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I think the cover point system wasn't working as it should on every object and it's now fixed

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Final update, I made the loading much faster!

🙂

 

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This is how the ammo counts look like now (top left list):

 

?imw=5000&imh=5000&ima=fit&impolicy=Lett

 

 

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Did some work on the global map so that battles can be started from there.

Short video demo: 

 

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I was thinking of having few victory locations in the global map and side who first captures them all wins. How does that sound, any suggestions?

 

thx

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Sounds alright. Leaves room to scale the size/length of the game too. 

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Just noticed that the enemies were missing from the campaign battles, that's fixed now. sorry about that 🙂

 

also new morale bars in the makings. battle should now end if morale drops too low. but this is all wip

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Added option to save the game, you can now continue the campaign later. (very beta 😉 )

 

I wanted also to ask if there's any graphic artists reading this stuff who could help making UI graphics for this mission? All the graphics atm are basically undone.

 

please let me know if you want to help and all suggestions/comments are also welcome 🙂

 

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Added some long wanted features such as invisible enemy:

 

Changes:

 

The enemy infantry is now invisible at start
New group morale system, effects surrendering
New unit stance buttons
ctrl + right mouse places waypoint with group rotation
AI should fire artillery (2 supports)
other improvements
 

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New release! (v11)

 

What's new:


Some groups now have traits such as good morale or good stamina etc
So for example recon is smaller group but with good stamina

 

The group type icon is now displayed in battle

 

Groups next to each other give morale bonus. the higher the leader rank the higher morale bonus it gives

 

other improvements


 

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Hey gc8,

 

Is there a plan for a non-Unsung version at any point ?

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17 minutes ago, kremator said:

Hey gc8,

 

Is there a plan for a non-Unsung version at any point ?

 

i have been thinking about it and would like to add another mod option (or vanilla) but the problem is that the global map uses graphics from unsung, so I would first need to have graphic artist to create new graphics to replace them. So because of the dependency there's not much I can do about it, as I am not artist my self...

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Just a quick bug fix update:

 

Fixed group icon jittering in battle
Fixed custom battle was broken
Added new group icons for MG and AT

 

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Added weapon jamming (Soldiers assault weapon may jam and need fixing)

 

veeery experimental 🙂

 

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I worked more on this project and the mission now works with vanilla arma. Also added new settings menu for mod selecting and difficulty level (Campaign). Plus other stuff that I forgot about 🙂

 

HF!

 

 

Oh and if some one wants to do the GUI graphics for this mission your help is appreciated!

 

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Will try it now that it can run with vanilla.  Happy New Year mate !

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Update:

 

Fixed custom battle was broken.

Improved savegame menu

 

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Well I've played my first custom battle and I'm very impressed !  Very smooth delivery !

 

Gameplay works well (apart from Arma vehicle driving - tanks especially!)  but I did find a bug.... on pushing through the first objective I rolled my tank to the edge of the town and encountered two enemy tanks just sitting there blinking in and out of existence.  My tank engaged and obviously kept missing when it went invisible 🙂

 

One idea ... for the campaign would be to increase experience of troops as they continue from one town to the other.

 

Good job mate !

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13 hours ago, kremator said:

Well I've played my first custom battle and I'm very impressed !  Very smooth delivery !

 

Glad to hear you like it 🙂

 

13 hours ago, kremator said:

but I did find a bug.... on pushing through the first objective I rolled my tank to the edge of the town and encountered two enemy tanks just sitting there blinking in and out of existence.  My tank engaged and obviously kept missing when it went invisible 🙂

 

Ah I forgot to change the tank visibility code so that tanks are always visible because of engine limitation.. invisible tanks cant move. so i fixed that and they should now always be visible. no more blinking either I hope

 

13 hours ago, kremator said:

One idea ... for the campaign would be to increase experience of troops as they continue from one town to the other.

 

Good idea I have been thinking the same but not yet implemented it, maybe for next version

 

thx for your feedback kremator! 🙂

 

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I wasn't sure of how change the makeup of 'The Testers' or 'The Avengers'.  Is there a way that the AI can assess what forces YOU have in the area and then send scouts, or other forces to counterattack?

 

Let me know when the next version is up.

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4 minutes ago, kremator said:

I wasn't sure of how change the makeup of 'The Testers' or 'The Avengers'.

 

currently their rosters are identical. something I intend to change at some point

I was thinking maybe one being tank/mech force while other infantry based

something like that

 

6 minutes ago, kremator said:

Is there a way that the AI can assess what forces YOU have in the area and then send scouts, or other forces to counterattack?

 

currently the AI is very simple. In campaign it tries to take the victory locations (Stars)

and it just sends the nearest force to attack

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Is the CAS and arty fire broken currently or can I just not get it to work?

 

Anti-tank troops dont have any AT also.

 

Cheers

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8 minutes ago, kremator said:

Is the CAS and arty fire broken currently or can I just not get it to work?

 

oops I forgot to change that for vanilla. thx for reporting, fixing... 🙂

 

9 minutes ago, kremator said:

Some heavy weapons troops dont have any AT also.

 

you mean like the "Heavy weapons team"? They should have Light AT

and "Rifle team" has none

 

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