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Aquila (DayZ)

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About Aquila (DayZ)

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  1. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    Nope, no firefight was going on, in both cases 1 or 2 crew members were sitting in the vehicle with me, and suddenly I'm alone and squad is empty. Looks like instant disbanding of the squad.
  2. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    Tested briefly the recent version, didn't have time to test all features yet. Design is awesome, but the logic is a bit faulty. I started a mission on Stratis, and 1 minute later got a message that our forces captured Girna. This town is not very close to the base, so it was rather impossible, and indeed, on the map it wasn't captured. Some time later there was a message that our side captured Camp Maxwell, but it's not even a capturable town on this map. I didn't play for long, but the traits didn't disappear. Nice! Btw, is there any command or event that causes current squad to disband? I've experienced it once on this version and once on the previous one — driving a vehicle I press the button for changing seats to a gunner (while pressing other keys to drive), and my entire squad disappears, I'm suddenly alone in the vehicle. Didn't see it before or in other missions.
  3. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    In that long game it happened to me multiple times. I noticed the machinegun trait was remaining, but other traits were disappearing over and over. I was most persistent in picking (and losing again) the repair vehicle trait. What are the mechanics for repair vehicle trait?
  4. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    What's the timeout for corpse removal? Can it be increased without much impact on performance? It's almost impossible to loot ammo from enemies unless they were taken on in really close combat.
  5. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    I was driving T-100 Varsuk tank (east side, my own vehicle). Took some damage not too far from the base — somehow enemy Marshalls manage to hit my tank guns from the first shots. After some medium to high damage to the tank I noticed fuel bar was dropping quickly. Managed to bring it to the base on the last drops of fuel, and stalled. The green action for vehicle maintenance didn't appear (the one that's available for helicopters), so I had to jump out and buy a repair truck. Drove the truck close to tank, then entered the tank, and it was repaired and rearmed (don't know if it was done by FOB or by the truck). But the fuel bar was still empty, and engine wasn't starting. Btw, why is the vehicle list so limited?
  6. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    As for the gameplay, this time I got to play long and almost won the mission. However, at some moment of time, when enemy commander had 1 or 0 towns, he kept spawning tanks and Marshall APCs. I made the vehicles very cheap for testing purposes, indeed, but my commander wasn't doing the same for some reason. Money was out of question, my side was holding almost entire island, and there were millions of money available. I was getting tanks and helis, killed several vehicles before death, and so it repeated over and over. I wonder if some delay for vehicle spawning can be added (construction time, customizable in mission parameters). Also, it would be nice to have notification for capturing or losing town contain the town name. Now it's like "Place is lost", and you have to search the map to figure out which one changed color recently.
  7. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    Ok, here's cumulative test of the recent versions. I managed to find a config which runs with decent performance. Played East on Stratis (small maps allow better faster contact and better observation of enemy behavior). No other mods enabled. I like how it dropped now! Though I ordered 2 men at FOB and requested an airdrop in Qilin MG. It dropped me perfectly! Just on the spot, with all care! Just alone in that vehicle, and my men were no longer in squad. 🙂 Seems they still can do it sometimes, or at least they're passing through often enough. How should it work? I came close to a wrecked APC, it was not burning, only smoking. No wreck removal action appeared. Cool! I've seen it at FOB. Also, the bar often disappears in towns too and then comes back after a while. Nice feature! More questions and notes: — When "eliminate enemy officer" task is taken, and officer is gunned down, all his men disappear at once, and the tent disappears likewise. It feels weird. Can it be changed? — Can each capturable town be a task that can be taken and rewarded? — What is the armament for helis and planes called by close air support request? I see helis shooting guns, but don't see them launching missiles or rockets. — Sometimes purchased traits disappear, and trait points are lost. — Is repair vehicle trait limited somehow? Sometimes it doesn't offer a repair for a damaged vehicle. Frequency? Limit of repairs per vehicle? Limit of repairs total? — Please add refueling vehicles (at least East side doesn't have one, only repair and medical). Sometimes my tanks were badly damaged in combat, and started leaking fuel. I brought them to base, repaired and rearmed them, but couldn't refuel. Also, vehicle maintenance action should include refueling. — Please add planks to the 2nd level of the walls. When a vehicle spawns outside the walls, sometimes it takes a full round run to reach it. There is a way to get on the wall, and it would be nice to have a plank to reach top of the wall and jump outside.
  8. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    What is the effect exactly? I'm very curious about performance since the patch that fixed commander inability to purchase many units.
  9. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    I tried to test, but some changes are now causing my system to severely lag on this mission. Scripts are executed painfully slow. HW setup and even free disk space are just as usual. I tried running other missions and it worked with the usual performance. However, I still managed to find a bug with multiple heli spawning points on carrier. If a player orders 2+ helis, they spawn in a row, as expected and as tested earlier. But if the first heli was destroyed for any reason, the script tries to spawn the next one in the same place, killing the second vehicle too. Apparently, the script checks for operational vehicle at the spawn location, but doesn't check for any obstacles like a destroyed vehicle. Also, there seems to be no way to clear the carrier deck from any obstacles.
  10. Aquila (DayZ)

    [CTI,TvT,CooP] Dissension

    I'm having trouble with Commander Interface tablet quite frequently. Clicking Esc, it's more often absent than available in the menu. Is there any other way to open this interface?
  11. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    I'm' really eager to get back to testing once I have some spare time from work! Now it's a bit more busy time than in December, pardon.
  12. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    Well, artillery is really a too powerful weapon already. Btw, what happens when a FOB is destroyed for a side? Commander spawns engineering helicopter to fly and establish a new FOB? How is location for a new FOB chosen? How quickly does spawning happen and how quickly a new FOB appears? That's related to my earlier questions about victory conditions.
  13. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    Well, maybe that's an overkill unless restricted by some zones. Such a vehicle dropped in the middle of enemy FOB could potentially clear all defences rather fast. AT defences are looking out, not in — and AA defences don't shoot and destroy vehicles on parachutes (or do they?).
  14. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    I'll try disabling SimpleMapTools mod and test it over, maybe there's some cross-influence. Also, I just thought — if players are able to airdrop anywhere on the map, and then call for a vehicle drop from there… maybe there could be an option for a combination? Airdropping an MG-enabled MRAP with player and his team inside it? :)) Of course, there are some hidden complications to be addressed — the paradrop is steerable, and vehicle drop is not, for example. What do you think about such concept?
  15. Aquila (DayZ)

    Field of war [CTI] [SP/MP]

    The spread is good! I simply thought you wanted to make the plane start dropping on approach — so the first soldier drops before plane reaches the target, and the last soldier drops after that. This way, the center of the dropped group would be closest to the target position.
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