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Jinef

Zeus Gaming Nights

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INTRODUCTION

If you are looking for an established and mature ARMA community with a good sense of humour, then Zeus may be the place for you. Our preferred style of gameplay is all arms, small to large scale cooperative and A&Ds, which we define as essentially a two sided coop. If this is the style of gameplay that you are looking for then feel free to join us during our gaming sessions.

<span style='color:blue'>Gaming Nights: Sundays & Thursdays at 7:30GMT</span>

WHAT YOU NEED

If you are interested in playing with us, then you should read the following manual. It has server details, download links, tutorials and contains other relevant information.

pistols.gif<span style='color:darkred'>ZEUS MANUAL</span>

MODS REQUIRED

<ul>* ACE MOD

* ACE Island Pack

* Zcommon (additional islands and some other small addons)

GAMEPLAY

We play two main types of mission at zeus, cooperative and attack & defend. Typically a mission on Zeus would have:

<ul>* A mission commander for either side

* Player controlled AI groups

* Group respawn / No respawn

* A realistic scenario

* Victory conditions covering casualty rates/time/objectives

* Artillery and CAS support

Often the sides are uneven, creating some interesting gameplay and anybody, guest or regular, can take on the role of mission commander, squad

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Come along as an individual first. If you like it, bring your friends.

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Hi all

Mission phase plan pdf now available

Kind Regards walker

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Great Server, solid, Love the mod. And GMT suits great. All go to make it a regular visit for me.

Thanks Guys.

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Yeah good fun tonight, even though the scout team got into more trouble than we could handle when we accidentally set up an OP 100 meters away from a whole bloody airport security platoon. Never been happier to see that arty coming in tounge2.gif

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nice to have ya fish, though is trill think your bs'ing us about your age!

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Quote[/b] ]nice to have ya fish, though is trill think your bs'ing us about your age!

is this slang? you lost me there :-)

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ESP has been updated to version 1.0.319

It will be required for Thursdays gaming session

Download options can be found at the following link

ESP download page

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Good going. Too bad the Thursdays crashes with CIA night..

Changelog

<< ADDED >>

New Merc units

European Govt OMON Operators

Some new vehicle weapons (fixes rather than additions)

<< REMOVED >>

Annoying “side of screen†enemy indicators

<< MODIFIED >>

Blood textures

Updated dev docs with missing unit classes

Tidied the ESP_Readme “Changelogâ€

<< FIXED >>

Incorrect ammo classname used for m107 API mag

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Ok which thread do I goto in the Zesus forums to join up and get started.

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Ok which thread do I goto in the Zesus forums to join up and get started.

Go to this link

http://ofp-zeus.com/nuke....5e67411

It's also on the first post in this thread.

You don't need to "join up" as such. Just feel free to say hello in the Zeus forums or on teamspeak.

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Unfortunately an ejection script spammed thousands of parachutes making Coy Assault V8 unplayable. Should be fixed for next Sunday whistle.gif

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Unfortunately an ejection script spammed thousands of parachutes making Coy Assault V8 unplayable. Should be fixed for next Sunday whistle.gif

Oh that's what happened. I just thought the airfield was getting reinforced by a para commando battalion. I then proceeded to lay down and die. huh.gif

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FIXED

Terox rewrote the paradrop script.

Final version uploaded and tested. Ready for Sunday night. Please try and make it so we have full groups and possibly (og and mike) some real opposition in the 2 playable REDFOR slots welcome.gif

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<span style='color:blue'>ESP has been updated to version 1.0.334</span>

It will be required for Thursdays gaming session

Download options can be found at the following link

ESP download page

<< CHANGELOG >>

Quote[/b] ]<< Modified >>

Unit damage values, (reverted back to pre ACE values)

Splash damage added to 30mm HE rounds

BRDM HEI Ammo, explosion FX reduced

<< Fixed >>

Breaching charge display name now states magazine has 2 rounds

Incorrect inventory pictures for some weapons

Missing medic icon for some medic classes

SVD Weapon error causing loadout/inventory issues

Error message when placing some AT mines

M1 commanders can now look up and down in their turrets. Unfortunately(?) this also means they can fire their .50cals while buttoned down.

<< Added >>

Required addons

DBE1 (Queens Gambit addon)

Desert2.pbo (Porto)

European Govt groups

Motorised rifle company groups

Motorised Battalion Assets

European Govt unit classes

ESP_EUG_ARW_CpyCommander

ESP_EUG_ARW_PlatoonLeader

ESP_EUG_ARW_PlatoonLeaderAsst

ESP_EUG_ARW_SoldierAT (RPG7 Grenadier)

ESP_EUG_ARW_SoldierATAsst

ESP_EUG_ARW_VehicleGunner

ESP_EUG_ARW_VehicleDriver

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<span style='color:blue'>ESP has been updated to version 1.0.346</span>

It will be required for Thursdays gaming session

Download options can be found at the following link

ESP download page

<span style='color:blue'>The Zeus server now runs ARMA 1.14</span>

<span style='color:red'>Don't forget to edit your shortcuts</span>

Quote[/b] ]

Change your _mod parameter from

-mod=beta;@esp;@zcommon

to

-mod=@esp;@zcommon

and change the exe path from

*****\ArmA\beta\arma.exe -nosplash

to

*****\ArmA\arma.exe -nosplash

where ***** is the root to your arma install

<< CHANGELOG >>

Quote[/b] ]<< MODIFIED >>

Threat Priority

Bomb Drag (Increased)

Strela Agility (Decreased)

M136 AT4, PG7, PG7VL,PG7VR,TBG7 ballistics, now more realistic

Limited AI engagements ranges to 250m with the M136AT4 and RPG7 (so they can hit)

 M136 : 290m/s, max range 2100m when fired at 45 degree angle.

 PG7/VL : 294m/s, air bursts at 920m after 4.5s of flight. max effective range by players is about 500m

 PG7VR/TBG7 : 170m/s (estimate by p=mv), effective range by players is about 200m.

-MK19, AGS and M2HB reload times increased to 10sec to match their corresponding sound files.

changed m134 reloadtime from 0.0015 to 0.015. difference no real difference

Reduced minimum tank cannon firing distance for AI from 100m to 20m.

All tanks now have Sabot shells loaded first, so they can engage eachother effectively

<< FIXED >>

AI shoot at low flying helo’s

Wrong magazine for the RPG27 on the AT specialist units

-'No Model' rpt error fixed. This was caused by the mk19 grenade not having a model in esp.

European Govt Army groups were set to side "west" instead of east

Humvee's damage model fixed.

MK19 now has a reload Sound

<< ADDED >>

-Shields added to all Humvees.

-M997 HMMWV Maxi-Ambulance Added (woodland only for now) many thanks to USSRSniper

new islands

ic_barbuda

schmalfelden

ZU23 Static Anti-Air Platform from Torni's ZU23 Addon

Zu23m to Redfor

AT-11 Vikr Missiles to the T72B on Redfor

<< REMOVED >>

Nothing…..

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