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Rydygier

[SP] HETMAN: War Stories

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I think, I saw some threads about silencing AI solutions, so perhaps there is such mod. Can't recall any specific though.

---------- Post added at 15:57 ---------- Previous post was at 15:17 ----------

This is the one: HAL Protocol.

There is also enableSentences false; command, that may be used via advanced setup window, but not sure, if it will remove those shouts. EDIT: yeah, it works. No AI shouts for MOVE waypoint with combat behavior. So, seems, above mod reduces amount of shouts, while enableSentences mutes them completely.

---------- Post added at 16:35 ---------- Previous post was at 15:57 ----------

Additionally, some Hetman's config for advanced setup, that may help keeping groups more unaware:

RydHQ_KnowTL = false; (matters for human TL. "False" prevents HQ cyclically revealing each known to it (so in fact known to any controlled group), hostile to the human-led groups)

RydHQ_DynForm = false; (disables dynamic behavior/formation changes based on HAL's danger factor. IMO that one may be most helpful)

RydxHQ_NEAware = 0; (each known to HQ enemy groups in this radius around each group will be known for that group - simulates HQ informing subordinates about threats near to them. But this one should be 0 by default)

Last, desperate move would be to reduce in the video settings view distance - groups will immediately forget any contact farther, than view distance.

Edited by Rydygier

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The small engagements end way too fast due to casualties. My side still had full infantry squad with AFV, few armed Hunters, my intact recon team and some stranglers here and there. My commander ordered a surrender :(. Really for that to happen I think that pretty much all squads have to smashed leaving little behind and all of the fighting vehicles getting destroyed.

Also would it be possible to have fortifications, FOB's and such put up? FOB's with allow to repair, rearm and refuel could make vehicle combat a bit better while fortifications would make things more interesting in general.

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Well, thing is, you see only small part of the picture, HQ see all. IMO with new formula morale is nearly too resistant to losses. In some tests I saw way above 50% of losses, and army still fighting. In RL 50% of losses in one day/hour is AFAIK more than enough to break the spirit of most armies and their combat capability. Maybe in the movies and games is otherwise, but... Of course, if anyone have real experience in that topic, I would gladly correct my current opinion. But note, not only losses affect morale. History knows examples of armies loosing morale completely without big losses taken. Another factor taken into account in Hetman is proportion between own forces and known enemy. Rest of the factors are simplified to the slight randomization.

Anyway, to make any changes here I need more solid data than player's feeling, it's to easy to misjudge the situation sadly. And there is a way. Paste in the advanced setup window RydHQ_Debug = true;RydHQB_Debug = true; and you'll be able to monitor relation between losses and morale. Then give me examples (numbers/screenshots), where morale was too low for given losses and we'll discuss this further. Maybe there is something wrong, don't know, but I need proofs on that to know what and how much exactly need to be changed.

And yes, small engagements will end fast, because forces are small, so each destroyed group/vehicle have greater percentage impact.

Also, you can using advanced setup window, alter susceptibility of the morale. Use RydHQ_MoraleConst = number; (and RydHQB_...). Each cycle morale change will be divided by this number. Set it to 2 and morale will be twice as stable. Set to 10, and army will be practically unbreakable.

As for surrendering, morale drop is only one of few reasons ("Morale of your army is broken!"). Surrendering due to losses itself is separate thing, although losses impact morale aswell. Leader will surrender due to losses ("Your commander-in-chief gave the order to surrender due to massive losses!") if > 75%. It's quite high, isn't. Or if has too few units to capture an objective (so winning is impossible). by default it is 10 units. RydHQ_CaptLimit (and RydHQB_...) allows you to control that number. Play with mentioned debug and if you see this kind of surrendering, while losses was below 75% and still enough forces to take objectives combat effective, that would be a proof of some bug.

About FOBs - I'm not really convinced to that idea. Not against it either though. In general as for logistical support, armies can have assigned proper trucks. Yes, it's random, and rarely all needs covered - and should be that way. Also dependent on general progress (percentage of map colored). Still, if I find a convincing way to add some fortification compositions, if enough room - worthy of consideration. Also to assign some group to act like garrison for such placed or existing on the map within the army positions military installation.

Edited by Rydygier

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Saw something really wierd today in WS. Started off as West, with West:East ratio of 2:3. I spawned in an APC with my squad, and the first command we are given takes us TOTALLY in the wrong direction (to the coast) 4km away!

Now I know it is telling us a story ... but one of desertion ?

I do run a ton of addons, but none have ever been known to do this.

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No idea. With Hetman's setup in HWS rather no explanation within expected behavior. Without debug on we can't even determine, what kind of order it was, unless you was a TL, then in the diary should be said theoretical purpose. Would be indeed interesting to try figure out believeable story behind such order. :) Is there perhaps any error in RPT?

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Something similar here:

2014-12-14_00001w3uii.jpg

We spawned in the south of the blue area. Plain infantry. First what happened was, my player reported an enemy 200m "left". There was no enemy, but from that time we walk super aware snail speed.

My group is ordered to the hills in the south (to the south?!?) and I guess, there is nothing but hills.

SET mods=@JSRS2;@sthud;@st_gi;@status_hud;@va;@bzly_UIcorrections
SET mods=%mods%;@advancedballistics;@atragmx;@kestrel4500;@bcombat;@WW_AICOVER;@HAL_protocol
SET mods=%mods%;@l_twitch;@l_exshake;@saku_shake
SET mods=%mods%;@tpw_mods;@agm@RYD_LiabilityInsurance;@asdg_jr;@cup

But not using all @agm pbo's...

EDIT.: Hmm, my player character again did report non-existent enemies very close to us. I'm not sure, I think I have seen a purple player marker on the map in a firendlies group for a very short while. He seems to see an enemy in the friendly groups. Maybe therefore my group is always slow, because constantly they report enemies which are not there. Or there for a split second.

EDIT2: Yeah definitely, some of the blue symbols on map, i.e. my faction, turn purple for a few seconds, my player reports an enemy then.

Edited by tortuosit

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Well, that one was technically not impossible. IMO it was idle order. Most idle groups are pushing forward, but still some may be kept in their initial area or roughly around Leader's position.

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Another weird thing: Only in your mission I see this strange "split into 3 parts" sky:

2014-12-14_00002bcy5q.jpg

If I exit the mission and do "0 setovercast 0.9;forceweatherchange" inside the editor with Altis, I do not have this.

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I really wish have any intentional control over this. :) It may be because there is still that old weather change code, we speak of earlier. And yeah. Cloud cover in A3 often looks like wip, which it is, I suppose.

---------- Post added at 09:51 ---------- Previous post was at 09:42 ----------

EDIT.: Hmm, my player character again did report non-existent enemies very close to us. I'm not sure, I think I have seen a purple player marker on the map in a firendlies group for a very short while. He seems to see an enemy in the friendly groups. Maybe therefore my group is always slow, because constantly they report enemies which are not there. Or there for a split second.

I saw such behavior elsewhere - my team mates reporting purple (of unknwon yet side/specifics) units saying "enemy". Even for civilians. But that not provoked real enemy encounter behavior. Just stupid phrase. Group is slow, or is in combat? Slow is normal for idling, combat - depends... Also, perhaps, some mod does some mess? I would guess this one. I can't recognize a half of your mods, and didn't tested most of them, none lately. Also this specific behavior with switching side to enemy is unknown to me. HWS for sure does nothing with switching unit's original side.

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This happens to me directly after mission start where no enemy is near and if they have waypoints to the combat zone. They seem to be in combat. They walk slow and always stop. Once it happened, the mission was already lost before we were even half way to the combat zone. And I think the cause of slow movement is that they see that non existent enemy... Will need to play without any mods in order to see whats the cause...

That cloud effect is weird, I have never seen it before and I don't know how to reproduce it. I have not seen any other weather command in your code except the setovercast one.

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I have not seen any other weather command in your code except the setovercast one.

Because there is nothing more. The only thing, that may be worthy of mentioning here - it is executed under loading screen, that supposedly pauses whole simulation, what makes it great tool for executing all heaviest scripts many times faster than under simulation pending, as whole CPU power is to disposal then, but also may cause some differences and unexplained side effects, like those exec delays, some players reported with some mods for HWS and Pilgrimage, ad maybe this strange sky - apparently in A3 not all is handled 100% properly under loading screen yet.

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HETMAN: Summer Chernarus 1.06

Requires: CBA_A3 and AIA Terrain pack

EDIT: I think I found why clouds are strange. You need to perform setdate first, then do weather changes. Currently it is vice versa.

Have changed it in this postings Summer Chernarus.

But still I have to see whats wrong about enemy reporting, also often the mission starts in a vehicle, and for looong minutes nothing happens except just standing there...

EDIT: The temporary enemy reporting (icon turns from purple to blue) also happens when I only have AIATP and cba_a3 loaded...

2014-12-15_00002yyxlo.jpg

Also I think, player should not report the wrong shit at all because I have turned "Auto report" off. But still he does.

https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu#Auto_report

Edited by tortuosit

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EDIT.: Hmm, my player character again did report non-existent enemies very close to us. I'm not sure, I think I have seen a purple player marker on the map in a firendlies group for a very short while. He seems to see an enemy in the friendly groups. Maybe therefore my group is always slow, because constantly they report enemies which are not there. Or there for a split second.

EDIT2: Yeah definitely, some of the blue symbols on map, i.e. my faction, turn purple for a few seconds, my player reports an enemy then.

In my

of my first mission, at 2:16 a map symbol turns from blue to purple. A civilian car had been reported as enemy before that. I suspect that this is behind the get in/get out behaviour of vehicles. An enemy is reported, they get out. There is no enemy, they get back in. Then rinse and repeat.

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In my
of my first mission, at 2:16 a map symbol turns from blue to purple. A civilian car had been reported as enemy before that. I suspect that this is behind the get in/get out behaviour of vehicles. An enemy is reported, they get out. There is no enemy, they get back in. Then rinse and repeat.

Aha! makes sense. The world of ArmA is complicated...

And in that video you spawn with "Soldier, 100m, right", which is a friendly soldier...

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An idea: how about giving player an option to run Arsenal to customize your loadout before starting a mission. I know it kinda goes against the "deal with what you are given" idea, but it would be nice option. Also, the Arsenal has the Random button that could be source of additional hilarity and/or challenge.

To be honest: even better (IMHO) would be an Arsenal like shop with would let you buy stuff using founds earned during the campaign. However that would require lots of legwork. Although something like ASORGS could be adapted for this purpose... somehow... Man, buying soldiers and vehicles to expand your squad would be even better, with Arsenal customisation for them as well, that would be something awesome!

Edited by Taro8

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Buying has to be done before loading screen in such case. And yes, lots of work, as with any GUI, especially complex, like shop. As for running Arsenal - I don't know, never used nor saw it so far :P so have to check it first, if applicable at all. Funds for additional units as reward for won battles sounds good. Of course AI opponent also should be able to benefit from won battles same way. So - we will see... Thanks for ideas.

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I see... Looks nice. Well, I'll think about something balanced, meanwhile paste into advanced setup window this:

nul = [] spawn {waitUntil {sleep1;isNull RYD_init_cam};["Open",true] spawn BIS_fnc_arsenal;}

and enjoy. :)

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For some reason the mission dosent load sometimes. The intro is all right I select options and all, but when I click tell me a story I just get loading screen that loads 100% and thats it. From the sound of my HD it looks like some script does not run properly. Sometimes I even hear normal ingame sounds when in loading screen. Happens both on Altis and summer Cherno. Dunno if its about other mods, will check without them later.

Edited by Taro8

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Sometimes I even hear normal ingame sounds when in loading screen.

That sounds at least weird... Perhaps check RPT file for anything interesting.

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Ok everything is fine. My issues came from: trying to run this mission as an MP mission (random brainfart on my end) and an error about some addon guns sound missing with paused the game and got me stuck on loading screen still displayed. Now everything works fine.

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Please forgive me if this has been asked but I simply don't have the time to invest in reading this entire thread.

My problem;

Hetman War Stories works great...with default Arma 3 forces. I love it. Sometimes nothing happens, sometimes all hell breaks loose but whatever happens is very entertaining.

But...

I've installed Red Hammer Studio's Escalation and frankly it's awesome. I love it.

So naturally I wanted to use it with Hetman War Stories, so I installed it and I installed the ryd_rhs_merge_ru_1_00 .pbo and that all sets up great.

I can turn on Hetman War Stories and choose the entire Russian forces no problem. The battle quickly sets up and I get rolling and within 30 seconds...

one side or the other surrenders due to massive losses.

Is there any antidote to this problem?

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Nope. Seems pretty new issue. So far I even didn't download 0.3.5. On RHS 0.3.0 I saw no such issue. I can only guess, something is wrong with RHS 0.3.5. Or something strange is going on due to changes between 0.3.0 and 0.3.5. Thing is, version shows, it's pretty early stage of RHS development. I doubt, if it is worthy of efforts to try fix this now, while with the next version all may change again. I'm curious though, what's the reason, so in some free time I could look at it closer just to learn, what's going on.

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Nope. Seems pretty new issue. So far I even didn't download 0.3.5. On RHS 0.3.0 I saw no such issue. I can only guess, something is wrong with RHS 0.3.5. Or something strange is going on due to changes between 0.3.0 and 0.3.5. Thing is, version shows, it's pretty early stage of RHS development. I doubt, if it is worthy of efforts to try fix this now, while with the next version all may change again. I'm curious though, what's the reason, so in some free time I could look at it closer just to learn, what's going on.

Actually it's the 3.0 veresion of RHS

http://i.imgur.com/0EVKR1F.png (131 kB)

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Weird... I tested this with 0.3. All was OK. Let me try again (with DragonFyre, I just downloaded :) ).

Wait, one thing... Do you play HWS with HAL addon? Don't if so. HWS contains HAL. Doubled HAL may mean any weird things.

---------- Post added at 09:36 ---------- Previous post was at 09:15 ----------

Well, tested on 0.3.0 6 minutes - no such problems. Battle continues, debug shows expected losses/morale.

There is one issue with RHS however - apparently something not good with counting ammo or fuel - some groups get "rest" order at init, like when should be combat effective, but aren't. One of such group is just simple GAZ jeep, means unarmed vehicle, means shouldn't happen "rest" order due to lack of ammo. Either - some problem with categorization, combat effectiveness check or something unusual in the config of such units.

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