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Warfare v1.0

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Missing Sounds:

Seems my Warfare doesn't have the various sounds for "voting new commander" etc, the synthesised voice that tells you events. Error message is something like: "Vote new commander sounds not found" in a white pop-up box. I have reinstalled 1.14 twice, not sure what the deal is.

Edit: un-pbo'ed the Warfare pbo and seems the sounds are there under the Sounds\Sushi folder (weird name) but it doesn't play them in game.

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Quote[/b] ]- AI Supply and Salvage Trucks need to be unlocked to correct problems after they become stuck....

Its not a bad idea but I think script wise this is going to be hard to accomplish. Building a base near easy to travel locations might be better.

Quote[/b] ]- A means of scrapping constructed items needed. Since odd thing happen and stuff ends up in built in places that just don't work... .....

Definantly needed. Or at least a way to undo your latest building.

Quote[/b] ]- "Facing Forward" indicator needed for objects being placed in the Builder View.

Sofar didnt have a problem. Only the mg nest is hard to make out but most buildings simply point into the direction u are holding the right mouse button in.

Quote[/b] ]- There needs to be a means of ordering an AI out of a constructed object, like a defense turret. ...

Definantly perhaps adding a choice when placing a building or just a added action that allows u to eject the current personel inside the vehicle.

Quote[/b] ] AI need a means of ordering a Support Truck automatically....

Negative on this one. This would add new scripting making the mission heavier I like your other solution though.

Quote[/b] ]The support Radius of the Repair, Rearm and Fuel trucks should be increased and automatically service all vehicles in that radius regardless of who controls them (AI or Human)

This seems like a perfect idea.
Quote[/b] ]- There needs to be a means of dismissing Squad AI from your personal group.
In crcti this was already the case I think its good that mfcti from mike melvin is used as base to appeal to larger crowd. This map is more action fuller. However I think bis should have looked at some of the features exspecially when it came to buying ai while not being in base or giving the commander to add people ai on request to simple stuff like disbanding ai that were somewhere in the hills without legs biggrin_o.gif
Quote[/b] ]There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them.

I did hear from this but i thought it was just a noob who didnt know how to mark while sitting in the side channel.

Thanks for the headsup and this should definantly be fixed if this is the case.

Quote[/b] ]Top down "Builder" view used for constructing objects lacks the proper perspective to gauge contours in the landscape.

Not agreeing with you here. On non 3rd server the building option already allows some kind of radar like use. Adding camera angles to this and it will give people camping forts a extra edge they do not deserve. ( they already have 15 seconds respawn making it really hard to take over a point and can wall you in buying cheap sandbag forts around you till you are stuck)

I suggest scanning the area with own eyes to get to know the area and then placing the objects.

Quote[/b] ]Land Mines need to be visible to friendly AI so they do not drive over them.

I think mines should be disabled. They are 2 hard to get rid off. Perhaps a 5 to 10 min counter that makes them dissapear after that.

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- There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them.

Isn't this a feature?

If you select Global Channel (white) everyone can see your mark.

If you select Side Channel (blue) only your side will see the mark.

If you select Group Channel (green) only your team/squad will see the mark.

I'm unsure if this is works in vehicle (yellow) or direct channel (purple?) though.

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I have a couple of suggestions for further versions.

1) How about limiting vehicle use to players who pick an appropraite crew slot(I know there's no such slots in v1.0)

2) How about limiting the numbers of vehicles spawnable by type. So, only 15 attack choppers are buildable at any one time for example (per side)

3) In addition, the fast travel has cut down on the need for transport chopper use from Evo. How about giving points/money for using the transport in a more realistic fashion

4) Why is it that if you're not in the act of capturing a town and have just captured a camp, the only place you can spawn in is the base? why can't you spawn at a camp in the last town you took?

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- There is a bug in the Map Markers that makes all player made markers visible to both teams regardless of who made them.

Isn't this a feature?

If you select Global Channel (white) everyone can see your mark.

If you select Side Channel (blue) only your side will see the mark.

If you select Group Channel (green) only your team/squad will see the mark.

I'm unsure if this is works in vehicle (yellow) or direct channel (purple?) though.

I was unaware of this... I will have to test it smile_o.gif

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If you select Global Channel (white) everyone can see your mark.

If you select Side Channel (blue) only your side will see the mark.

If you select Group Channel (green) only your team/squad will see the mark.

Lol, I didn't know that either... crazy_o.gif

It makes sense but would be better if the marker was in the appropriate colour. (ARMA2 take note)

Back on topic:

BUG: Small thing but UAZ does not have GPS like the HMMWV.

Suggestion: How about being able to create a motorcycle from the base in an occupied town?

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ED, that would completely obviate the point of being able to place markers of different types and colours?

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Question about defenses. When I play as commander, I like to place M-19s, MG nests, AA, AT, etc. positions around my base. I noticed today that I can place them near outposts, but I never see them get manned by AI. So far as I can tell, I can't place them near supply depots where the defending AI spawn. So, do defensive static weapons ever get manned by AI away from the HQ?
They do. But not always. Anyone knows what affects this? Need more barracks or something?

Server\Server_UpdateTownDefense.sqf<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//Description: Monitors a town for enemy activity.

//If there is activity, no friendlies present, and enough supply then a defense team will be spawned.

//Will also man some empty stationary defenses.

//Used for east or west defenses.

"enough" is 50 SV and the town get East|WestDefenseTeamTypes. At 100 it gets East|WestLargeDefenseTeamTypes. These teams are defined in Common\Config\Config_AITeams.sqs.

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ED, that would completely obviate the point of being able to place markers of different types and colours?

True but the text colour could match the channel

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Ran into a few problems yesterday with crashing and what not.

I also ran into another problem.

I was playing on the East side and built a base on the coast somewhere. Then I moved the base to Tiberia. Then I moved it again to Iguana. Then I tried to move it again and when I turned it into the MHQ it landed ontop of me and killed me and then "West Wins!" I don't understand how they won. I died before and we didn't lose and the MHQ was still in one piece. Why did I lose?

That aside I also had a great time a few games later with 3 of us playing against the AI and I think 1 person. West (Me) started near Gulan and we took Gulan and then took Somato. Right after we took Somato we ran into a few BRDMs coming into town and took those out. Then we went up onto Mount Yoro and had some infantry contact and some more BRDMs. Then all hell broke lose. The hill got taken over by infantry. Tons of armor started pouring into Yoro and attacking Somato. There was a huge battle going on to the North of Somato and in Yoro with tons of armor. We eventually got some AH-1s and sat behind a hill popping up and firing Hellfires to take things out. The battle never left this area. The enemy base was at the airport and we eventually took it out but it was the coolest mission I had ever played in ArmA or OFP. I ended up with 22 armored kills and 93 infantry kills. All together there were 143 infantry kills on my team and 37 armor kills. Best game ever. There were a lot of great stories from it by I only have so much time.

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Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.

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Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.

It would help if you got into a server and if you see several clan members of that server online, I suggest joining their team and their Teamspeak/Ventrilo. I found if you work with the majority of clan members in a TS/Vent you all can cordinate an attack/defence and the game will become much much more immersive.

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Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.

Tactical Gamer is almost always full of team players. I have had great fun there.

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I saw something really weird today. I don't know if it's by design or the most awesome bug I have ever seen!

I was marching my troops as OpFor moving away from the base when all of a sudden I hear these large explosions and rows of trees topple en masse in the distance. Then the next second, closer trees begin falling. And even closer, with myself and my squad  being instantly wiped out. Finally, the second after, the entire nearby base is leveled and it pops up, West Wins!

... It was like a nuke went off or something. What gives?

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Suggestions: The top 20.

In no particular order - Ether an update to warfare or a branch off of it:

1. Research Options.

2. Research option 1: Artillery Defence Field 1, prohibits a portion of Artillery from entering the perimeter of your base.

2. Research option 2: Artillery Defence Field 2, prohibits a greater portion from entering your base.

3. Research option 3-4: Basic Armor, Heavy Armor.

4. Research option 5-6: Basic air, advanced air.

5. Research option 7: Basic Town Defense. (Small amount high ranked AI spawn in captured towns to defend it)

6. Research option 8: Advanced Town Defense. (Heavy AI presence in towns, spawned MG nests and AT emplacements).

7. View distance defaulted to (at least 3000) I know making it unchangeable was a good idea to keep the game "fair and balanced" - to attempt to keep 10,000 view distance people from shooting 1/2 way across Sahrani.

8. Global Funds and Local Funds. If I and I alone liberate a town, I'd like to be compensated more. If I'm working hard defending certain areas of the map, I'd like to be compensated. Say killing 1 AI gives you $1 dollar more per minute or something. It gives players initiative to go out and be the best.

9. Alternative to giving commander money: Taking a portion of player income and automatically transfer it to the commander. This system was utilized in the original CTI and I think it worked well. It stops the stress on the commander from asking for $$$ all of the time. It's kinda like taxes, if the government simply "asked nicely" for your money, most wouldn't give them any. But then who pays for the roads and such? In this case, your base!

10. Choice of respawn: If you have 2 bases then you are given the option while waiting to respawn "Do you want to spawn near the base at the airport, or near the base in the desert?"

11. Commanders are allowed to control 2x the amount of AI a normal person can. (For base defense and such) - perhaps "defense credits" where you can spawn a manned AI defense area where you do not have to worry about controlling them as an alternative.

12. Serious optimization of the mission - honestly you cannot play a 32 play server for 2 hours with JIP and expect to finish a game. 9/10 times the servers crash running this mission. RTS IV had an AI limit of 33 (not 12 like in this mission) + allowed for matches exceeding 55 people without a server crash the entire time, not to mention hackers and stuff were running much more amuck than they are now. I'm not suggesting an AI limit of 33 per soldier, that was too much to handle and made the game chaotic.

13. HALO

14. Warnings, "Aircraft Factory has been destroyed!"

15. Limits on how many bases can be built (2-3 max)

16. Release units command (kill of a stranded AI half way across the map that is stuck inside one of those bunkers).

17. Beacon's on base units. It'd be neat to have the ability to place beacons on enemy base units (if you dare to venture that far into an unprotected base) and place beacons, so the air force can have something to lock on to. Otherwise, Laser Designators work good too.

18. Mobile support vehicles that allow the construction of medical tents, small limited ammo crates, and pill boxes (MG's etc).

19. The "Remove Structure" command, that allows you place for example, a barracks somewhere else after it was A. Destroyed, or B. wrongly placed for whatever reason. If you had a crappy commander, then a good commander JIP's and wants to rebuild certain sections of the base, he could. Also the ability to remove walls and other misc. objects. Many even have like little "workers" that go up to the buildings and repair ones that have been damaged.

20. A way to see 'How much' damage a specific building has received. Like 99.23% for the barracks, and 2.34% for the tank factory.

Fun suggestions: C130's, F117A's, B2's for carpet bombing, UAV's for reconnaissance (controlled remotely of course), Mando missiles for strategic strikes (costing a lot of course), and who can argue the ultimate long running never going to finish this game omg when's this going to end - end game nuke wink_o.gif

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Not a fan of this, no servers I have joined play any sort of team play unlike Evolution, at least you all are going for the same target, now it seems everyone is just rushing around all over the place.

I have been recruiting players for several coop clans during ofp/arma time and i see huge difference between the players. ofp players knew what xmls/custom face sets/custom sounds were. They knew what situation was on the field, how to communicate. Even in maps like riverbattle ( todays berzerk ) people said that tank was coming to u and u read that and got ready. Its what I call a healthy interest in the game u play.

In arma not one recruit knew what a xml was ( with 1 exception ) I think recruiting was lot harder because most the guys didnt know how to communicate at all. And pvp matches were garbage when it came to teamplay biggrin_o.gif. I mean in arma when u got 8 guys on a flag and u tell them a tank is coming only 1 guy gets out rpg. ( and that one guy was me )

If u got 5 guys on the flag and a guy takes that flag u got high chance they wont even fucking notice it lol biggrin_o.gif

You are right evolution u had 1 objective but its not the problem of the map its the problem of the community that they need a map like evolution litterally forcing them to cooperate on same objectives . So i suggest like other people here to find players that are clan connected etc and work toghether with them to maximise the experience the teamplay that this map offers despite of current unballances the map has.

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21. When running out of funds give us possibility to use corpses as cheap alternative for sandbags.

substituteuj9.jpg

Picture from XR server yesterday: east 2000 KIA and west 4000

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... its a nice map but for me it seems like the ai soldiers are bored, they are not attacking it is somethimes like shooting sitting ducks.

Hope they are going to fix this problems ... the map is by far to easy now - Evolution is much much harder.

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I haven't played this yet but I played the OFP CTI version(s) to death and have read all of this thread and the warfare manual so thought I give a suggestion for what I'd like to see added.

1) My first suggestion was going to be give the commander the ability to give missions or allow the player to chooose missions for the player to undertake. I see that's already there so I'd like to see the the missions that can be given expanded for more options.

2)I'd like to see the commander be given the ability to give out roles to players(the player can always choose to reject them). The roles would be the same as the AI are given (light, heavy, air and so on...)

3)If the players can be assigned roles by the commander I'd then like to see some sort of auto-buy button. When one clicks it troops and vehicles would be bought according to some algorithm which would be the best match between the players role and what he can afford. So ,for example, if one took on the air role one would be automatically be bought troops and ground vehicles until one can afford aerial stuff. And for the heavy role, light vehicles until he can afford heavy.

That's all.

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Caught the domination bug about a fortnight ago and haven't stopped playing since!

Love the different versions fo 2.22 - I've mainly been playing AI version on a small server and it's been pretty good.

The side missions are absolutely excellent, nice little storylines to keep the player interested and often nowhere near the current primary target - a good thing in my opinion.

Airlifting works really well, as does the HALO jumping (the HALO in particular is much better than in EVO as you can pick drop target and don't have to wait an hour to reach chute height.

It would be nice to see a couple of respawning LB's for side mission access - always fun to take a small team to do a commando raid. Don't allow LB's to drop ammo crates to ensure fairness.

I've also seen some great tweaked versions of domination around that make excellent use of some other fan made scripts. Notably the VR version which uses the BH's to airlift wrecked vehicles back to base to be repaired and recycled as well as using a backpack script to allow players to take two primary weapons into battle (although this I feel encourages rambo behaviour rather than teamwork because everyone just takes a silenced weapon, LAWs, satchels and a sniper rifle - too much kit!wink_o.gif.

I'd love to see an updated version of the 2.04 version.

Keep those side mission ideas rolling in!

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Caught the domination bug about a fortnight ago and haven't stopped playing since!

Love the different versions fo 2.22 - I've mainly been playing AI version on a small server and it's been pretty good.

The side missions are absolutely excellent, nice little storylines to keep the player interested and often nowhere near the current primary target - a good thing in my opinion.

Airlifting works really well, as does the HALO jumping (the HALO in particular is much better than in EVO as you can pick drop target and don't have to wait an hour to reach chute height.

It would be nice to see a couple of respawning LB's for side mission access - always fun to take a small team to do a commando raid. Don't allow LB's to drop ammo crates to ensure fairness.

I've also seen some great tweaked versions of domination around that make excellent use of some other fan made scripts. Notably the VR version which uses the BH's to airlift wrecked vehicles back to base to be repaired and recycled as well as using a backpack script to allow players to take two primary weapons into battle (although this I feel encourages rambo behaviour rather than teamwork because everyone just takes a silenced weapon, LAWs, satchels and a sniper rifle - too much kit!wink_o.gif.

I'd love to see an updated version of the 2.04 version.

Keep those side mission ideas rolling in!

I think you're in the wrong thread?

This isnt about the COOP game "Domination!".

It's about the new mission that came with Patch 1.14.... Warfare 1.0.

There is the Domination! thread somewhere in "User Missions" forum I believe... this is Official Missions.

Here is the correct thread for you;

http://www.flashpoint1985.com/cgi-bin....;st=180

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I don't know if this has been mentioned yet but a coulpe of things I've seen out there are, stealing somebody else's vehicle as well as boarding a vehicle not belonging to yourself.

Makes for crappy teamwork as well as gameplay guy's, I you're guilty of it STOP IT pistols.gifnener.gif

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*bump*

Please check my first post on page one, which I've continually updated with all the great suggestions.

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I don't post in here very often, but i'd just like to say thanks to the Devs for this new addition to the game. I'm loving every minute of this Warfare mission so far, and in my opinion it's the best thing to happen to ArmA since it's release (although trying to control the Ai can still feel like cat herding, at times wink_o.gif ).

I've only played it in single player mode so far, so i'd like to add my name to the list of those calling for a save function.

I'd also liked to suggest a "no NVG" mode for all players including the Ai. I've just spent a few hours playing a night game and chose not to use them, and the atmosphere in game was utterly fantastic (although the Ai obviously had a huge advantage over me). It brings a whole chunk of extra tension to the game/mission, adds suspense, and the fear of who the hell is out there, is it friend or foe ?. So you just sort of fire at anything moving and ask questions later whistle.gif . And it looks real pretty with all the lights and explosions and fires and stuff. Great fun, and makes the game so much harder too, especially with the true range mod ! I guess it wont be to everyones taste, but it sure does add an extra dimension to the gameplay. And blowing up a T72 at close range in the streets of Paraiso at night, with no NVG, after you've just spent 20mins battling your way into the city centre is something to savour. Try it ! smile_o.gif

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