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[SP/CO12] Dynamic Campaign/Mission - The Forgotten Few 2

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I've played before but seems to look cannot play more too weak machine for your mission (i5)

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On 1/21/2018 at 9:58 AM, amonrada34 said:

I've played before but seems to look cannot play more too weak machine for your mission (i5)

Make sure you're using 64-bit exe, if possible. You can help with the performance by reducing ambient civilians, animals and enemies, and preferring missions with lowered scale (less enemies & less friendly support)

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Finally had the time and motivation to push through and release the new update! It features new assets, changes and fixes, plus the American versions for Altis and Chernarus. Altis map for both Russia and USA also comes with a new enemy faction: Middle Eastern Insurgents. Links in first page. Enjoy and let me know if you experience any problems!

 

Mission updated:

Version 1.04.00
- ADDED: American version of the mission in Altis and Chernarus Terrains (US/AL and US/CH) 
- ADDED: American set of voice overs for American version
- ADDED: Marine Raiders faction for American version, in Arid and Woodland camoflage 
- ADDED: New enemy faction for Altis Terrain - Middle Eastern Insurgents
- ADDED: Various DLC music tracks added to ambient music track pool
- ADDED: New platoon member identities for American version
- ADDED: Old Arma 2 platoon member portrait pictures replaced by fresh highres Arma 3 ones, both Russian and American versions
- ADDED: Artillery units reporting firing mission, ETA and when finished firing mission for clarity
- ADDED: Option for 50% campaign enemy strength
- ADDED: More codename components for mission names
- ADDED: Random faces for enemies suitable to faction
- CHANGED: Air extraction helicopter lands when called via radio command instead of when you get to the LZ for better control
- CHANGED: Western PMC - Mk318 rounds replaced by M855 for 5.56 caliber weapons 
- CHANGED: VDV faction - 5N7 rounds replaced by 7N10 for 5.45 caliber weapons
- CHANGED: Global base enemy strength factor lowered to make the default difficulty a bit more merciful
- CHANGED: Other minor tweaks
- FIXED: Bravo squad sometimes reported the same thing multiple times in a row
- FIXED: OnMapSingleClick replaced by stackable EH version for C2 Command & Control mod compatibility
- FIXED: "Rough landing" flight model setting enabled caused friendly helicopters to spawn damaged
- FIXED: Task description was blank after task update in dedicated server 
- FIXED: Platoon member attributes were not updated correctly for clients in MP when loading a save state
- FIXED: An issue with distributing requested dispersion values for artillery pieces
- FIXED: Missing animated NPC platoon members in Mission planning phase in multiplayer
- FIXED: Error message if none has selected platoon commader slot in multiplayer
- FIXED: Other minor fixes

 

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- FIXED: OnMapSingleClick replaced by stackable EH version for C2 Command & Control mod compatibility

Oh how much i like you :D :D THANK YOU! Can't wait to try this, thanks for all these massive changes!

 

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1st time trying this mission and looks great except my insertion Helo is always locked and takes off without us on board  :(

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I experienced the same thing, also with ground insertion. On the other hand mission is great, good work, cheers :). Can we expect another map ports? I'd love to see this mission on prei khmaoch luong :)

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@KingN I had the helo problem mentioned above one time during an early version of the campaign, but afterward it worked fine. So either that bug came back, or it's under certain conditions only?

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So far the helos are working fine on my end (at least on the US missions... I´ve already beaten the RUS missions on V1.0, so haven´t played them again ), maybe some mod conflict on your mod set, guys?

 

KingN, many kudos again, the US missions are as good as the russian ones, hope to see a "clash of giants" on the next update (a full spectrum war between nations  instead of COIN and sabotage missions), but the campaign is awesome as is =)

 

Cheers!

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I haven't had that kind of a problem with helos, must be a mod compatibility issue there I'm sure. The helos have 0 fuel at mission start to prevent the AI from taking off, so some mod is probably adding fuel to them. I could of course add a flyinheight 0 command as another way to force the AI to stay on the ground if that clears it out. I'm interested though in hearing what mods you're using that have this problem.

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I run CBA, all RHS, and all CUP when playing this. But it only happened to me that first time months ago.

 

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On 25.02.2018 at 10:13 PM, KingN said:

I haven't had that kind of a problem with helos, must be a mod compatibility issue there I'm sure. The helos have 0 fuel at mission start to prevent the AI from taking off, so some mod is probably adding fuel to them. I could of course add a flyinheight 0 command as another way to force the AI to stay on the ground if that clears it out. I'm interested though in hearing what mods you're using that have this problem.

 

On my side there was a problem with part of JSRS mod - RHS - Vehicles Sound Patch. Now it works great, good job again :) Looking forward to some more diversity and player's options (More sides, custom gear loading slots, another island) :).

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A hotfix for an American arid camo option issue and made a possible fix for the weird problem with insertion heli leaving too early mentioned earlier. 

 

Mission updated:

Version 1.04.01
- FIXED: Altis Terrain - American version had Arid camo version missing in SP and in MP it didn't work correctly
- FIXED: Chernarus Terrain - Arid camo option for American version removed in MP
- FIXED: Possible mod conflict issue where insertion helicopter lifted off before all units were inside

 

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Hi KingN

 

As BI announced Third party DLCs, do you plane to evolve this mission to the next level and release it as an official DLC? (you really should)

I think many players would appriciate (and pay for) such a good, immersive dynamic campaign.

 

I think BI should have released a similar official SP/COOP game mode, because this is how this game can utilise its full potential.

(I also have some ideas about how a dynamic campaign should work out, but making it happen is far beyond my capabilities...)

 

Anyway, thanks for what you have already gave us!

 

 

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On 22.6.2018 at 1:12 PM, tuskohopkins said:

Hi KingN

 

As BI announced Third party DLCs, do you plane to evolve this mission to the next level and release it as an official DLC? (you really should)

I think many players would appriciate (and pay for) such a good, immersive dynamic campaign.

 

I think BI should have released a similar official SP/COOP game mode, because this is how this game can utilise its full potential.

(I also have some ideas about how a dynamic campaign should work out, but making it happen is far beyond my capabilities...)

 

Anyway, thanks for what you have already gave us!

 

 

Thanks for the kind words and I happy to see you have the same taste for gameplay. I would like an official DLC mission with a similar gameplay style and more resources put into making it. However, I'm just a one man army making something I like to play myself and I've enjoyed expanding and refining the mission I made few years back for Arma 2, just a hobby of mine. I have no plans nor intentions trying to get this released as a DLC.

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Hello @KingN and everybody who enjoys this fantastic mission. I just wanted to inform you that I updated the release version of C2 and the incompatabilities have been adressed!

 

I have been playing TFF2 again for the last week and I can't stop emphasizing enough how much I enjoy it. The only input that I could think of would be more units occupying buildings outside of the 'Clear building' mission type.

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On 6/6/2017 at 6:33 PM, KingN said:

Yes, that will be the next enemy faction when the time is for adding more enemy factions. When I port the mission to some desert map at the latest but Altis suits too at the moment so it could be earlier.

Speaking of porting - is it possible for a user to do custom ports for this mission or is it excessively complex?

 

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On 1/6/2019 at 4:24 PM, mad_cheese said:

Hello @KingN and everybody who enjoys this fantastic mission. I just wanted to inform you that I updated the release version of C2 and the incompatabilities have been adressed!

 

I have been playing TFF2 again for the last week and I can't stop emphasizing enough how much I enjoy it. The only input that I could think of would be more units occupying buildings outside of the 'Clear building' mission type.

Great to hear that, thanks for reporting, that is something that I have been getting feedback on.

 

Spawning enemies in houses is something that I planned but haven't implemented it as it wouldn't be ideal to have enemies garrisoned in random houses and then go hunting for them house by house in missions where you are to clear a town from enemies. If you like enemies utilising houses, I suggest using an AI mod such as ASR AI, works great with this mission, I use it myself.

 

On 1/6/2019 at 7:11 PM, mad_cheese said:

Speaking of porting - is it possible for a user to do custom ports for this mission or is it excessively complex?

 

Define "excessively complex", it takes some time to define all city areas and radiuses and few dozen other smaller terrain specific variables but yes, it is possible to custom port this to some other terrain, the file you are looking for is WorldLibrary.sqf, it holds these terrain related variables

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