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Thread: [SP] Lost v 4.0 - Like a mash-up of 'Dogs of War' and 'Manhattan' (without the bugs)!

  1. #131
    Master Gunnery Sergeant Kommiekat's Avatar
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    I was wondering, me being a crappy player as well, what is a good initial set up for enemy and friendlies from the start?
    In other words, balanced more on the Friendly side but not going overboard.

    Honestly, I getting overwhelmed the first town I hit with men and armor and helo's.

    Lastly, playing Lingor, the Hero is in a rubber raft starting on the opposite side of HQ. Seems like I could make may way, by sea to the Friendly HQ. Would that be a good idea or not?

  2. #132
    Yeah the rubber boat is a new feature I added since some maps require you to travel by sea. There are also fishing boats around if you can find them. I would definitely recommend using any means to get to friendlies including just sailing around.

    As for starting setup I really don't have an idea what is an easier setup. I would say from 8 to 12 friendly groups and probably middle values for each enemy type. 20 veh patrols. 6 or less gunships. 4 para. Maybe 75 to 100 foot patrols. Just my guess. I usually max out the enemy because I'm a masochist lol

  3. #133
    I am, being a crappy player, always set minimum amount of all enemy units (5 mech, 2 air, 25 ground I think it is) but I always get murdered by APC's and god damn Hind's because I don't manage to find any AA or AT weapons at the start.

    It's very exciting hiding in a city patrolled by a chopper though.

    EDIT: There was one more thing I was thinking about.
    From what I've noticed, only roughly 25% of all houses have loot in them but those houses can often hold several weapons at once.
    Finding little amount of loot more often is more fun than finding bigger loot but less often.

    Maybe it would be good idea to lower the amount of items you find but raise the amount of houses that hold loot?
    Or even better, allow the player to chose how much loot is distributed though the map, at the start of the match.
    That way players can chose for themselves if they want a harder or easier game.

    EDIT2: Rubber boats was a great idea by the way.
    Last edited by kiberkiller; May 9 2012 at 08:38.

  4. #134
    Version 4.94
    - ALL islands support ALL factions.
    - island : Tora Bora
    - faction : OFrP (added FELIN, G3, ISAF factions)
    - faction : Project CDF (updated to newest version)
    - faction : Project RACS
    - faction : Chechen Rebels
    - faction : Australians at War
    - faction : Bundeswehr Mod (German Army)
    - fix : High Command wasnt working (requires RESTART to fix if you started a game using 4.93)
    Last edited by markb50k; May 9 2012 at 12:10.

  5. #135
    Lance Corporal Snake_61's Avatar
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    Hi Mark,
    great job creating these LOST-Missions!
    Strategic and tactical gameplay with very high immersion...just great

    I've started the Chernarous-Mission and had to choose Factions.
    In the menu I had the chance to increase the number of factions,what does that mean?
    Higher numbers means more soldiers on whole map, or only the number of soldiers is devided by the factions?

    I am not sure what I'm adjusting with the increase or decraese button.
    Thanks in advance
    The big difference between sex for money and sex for free is that sex for money usually costs a lot less!

  6. #136
    you were correct with your second guess. the increase just means that out of the friendlies that get spawned, more of them will be the factions with the highest numbers..

    so, for instance, if you choose...

    1 - BIS USMC
    5 - @OFRP Regular Infantry

    then 5 out of 6 friendly troops spawned (on average) will be the French instead of the USMC

    (i say "on average" because the logic behind the scenes has some other factors involved, like special forces guys fall into their own bucket and arent spawned with normal troops, etc, but this is a good guideline)

    It does not affect how many total friendly are spawned. Thats controlled in the second dialog which lets you specify the number of friendly groups spawned.. make sense?
    Last edited by markb50k; May 9 2012 at 16:44.

  7. #137
    Lance Corporal Snake_61's Avatar
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    Ok, thx Mark...got it!
    Good explanation,btw...

  8. #138
    I can't get this installed correctly. I tried the modfolder like I have for DayZ but no dice.
    Can someone elaborate?

  9. #139
    If you use mod folder (@lost for instance) then create an Addons directory in the modfolder and put the markb50k_lostaddons.pbo in there

    The mission pbos you can put in your arma 2/missions directory

    You'll need to launch arma2 with -mod=@lost on the command line and it should work like a charm! Good luck!

  10. #140
    Master Gunnery Sergeant Kommiekat's Avatar
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    Quote Originally Posted by markb50k View Post
    I would definitely recommend using any means to get to friendlies including just sailing around.
    Sorry, I've been a bit lost on the concept, do to my ignorance, but you're suggesting the player should get the Friendly HG asap?

    So, starting way opposite the HQ, going from town to town and "searching" my way to the HQ is of course a way to do it, but the best way is to get to HQ quickly?

    So far, I've picked up a few men, a tank and we managed to shoot down a HIND with the tank, but armor and men are quickly showing up.

    Not sure to set up camp asap or do a straight line through the bush for HQ and from there, "the fun starts".

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