:56
would be cool if they had a airlift script to move the mhq to other islands http://forums.bistudio.com/oldsmileys/smile_o.gif
Including an airlift script for the constant flow of supply trucks? Hmm, that's reminds me of a certain setting for an interesting mod http://forums.bistudio.com/oldsmileys/wink_o.gif
http://nahoo.net/images/illustrations/Dune2-Infantry-Sand-Worm-Carryall.gif
*Worm sign!* http://forums.bistudio.com/oldsmileys/wow_o.gif http://forums.bistudio.com/oldsmileys/crazy_o.gif
That game was the first I ever played. It was great.
We need a Dune Mod :P
Kul Wahad! The spice must flow!
Spamurai
Jun 1 2008, 21:15
Both MHQ's can swim... http://forums.bistudio.com/oldsmileys/wink_o.gif
I think on our home server we had fun for a bit deploying the MHQ underwater for a super secret Aquatic fortress lol, Megatron would have been proud.
I was thinking about a suggestion;
Squad Builder Menu Tab. You know how you have the "Gear" Tab and your can assemble a loadout with the cost being calculated and then you click "buy" which only then outfits your soldier with the appropriate gear?
What if a similar menu was designed, but instead of equipment, you pick and choose your squad, their roles, their vehicles and team assignments before clicking the "Spawn/Buy" button. That way you could setup your squad quickly and organize it more efficiently with less time wasted chasing after your bots, assigning them colors and putting them in vehicles and placing them into a brevet using the Spacebar and command menu.
The menu would have a list of slots (F1-F12 ect), each slot can be assigned a color (Team Red, Team Green ect) and you double click a list of roles (riflemen, sniper, medic, bmp2 ect) to fill out the slots. A cost is calculated and you click "Buy" and all of your Squad bots spawn in with their vehicles and in their team assignments in one shot.
sparks50
Jun 1 2008, 21:50
Is there any way I can save progress while playing this mission by myself?
Spamurai
Jun 2 2008, 01:11
There is a bug (or a design flaw) with the MHQ that can cause a mountain of Supply Trucks to pile up in a circle around the deployed MHQ if the area is left undisturbed for long enough periods of time.
This generally occurs when the MHQ is placed in such a way that the trucks do not find a path that leads them away, and so they stay in place and pile up. I've returned to my server after awhile only to find almost 100 Supply trucks stacked up around the MHQ. This can kill system performance.
One solution might be to spawn the Supply Trucks from the Light Vehicle Factory instead of the deployed MHQ itself. That way the MHQ can be placed in a area that is fairly secured without worry of the Supply Trucks being unable to pathfind a required route. The commander simply needs to place the Light Vehicle Factory in an accessible area more suited to the trucks needs.
ModaFlanker
Jun 2 2008, 01:36
Can I suggest a new option at setup to play without Hellfire/Vikhr missiles (like on the old Battlefield 1985 mission for OFP)?
Agreed.
A well fought map can end way too DISAPPOINTING because someone with the HQ in the mobile state attempted to move it but a helicopter 5000m away [meaning- out of range of Shilka/Vulcan and out of range of manned AA rockets] can fire one rocket and the entire map is over.
Did they REALLY win?
It also kills the game to spam all the rockets, land at a city to rearm, take off, spam more rockets, killing any vehicle on the opposing side, making a huge mess.
That's why I don't USE the combat helicopters, I hate harming gameplay...
Well, 5km is not a guaranteed kill with Ka50, tbh.
If I find time (too much playing, not enough editing lately, which says a lot about how I like current ArmA http://forums.bistudio.com/oldsmileys/smile_o.gif ), The things I'd like to add for completeness :
- pseudo chaff/flares system on all aircrafts. Doable as is. Maybe Mando missile implementation, but this would be quite tough (I've yet to get how all this work)
- big up of AT missile-equipped choppers prices, with Ka-50 costing more than Cobra
- availability of CAS version of attack choppers for lower price, without AT missiles
- perhaps making a AA version of the AT ground vehicles (Strela BRDM, I think it's very similar to an already existing vehicle, and Stinger equipped Stryker, not fond of it cause it doesn't exist AFAIK)
- up of M1A1 price a bit to compensate for better quality over T72 (well, I 1st need to check it is still the case in 1.14)
Fresh![NUTZ]
Jun 2 2008, 20:00
To start, many thanks to Mike Melvin and BIS for this brilliant addon!! It's great stuff.
There's might be a problem however. Yesterday I played 1 vs. 1 on the internet. Both of us were Commanding. My opponent's first chopper came unreasonably fast, considering by then I controlled most of the towns and then he kept coming to my base in cobras, even as I was struggling to buy a KA50. I thought something was amiss. I could not understand where his income was coming from considering he controlled only 3 towns.
Then last night I joined a server and some dude was trying to show us a 'trick' which allowed him to obtain $$. Something about local use memory scanner which locks the amount to 1.000.000.000.00...I ended up leaving. I didn't stick around to 'learn' his trick, perhaps I should have.
It's unfortunate that some people can't play by the rules and are always looking to cheat. There's no point in playing the game if it's un-balanced due to a 'trick' which allows for unlimited funds.
Does anyone else know what I'm talking about?
Cheers- http://forums.bistudio.com/oldsmileys/notworthy.gif
ModaFlanker
Jun 2 2008, 21:48
No idea about that cheat...
The only one I knew of was that you could exploit placing the HQ very near to a supply depot in a town, so that as soon as the supply truck spawns it supplies the supply depot, gets reloaded, supplies the supply depot, gets reloaded and so on.
That's why Matt Rochelle's 1.5 edit added something to prevent HQ from being placed too close to a supply depot.
Spamurai
Jun 3 2008, 08:20
We installed a script on the 31stwc server that allowed us to view the specific status of all AI groups. It allowed us to see that the AI controlled convoys often bottlekneck because they run out of gas and there is no way for the AI to refuel... so they just sit there and pile up into a traffic jam. All AI controlled groups eventually run out of gas because none of them refuel .
My only gripes are as follow:
1. View Distance... make a server-wide setting or at least let the players config their own view distance. It's impossible to perform any sort of CAS roles when you can only see 800 to 1200 meters. For example, The A-10 alone needs 2-3 nautical miles at least to acquire, line up, fire on a target, and then egress. It's impossible to do this with such a short view distance. I realize this is in place to prohibit long range forward observers from calling down a fist of the heavens onto their enemy's base from across the island, but I feel it reduces gameplay.
2. If the commander has AI crewman in an artillery piece, that artillery piece should be available to the entire team. Compensation for kills by those guns should go to the commander for providing such service, the compensation for the team that called it in, should be not dying/being overrun/etc by whatever they just pummelled with artillery.
3. Select the amount of guns that are firing in an artillery barage. Give info like, "6 guns available" and have a slider that selects how many are to fire.
4. Select the amount of "shots" performed in an artillery barage. I realize that it can be cancelled at any time, but saying, "I want each gun to fire 3x and 3x only" is a nice way to prep a team to move into an area immediately after a barrage is complete instead of waiting for the off-chance that maybe it wasn't cancelled in time and there could be a second, unwanted, salvo of shells on their way.
I suggested 2 minutes minimum time to reload supplies on a supply truck, and 500m minimum distance from a MHQ to the Town Supply depot.
Viewdistance suggestion was to set default to 1250m. upgrade option to add 250m each upgrade cost. And separate the AT missile vs AA missile upgrade option, so the commander actually can influence the arm's race.
Artillery suggestion was to add ammo blocks of 30 rounds at $1500, and make volleys of 2, separated by 6 minutes. Mortars at $300 for 30 rounds and volleys of 3, separated by 90 sec. Ammo blocks must be delivered to the artillery piece by supply truck. Maximum 5 artillery pieces built by commander only. Artillery upgrades for range, damage radius, damage amount. Nuke and chemical rounds avail thru upgrade.
http://www.flashpoint1985.com/cgi-bin....98;st=0 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=66;t=73598;st=0)
ModaFlanker
Jun 3 2008, 23:42
We installed a script on the 31stwc server that allowed us to view the specific status of all AI groups. It allowed us to see that the AI controlled convoys often bottlekneck because they run out of gas and there is no way for the AI to refuel... so they just sit there and pile up into a traffic jam. All AI controlled groups eventually run out of gas because none of them refuel .
Nice find!
Have you been able to determine why some soldiers ON FOOT will just stand in one place, not moving?
I've had to hop into my UAZ, go out, and run over the traitors for not responding to my orders, to force them to respawn and actually go out in the vehicles I order them to use.
[Not talking about my bought AI, but the AI in slots that a human player is not in, where I can order them to Defend Base/Capture Town/Move/Patrol]
tecumseh
Jun 4 2008, 08:31
Nothing new to add, just want to say I'm really enjoying solo warfare and looking forward to some fixes for AI troops and vehicles getting jammed.
Even if they are moved back to HQ when they get stuck, self destruct, or there is a stalinist "purge non-moving troops" button or something.
In my games if an HQ is near a town with a bridge, that side will lose because vehicles will endlessly jam on the bridge.
Anyway, it's great fun still.
Commando84
Jun 4 2008, 20:36
they should make a trigger that refuels a.i supply trucks automatically when they go near the bases. So the a.i wont get stuck on low fuel.. http://forums.bistudio.com/oldsmileys/tounge2.gif
Inkslinger
Jun 5 2008, 10:23
Ive only played SP so far but for some reason the AI on my team seem to be completely lost. If I spawn a pilot or an AI operated chopper and tell him to move somewhere he only gets about 500m from base and crashes everytime.
With tanks and such they usually get stuck in the base, it seems they are totally unable to see the Warfare buildings and just keep ramming them.
And it would be nice if I could get the other 7 squads to use vehicles, rearm, refuel, or repair.
Now on the other hand the AI controlled enemy is a force to be reckoned with..lol. especially with the True View mod. I have yet to see them use any Air power but the endless barrage of tanks, bmps, bdrms, and uazs is sometimes.
Oh yeah! for some reason the arty seems very bugged, I can't seem to get them to fire unless I put one of my AI squad in as either gunner or pass. and usually they just either kill there selves or blow up half my base.
Ive only played SP so far but for some reason the AI on my team seem to be completely lost. If I spawn a pilot or an AI operated chopper and tell him to move somewhere he only gets about 500m from base and crashes everytime.
With tanks and such they usually get stuck in the base, it seems they are totally unable to see the Warfare buildings and just keep ramming them.
And it would be nice if I could get the other 7 squads to use vehicles, rearm, refuel, or repair.
Now on the other hand the AI controlled enemy is a force to be reckoned with..lol. especially with the True View mod. I have yet to see them use any Air power but the endless barrage of tanks, bmps, bdrms, and uazs is sometimes.
Oh yeah! for some reason the arty seems very bugged, I can't seem to get them to fire unless I put one of my AI squad in as either gunner or pass. and usually they just either kill there selves or blow up half my base.
Try removing any and all add-ons that would or could possibly affect the behavior of the AI.
A while back some guy on my Evo server kept complaining that his squad members were complete idiots. Turns out he had some Add-on that worked great for every other mission but Evo.
Inkslinger
Jun 5 2008, 19:15
Thx, havent tried yet but I happened to realize that after I posted.
Ive been playing with a mod folder that Ive been using for experimenting and didnt think nothing of it. I'll try with vanilla later on today.
Spamurai
Jun 5 2008, 21:56
Our server (=31stwc.com=), cranked the AI skill levels to 1.0 (Experts) and the view distance is increased to match. These guys don't mess around. The RACS will give both teams a run for their money during the early game. We also increased the initial number of Resistance groups that begin defending the towns. The end result is a good fight, no more blitzing up to the depots in a UAZ and capping.
As for the AI pathfinding problems, it seems that AI sometimes get stuck and can't plot a path... I think sometimes the Path node they wish to travel too is blocked by an obstruction, like a commander placed building and they don't see it as blocked, but they also can't figure out how to reach it or plot a path around it. Another way to imagine the problem is to think of it like the AI want to move to a certain Path Node, but they can't find a link to it from their current Path Node. Pathfinding is like playing a game of connect the dots, except the AI sometimes finds itself unable to draw a line between the 2 dots it sees as its choices. So they stand there, willing to move, but unable. My own squad AI sometimes become confused and they won't move from their current spot. I therefore avoid giving them commands to move inside Warfare structures like Depots and Camps.
Inkslinger
Jun 6 2008, 02:00
Well playing SP still with vanilla arma didnt help my AI. Now the enemy is extremely good at using vehicles and such but my friendly AI no matter what will not use vehicles. (besides the few that are in my squad). I even let the AI be commander and still no tanks or anything.
Something else I noticed; While trying to take a town I was engaged with several RACs soldiers, when an SLA uaz came screaming up and took me out. I spawned at a nearby camp and started making my way back to the depot to try again. When I arrived the town had already been claimed by the SLA, now the RACs guys that I where fighting where standing next to the SLA uaz along with a squad of SLA. I watched for a few minutes as they walked around and did nothing to one another. When they finally spotted me they all opened fire. (on me)
Spamurai
Jun 6 2008, 02:07
Well playing SP still with vanilla arma didnt help my AI. Now the enemy is extremely good at using vehicles and such but my friendly AI no matter what will not use vehicles. (besides the few that are in my squad). I even let the AI be commander and still no tanks or anything.
Something else I noticed; While trying to take a town I was engaged with several RACs soldiers, when an SLA uaz came screaming up and took me out. I spawned at a nearby camp and started making my way back to the depot to try again. When I arrived the town had already been claimed by the SLA, now the RACs guys that I where fighting where standing next to the SLA uaz along with a squad of SLA. I watched for a few minutes as they walked around and did nothing to one another. When they finally spotted me they all opened fire. (on me)
Pssst.... the AI is a double agent, he controls the bad guys and the good guys... at the same time.... it's a conspira-*crack*
Our server (=31stwc.com=), cranked the AI skill levels to 1.0 (Experts) and the view distance is increased to match.
How did you change the view distance? I can't seem to get it to budge!
=JpS=SgtRock
Jun 6 2008, 12:58
Our server (=31stwc.com=), cranked the AI skill levels to 1.0 (Experts) and the view distance is increased to match. These guys don't mess around.
How did you do that? I'd love to make the AI on my server more challenging. http://forums.bistudio.com/oldsmileys/smile_o.gif
ModaFlanker
Jun 6 2008, 22:23
Is it possible in ArmA to make buildings and HQ for one side IMMUNE to friendly damage?
We're starting to see the losers with no life enter servers now and doing nothing else but satcheling the HQ on their own side and blowing them up, then joining the other side and doing it there.
Others go right to satcheling the HQ and all buildings so the map ends right there.
Its slowly getting worse...
If this is impossible with the ArmA engine, then how about a method that broadcasts to everyone just who is doing damage to the base and HQ [so that the appropriate person can be banned by server op].
Inkslinger
Jun 8 2008, 07:40
Well somehow the AI on my team seems to be evolving, Now every time I play they actually purchase and use 113s, hmmwvs, and tanks.
One thing I would definitely like changed however is the message that pops up in the middle of the screen to tell me towns are attacked or captured, has got me killed more times than I can count. always seems to happen right when I'm fighting a group of opfor and totally blocks my view.
edit: also I keep getting this error
'...rType = _soldierType };
_ leader = _team |#|CreateUnit [_leaderType,_position,[],0.5...'
Beef_Wellington
Jun 11 2008, 22:55
I've seen a lot of posts about artillery and how to control the impact it has on the game. How about manual artillery. I'm sure an artillery script is possible. Where you have to get an azimuth and range from the guns to the target and then give your AI the firing info. It would be similar to the old pocket tanks game where you had to set the power and elevation of the shots. That would most likely take several attempts to hit a specific area and give the opposing team time to locate enemy guns. Since this is a military simulation it just seems like there should be more to calling an artillery strike than clicking a spot on the map. I'd love to hear other ideas on the subject.
Edit: I guess I didn't look hard enough. I found exactly what I was looking for here.
Manual Artillery (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=68601;st=0)
Frank-O
Jun 11 2008, 23:21
You're talking about the KaRRiLLioN RTS system of angle and azimuth with the mortars?
Here's a synopsis;
- Built by commander only. Usable by all with cost.
- Limit the max number to 6/5
- Shorten the range to 2km. Upgrade increases range increments by 1km
- Reduce range from 7km to 4km
- Must have spotter in LOS of target area. LD necessary.
- Take Arty out of Camp build menu
- Ammo must be bought separately in 30 round pallets.
- Radar structure gives apx loc of source of arty eg "Possible Artillery source at C5"
- Reduce accuracy. GPS Upgrade increasing accuracy.
- Variable wind adding to final hit location.
- Shorter range 81mm mortars at 2x to 3x less accuracy with cheaper ammo. Also shows up on Radar
- Damage upgradable (Thermobaric)
- Impact radius upgradable (Cluster)
- Introduce Smoke and Illumination rounds.
- Towable by support truck
- Change victory condition to a base flag that's capturable, so artillery can't win the game as a strategic wpn as opposed to tactical support.
Malkuth74
Jun 13 2008, 00:36
Hey is it possible to play this by yourself.. Never been into Multi Player in this game.. But this sounds cool.
Can you be commander etc? Downloading it now but just like to know.
Hey is it possible to play this by yourself.. Never been into Multi Player in this game.. But this sounds cool.
Can you be commander etc? Downloading it now but just like to know.
Yes and all of the other slots will be AI Squad leaders that will build their squad according to the designation that you give them.
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