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Thread: Warfare v1.0

  1.   Click here to go to the next Developer post in this thread.   #51
    Quote Originally Posted by (Buzz @ May 25 2008,03:29)
    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

    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.



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  2. #52
    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?

  3.   Click here to go to the next Developer post in this thread.   #53
    Quote Originally Posted by (Gunney @ May 24 2008,21:00)
    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

  4. #54
    Quote Originally Posted by (Arrowhead @ May 24 2008,19:10)
    Quote Originally Posted by (Lugiahua @ May 24 2008,09:30)
    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]."

  5. #55
    Master Gunnery Sergeant rundll.exe's Avatar
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    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) .
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  6. #56
    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&#33In a game last night, I had 2 squad leaders deploy a total of 17(&#33tubes, 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…..




  7. #57
    Your first point sounds like a very good idea, and I also think its possible through teamswitch.

  8. #58
    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

  9. #59
    A simple question: how do I get rid of my ai units?

  10. #60
    Master Gunnery Sergeant rundll.exe's Avatar
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    @bunkers, 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.

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