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Mr. Generik

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Everything posted by Mr. Generik

  1. So I've always been a fan of the Dynamic Universal War System. DRO/DCO are great mods, but I liked the grander scale that DUWS can provide. My personal favorite version, for that very reason, was the Dynamic ISIS War System by Godis. My problem with it was that a) it had SO MANY dependencies that were being constantly updated that the mission file itself became more and more unstable, and b) while a very dynamic mission within its own parameters, it wasn't very modular and locked you into US vs ISIS. And it was kind of just old. It's been a while since DUWS got any love. Or at least a big honking overhaul. And it still hasn't, since I'm not a good coder/modder. What I am excellent at, however, is CTRL+F, CTRL+C, and CTRL+V. So when I start listing features here, please remember that I didn't WRITE any of them. Most of the work was done or compiled by a modder called Godis, and a God he is! (That was an admittedly laborious pun, but seriously, the DISWS I based these mods on is a work of fucking art. Buggy, buggy art). From the original/early DUWS missions, if you've never played it: Play on any island. Just rename the .pbo file to end with the name of the Island. That is, changing DUWS EXPANDED CIVIL WAR FIAvAAF.Altis to DUWS EXPANDED CIVIL WAR FIAvAAF.Takistan will port the entire thing over to Takistan. Either manually or randomly place not only your own HQ, but also enemy zones anywhere on the map. Choose relative strength of OPFOR vs BLUFOR, as well as climate and a bunch of other stuff Fight and earn Control Points to spend on vehicles, new squads, and features like artillery or air support. Use high-command to control other squads to be either in the action yourself, or in control of the army. Some amazing features from Godis' version: Civilian reputation system: if you kill civilians, the population will turn on you. The more you kill, the more civilians will take up arms against you, or even become suicide bombers. (Known issue: NPC on NPC violence/car accidents still up the tally, so it's kind of unavoidable, but it's never been a HUGE issue for me) Enemy Occupation System: Entering towns spawns enemies there! No more DUWS where the only enemies are scant patrols and control zones. Capture a town, and it stays captured! Depending on enemy strength/who is spawned, this can and DOES INCLUDE AIRPOWER. Jets, helicopters, BOATS if it's on a coast. Be prepared. (known issue: Sometimes killing all enemies doesn't 'capture' a town. Usually, but it's a little buggy. Also, they will spawn first, and THEN find placement, so there's often a moment where a bunch of Syndikat goons will suddenly appear in the middle of a road you're driving through, start shooting, IMMEDIATELY DISAPPEAR when the system places them throughout the town, and then you can properly fight.) IEDs. These have been a staple of DUWS for years. I play with them off, but they're there if you want them. So, acknowledging that, here's what I did myself: Used https://steamcommunity.com/sharedfiles/filedetails/?id=1159462402 as a base. My goal was to make this compatible with EVERYTHING by making it dependent on NOTHING. I failed here only in that it requires CBA and I don't know why. Sorry. Removed all mod dependencies (like RHS and other content mods), and converted the entire system into the 2035 setting as NATO vs CSAT with vanilla assets. Created several more versions with wildly uncreative names and opposing forces, to include: NATO vs CSAT (Vanilla) NATO vs CSAT (Pacific) FIA vs CSAT (Resistance) FIA vs CSAT (Pacific Resistance) FIA vs AAF (Civil War) [I WAS creating an 'autodefensas,' Cartel Land style FIA vs Syndikat low-level conflict version, but given the racial makeup of the two groups, as well as their respective NATO/CSAT support... I kind of accidentally made what my friend described as a 'race war simulator.' So that version will not be forthcoming.] Unfluffed most of the mission files to make them more Generik(tm) Introduced native MAX_Women compatibility for the civilian population, while not requiring the mod. Just feels like having ONLY male civilians was weird, so I tossed a few women into the spawn list. Tested it, and not having the mod does not break the mission. They just don't spawn without it. Modified the civilian and traffic population rates to make them more present, while not creating a major drag on MY machine. No promise yours won't slow down. Fiddled with the EOS: Entering a town will spawn EITHER the main enemy faction of the mod, 'deserter' AAF forces or Sydikat rebels/looters depending on the DUWS-EX version selected Imported and de-Russia-fied some missions from DUWS-Modified: RHS Escalation by Ceitho Debloated a lot of the selection lists, since I removed so many mod requirements. There are no more native RHS items in the list, just because they were so many options for the same task. Robustly play-tested it in private LAN. I have absolutely no idea how it works in true multiplayer or single player, but you were never supposed to use the first DUWS in single-player anyway. Here's what I did not/can not figure out how to do: Make civilians-turned-enemies stop screaming "allahu akbar" before blowing up or shooting at you. I would prefer they not do this; it feels a little racist at this point. Competely fix the EOS bugginess. Also, it might still tell you that al-Nusra captured a town. I THINK I removed all that, but there's a pretty good chance I missed something. There's probably a lot of 'mission info' stuff on the map I missed that references ISIS, al-Nusra, and probably Russians (I lifted a few mission files from DUWS-Modified: RHS Escalation as well). I got lazy and distracted by other parts of the mod. Traffic pathing is AWFUL. NPCs will drive through fields, crash into literally everything, and forget how bridges work. You know, like ARMA. To be fair, I don't think that one's on me. Enemy AI isn't particularly aggressive. I think I might have borked this up, but I don't know how or how to fix it. As I, and most people I discuss it with, prefer DUWS as a specops offensive game instead of a defensive one, it's not game-breaking. If you spawn your HQ in the middle of a town, you WILL have to fight immediately. I think it's cool, but I get it might not be ideal for everyone. Aforementioned CBA requirement. Compatibility: DUWS Expanded should be, and is DESIGNED to be, compatible with everything. I made it explicitly to work with ANY faction replacer without having to recreate spawn lists for a new version. I have tested it with RHS and NIA replacers by Jarrad96. If it modifies the cfgvehicle files but leaves the paths intact, it works. Works fine/great with ACE, but is not designed around it. Any sound/visual mods should be completely unaffected. Designed to work with Max_women, but it is not required. If you have it installed, female civilians will spawn. FEMAL3/Fifty Shades are supported in that female faces will start populating on random soldiers. INSTALLATION Since Steam/the BI Publisher is being weird to me, I'm putting all my eggs in one basket. Installation is a bit annoying this way, but hopefully better. Once you subscribe to the mod, follow these instructions: Start the ARMA 3 launcher Find this mod. DUWS Expanded, if you forgot. Right-click and select "Open Folder." This should take you to your hidden Steam Workshop folder. Find this mod. DUWS Expanded, for those struggling to keep up. Open it. Go inside the folder and COPY ALL the .pbo files. There should be five. Go up one directory to the ARMA 3 folder, and PASTE the .pbo files into the "Missions" or "MPMissions" folder. They are now playable in their default islands. You can designate which island you want to play on by creating a copy of any .pbo file, and just like any previous version of DUWS, changing the location name as described above. Please be aware that for mod-added terrains, you may have to experiment with what the island is actually called. For example, Isla Panthera would use '.panthera3' for no particular reason, much as Isla Duala uses '.isladuala3' Have fun, and bitch at me about how complicated I made it in the comments! So here's the thing I made. If you enjoy it, great! Thanks for playing something I worked really hard on! If you can FIX it, EVEN BETTER. Blanket permission to repair, refit, and reupload so long as credit is given not only to me, but those that came before us on this enormous project with such a storied history. Thanks in advance, and I hope you enjoy it! Steam Link
  2. It is, absolutely. Problem is that the villagers/civilians aren't Arab, Muslim, or any combination of the two. They're not intended to be anything in particular, just blank slate NPCs. So the mod unintentionally equates suicide bombers and violence with Islam regardless of the rest of the scenario. Worse, while it doesn't say that Muslims are terrorists, it DOES create the unnecessary implication that only Muslims are terrorists. That's the part I consider 'wrong.' Maybe calling it racist is reductionist, but the sentiment is to avoid prejudice or generalization when trying to create a more Universal take on the Dynamic Universal War System. Glad to know someone actually read all that, though! Thought it might have been a bit much after posting.
  3. I love this idea so much, but I'm a modding noob and haven't done much with compiling mods together. That said, I've been working on-and-off on a casual-ish DUWS compliation of symmetrical/asymmetrical scenarios that's not dependent on any other mod to work, and would love to include your work. Unfortunately, most of what I've been haphazardly slapping together have been functions already present in various DUWS versions (countersniper missions from the RHS version; Modiefied's revival/carry system; suicide bombers, reputation, and civilian presences from Godis' ISIS version, etc). I haven't added in anything from an entirely separate mod before and don't really know how. A few maybe-simple, maybe-not questions 1) If I wanted to insert the functionality of this mod into DUWS, could you give me any tips on implementation? 2) Is it possible to make the a and b variables apply to a variety of planes or helos (to help with the 'dynamic' nature of the campaigns), or is your scripting focused on only one vehicle at a time? I can probably work around that if I have to. 3) Most importantly, do you mind if I do this at all? I know DUWS is kind of outdated, but I like it for localMP and SP casual gaming, and I know a few others who use it similarly, and I'd like to be able to offer something to the A3 community.
  4. Hey all. I'm trying to put together a quick mod to replace civilian outfits with those from Tryk's pack, mostly so that I can use a single set of units on multiple islands without having 'guy in shorts in the snow.' Plus they look better and are WAY less loud and obnoxious. May also swap out Syndikat's clothes, too, for similar reasons. Does anyone have a template that I can use to do this? Something that starts with the classname and allows me to overwrite the default loadout? I don't know enough about the coding language to be able to put one together myself. I've tried using the HQ Replacement packs as a base but I'm not finding any editable files that I can start modifying, and I don't understand the syntax enough to make it work. I was really hoping for a "paste classname and Tryk Uniform Code here" type of thing, if anyone can think of how to do that? Thanks in advance if you can help!
  5. Mr. Generik

    Vcom AI V2.0 - AI Overhaul

    So, aside from being GENERALLY very out of day, is there any obvious conflict between this AI and DUWS? I don't think there's much in the way of AI interaction on any DUWS setup (aside from the limiter on some, which we aren't using), but I wanted to make sure. Additionally, and this is me being a reclusive loser... will it screw up the campaigns? I ... I kind of like them, even knowing they're terrible.
  6. Mr. Generik


    Love the replacement so far. I only have one comment, really: Why remove the FAL? It just doesn't feel like guerilla warfare without FALs everywhere! It's the right arm of the free world, man. Plus, more diversity in a faction like the FIA is better, no? They're irregulars, with what equipment they have. Since NIArms released their all-in-one, you could probably diversify it a lot more, too. EDIT: Also realizing that you left the automatic riflemen intact. Again, this feels like a wasted opportunity. Maybe using the Minimi instead? Allows for both a more realistic weapon while also providing ammo commonality with many other squadmates. (Short, VFG would be most visually similar). Otherwise maybe just a swap with the M249 included in Apex? RPK would also make sense. It's weird hearing the great NIArms sound coming from most of the squad and the quiet, generic rattling of the Mk200 with its stupid caseless ammo.
  7. I'm having issues with the game rendering small plants and objects way, waaaay too close to me, so that it's not only noticeable but incredibly distracting. In dense areas of grass it's not particularly noticable, but in the shrub heavy plains or in Tanoa's Jungle it's headache inducing (like a flickering light). With no grass to cover it, it's popping in basic plants at about 10 meters, and then small plants and high-res textures at roughly 5. I've only extensively tested this on Tanoa, but it also occurs on Altis and Stratis, all mods removed. Big things (trees, houses, people, cars) all show up at the selected object distance. I don't expect the small stuff to be all the way out there, too, but with my tall grass rendering at about 100-200m at least 25-50 would keep it from being so frustrating. I've played with just about every video setting I can get my hands on, so is there something I'm missing? Something a mod might have changed, or a specific setting to override the game on small plant rendering? Graphics card is Geforce GTX 760 Processor is quad i5-4670k Intel
  8. Mr. Generik

    ARMA 3 Addon Request Thread

    Gunter, I don't use any commands. If I come to a stop near or next to a two story building, usually one with an open front, one of my guys will wander inside, up the stairs, and suddenly be at a loss for how to get out. No instructions, no commands, just being in the general vicinity. Half the time I don't notice until he's calling for my location.
  9. Mr. Generik

    ARMA 3 Addon Request Thread

    Hi all. Saw the sticky, so I thought I'd check here first. I'm looking for an AI mod that will help keep AI squadmates from getting stuck in every two story building they walk past. I saw a few combat ai mods, and their feature lists are pretty cool sounding, but I'm not sure if they'll help with what I'm after. I was looking at ASR AI 3, bCombat Infantry AI Mod, and AISS2. Unfortunately, I'm pretty new to Arma and modding it, and I've done NOTHING with AI, but I do have the CBA already. Do you folks have any suggestions for which I should pick, if any? Or is it just a bug that I'll have to get used to? It makes doing any sort of urban operation absolutely impossible, and it's driving me nuts. Thanks in advance!
  10. I tried to log into my saved DUWS M campaign today, came here looking for reasons for it's disappearance. Guess I found it. I'm really sad to see the modified version of this project go. It really was a significant improvement over the original (not to deny how impressive that was, obviously). This was by far the most fun I'd had with ARMA, and it's awful seeing bad business practices ruin what was such a treat.