combat-agent 0 Posted July 28, 2010 (edited) Hey everyone, Im working on my old mod that i put together a few years back due to my gaming pc crashing leaving my OFP/arma addiction unhindered. So i resulted to installing OFP on my netbook, and it works fine, amazingly so. Back in the day, there was a bug that made OFP crash in my mod. I know exactly why it happens, but Im a wee bit rusty in the modding department, itll take me a week or two to get back to where I once was. Also I was wondering if anyone still had my mod from the past. Im trying to get ahold of the .85 version patch for it. The only known copy that I dont have access to is on a computer in Florida. My plans are to make a Capture the Island mission RTS that is 100% scripted by yours truly. I know I can do it, I just need to brush up on my mad skills. Ill be improving the mod along the way as well. If anyone is bored and would care to help let me know. If anyone cares to download the old .8 version of my mod the link is: http://operationflashpoint.filefront.com/file/The_Feldish_Mod;68751 Im looking for the .85 patch. http://i790.photobucket.com/albums/yy185/epley_w/Rts/aar.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/14.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/13.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/12.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/11.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/10.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/9.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/8.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/7.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/6.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/5.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/4.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/3.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/2.jpg http://i790.photobucket.com/albums/yy185/epley_w/Rts/1.jpg Edited August 12, 2010 by Combat-Agent Share this post Link to post Share on other sites
Drongo69 117 Posted July 28, 2010 Is this that mod with sailing ships and spear-throwing natives? Share this post Link to post Share on other sites
combat-agent 0 Posted July 28, 2010 Haha, Thats the one. Share this post Link to post Share on other sites
Drongo69 117 Posted July 28, 2010 Unfortunately I never got around to playing it back when it was released because I was too caught up in making my own missions, then forgot all about it... I would love to have a go at it. Maybe it would be worthwhile updating the first post with some details and screens etc. Anyway, downloading the old version :D Share this post Link to post Share on other sites
ProfTournesol 956 Posted July 28, 2010 Combat agent ? Share this post Link to post Share on other sites
combat-agent 0 Posted July 28, 2010 Yep, Thats me, I havnt figured out how to get my old account on here, so i just made a new one. Share this post Link to post Share on other sites
stgn 39 Posted July 28, 2010 Never seen this before, just tried it and I thinks its pretty nice like the idears used in it. STGN Share this post Link to post Share on other sites
combat-agent 0 Posted July 29, 2010 Well Ive been working on the RTS mission and its coming along better than I imagined. I did most of the work back in the day. The biggest hurdle I foresee is making a half-way intelligent enemy AI to command a force. Hopefully Ill have a very simple ai put together by tonight to make it a functioning mission. I also been thinking of new ideas for an update. Ive been concentrating on the missions at the moment, but I jot down the ideas that pop up in my head. Heres a list of what I have so far. Feld Mod .90 Version Future Update TODO -Indians-Incorporate Axe -Indians-Rocks Stay on ground -Feldish-Bolt Action Ejects Brass -Feldish-Brass Stays on ground -Feldish/Kossian-Revolver Ejects brass on reload -Indians-Give New names -Kossians-Give new Names -General- New Notebook -Feldish- Better ship Navigation -Indians- more "armor" -Indians- Fix Spear/Bow crash Gonna have to balance units for the missions. The feldish are obviosly a power house with the unit selections. But cost and build time will play a factor in the mission as well. Thats all for now, if anyone cares to add any ideas, please divulge. Share this post Link to post Share on other sites
Drongo69 117 Posted July 30, 2010 Do you still need the older versions of the mod? I took a look through my old OFP folders and found patch 0.85. Download here. Share this post Link to post Share on other sites
combat-agent 0 Posted July 30, 2010 Awesome, Thanks!! Share this post Link to post Share on other sites
Bielow 10 Posted July 30, 2010 (edited) This is my little suggestion so ... myabe You sholud replace civilian from Colonial wars with units from tonal ? In my opinion are better. Anyway keep it up ;) Edited July 30, 2010 by Bielow Share this post Link to post Share on other sites
combat-agent 0 Posted August 2, 2010 Well I quit editing the mission for a few days, But picked up again today and made decent progress. At this point the player can take areas on the map, build the camp, build units, move the units via map, basically build a sustainable army. I made the multi squad similiar to the COC CE, alt click to select, shift click to move. Im hoping to get the AI to build units and take points, maybe even attack tonight. I think Im gonna make it so theres diffrent AI profiles. Like make an agressive AI who takes points with the unit it has. A passive AI that builds large army then progresses slowly, then one in between the two. See how it goes. Havnt changed the mod itself yet, but will. Ive been more interested in playing, the modding lately. Share this post Link to post Share on other sites
Drongo69 117 Posted August 3, 2010 Sounds good. I like the idea of different AI profiles. Will the mission be playable in MP? Share this post Link to post Share on other sites
BronzeEagle 2 Posted August 3, 2010 is there a possibility this new technology in ai routines for flashpoint, which ive been desperately waiting for, can be used on other units? Share this post Link to post Share on other sites
Unchained 12 Posted August 6, 2010 Oh great, Feldish mod now would be updated, that's pretty cool, I remember making invassions on the big island by boat, it was all combat with guns at 20 meters from the enemy otherwise it was difficult to give a good shot haha, then leaving those planes assault the area... it was pretty fun and gave OFP another touch... Im a WW2/Modern warfare (Not the game, I mean the era) type of player but I really got interested on Feldish as it was pretty good man, thanks for the good times and good luck about updating to redux! Hope it comes with many new units. :) Share this post Link to post Share on other sites
combat-agent 0 Posted August 7, 2010 Sorry for not posting sooner, Some mission editing problems got me down and delayed me quite a bit. But Ive overcome them thanks to some help. To reply to the questions now. Sounds good. I like the idea of different AI profiles. Will the mission be playable in MP? I dont really know how to make a multiplayer mission. If I could get some help in the future, maybe. For now, my goal is to make a singe player missions. is there a possibility this new technology in ai routines for flashpoint, which ive been desperately waiting for, can be used on other units? Im not focused on the micro AI, my mission is focused on the Macro AI which is a multisquad system. And I would say its pretty dumb at the moment. With the questions outta the way. I am just about to try the first semi working version of the mission. The AI builds units and moves them around the map. I still have alot of work to do, but this is a milestone in the mission progress. Wish me luck. Ill take notes and post an AAR. with screens. Share this post Link to post Share on other sites
combat-agent 0 Posted August 7, 2010 Ok, so the mission was interesting. But I was interupted afterwords. Got pictures, will post links tommorow. Not focused. Share this post Link to post Share on other sites
combat-agent 0 Posted August 7, 2010 (edited) Ok so heres the screenies promised. I had to start over once to one major but that i fixed. But the second go round turned out to be about an hour and a half afair, maybe more. EDIT: Screens on first post! Edited August 12, 2010 by Combat-Agent Share this post Link to post Share on other sites
combat-agent 0 Posted August 7, 2010 (edited) Edit:Pics above Edited August 12, 2010 by Combat-Agent Share this post Link to post Share on other sites
combat-agent 0 Posted August 7, 2010 (edited) Edit:Pics above Edited August 12, 2010 by Combat-Agent Share this post Link to post Share on other sites
Drongo69 117 Posted August 8, 2010 Looking good. Could you give us a brief explanation on the gameplay mechanics and the relative strengths of each faction? Share this post Link to post Share on other sites
Bielow 10 Posted August 8, 2010 Very interesting :) Are You using a modified version of Coc Command Engine? What else will be in Redux version? New units, weapons or something? Share this post Link to post Share on other sites
combat-agent 0 Posted August 8, 2010 (edited) Looking good. Could you give us a brief explanation on the gameplay mechanics and the relative strengths of each faction? In the original mod, .85, The feldish were overpowered, Biplanes, ships, cannons, sappers, etc, etc, etc. Obviously this is a fictional mod. Especially with the biplane, Ive have thoughts of getting rid of the MG on it. The feldish are a industrial power house, they have all the tech. But the Tech is expensive. The kossians are more of 3rd world faction that produce fierce soldiers that are both trained in marksmanship and close combat(their bayonets can wreak havoc in close quarters). I plan on developing them further with a grenadier to compare with the feldish sappers, and maybe a unit that carries a large black powder drum that may or may not be suicidal. I will definitely be developing the Kossians into a more formidable force. Dont get me wrong, they still can do some damage, but they need mor units. As for the Natives, I probably wont add too much to them. They are an NPC. And as I orginally planned, they are a victim of the warring kossian and feldish, just caught in the middle. I will bump up their armor so they are harder to kill, and I may or may not make another melee unit with an axe or something of the like. The native will appear in the RTS mission, and Ive had thoughts of adding diplomacy with them to help either sides war effort, for each tribe that happens to be on the island that is. As stated previously, The mission is coming along nicely, Im at a point where the mission is mainly playable, and I can make and features as necessary. I still need to add a resupply feature for the feldish and ensure the mission variables produce a beatable mission. And a few other things here and there. If you played the Taking Everon mission, I will be using a similar dialog layout, except you wont have to deal with the head ache of the ships dropping troops off. Any more questions please feel free to ask. I just recently start actually editing the mod and not just working on the mission. Very interesting Are You using a modified version of Coc Command Engine?What else will be in Redux version? New units, weapons or something? I am using some of the scripts the COC CE uses as they have the ultimate multi squad system that I have found unmatched. But all the features are too much for what I want, and with the system I developed I know every in and out so I can make changes as necessary. Ive states some possible changes above, but there will be new units, new weapons, cosmetic changes, game play changes. I have a short list right now. But there is some work I want to do. Especially give the kossians some sort of Anti Air weapon system. Once the major bugs are worked out of the mission and the mod Ill release the next version with the mission. Since Im the only one working on this with the support of this forum and some addon makers, I will need more input. Heres a picture of the new Feldish base, horses are now purchasable so you dont have to ruck the island anymore. http://i790.photobucket.com/albums/yy185/epley_w/newbase.jpg Please post comments,questions or concerns. Thanks Edit: I quess I might add Ive been playing OFP on a netbook with 1.66 GHZ and 1GB of ram with god only knows what graphics card, and the mission runs smoothly, with the bench mark on 1335. So those of you with power houses should enjoy a constant FPS. Those of the like with me, In the RTS it can get slower, BUT playable with each side nearing full strength. But I havnt even made dead soldiers delete yet, so I have high expectations for this to be a low(er) spec mission. Edited August 12, 2010 by Combat-Agent Share this post Link to post Share on other sites
combat-agent 0 Posted August 10, 2010 (edited) Wow Im really tired. I just played the RTS for about 5 hours straight. Ive learned alot. First Ill show you this: That will give you the magnitude of about what I went through. Im gonna tell ya, I started out killing 2 kossians for every 1 of my soldiers, then night struck. Kossians have one hell of a ridiculous advantage there. Theres a mountain, point 4 I thikn it was. A kossian squad just chillin, stabbin all my soldiers in the face with bayonets. Hamburger hill type situation. I really wanted to play the mission all the way through, but I think Ive scripted something wrong, The AI seem to be able to fend off my rather large army. They shouldnt of been able to build what they were throwing at me. I was literally one point away from winning, but then no. Shit. Anyway, its really fun. After I can get this to go gold for single player, I think this has alot of potential for MP. As the commander I just sat back for the most part. I got ran up on a couple of times, I actually killed 3 kossians with my pistol. Im kinda scatter brained right now, ill post more after I get some sleep. Edited August 12, 2010 by Combat-Agent Share this post Link to post Share on other sites
Placebo 29 Posted August 10, 2010 Yep, Thats me, I havnt figured out how to get my old account on here, so i just made a new one. Moderators are very easy to get hold of, failing that there's a "Contact Us" button at the bottom, creating a duplicate account is not acceptable, neither are the numerous >100kb images you've posted, I will suspend this account and reactivate your previous account. Share this post Link to post Share on other sites