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ModaFlanker

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Everything posted by ModaFlanker

  1. ModaFlanker

    Warfare v1.0

    Nice find! Have you been able to determine why some soldiers ON FOOT will just stand in one place, not moving? I've had to hop into my UAZ, go out, and run over the traitors for not responding to my orders, to force them to respawn and actually go out in the vehicles I order them to use. [Not talking about my bought AI, but the AI in slots that a human player is not in, where I can order them to Defend Base/Capture Town/Move/Patrol]
  2. ModaFlanker

    Warfare questions

    Answers pertain to Warfare 1.0 and not the 1.5 edits by Matt Rochelle. 1) They do not spawn. The larger towns tend to have stuff like RACS T-72's. When you capture the Supply Depot and there are some remaining they all will head to the Depot to try and take it back. 2) In ArmA you can order your own AI to control helicopters. You would be giving them the direct orders what to do. I used this feature in Sahrani Life where I would have AI fly it back to Bagango after going to Pita, so that if I died and respawned in Bagango I could go back out and use it again. In Warfare there is no option to tell AI to use helicopters in a patrolling, combat mode [like you can with telling them to use tanks or infantry roles to capture towns/defend base/move/patrol]. 3) Fixed number of trucks... if you have a severely stuck truck that is not doing any work you can destroy it to force it to respawn and try again. 4) There is a group of soldiers that spawn. It does seem that deploying the HQ in a new location gets you a new batch of soldiers. I have however noticed there are always soldiers back at the START point of a map... and I am not sure if they are bugged out, preventing you from having more at your new location or whether they now no longer count even if I can see them there. Anyone know more about this question?
  3. ModaFlanker

    Warfare v1.0

    No idea about that cheat... The only one I knew of was that you could exploit placing the HQ very near to a supply depot in a town, so that as soon as the supply truck spawns it supplies the supply depot, gets reloaded, supplies the supply depot, gets reloaded and so on. That's why Matt Rochelle's 1.5 edit added something to prevent HQ from being placed too close to a supply depot.
  4. ModaFlanker

    Warfare Updated! v1.5

    A helicopter flying high enough can see things so far away with lockon [that a person with AA rockets or Shilka/Vulcans have no hope of seeing] that there is no way to counter them. They do not have to be eliminated entirely; Sparks50 on the 1.0 thread suggests making it an option like the option to not have artillery... What else has been suggested here would rock [but is it possible to put that in the game WITHOUT requiring an addon?] is to add automatic COUNTERMEASURES that will help defend against this threat so that the further away the rocket is fired, the more highly likely the rocket will be fooled?
  5. ModaFlanker

    Warfare v1.0

    Agreed. A well fought map can end way too DISAPPOINTING because someone with the HQ in the mobile state attempted to move it but a helicopter 5000m away [meaning- out of range of Shilka/Vulcan and out of range of manned AA rockets] can fire one rocket and the entire map is over. Did they REALLY win? It also kills the game to spam all the rockets, land at a city to rearm, take off, spam more rockets, killing any vehicle on the opposing side, making a huge mess. That's why I don't USE the combat helicopters, I hate harming gameplay...
  6. ModaFlanker

    Warfare Updated! v1.5

    I STRONGLY second that Hellfires/Vikhr's should be removed. Ruins the game a lot to be 5000m away and lockon, fire, lockon, fire, etc and then rearm at a supply depot and repeat.
  7. ModaFlanker

    Warfare v1.0

    I think you're in the wrong thread? This isnt about the COOP game "Domination!". It's about the new mission that came with Patch 1.14.... Warfare 1.0. There is the Domination! thread somewhere in "User Missions" forum I believe... this is Official Missions. Here is the correct thread for you; http://www.flashpoint1985.com/cgi-bin....;st=180
  8. ModaFlanker

    Warfare v1.0

    I hope the developers have the stamina to read through this thread. I cringe at adding even more data here, but I have this list I wrote down a couple days ago about the bugs or problems I encountered as I was playing. First off, I had a "Discuss" idea... should it be possible to have AI soldiers spawn in a city if the supply is brought up to maximum, who will attempt to enter any defensive structures built at the smaller camp/capture points around the city? What does everyone think? Is this a great idea for towns that we've controlled long enough to reinforce, or is that just too much AI? Remember, I'm saying this would only happen for towns that we bring up to maximum supply, and not for towns we've just snatched from the enemy [so no "free" AI to cause chaos if you sneak into a rearward town and capture camps]. Now on to the bugs/problems: 1) I mentioned a "FREEZE" problem where you cant hit ESC, cant move the mouse, cant open server list, but you can open chat, open player list, and change the channel. I FOUND HOW TO REPLICATE THE BUG! I don't know if this is a Warfare bug or ArmA bug yet... need to test this on a different map, which I haven't yet. To bug this way, you need to die while you are at the map making a mark where it is waiting for you to type in text to label that mark. Quickest way to do it: use a satchel. Set it to 30 seconds. Before it blows, go to map and make a mark but don't label it yet. Die, and you wont be able to use the mouse or hit esc, etc... but thankfully Alt-F4 will get you out and back into Windows. 2) In the "Command Teams" interface for the Commander giving orders to the soldiers, I notice I sometimes have to repeatedly click to actually highlight soldier #1 through #16. It does not always register... so sometimes I'm click-click-click-CLICK-CLICK-CLICK until it highlights. Mildly frustrating. 3) [This may be complicated to implement so ignore this if there is no easy way to do this] Is it possible for when a slot is run by AI because there is no online human player in that slot, that when we select them to use foot soldiers to capture cities that they have some kind of transportation between cities? They take forever to run across the map and are quite ineffective. 4) These AI players need to immediately respawn back at HQ when ordered to change to a different unit [or, add an option to force them to respawn]. Otherwise if they are on foot they will take forever running across the map and only get the new unit after finally dying. Even with this, some seem unable to process the order correctly. I had ordered all AI to use BRDMs, but one persisted in going off on foot. I drove out to him and terminated him for being a traitor to force him to respawn back in a BRDM, but guess what? on foot again, still wanting to run across to the other side of the island. Maybe caused by its other half not dying yet? [i notice BRDM means AI will order up 1 machine gun and 1 AT BRDM and will go out in a pair]. 5) We are having serious problems with AI driving [which is an ArmA problem not Warfare problem]. I do notice a mechanism already present in Warfare that destroys vehicles that sit for too long, but some AI supply trucks or salvage trucks stuck in a city (ie: in a fenced area) and not moving at all are NOT despawning. The game needs to more accurately detect when an AI vehicle seems stuck in a loop without completing its mission and force a respawn on it. Otherwise supply can come to a screeching halt, which new players won't really understand how to fix.
  9. ModaFlanker

    Warfare v1.0

    Yes, it would be nice to select indirect or direct fire, so that maybe with always being on indirect they will fire upwards. I've also lost artillery pieces because I was trying to hide them in a depression in the ground-- and sometimes they would fire and hit the slope, wiping out a portion of my battery. I said that artillery does not run out of ammo even though they say "Out of Ammo", but I think I am noticing that maybe it is that they say "Out of Ammo" too early, but then actually do run out later on. Maybe this is what is happening? I noticed that my earlier built artillery ran out first before the later built ones. I've only been able to reload arty by getting in the piece myself and arming it with an ammo truck parked nearby. It loads up 30 shells. ---------------------------------------- TO ADD TO THE "DOES AI MAN STUFF AT HQ" DISCUSSION: Yes, there IS a complement of AI that spawns at HQ that will run to anything you place at HQ. They either defend it on foot or run into your piece within a few minutes after you have created it. So, you can most definitely use them without using your own AI. There does seem to be a limit, so if you are going to built a LOT of structures then you'd probably then have to add your own AI. Alternatively, as Commander you can also pick an AI slot [if they are not all filled with humans] and tell them to "Defend Base" and they will man stuff with more than enough soldiers.
  10. Let's face it-- every coder has to struggle with AI. We'll all probably have to live with AI getting stuck if they go off the road. There is one part of ArmA that is essential to a lot of missions, and that is the AI's ability to drive on roads. I was hoping 1.14 would help with the bridge problem. Definitely improved-- vehicles do not head straight for the water [they still do sometimes, but only after bridge is majorly jammed]. The worst place is the eastern bridge of Dolores. When two vehicles cross from opposite sides at the same time, they tend to get jammed as their evasive move makes them wedge into the sides and end up permanently sealing off the bridge. We should have bridges that are clearly two lanes, so when AI cross it from opposite sides they do not need to evade each other. There should also be some maneuvering room for when vehicles meet at the edges of bridges [example: it is very tight on the western side of the eastern Dolores bridge, leading to traffic jams]. Maybe this cannot be done for ArmA if changing bridges [making a new map with altered bridges for Sahrani North and South in a new patch] might break a lot of user generated missions and therefore be considered undesirable... but this should DEFINITELY be taken into consideration at least for ArmA II!!! This problem severely hampered Karrillion's RTS-4 maps, and now that we are getting into Warfare 1.0 we are seeing the exact same problem. It is ESSENTIAL to those maps that the AI drivers are able to do their jobs. If unable to change what is established in ArmA, how about a new "Warfare friendly" map where the roads encourage steady AI driving usage, so that people can select that map over the current South Sahrani one?
  11. ModaFlanker

    Need two lane bridges, not one for sake of AI

    I realize that overall I just want this AI problem fixed one way or the other... bridges or not. It's a little distressing to realize that bridges aside, I sometimes find trucks stuck in the walled portions of a city, forever sitting there. They ran into something on the road, tried to compensate by driving into some cramped areas, then freeze into full claustrophobia [because if that was MY AI driver and I told him to try moving again, "NEGATIVE" is the response]. I would love a fix for ArmA... but at the very least this MUST be corrected by ArmA II's release as a lot of really fun gameplay modes are reliant upon a functioning supply network.
  12. ModaFlanker

    Need two lane bridges, not one for sake of AI

    If not changed bridges then a change in the way AI views roads, so that it NEVER reacts to an AI driver in the next lane and sticks to its own "side".
  13. ModaFlanker

    Warfare v1.0

    In the RTS-4 maps by Karrillion you can control up to 30 AI. In Warfare, I have never been able to go above 13. [sometimes its capped at 12 for me]. Maybe if I'm buying soldiers too fast it lets me get that 13th soldier? Definitely an AI limit in Warfare...
  14. ModaFlanker

    RTS-4 ArmA Released

    The new Warfare map is sort of similar to RTS here, the difference being there are no resources [other than Supply]. I really, really was hoping for better AI in 1.14, but that eastern bridge of Dolores is MURDER. They don't go into the water as much but once some vehicles get jammed on the bridge the rest are hanging around confused. The maps shouldve had two lane bridges where the AI will always take the right hand crossing. Seems too hard to code AI for single lane bridges....
  15. ModaFlanker

    Warfare v1.0

    excellent idea!! Maybe a simple mark on the map of enemy arty locations so that players know where to attack. It takes time, work and money to setup an artillery brigade. I don't think it should be so easily lost after firing for the first time. There should be plenty of error as to the exact location. If using such a system, this is what the US uses for counter-artillery: Wikipedia Link: http://en.wikipedia.org/wiki/Radar_MASINT Quote: "Counterartillery Radar Three US radar systems exist for detecting hostile artillery fire and backtracking to its source, serving the dual requirements of warning of incoming fires and counterattacking the firer. While they are intended to be used in three tiers against artillery of different ranges, there can be a problem of having a threat of an unexpected type fired into an area covered by the wrong tier. Proper site selection and preparation is necessary for all types[6]."
  16. ModaFlanker

    Warfare v1.0

    It is great to hear from one of the developers! I hope you'll always feel welcome in here and not be driven away by those who don't really understand how complicated coding something perfect can be. It means a lot to a player thoroughly enjoying a mission that everytime they keep running into something that hurts the gameplay that there is progress in getting that changed for the better by the developers. Here's to a great developer/gamer relationship! ------------------------------------------ To: Whisper You were right about #8 in my post on the 2nd page. I've edited it to reflect that.. was not a bug. Someone was capping supply depot while I was in town and I got confused.
  17. ModaFlanker

    Warfare v1.0

    Having AI is about building your own army and moving with it. You don't have to sit and send in waves, you can build up a tank force, or infantry force or whatever and lead it personally into battle. I enjoy the game because it is fast paced, there is always something to do... where I can play for hours. If you can create a game better than this please do so... if you can't, then maybe you just don't understand how difficult it can be, especially in crafting good AI. I've seen too many good programmers struggle with this to think this is something so easy to do. At least maybe this game will pull a lot of people away from Evo and into Warfare instead... so instead of just Player vs AI it now becomes Player/Ai vs Player/Ai. That's definitely better.
  18. ModaFlanker

    AI in Warfare?

    Just tried hosting my own server on LAN with 32 players-- so that I'm the only human player and the rest is AI. Try it and see... AI does have serious problems. Bridges like the eastern bridge at Dolores are a pain... when 2 meet headon on that bridge they end up blocking each other. I ordered a supply truck and sent him to a town's supply depot... supplied that town but he then got himself inside a fenced in area and kept going "NEGATIVE" when I told him to move on to the next place. I ran over to investigate and there was an opening right in front of him, but since he was inside the fenced portion he didnt want to move at all. I shot him for treason due to incredible stupidity and did the supply run myself. As commander I found the best unit to tell my units to use (for SLA) are the BRDM. Each AI tends to hire 2 BRDMs-- the MG and the AT, and then they travel as a pair. They did a pretty damn good job... since they are wheeled vehicles they tend to try to stick on the road and they dont get stuck as much. They did a nice job of circling the supply depot in each town [when set to capture towns], capturing it and moving on. Sometimes they'd get stuck however and I'd send them an arty barrage to erase their genes from the genetic pool. The BMP or T72 would often try to make cross country treks up steep mountains... taking forever. When I tried UAZ attack squads they messed each up on the bridges (way too many uaz running into each other). Might as well have the soldiers go on foot....
  19. ModaFlanker

    Warfare v1.0

    First off, I would like to THANK whoever created this mission!! The closest I've had to this game experience in ArmA are the RTS-4 maps by Karrillion, which unfortunately didn't get played too often. Warfare is a LOT of fun, and definitely a gem! As it is 1.0, it definitely needs some polishing to bring out the best light it has to offer. There is an ArmA bug that plagues some missions [ie: I've seen this happen too much with Sahrani Life]. This bug has to do when people are joining the server; if for some reason the join is very slow or lagged, the entire game lags for everyone until the person successfully connects, then everything starts to catch up again. Sahrani Life was able to adjust a bit in successive versions to compensate for this problem, this map may need to tweak itself too? The join lag can be devastating to some servers. Only the fastest have been able to keep this lag to hiccup level. Issues/Bugs: 1] People who join after a game has started do not see the main bunkers in cities owned by their own side as actually theirs. [it shows up as a blue bunker, not green as it should]. As a consequence they also do not earn revenue for the player from the supply trucks going to those towns. This problem only resolves itself when the enemy actually takes over the town, allowing you to take it back and have it correctly register as that you own the main bunker. For towns deep in your rear that never get fought over, you get nothing at all. 2] Once had a problem where I was not getting any money for killing any soldiers (this was a game I joined late via JIP). Strange as I've had JIP work fine before in paying me for that. 3] Not sure if its an ArmA bug or mission bug but I and another person experienced a point in which we were frozen-- mouse didnt work, keyboard supposedly didnt work as ESC didnt work but we could open chat to talk with the / key, and the only way to fix it was to Alt-F4 the game (which worked). If I remember anything about when it happened to me, I was trying to talk and may have died while my chat was open. 4] Voting recycles too quickly; it can be hard to get an organized vote because if the vote you cast did not get the person elected, your vote gets switched back to the current commander. Sometimes we get stuck with 1/5 of the team voting one cycle, then another 1/5 the next cycle, and so on with people thinking they already voted. This is devastating especially when HQ is being shelled by artillery as AI does not change HQ to mobile and get it out of harms way. 5] Shelling HQ can be a strategic part of the game when there are competent commanders who know how to hightail the HQ to another location when it begins, but without them it can be a complete gamewrecker. You die at HQ, and then just as you respawn you die again at HQ. You wait, respawn and die yet again. This is an area of the game that definitely needs attention, to minimize the gamewrecking portion and to encourage strategic usage. 6] For the reason listed above, maybe there should be a timer for rebuilding a new HQ in a new location [away from the shelling] sometime after it is destroyed, if the enemy doesn't seem able to finish the remaining factories in a reasonable time? A team without a HQ is a lame duck, and if the enemy is constantly shelling the HQ trying to find and blow up the last factories [and failing] the team being blown up repeatedly can be so disgusted they leave the server. I was voted in commander once to resolve the artillery problem but since HQ was already blown I found myself utterly unable to do anything about the situation. Everyone was just milling about, waiting for it to just end. 7] Artillery pieces say they run out of ammo, but they do NOT. They continue to fire even when they report being out. Fix this bug. It encourages constant spamming of artillery rounds instead of careful judicious usage. 8] [edit] I thought there were strange capture spots in the city, but Whisper is right. Someone else was capping the supply depot when I saw these messages. NOT A BUG. Ideas/Suggestions for game: 1] Add a helicopter hitching script for Mi-17 and UH-60? Its usually added depth to any game... allowing rear enemy insertions that can suddenly turn the tables. They can carry any vehicle except the heavy tanks (m1a1 and t72). 2] Add options for us to fix a head bug, to change terrain detail, and change view distance. If there is a reason for keeping view distance short to cut down on spotters seeing the entire island from a single mountaintop, at least allow it to be further than the default 800 if that is possible. 3] The fact that Paraiso has one Jet hangar is starting to encourage maps in which BOTH sides drive their HQ up closer there in order to control it. Maybe another Jet hangar next to a flat road in the southern side of the island [for takeoff/landing] could compensate and encourage HQ's to gravitate to opposite ends of the island again? I like it when HQ's are at opposite ends of the island and waging big battles in the cities between them, instead of being perpetually locked into a struggle over the Paraiso airport.
  20. ModaFlanker

    ArmA Patch v1.14 Final Released!

    If using a Creative card, remove OpenAL with Add/Remove programs and install the latest oalinst.exe. You've probably already done that and a thousand other things, but mentioned this just in case. File is at: http://developer.creative.com/article....&aid=46
  21. ModaFlanker

    Arma feedback thread - based on 1.12

    Bug-- Was playing singleplayer campaign and twice I encountered AI soldiers under my command being frozen in place while crouched. Both times, they had a pistol out so it MIGHT be triggered by running out of ammo [then they switch to pistol, then they are stuck?]. The soldiers WILL rotate and look around just fine... but if I try to tell them to move, to perform an action [including to get a new weapon or reload ammo], all they do is point in the direction they were supposed to go, but remain stuck in crouched position [kneeling, not prone]. Finally gave up trying to get them to rejoin my formation and left them behind. I didn't run into this problem with 1.11, but not sure if it is new to 1.12. I was playing the last missions where you clear out Bagango [and you are given control of about 10 soldiers].
  22. ModaFlanker

    Arma feedback thread - based on 1.11

    *** MORE Singleplayer Campaign bugs found *** I remember the first time I played, they played the part where the news crew was covering the SLA attack. This did not play during 1.11. This is on the Paraiso defense mission (from the amphibious attack by SLA after suffering a defeat at Somato). Secondly, the Paraiso defense mission will NOT complete. I get to the last part where we clear out their beachhead northeast of Paraiso, then the armored force is making its way up the road from Corazol and I am to stop it. Normally in 1.08, the Harriers suddenly appear which end the mission as they take out any enemy. In 1.11, ONLY the Helicopters show up. They destroy all BMPs, but then nothing else happens. I finally had to shoot down one of the AH-1z and repair it when it crashed, then flew around to see if there were more BMPs, but there were none to be found. What I DID find was the wreckage of a Harrier in the water in the northwest corner of North Sahrani, near the island. It appears the Harrier part of the mission BREAKS in 1.11 and they never show up. I then loaded up 1.08 and replayed the mission, and this time the Harriers showed up, ending the mission successfully.
  23. ModaFlanker

    Arma feedback thread - based on 1.11

    *SINGLE PLAYER CAMPAIGN BUG FOUND* Not sure if this was in previous versions. I decided to play the Single Player Campaign again in 1.11 beta... When the SLA have taken Corazol and then Ortego, there is a side mission on the Dolores mission to go to Geraldo and AMBUSH the convoy. Oddly enough, sometimes the convoy chooses NOT to go through Geraldo to the camp, but goes through Ortego instead, and approaches the camp from the west. This means the spotter also never gets to say, "Everything is all set, the convoy is on its way" either since it doesn't see the convoy. I kept repeating this, and SOMETIMES they go through Geraldo, but a lot of times they go through Ortego. Secondly, the "Reinforcements" turns out to be a lone T-72 manned by... BLUFOR soldiers! So it shows up as green, and it BLOWS away the convoy when they reach their destination, and when I destroy the convoy it does not come in to check out why the convoy was destroyed. I went and blew up the T-72, where I saw the BLUFOR soldiers fall out dead, and when I completed the mission it said I murdered 3 friendly soldiers.
  24. ModaFlanker

    ArmA Patch v1.12 Final Released!

    Theres a new internet fad going around called, "Rickrolled". In which you are told there's a link to an AWESOME youtube video... But you are linked to a video of Rick Astley's video instead. APRIL FOOLS! That is why there is no Youtube of 1.12. Thank GOD 1.12 isn't out because unfortunately there are still many 1.11 bugs to squash first.
  25. ModaFlanker

    Sahrani Life

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