gc8 977 Posted June 24, 2021 I think the cover point system wasn't working as it should on every object and it's now fixed Share this post Link to post Share on other sites
gc8 977 Posted June 24, 2021 Final update, I made the loading much faster! 🙂 1 Share this post Link to post Share on other sites
gc8 977 Posted June 26, 2021 This is how the ammo counts look like now (top left list): 3 Share this post Link to post Share on other sites
gc8 977 Posted June 29, 2021 Did some work on the global map so that battles can be started from there. Short video demo: 1 Share this post Link to post Share on other sites
gc8 977 Posted July 10, 2021 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 Share this post Link to post Share on other sites
beno_83au 1369 Posted July 11, 2021 Sounds alright. Leaves room to scale the size/length of the game too. 1 Share this post Link to post Share on other sites
gc8 977 Posted July 16, 2021 I have put up a campaign option for those who wish to try it out. same link: https://steamcommunity.com/sharedfiles/filedetails/?id=2514668261 hf 🙂 1 Share this post Link to post Share on other sites
gc8 977 Posted July 18, 2021 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 Share this post Link to post Share on other sites
gc8 977 Posted July 26, 2021 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 🙂 1 Share this post Link to post Share on other sites
gc8 977 Posted July 30, 2021 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 2 Share this post Link to post Share on other sites
gc8 977 Posted August 2, 2021 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 1 Share this post Link to post Share on other sites
kremator 1065 Posted August 2, 2021 Hey gc8, Is there a plan for a non-Unsung version at any point ? Share this post Link to post Share on other sites
gc8 977 Posted August 2, 2021 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... Share this post Link to post Share on other sites
gc8 977 Posted August 2, 2021 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 Share this post Link to post Share on other sites
gc8 977 Posted August 14, 2021 New version is up: Redid the battle unit listing (Removed scrolling) Added some credits Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2514668261 Share this post Link to post Share on other sites
gc8 977 Posted August 30, 2021 Added weapon jamming (Soldiers assault weapon may jam and need fixing) veeery experimental 🙂 1 Share this post Link to post Share on other sites
gc8 977 Posted January 1, 2022 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! 1 Share this post Link to post Share on other sites
kremator 1065 Posted January 2, 2022 Will try it now that it can run with vanilla. Happy New Year mate ! 1 1 Share this post Link to post Share on other sites
gc8 977 Posted January 2, 2022 Update: Fixed custom battle was broken. Improved savegame menu 2 Share this post Link to post Share on other sites
kremator 1065 Posted January 3, 2022 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 ! Share this post Link to post Share on other sites
gc8 977 Posted January 4, 2022 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! 🙂 Share this post Link to post Share on other sites
kremator 1065 Posted January 4, 2022 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. Share this post Link to post Share on other sites
gc8 977 Posted January 4, 2022 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 Share this post Link to post Share on other sites
kremator 1065 Posted January 4, 2022 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 Share this post Link to post Share on other sites
gc8 977 Posted January 4, 2022 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 Share this post Link to post Share on other sites