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SaOk

[CAMP] Chasing Grim Reaper

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armaaa.jpg

WHOLE CAMPAIGN IS NOW AVAILABLE ALSO AS COOP FOR 1-9 PLAYERS. LOOK BELLOW. Updated with new Zub coop version.

Includes MEC11 Winner "Takiban's Last Stand"-mission!

http://www.ofpec.com/intel_depot/index.php?action=read_on&id=549

Campaign was rated 9/10 in OFPEC

Description:

A former scientist employed by the former Takistan Defense, appears to US outpost in quiet small village Sakhe near a mountain pass, requesting for immediate help. A small journal is about to turn the whole country into deadly chaos.

Features:

-Briefing/Overview/Gear choose for every mission

-Challenging missions with custom difficulty selection

-Much cutscenes and twists in evolving journey

-Basic infantry action with constant heavy independent friendly AI support (+CAS/Mortar Support)

-Many custom gameplay functions (Minefield creating system, Medic packs, Order AI teams between defense lines...)

-Player´s gear is transfered between missions (Use the weapon you find, through the campaign if you like)

-No High Command System (as default, but now as optional feature through custom Command Mode option)

-Massive use of custom-made Ambient Life (Animals, Civilians, Traffic, Crows, Flies)

-Much custom AI scripts (walking in random buildings, trench behaviour, covering, surrendering, creating minefields, tanks shooting buildings, using smokegrenades...)

-Long complex missions made with performance saving methods (Should works good with CPU like Q6600)

-Life multiplier available for high-end computer owners

-Custom voices/sounds (around 500+)

-ACE2 compatible

Voice-actors:

- Bardosy (Takistan Civilians, Takibans, Hungarian Combat)

- Domokun (Air Support, British Team Leader, Uncle, SF Leader)

- Nettrucker (Fikri, PMC Unit, Land Support, German Combat, Gas Worker)

- Poacher (British Combat)

- RejenOrst (Austin Paxton, U.S. Combat, Music) - www.rejenorst.com

- SavedByGrace (HQ, U.S. Soldier #1/#2, U.S. Combat, Outro Voices)

- Tslava (Czech Squad Leader, Czech Combat)

Download (Version 2.6):

Download from ArmaHolic

Download from GameFront

Requirements: Combined Operations 1.62 + BAF/PMC (Optional) + (ACR DLC or lite version required for 8th mission)

Optional Addons:

-Armed Forces of the Russian Federation by Red hammer Studios (More stuff in 8th mission)

-Project CDF by GossamerSolid (More stuff in 8th mission)

-CBA (enables TPWCAS && TPWLOS in 1-8 missions)

Change Log:

1.1:

-Expanded cutscene in 2nd mission

-Player´s weapons transfer from mission to next (before only between 2nd&3rd mission)

-Added difficulty selection (Displays only once at campaign start, unless "revert" is used)

-Added life multiplier (If someone wants more out of his machine. May increase the difficulty level some bit)

-Enemy chopper re-appers in later missions unless/until taken down

-Added use of new chopper transport script (behaviour depends on difficulty level)

-Found AA-launcher is stored in Hummer

-Flashlights removed from first mission (Vanilla game users)

-Changes in available weaponry for player

-Civilian conversations made faster & markers fixed/improved

-Many other tweaks/fixes/additions

1.2:

-Added more american battlecry-voices (made by RejenOrst www.rejenorst.com)

-Added limited mortar/close air-support (SSM)

-Some script controlled AI units use now cover function (1st&4th mission)

-Changes in dialog/briefings

-Animals and other less real civilians shouldnt talk to player anymore

-Friendly AI tanks dosent get damage from minefields

-Some new tasks

-Some new scenery

-Cutscene tweaks

-Tweaks for better performance

-Engineer added to player group

-Other additions/tweaks/fixes

1.3:

-Added new long mission "Operation Zavarak"

-Added more american battlecry-voices (made by RejenOrst www.rejenorst.com)

-Links added to briefings

-Added much music from ArmA2&OA Soundtracks

-Some other fixes

1.4:

-Added new long mission "Trenches of Garmsar"

-New script creating active hostile/civilian life in houses

-Sometimes AI now describes hostile detection in building (New voices by RejenOrst)

-Performance tweaks especially in 2nd mission

-AI surrender more (no need to find the last few units)

-All units in player´s group now playable (Requested extra feature, not 100% supported)

-SUV have some PMC weapons

-New crate in outpost

-M14 more available

-Some other additions/tweaks/fixes

1.45:

-Added much use of Mando Missiles Script by Mandoble

-Enemy tanks shoot sometimes at houses now

-AI use smokegrenade sometimes now

-Tasks should display right now for all chooseable units

-Campaign/Mission overviews improved

-Other fixes/tweaks/additions

1.6:

-New mission "Takiban's Last Stand" to end the campaign

-Civilians now may sometimes now turn against player (in 2nd, 3rd, 5-7th missions)

-More scream voices (made by RejenOrst www.rejenorst.com)

-Added music tracks "Evasive Action 1/2" (made by RejenOrst www.rejenorst.com)

-Mando Missile script updated to latest version

-Added Command Mode option (optional High Command)

-Added BIS Advanced First Aid option (optional)

-Performance tweaks in scripts

-Task bug from 1.45 fixed

-Many other additions/tweaks/fixes

1.9:

-Most of the voiceacting added (By RejenOrst, SavedByGrace, Nettrucker, Bardosy & Domokun)

-English corrections and other dialog improvements by SavedByGrace

-AI shoots sometimes flares on night conditions (credit to RejenOrst)

-Added one new song to 7th mission (by RejenOrst)

-Added some more randomness

-Some new or improved cutscenes

-Much other tweaks and fixes

2.0:

-New cliffhanger campaign outro (by SavedByGrace)

-Rest of the voiceacting added ("Uncle" & "SF Leader" by Domokun, "Gas Worker" by Nettrucker, Outro voices by SavedByGrace)

-New dynamic AI function: Enemy sometimes now search/clean nearby random buildings

-New dynamic AI function: Sometimes disemparked crew seek cover from nearby houses

-Life Multiplier much reworked (default setting "normal" is good for CPUs like q6600, tested setting "doubled" works very smoothly with i7 2600k, un-tested setting "tripled" may require clocked i7 2600k)

-Music from orginal OFP soundtrack added (those BIS tracks)

-Cutscene tweaks

-Unpopular extra cutscene in 3rd mission removed

-Many other tweak & fixes

2.5:

-New extra missions "Zub" & "Black Forest", with 6 to 20 hours more playtime.

-Added TPWCAS && TPWLOS scripts (by TPW && -Coulum- && fabrizio_T) for 7 orginal missions which are enabled if player have optional CBA addon

-Team-members and their weapons/magazines/skill transfer now between missions 1 -> 2 and 2 -> 3. Dead units are replaced with less skilled local tribe units

-ACR DLC (or free lite version) is required to play new 8th mission - Zub

-Zub is my first attempt of "whole map mission"-concept, featuring dynamic factors between various different functions (tasks affect on each other and on the generateing world).

-For full description for Zub, seek for "[sP/MP] Dynamic Whole Map Missions by SaOk"-thread in forums.bistudio.com

-Note that Zub requires some more CPU than orginal campaign missions

-Zub have no voice-acting for dialog, Black Forest have voice-acting made by SavedByGrace

-Optional addons that add extra content to the Zub mission: Armed Forces of the Russian Federation by Red hammer Studios, Project CDF by GossamerSolid & CBA

-Added czeck translations for 1-7 missions by Tslava

2.6:

-Hotfix: Massive Slowdown fixed in Zub

-Some other tweaks/additions in Zub

Notes:

-Tested to work good too with ACE2

Hints:

-You can save anytime via radio 0-0-1

-Medic-packs can also be used via radio

-There is more gear in HMMWV

-If you cant find the last enemy, there is usually a marker area on map showing his inaccurate location

-Local civilians may share you usefull extra information

-Good gameplay with friendly skills set to 1.0 in gamesettings, enemy 0.5 to 0.7 or more

-If played with ACE2 mod, change your weapon in 1st mission to fit in darkness.

Special Thanks:

-Voicea-actors

-SavedByGrace for new campaign outro, background story and dialog and scene suggestions for intro

-Tslava for Czech translations

-Nettrucker, Zipper5, Undeceived, SavedByGrace, Variable, Mad_Cheese, Dale0404, aLlamaWithARifle for testing

-BIS for the excelent game

-OFPEC, ArmaHolic for support

Scripting Credits:

-Mandoble for Mando Missiles Script

-Mondasa & Kronzky (Surrendering script borrowed partly from USPMON)

-Celery for (position ThisTrigger) & [0,0,0], also help and advices

-Xenogf for str(_array) != "[0,0,0]", help and advices

-i0n0s for saveVar, help and advices

-Zipper5, Kju, RejenOrst, ZoneKiller, h- for help and advices

COOP-versions:

Visitors In Sakhe (1st mission) for 1-9 players New

sakhe.jpg

Mission Description:

A U.S. outpost in harmonic Sakhe receives an unexpected visitor that will change the whole situation in Takistan.

Features:

-1st mission of "Chasing Grim Reaper" converted to coop for 9 players

-Briefing/Overview/Gear Choose

-Custom Parameters for MultipleLife/Difficulty Level/Command Mode/Revive/Battleshouting

-Full voice-acting

-Revive System by Norrin

-Mando Missiles Script by Mandoble

-Czech translations by Tslava

-Ambient Life

-AI support

-Custom AI functions (AI inside houses, use of smoke...)

-Long explonsive warfare

-Perfomance Friendly Methods

-Works good also with ACE2

Thanks for Voice-actors:

-Bardosy

-Domokun

-Nettrucker

-Poacher

-RejenOrst

-SavedByGrace

-Tslava

Thanks for 3rd party script owners:

- Revive System by Norrin

- Mando Missiles Script by Mandoble

- Surrendering script borrowed partly from USPMON by Mondasa and Kronzky

Special Big Thanks to Zonekiller for time saving client script method.

Download (v1.0): (Basic version) [You can set revives (0 -> unlimited) via parameters]

Download from ArmaHolic

Download from GameFront

Download "No Respawn"-version (1.0): (Requested Special version) [You can still set revives (0 -> unlimited) via parameters]

Download from GameFront

Takiban Valley (2nd mission) for 1-9 players New

arma22h.jpg

Mission Description:

Last night, the takiban assault on Sakhe was succesfully annihilated with the help from locals. The special forces team is arriving at midday to take the journal safely to Rasman HQ via air.

Features:

-2nd mission of "Chasing Grim Reaper" converted to coop for 9 players

-Briefing/Overview/Gear Choose

-Custom Parameters for MultipleLife/Difficulty Level/Command Mode/Revive/Battleshouting

-Full voice-acting

-Revive System by Norrin

-Mando Missiles Script by Mandoble

-Czech translations by Tslava

-Ambient Life

-AI support

-Custom AI functions (AI inside houses, use of smoke...)

-Long explonsive warfare

-Perfomance Friendly Methods

-Works good also with ACE2

Thanks for Voice-actors:

-Bardosy

-Domokun

-Nettrucker

-Poacher

-RejenOrst

-SavedByGrace

-Tslava

Thanks for 3rd party script owners:

- Revive System by Norrin

- Mando Missiles Script by Mandoble

- Surrendering script borrowed partly from USPMON by Mondasa and Kronzky

Special Big Thanks to Zonekiller for time saving client script method.

Known Issues:

-The cutscenes work quite poorly in mp ;)

Download (v1.0): (Basic version) [You can set revives (0 -> unlimited) via parameters]

Download from ArmaHolic

Download from GameFront

Download "No Respawn"-version (1.0): (Requested Special version) [You can still set revives (0 -> unlimited) via parameters]

Download from GameFront

Examination Of Bastam (3rd mission) for 1-9 players New

arma23.jpg

Mission Description:

After a hard fought struggle, the SF team Shadow were rescued from Takiban control. The search for the missing contractors is about to begin at Bastam.

Features:

-3rd mission of "Chasing Grim Reaper" converted to coop for 9 players

-Briefing/Overview/Gear Choose

-Custom Parameters for MultipleLife/Difficulty Level/Command Mode/Revive/Battleshouting

-Full voice-acting

-Revive System by Norrin

-Mando Missiles Script by Mandoble

-Czech translations by Tslava

-Ambient Life

-AI support

-Custom AI functions (AI inside houses, use of smoke...)

-Long explonsive warfare

-Perfomance Friendly Methods

-Works good also with ACE2

Thanks for Voice-actors:

-Bardosy

-Domokun

-Nettrucker

-Poacher

-RejenOrst

-SavedByGrace

-Tslava

Thanks for 3rd party script owners:

- Revive System by Norrin

- Mando Missiles Script by Mandoble

- Surrendering script borrowed partly from USPMON by Mondasa and Kronzky

Special Big Thanks to Zonekiller for time saving client script method.

Known Issues:

-The cutscenes work quite poorly in mp ;)

Download (v1.0): (Basic version) [You can set revives (0 -> unlimited) via parameters]

Download from ArmaHolic

Download from FileFront

Download "No Respawn"-version (1.0): (Requested Special version) [You can still set revives (0 -> unlimited) via parameters]

Download from GameFront

The Battle Of Rasman (4th mission) for 1-9 players

rasman1.jpg

Mission Description:

The journal was found and escorted to Rasman after a heavy fight in Bastam. The final step to getting it out of here is close at hand, but so are the Takiban forces.

Features:

-4th mission of "Chasing Grim Reaper" converted to coop for 9 players

-Briefing/Overview/Gear Choose

-Full voice-acting

-Revive System by Norrin

-Mando Missiles Script by Mandoble

-Ambient Life

-AI support

-Custom AI functions (AI inside houses, use of smoke...)

-Long explonsive warfare

-Perfomance Friendly Methods

-Works good also with ACE2

Thanks for Voice-actors:

-Bardosy

-Nettrucker

-Poacher

-RejenOrst

-SavedByGrace

-Tslava

Thanks for 3rd party script owners:

- Revive System by Norrin

- Mando Missiles Script by Mandoble

- Surrendering script borrowed partly from USPMON by Mondasa and Kronzky

Download (v1.0): [You can set revives (0 -> unlimited) via parameters]

Download from ArmaHolic

Download from MODDB

Download from GameFront

Download "No Respawn"-version (1.0): (Requested Special version) [You can still set revives (0 -> unlimited) via parameters]

Download from GameFront

Operation Zavarak (5th mission) for 1-9 players

zavarak.jpg

Mission Description:

The journal is destroyed and Rasman was succesfully held against the Takiban assault. Enemy loss gives us a good time to initiate a counter-attack on Takiban positions in Zavarak.

Features:

-5th mission of "Chasing Grim Reaper" converted to coop for 9 players

-Briefing/Overview/Gear Choose

-Full voice-acting

-Revive System by Norrin

-Mando Missiles Script by Mandoble

-Ambient Life

-AI support

-Custom AI functions (AI inside houses, use of smoke...)

-Long explonsive warfare

-Perfomance Friendly Methods

-Works good also with ACE2

Thanks for Voice-actors:

-Bardosy

-Domokun

-Nettrucker

-Poacher

-RejenOrst

-SavedByGrace

-Tslava

Thanks for 3rd party script owners:

- Revive System by Norrin

- Mando Missiles Script by Mandoble

- Surrendering script borrowed partly from USPMON by Mondasa and Kronzky

Download (v1.0): (Basic version) [You can set revives (0 -> unlimited) via parameters]

Download from ArmaHolic

Download from MODDB

Download from GameFront

Download "No Respawn"-version (1.0): (Requested Special version) [You can still set revives (0 -> unlimited) via parameters]

Download from GameFront

Trenches of Garmsar (6th mission) for 1-9 players New

mainos2.jpg

Mission Description:

After the victory in Zavarak, our focus now turns toward Garmsar where a heavily defended takiban camp is located.

Features:

-6th mission of "Chasing Grim Reaper" converted to coop for 9 players

-Briefing/Overview/Gear Choose

-Custom Parameters for MultipleLife/Difficulty Level/Command Mode/Revive/Battleshouting

-Full voice-acting

-Revive System by Norrin

-Mando Missiles Script by Mandoble

-Czech translations by Tslava

-Ambient Life

-AI support

-Custom AI functions (AI inside houses, use of smoke...)

-Long explonsive warfare

-Perfomance Friendly Methods

-Works good also with ACE2

Thanks for Voice-actors:

-Bardosy

-Domokun

-Nettrucker

-Poacher

-RejenOrst

-SavedByGrace

-Tslava

Thanks for 3rd party script owners:

- Revive System by Norrin

- Mando Missiles Script by Mandoble

- Surrendering script borrowed partly from USPMON by Mondasa and Kronzky

Special Big Thanks to Zonekiller for time saving client script method.

Download (v1.0): (Basic version) [You can set revives (0 -> unlimited) via parameters]

Download from ArmaHolic

Download from GameFront

Download "No Respawn"-version (1.0): (Requested Special version) [You can still set revives (0 -> unlimited) via parameters]

Download from GameFront

Takiban´s Last Stand (7th mission) for 1-9 players New

mainos3.jpg

Mission Description:

The final step of this war lies before us. Takiban forces are holding their last stronghold in Loy Manara. If we capture that, peace is pretty much restored and peacekeepers can handle the rest.

Features:

-7th mission of "Chasing Grim Reaper" (MECII Winner) converted to coop for 9 players

-Briefing/Overview/Gear Choose

-Custom Parameters for MultipleLife/Difficulty Level/Command Mode/Revive/Battleshouting

-Full voice-acting

-Revive System by Norrin

-Mando Missiles Script by Mandoble

-Czech translations by Tslava

-Ambient Life

-AI support

-Custom AI functions (AI inside houses, use of smoke...)

-Long explonsive warfare

-Perfomance Friendly Methods

-Works good also with ACE2

Thanks for Voice-actors:

-Bardosy

-Domokun

-Nettrucker

-Poacher

-RejenOrst

-SavedByGrace

-Tslava

Thanks for 3rd party script owners:

- Revive System by Norrin

- Mando Missiles Script by Mandoble

- Surrendering script borrowed partly from USPMON by Mondasa and Kronzky

Special Big Thanks to Zonekiller for time saving client script method.

Download (v1.0): (Basic version) [You can set revives (0 -> unlimited) via parameters]

Download from ArmaHolic

Download from GameFront

Download "No Respawn"-version (1.0): (Requested Special version) [You can still set revives (0 -> unlimited) via parameters]

Download from GameFront

Edited by SaOk

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yeahhhhh.... mission from saok it is gonna be good garrentee..... will report for bug and feed back after i get the time to compelete it..

big big TY for ur time and effort..... love ur mission especially blackforest

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Thanks :) Its was challeging to share effort for multiple missions after creating those earlier SP missions one by one. I will continue improving the campaign through summer.

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Not balanced. Don’t like the updating you get every 20sec. Seems as though the enemy are spawning.

Not very good.

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When played first time the game loads longer the spawning (maybe searching for new classes, not sure) but it should become much smoother during playing. I could still optimate that more and reduce some unneeded spawning in first and second mission. In first village there is much spawning currently at mission start. In the rest of the missions, player moves more and the spawning shouldnt be very noticeable.

Edit: I also maybe added too much life on some areas, which could be reduced little.

Edited by SaOk

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Just played Zipper5's campaign. Give support to the too few men you have on your side to level it out. Something like gunships, or a couple of TOW's. But that 20sec stuff is crap.

Otherwise I enjoyed it.

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Actually the pauses may also happen because the BIS spawnfunction is executed with "CALL". I will try to make alternative function which would be executed with nonpausing "SPAWN", if its possible. I will work on it.

Edit: The story setting prevent gunships for first two missions. But I could add maybe a difficult selection for the missions. With vanilla game, the difficulty levels isnt impossible high. I am currently playing with "expert"-difficulty. Even the friendly takistan locals from mountain survived good the first mission. If you feel the AI help isnt enough. Make sure, you have set the friendly AI skills to 1.0 and enemy to prefered.

With ACE2 mod, the missions become harder, but I have added more AT gear for ammocrates, that player could find.

Edited by SaOk

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Thanks for the new campaign Saok. I died in the first mission when the russian tanks appeared (spoiler? XD), it seems the difficulty of the campaign is a bit above average. I didn't try again, wait until i finished The Witcher 2 :P But it seemed a nice campaign

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I am also playing currently The Witcher 2 ;) - what an excelent game. After that I continue tweaking this campaign more. The first mission is easier than it looks unless the slow enemy tanks manage to kill friendly armed locals. The hill next to the road, gives a good cover for rapid AT-strikes.

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Balance it out and take out that updating process on the first mission (if others) and you're there! :)

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I will see what can I do, but I cant remove all the spawning/deleting. If all stuff are there from start and anything wouldnt be deleted the FPS will be near 10 all the time. Now it stays around 40 on my comp since there is almost no AI/vehicles taking away perfomance where player isnt. Defragmentting harddrive may help for pauses if those dont almost totally dissapear after few minutes of playing. I have also a slow SATA 1 harddrive, but no real problem with the loading. Also if you have any mods activated, removing those should help. E.g. for me ACE2 slows down the game with the great but heavy features that it adds, still very playable now, but with my old HD (that broke down half a year ago), the mod made the game very slow.

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Hats off to you and SavedByGrace and everyone else involved in making this campaign. I only had time to get into the 2nd mission, but it's been very good so far. I personally did not have any problems with balance, but personal experiences will vary. My only problem had nothing to do with your campaign, but lately I have problems with AI team members refusing to move. I can give them all sorts of orders, and they obey none of them, they just stand in spot. Usually 1 or 2 guys on the team. I see it playing other missions, I thought that bug was fixed patches ago. :raisebrow:

Anyway, awesome job :)

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AI Mods?

I´m still on the first Mission, but its really cool. Defending the Outpost and waiting for the damn reinforcements. And then following the Jeep through the town while he puts Bullets in everything moving is just cool

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Thanks :)

SavedByGrace thought up the orginal background story for this campaign. I tried to follow his "base"-blueprint for events closely, making some changes and additions that the map locations wanted. He also wrote the dialog for intro (few poor lines still from me) and suggested the camera scenes for it. I will still try to improve the briefings and dialogs for radiochatting and other cutscenes. Then when all missions feel 100% final, send them for him to improve/english check and finally aim for full voice-acting.

The balance may indeed vary little. E.g. In 1st mission, each enemy group starts from random picked position (that define the direction from where they attack), have n or n+1 members and the classes are random. Also all the enemy vehicle classes are random. The more powerful class is half more rare. But any condition should be beatable.

For me the AI team members, get stupid also sometimes. It should be a gamebug. I have no AI commanding scripts running for player group. Only in 2nd mission, the group members start with stop command which is gone when player orders them to follow or enter the vehicle.

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Wow - that's an intense first mission!! I am struggling to get through the first part, but will fight on! Oh, and that's not an intro, it's a fecking movie! Must have taken you bloody ages - nice one, well done! My favourite character is Uncle Pant Pant ;-)

Nice campaign so far, will play more when I have finished the Witcher 2 also!

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Thanks, that intro was made quite quickly at the end. Most time went to planning and fighting with AI actors that want to show their back to everyone all the time with ingoring repeated formdir and disableAI "AUTOTARGET"-commands. :)

Sometimes, Uncle Pant Pant still fail to turn full 180 degrees to hear the nephew at gas station.

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Hah, I know how that is with AI actors. One of my cutscenes took months to build because the AI would change direction, and teleport back to original position in one case (animation problem).

The AI team stopping is definitely not your mission, I've seen it elsewhere, only mentioned it as the only bump in the road playing. In other words, no problems encountered thus far with your campaign ;)

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@SaOK

I finish your campaign but i was cheating using end mission cheat in mission2,3,4. I like the story and cutscens and the task in all missions.

But i thinking that those missions are not so good balanced. Imo you respawn to many groups of enemis. In mission 1 they kill very fast all us soldiers, reinforcements and my sqaud and after that i am alone and i kill 51 soldiers, 2 tanks 1 uaz

---------- Post added at 08:42 PM ---------- Previous post was at 08:33 PM ----------

But i end this mission.

Mission 2, i like that mission: evrything was good but after battle of anar

I have to talk with cyvilians but with who ther is so many of them. By case im go to a guy in blue car and i have text about house with pows but i dont see the marker it was so small i find him wenn i zoom the map to max, but ther was no pows so i use end mission

---------- Post added at 08:48 PM ---------- Previous post was at 08:42 PM ----------

Mission 3. Good mission i play 2 hours but the number of enemis was to big they kill all my men, pmc and reinforcements. And im again alone with few groups of enemis i kill about 50 of them and after 2 hours :( again endmission cheat.

---------- Post added at 09:03 PM ---------- Previous post was at 08:48 PM ----------

Mission 4.

i like that idea with making mienfild but 30 sekunds after mission start on mine outpos were about 5 tanks and end of game

Im thinking that this is good campaign with good story and i like that but the fights are not ballanced for now for me its more frustrating than challenging.

Ps: what was in that jurnal ? :(

Mayby after some improvements its gona by great.

---------- Post added at 09:09 PM ---------- Previous post was at 09:03 PM ----------

I hope you dont by angry at me for this feedback, i think that this campaignt have potential but need some fixing.

Thanks for your work. And this campaign. :)

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No I am not angry, thanks for feedback ;). The campaign is quite challenging currently, but setting friendly AI to 1.0 in game options should make it still beatable. I just completed this with expert settings myself and I didnt have to kill much myself. But it depends much if enemy manages to take out friendly tanks which may lead to high difficult 2nd and 3rd missions. In 4th mission, player is basically immortal since there is endless reinforcements coming from airfield to keep friendly units at around 20 members. There is also optional radio-commands to move the defense lines inside the city (the yellow markers show where friendly AI group will move), so its somewhat possible to gather friendly AI units and then hit back.

But I recently learned how to copy variables between missions. I will add a difficulty selection dialog for campaign start that will affect on all missions, unless player revert some later mission when the dialog would be shown again. I could add some easier difficulty levels and also add a new insane setting. :)

Maybe even make it possible to multiple all units, if some players want to take more out of their machines. :)

Also currently player´s weapons are copied only from 2nd mission to 3rd. I will add it between every mission so if player finds an interesting non-US weapon, he could use it through the campaign if he wants to.

I will try to add also much more some detail/features that would transfer between missions. Maybe more hidden tasks that would change the later missions.

Story Spoiler:

The journal wasnt explained closely in the campaign, but of course it contained blueprint for some mass-destruction weapon or dirty bomb ;)

There seems to be a bug with that marker in 2nd mission. I fix it to the next version. For players that are stucked:

Follow the small dead-end road in Anar

Edited by SaOk

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Your Mission difficulty is just fine.

Mission1: It was no Problem at all if you place your men i good positions.

Mission2: I've just found the crash site. Really nice firefight with the enemy reinforcements coming up the road and the chopper flying around. But still not a big Problem if you man the M2 on the humvee. The beginning of the mission was also very cool. following the T-55 through the valley and watching him gun everything down was really nice.

Maybe its because of ACE that I don't think the missions are to hard. My AI behaves quite clever.

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