Jezuro
BI Developer-
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Everything posted by Jezuro
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Preliminary changelog for 1.94: Added: Sector Scan cooldown parameter Fixed: Consecutive friendly fire is no longer ignored Added: Filter for GM assets in Arsenal Added: Mass dismissal of subordinates Tweaked: Garbage collector Changed: Player icon is now shown on map, as well as other AI-controlled Warlords Fixed: Various script errors Added: More detailed logs of friendly fire Changed: Spawn protection icreased to 3 minutes Fixed: Garrison vehicles should no longer spawn repeatedly Fixed: Altis scenario - some preset vehicles were not handled properly by the system Tweaked: Some asset costs Added: Altis scenario - Ammolofi airstrip sector Changed: Subordinates limit for 32-player versions of Stratis and Malden scenarios raised to 6 Added: 48-player variant of Whole Altis scenario Changed: Default value for the removal of abandoned vehicles decreased to 30 minutes Changed: AI units are now added to the garbage collector if they get lost somewhere Changed: Subordinates limit for 32p Altis scenario Added: CH-67 Huron and Mi-290 Taru are now purchasable by players Changed: You will no longer be able to place static defences when there are enemies nearby
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If some players didn't join a server with less players on BLUFOR side because they wanted to play OPFOR, with team balance off, what would you end up with would be even more players on OPFOR side. I fail to see what would improve with this feature disabled to be honest.
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Sorry for my recent inactivity here, due to a workload on other projects I've been unable to put much work into Warlords but will try to allocate some time to adress the feedback you've provided. Thanks to all who contributed here, will get back to you when possible.
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How should this randomization of base location work with i.e. distance to important sectors such as the airbase on Stratis? I'm thinking of having fast travel to a friendly sector under attack by the enemy work the same as with contested sectors.
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If there's a stalemate, I'd suggest resetting sector vote and trying a different route. If a strategy always leads to a stalemate I'd go as far as calling it a bad strategy. You want to change the rules to mix up tactics and at the same time you're saying these tactics don't work. Why use them at all then? To be honest I'm fine with Altis scenario taking such a long time to finish. The map is huge and it takes time to push through it. If you want shorter scenarios then by all means play some other maps as well.
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We have still not ruled out the connection between the crashes and too many SAMs operating at the same time though.
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@CaptainDawson From what I've seen SAMs are no longer used as an everpresent deterrent for jets. Funds transfer was used multiple times to counter immediate aircraft threats which is IMO a better situation than having the whole map covered with SAMs.
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The 64p Altis scenario on the official servers is currently using an experimental cost increase for SAM sites (30k).
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@Kailux I think that is not possible now.
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It was an oversight on my part. I will need to filter out any CDLC assets for Arsenal in the next update.
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We are closely investigating the current issue with servers freezing. To test if this could be caused by a script error spam, we've deployed a server-side hotfix that should get rid of those. Would you say that server freezes are now less common, or is the situation more or less the same? SAM investigation is next in line so if the problem persists we'll have our programmers look into it.
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@mo1ok So for 20 minutes you were unable to get half of your own team to kick the guy?
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Those "strange spawns" happen when you join to a server with AI enabled. You're taking control of a previously active AI Warlord.
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None of those videos are available @pr9inichek.
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Error message from custom warlords requisition menu. Pic included.
Jezuro replied to Twiznak's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks like you're using an asset without properly configured editor preview image. Easiest fix is to use another similar asset. -
Thanks for the report. I will definitely take the points into consideration. If you have the time, please try other islands as well. Basically all the feedback I'm getting is from Altis. Does Malden or Stratis suffer from similar problems, would you say?
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Yeah ammo trucks have basically unlimited supply, that is something that should be looked at...
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It is pretty soon to draw any conclusions, but from what I've seen, people just need time to adjust their thinking and adapt to the new situation on the battlefield. Enemy sectors now have fully capable AA installations that need to be knocked down first by ground forces to pave way for aircraft or you need exceptionally skilled pilots to navigate terrain to avoid detection / LoS. Time will tell if AA is indeed overpowered / overused and I'm prepared to do some tweaks if that is indeed the case. I must say, though, currently it's very interesting to see how players change their strategy, primarily on Altis.
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We've fixed a crash caused by error spam on the server, a new profiling exe should roll out soon.
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1.92 is now live. Changelog:
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The first two are not Warlords-related imo (the jet kill didn't even register you as the killer in the system chat). The last one should stop happening with the next update (coming shortly).
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Thanks everyone for the feedback. I really appreaciate it. However, please keep in mind that Warlords is not only the Altis map. It's a modular system and as such, its rules apply for every scenario on every map. Yes, there are some issues on Altis. Trying to fix these issues by making fundamental changes to the rules, such as some that have been proposed here, would cause other issues on other maps. I take all of your points into consideration, but please don't feel offended if I don't implement them.
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Cost increase of some assets is not for the sake of balancing, rather to counter obvious exploits and spams to keep the battle more varied and interesting. Kicking will become less impotent when match-long bans are working properly after a votekick has been issued.
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@needlenuts It's coming.
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Players will be invulnerable after spawn for 60 seconds or until they leave their base. @snipska You will be able to change individual asset and strategic feature costs via CfgWLAssetCostOverride in the scenario's description.ext file.