W0lle 1052 Posted December 14, 2007 Assassins II The CO sends your squad on a lengthy mission today, in total there are six objectives you have to complete. You have limited support options which can be controlled via the radio. The mission contains a lot of random elements like unit/object placements, time and weather conditions. It also might have the one or other unpredictable side effects. I want to thank SniperAndy for the initial mission idea, also Foxhound, DaSquade and all the others which tested the mission over and over again. And not to forget, Armaholic.com for providing me first class hosting. You can download the mission from the places below: Armaholic Download #1 Armaholic Download #2 Thanks for looking and... just don't ask where Assassins I is... Share this post Link to post Share on other sites
Heatseeker 0 Posted December 14, 2007 Hey, i never got to play the other version of it, its never too late . Share this post Link to post Share on other sites
manzilla 2 Posted December 14, 2007 Playable in SP too!?!? Well sheeeet, Thank you! I'll give'er a go tonight. Share this post Link to post Share on other sites
W0lle 1052 Posted December 15, 2007 @Heatseeker Well this one doesn't have much in common with the other mission anymore. Originaly it had but then things went out of control Share this post Link to post Share on other sites
Heatseeker 0 Posted December 15, 2007 No nostalgic tears then? Tomorrow after lunch i'll see how far i can go (on my own).. cheers . Share this post Link to post Share on other sites
-Variable- 0 Posted December 15, 2007 Mission is hosted on the CiA Coop server and will be played on the CiA Coop night. Thanks for creating it. Share this post Link to post Share on other sites
ArMoGaDoN 0 Posted December 16, 2007 Hi Wolle, looks like a good map to play with enough human players, but ran into the 'artificial idiot' problems very early on with them getting stuck in the first building, refusing vehicle orders etc., and things gradually went downhill from then - never even reaching Obregan on the first test run of the map without a total breakdown of command. Not the map's fault, merely idiot AI as usual - hadn't even reached the bridge and the associated mayhem yet. Please could you either make a variant where the blufor playables are organised into separate teams of 4 men each, not starting in a building, thus allowing multiple human commanders of those smaller groups, or would you mind if I created such a variant myself? imo that may make it work better online with AI limitations? Share this post Link to post Share on other sites
W0lle 1052 Posted December 16, 2007 Yes I know what the AI is able to do ... in ruining the mission, not finishing it though. Originally I had the team outside the hangar but then half of the team decided to take a bath in the ocean rather then obbey orders. During the beta tests there were no issues with them in the hangar but sure I can move them out and position them in line between the two hangars. Splitting the team into two might be good, but I always have the single player in mind too which then only has 6 instead of 12 members. Alright, let's say I wait some more days if more issues comes up which needs to be fixed and if not then I make a new version ready for friday with 3 fireteams of 4 men. Sure you can edit the mission if you like, nothing can stop you here but please use another name then to prevent any confusion. Share this post Link to post Share on other sites
Andre 10 Posted January 24, 2008 (edited) (...) Edited January 24, 2011 by Andre Share this post Link to post Share on other sites