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Bradley ERA needs some better armor to make HF1 useful ! also bradley's Canon is crap.

Moved M2A2 to HF0 & M2A3 to HF1.

1+ is the right way

Strykers are now on LF :)

I'd rather decrease amount of upgrades.

Heavy factory should give you tanks on fact of building.If you want to have upgrades HF 1 you will get m1a2/t90 HF 2 tunguska/M6

You shall have a better variety, thought it'll need some tweaking.

Benny, why is it not possible to use artillery when they are occupied by auto-manned defenses, only when they are manually occupied by hired soldiers?

Auto occupied AI are considered server-sided, which mean that requesting a fire mission from them is a no go. (Note custom action 15 can toggle auto manning on/off).

Little update on 073:

- Parameter: Flares (modified from vanilla). On 0 this parameter will disable all flares for jets/choppers, on 1 it will appear as an upgrade (buying chopper or rearming them will give them the proper flare amount).

- Balancing: Balance will now assign 60 Flares to choppers & 120 Chaffs to jets.

- Upgrades: Upgrades are now more side-specific, OPFOR will have cheap infantry upgrades but some other upgrades will require more supply than blufor (like light).

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Little update on 073:

- Parameter: Flares (modified from vanilla). On 0 this parameter will disable all flares for jets/choppers, on 1 it will appear as an upgrade (buying chopper or rearming them will give them the proper flare amount).

- Balancing: Balance will now assign 60 Flares to choppers & 120 Chaffs to jets.

- Upgrades: Upgrades are now more side-specific, OPFOR will have cheap infantry upgrades but some other upgrades will require more supply than blufor (like light).

For the flares parameter,it's not a good idea from my humble point of view !unless you're planning on reducing air vehicles prices drastically to match the AAprice/Airprice criteria

For the upgrades,balancing should be done prudently,because not all OPFOR's light levels are better than their counterpart in BLUFOR and not all BLUFORs heavy levels l are better than their counterpart in OPFOR,and this is just an example among others !

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what about put FLAGs in town as taking points,as in OFP.

remove re-spawn from all camps mash tents.remove tents and bunkers from towns.

Player should make re-spawn point(you can choose bunker as object) using utility trucks to re-spawn,build service point to have repairs in towns and build barrack to have infantry and gear.Make it can be build only outside of towns and not close to enemy base.As well as base can not be build close as well.We can play with these options or add new.

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For the flares parameter,it's not a good idea from my humble point of view !unless you're planning on reducing air vehicles prices drastically to match the AAprice/Airprice criteria

For the upgrades,balancing should be done prudently,because not all OPFOR's light levels are better than their counterpart in BLUFOR and not all BLUFORs heavy levels l are better than their counterpart in OPFOR,and this is just an example among others !

It will be optionnal thought (0: Disabled, 1: Enabled with upgrade, 2: Not upgradeable but available).

what about put FLAGs in town as taking points,as in OFP.

remove re-spawn from all camps mash tents.remove tents and bunkers from towns.

Player should make re-spawn point(you can choose bunker as object) using utility trucks to re-spawn,build service point to have repairs in towns and build barrack to have infantry and gear.Make it can be build only outside of towns and not close to enemy base.As well as base can not be build close as well.We can play with these options or add new.

You can already do that with parameters.

Repair trucks will have a FOB ability soon (one time usage and limited amount, 2-3) allowing the purchase of low level infantry & giving a spawn point for those in range.

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Benny, just a small question, how do you transfer the locality to the clients? The leader of the group is still server-side?

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Wanted to chip in about 073. I had a look at the beta. I guess the menu system could still be in development, but it did not as look as clear to me as 071. Also are you removing the image/icon based upgrade tree ? I thought that looked kinda cool and better than the text only approach in the 073 beta.

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Benny, just a small question, how do you transfer the locality to the clients? The leader of the group is still server-side?

Some good resources/facts can be of use here about locality.

Well transfering locality is a big word, since the last OA 1.62 you can use setOwner to transfer a vehicle locality for instance (I use it to set the HQ local to the commander). I don't know whether this command work for AI units themselves (whether it transfer the unit FSM processing to the client or if it keep it on the server side, guess i'll have to test sometime).

As stated in the locality notes:

- "AI units created after mission start via scripting will be local to the computer that issued the command"

- "AI leaders are always local to the server, if placed in the mission editor"

- "AI units are always local to the client of their leader"

Creating units on a client outside of his group scope will make those units local to that client.

Client side created units will be transfered back to the server-side when the client disconnect.

A raw implementation in my case will be:

- Town X is activated, 6 groups need to be created.

- Create 6 Groups on the server (just the groups).

- Send 3 Groups to client A

- Send 3 Groups to client B

- Client A populate the units inside the 3 groups (they are local to him).

- Client B populate the units inside the 3 groups aswell.

Wanted to chip in about 073. I had a look at the beta. I guess the menu system could still be in development, but it did not as look as clear to me as 071. Also are you removing the image/icon based upgrade tree ? I thought that looked kinda cool and better than the text only approach in the 073 beta.

Icons are still there, i'll try to add big ones in the listbox maybe :)

Adding upgrades on the old one was too much of a pain to handle.

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It will be optionnal thought (0: Disabled, 1: Enabled with upgrade, 2: Not upgradeable but available).

I was kinda expecting this answer,but are you aware of consequences of this parameter ? it's like asking people whether to go to hell or to spend 3 months in 5 stars casino in Las Vegas with two chicks and 1 million dollars :D

I mean Flares OFF = Air OFF and we already have that parameter !

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Hello! First time poster, long time lurker.

First, I wanted to say thanks for this great mission. I've been looking for something like this for a long time to just chill out with and play an hour or so a night, with a large persistent battle. Yes, so far I'm playing it only single-player (I've always loved large bot battles, back to games like BF: 1942), and I find this mission very satisfying. You can play a bit, take a town or whatever, save and get back to it the next day. Glorious. I can't wait to try it out with some PvP.

That said, I have a question which has been confusing me. I'm not all that experienced with high command yet, so maybe the answer is more obvious than I can conceive:

My AI seem to be occupying all the turrets in my towns. I was under the impression that defenders for towns would eventually spawn when the supply was right, taking up defensive positions, but instead, my AI squad leaders (I am commander) are taking those turret spots, so what I have now is only about 4 squads able to actually move around. The rest of the squads are all clustered around the turrets. For instance, a motorized infantry squad of HMMV M19s clustered awkwardly (and ridiculously) around a machine gun nest outside Kabanino. Another MG nest has a fire team around it, and I can just imagine that when I start producing heavy armor, the same will happen. With most of my AI squads tied up on turrets, its harder to move forward, and I can't seem to get them to leave the turrets.

Another question: When you issue orders through the WF > Command Center menu, such as an order to defend an area, if you then issue a move order using high command and the regular map, will they move to the area you've ordered them to and then begin defending there? I've seen behavior like this with some of my squads, but it isn't consistent so I'm confused as to how it is supposed to work.

Sorry if these questions are obvious. I read a number of posts in this thread, and other threads, so I hope I'm not asking already answered questions. That said, I think this is a great mission and want to thank Benny profusely, from the bottom of my gaming heart. Over 30 years of gaming here, and this is one of the more promising, fun games I've come across.

EDIT: If there is a need for documentation or a WIKI or something, I'd be glad to contribute. I'm having enough fun that I think I can muster the energy to participate with such a venture.

Edited by nMarauder

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Hello! First time poster, long time lurker.

First, I wanted to say thanks for this great mission. I've been looking for something like this for a long time to just chill out with and play an hour or so a night, with a large persistent battle. Yes, so far I'm playing it only single-player (I've always loved large bot battles, back to games like BF: 1942), and I find this mission very satisfying. You can play a bit, take a town or whatever, save and get back to it the next day. Glorious. I can't wait to try it out with some PvP.

That said, I have a question which has been confusing me. I'm not all that experienced with high command yet, so maybe the answer is more obvious than I can conceive:

My AI seem to be occupying all the turrets in my towns. I was under the impression that defenders for towns would eventually spawn when the supply was right, taking up defensive positions, but instead, my AI squad leaders (I am commander) are taking those turret spots, so what I have now is only about 4 squads able to actually move around. The rest of the squads are all clustered around the turrets. For instance, a motorized infantry squad of HMMV M19s clustered awkwardly (and ridiculously) around a machine gun nest outside Kabanino. Another MG nest has a fire team around it, and I can just imagine that when I start producing heavy armor, the same will happen. With most of my AI squads tied up on turrets, its harder to move forward, and I can't seem to get them to leave the turrets.

Another question: When you issue orders through the WF > Command Center menu, such as an order to defend an area, if you then issue a move order using high command and the regular map, will they move to the area you've ordered them to and then begin defending there? I've seen behavior like this with some of my squads, but it isn't consistent so I'm confused as to how it is supposed to work.

Sorry if these questions are obvious. I read a number of posts in this thread, and other threads, so I hope I'm not asking already answered questions. That said, I think this is a great mission and want to thank Benny profusely, from the bottom of my gaming heart. Over 30 years of gaming here, and this is one of the more promising, fun games I've come across.

EDIT: If there is a need for documentation or a WIKI or something, I'd be glad to contribute. I'm having enough fun that I think I can muster the energy to participate with such a venture.

Hey, thanks :)

Did you enable UPSMON or did you set a defensive order at the AI ?(defensive order will make AI try to man turrets too)

In the command center menu you can disable AI mission automation (meaning that they will only respond to the HC orders), if the AI has an order and that it's automation is disabled, it will follow the HC order. Best practice is to disable AI automation and manually giving them waypoint by HC.

You'll find some wiki's page here: https://dev-heaven.net/projects/warfare-be/wiki

Note that in 074, the whole AI system will be totaly changed, thus allowing me to use unique features for AI & a custom made HC system.

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Yep, I had set those guys to defend and, while defending, they hopped on whatever nearby turrets they could find. I was able to get them to give up defending by respawning the squads, as I couldn't figure out how to get them to leave the turret regardless of the orders I was issuing. But yeah, it was the defend order that did it! Now I have a full brigade of soldiers doing my bidding again, and not just a platoon of riflemen and AT :D Thanks! Can't wait to see future updates.

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I love the mod. It really improves the already great warfare. But I have been having issues with the AI. When I host everything starts out fine but after a short amount of time the AI will stop fighting. They won't fire on anyone. The only AI that still seems to work is the AI under my direct control. I am using version 2.072

Is 2.073 available for anything other than TAKI? Is there any issues with using this version with ACE?

Thanks

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I love the mod. It really improves the already great warfare. But I have been having issues with the AI. When I host everything starts out fine but after a short amount of time the AI will stop fighting. They won't fire on anyone. The only AI that still seems to work is the AI under my direct control. I am using version 2.072

Is 2.073 available for anything other than TAKI? Is there any issues with using this version with ACE?

Thanks

I had this problem as well. Around the same time all my AI squads began to fully populate with soldiers, after about 4 towns, all the AI stopped fighting, enemies and allies alike. We would all mill around together in a town, shoulder to shoulder, and I felt almost bad walking through town systematically executing all the resistance while my own AI stood beside me watching, doing nothing. The AI would move to places I ordered them to, but they were not firing at or engaging the enemy at all.

I was also using 2.072, on Chernarus. I was using the file I got from Armaholic, and it doesn't appear to be the same one available through dev-heaven. I downloaded the one from dev-heaven but have yet to try it out.

ALSO, I realized the file I was using was for vanilla and not CO, which is what I have. I'm not sure if this would cause a problem, but now I have the CO version and I'll be testing it out later. First thing I noticed was that there are more build options.

EDIT: I think there is a version specifically for ACE.

Edited by nMarauder

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That may happen if you the run the mission with too much AI, if you plan on hosting yourself & playing there, i'd suggest reducing the AI to something like 12v12.

Note that 072 has a bug which will generate lag (vehicles not being cleaned up). I will upload beta 5.2 soon (with a new ai delegation system).

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Benny, what happens if I use latest Mando + GLT Missilebox in form of addon and disable the in-game Mando parameter? Will it actually work without screwing up something?

I would like to add some addon jets to WBE, but some require Mando+GLT.

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That may happen if you the run the mission with too much AI, if you plan on hosting yourself & playing there, i'd suggest reducing the AI to something like 12v12.

Note that 072 has a bug which will generate lag (vehicles not being cleaned up). I will upload beta 5.2 soon (with a new ai delegation system).

Once my AI squads (set to the default parameter of 10 men per squad) began to fully populate, I started to experience some FPS lag. I am completely aware this can happen and that a lot of people recommend a dedicated server. However, I tweaked the parameter down to 6 men per squad, which I believe will alleviate some of my problem. My question is this: Will lowering that parameter to 6 in a game which is already well underway (a very fun game, at that, in which I am dominating), will it take effect? Do I need to respawn those squads to see the lower number of soldiers, do I need to wait for them to die, or does it decrease them automatically? Do I need to restart a game?

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.....Do I need to restart a game?
yes, for sure....and lowering the playable slots helps.

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Benny, what happens if I use latest Mando + GLT Missilebox in form of addon and disable the in-game Mando parameter? Will it actually work without screwing up something?

I would like to add some addon jets to WBE, but some require Mando+GLT.

It should work without any problems as long as you've disabled it ingame.

Once my AI squads (set to the default parameter of 10 men per squad) began to fully populate, I started to experience some FPS lag. I am completely aware this can happen and that a lot of people recommend a dedicated server. However, I tweaked the parameter down to 6 men per squad, which I believe will alleviate some of my problem. My question is this: Will lowering that parameter to 6 in a game which is already well underway (a very fun game, at that, in which I am dominating), will it take effect? Do I need to respawn those squads to see the lower number of soldiers, do I need to wait for them to die, or does it decrease them automatically? Do I need to restart a game?

Better have less playable slots, each of them have an heavy FSM running behind if AI controlled. Thought 074 will have big optimization regarding the capacity.

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One more set of questions; please forgive me as I'm noobile when it comes to dev-heaven, Arma 2 mods and whatnots.

I'm having a strange problem where various infantry AI units are teleporting to the corner of the Taki map. I'm using Arma 2 CO with no missions, modules or add-ons other than Warfare: BE 2.072. This seems to happen when the AI are moving to a destination assigned through the HC, with their auto-AI disabled and no orders issued through command center at all, save the "Take Towns" default order at the beginning. While enroute to their destination, they randomly teleport to the the NE corner of the map and immediately begin to path to where they were headed before the teleport.

"Squad Respawn" orders through the Command Center don't fix it. They simply disappear for a second and then reappear where they were. I haven't seen it happen to anyone but infantry. Vehicles squads don't seem to do it, just infantry of all types.

My second question regards dev-heaven. While having searched the issues on dev-heaven only to not find a similar bug, should I report it there or is that site exclusive to developers/modders? I wouldn't mind reporting bugs I've found, but I'm not sure how to go about it.

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One more set of questions; please forgive me as I'm noobile when it comes to dev-heaven, Arma 2 mods and whatnots.

I'm having a strange problem where various infantry AI units are teleporting to the corner of the Taki map. I'm using Arma 2 CO with no missions, modules or add-ons other than Warfare: BE 2.072. This seems to happen when the AI are moving to a destination assigned through the HC, with their auto-AI disabled and no orders issued through command center at all, save the "Take Towns" default order at the beginning. While enroute to their destination, they randomly teleport to the the NE corner of the map and immediately begin to path to where they were headed before the teleport.

"Squad Respawn" orders through the Command Center don't fix it. They simply disappear for a second and then reappear where they were. I haven't seen it happen to anyone but infantry. Vehicles squads don't seem to do it, just infantry of all types.

My second question regards dev-heaven. While having searched the issues on dev-heaven only to not find a similar bug, should I report it there or is that site exclusive to developers/modders? I wouldn't mind reporting bugs I've found, but I'm not sure how to go about it.

You need to enable AI squads and AI commander in Parameters ! and make you sure you're running the mission on a dedicated server (search the forums) or just by host on MP interface !

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Benny, you are God. Is BIS paying you yet? :D

Moved M2A2 to HF0 & M2A3 to HF1.

I have always felt Blufor HF was somewhat underwhelming at first few levels - Great change!

Basically, it turns the map into a more strategically demanding battlefield. Each team, at first, is given only a single town they can capture, denoted by the large red circle. Each time they take a town, one or more uncaptured towns becomes available for capture, eventually giving each team a "battlefront". This battlefront is where the majority of players will be, because it's where all the capturable towns are. Which means that when the teams progress enough to have battlefronts that meet, some serious PVP action ensues, mostly minus pesky AI. This param has the added benefit of directing players to fewer towns, therefore increasing teamwork and reducing AI CPU load.

I haven't played ArmA in a long while, but I can clearly remember that there needs to be a centre of gravity on the map to make FOBs, fortifications and other sneaky stuff viable, it also changes the dynamics for the better.

Having no experience with the setting, which you have described, the only change I'd suggest to make it viable alternative to free-for-all towns, is to introduce a middle point group of towns, which is always open and available to both teams from the start of the game. Example: if starting distance is 10 km and Opfor starts around Krasnostav, Blufor at Zelenogorsk, then Stary Sobor/Novy Sobor and maybe Kabanino need to be capture-able from the beginning.

Takistan example: Opfor - Rasman, Blufor - N of Loy Manara, then Feruz Abad is active. Otherwise, I can see a lot more players going on base hunts from the get-go.

P.S. Qaz su-34 nab. xD

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Benny, you are God. Is BIS paying you yet? :D

I have always felt Blufor HF was somewhat underwhelming at first few levels - Great change!

I haven't played ArmA in a long while, but I can clearly remember that there needs to be a centre of gravity on the map to make FOBs, fortifications and other sneaky stuff viable, it also changes the dynamics for the better.

Having no experience with the setting, which you have described, the only change I'd suggest to make it viable alternative to free-for-all towns, is to introduce a middle point group of towns, which is always open and available to both teams from the start of the game. Example: if starting distance is 10 km and Opfor starts around Krasnostav, Blufor at Zelenogorsk, then Stary Sobor/Novy Sobor and maybe Kabanino need to be capture-able from the beginning.

Takistan example: Opfor - Rasman, Blufor - N of Loy Manara, then Feruz Abad is active. Otherwise, I can see a lot more players going on base hunts from the get-go.

P.S. Qaz su-34 nab. xD

Wait untill you see resistance with mortar shelling you... :p

FOB will be available with a limitation per side, they will have a smaller spawn radius but you will be able to buy low tech infantry from them (FOB will be deployed via the repair truck, "destroying" the truck in the process).

I'm also going to add a way to "rearm" the cargo of the service points.

074 Will be focused on AI & CoC redesign. Towns will have more strategic assets such as Towers which will call reinforcements as long as it's standing still (reinforcement can be boats/air paradroping/ground reinforcement).

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Is there any way to place walls easily? Clicking and placing them one-by-one is tedious.

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Is there any way to place walls easily? Clicking and placing them one-by-one is tedious.

You can bind the action to a key to deploy "last used" item during base building. I don't remember where exactly it is located (Bulldozer commands?), or how it's named, but it is in the ArmA control options. Benny, help us out here!

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Is there any way to place walls easily? Clicking and placing them one-by-one is tedious.

Go to Options ===> Controls ===> in drop-down menu select custom controls ===> bind both "action 15" and "action 17" to U and O for example.

Then inside construction menu use them to copy last-built defence and the other one to delete defences (only when you are commander) !

P.S : Pliskin nab xD

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