sowens 71 Posted June 12, 2017 (edited) Continued Realistic Enhancements of the already great [GREUH] and [KP] Liberation. Latest Version: v1.01 (July 5th) [WarFighter]Dev Youtube: Watch [WarFighter] Discord: Join Download from GitHub: Download Previous releases: Download Steam Mods: Steam Collection 3cb BAF Mods: Download Overview Another small nation has fallen to enemy forces, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with numerous settlements, cities, factories, ammo dumps, ambushes, static defenses, airfields and more, across the entire island, Use the older [GREUH] logistics where taking sectors increases your supplies automatically, Intelligence is never 100%, some sectors will not show up on the map until captured, Cooperate with other players, with a commander role and recruit-able AI troops to fill the gaps, Build your customized unit with troops and vehicles using available supplies, Build the FOB of your dreams with an in-game "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Watch the Enemy Fire Teams and Squads react to your fire and counter it tactically, Come under fire from sporadic and sometimes not so sporadic deadly mortar fire, static mg's and more, Learn that every window is a threat thanks to the enhanced custom urban combat AI, Experience house to house fighting to clear out built up areas, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. Our Presets and missions are crafted with care and tested to make sure you won't encounter problems. We spend a lot of time researching the presets and custom missions we make to be as authentic as ARMA and the addons we may use allows us. Bug reports - Issue Tracker If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Contributors "SCUD" for continued help trying to retrain my brain how to work with ARMA scripts and the Database Integration test we pulled off in record time that actually worked in [WarFighter] Liberation. "Luker", Col. J.C. and other members of the US Military and friends of ours for brainstorming sessions about logistics past, present, and the theoretical future. Clarkey for the use of one of his great scripts, modified by BI Forum users. FFAA Mod Team for great addons and videos showcasing their amazing work. RHS Mod Team for their flawless addons that help us all enjoy current world content. 3cb BAF Mod Team for their untouchable in excellence addons that inspired us to take up Liberation again. Psychobastard for his great scripts and taking the time to jab my eye out when I missed the obvious. Gemini for the use as a learning tool and integration of his great scripts from OPEX into Liberation. Reyhard for the permission to use and modify existing script from RHS. Wyqer for their continued development of KP_Liberation, great config changes, and the inspiration of working on Liberation once again. The fantastic and smarter than us, the guys at [GREUH] for creating and extending Liberation. Most of all, XTremeZ and the members of his community for testing, advice, hosting, inspiration, and friendship from our years in ARMA and long before. [WarFighter] Development Team: ChiefOwens - Developer "SCUD" - Developer, Database Integration constance68w - Lead Map Designer "Luker" - Military Aircraft, Navy Adviser Col. J.C. - Logistics Adviser Looking For Help - Scripter Looking For Help - Animator/Artist Testing Team: XTremeZ ChiefOwens Frigid Cybersol Recoil Dathnic Nurics Lorkus Niee Pen Tycho Mods Integrated: Advanced Towing by Duda Disclaimer and License: Spoiler [WarFighter] Liberation is Licensed under: Disclaimer and License ALL THE COMPUTER PROGRAMS AND SOFTWARE ARE PROVIDED "AS IS" WITHOUT WARRANTY OF ANY KIND. WE MAKE NO WARRANTIES, EXPRESS OR IMPLIED, THAT THEY ARE FREE OF ERROR, OR ARE CONSISTENT WITH ANY PARTICULAR STANDARD OF MERCHANT-ABILITY, OR THAT THEY WILL MEET YOUR REQUIREMENTS FOR ANY PARTICULAR APPLICATION. THEY SHOULD NOT BE RELIED ON FOR SOLVING A PROBLEM WHOSE INCORRECT SOLUTION COULD RESULT IN INJURY TO A PERSON OR LOSS OF PROPERTY. IF YOU DO USE THEM IN SUCH A MANNER, IT IS AT YOUR OWN RISK. THE AUTHOR AND PUBLISHER DISCLAIM ALL LIABILITY FOR DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES RESULTING FROM YOUR USE OF THE PROGRAMS. By downloading and/or using [WarFighter] Liberation, you hereby agree to the following license agreement. You may modify or customize [WarFighter] Liberation for your personal or community use only. You agree to not post your derivative works of [WarFighter] Liberation. You agree not to remove our license or credits anywhere within [WarFighter] Liberation including this text document. You agree to not to reuse, reverse engineer, or redistribute our customized, edited or modified code, in any part, that is within [WarFighter] Liberation without the permission of [WarFighter] Liberation, Sowens and content providers. If you do want to create derivatives of [WarFighter] Liberation, reuse our customized or edited code within [WarFighter] Liberation, just ask! Send Sowens a message via BI Forums to obtain permission. He will direct you to the appropriate contributors so you may obtain permission as we have. Current Release Information: Spoiler *video credit/source - http://ffaamod.es/ Description*The map replicates the intense and most tribal areas of Afghanistan, traversed by a long valley across the map. You will find two main cities, apart from small villages and rural areas, oriented from north to south with their respective fields of flight. The name is given by the main route linking the two provinces, where our Spanish Armed Forces operated between 2002-2015 to secure the route between Badghis and Bala Murghad. Technical details* GRID: 2048X2048 Cell Size Resolution: 10 Meters Land Size: 20480 × 20480 (400 km²) Satellite Mask: 10240 × 10240 Satellite Image: 20480 × 20480 Number of Objects: 1,171,028 Additional requirements: JBAD buildings Characteristics* Two airports with their respective bases oriented to the North and South. The central base "Regiment44" North contains a training camp. Four cities to the Northwest, Southeast and South where you can carry out your missions. Five main valleys located along the map. Network of roads interconnected throughout the entire terrain. Three small outpost in the north and central area. Many small rural areas and villages spread over several points of the land. And many more things to discover ... *credit/source - http://ffaamod.es/ *License is included with mission files and on the first page of this thread. * We recommend a dedicated server to experience the most out of Liberation. Edited August 21, 2019 by sowens Updated Youtube and Discord 1 Share this post Link to post Share on other sites
sowens 71 Posted June 12, 2017 Current Know Issues : Spoiler https://github.com/ChiefOwens/-WarFighter-Liberation_Files/issue ChangeLog Dev version : 1.01.1 ETA: Fall 2019 Spoiler Fixed: Added medical system to non player controlled friendly ai. Fixed: Fixed Supply costs on all presets because ChiefOwens copies and pastes. Fixed: Fixed AI infantry and vehicles now return to their own sector when responding to calls to help and the player(s) location becomes unknown. Added: Broke Military Sectors out into Combat Outpost where appropriate based on the area, size and number of buildings. Added: Broke static weapons to types (static MG, artillery, aaa, and sam sites) too allow for variety. Added: Added Chance to spawn OpFOR AI Static Mortars to appropriate sector types. Added: New spawn locations for OpFOR AI Battle Groups to spawn near OpFOR controlled Military Bases and large cities. Taking these sectors will reduce the ability for the OpFOR AI commander to send Battle Groups. Added: New AEGIS Preset - Us Forces. AEGIS adds new troops, weapons, aircraft and much more. This is how ARMA3 should have launched. Added: New Stryker Brigade Preset - US Forces. New preset without heavy tanks and more dependence on artillery and aircraft to get the job done. Added: New AEGIS Enemy Preset - Aegis CSAT. New Artillery, remote controlled static weapons, and much more. Added: Civilians now react to combat near them in a variety of different ways. New Map: Altis is now playable. Added: Static Line Paradrop that allows AI in the players party to jump with you. Updated: AI should preform more realistic in combat or as close as the engine allows. - Ongoing ChangeLog Current version : 1.01 Release Fixed: VCOMAI and building defenders code clashing. Fixed: CSAT Preset forces were acting up. We taught them to behave. Added: New Sectors are now explained in the tutorial available at your starting base. Added: Randomized AI calls for Artillery Support to simulate calls for fire support - ongoing modification. Added: Created randomized OpFOR AI Fire Teams for use in sectors that doesn't require larger OpFOR forces. Added: Parameter to enable ACE scripts within Liberation. If you run ACE, set this to yes. Changed: Added new/moved sectors on the LYTHIUM map. Removed: Changed Friendly AI at FOB Martin to Default ARMA 3 AI to remove dependency for those not use 3cb BAF. Prior ChangeLogs : Version: 1.00 Release Fixed: Removed Elite Vehicles. Beginning Process of our upgrades on how you will get equipment in the future. Fixed: AI not being able to turn and engage while strongpointing a building. Buildings are once again a deadly place. Fixed: AI's ability to cover more area in a sector has been enhanced/fixed. Fixed: Static Line Paradrop aircraft defined in the preset(s) as "huron_typename". Fixed: Dramatically sped up the spawning of sectors. Tested on desktop and it had spawned seconds after starting a paradrop 400 meters from the sector. Fixed: Corrected Sector Size. Was artificially being reduced in size. This should also increase the speed of spawning sectors due to spawning starting earlier. Fixed: Ongoing changes to speed up Liberation code. Replacing depreciated code when we come to it. Added: Ambient Radio Traffic near/in vehicles. Added: Because intelligence is never 100%, not all sectors will show up on the map. Sectors turn visible once taken. Added: Increased the need for more house to house searches in all sectors. Added: chance to spawn light helicopters near military installations. Added: New modular buildings/bunkers. Added: Parameter driven presets...Select BluFor and OpFor at start of game so you can mix/match forces. Added: US Forces Aegis Preset. Required Addons listed HERE. Added: 3cb BAF Preset. Requires Addons listed HERE and HERE. Added: CSAT Aegis OpFOR Preset. Required Addons listed HERE. Added: Iranian Army OpFor Preset. Requires Addons listed HERE and HERE. Added: Soviet/Russian Paratrooper (VDV) OpFOR Preset. Requires Addons listed HERE. Added: Some Static Weapons to some sectors. Added: Static Line Paradrop in place of HALO for players and friendly AI. Added: New Sector Types - Ambush, Medical, Mosques, Defensive Blocking Positions, and Headquarters. Adapted: AI Medical System that allows AI medics and soldiers to provide medical treatment to players and AI alike. System disables when it detects [ACE] Adapted: Enemy AI will fire Artillery, if available and in range. Adapted: Enemy AI will Counter Battery friendly Artillery if available and in range. * This symbol means that we have fully implemented and tested and have found no bugs. Doesn't mean the bugs don't exist, we just didn't find them because we like to drink beer(s). Future Changes: Maps: More Maps! Additional Side Mission types. ie Hunt Scud Launchers, free pows, etc. USMC Preset(s) to include Amphibious Operations from LHD, Carrier, etc. US Army Preset. 82nd Airborne Preset. 101st Air Assault Preset. French Military Preset. US Federal Law Enforcement/Special Forces vs Drug Cartels/local militia Preset(s). OpFOR Presets: Islamic State, Soviets/Russians, Middle Eastern, North Korea, China PLA, etc. Friendly AI realistic (as it can be) support. Friendly AI Fleet, Carrier and LHD. Database Integration - almost perfect positioning of FOBs placed by players, logistics, sector saves (AI killed won't respawn unless resupplied), etc. - Partially completed Adapted: Ambient Boat Spawning. (re-writing code) Working Tactical Glass. AI Enhancement's. - Partially completed Active/Reactive AI Commander(s). Enemy AI should conduct missions like Recon. They should have to look for players and FOBs, not auto-magically know where they are. Enemy AI Quick Reaction Force(s). Enemy AI Fleet and Carrier. Enemy AI should withdraw if they are combat ineffective to regroup and merge with other squads and rearm. Enemy AI should use SpecOps to conduct missions throughout the Operational Area. This could lead to Side Missions where if not completed, Militia Groups on the Island increase in AI Skills and gain improved equipment. New Sector Types, Road Blocks, SAM Sites, AAA Sites, and more. AI Commander(s) should be able to call for support such as artillery, airstrikes, and more. AI should have a TO&E of equipment and supplies with chance for reinforcement/resupply out of military theater. Add additional sorties of enemy aircraft and choppers driven by AI calls for support and random availability of aircraft in theater to provide support. Integrated Air Defense System for BLUFOR/OpFOR . - Should be able to already do this with sensors Add ability to conduct Amphibious Landings and equipment/soldiers received from LHD(s) and carriers. (parameter to purchase on ships only) Add ability to "move" the unmovable ships around the map so players have options where to strike thru Amphibious Landings. Save Sector Defenders once spawned. Shouldn't have to fight over a sector if you had mostly cleared it. Add AI supply bases that produce resupply missions, to sectors that have been attacked, with convoys and/or helicopter born troops that reinforce areas over time. Add working radios to Mission PBO. Add helo insertions for players. Add Counter Battery Radar for OPFOR (working for OpFOR) and if possible, BLUFOR with appropriate GUIs and commands. Additional handcrafted and well thought out Presets/Missions. Sectors mean something. Capturing a Headquarters should degrade the enemies ability to react for a random time. BattleGroups should spawn at Military Bases. If the base is blue, they shouldn't spawn. Add Seaport and Airfield coding that requires players to have one or both to bring in heavy equipment, i.e. tanks. Revamp elite_vehicles after Seaport/Airfield coding complete. Revamp Logistics. Seaport and Airfield should be a factor in increasing the inflow of supplies and allow for heavier equipment to be disembarked. 1 Share this post Link to post Share on other sites
kremator 1065 Posted June 12, 2017 OOooooh this looks good. Will obviously have to wait until the 23rd. Share this post Link to post Share on other sites
sowens 71 Posted June 12, 2017 reserved for now for future use. Share this post Link to post Share on other sites
sowens 71 Posted June 12, 2017 LYTHIUM will be the first map release with v1.0 and will include default ARMA 3 BLUFOR/OPFOR. v1.0 will mainly focus on 3rd Commando Brigade, British Armed Forces. Their counterpart on OpFOR will feature Iranian units or Soviet/Russian Paratrooper (VDV) units, reinforced. *videos created by 3CBRealism 1 Share this post Link to post Share on other sites
vastiny 21 Posted June 12, 2017 5 hours ago, sowens said: Because [WarFighter] Liberation is looking to enhance the flavor of the mission with realism, some addons will be required to use our mission(s). The following is the list of addon's required for [WarFighter] Liberation to work: Some addons require us to include items directly on the map itself, making them required. There are other addon's we suggest because they add realism, enhance sound and graphics and much more. The follow is a list of recommended addon's that are not required for [WarFighter] Liberation to work: Hmm. Nice list of required mods Might want to keep it as light as possible still as some players enjoy mixing in their own mods. Perhaps if you have to you can add mission parameters to insert huge mods such as RHS and CUP units without making it mandatory. Share this post Link to post Share on other sites
sowens 71 Posted June 12, 2017 We are working on the list as we build out the additions to Liberation. I think we have it down to two required mods which is CBA_A3 and another that adds items Arma 3 is sorely lacking in. However, there might be more depending on what we can create and what we can leverage that is already out in the community with a permissive license. Our license is not as permissive as it should be so we are trying to make everything parameter driven when we can so people have options straight out of the box. 3 Share this post Link to post Share on other sites
DieselJC 196 Posted June 16, 2017 On 6/12/2017 at 6:30 PM, sowens said: We are working on the list as we build out the additions to Liberation. I think we have it down to two required mods which is CBA_A3 and another that adds items Arma 3 is sorely lacking in. However, there might be more depending on what we can create and what we can leverage that is already out in the community with a permissive license. Our license is not as permissive as it should be so we are trying to make everything parameter driven when we can so people have options straight out of the box. I'd love to see this integrated into the mission..I use it in all the missions I edit because I don't fly at all..I crash..it allows the loading and transport of a Huron Module on the back of a Hemmt Mover..really handy for getting the FOB into areas the Helo can't reach..especially on Tanoa...(not a Mod but a script) http://www.armaholic.com/page.php?id=27302#comments Really cool to see more enhancements to this. Diesel Share this post Link to post Share on other sites
sowens 71 Posted June 16, 2017 7 hours ago, DieselJC said: I'd love to see this integrated into the mission..I use it in all the missions I edit because I don't fly at all..I crash..it allows the loading and transport of a Huron Module on the back of a Hemmt Mover..really handy for getting the FOB into areas the Helo can't reach..especially on Tanoa...(not a Mod but a script) http://www.armaholic.com/page.php?id=27302#comments Really cool to see more enhancements to this. Diesel You can already move a FOB via truck or helicopter in Liberation. The Huron Modules are a different story =). Share this post Link to post Share on other sites
DieselJC 196 Posted June 16, 2017 1 hour ago, sowens said: You can already move a FOB via truck or helicopter in Liberation. The Huron Modules are a different story =). Thats true I forgot about the FOB Truck..I always take that out when I edit them and only use the Huron Container. Gives it more of a realistic feeling and requires just a little more planning to use and set up other than just driving away in a truck. Diesel Share this post Link to post Share on other sites
sowens 71 Posted June 17, 2017 [WarFighter] Liberation - Continued Realistic Enhancements of the already great [GREUH] Liberation. We are doing a final play thru this weekend, bug fixes next week and should release on schedule. Thanks to everyone that has helped with code, scripts, testing and more. We are waiting for an update on sams/aaa sites so that might not make it this week. It is working but there are just a few bugs that need worked out with sam sites. ChangeLog Current version : 0.95 BETA Fixed: AI not being able to turn and engage while strongpointing a building. Buildings are once again a deadly place. Fixed: AI's ability to cover more area in a sector has been enhanced/fixed. Added: Static Weapon Compositions to all Sectors. Added: Static Line Paradrop in place of HALO for players and friendly AI. Added: New Sector Types, Road Blocks, Defensive Blocking Positions, SAM Sites, AAA Sites, HeadQuarters, and more. Added: New types of non sector events like Enemy Ambushes, Static Positions, and more. Added: Detection of other addon(s) to automagically switch out arsenal preset equipment and medicine(s). Adapted: Ambient Boat Spawning. Adapted: AI Medical System that allows AI medics and soldiers to provide medical treatment to players and AI alike. System disables when it detects [ACE] Share this post Link to post Share on other sites
sowens 71 Posted June 18, 2017 Looking for veteran that served with 82nd or 101st for questions to help us with authenticity on our next mission within Liberation, By Dawns Early Light. Not looking for M&M's, just some guidance. Send me a text via the forums if interested in helping out. Thanks in advance, Chief Share this post Link to post Share on other sites
Danilik 2 Posted June 18, 2017 9 hours ago, sowens said: [Warfighter] Liberazione - Continua Miglioramenti realistica del già grande [GREUH] Liberazione. Stiamo facendo un gioco finale attraverso questo fine settimana, correzioni di bug e la prossima settimana dovremmo rilasciare nei tempi previsti. Grazie a tutti coloro che ha aiutato con il codice, gli script, test e altro ancora. Siamo in attesa di un aggiornamento su siti Sams / AAA in modo che potrebbe non rendere questa settimana. Si sta lavorando, ma ci sono solo un paio di bug che devono lavorato con siti sam. Novità della versione attuale: 0.95 BETA Fixed: AI non poter ruotare e impegnare mentre strongpointing un edificio. Gli edifici sono ancora una volta un luogo mortale. Risolto: la capacità di intelligenza artificiale di coprire più territorio in un settore è stato migliorato / fisso. Inserito il: Statico Arma Composizioni a tutti i settori. Aggiunto: Statico Linea Paradrop al posto di HALO per i giocatori e accogliente AI. Aggiunto: Nuovi tipi di Settore, blocchi stradali, difensive posti di blocco, siti SAM, Siti AAA, sede, e altro ancora. Aggiunto: Nuovi tipi di eventi non settoriali, come nemiche imboscate, posizioni statiche, e altro ancora. Inserito il: Rilevamento di altri addon (s) per passare automagically fuori arsenale apparecchiature di preset e la medicina (s). Adattato: ambiente barca deposizione delle uova. Adattato: AI Medical System che permette ai medici di intelligenza artificiale e soldati per fornire cure mediche ai giocatori e AI simili. Sistema disattiva quando rileva [ACE] Which maps ? Share this post Link to post Share on other sites
sowens 71 Posted June 18, 2017 Altis will be the first release. We will do other maps pretty quickly. Share this post Link to post Share on other sites
sowens 71 Posted June 20, 2017 We are going to go ahead and add a lot more to this release, change the version to 1.0 to avoid confusion with the other two versions of liberation, and test the hell out of the mission. Most of us are all active duty or veterans from all four services (puddle pirates not included) so we are really looking to ramp up authenticity. The release should happen by July 8th. That is an ETA, it might be done sooner or later than that date. You can always check out changelog to see what we are working on at this moment. If you see a , that means we have fully implemented it AND fully tested it. To the best of our knowledge, it is a working addition, fix or adaptation to [WarFighter] Liberation. If it doesn't have the icon, it means it is working to some degree, but we are still testing or reworking it to make it better, faster, etc. 1 Share this post Link to post Share on other sites
sowens 71 Posted June 21, 2017 LYTHIUM will be the next map we introduce in v1.0. We will introduce the Spanish military forces from FFAA mod as a preset to go along with it as a selection in the parameters sometime after v1.0 drops. *video created by FFAA team Share this post Link to post Share on other sites
Danilik 2 Posted June 21, 2017 impossible to forget tanoa map Share this post Link to post Share on other sites
Danilik 2 Posted June 21, 2017 impossible to forget tanoa map Share this post Link to post Share on other sites
sowens 71 Posted June 21, 2017 17 hours ago, Danilik said: impossible to forget tanoa map Eventually. We would have to test it and see if reinforcements get stuck on the bridges still. We talked about it and Tanoa is not our favorite map, except when we play UnSung. We will probably add UnSung to Tanoa, but probably none of our other presets. There are a lot of really great maps out there we would rather spend time on trying to make an incredible experience for ourselves and those who choose to try our flavor of Liberation. Share this post Link to post Share on other sites
Danilik 2 Posted June 21, 2017 Rayak Has the same problems? There are dozens of bridges there too Share this post Link to post Share on other sites
sowens 71 Posted June 21, 2017 6 minutes ago, Danilik said: Rayak Has the same problems? There are dozens of bridges there too I haven't seen them get stuck in Rayak, but that is what testing is for. Share this post Link to post Share on other sites
MANTIA 55 Posted June 22, 2017 Any plans to release a Malden version in the near future? Share this post Link to post Share on other sites
sowens 71 Posted June 22, 2017 On 6/22/2017 at 0:24 PM, MANTIA said: Any plans to release a Malden version in the near future? maybe...could be really soon... 06/24/2017 The map is to small until we make logistics more realistic. You might have problems with ammunition because of the lack of military bases. Once we figure out how to make logistics work we will revisit. Share this post Link to post Share on other sites
sowens 71 Posted June 26, 2017 Testing and working on the missions is still going well. We have a new adviser that is going to help with logistics. Things are looking good from our end! One of our holdups is the deploying of Static Weapons. While it works fine, we are trying to fine tune how and where they are placed based on sector type(s). It's a lot more work than we thought. We are also looking for a modeler who would like to work on the project. We are looking to have a working RORO ship built. 1 Share this post Link to post Share on other sites