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stiff

Seize zones WWII

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sz_wwII.jpg

Any side can fight:

- USA VS Nazis

- Red Army VS Nazis

The basis is same as Seize_zones[Kamenyy] V1.5

ABOUT THIS MISSION

There is no scenario in this mission.

It is a purpose though it enjoys the combat generated at random.

Plan tactically if you hope for victory in this mission.

Please know some principles to win.

TWO PRINCIPLES

1) If the number of construction of bunkers is little, the enemy's raid is also few.

2) The defense of the bunker where the construction position is far from the base is difficult.

About one

- Please make the construction of the bunker a minimum if it is Low-end PC.

- Please construct a lot of bunkers if you want the fierce battle.

About two

- The encounter with the enemy increases when the travel time to the bunker is long.

- The probability that the bunker is seized by the enemy increases.

- Do everything quickly.

sz_strategy_guide.png

*Another island

THE BASICS OF HOW TO PLAY

You will learn basic manners of this mission with some videos.

Control the armored vehicle (NEW)

Construct a tent

Reinforce

Advance combat (The first stage of Kamenyy)

*****************

FEATURES and RELEASE

******************

V1.11

- Fixed: Pop-up message enabled (hintc)

V1.1

- Changed: AA vehicle in USA fortress.

* There is no AA vehicle except USA side.

- Changed: Full tank crews.

- Improved: Bombing in bunker with invisibility target. (Required ACE2)

* The accuracy of the bombing is work of the aircraft.

- Improved: Speed of building capture.

V1.0

- initial release, The test is insufficient.

- Arms and ammo are installed in the armor vehicle for player.

- The countdown for victory might not start.

******************

ARMORED VEHICLE (NEW)

******************

Request it from an action menu in bunker under the control.

Process

1) Enter bunker.

2) Choose "Actions dialog" by an action menu.

3) Click a "Armored vehicle".

4) The Armored vehicle comes to near the bunker. (Wait for a while)

5) "Orders to Armored" is added to an action menu.

* This function is beta stage

******************

FORTRESS

******************

The tanks and the soldiers are disposed to the fortress.

The possibility that the enemy can destroy the supplying base is extremely low.

Process

1) Construct the tent.

2) Secure the regulated time state.

3) The fortress is completed at the position of the tent.

4) Dispatching soldiers from the fortress begins.

* The fortress doesn't function when destroyed.(Construct it from the tent again)

******************

REBUILDING OUTPOST

******************

After enemy's outpost is neutralized, player can request to rebuild the outpost.

If the player requests a lot of rebuilding, victory will be obtained.

Process

1) neutralization of enemy outpost

2) Player goes to the ruins.

3) Select "Rebuilding this outpost" in action menu.

4) Soldiers are sent for rebuilding.

* When the regulation time is passed, the enemy rebuilds it.

* Ruins are marks of the map. (Actual ruins are not seen)

******************

SEIZE ZONES

******************

The enemy seizes the building of neutral zone and tries the suppression of the entire area.

You construct the bunker at an effective position, prevent the enemy's advancement, and exclude the enemy who invaded the building.

******************

WIN CONDITION

******************

- Seize all bunkers of enemy side.

- Exclude all enemies who seize the buildings.

- Exclude all enemy outposts.

* This mission recommends veteran mode.

******************

LOSE CONDITION

******************

1) When some buildings are destroyed with the bomb by the enemy.

2) When some buildings are seized at the same time by the enemy.

3) When some outposts are constructed at the same time by the enemy.

******************

HOW TO SEIZE

******************

1) You invade enemy bunker.

2) Securing the bunker is completed.

3) If the soldier who defends the bunker arrives, the bunker is under our control.

* The marker of the bunker is changed into a solid color in map.

******************

REQUEST BY ACTION MENU

******************

The menu is given according to the situation.

1) Actions dialog: A lot of requests can be able to be done here, and to know the condition necessary for the request.

2) Construction of bunker: The bunker can be freely constructed at the position of vantage.

3) Request of rebuilding outpost: The outpost is rebuilt to enemy's ruins.

4) Deactivation of BOMB: The bomb that the enemy set to the building can be released.

******************

DETAILS IN BUNKER

******************

A new bunker can't be constructed until latest bunker is under our control.

Defense of bunker

Soldiers go to defend when constructed. If the soldiers arrive it, the bunker is under our control.

Enemy attack

If the bunker is constructed in a white marker zone on the enemy side, the enemy tries its seizure.

Recapture

When our bunker is seized by the enemy, the team for the recapture is dispatched.

Seizure

If you seize enemy bunker, some soldiers are dispatched to the defense. If the soldiers arrive it, the bunker is under our control.

Ammunition supply in bunker

The defense of the bunker breaks when ammunition is insufficient. It is dispatched soldiers when the defense breaks,

and if it arrives, the reinforcement force supplies ammunition to the survivor.

******************

HOW TO DEACTIVATING BOMB

******************

1) The enemy seizes the building.

2) When the seizure is obstructed by the player, the enemy sets the bomb in the building.

3) As for the player, it can know the start of the timer of the bomb.

4) The building where the bomb was set is shown by the map.

5) Search for the bomb.

6) Approach within 1m of the bomb, and deactivate in the action menu.

About the enemy who seizes the building

- The building where the seizure was completed is shown by the exclamation mark.

******************

COMMANDER MAP

******************

When the soldiers arrives by the concentration force and air assault, it is possible to use it.

It opens by the radio command 0-0-1. The operation is selection and click with the mouse.

It explains in detail with image file (commander_map_guide.gif).

******************

ADDON LIST

******************

31st Normandy Mod

http://www.armaholic.com/page.php?id=9729

Patch B is required for ACE2

http://www.armaholic.com/page.php?id=9824

ACE2- version 1.0 (An invisibility target is used to bomb)

* This mission is playable without ACE2.

http://www.armaholic.com/page.php?id=8601

- CBA: Community Base Addons

- ACE: Core

- ACEX: eXtras

******************

CREDITS & THANKS

******************

- BIS/BIA for their great simulators.

- Trench Generator / Script generator by Benoist

- All add-on authors

Download (2.5MB/ZIP)

---------------------------------------------------

Thanks

Edited by stiff
Update mission

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Im suprised no one's replied to this yet...

anyways, this is good, i have liked the previous seize zone maps from you in the past, and hope you continue to make them.

I did notice a few bugs/things i didn't like.

bugs

1. When i got a fortress, an Avenger Humvee spawned, instead of what i had assumed with be an M16 Quad .50 cal AA halftrack (which one is near the starting spawn if you play as Americans)

2. My soldiers (and I) speak Russian.

3. Ju87 dive bomber did not attack bunker, it dropped a bomb somewhere random in a forest in the NE corner of the map.

things that felt odd/didn't like

1. AI captured buildings at least once every 2 minutes, MUCH faster compared to your other maps, It probably has something to do with how a lot of buildings are in the way of the AI's path to Bunker #6.

2. Artillery base said it had stopped firing, and a good 1-2 minutes later, shells kept landing at same location... not sure if it was the flight time, but it should not be THAT long, as if i stood directly at the target location, the artillery base itself would be in range of the yellow circle.

3. Some of the instructions were hard to understand (IE: Fortress description once built) due to odd word choice.

As mentioned, other than those small things, this is a good map, as your others have been in the past.

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31st is still beta, work in progress. So there will be bugs that have nothing to do with the mission.

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I know some of those issues are 31st now. But when i had tested the mod, i had not really did any battles, more of just exploring the new map... But others (IE: Bombers not attacking location suggested via notice, an Avenger for AA defense, are very likely to be problems with the map) As, I specifically remember seeing an M16 halftrack at the US spawn, and remember ordering a soldier to run back to it, but by the time he was 1/2 there, my fortress finished, and its Avenger AA defense had arrived.

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Hi, bwc153

Thank you for bug information.

1. When i got a fortress, an Avenger Humvee spawned, instead of what i had assumed with be an M16 Quad .50 cal AA halftrack (which one is near the starting spawn if you play as Americans)

That's right. I will correct it.

2. My soldiers (and I) speak Russian.

I want to solve this.

3. Ju87 dive bomber did not attack bunker, it dropped a bomb somewhere random in a forest in the NE corner of the map.

things that felt odd/didn't like

The bombing to the bunker doesn't function correctly if there is no "invisible target".

Please use ACE2 if you hope for it.

1. AI captured buildings at least once every 2 minutes, MUCH faster compared to your other maps, It probably has something to do with how a lot of buildings are in the way of the AI's path to Bunker #6.

I will try its adjustment.

2. Artillery base said it had stopped firing, and a good 1-2 minutes later, shells kept landing at same location... not sure if it was the flight time, but it should not be THAT long, as if i stood directly at the target location, the artillery base itself would be in range of the yellow circle.

I'm sorry this cannot be correctly translated.

3. Some of the instructions were hard to understand (IE: Fortress description once built) due to odd word choice.

The machine translation is immature.

I am disappointed at it.

this is good, i have liked the previous seize zone maps from you in the past, and hope you continue to make them.

Thank you.

I will continue it. :)

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Hi, bwc153

The bombing to the bunker doesn't function correctly if there is no "invisible target".

Please use ACE2 if you hope for it.

I'm sorry this cannot be correctly translated.

from what i hear ACE 2 does not work with 31st Normandy... unless patch B made it work.

What i am saying, is that the artillery base seems to fire much longer after the firing has stopped notice has appeared. Or that the shells take a long distance to reach their target. I doubt it is the second one, as it was only about 250 meters from artillery base to target zone, unless of course the flight time is the same no matter the range.

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Hi, bwc153

Updated mission! :)

from what i hear ACE 2 does not work with 31st Normandy... unless patch B made it work.

I did not know it.

The notification of the update to the patch is added.

Thanks

What i am saying, is that the artillery base seems to fire much longer after the firing has stopped notice has appeared. Or that the shells take a long distance to reach their target. I doubt it is the second one, as it was only about 250 meters from artillery base to target zone, unless of course the flight time is the same no matter the range.

It has understood.

The ballistic of the indirect fire is a virtual event.

The time that the position of the target spends on this anywhere is the same.

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The mission was updated.

Please play with v1.11.

Old v1.1 invalidates all pop-up message (hintc).

This is a specification for an uninhabited test. :p

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