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Electricleash

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Posts posted by Electricleash


  1. 3 hours ago, h - said:

    Yes, had the same error pop up. Maybe triggers if Miller's camp is already there when you come to the meeting point, I arrived there like an hour late?

    Also had the earlier reported menu thingy in map view broken for seemingly no reason: at least the intel button stops working sometimes. And sometimes reloading a save may fix this.

    Yeah I generally was there waiting for his call, I don't like to be told 'You're late!' when I most certainly am not! 😄

    I carried on and following conversations with him play as normal.

     

    Edit: Oop nope, it happens in subsequent conversations with Miller in that camp location.


  2. That's how I've had it for asset testing up until yesterdays dev branch update.

     

    When the first batch of Contact assets hit the dev branch (Livonia) I seem to recall having to create the Mod folder for the dlc/addon manually.

    I'm not sure why but just having dev branch active didn't seem to be running the new content 'out of the box'.

    It did the trick and I was effectively using 'Enoch' as you would a mod.

     

    Not sure what changed yesterday...

     

    I'm away from my machine until this evening. It may be that I need to disable/re-enable dev branch to see if that fixes the issue.

     

    Updated

    Ok seems to be resolved, I had indeed previously been using the content as a mod file. Now content loads as intended with dev-branch enabled.

    • Like 1

  3. Great thread, a lot of hard graft to put this together.

     

    May I suggest something, from a usability perspective to, Instead of bullet points, assign each a numerical value.

     

    • AI will not shoot you through bushes, if he did not see you before - TRUE (fixed in OA and merged)

    Would be:

    1. AI will not shoot you through bushes, if he did not see you before - TRUE (fixed in OA and merged)

     

    That way, when talking about them below or in an external thread one can refer to this thread and the numerical number for easier reference.

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  4. An unlikely possibility might be a turn-based strategy system... 'Phase Line'.

    That would certainly be something different, though I would imagine significant engine tweaks being warranted.

     

    Adding that stuff after-the-fact is all the rage at the moment 🤫

     


  5. Ahh ah! Wild speculation commence!

     

    From the 2018 Roadmap:

    Quote

    Lastly, our small studio in Amsterdam, which previously led the development of Laws of War DLC, is currently working on a new experimental project. This will still make use of the Arma 3 platform, but intends to take things into a very, very different direction.

    Nov 2018 Update:

    Quote

    Our team in Amsterdam, which oversaw the development of Laws of War DLC, is now leading the development of a new project, produced in strong collaboration with our other Bohemian teams. This project is still built on top of the Arma 3 platform but will do something a bit… unusual. It should also bring along some big new assets that all Arma 3 players will be sure to enjoy

    I seem to recall the project being referred to as 'mini expansion', somewhere between the size of Karts and Helicopters, though I can't find the reference... I'd be wary of nailing down the terminology.

     

    From the teaser:

     

    'Alchemist'

    'Sapphire'

    'Phase Line'

    'Stay Tuned'

    Does sound kinda Sciencey...

     

    The mention of scientists in those .rtp files on reddit has me thinking that props-wise, there could be 'science stuff' to put in those big old empty domes.

     

    Meteorite impact on Altis maybe?

    • Like 2

  6. Dipped into the new DLC a bit last night.

    Very impressed with the terrain and general atmosphere of the Theme; Cold War Germany is an area of history In which have limited knowledge, but interested to find out more.

     

    Really like the new roster of units, kit and vehicles models as well as the beautiful 80's furniture!

     

    With the Campaigns first mission I've encountered a few issues though, most of which have already been flagged:

     

    Quote

    - Squads and APC's moving down roads towards enemy contact in file formations exposing themselves to slaughter isn't a great idea

    - Very little in the way of tactics (one squad clearing out multiple villages on it's own seem's a bit stretched) 

    - Fairly basic triggers seemed to be used without fail safes, for example: In the final village our squad had entered the centre of town and just stood around, there should've been something to stop you having to run off on a one man mission and hunt down hiding units to trip the trigger to end the mission.

    - A lack of immersion with the squad and the player.

     

    The one in bold would be a key issue that needs resolved.

     

    I also encountered an odd bug with the M113:

    On the long stretch to the next town, I saved my game while turned out, from the back hatch (real nice btw.)

    The game also auto-saved just before enemy contact.

    I was promptly (and rightfully!) shot.

    Upon loading the game however, the screen goes black with just the cursor on screen, I can still hear the action going on around me.

    Pressing Enter takes me to what I assume is the death/load game screen but I am now also able to see that I have been moved to the MG turret position of the M113 instead of the back hatch...

     

    If I press Esc it returns me to the black screen and Esc again dumps me back to the campaign menu screen.

    Weird bug, I guess related to dying in the turned out hatch position.

    I will have to go back to an earlier save. Will see if it's reproducible.

     

    Cheers

    E

    PS: I wonder if a dedicated bug thread would be good. Maybe in Dev branch topic?

     

    • Like 1
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