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Rydygier

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Everything posted by Rydygier

  1. Rydygier

    Pilgrimage, Silent---Unseen

    Intended. In this port reputation seems more important (while money less) - you need big enough fame and glory to "hire" a POW (these aren't kept at strongholds anymore, rather at some of these POI questsobtained via intel checks), while it costs no moeny here - fits better the context, so I thought, player should be more awared about reputation change. Especially it always was somewhat hidden/obscure feature, and some simply overlooked it.
  2. Rydygier

    [SP] Warping Plague (wip)

    File updated: - reviewed code responsible for controlling autonomous turrets. Since it seems not as reliable, as used to be (something wrong with spawned AI doWatch targeting), from now on turrets operate under vanilla AI control, only with some boost as for near targets knowledge. Sensors may have weaker reflexes now, but these turrets are supposed to be makeshift anyway. Turrets are relatively cheap to construct (100M) but they consume ammunition: 1 unit per shot, which is the main limiting factor here. Still, I'm thinking about finding "turret parts" during regular looting as another requirement to construct such a turret. - also changed way, the turret is dropped after taking it to the desired position. Now should be easier/possible to put it, say, on the second floor of some building. Placing it in the balcony entrance stays risky anyway, these positions seem glitched somehow - units tend to stuck in swimming animation sometimes there.
  3. Rydygier

    Pilgrimage, Silent---Unseen

    Thanks, I see, why. Will be corrected... After the link update let me know, if that is fixed. BTW I've an idea - after Contact DLC release, I should set Polish radio protocol for Aleks, his companions and civilians...
  4. Rydygier

    Pilgrimage, Silent---Unseen

    Civilians definitelly was present in my earlier tests, but I see them no more now. I'll check, what's going on, thanks. EDIT: found the cause, my mistake, there was additional condition preventing civilian spawns close to the strongholds, but it was working on the contrary, civilians was allowed only close to the stronghold... 🙂 Anyway, update sent to pvt. partz. As a side note, in this adaptation whole persistent hostile presence is of German side. From the other hand, Russians dominate amongst Ambient Combat spawns (and planes flybys). It is so to emulate better "German occupied territory, but Russians are closing in".
  5. Thanks! 🙂 Sadly I can't. It is stored in the array variable, and those can't be added to the module settings AFAIK. But even for module version you should be able to customize all variables, signals including, similar way, as in the script version, just you need to choose a place for it, as there's no provided userConfig file for the module.
  6. Rydygier

    Contact Starters

    Well, if we would trust Stanislaw Lem's pesimism in regard of human-alien chances of mutual understanding, then it is probably irrelevant - who, any attempt will fail regardless. Most likely aliens are too alien to find any effective means of communication - they may consider as a communication something totally different, than us, if anything at all - and even if such means would be found, they may not care about communication concept itself and also we and them may mutually stay beyond our/their comprehension as a beings.
  7. Rydygier

    Pilgrimage, Silent---Unseen

    I had the same when first time launched Arma 3 with required here mods. I needed to reenable this in the game options. Do you mean black cross markers? Can I see a screen with your initial settings, for which this problem occurs? EDIT: done a quick test, shot some German, and the black cross marker appeared all right. Used was setting "own kills". BTW, while I rememeber, one important thing to mention: There's no any equivalent of "load body to the boat" ending scenario. To end the game, bring the vehicle with the body loaded close enough to any edge of the map (below 100m, code optimized for landlocked maps).
  8. Rydygier

    Pilgrimage, Silent---Unseen

    Yes, indeed, also apart from usual civilian life there are built-in some additional background scripts for spawned domesticated animals here and there, persistent smoke effects in some regions, plane formations flybys and "not-so-distant front on the east" sounds.
  9. Hey, welcome and thanks for the feedback! 1) Chopper should be put into a behavior mode, that makes it indifferent about any enemies, but as soon he is back from the HAS task, he is set back to previous behavior/combat mode, which may result with any kind of behavior, vanilla AI considers a good idea. Setting his group initially, in the editor, to behaviour "CARELESS" and combat mode "BLUE" (never fire) could help in such situation. If not, I would need a bug reproduction scenario, that not uses nor requires any other mods. 2) Seems a typical symptom, when you didn't synced at the start (or added to the HAS mid game) all the units from your group, but only yourself. Should be added/synced all the units, you want to transport via HAS tasks.
  10. Scaring fish is not welcome. You don't want to risk local anglers retaliation.
  11. Rydygier

    [SP] Warping Plague (wip)

    File updated with minor tweaks. Added gameplay sample video showing current progress on typical player activities at Day 1:
  12. Exactly, doors are just fine for average Livonian, you puny foreign dwarfs.
  13. Rydygier

    [SP] Warping Plague (wip)

    File updated: - changed dosimeter naming and units: Effective Dose (mSv) and Dose Rate (mSv/h instead of R/h) - more correctly and clearer. - add wip&experimental "tribute payment" mechanics - that southern gang is now called The Fittest. From time to time there may appear a message in the daily report, that they expect a tribute to be paid (certain amount of Materials). The payment can be done at the orange Stash (red mouse action, if there's enough Materials). The more days it stays unpaid, the bigger risk, the gang will organize an attack on the town. As long this attack continue, can't be switched next day. The attack is consiered over, when 75% of the attackers are gone and none is left within town area. A group, that will suffer 75% losses should flee and be removed when far enough from the player or close enough to their territory center (not tested). This still requires more work, but let me know, if that's good idea and how well it work.
  14. Or not even that, rather just common people fighting over alien artifacts. I would like that kind of scenario in fact (which doesn't mean, I wouldn't appreciate actual extraterrestials to use in some sweet SF projects).
  15. Rydygier

    Contact Expansion Feedback

    The bigger variety, the better. I suppose, it's about getting something as close to real counterpart, as doable, at lowest cost possible, to slip even at this late point through required time/money obstacle. Not sure, which would fit better such conditions. Slightly reskinned Kuma IMO could pass as Polish 2A4 modernized to 2PL: http://www.military-today.com/tanks/leopard_2pl.htm From the other hand T-100 indeed could pass as some super modernized derivative of T-72/PT-91, assuming, at 2035 they would still bother with keeping updated such aged post-Eastern Bloc platform. Of course if no go anyway, one could simply use even plain Kuma or T-100, crew it with Levonian troops and call it good enough. 🙂
  16. Rydygier

    Contact Expansion Feedback

    Since Kuma is based on Leopard 2 - it actually would fit pretty well if one want consider Livonia being inspired by Poland. As for the tractor, it's obviously absolute highlight and key feature, therefore it should be definitelly changed to Polish Ursus regardless of effort required. Pure beauty.
  17. Sentiment to the Cold War period may remain strong within parts of Arma community, but the world moves on along with his wars. Question is, how the battlefield will look like, how in fact the warfare will be defined a year after Arma 3 setting according to NATO Allied Command Transformation futurists? https://www.act.nato.int/images/stories/events/2012/fc_ipr/visions-of-warfare-2036.pdf
  18. Anyone watching new "Chernobyl" miniseries by HBO? Highly recommended.
  19. 🙂 Iconic.
  20. Rydygier

    [SP] Warping Plague (wip)

    File updated: - added another faction of survivors, hostile to the player. At this moment they mostly garrison southern town and each day send some patrols roaming here and there. Other interactions between this gang and the player's town in plans. From killed thug player can obtain normal inventory and also some portion of Materials. Deep in their territory there's better equipped bunch of bandits, one of them is their leader (in 200 meters radius marked in 3D by red exclamation). Killing the leader or 75% of town's garrison will "end the treat" which for now means no more daily patrols from there. - now warpers are also radiation sources. Player got new HUD elements to monitor radiation level (+Geiger sound, also indicated by element color), absorbed radiation dose and radiation shield. Next day after finding first Weird Matter sample there will be a discovery allowing spend Weird Matter to reduce absorbed radiation dose (once per day, via mouse action if dose > 1). From the other hand, the more Weird Matter player carries, the higher radiation protection is (non-linear, assimptotic, never really 100%). At some high dose levels (> 1000 mSv) there will appear info about few steps of radiation sickness in the daily report, may also appear short term effects during gameplay, also player will not regenerate health each day. Ending a day with dose > 3000 means end of the game (character too sick to continue). Both features only slightly tested, may require balancing.
  21. The very reason, I liked Remnants of War so much and being curious about Old Man. Just I feel, it's not quite like "either new toys either better stories". I might not really appreciate, say, yet another dozen of rifles (I do not really see any significant gameplay difference between many of them, so I do not care much about bigger variety here, still others do apparently), but nothing wrong with aliens spin-off (especially if still with, well, realistic approach to the topic, as DLC seems to present), on the contrary, that gives tools to tell yet another kind of equally good stories. I too really hope in the future we'll see stories both with more indepth "personal touch" and exploring difficult warfare related topics (like it was in RoW), forgotten conflicts and alike, serious matters fits here - Arma IMO has potential for them indeed. Arma is mainly a platform, therefore in fact anyone may try to use it for telling such a story, but on his own will be limited by existing assets, own skill/budget/time and existing means of narration (limits of them).
  22. Windows/doors proportions may be odd, but building shape/size itself looks quite OK on these screens. Two floor houses of similar shape and size comparing to a man are often in Pol... Livonia, but I'm talking modern architecture, while these are looking by texture/details like some really old remnants. Maybe they are pretending/place holding modern ones?
  23. Ah thanks, I'll try, when possible. From available screens I can extrapolate, visually it is pretty decent depiction, of course Poland has quite diverse landscapes, it resembles some of them all right. If they used some Chernaruss-like assets for architecture... Well, there are areas in Poland (South-East mostly, near the border with Czech Republic and Slovakia, I guess) where such old architecture remnants still may be seen, but of course it's not typical, typical rural area depending on region is more or less, but rather modern, like this:
  24. Haha, don't know, how Polish(ed) it is yet, had no opportunity to see it so far. First impression have to wait (maybe for the better), till I get a bit richer... Wait, is it available to play already?
  25. Probably you have someone for this and it would be fixed anyway, but here's some Polish language insight. In the trailer we have this: In the Polish part should be: WKRACZASZ NA TEREN WOJSKOWY NIE OPUSZCZAJ DROGI NIE ZATRZYMUJ SIĘ I NIE WYCHODŹ Z POJAZDU BEZWZGLĘDNIE PODPORZĄDKUJ SIĘ SŁUŻBOM WOJSKOWYM I ZWOLNIJ IM DROGĘ W RAZIE POTRZEBY NA PUNKCIE KONTROLNYM ZATRZYMAJ SWÓJ POJAZD I OKAŻ SWOJE DOKUMENTY (assuming no punctuation marks is actual thing on such plates, could be, also it is not impossible this is based on actual plate with same errors? 🙂 ) Erm, or should this go to the assets feedback?
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