gc8 981 Posted June 28, 2016 General's war 0.9.14 beta - A totally new strategical gameplay General's war is a mission where two sides fight over the control of the island (CTI) led by commander who plans attacks strategically and builds bases and other installations for the army. The control of units happens via modified high command module. The player is also able to join an individual unit to lead the unit and engage in fire fights. As commander player is able to buy new units and even design new ones using the in game unit editor. Commander is also responsible for moving units in to battle and to capture installations such as cities, bases etc. As player in certain unit the player will fight battles and optionally lead the unit. Once player dies he will take control of another soldier of the same unit. Each unit in game has a size such as platoon (42 men) or company (120 men) and so on. If the unit takes heavy losses it may retreat from the battle. The unit behaviour is scripted to allow intelligent spawning and pathfinding etc. of units. There is also simulated battles which are battles where there is no player present. The simulated battle's result will be auto calculated and the battles can be viewed on the map by clicking appropriate marker. The objective of the mission is to control more installations than the enemy. The side controlling all the installations wins the game. There is total of 3 sides in the mission (west,east,resistance) of which 2 (west,east) are attacking. The third (resistance) is passively defending it's installations. The resistance does not buy any units. Setting: Player (BLUFOR) has one installation in the begining and OPFOR has two. The resistance controls rest of the installations and defends them from taking. The side who captures all installations wins. (or half of them for example, this is subject to change. Currently game does not end yet.) Features: Play against AI commander Capture town, bases, oil refineries, etc. (installations) Join any unit and control it's men through battlefields Scripted airborne paradrops and helicopter landings, near the target. Scripted AI to seek direct line of sight to the enemy. (eg. goin to top of the hill) Ability to call artillery and airsupport if available (Need to own aircraft and artillery) Design own unit compositions using built-in editor AI wont get stuck on way to destination Scripted AI automatically/instantly mount and unmount vehicles Intelligent soldier spawning to keep lag low Morale system where unit flees if morale drops too low (morale will regain over time) Customized high command (new hover over menu for units, etc) Installation can be damaged which reduces their resource yield Research new technologies Installations with positive effects (shown in upgrades dialog) Simulated battles Features on todo list: Use fuel in game Intelligent radio chatter (to keep player uptodate on unit status) Possibility to repair installations And many more... Optional addons: plpmarkers (highly recommended) (http://www.armaholic.com/page.php?id=29190) Or steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=495275491) Mods Supported: RHS – Note: you must have all three RHS mods (AFRF, USAF, GREF) to use RHS in this mission. Please see more details about supported addons and installation in: http://armagw.blogspot.com/p/download.html Thanks to: poolpunk for his excellent map markers rübe for his great randomCirclePositions script Siege-A for his Patches and Insignias The entire BIS forum community for the help! Known issues / bugs: Sometimes it's possible that vehicle spawns in bad spot ie on obstacle and explodes. I'm trying to work on solution for this. If you open the High command (ctrl+space) too early at the start of the mission the unit icons may not show. Reopen the HC to correct this. If you use time acceleration when playing this may cause the scripted helicopter landings to fail. This mission is still work in progress so other bugs may occur. Install instructions: (non-steam) Copy the .pbo file to missions folder in your arma 3 installation folder. Play instructions: Use the mouse middle wheel to select the blue ”open unit gui” and press the wheel to select that option. In this dialog you can see the list of your units and installations and other useful info. Click the ”Become commander” button to take control of your army. Close the dialog by clicking the close button. While out of the dialog and commander press ctrl + space to view the high command bar. You can then press F1..F0 to select units from the list. Left click on map to send the units to. In the ”unit gui” you can select from the list which unit you want to be in and click ”join unit” button. In the ”unit gui” you can also select installation from the list on right. Then click ”manage installation” to open the installation dialog. Sometimes the AI commander puts the unit under garrison making the unit unselectable in high command. To ungarrison unit open the installation dialog, select unit and click ”ungarrison.” The unit will be then available to give orders to. When you see red target icon on the map you can click it to view ongoing battle. You can also click the flag of installation to open the installation manage dialog. Same can be done in the ”unit gui” drop down list of installations. Homepage: armagw.blogspot.com Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=744856720 Screenshots: See steam workshop page Gameplay video: Homepage: link Screenshots: (see steam workshop) Download: link v0.9.14b beta Steam workshop: link Please see the official home page for polls and up to date info! 2 Share this post Link to post Share on other sites
kremator 1065 Posted June 28, 2016 Will check it out ... many thanks! 1 Share this post Link to post Share on other sites
gc8 981 Posted June 29, 2016 Will check it out ... many thanks! Thanks! I hope the mission wasn't too difficult to get in to? Share this post Link to post Share on other sites
yupi 15 Posted June 30, 2016 Hi, thanks for the mission. Two questions: 1) is it possible for both sides to be controlled by AI commanders? So, the players is just part of the side? 2) Do you have any plans to create an RHS version? Share this post Link to post Share on other sites
gc8 981 Posted June 30, 2016 Hi, thanks for the mission. Two questions: 1) is it possible for both sides to be controlled by AI commanders? So, the players is just part of the side? 2) Do you have any plans to create an RHS version? Actually at beginning of the mission AI controls all three sides (west,east,resistance). The only exception with resistance is that the AI does not attack nor buy any new units, it's only defending it's currently owned installations. So you can just tag along with the units wherever the AI send them... What comes to RHS version, no I don't have plans for it but it's only matter of writing the config file for it... I don't have RHS installed however and I'm bit busy with other stuff regarding the mission. But if there's high demand for it I would like to add the support for RHS. Share this post Link to post Share on other sites
gc8 981 Posted July 1, 2016 Uploaded new version. What's changed: The high command did not work after player changed soldier. This is now fixed New team select menu that allows you to select any soldier from your group. Numerous bug fixes and changes This mission is still WIP and some things may not work. Please report any bugs you found. thanks! Share this post Link to post Share on other sites
ArmaMan360 94 Posted July 5, 2016 ALways happy to see SP CTIs. Although havent come across one that would truly engage me, ill try yours in a day or two :) Share this post Link to post Share on other sites
gc8 981 Posted July 9, 2016 ALways happy to see SP CTIs. Although havent come across one that would truly engage me, ill try yours in a day or two :) Thanks for testing it out :) I am actually working on new release that fixes bunch of bugs and adds new features. Not sure when I can release it but I am working on it. 1 Share this post Link to post Share on other sites
gc8 981 Posted August 8, 2016 Uploaded a new version. What's new: TONS of bug fixes and improvements. Helicopter transport units Markers that show the location of friendly forces if not the high commander. Please see updated post for more info on bugs/issues etc. Share this post Link to post Share on other sites
gc8 981 Posted October 4, 2016 New version released 0.9.4 beta. What's new: Added skill levels for soldiers Added elite forces available for purchase Improved the unit editor Soldier now occupy houses when defending bug fixes Share this post Link to post Share on other sites
gc8 981 Posted October 16, 2016 Uploaded new version and made a new website for the mission! (see OP for the link) changes (0.9.5 beta): Rebalanced unit costs and starting resources Man power is now used for recruiting Fixed minor artillery calling bug other minor fixes Share this post Link to post Share on other sites
gc8 981 Posted October 24, 2016 I released today a new version of the mission. changes (0.9.6b beta): Possibility to research new technologies which add bonus to the army effects Towns with hospital or factory add to the army effects Army effects include men recovery, vehicle recovery and morale Bug fixes and additions 1 Share this post Link to post Share on other sites
kremator 1065 Posted October 24, 2016 Thanks for update. Share this post Link to post Share on other sites
gc8 981 Posted November 6, 2016 Released version 0.9.7 :) What's new: Lots of bug fixes & tweaks Improved AI general 1 Share this post Link to post Share on other sites
gman2900 13 Posted November 6, 2016 This would be awesome if it included either RHS or CUP factions, weapons, etc. Share this post Link to post Share on other sites
gc8 981 Posted November 7, 2016 This would be awesome if it included either RHS or CUP factions, weapons, etc. you'r the second one asking about RHS and while I dont yet have RHS installed i'd really like to make RHS version too. But it will take awhile because I havent even added apex support yet and have so many things going on. But im definetely having RHS among others on todo list. thanks! Share this post Link to post Share on other sites
gman2900 13 Posted November 10, 2016 you'r the second one asking about RHS and while I dont yet have RHS installed i'd really like to make RHS version too. But it will take awhile because I havent even added apex support yet and have so many things going on. But im definetely having RHS among others on todo list. thanks! Share this post Link to post Share on other sites
gc8 981 Posted November 27, 2016 Released new version today. Mostly just bug fixes but also new vehicles from Apex and paratroopers! What's new: Mostly just bug fixes and improvements Two new vehicles supported from the apex. V 44 X & Y 32. (note you do not need apex to run the mission, the vehicles are available only if you have apex) If you have the UPS Patches & Insignias mod installed some special forces will show their logo on shoulder. known issues: viewing battles can be laggy Share this post Link to post Share on other sites
gc8 981 Posted December 13, 2016 Released new version 0.9.9 beta! What's new: added startup dialog for choosing the playing side special forces have icons on list added button for garrisoning units fixed helicopter starting the landing quicker now and not hovering fixed helicopters would sometimes land too fast and explode other bug fixes and changes Please check the homepage for poll! Share this post Link to post Share on other sites
gc8 981 Posted January 27, 2017 Released v0.9.12 beta! what's new: fixed artillery firing AI fires artillery new 3D markers for friendly units unit strength replenishes unit now flees when morale is zero the enemies morale is shown as bars when near player player can now choose starting money and more fixed infantry would keep entering and leaving vehicle less lag fixed respawning transport aircraft no longer wander other changes Share this post Link to post Share on other sites
gc8 981 Posted March 3, 2017 I'm releasing alpha version this time. Release v0.9.13 alpha. This release is alpha which means its very early version and can contain bugs. What's new: Static defences for towns. Rewrote unit management to be quicker but this can cause lag on lower end CPUs. (feedback required) Other changes Alpha download only from this link. Share this post Link to post Share on other sites
Biflioi 8 Posted March 4, 2017 Hey gc8. I really like your mission, I gave it a lengthy run today and I'm impressed how you captured the scenario. I had no big performance issues (running dev though) but quite an extensive rpt afterwards. Here are some of the most common: Spoiler 21:30:04 File missions\__cur_sp.altis\logic\unitFns.sqf, line 187 21:30:04 Error in expression < _group getVariable "morale"; _morale = _morale + moraleRecovery; if(_morale > 1> 21:30:04 Error position: <_morale + moraleRecovery; if(_morale > 1> 21:30:04 Error Undefined variable in expression: _morale 1:30:03 File missions\__cur_sp.altis\ai\getUnitsWithOrder.sqf, line 30 21:30:04 Error in expression <eing 0; _group setVariable ["morale", _mor, false]; }; getNumRecover = {pri> 21:30:04 Error position: <_mor, false]; }; getNumRecover = {pri> 21:30:04 Error Undefined variable in expression: _mor 1:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 285 21:30:05 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV> 21:30:05 Error position: <_strengthArray); {_unitIndex = _x getV> 21:30:05 Error Undefined variable in expression: _strengtharray 21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364 21:30:05 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned> 21:30:05 Error position: <_se select _sindex); _svehs = _spawned> 21:30:05 Error Undefined variable in expression: _se 21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364 21:30:05 Error in expression <my; _army = _aarr select 0; _manpower = _army select 6; _replIndex = _group get> 21:30:05 Error position: <_army select 6; _replIndex = _group get> 21:30:05 Error Undefined variable in expression: _army 21:30:33 Error in expression <_group getVariable "groupstate"; if( !(_state call isPlaneState) ) then {_un> 21:30:33 Error position: <_state call isPlaneState) ) then {_un> 21:30:33 Error Undefined variable in expression: _state 21:30:33 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12 21:30:34 Error in expression <t = _group getVariable "unitType"; if((_ut in _types) || (count _types) == 0) t> 21:30:34 Error position: <_ut in _types) || (count _types) == 0) t> 21:30:34 Error Undefined variable in expression: _ut 21:31:07 File missions\__cur_sp.altis\logic\unitFns.sqf, line 715 21:31:08 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV> 21:31:08 Error position: <_strengthArray); {_unitIndex = _x getV> 21:31:08 Error Undefined variable in expression: _strengtharray 21:31:09 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12 21:31:09 Error in expression <t = _group getVariable "unitType";if((_ut in _types) || (count _types) == 0) t> 21:31:09 Error position: <_ut in _types) || (count _types) == 0) t> 21:31:09 Error Undefined variable in expression: _ut 21:31:40 "GW ERROR: couldnt find army [UNKNOWN,""replenishUnit""] num: 3 (getarmy)" 21:31:40 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned> 21:31:40 Error position: <_se select _sindex); _svehs = _spawned> 21:31:40 Error Undefined variable in expression: _se I hope this helps you. Share this post Link to post Share on other sites
gc8 981 Posted March 4, 2017 8 hours ago, Biflioi said: Hey gc8. I really like your mission, I gave it a lengthy run today and I'm impressed how you captured the scenario. I had no big performance issues (running dev though) but quite an extensive rpt afterwards. Here are some of the most common: Reveal hidden contents 21:30:04 File missions\__cur_sp.altis\logic\unitFns.sqf, line 187 21:30:04 Error in expression < _group getVariable "morale"; _morale = _morale + moraleRecovery; if(_morale > 1> 21:30:04 Error position: <_morale + moraleRecovery; if(_morale > 1> 21:30:04 Error Undefined variable in expression: _morale 1:30:03 File missions\__cur_sp.altis\ai\getUnitsWithOrder.sqf, line 30 21:30:04 Error in expression <eing 0; _group setVariable ["morale", _mor, false]; }; getNumRecover = {pri> 21:30:04 Error position: <_mor, false]; }; getNumRecover = {pri> 21:30:04 Error Undefined variable in expression: _mor 1:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 285 21:30:05 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV> 21:30:05 Error position: <_strengthArray); {_unitIndex = _x getV> 21:30:05 Error Undefined variable in expression: _strengtharray 21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364 21:30:05 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned> 21:30:05 Error position: <_se select _sindex); _svehs = _spawned> 21:30:05 Error Undefined variable in expression: _se 21:30:05 File missions\__cur_sp.altis\logic\unitFns.sqf, line 364 21:30:05 Error in expression <my; _army = _aarr select 0; _manpower = _army select 6; _replIndex = _group get> 21:30:05 Error position: <_army select 6; _replIndex = _group get> 21:30:05 Error Undefined variable in expression: _army 21:30:33 Error in expression <_group getVariable "groupstate"; if( !(_state call isPlaneState) ) then {_un> 21:30:33 Error position: <_state call isPlaneState) ) then {_un> 21:30:33 Error Undefined variable in expression: _state 21:30:33 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12 21:30:34 Error in expression <t = _group getVariable "unitType"; if((_ut in _types) || (count _types) == 0) t> 21:30:34 Error position: <_ut in _types) || (count _types) == 0) t> 21:30:34 Error Undefined variable in expression: _ut 21:31:07 File missions\__cur_sp.altis\logic\unitFns.sqf, line 715 21:31:08 Error in expression <x select 1; _vs = []; _vs resize (count _strengthArray); {_unitIndex = _x getV> 21:31:08 Error position: <_strengthArray); {_unitIndex = _x getV> 21:31:08 Error Undefined variable in expression: _strengtharray 21:31:09 File missions\__cur_sp.altis\fns\cleanup.sqf, line 12 21:31:09 Error in expression <t = _group getVariable "unitType";if((_ut in _types) || (count _types) == 0) t> 21:31:09 Error position: <_ut in _types) || (count _types) == 0) t> 21:31:09 Error Undefined variable in expression: _ut 21:31:40 "GW ERROR: couldnt find army [UNKNOWN,""replenishUnit""] num: 3 (getarmy)" 21:31:40 Error in expression < 0; _samount = _x select 1; _camount = (_se select _sindex); _svehs = _spawned> 21:31:40 Error position: <_se select _sindex); _svehs = _spawned> 21:31:40 Error Undefined variable in expression: _se I hope this helps you. Thanks Biflioi. I will get those bugs fixed. what CPU do you have , if you dont mind me asking? Share this post Link to post Share on other sites
gc8 981 Posted August 21, 2017 New version released! What's new: Static defences for towns. Rewrote unit management to be quicker but this can cause lag on lower end CPUs. (feedback required) RHS support (Note: you must have all three RHS mods (AFRF, USAF, GREF) to play with RHS) Other minor changes/fixes Share this post Link to post Share on other sites
jackco 0 Posted August 22, 2017 hi very cool mission if working...I try play arma 3 v1.74 but ai units are so ting tong Share this post Link to post Share on other sites