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Goatgruff

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Posts posted by Goatgruff


  1. As promised here is Hearts & Minds v1.1

    Armaholic mirror:

    - Hearts and Minds Co-10 (@) v1.1

    *Important: It's now coop-10 not coop-4*

    ki3K0.jpg

    PS - M107 with Raufoss ammo is incredible :cool:

    Thanks for the update! It plays really well. I like the way the patrols move and are spaced. You get into some pretty good firefights but you're never too overwhelmed. Everything is layed out really well, the area and terrain you chose, ect. . My only suggestion would be..

    to add stationary defenders kind of fortified on the hill, guarding the AA. There were the patrols that circled back over the hill, but none actually guarding the area. It just seemed kind of easy to capture that hill and take out the AA. It would add a little more challenge to the mission, and balance it out a little more. Because once you call in the Apaches, it gets hot, but again its fairly easy to mop up after them. I was also thinking it was possible you do have men guarding the hill, and we just drew them down during one of our skirmishes with a patrol. So if this is the case... maybe add a few more men to the hill? or maybe find a way to make them stay on the hill and try to hold it, instead of chasing us? leave the chasing to the patrols. And just for reference im playing this with Zeus AI with their recommended skill/difficulty settings. Also maybe make the loadouts a little more ammo heavy for the green berets. I found most of the engagements ended up being longer range, and we burned through ammo fairly quick. Having to conserve ammo, and then scavenge for weapons and ammo adds to it, but a few more mags/belts wouldnt hurt :p. We took our sweet time with the mission, trying to ambush the patrols before we took the hill.. ect. So that's probably why we started running low on ammo near the end. It's good you have the AK weapon cache on the hill, but I like to hold onto my M4 as long as possible :p

    I hope I don't sound too critical haha. Please don't get me wrong, I love your missions, especially this one. It's one of my favorites, and has a ton of replay value. I'd recommend everyone download you're missions, they are all top knotch. I know you're also busy working on your campaign too, so if these missions are on the backburner, it's understandable. I'm just trying to give you a little constructive criticism. My 2cents... whatever that's worth ;)


  2. Hmmm quite possible. Either that or it's because I used an older version of the air support script. Hearts & Minds is from February, and I've had v1.1 sitting around for a while so that's probably why I haven't noticed any conflicts.

    Perhaps I'll release it later today.

    This is what I have so far (+ updated with newer air sup scripts and ACE compatibility)

    Sweet. sounds good. I'll keep an eye open for the new version. thanks!


  3. Love your missions! cant wait for your campaign.

    I'm having an issue with Hearts and Minds though. It seems like an epic mission, huge fire fights, really fun from what i've played. but....

    The attack helo('s?) you're supposed to call in seems to be blowing up at the beginning of the mission somehow. I'll start the mission, join up with the local militia, start moving in, and then I start hearing distant explosions. Which I assume are the helo(s), because when I try to call them after taking out the AA it gives me the "has been shot down" message. I have VFTCAS, latest Zeus AI, and latest version of ACE, ect... and the only other mods im running are various Islands, weapon packs, units ect.. So I dont see how it could be a Mod issue. The only thing I'm thinking is maybe you designed it around a stable release of ACE? and there is some sort of glitch caused by me having the newest version through the Six Updater? or maybe a glitch caused by the newest Zeus AI (though this seems unlikely)?

    The rest of your missions play great though, and I really enjoy them.

    Any help to resolve this issue would be appreciated!


  4. Thanx sick1, looks great so far :-)

    but.........

    Yes indeed, the drag option is there in the regular action menu (default: mouswheel up/down).

    But when i get to the heli with the poor guy, i cant load him in.

    i dont have an option to load him inside the heli. i can stop dragging, carry, or with the ace action menu (default: left windows key) i get the option to use the rope, but that dosent wont either....

    Edit

    using latest ACE release via six updater, not 1.1 stable.

    maybe that is the problem?

    Same here using v.1.1 of the campaign :( However, your missions look great, so keep up the good work, Sick1 :D

    Hmm. Hahaha I was kinda tired when I tested it with the newest ACE last night, I didnt even think to make sure I could load the body. :o

    When I first played it, I was using an older version of ACE (not the stable release, I just hadnt updated in a while). It worked fine, though it did take me a minute to find the right angle to get the "load body" option.

    I have to go to work here in a minute, so I will have to wait to test it again. But in the meantime have you guys tryed facing the Helo? or made sure to try different angles?


  5. Can you download this mission and see if it fixed the drag option. Just place it in the single mission folder. Anyone using the newest ace version can do it for me please!

    Okay just tested that mission for you. And Yes it works. The drag option appears in the regular action menu instead of the ACE menu, and it works fine.


  6. Well I beat the first mission last night. Bravo! This campaign seems like it will definetly be your best work yet. Good job on the voice acting also.

    I'm glad I havent updated ACE in a while hahah, because I seem to have avoided this Drag glitch. I'm updating ACE now, and I'll test that mission for you if someone else doesnt beat me to it.


  7. Awesome collection! It all seems to work really well together. I just installed almost all the mods presented here. The STHUD isnt working though? if i shut off everything else but ACE it will work, but you also still see the little squad "mugshots" of all my team in the bottom left. are those suppoed to still be there? i'm not running any other mods that arent on your list... so maybe one from your list is a newer version from when you compiled all this? and its causing an issue?


  8. I was wondering... Any way you could make it so we can use the new guns from the new RH M4 pack in this original seal team six campaign? it would be awesome to be able to replay these missions with some of those new weapons!

    (Sorry, I know I already posted this question in your STS2 thread, but i figured I should post it here since im asking about adding to this first one)

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