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majorjack

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Everything posted by majorjack

  1. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Okay, that's very weird, because the base was never attacked and we are generally very careful. Thanks anyways for checking!
  2. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    http://www117.zippyshare.com/v/Fy70r56P/file.html http://www117.zippyshare.com/v/EV2ehhFN/file.html One of them (the large one) is from yesterday, the "bug" must have been during that game. The second one is from today, when I first loaded the persistant save. Just checked, Petros is alive and kicking (just asked him for a mission, which worked fine). We play hosted, so I guess there are no server.rpt files. The only ones I have in the folder are from feb. Btw. where is the persistant save stored? And what is the file called? So I can make backups...
  3. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    we had 8 different types of rifles, in total it must have been like 30+ rifles (at least), most of them nato, none of them are unlocked. various scopes in numbers too low to unlock them (nightstalker, LRPS, TWS, TWS MG etc.) several mortars several uav kits range detectors target designators steerable parachutes and so much more... We called for +-7 nato drops before we put it in the inventory and saved. Maybe the huge number of items caused the box to delete everything? Almost everything is now gone after reloading! We now have 2 scopes, 1 rifle, 1 SMG, some silencers, one gps, one binocular, one watch... (for whatever reason those appear in the inventory, they are definately unlocked in the arsenal (Arsenal works fine). in total we had several hundred items in the inventory. Nothing of them was unlocked. After loading there are like 10 items in total (!) in the inventory. Petros is alive and has never ever been killed in our game. Any idea if this is fixable?
  4. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    After requesting several nato ammo boxes and storing the content in the base inventory, saving and exiting the game yesterday, our ammo box is now almost completely empty! Weeks of collecting items just vanished :( Anything I can do? Steam download manager showed it downloaded an Arma Update today (both for Arma 3 and Arma 3 server). Seems to be this one: SECREP #00008 Community Announcements - Iceman FROM: BattlEye TO: Arma 3 Users UNIT: Main Branch ACTIVITY: Anti-Cheat Update SIZE: ~3.7 MB Guess that might be related?
  5. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Actually Barbolani did a GREAT job on the AI. I compared playing Antistasi and the normal Arma campaign (both on recruit). The AI in the campaign will waste you after running and while standing, while the Antistasi AI seems to behave way more human like, i.e. not so much as aimbots. The beginning is hard. Its meant to be. All your early actions should be fulfilling easy missions such as assassisnations and supply deliveries. These can be done with the most basic equipment. Make sure you collect enough mk20 rifles, helmets, the Digi carrier (Armour III), the MRCO Scope, PCML launchers and the fitting ammo in amounts that will unlock them. Only once you've got this basic gear in the arsenal you can start thinking about attacking and holding positions, as you can always bring in more suppy of for example pcml rockets. We tend to attack any position with a truck loaded with at least 16 PCML missiles to repell enemy counterattacks. You really have to learn to stick to small targets. What we also did tons of times was attacking outposts (especially the south-eastern kavala outpost) and just stealing their ammo boxes. This really speeds up the arsenal unlocks.
  6. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Did you manage to get something done about bases respawn delay when out of their spawn range? I was one of three people to bring that up during the last few pages of this thread, so this seems to be commonly regarded as an issue.
  7. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    I know, but always keeping a human player in a safe position is hard, when you are only playing with three players most of the time. Having to use a workaround tells me that there is a basis for my suggestion that the game might benefit from delaying the respawn of hostile base garrisons. As Barbolani is immensely creative, I'm sure he'll come up with a satisfying solution : )
  8. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    If you are using .6, then you need to update. I was playing .7 yesterday and Barbolani wanted to post a new version soon, so you might want to get the latest version.
  9. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Yes, I want the game to feel realistic in the sense that I don't want every single static gun/mortar remanned after dying/respawning/rearming/fast traveling/hopping in a car/arriving in just a few minutes That the AI has manned those defences again suggests they made it here in even less time. And that feels unrealistic given the distance the AI would have to travel from the next base/outpost etc., especially since they afterall have no fast travel. And because players know that the AI should behave "realistic", they know AI should NOT behave like they can fast travel. I'm not asking for their respawn to be disabled entirely, I just think it should have some more cooldown time, before a respawn of the defences occurs. Please don't get me wrong, I love Antistasi! It is the best thing that has ever happened to Arma, much more fun than even CTI.
  10. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    I have the steam version, it should auto update right? It says 19.7. when starting the game. About the respawn delay, well we used fast travel. The AI respawn delay is meant to simulate that the AI is using fast travel? It was just way to fast, especially since the static mgs would not have ever respawned, if we didn't all die at the same time and one of us had survived within the spawn radius. I'd really appreciate it, if you would increase the timer a bit. Edit: My two friends all didn't go into revive anymore, instantly die, just like winterbornete below. Only I (as the host) go into revive mode. At first I thought this was because we fought against HMG Statics, but it happened when just fighting riflemen aswell.
  11. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    We were just attacking an outpost, group of three. We killed nearly everyone there, including 2 static mgs and a mortar (the guys in there) We were killed by a bot who shot us through the wall, but fast travelled to the nearby town (Zaros), grabbed a car and were back within 2 minutes. All the static mgs inthe towers and the mortars were manned again! There should definitely be a respawn delay for those crews, it just feels unfair and unrealistic. Also another bug (?) - no matter where we put our main base, when trying to fast travel there it always says "cannot fast travel to an enemy controlled zone". I tried relocating it five times and all positions where surrounded by fia towns and bases, to which we can fast travel just fine.
  12. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    I repeatedly encountered a weird bug: I bought an offroad at an outpost, entered it and then after like 3 seconds the offroad would get stuck. I could no longer drive, could not eject from the car and not shut down or turn on the engine. When I respawned, I still had the engine sound which would go on forever. After respawning, the offroad was still standing around with me in it, seemingly alive. Other players or AI are also unable to use it. This has happened to me repeatedly, on several outposts, usually after playing for some time. I'm the host, we play HC. Shall I upload rpts?
  13. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Sry if this has been suggested before, but is there a way you can make the persistent save to save the players loadout? And is there a way to load the persistent save without restarting the server? And an idea for a new quest type: smuggling operation: Some corrupt AAF soldier has been bribed by local FIA agents to sell some AAF weapons to you. You have to smuggle the car, which contains the weapons, out of enemy territory and into your main base. Covert reconnaisance: If you put on an officers military uniform, you remain undercover even if within bases and enemy checkpoints. Thus it is possible to recon those bases. Finally, but I guess this is too complicated: Small towns could be garrisoned by local police forces, instead of (or combined with) AAF troops, as in any civil war, both work hand in hand. Just my 5 cents : )
  14. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    There aren't just markers, there is also a lock on symbol in the screenshots and the mora icon on the map. It didn't appear, it did spawn. I couldn't take a screenshot of the mora because it instantly killed me, as soon as it came over the hill. We tried again, took out the convoy, this time a convoy escort inf. truck spawned. It really spawned right next to the convoy. here's a screenshot https://picload.org/image/widllrl/2016-03-03_00011.jpg The truck also spawned facing against the direction of travel of the convoy! What interest would I have in providing you wrong info? The gorgon/mora/infantry truck convoy escort always spawned right at the convoys location. We tried 6 times! Edit: and btw: the convoy takes at least 7 minutes from the nearest AAF base to our position. The truck appeared there within 60 seconds.
  15. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Alright barbolani, here's your proof for instant spawning APCs: we attacked a convoy. The convoy was one strider and one boxer truck. I took out the strider with a pcml, my squadmade sniped the driver of the truck. literally seconds after, an apc spawns within 100 meters of the convoy. Look at the time in screenshots! https://picload.org/image/widairl/2016-03-03_00001.jpg https://picload.org/image/widairi/2016-03-03_00002.jpg https://picload.org/image/widairw/2016-03-03_00003.jpg https://picload.org/image/widaidr/2016-03-03_00004.jpg https://picload.org/image/widaida/2016-03-03_00005.jpg https://picload.org/image/widaidl/2016-03-03_00006.jpg https://picload.org/image/widaidi/2016-03-03_00007.jpg https://picload.org/image/widaidw/2016-03-03_00008.jpg I don't know why this is happening every time, but it just feels absolutely wrong. Convoy starts at 10:59 at angellochori base. at around 11:08:40 we make contact with it and take it out. By 11:09:00 the truck driver is sniped, the convoy thus finished. at 11:09:23 the APC is already at the convoys location. 23 Seconds later. We also, to be sure, let the convoy pass us buy unharmed. No apc ever came, just the strider and the boxer.
  16. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Just posted the bugs in the steam thread with rpts. Since you were so fast with replying, the inventory bug is also listed. Really great to see such an active dev, keep up the good work!
  17. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    As I understand it, the Arsenal checks the inventory for a certain numbers of items. Example: If you manage to gather 15 Mk. 20 5.56mm rifles, they will be added to the Arsenal permanently. If you gather 12 scopes (or whatever the number is) of a single type, that scope will be added permanently to the arsenal. The thing is, you need that specific number of that specific scope/rifle/ammo etc. In our new game, we managed to gather 15 Mk.20 rifles and unlocked them in the arsenal. We gathered 15 or so ACO scopes, unlocked them (also for the AI you spawn!) we gathered 25 5.56 magazines => unlocked. We gathered 25 7.62 magazines => unlocked etc. Admittedly, the description ingame is a bit vague on this, as it suggests to gather 15 rifles, but does not say, that this means 15 rifles of one type. Regarding the inventory in the main base, there is a bug: quite often you cannot put items in it directly, because the game shows it as full. There is a workaround, you can put the items in a truck and transfer them from the truck to the inventoy. A fix would be appreciated. Edit: Here's a copy of my bug report in the steam bug reporting section:
  18. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    The outpost and the resource are located to the east of kavala (at the dump), so they are some distance away from the next base. I will post the rpts once I get home
  19. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    Hi Barbolani, thanks for the quick reply. For the medic issue: No button worked except the chat function. As I said, I couldn't even use the ESC Menu (=Main Menu). I'll look into posting the bug on steam later. For the Mora issue: Trust me, they did spawn on us (we were 4 players at that time!). Both spawned right at the outpost and the ressource base, very shortly after we captured them. I saw them spawn, they didn't drive up to us. My guess: Both the outpost and the ressource post (it's the one at a dump) are in the middle of nowhere. For some reason, the script could not get a proper path calculation to our location and thus spawned the moras directly onto our position.
  20. majorjack

    [SP/CO8] A 3 - Antistasi Altis.

    First of all, great mod, extremely hardcore experience, just like resistance should be. I'd like to report two bugs: (playing on a locally hosted server with 4 ppl.) 1) A (human) medic tried to revive me, while having no medkit. This resulted in me being locked in a injured stance, where I could not move, but could not respawn or use even the ESC button. 2) We attacked a small outpost, that is not even marked on the map. As soon as we killed the last guy, a Mora tank spawned instantaneusly at that base, without any warning. We managed to escape on foot and attacked a nearby resource base. After clearing it from infantry, once again a Mora spawned right on us, in the ressource base. As this mod clearly has realism in mind, this just seems like a really annoying bug. Thanks in advance for any fixes, MajorJack
  21. Another major concern for me is that the save system doesn't work properly in multiplayer COOP. If one razor member dies, and this will almost definatly happen in long missions like manhatten, it sometimes loads the right, the last autosave. But most of the time it just restarts the mission. This is not acceptable, the game MUST allow to load specific multiplayer savegames, if it can not load the correct one on it's own.
  22. Hi all, when Arma2 was released last friday in germany I bought it right away, ignoring all reviews stating it was a bugfest and hoping for the best after the Arma 1 disaster. I am really expressed by the cool story and the awesome graphics, it looks gorgeous. Also the movement of my own person is better, i.e. the player char is more agile, doesn't take 5 seconds to lie down for example. But I just played to mission razor two, and found so many bugs and got so annoyed by things that can only be called IDIOTIC PROGRAMMING by the devs, seriously what the fuck were they thinking? I'm so close to grap a hammer and punch the dvd into pieces!!! :mad: :mad: Ok so much for the ranting, now to it's subject: AI problem 1: The AI is still godlike, they can see through hills, buildings, trees, the gras doesn't even exist for them, and worst - they can shoot through it. I got killed through an at least 1 meter thick sandbag wall!! Furthermore, they can not only see through anything, they can also see you at any distance and identify you, or the enemy. Noone can tell what a weapon someone is carrying from 300 meters distance. Yet sometimes they don't react at all, even if you'r shooting at them. Summa summarum: The AI is still on Operation Flashpoint level, and I consider taking 50 euros for something more than 6 years old a dire RIP OFF AI problem 2: They are too stupid to board any freaking vehicle!! They run around it, they run away from it, but they don't freaking board it! This is utmost annoying, especially Rodriguez is obviously disabled, getting him into a vehicle is like winning the lottery. This even worked better in ARMA 1!! Gameplay problems: First aid problem (most likely only in multiplayer) When pulling an injured human player out of enemy fire, the animation is usually horribly unsynchronized for the one beeing pulled, and much worse, the 1st aid button won't trigger anything, my soldier just keeps standing above him while the injured guy bleeds to death. (=> ergo mission failure in coop) The damage system: Why does hitting a small bush disable a motorcycle, yet not show any effect on the vehicle condition indicator bar??? Yet you can drive through massive steel gates without any effect. This is just one example of many, same goes for choppers (10% damage= helicopter becomes uncontrolable in some cases) Guess what, more OFP and ARMA heritage. and the next mission starts. I want to load my savegame right before capturing bralak, but I CAN'T i have TO FREAKING RESTART THE WHOLE DAMN MISSION. Difficulty by realism ok, but this is just total madness and makes utterly no sense, it's just harrassing the player. Radio problem: While story radio messages are incoming, every other unit can spot and speak over the radio messages, so I can't hear what the mission objective is, yet I myself can't issue orders!!! Example: I am , M2 manned by a bot, I'm the driver. I stop in front of it, the story chatter starts. An enemy comes up from the front, my gunner doesn't notice it, I want to give him the order to kill the enemy. Yet I can't because I HAVE TO WAIT until the blabla is over. Of couse I got killed meanwhile. This pissed me off beyond imagination. AAV7P1 problem: When under fire from maschineguns, like DsHK jeeps, even when it is hitting the front of this APC, the engine (or whatever the back side block symbolises) takes damage. WTH?? This is an ARMORED landing vehicle, not some sort of tin can, it is BUILT to resist bullets, even those from DSHK. And why it takes damage in the back when hit in the front is something I guess only the devs know... Not a problem but: CTI Issue: Why are only so few Rifles available?? Ambience issue: Too few civilians around, non functional railways :( What do you think? I will wait for the next patch, and if it doesn't solve the most critical issues I'll give arma2 back, as good as it may look.
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