RTS-3 (Real Time Strategy) is now available for download. ***This takes lessons I learned from RTS-1 and 2 and takes it a step further in some ways, and also makes extensive use of dialogs to simplify the interface that had grown so cumbersome with the 50-item action menus.
BTW, there is an addons-free version of RTS3 so if you do NOT want to download addons, then don't get the versions with @ in the mission name.
UPDATED file 09-Sepetember-2003
RTS-3 BETA 5g is now available and requires an addons pack. ***There are now 8 missions in the RTS-3 Mission pack. ***This includes Single Player functionality and you can play it COOP as well.
Beta 5g is Addons only. ***Beta 4c versions which require NO addons are included in the pack. ***There are Vietnam RTS versions, and also new lite versions of RTS with mainly ground units and fewer air units. ***See my last post about more changes in this version of RTS3. ***There are 14 RTS-3 missions now on 9 different islands.
Get all Addons and missions here:
Unzip all addons to your Operation Flashpoint\Addons directory.
If you already have some of the following addons, then you may not need the pack.
Here's the addons:
DKM OV-10 Bronco - http://www.dkm-mod.mkdi.net/
DKM M109 ADATS
DKM 26M Tunguska
BAS Littlebirds - http://www.concept-5.com/ballistic
quakergamer M109A6 Paladin Version 2 - http://www.roughnecks.org/opgwc/default.asp
PSC - Dragonfly
Hit_sqd_Charlie (@ck*knowledge) Ackropolis Island - http://hitsqd.net/
Phaeden USMC - Phaeden's Island
KLR 250 Motorcycle by SelectThis - (individual dload available at http://www.aggression.org/karr/klr.zip )
-All new dialog interface for all buildings
-Each building has only 1 action on the action menu instead of 5 to 30 (depending on the bldg)
-You no longer have to Login to buildings.
I now have an autologin script that detects all new buildings and automatically adds the appropriate actions to it. ***I left the Login option available on the Mission Control screen just in case lag or something causes a player to not get the necessary info to add the menu option to a building. ***This also applies to Ammo crates, and the Mi17 and CH47, both of which can recycle vehicles.
-The new Command HQ interface allows the easy changing of settings by entering a number, instead of clicking an Increase/Decrease button (like the old method of increasing the AI limit)
-New ammo crate dialog that allows you to easily change your loadout, create custom loadouts, and quickly equip custom loadouts. ***You can also load your custom loadouts into the ammo crate for your AI to easily re-arm.
-New Mission Control dialog
*** *** Now tracks your research and shows a timer
*** *** Tracks your vehicles in progress for the Aircraft and Tank factory complete with timers.
*** *** Shows all soldiers under your command along with a soldier cam so you can track them easily.
*** *** Shows the current score and status of the game
-New Factory dialogs show pictures and much better descriptions of all vehicles available for construction.
-Construction Jeep now has a dialog as well for building Auxilary units.
-Random start positioning has been improved
-New buildings for Soviets and NATO have replaced some of the old ones (I'm still deciding on some of them)
-All of Nogova is covered with Territory to capture
The territory capture works like this: ***Whichever team has the most units on a territory (within a certain zone) can take control away from the enemy. ***You do not take flags in this, rather you must occupy the territory space for a certain time period in order to take control. ***In order to help a conquering team, they receive a squad of reinforcements on each territory they capture, along with some resupply vehicles. ***That way it should be easier to hold onto territory once you cap it.
I was able to use the dialogs to help me remove almost 50 scripts and use only 1 in their place. ***In RTS2 I had to use 1 script for each vehicle, plus another script to build it. ***Each base building had its own script as well, so that added up to a large number of scripts. ***I managed to use just 1 script now to replace all of that, and I've reduced the number of scripts running in the background as well. ***Most testers have reported that the mission runs much more smoothly now, even with heavy fighting. ***Creating a lot of AI will still cause some issues, of course if you have several human players with 12 AI in their group.
-Improved worker actions.
Sometimes in RTS2 they would run for the hills and disappear. ***I think I fixed that in RTS3. ***Maybe they just weren't confident in their leader....I don't know. =)
Additions since original release
-New Radar Dish - ***This structure that helps to fend off enemy air attacks by increasing the AA capabilities of the base and gives early detection to the base.
-CH47-D and Mi17 are able to carry ***3 vehicles (excluding the MCU and other air units.) ***Each is loaded and unloaded individually. ***If you load them up while fully manned, then the AI units will get out of the vehicle, get into the chopper, and when unloaded will get out of the chopper and into their vehicles.
-Dynamic Commander assignment: ***Basically this monitors the commanders for each team. ***If one loses connection then it will automatically assign another team member the commander abilities. ***Commanders can also manually assign someone else the duties.
-Money Giving: *** You can give teammates money to help them out of a pinch.