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The IFA2 version is a challenge, for those who never played Ragnarok the IFA2 version would maybe to hard for them idk, I've played it so much that I can almost

predict what their going to do and know how to counter it depends. Other then some missing textures,

and the cursor not showing up which I have no idea why, it plays like its supposed to.

 

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Update

Recently this past week Rydygier contacted me about some free time he had and had already started working on fixes, and updates.

So far we had fixed most of the major issues in the mission/mode that I reported and recorded vids on pages back, and after testing for several hours this past evening,

i had only ran into real minor bugs, after Rydygier gets the chance to fix those, we should be able to release a new version.

 

I plan to update all the missions on steamworkshop as well as for regular zip download once the remaining issues are sorted, so stay tuned!

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Update- New version released!

After several months, Rydygier was able to get some freetime to Fix/update the issues in the mission.

please note that there may still be some issues with the mission/mode so if you think you have run across any please report them here!

 

Changelog:

Quote

 

Fixed
- Heavy & Very Heavy tank allocation buttons/functions not working
- Script-related message for tank factory
- Enemy commander doesn't deploy a static mortar
- Red Icons for soldiers (circle), transports, halftracks, and tanks (sideways diamond) for the enemy dont show on map when your forces see them nearby

 

Fixed & rebuilt
- Enemy AI commander create many transport trucks/ambulances instead of a balanced number with more tanks/infantry

Rydygier comment
Hopefully fixed. In fact, base managing AI was redone in some parts, for better, I hope.  


Improved
- Transporting troops (embarking/disembarking in combat)
- Enemy AI seems not aggressive enough, and or doesn't not deploy enough forces
Rydygier comment
Hopefully improved. Added second sub-leader to enable simultaneous attacking two flags etc. Known is rare circumstance,

when AI may stuck during flag taking progress

(when for any reason further flag is taken before actual targeted flag, reasons stay unclear so far).


Changed
- player incarnated as driver before when he gets into a tank, now incarnates as Commander, which will give you command and access to all other seats


Removed
- Crows & flies over dead bodies to save performance.

 

Missions with all Changes/fixes & updates applied

- Ragnarok'44 Demo - (now version 1.3)

- Ragnarok'44 City Under Duress - (now version 1.1)

- Ragnarok'44 Ivachev Clash - (now version 1.1)

 

 

All missions Zip & Steam workshop have been updated with the latest version.

1st post updated with latest download!

New missions coming soon!

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Update

Hey guys, wanted to let you know that I have 5 missions that I have ported over from the IFA2 version this past week!

My plan is I need to play each mission to take screenshots, record some gameplay clips, and an overview vid for each of the missions.

The missions I have currently are the following:

  • Panovo_Front
  • Baranow_Crossroads
  • Battle_for_Staszow
  • Colleville_Engaged
  • The_Szydlow_Stalemate

These missions once the media aspect of them are done, will be available for download as a zip, and be on steam workshop.

 

I could easily just release them now, but i want to do it right and get them on steam workshop, and i dont like the idea of just uploading them on there

and having no screenshots, or vid on them. Besides playing the above missions to many times, the last one on the list there had issues

in the previous Ragnarok'44 version (IFA3) before our recent update here, but now that alot of the issues are fixed, and Rydygier upgraded the AI ;)

You can expect these missions to give you a challenge.

 

To be honest, yes i have played these missions many times, but have yet to play them since the recent update, and so far from playing Ivachev Clash and the Demo mission

itself for testing, i know im in for a fight, anyways stay tuned, the first mission should be ready for release Saturday!

 

Edit..... Adding some more info:

I'm going to be recording and creating a new "How to build your own Ragnarok'44 mission tutorial" video to replace the current one.
The new how to video will be based off of the latest Ragnarok'44 update which adds new triggers and other things to the map that you dont see in the current How to video,

Plus since I now am able to record my computer desktop, I can further better demonstrate, and show you what tools, and what folders files, to use and what goes where vs just screenshots,

so stay tuned for a new video soon!

 

Edited by Gunter Severloh
added some more info.
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Update - bug

Found an issue when you applied IFA3 Lite's latest update (v1.16), missions wont load in the editor, and im sure they wont start if your running the latest version of IFA3 Lite.

The reason is with one file, El Tyranos, reported about that the file causing the issue will be fixed:

https://forums.bistudio.com/topic/190809-iron-front-in-arm3-lite-preview-versions/?do=findComment&comment=3154977

so stay tuned, its IFA3 Lite issue not Ragnarok'44 issue.

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Update - Fix

The following missions have been updated:

On 10/18/2016 at 0:42 PM, Gunter Severloh said:

The update is a small fix, the Russian headquarters were floating in the air, so i had adjusted them accordingly, steam workshop updated as well.

In other Ragnarok'44 news I have several other missions coming soon, they are all built already, just need to do the media parts for them, stay tuned!

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Update - new missions

 

I been working on videos and porting some new missions all sunday/monday morning, and here they are:

 

Ragnarok'44-Baranow_Crossroads v1.0 (zip) - Steam Workshop

 

 

Ragnarok'44-Colleville_Engaged v1.0 (zip) - Steam Workshop

 

 

Ragnarok'44-The_Szydlow_Stalemate v1.0 (zip) - Steam Workshop

 

 

Ragnarok'44_Panovo_Front v1.0 (zip) - Steam Workshop

 

 

Ragnarok'44_Paros_Front v1.0) (zip) - Steam Workshop

 

Also i should have a new "How to build your own Ragnarok'44 Missions" video tutorial coming Tuesday as well, this new vid is an updated version of the previous one,

with more detail, and its a new version because of the recent update to the mission mode, so stay tuned!

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Tireless Gunter. :) Thanks for all that work.

 

If anyone spot any bug, we'll appreciate bug reports, it is the best way to see the problem fixed (if possible, which not always is the case). For example there's a known issue, that artillery (tested with German mortar) doesn't respond properly on doArtilleryFire command, which prevents them from any shooting (the only visible effect is changing facing toward target). Can't fix it my end. 

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Thanks Rydygier,

There has been 2 issues which i been noticing, and those are as follows:

1. When you have lets say 2 squads of infantry, 1 being a mg squad and the other being an AT squad, and you put them both in an Opel Blitz truck, after arriving at the destination,

when you click on the mg squad to tell them to exit the vehicle, the AT squad gets out 1st instead, either way the other squad gets out first and not the one you chose.

 

2. The other issue i noticed is the Russian infantry after they have spawned in do not use transport trucks to get around, as much as i play I've yet to see them ever show up in trucks or get around in them,

they always travel around in either small squads, ort large squads on foot, other then that, once they have sufficient supplies (SP's ) captured to build and deploy tanks, the tanks are out and about

but infantry never use trucks.

============

On my end, idk about you but i still get the mg statics for both Germans and Russians part way in the ground, its like they spawn there, it seems either the trench that they spawn

in is to high or something idk, but i get that issue every time, any mission.

================

How to build your own Missions video tutorial

In other news I have a new video tutorial on how to build your own missions.

This is an updated one that goes further in depth, and provides more details, since Ragnarok's last update, there were a few changes and added features which changed

what is in the mission, so i figured I would need to cover it, the procedure is the same none the less, for those who know how to create reg arma missions  that have scripts and transfer

the files, this tutorial should be a cinch for you, for the new guys, follow my directions and ask questions if you have any, heres the video:

 

Keep in mind this vid will be here as well----> https://forums.bistudio.com/topic/196146-sp-ragnarok44/?page=2#comment-3109121

 

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ive spent about a hour trying to give the germans a commander maybe im just dumb but the germans just sit there with me as a russian solder if you  guys know what im  doing wrong message ne on steam i use the same name as the forms

 

ps ive never worked with the arma editor

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Hi welcome to Bis forums!

Ya i know you from the steam on the Ragnarok'44 mod.

Let try to explain as best as i can, Rydygier can im sure clear it up better but the mission series is scripted and setup where the player is the German commander, thats pretty obvious but

only way i think you can really play as a soldier is to incarnate into soldiers already under your command, i know thats not what your looking for but, lets see what Rydygier says.

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Quote

 if you  guys know what im  doing wrong message ne on steam

 

Much better to talk about  that here IMO. So, first, don't know, what you're doing wrong, since I don't know, what exactly you're doing. :)

 

If I understood correctly, you're trying to play as Soviets with Germans run by AI commander?

 

It needs some scripting to set up HAL commander for German side.

 

But even if you do, it's not all. AI, that runs Soviet base building and units production need to be set up to command Germans now, when you're playing Soviets. But in default version this AI code will not work with German side, need to be modified - even more scripting required. Plus more for small things like initial view with Soviets instead of Germans etc. Not mentioning stuff like GUI icons for Soviets etc.

 

I'm affraid, preparing Ragnarok version, where player is commandig Soviets while AI - Germans, is not so simple, requires decent scripting knowledge and good understanding of these particular scripts. Work for few/several days for person with such knowledge, not an hour for someone, who first time run the Arma editor. Frankly, I'm not optimistic about your attempts. Just no. It's nothing, that Arma editing newbie could achieve by Arma editor, sorry, too complex, far too ambitous. 

 

With some effort I probably could (there was such version in A2/IF release IIRC), but it's highly unlikely to happen anytime soon. Absolutely no free mind to focus on this now and frankly no will either, since apparently this mission isn't popular enough to justify any further time/work investment, even, if I could find time some day.  Which is a pity. IMHO it's really enjoyable scenario, and judging by practically non existent feedback, nearly no one care about it. Happens. 

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Thanks for posting Rydygier and giving some insight and feedback.

This is what Marksman Sinon asked initially on the steam workshop Ragnarok'44 mod page:

Quote

 i was wondering if the enemy ai commander could be given to bluefor so i could just play as a soldier on the front line or co commanding if not its no big deal

So basically he just wants to be a soldier for the bluefor and not command, maybe a soldier for the Russians.

 

Heres the situation, you cant be a soldier for the Russians because Bluefor or the Germans rather are not setup to run by themselves, as everything in Ragnarok'44 is scripted/coded

to be run as a German commander by the player.

 

The only alternative to that would be to coop where you have a friend who is commander, and you put a soldier in and set them as playable and join and be that soldier, thing is you would have

to setup a respawn or have the commander (your friend) setup zeus and place a respawn dynamically which can be done.

so i can see that working but it wont work in sp. 

Another possibility is which you can already do, is setup your base, and then incarnate into the soldiers, tanks, or whatever you

want to do as you have them, this is how i play most of the time anyways.

4 hours ago, Rydygier said:

since apparently this mission isn't popular enough to justify any further time/work investment, even, if I could find time some day.  Which is a pity. IMHO it's really enjoyable scenario,

and judging by practically non existent feedback, nearly no one care about it. Happens. 

I think that could be part my fault as it was getting attention as long as i was building missions, videos, ect. for it, i mean i think there is a little attention to it but it has its limits, what i could

do is setup a coop version so people can play together, that i think can work, they just wont be able to play as the Russians going against the Germans.

But i been busy myself with modding, a realism unit for IFA3, a full time job, then motivation is a factor too, alot of things involved in trying to stay on top of this mission, interest comes and goes with your energy,

and yes i do wish it was more popular, its unique to IFA3.

 

 

 

 

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I think that could be part my fault as it was getting attention as long as i was building missions, videos, ect. for it, i mean i think there is a little attention to it but it has its limits

 

IMO you did much more (and great job too), than was done for most of the other scenarios out there. Bah. I saw some very popular scenarios, which release was obscure and got no public promotion at all except Forums thread. Some missions, I think, just have no "luck" to draw enough attention. Also, perhaps, it is due to its RTS nature. After all, most Arma players are playing Arma because first person mil sim, basically, what Arma is by default, and why they bought it, and perhaps not many amongst them are interested in experiments taking Arma far from the roots. Heavy mods dependency also tend to be major obstacle. 

Quote

 

you cant be a soldier for the Russians because Bluefor or the Germans rather are not setup to run by themselves, as everything in Ragnarok'44 is scripted/coded

to be run as a German commander by the player.

 

 

In short - basically this. Of course, one always may use standalone Hetman (HAL) mod, that in modified form was used in Ragnarok as commanding AI, and set up in editor custom HAL-controlled battle with WW2 units. This way one can be fairly easily just a soldier on the highly dynamic front line, commanded by the AI. 

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1 hour ago, Rydygier said:

most Arma players are playing Arma because first person mil sim

Ya agree, but Ragnarok'44 gives you that ability to "incarnate" into any soldier, tank, vehicle, static under your command, so you can play RTS as the commander, and also play in 1st and 3rd as well.

Its really not hard to build your own Ragnarok missions, well for a noob it would be but for a regular arma fan if you know your way around a mission folder, editor, and know how

to open a pbo then you can do anything. All the missions for the series can be downloaded either by zip, or through steam workshop.

 

I would really like to build more missions for Ragnarok, even update the ones already out somehow, it is a fun mission to play.

What i would like to really know is how can i add more assets that the player can spawn, like static mgs, as now theres the MG42, 34 and nebelwerfer 42 for the Germans, among

other vehicles like the 222/series armored vehicles.

What does it take to add 1 vehicle or static that can be placed and or spawned?

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gives you that ability to "incarnate"

 

You learn about this feature only, if you're initially intrested enough to read features details. 

 

Adding new stuff to buy/spawn need noticeable effort, athough woo core code may simplify some things IIRC (but I don't remember much of this code really). Especially extra scripting is required, when comes to units of unique specificity, like Nebelwerfer, if we want it actually functional (may be not practical though on such short distancies, not sure). Adding new stuff for AI takes more effort (AI has to be modified to cover new toys). Since I'm not willing again immerse into this code now nor in the near future, I can't provide exact required code changes (what, where and how). 

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