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rubberkite

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Everything posted by rubberkite

  1. rubberkite

    WARFARE BE2 *Rubber Ed*

    Nice to hear that u like the progression :) here is 15.14 if u want to try download mediafire the best deal is to use ASR_AI and the TnT3 Addon package information: here (warfare RE forum) I didn't published 15.13 so here changelogs with .14 & .13 together:
  2. rubberkite

    WARFARE BE2 *Rubber Ed*

    Another step closer to Final Build 16 it's not final but should work fine... download: http://www.mediafire.com/?1wudb0c0b6mb0yy Build 15.12 - 21 Feb 2013 IMPROVEMENTS: - Team Marker color based on class ( zoom out the map to see the legend ) - Damage reduction coef tweaked new value: 30% Helicopters 20% Plane 20% Cars 8% Tanks - GUI Menu TEAM now shows player class and funds (compared to 15.11 now refresh when u click transfer button) - Rank system complete with audio hint and rewards (each rank +1 Group Size +5% bounty coef ratio) PRIVATE 0 Pts CORPORAL 10 Pts SERGEANT 30 Pts LIEUTENANT 50 Pts CAPITAIN 75 Pts MAJOR 100 Pts COLONEL 200 Pts GENERAL 300 Pts - Intro sound - All new added sounds are now less loud compared to fist test 15.11 - Init_Client.sqf now has 1 sec delay ( this could improve Join In Progress Process and avoid some issues ) - Reworked Side slots: 1-8 BAF/RUS 9-16 US/TKA - Minor correction to BARRACKS UNITS (Upgrade tree and prices) - Timeout increased for fire missions from 200sec to 5 minutes ECONOMY: The Economy System is reworked in order to fit with UPGRADE costs without slow down too much the action -Strong point reward increased to 5000$, and now all unit 150m around will get the reward ( unit inside 25m will get reward + score ) -AMBULANCE, ENGINEER TRUCK,SUPPLY TRUCK price lowered -ALL Light factory unit price -5% -TORM1 and RAPIER price lowered -ALL AIRPORT UNIT price -5% -Commander bonus money on town capture increased -GUERRILLA UNIT PRICE increased (this will give better bounty reward) EXTRAS: -MANDO MISSILE SYSTEM complete REWORKED! All guided missile tweaked with new settings, Surface to Air missiles are "ALL" more effective against planes AA pod, Avengers and M6 Linebreakers are more dangerous (more range more top speed more accelleration) TUNGUSKA is just a bit more dangerous (was already good against planes) (more range more top speed) RAPIER / TORM1 now are 1:1 Balanced and much more dangerous! (10000m range more top speed/accelleration ) AG missiles now lock from closer distance (3500m) but lock a bit fast and missiles are faster AA missiles are now more fast and effective, (Aim9 improved a lot ) SEAD missiles are now aligned to the RAPIER/TORM1 RANGE ( u need to be a very good pilot to destroy Radar emitting sources ) NOTE: The MMA update is nice for both pilot and (fly haters) cause there is more challenge now to avoid all missiles, and for ground forces is more easy to fight against planes. AA pods / Avengers / Linebreakers are much effective against Helicopters, but now are really dangerous also for airplanes, the TUNGUSKA / TORM1 / RAPIER are very powerful against planes so instead of complain please build a good SAM defence because control of the air is part of Warfare RE
  3. rubberkite

    WARFARE BE2 *Rubber Ed*

    I am doing the final retouch I was speaking in teamspeak with Spanishsurfer and it's always easier to comunicate in direct way SpanisSurfer and UX group are important feedback for me, but feedback must be released before several try, first impressions are not good for a development cause u can change quick things basing of a single episode experience and damage some other dynamics. Is not possible to make all players happy this is the problem of arma fragmentation so on my project I try to make myself happy first, explain the reason of changes and extend the number of players cause they start to know and like the features, not to give all to all to make happy people that want an easy game. As I told on teamspeak after 6 years on arma I need something more hard to play where I need to use all the available tools to win, playing less a kamikaze rush to the town, and think more about what I am doing, what my teammates are doing what's my side strategy A coop without respawn is immersive and force to play with a lot of cautions is not possible to play a large scale in similar way or game will least months, what I am trying to find is the right mix between Immersion and big scale war, the reason why I love the 16 is why I founded a well balanced way to play. People is just complaining about the price of upgrade, but still want to use the best equipment available without understand that learn how to use the cheapest one means save money. The reason why I love 16 is why nothing is precluded u can do all but you have to plan when and earn first... not just all now and if somebody remove something complaining without test the result, just because u miss your preferred rifle ... I wonder how much is the mid age of the RE players... 016 is the RE as I always planned (dreamed) Upgrade tree was not on 14 cause of time, I had to completely rework the upgrade system to adapt to my mission goals -Ranking -Respawn progressive penalty system -Upgrades -Wider and more tactical layout ( the old is still there there are 6 custom towns layout with different sizes) -Remote commander construction interface Upgrade price are aligned to the game progress, do that cheaper means remove the sense of upgrade. I don't want to make happy people that want to play a game that is completely different to my goals If u want a shorter game select less town to win, select a smaller layout, start with more money or supply or set a TIMEOUT yes is possible in my edition to say ok it's monday tomorrow I have to work I want to play max 2 hours starting at 9 to 11 set timeout to 2h after two hours the mission ends and who collected more supply will win try the berserk layout is nice only 4 town 2 outside 2 in the middle who takes 3 win super PVP shorter game So feedback is upgrade too expensive, parameters removed my answer is Upgrade need to be a bit hard to get or they doesn't make sense Upgrades make the starting slower and force the people to think about town conquest instead of base hunting cause u need money to improve your weapons/vehicle, and u can't attack a base without a better equipment Upgrades becomes cheaper during the game lenght due to city reward, SP reward, Supply/Money over time, if u got 3 town 100 - 70 - 80 SV u got 250 sv min 10 min = 2500 SV this means that u need only 10 minute to upgrade HF from level 0 to level 3 and u save also 100SV Upgrades cost money 1 Force the people to do something useful for the faction not you join the game ask money build vehicles and quit if they die two times from more smart enemy, to make happy this kind of players I should make unhappy me first and a lot of other people that wants to teamplay and be useful for the faction! let's do same example with 100 70 80 town u earn money from SP capture, money from town capture commander earns also a bonus reward with supply truck u can raise the value to the max and earn money for each delivery 100xsv value fro 50 to 100 is 5k+6k+7k+8k+9k+10k = 47k, 100 sv town on capture give 20k reward for each player if u capture in 6 = 120k if u capture the sp in 5 is 15k with salvage truck u can earn 50% money back from vehicles wreck, I want that people do that cause wreck in my edition least 25 minute and I need a player garbage collectors that earns money from that, I have people that just play as support doing Supply column and salvage the battlefield wreck and giving some fund to the commander, who is complaining about vehicle prices is usually over extending on the battlefield playing alone vs AI or just dieing against humans far from his side without the chance to respawn closer or salvage his vehicle wreck. I want that a team that is good in logistic organization has a real advantage against one that is just buying vehicles lost and buy new ones, playing individual instead of teamplay tactics / strategy / support. I have this on build 016 I am happy About hard to play and n. of players, about "promotions" Dayz when u die u lost all your equipment you respawn far from your group but if u count the RE players and Dayz players there is a huge difference So an harder gameplay doesn't mean less players I want to do a good documentation to help people to know the mission dynamics, I will not put zombies for now hehehe ABOUT the feedback: I will not make the upgrade cheaper and I will not put a parameter to choose the coef I will: -lower supply truck price to 10k instead of 13k+ -raise SP capture reward from 3k to 5k, strong points are important 5k is a good reward -and also I will change the radius to 500m around SP for reward ( all players within 500m will earn 5000$ when a SP is captured cause also people around give their contribute to safe the area (teamwork)) again let's make example with 100SV town attacked by 10 players 2 SP 10.000$ x 10 = 100.000$ City reward 20.000$ x 10 = 200.000$ Commander bonus: 20.000$ ( I will raise a bit also this ) Supply route: 17.000$ (30k to buy 3 Supply truck) 1 If u die less than u kill u will earn instead of loose money directly from the bounty: 2 Then u can salvage wrecks or unlock... 1&2 can be positive or negative value depends on skills teamplay and logistic organization 10 people attacking town means around 15 minutes this means that your side will get 337.000$ in 15 minutes then starts to earn money and supply per minute and the supply truck can be used for second town. Gear/Barracks update L1 500 SV 35.000$ L2 600 SV 40.000$ L3 700 SV 45.000$ 15minutes to capture 5 minute to raise 100SV = 20 minute 5 minute to get 500, 6 minute to get 600 7 minute to get 700 ( this only with 1 town 100SV) means that u can get the full gear after approx 38minutes with only the one town. using only a part of money 120.000$ from 337k This is an example it's clear that this can by different, but for sure is skill related and u don't need to wait gear/barracks 3 to play u can have fun with gear 0 then gear 1 then choose if u want LF1 or move the base or whatever Another important things this will penalize who will move the base on the middle cause it will take 10 minutes only to move the mhq when who is attacking the closest town will star to get better upgrades sooner with money per minute and sv per minute earlier. I love build 16 I feel that I reach my starting goal after 2 years!! all other upgrades are faster cause with more town u get more money and more SV x minute GossamersS edition for example force u to capture 8 town before building AF, here u can do with 3/4 maxxed out with teamwork A final remark, u posted a feedback where u was sure that parameters are removed when that is not true when u post a feedback don't do it without be sure take more time think about and after that post whatever u want but please please please don't post feedback without analyze the changes in deep, don't be just instinctive check it first cause all my changes are motivated and can be tweaked for sure but there is a goal behind... Cheers!! Spend too many time to post, build 016 delays hehehe
  4. rubberkite

    WARFARE BE2 *Rubber Ed*

    I am not offended from SpanishSurfer opinion, just sad that one that know RE doesn't understand the GREAT improvement that 15.09 has compared to 15 I can't understand how is possible that ArmA players that should not be Mainstream gamers, demand a mainstream Warfare Arcade style quick respawn easy economy easy to play alone vs ineffective AI and deprecate something more challenging and immersive. I need a lot of effort and time to do documentation and if nobody like I will keep it for myself without release it anymore so I don't have to do full time job on documentation. And spend my precious time to explain the reason and why I am talking about improvements... I founded really few people that share my same point of view about the game after years, maybe is time to unistall and stop wasting energy there.
  5. rubberkite

    WARFARE BE2 *Rubber Ed*

    This kind of post just kill my motivation, I already received a feedback from Wiston and I replied to him that I will explain the reasons why I love build 15.09 compared to 15 I will do it asap on warfare RE forum. Now the reasons why u don't like it ... can be two: 1 U Don't know the reason under 15.09 changes 2 U Dislike the goal that 15.09 meets RE take the name from warfare but it's a complete different game mode, based on its rules, that rewards the right strategy, teamplay, and skills. RE is intentionally limiting the number of Vehicles/Weapons/Fortifications to don't be too similar to a RTS with just unit spam to outnumber opponents. RE try to be more similar to a real battlefield without "unlimited resources". This both keep server/client fps good, and allow to play with more VD, plus give value to all objective that u reach during the game. Give the right value to players deaths, weapons, vehicles. Introduce with the new layout more team logistic and strategy to move around the map with only 1 town more than before and finally all game are different you can choose different path the previous layout is still present is more PVP and less WARFARE but u can easy select it from paramters list. The 15.09 that I sent to you is League 2013 preview and parameter are tailored for that, but there are still present all parameters u can play without upgrades (like build 15) u can play with the build 15/14 Layout... and you can set your starting money/supply and also vehicle prices as u prefer. I can't understand your feedback why you are reporting things that are not happening in build 15.09, u can play with same settings as Build 015 Supply truck delivers 10 SV instead of 5 and cost 2x I did that due to AI drivers that stuck with big column or just inside towns, To use less server resources less PLAYERS GROUP SLOTS and PLAYER TIME and have almost the same results. UPGRADE TREE force people to do teamplay and to use less advanced stuff with old system after 1st town all team was maxed out with equipment ai units and vehicels... sorry I love the new progression it also introduce strategy decision during the game.. what to develop and when. So players now instead of just spam vehicles they have to help commander to get the upgrades fast. RE Build 016 now needs more skills than before (specially on the beginning) and a good teamplay strategy, and is penalizing if u die too often. Avoiding people that spawn just for rearm or never ending fights in a close quarter this give a real feel.. and it's "FASTER" than previous edition where u can fight for ours in same town just running from SP to SP... in BUILD 16 with the respawn timer that increase when u die within 3 minute fro last death, this will not happen and who play smart will win using less time compared than build 15.00. So to answer to your statement that new mission is a lot SLOWER: It's completely the opposite :) If two teams are balanced game will least a lot like for build 015 = SAME LENGHT When one team play better than other game will least less due to the higher unbalance created during the game progress (player ranks/funds/technologies) = SHORTER build 016 will be a jewel a polished diamond! After all will be explained and clear you will have two option, play with RE parameters or just tweak a bit or play completly with custom parameters, in this case I will do for you a tailored version with exaclty what u prefer and I will rename it URBAN XTREME EDITION cause is not my mission if played with 10 second respawn or base patrols or big group squad AI player, no death penalty, cheaper prices etc. Changing parameters means play a different mission different from the concept that I love, and give me motivation to work on it. More about build 016 I will be happy if people will understand its value, if people will understand that joining a server with build 016 means to do massive teamwork instead of play a MMORPG alone in the battlefield. If people will take care about their alter ego life to limit the respawn timer and to earn promotions... I don't have diplomacy I am sorry if those words can sound hard but I am tired of people that doesn't report feedback just cry because mission is more hard and similar to a real battlefield and I am doing that cause a love to play warfare not as kamikaze rush race vs ai towns... In the past I give too much weight to feedback of crying baby I decided to do in my way now cause it's my mission. But sure I am happy if somebody like and play it, I am also happy if people like only part of it and prefer to play with different parameters but I ask to change the name and I offer to do that for your team so u will use the parameters that u prefer on your server and your edition not mine. I ask only to read the complete description of BUILD 016 features and after played a bit also some LEAGUE game u will tell me if u want or not the custom mission. JOIN RE If you play online to improve yourself do teamwork and learn from errors, without ask for something easier just see something a bit harder as a challenge as a reason to do better to improve. I was expecting you happy for TGW stuff and Thermal view on TNT3 pack... instead of you complain about missing parameter that are still there...
  6. rubberkite

    WARFARE BE2 *Rubber Ed*

    build 15.09 is stabe and can be used before 16 will be released with some GUI improvement here the link: http://www.mediafire.com/?vfpqo7dyt34aldz changelog: NEW SPECIAL GAMEPLAY FEATURES: - *MHQ TECHNICAL repair vehicle added on city depot, LF repair truck doesn't repair HQ anymore (the one from airsupport is still able to repair) - Construction Interface can be used from remote location by commander - RANK SYSTEM corporal to General (more bounty reward and group size) - New Upgrade system Barracks/Gear - Light Vehicles - Heavy Vehicles - Air Vehicles - All upgrades tree verified and tested and balanced - TnT Anti Kamikaze Respawn system - New league Layout 2013, the old one is still present new one is less AAS and more "Warfare" CHANGES: - Field repair and Accurate repair tweaked hint and repair % - Low gear speed slighty increased - Capture bar tweaked (GUI) - Respawn in Mobile respawn always inside (this avoid to stuck in rocks or buildings) - Removed color from gear GUI icons - Improved JIP script - Improved Accurate repair action with Hints - Tweaked Spec Ops lockpick skill - Is now possible to airlift landvehicles wreck (except MHQ enemy wreck) - -3 point Death Penalty - Better score rewards for SP and city capture - Tweaked and improved Mando Javelin / Nlaw - HE ammo added to MAAWS and RPG7 on Barracks/GEAR level 3 - Removed some US Weapons to REDFOR I leaved only SMAAW and M107 cause no level2 AT or l3 snipe to balance BLUEFOR weapon - Unit and ammo price revisited and tweaked - Incoming and Town reward improved + fixed the value on side message that was different. - Town supply max value Tweaked - Imarat changed to Medium Town Tank 80SV due to it's strategical position. PARAMETERS: - MHQ deploy min distance between the City depot is now 1000m - Artillery is now possible to use also with Tactical GUI interface ( Timeout firemission increased to avoid spam ) - Thermal view is now avaiable in vehicles ( best use with TGW Vehicle fixes to be balanced ) - No Soldiers to buy in City depot only vehicle to avoid spamming when under attack - UPGRADE now default ON with new simplified SYSTEM - Peace time default 1200 sec. - AI group size 5 TNT default Enjoy :)
  7. rubberkite

    WARFARE BE2 *Rubber Ed*

    What spanish is trying to explain to you is that also non human AI can be controlled by High Command and there is also a GUI inside the game where u can give AI the order, it's better if u play with AI Groups, vs AI commander that u change the parameter for town capture and u set that camp are not needed so also AI commander on other side can advance and capture towns, AI stuck is not warfare bug, is arma in warfare u can disband all stucked group and respawn in other position there are a lot of things to do as Commander. I don't use AI squad, but when in the past I was using I was tring to give them more order, control if stuck and respawn and don't leave them do alone to have the best result Cheers!
  8. rubberkite

    WARFARE BE2 *Rubber Ed*

    Thanks a lot, next build 16 is not so far and there are also nice changes inside!
  9. rubberkite

    WARFARE BE2 *Rubber Ed*

    Hi sorry for delay in answer I am busy with the LEAGUE Supply truck can be reloaded also with service point, sure if u follow the truck u can find something ... ;) The build 016 for the 2013 tournament will have more feature and will be more real and immersive as never before
  10. rubberkite

    Why warfare fails as a game mode

    That will improve the things...
  11. rubberkite

    Why warfare fails as a game mode

    u wrote: Mando missile is an excellent mod,i hope that engine will be improved to avoid scripts degradation when lag starts ! if lag start u will not able to hit tanks also with your arma2 vanilla at launcher if lag start u will not able to hit soldier from distance or u will see them die with delay if lag start game becomes unplayable put a number of AI that generate a big lag makes the game uplayable that is "senseless" we don't need 4000 AI with the mapsize that we have to have fun and immersion. I want that is clear for all that MANDO is not affecting the server lag that MANDO only starts when u use a guided missile system or u board a vehicle that use mando suite Benny FSM are great they allow the use of lot of AI before reaching the "LIMIT" but there is still need to find the compromise TO KEEP THE GAME Playable every server should find its best settings. I never said without AI, I talk about compromise between playable and uplayable, smooth or laggy if u notice that mission becomes uplayable u need to remove something, I guess HC / delegation will helps a bit but will be not a MIRACLE. If people prefer to play with lag but with more AI up to them we are free I prefer to limit the AI to keep the gameplay smooth. does it make sense for you?
  12. rubberkite

    Why warfare fails as a game mode

    ArmA is Like it is Comunity is like it is like it, play it, find your server, find the compromise dislike it don't play it, don't blame the others categories all together in a row I hope that Addons will be integrated on ArmA3 this will help fragmentation of comunity, just click on server, this mission need that, click for download and play. But your post is not completely wrong :cool:
  13. rubberkite

    Why warfare fails as a game mode

    I will send the password to join - spanishsurfer (despite is nick) is also playing from US I guess ;) Basehunting is still a part of the game that you should deal with but is more real, and is not the goal to win the mission, the goal is territory conquest, the reason why we are fighting on the map I can have great teamplay capture 9 town u have 1 and destroy the base and u win, this is still possible cause I keep the other gamemode victory condition, all of them (annithilation supremacy etc.) but I prefer my own for sure we are different :) In my mission u can loose the base and win the game, u can have more base and loose the game, but u can't win the game if u have less territory. In my mission there is no easy respawn, u have to build Mash tent(12minute) or use ambulance, enemy can destroy the respawn, if the ambush come from the forest u don't have to risk all unit u can use mortars or elicopters rockets... About script degrade lag etc. There is a big compromise between the number of AI/Players/VEHICLES if you count 32 players with 10 ai each + x town active at same time and patrol, and base patrol, etc. all the system will collapse. I play with -showscripterrors all the time and also after 5 hours of play there is nothing, MMA is working fine, and is working only (ON CLIENT) when he use a weapon/vehicle that uses MMA, this u know cause u did good tutorials. I always check client rpt and server rpt periodically With territorial link u can't just attack a town that is not linked to your owned town, this is also real u can do ambush to enemy supply truck route u can slow down enemy capture but u can't own the town if is not linked to your front line of war. With expensive vehicles u can't spawn hundred, I've also limited the AI that players can recuit linked to the class type of your soldiers, medic enginer sniper less, commander,team leaders more... When u respawn u pay your loadout, loadout is expensive. I u waste your money then u can't buy Vehicles.. That's my Idea, i prefer less things on map that works smooth instead of a lot with lag and super slow server FPS script faults and degrade over time... I am not responsible (like BENNY or GossamerSolid) if server admin set the parameters as he like, and the game will run in completely different way... In my mission, with default parameters u need a TEAM, a strategy, and u need to fight hard PvP if u want to win, there is no workaround... Mission is stable played and tested for a lot of months and doesn't need too much Server power. (for sure more u have better it runs) More ai, more money, more things u add by parameters more resource you will use, and if server goes too low on FPS the game doesn't run smooth anymore. and this rule is the same for all missions/gamemode.... in warfare it's just really easy to REACH OVERLOAD LIMIT due to his potential :)
  14. rubberkite

    Why warfare fails as a game mode

    After 4 years of development I am close to reach the goal, and have the Warfare RE as I always dreamed. The title of this topic, like some one already reported should be changed in Why I don't like Warfare, Warfare gamemode is played with is variants in many server by many players since many years User made content created by talented dev and with lot of passion simply are the reason why me (maybe we) still playing arma. ABOUT REALISM: Many of you doesn't like MANDO suite, when for my point of view is mandatory, using this in warfare means bring realism to ALL guided missiles starting from the NLAW METIS JAVELIN to the Maverick - kh-29 Kedge - AIM9 Sidewinders etc. ( ... SAM ... TorM1 ... Rapier ... etc. ) I really don't understand how is possible to use a FULL ARCADE weapons system in a game that is defined as military simulator That's the ArmA fail for me! and the reason why I am worried about ArmA3, (Mandoble is not working on arma anymore) ABOUT ECONOMY: Prices are the easiest thing that can be changed in warfare, and set them high give more value to vehicles and also make the game runs smooth limiting the number of unit during the play time ( if it's expensive u have to take care of it ) ABOUT SIZE of MAP: In my edition there are several layout options starting from a 4 town mode that I called it BERSERK where u fight only on the middle of the map 4 towns close to each others like 1 big town with 4 sectors. One that is a mix between AAS and Warfare with 8 town in a ROW linked each other with territorial system that's mean u have to take one by one. there is a bigger mix with a 16 town layout that we used for last edition of WFTournament, and there is a new one that is more strategical with 17 towns that take place in all map but still linked by TERRITORIAL option this force the side to create a FRONTLINE of war, not just attack random town... and also town need to be maxed up with supply truck route. Also in BE there are many layout with different amount of town and also in BE is possible to play with TERRITORIAL link this is another really important setting for my point of view. ABOUT BASE HUNTING: The idea that I had and now is 100% working: The reason u are fighting is to conquest and hold the territory (Towns) the base is a tool, so now is possible to repair MHQ with a Tech vehicle that u can buy in all city depot, is possible to build a lot of base fortifications and building are 12x more strong than default (1AT shot to destroy a building looks unreal to me) This means that to destroy a well defended base u need to spend a lot of time and if meanwhile you are loosing territory enemy will have enough money and supply to repair and build more bases, this make base hunting a loosing strategy and, you attack the base only if is close to towns or only if you spot during your advance. ( This is also linked to the ECONOMY cause u need money to buy stuff this mean territory) next build 016 with new gameplay features will complete the idea. ABOUT BALANCING balancing the mission 1 to 1 would means use the same units/weapons/vehicles with different colors that is not nice for my point of view I prefer and I worked a lot on cross balancing the sides using upgrade tree, economy and unit features Changing side means changing strategy to take advantage of your side units and vehicles. @ICEMAN77 I would like if u join us next sunday during our friendly match against UX, the mission does it's best when is played with two well coordinated team I don't want and I don't need to promote my edition, I described how it works as example of what is possible to do with warfare. This post is for remark that Warfare is a gamemode that can be really different from server to server, according to the parameters and the players and (of course) the Base Mission used, and lot of players are enjoying them. I don't play what I don't like but I never feel to have the right to say that is a fail or shit etc. cheers!
  15. rubberkite

    WARFARE BE2 *Rubber Ed*

    After completing the tournament edition, I will try to create a preset, with some tweaks for PUBLIC server, Teambalance script already exist for BE should be not too difficult to add, the only thing as I said before is the time :)
  16. rubberkite

    WARFARE BE2 *Rubber Ed*

    That's great mate, checking it now.. ready to add on the mission site and also in the first post of this thread Thank you. ---------- Post added at 12:48 ---------- Previous post was at 12:05 ---------- SOME INFO if u want to update: Reward is easy to calc: SVx100 - town with 45 give 4500 with 75 7500 with 110 11000 Supply truck from a higher supply value town (current value not the max) can supply a lower value town without come back to HQ or Service Point. for example if u have 4 truck in Falar 80/80 u can drive to Feruz Abad and raise its value to 80, then u need to carry supply from service point or HQ to fullfill the value to 150 Important: More SV in town means more money and Supply ratio for minute, and also more occupation in case of enemy attack... a 150SV town with a value of 80 will spawn the n. of groups of a 80/80 town... I plan to write a very detailed manual when I complete the Build 16
  17. rubberkite

    WARFARE BE2 *Rubber Ed*

    Hi SpanishSurfer Benny is working on 074 with HC support, let's see how it will works, using AI squads is super load for the server, and if HC works for sure there will be a boost. I've tested yesterday build 15.02 with simpified upgrade new layout and many fixes, I will tweak a bit then send to UX team too ;) Still waiting new tutorials cheers
  18. rubberkite

    Warfare BE

    sounds like music mate !!! waiting 074!!! thank you !! I prepare to work a lot ;) ---------- Post added at 13:27 ---------- Previous post was at 12:07 ---------- I would like to have a dynamic viewdistance that will works in that way soldier (base value) in vehicle land turret + landbonus using binoculars + landbonus in vehicle air unit + airbonus base value and maxbonus selectable by GUI slider I play with 4000 viewdistance but I have good HW, I have performance degrade during long play with this setting but I can still have more than 50FPS I have (and all other that can play with high VD) good advantage against people forced to play with less VD I would like to use for example: 3000 base value this mean the maximum viewdistance as soldier give a bonus when in vehicle land turret or when using binocular/rangefinder/laserdesignator +1000m give a bonus when in vehicle air +1500m This will give a bit advantage to long range vehicle use against infantry that will need binocs to spot.. This will limit the vd on the ground and increase the FPS and decrease performance degrade over time :)
  19. rubberkite

    WARFARE BE2 *Rubber Ed*

    Next BUILD 15.1 will add more realism to the game play description of the reason and the preview of changes here: http://www.4qw.it/forum/viewtopic.php?f=5&t=5 I plan to do the test today in the evening, everybody welcome cheers
  20. rubberkite

    Jungle Wars: Island of Lingor

    It's possible also to do script side, I would like to use swap that inside warfare, It would be great if possible without add new config for the units thanks mate
  21. rubberkite

    Jungle Wars: Island of Lingor

    I need the unit under guer side ( indipendent ) now with lingor unit I have: BLUFOR Lingor Army GAL Venator PMC Lingor Police INDIPENDENT no unit here OPFOR Lingor Rebels ARL Drugs lord Army Unisol units for my warfare idea, the Lingor Army GAL would fit with environment and they also have some nice vehicle with nice camo, so I would like to use that under INDIPENDENT instead of BLUFOR I never do it before but I could change the side and the texture a bit and create a faction just for that goal also the PMC Venator should be on indipendent side :)
  22. rubberkite

    Jungle Wars: Island of Lingor

    Hi IceBreakr, First of all (and sorry for delay) I would say thank u a lot for your awesome quality releases U deserve donation mate! :) Happy to hear that new Lingor will be released I love this tropical jungle environment / vegetation I am planning to release my warfare edition in all your islands, what I miss at moment is an indipendent force to use as resistance such as Afrenian army for Tigeria. I can help you with configs and some texture work, and I ask if you already got something about the indipendent force If u don't mind and u don't plan to release any, I would like to convert the actual OPFOR of lingor units to indipendent side and use as local resistance. Tell me how can I help u and again Thanks a lot!
  23. rubberkite

    WARFARE BE2 *Rubber Ed*

    Build 15 Released :D I want to say thank you to all people that played and used the mission during this year, special thanks to Urban Xtreme server/team that keep playing the RE during my "away" period. all informations/changelog and download link here: http://www.4qw.it/re Takistan version ready, Zargabad version ready, Chernarus and other versions are WIP there is link also for 014 Lingor if somebody wants to try I will work on more islands porting after releasing Chernarus I plan to release Chernarus this during this week Cheers
  24. I am happy that lot of people care about MANDOBLE :) I wrote him an email 1 year ago, and he told me that he doesn't have time and a "game pc" for run arma and that he will be away for a while for works and other life priority (gaming can't be priority for too long) so I am 100% sure that he is good. I know what means when u have a passion and you are into it, u "waste" a lot of time, hard to stop and thing to other when u have ideas and bug to fix... I will start to try to contact him in order to have something for ArmA3, I am afraid of BIS arcade tab lock for air vehicles can't play without MMA Maybe we could donate some HW and send to him so he can assemble a game pc and pay us back with update suite :)
  25. rubberkite

    WARFARE BE2 *Rubber Ed*

    it's ok it's my way of working I am not "Benny" :) but "just" is never when u start to do some stuff like that.... btw I think I did a good job, and it's almost done :)
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