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scimitar

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About scimitar

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    Staff Sergeant

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    Male
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    Georgia, USA
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    Military history, realistic military video games, movies and reading.

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  1. scimitar

    CSLA Studio - A3 WIP

    For $20-25 it would be easily worth it to me. Just like I found GM to be well worth it despite what the naysayers had to say about it. With GM, 3CB Factions, CSLA and some more mods that are in the works, we could soon be in Cold War heaven. I for one am definitely ready to go back to the 80s! I truly wish that the OFP/Arma series had never left the era. IMO there were simply so many "what if" scenarios and conflicts to explore from the time period that it's a real shame that we ended up in 2035. And now we have friggin aliens too! What the hell is BIS thinking? Don't get me wrong, the Livonia terrain is a masterpiece but I've never touched the Contact campaign and doubt that I ever will. The terrain on the other hand is practically ideal for Cold War scenarios so it was mostly worth the purchase price as well. Bring on CSLA!
  2. scimitar

    3CB Factions

    @evrik. Thanks for addressing my bug report on Discord. I'm looking forward to the hotfix. 🙂
  3. scimitar

    3CB Factions

    I'm experiencing a problem using the new factions when playing Hetman War Stories scenarios. The US Cold War factions only show up under the East (Opfor) side when choosing factions. The USSR factions are also on the East side as would be expected. This means that I can't play US vs USSR in HWS scenarios. Also, if I choose the US forces as a faction (playable or as the enemy side) I can't get any of the HWS scenarios that I've tried (Livonia, Weferlingen and Leskovets) to initialize after I hit the "Tell Me a Story" button to start the mission. I always get a message saying that initialization failed, no forces to use. I tried with only the necessary mods that 3CBF requires along with the map/GM files for Weferlingen and Leskovets. When choosing either of the USSR factions as Opfor and a faction other than US forces as Blufor, everything loads just fine and the mission is playable. Other than that, everything looks great so far.
  4. I'd like to report a possible bug. While playing HWS recently I decided to recruit some nearby units to replace some of the losses in my squad. I was playing West Germany vs East Germany using GM assets so all the nearby units had German names. I went through the list and recruited all the names that were shown (about 5) and after I ordered the new squad members to regroup, I noticed that one of them was an East German soldier with full uniform, weapon and kit. I wondered if it was some kind of anomaly, so the next time I was near a group of enemy soldiers I did it again and recruited every one of them to my side. Is it supposed to be possible to enlist enemies? I'm fine with being able to enlist civilians because I can always arm them and find them proper clothing but it seems a bit odd to be able to enlist enemies. I exited ARMA and reloaded with just CBA and AIOSP enabled and went in the editor to see if I could do it again and rule out any bugs caused by other mods or the mission I was playing. I loaded Altis and then placed a BLUFOR rifleman and an OPFOR survivor (unarmed) and hit the play button and sure enough I was able to recruit the enemy soldier to my side. Is this intentional or a bug? Just curious.
  5. scimitar

    [SP] HETMAN: War Stories

    Thanks for the reply. That's exactly the kind of answer I was hoping for. I actually kind of like the idea of breaking the morale system and seeing how a mission plays out. If it doesn't work out well, it's as simple as lowering the values and trying again until I find what "feels right". Searching for the enemy leader to break a stalemate actually kind of appeals to me as well. Thanks again.
  6. scimitar

    [SP] HETMAN: War Stories

    Glad to hear. Now if some of those HWS ports on Steam would just get updated! To be honest, I hadn't given it much thought beyond tweaking whatever values already exist, such as the morale changes already mentioned. I don't want to have to hunt down the last enemy on the map to end the mission but perhaps something along the lines of an option to continue chasing a retreating enemy to further deplete their forces or continuing to hold out after the commander has decided to surrender or withdraw from the battlefield would be welcome. I certainly understand if such a thing is beyond the scope of HWS though. DUWS allows the mission to be changed to another map simply by changing the name of the mission pbo file to include the name of the terrain that the user wishes to use. I don't recall the exact wording that had to be used when changing the file name but it was something as simple as changing the mission file name from "DUWS.Altis.pbo" to "DUWS.Namalsk.pbo" and the mission would launch using whatever new map had been chosen through the name change. It might sound a bit confusing and I have now idea how it works but it was really simple and actually very elegant. I can see that something like that might not work with HWS but as I said, the community would probably quickly fill that need by releasing ports to other maps so that isn't that big of a deal. Really, I'm just thinking how awesome it would be to have a fully dynamic whole map campaign with the ability to choose our own factions. DUWS came close but there was no multi-faction support without making a new port and adding everything manually and the AI command was a bit lacking. I do remember something dynamic with A2 but I think it was more of a dynamic battle/skirmish generator rather than a campaign. I don't believe that a complex and easily configurable dynamic campaign would alleviate the need (or desire) for scripted missions and campaigns but it would add a lot in the way of replayability and there's no reason why such a system couldn't be configured by BIS to work in SP or MP. Also the simulation aspect of being able to role play small to large scale military operations with very little necessary in the way of setup would be very welcome. Thanks for the info. From the suggested values I've seen here and elsewhere, I'm guessing that somewhere between 4 and 10 would be most appropriate. I tried it with 7.5 and it seemed to work fairly well with the enemy eventually surrendering after about an hour or so of gameplay. Would a value around 25 be too high or make much in the way of a difference? Like I said earlier, I don't want to have to hunt the entire map for a single soldier or even a squad but if there's a large group out there and the commander has an idea of where they are, I wouldn't mind pushing on until most of them are eliminated. Thanks for that info as well. I'll give it a try next time I play. You're welcome and thanks very much for what you've provided for the community. I intend to enjoy HWS for quite a bit more time to come.
  7. scimitar

    [SP] HETMAN: War Stories

    First off let me say that HWS is awesome. I've experienced some of the best A3 SP virtual combat ever while playing these missions. I primarily play on European maps such as Weferlingen, Livonia and a few others while using Cold War assets such as Global Mobilization and the Cold Conflict mod. GM is great but I've experienced something that is a bit off-putting when using those assets. The Shilka and Gepard AA vehicles tend to get fielded and used like tanks. Even though I'm also using the LEN Cold War aircraft mod, I would like to know if it's possible to exclude those AA vehicles from being used through the advanced options dialog box? I've looked through the HAL manual and while I see some things that refer to AA vehicles and anti-air infantry, I can't seem to figure out if there is a way to exclude them from making an appearance. I would also like to know if there's something that could be added there to prolong the combat just a bit more? HWS is great but battles that sometimes end in the middle of a fierce firefight are a bit of a letdown. Being able to set my own victory or defeat conditions would be great even if it's not particularly realistic. Any help with any of that would be greatly appreciated. My ideal dynamic campaign scenario would be a combination of HWS and DUWS. I would like to see a system with the AI leadership capabilities and multi-faction support of HWS with the multi-terrain and whole map dynamic campaign features of DUWS. While such a combination might make the multi-terrain feature hard or even impossible to implement, the community would probably create ported versions in a fairly short time period. That's not really a request but more along the lines of personal musings and suggestions should anyone be considering something along those lines. I've been playing dynamic campaigns sine A1 and I've often wished that BIS would build such a system into the base games. That way, anytime a new forces mod is released, it could simply be dropped into the dynamic campaign/mission generator and could be used immediately without the need to create your own mission/campaign or wait for someone else to do it. ***EDITED*** I took another look through this thread and read through some Steam comments and I seem to have found the answers to most of my questions. Apparently specific vehicles can't be excluded due to the way that assets are loaded (unless there's some way around that that I'm not aware of) but I'm wondering if a whole class of vehicles (such as all AA vehicles) regardless of faction can be excluded? I also read that altering the morale values can make the battles last longer. I tried inputting the following into the advanced dialog box and the battle seemed to last a fair bit longer than usual: RydHQ_MoraleConst = 4; RydHQB_MoraleConst = 4; My understanding is that the higher the values are, either the higher morale remains no matter the attrition rate or the less importance the AI leader places on morale. I'm not sure which is correct (or if either is) but if the outcome is about the same, it doesn't really matter. Or does it matter when playing with campaign mode on? I'm aware that there is a hard limit of 75% losses before a side capitulates but I'm curious as to just how high those values can go before they break something or get dismissed? Any further input strings to prolong battles would be welcome as well. Also, is there a way to copy and paste text into the dialog box? Inputting that text (plus any other variables I might try) by hand is a bit time consuming. Thanks.
  8. I'm curious to know if it would be possible (or even feasible?) to create a sort of AI vision cone? The human vision cone is about 120 degrees. So if a grenade lands 60 degrees to the left or right of center, could something be coded in such a way that the AI would be considered to have "seen" the grenade and react appropriately? Things like wall corners (if a grenade lands just around the corner of a building that the AI couldn't possibly see) and such would need to be considered if possible but IMO that would be better than the AI being able to see a grenade no matter where it lands within a 25m radius. It would also be nice to be able to tweak the distance out that the AI can "see" the grenade as I think 25m is perhaps just a bit too much. I would be more comfortable with the AI being able to see a grenade no matter where it lands if I could tweak the distance to 15m or so.
  9. I've experienced this same behavior in DCO and thought it was a bug with the scenarios so I quit playing them. More recently I've had the same problem with Dynamic Civil War (Malden & Livonia) scenarios from Bidass. I eventually had to disable TCL because the constant order spamming was incredibly annoying and because at times my squad members were following these bogus orders. Also I was getting attacked by large numbers of enemies at the initial FOB within a minute or two after exiting the helicopter. Disabling TCL made those issues go away. I've been testing DCW with VCOM AI and it seems to be working so far but I would prefer to use TCL if the issue can be fixed. Other than that, it's a great AI mod.
  10. scimitar

    CSLA Studio - A3 WIP

    Gorgeous terrain. I can't wait to turn it into a hellish warzone! 😉
  11. That sounds really awesome and I wish you luck with your efforts. I hope that your AI will incorporate some of the things that other AI mods have tried to include (sometimes to varying degrees of success) such as auto-rearming and auto-medic while mitigating problems that have crept into some of those mods such as units that are so aggressive that they abandon defensive positions or mission objectives and sometimes completely ignore orders. It sounds like a very ambitious project but from what I've seen you do so far, I believe that you might be able to pull it off. I'll be watching this thread with much interest. 🙂
  12. Congratulation on this release. I've been looking forward to this and I can't wait to try it out. It looks great and the new features sound very useful. With the lack of campaigns and missions that pertain to the type of operations that I'm most currently interested in (Cold War scenarios), I've been playing a lot of dynamic missions with selectable factions like Hetman War Stories and this sounds like something that will come in useful as far as giving me a bit more control of what's going on. I'm looking forward to the new projects as well. Any chance of a simple overview of what you have in mind with those mods? In the meantime I'll try to contribute some useful feedback after I've spent some time with this new iteration of AIOCM. Thanks for all your hard work and for what you've contributed to the A3 SP experience.
  13. scimitar

    Next creator DLC

    Any links to that interview?
  14. Very cool to hear that the AMX-13 will eventually make an appearance. With the AMX-13 being a light tank, have there been any thoughts on the AMX-30 making an appearance as a FIA MBT?
  15. It's good to hear that this mod is still being updated and polished. It's one of the few mods that I never play without. I'm not having any issues but I'm curious to know if there will be any new features?
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