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Jezuro

BI Developer
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Everything posted by Jezuro

  1. Jezuro

    Warlords

    Thank you all for the reports. We are working hard to implement as many improvements to security measures as we can.
  2. Jezuro

    Warlords

    Dwarden has implemented some new anti-cheat measures on our servers. We're monitoring the situation. Please keep an eye out for cheaters over the weekend at let us know if you encounter any.
  3. Jezuro

    Warlords

    @HellhoundF Actually I agree with him. The game will never be completely balanced. You could argue that OPFOR has generally superior armor and aircraft. If you let BLUFOR get air superiority as well as enough resources to roll in several tanks and APC's, you have big problems with or without Rhinos having ATGMs. @Tex_Actual BLUFOR base location is not currently under investigation, but it could happen. There have been some issues with the Oreokastro airfield and it was removed on purpose (too short runway iirc).
  4. Jezuro

    Warlords

    @HellhoundF, you need to calm down. The point is, changing the default loadouts is not a suitable solution.
  5. Jezuro

    Warlords

    Another bit of WIP changelog: Changed: Increased cost of repair and ammo trucks as well as the Rhino Added: Team balance parameter
  6. Jezuro

    Warlords

    Maybe making it more expensive.
  7. Jezuro

    Warlords

    Not at this moment. I can give you a WIP changelog though: Changed: Subordinates limit increased to 3 for the 64-player Altis scenario Added: Long-range AA defense assets (SAM sites, radars) Added: Autonomous defences are now limited to 3 per player Tweaked: Cost of planes increased Changed: Most requested assets are now locked by default and can be unlocked either directly via Action menu or through the Strategy tab in the Request menu Added: Parameter for maximum Command Points Fixed: Various script errors Added: Custom offset parameter for Defences Added: Friendly fire protection for requested assets (first 3 minutes after being requested) Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum). - Iteration
  8. Jezuro

    Warlords

    Some global bans have been issued so we'll see if the situation gets better.
  9. Jezuro

    Warlords

    @crs24 I probably will increase the limit, yes.
  10. Jezuro

    Warlords

    @HellhoundF I understand your frustration and the need to vent, and by all means, if it makes you feel better, then do. But please, don't presume that I don't care about these things. I do and I am working on Warlords (even though I have other tasks now), but it takes time.
  11. Jezuro

    Warlords

    @snipska This is currently not possible.
  12. Jezuro

    Warlords

    @HellhoundF I don't currently have any ETA on next update for Warlords. To my knowledge, the main problems are to do with trolling players, so the measures to counter this need to be properly tested first. @Hostilian The mode only allows uniforms available to your side. @Beagle That should be fairly easy to implement, yes. @darrenin Some UI-related scripts can't be serialized and it looks they need to be restarted upon loading the game. I'll take a look.
  13. Jezuro

    Warlords

    Yes, but you still need to inject the code somehow.
  14. Jezuro

    Warlords

    @Beagle Hacks, unfortunately, I can do nothing about. However the teamkill penalty not working is weird, I remember seeing it working on official servers.
  15. Jezuro

    Warlords

    Are you sure you can teamswitch into units created by createUnit?
  16. Jezuro

    Warlords

    While selectPlayer could be used in theory (since proper respawn into units created on the fly is not possible, not to mention that it's not possible to change the respawn type during the mission), handling of this is very complicated and the eventual issues are way too severe to balance the gameplay benefit.
  17. Jezuro

    Warlords

    @Kurtosis This is technically impossible.
  18. Jezuro

    ARMA Warlords teleportation stamina drain

    Hello. Unfortunately no.
  19. Jezuro

    Warlords

    @darrenin You can play the mission in singleplayer and save normally.
  20. Jezuro

    Warlords

    @HellhoundF SAM sites are placeablw like other static defenses. Custom offsets have also been introduced for this. The costs are of course not necessarily final. Ramming will have to be tested yet.
  21. Jezuro

    Warlords

    I've started experimenting with some more features: Autonomous radar & SAM sites under Defences (10.000CP for radar, 7.500CP for SAM) Introducing limit to max autonomous turrets per player to 3, this also affects autonomous MGs Planes cost increase (12.000CP for CAS planes, 17.500CP for fighters) Vehicles are locked by default when requested Can be unlocked/locked directly via Action menu or you can lock/unlock all your vehicles globally via Request menu Requested assets are immune to FRIENDLY fire for 3 minutes Limit for maximum CP The value can be modified under Parameters so flexible testing can be done on retail Please keep in mind that this is not final and might not eventually make it to live.
  22. Jezuro

    Warlords

    They are spawned in a sector controlled by BLUFOR or OPFOR when the enemy faction targets it for the first time.
  23. Jezuro

    Warlords

    You can always request an ammobox and fill it with additional equipment.
  24. Jezuro

    Warlords

    BTW how would you guys feel about a limit for maximum Command Points? As an optional scenario parameter with default being unlimited of course. Servers could then experiment with different presets, let's say 15.000, 20.000, 30.000, 50.000, 100.000, until a reasonably balanced value is found.
  25. Jezuro

    Warlords

    @jandrews The former is for assets that players and AI can request for Command Points. The latter is used for spawning AI garrisons and patrols.
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