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Fenrisulven

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Everything posted by Fenrisulven

  1. Even though I have never looked at the scripts, that makes sense in my ears. I will try set resistance as enemy instead. When I attacked the BMP I only had the sniper in my team. I was observing it for a while before attacking, and I was pretty sure I messed up and he should have attacked me first, but he didn't. The second I blew it up, my sniper buddy shot me in the back. Funny as hell and frustrating at the same time. Running out of time today but I will do some testing with -showScriptErrors this weekend. Keep up the good work!
  2. Sounds good. Remember I'm running a beta patch :) Well that explains it then.
  3. Fenrisulven

    Army of the Czech Republic DLC

    Holy smokes so much negativity :butbut: Not listening.. la la la.. I'm still getting it. Besides a lot of great mission makers already implemented ACR troops, equipment and vehicles in their missions.
  4. Fenrisulven

    Syria - What should we do if anything?

    Pretty much any government. Don't matter if it's a democracy or dictatorship. No need to be a conspiracy theorist to understand it either. All you need is a little knowledge of military history.
  5. No upgrades. I did a test earlier and bought ammo supply but just like mortar, it never showed up even after moving the HQ and unpacking, so I don't buy upgrades anymore :p Yes I usually have a few in my team. Interesting, it's possible but I need more testing to confirm. Right, I forgot to add it after temporarily running without -showScriptErrors. I will add it again and try another long runner, hopefully soon. It's pretty much only the confused AI thing I'm worried about. When it happens, it's not possible to continue playing because of friendly fire.
  6. Fenrisulven

    Any Available User-made CIA missions?

    Just launch a WF mission in Takistan and pretend it's Afghanistan, you as TK GUE vs Russia and you have a pretty much authentic historical mission about the birth of al-Qaeda :rolleyes:
  7. Fenrisulven

    Are you going to upgrade because of ARMA 3?

    Yes, well shit happens :rolleyes:
  8. Fenrisulven

    Are you going to upgrade because of ARMA 3?

    A laptop :rolleyes: but it's a 17" 3D XPS i7, 8GB RAM, 3GB DDR3 DX11- card with nvidia 3D support. I'm just hoping I will get enough time to test A3 before the major solar burst strikes that scientists such as Michio Kaku warned us about. It will pretty much fry everything electronic globally, so maybe don't buy too expensive upgrades just yet :rolleyes: It's supposed to hit in 2012-13. Electricity will be out for a very long time, and pretty much all computers, communications and the Internet is history (Facebook NOOOOO !!!). There will be riots, chaos and anarchy. One can only speculate when there will be new computers available. Hopefully you won't die from radiation sickness. Oh about that did I mention cooling systems will fail on pretty much every nuclear facility on the planets half facing the sun? That including old nuclear waste facilities that still needs cooling for another 80 years or so. It's a scenario possibly worse then WW3. Did I say it was Michio Kaku who warned us about this thing? He is a cofounder of the bloody string theory. He if anyone should know about this stuff, but I hope that he and all his scientist colleagues are just nuts :crazy:
  9. Yes, HQ from start and skip. I have seen both. At one time the HQ had fuel but after unpacking and packing, it was gone. Yes after respawn. High command works. Pretty much everything works but the player unit icon is missing on the map. 3D markers? Now I'm not 100% sure of this, but I think it's missing camps outside towns. Could be very small towns though. Need more testing to confirm. I keep it on friendly. Just two sided, east and west. No resistance and no partisans. The schizophrenic AI is the biggest issue. It's worth noting that I don't experience this early on. I think I was on my second hour last time the AI messed up. The strange thing is, even though the AI don't fire at you they still act hostile and dodge behind cover and aim at you and stuff, and not until you walk straight up to them they start shooting. If you manage to kill enough enemy soldiers, or take out a vehicle then your own team members will take you down.
  10. No prob I'm glad to help. I rarely use community mods because of stability and the only one that I normally have loaded is CBA. -nosplash -mod=BAF;PMC;@CBA;@fallujah1_1;@MARKB50K_Apocalypse Pretty much vanilla except I'm using beta 1.62 (Release Candidate #3) build 95248, so some of these problems may not be mission related. HQ still out of fuel after packing, confirmed. A few times I used fuel from nearby vehicles to get it moving. However, I don't consider the HQ being rewarding enough and dropping by air gets you back to the front line much quicker. In fact, using airdrop instead of HQ is almost like cheating because you can skip to start location and spawn where you died pretty much instantly. Using the HQ and move it forward as you capture camps feels more natural. Also unpacking in towns and auto transfer equipment to the stash is pretty rewarding, and a fun feature I never seen in another mission. The position disappears completely after respawn. Unless I have a GPS or a team member to ask I have to navigate by eye. I wonder if the camps not spawing issue is bec of object collision detection. Some of the camps you designed are rather big. Nicely done, but huge and more base like. I pretty much always have west as friend and east as enemy and two sided. Last mission was US Army vs Russia on Takistan. I always have civilians enabled for realism. I don't like huge empty maps and abandoned cities. It's too post apocalyptic. That's one of the reasons I like this mission. ALICE is broken in vanilla WF and BE is rather resource heavy and civs adds extra CPU load.
  11. A few new issues: Not sure if it's by design but more often then not when you start with the HQ, the HQ vehicle is out of fuel and immobile. When that happens I rather just blow it up and spawn by airdrop instead, because if you run out of vehicles nearby and spawn at HQ, then you may have to run for miles to get back to action. Not my cup of tea. Could be fixed by randomly spawning light vehicles close to the HQ so you never run out. My position stops updating on the map. Happened a few times and its pretty annoying if you don't have a GPS. When the missions starts out, it updates just fine regardless of unit type so I assume it's a bug. Camps don't spawn. Sometimes you get camp positions on the map but no camps. You can still capture it but you have to constantly check your exact position on the map and navigate to the correct position. Rather annoying. Last but not least. AI tend to get confused a lot. This is a rather serious issue and game braking IMO. All the sudden enemy AI won't attack, and when I attack them I get slaughtered by my own team :j: This happened on different missions and on different maps. Last time it was just me and my sniper and a lone enemy BMP. I'm 100% sure it was hostile because it had the red armored NATO symbol on the map and the setup was US Army vs RU and the US don't use BMP that much. So I blew it up with a Javelin and my sniper shot me in the back as a result. That explained why the BMP didn't attack, because I was pretty sure he could see me. Very confusing to say the least.
  12. Great news. Now this mission got everything.
  13. Fenrisulven

    Are you going to upgrade because of ARMA 3?

    I upgraded the moment A3 was announced. As a nice bonus, A2 now runs like a dream.
  14. No problem, glad you liked it :cool: Hopefully I will have time to take 27 for a spin later. Downloading now.. EDIT: Much better now. These changes made a tremendous difference. Reinforcements x2 is more then enough it seems. I wouldn't recommend a higher setting unless you work for NASA. Forces can build up pretty quickly. Points at 300% makes life a lot easier. Now I can call in vehicles and afford to loose them. Great fun! Also I find myself playing a lot more tactical compared to typical WF missions. You have good reasons to take good care of your team and equipment. Also I found a way to exploit the points bonus system but I'm not sure I want you to fix it :rolleyes: Heck you probably know about it already. Recruiting one AI costs 150 but giving it back to AI gives you 450 points. If you give back a whole team, well then you start making some serious bucks. Keep buying and selling for a while and.. you get the idea. Infinite points :cool: Cheating or not, this is how A2OA is supposed to be played IMO. It's a perfect blend of tactical small scale fire fights and grand strategy. This is what the RV engine was designed for. Nice work man. It's tuning up to be one of the finest user made missions ever. Keep it up!
  15. Stuck at work so I took a few minutes and made you a new loading screen for the mission :) I noticed yours was a bit lowres. Use if you like markb50k. No pressure :cool: http://imageshack.us/f/696/aplogo.jpg/ EDIT: It also makes for a good desktop background *hint hint* :biggrin_o: just make sure you save the file in it's original resolution 3200x1800.
  16. Yes I actually left the room for a while and the screen was still black when I got back. Last successful launch was on Chernarus with 100% forces and that didn't take very long. Sounds good can't wait to try it out
  17. Thx .. but I think I just broke my install of A2. I can't start your mission anymore, regardless of map. I only get a black screen and "Initializing Camps..." and birds singing in the background. I tried reinstalling your mission files and replaced the MARKB50K_Apocalypse.pbo. I also deleted all temporary files in users and appdata / local / temp and restarted my comp, but to no avail. It's smoked :Oo:
  18. That's great news! Nice work man :) EDIT Also I did skip to start location, so that was the problem.
  19. Guess what. I had another go at it leaving everything at default xpt for starting with the HQ. Played for one hour and 40 minutes on Zarga and the reinforcements kept coming this time and the reserve pool was not empty. I also tested it with "-showscripterrors" and no errors popped up. I did have some AI problems however. Some enemy AI didn't see me. I took out a whole squad from 10 meters, not even from cover and not until I walk straight up to the last guy, he fired back. Very strange. Probably not mission related however. When the scripts failed I had force strength set to 50% for performance and I played other factions such as PMC, CZ and TK GUE. I wonder if this could cause the script to fail? I hope you update to latest version and keep working on this mission. Its really good, maybe one of the best conquest style missions I played (when it works). If I had to change anything it would be to make reinforcements cheaper, alternatively make capturing camps more rewarding, say 100 points? That would boost action a lot and you could afford vehicles and bigger teams.
  20. Sounds like a good idea to speed up reinforcements. About 60 minutes into my last test at Zargabad, I was driving around for half an hour and I did not hear a single gunshot. No reports of kills or casualties. Then as I was capturing the last enemy camp, I run into a single soldier. Turned out he was a captain and the intel retrieved didn't reveal a single enemy or enemy camp on the map. Its like I just killed the last one of them :biggrin: My previous mission ended in a similar manner. At this point I pretty much quit or restart the mission. Either that or simply drive around capturing the last remaining camps. The first hour or so is pretty fun however. I think this mission have a lot of potential. EDIT #1 One more thing. When you select factions clicking + you can click it several times increasing the number. Does that have any impact? You can do that for civilians as well. Sorry if it's been covered already. EDIT #2 Turns out the scripts stop working for me. All factions stop getting reinforcements after less then one hour of game time. I fast forwarded another half an hour without anything happening. Tried using the "speed up reinforcements" for a price, but nothing happened. I got the "Attention all forces. Reinforcement have been moved up by command" message. Menu 0 8 5 1 showed 1 camp patrol and two long range, only inf but they where all moving around the same places making new wp around already captured camps. Reinforcements Unit and Arrival information is empty. Enemy was down to one unit of a few inf, also not moving. Needless to say, there was no more action :bored: Maybe it's because I use 1.62 beta (Release Candidate #3) build 95248.
  21. Yes unpacking don't take very long. I did however have my HQ close to some buildings (to protect it from air). Maybe that caused the problem? A menu option is what I requested when I said "I was out of grenades and could not suicide and I really didn't want to run all the way back so I had to quit the mission." I like the missions though, it's nicely scripted. It's just that I'm more accustomed to fast paced WF missions :p Like I said, it seems that the fighting subsides relatively quickly. Within an hour or so, I only see a few occasional battles, usually between infantry. Is it perhaps because reinforcement points are used up?
  22. Tried it again, packed and unpacked the HQ but still no go. Can't find respawn in the menu. Where did you hide it? AI is moving to new objectives, for a while but like I said, after some time the AI tend to just chill at already captured camps and I have to do all the work. They do create waypoints but nowhere near enemy or uncontested camps. Maps tested Takistan and Zargabad.
  23. I don't know. It feels like I'm fighting the whole war single handed. The AI isn't aggressive enough and battles tend to halt and I'm the only one capturing camps, lone wolf style. I'm sure its by design but, make it optional to have cheaper reinforcements perhaps? That way you don't have to wait for hours until you can request new guys in case you mess up. Just an idea. Nice missions though and I like the ability to set up factions and all that. Scavenging for weapons is pretty interesting and I like how civ vehicles are not always fully fueled and in mint condition. In a way it's a pretty realistic setup, if you ignore the abandoned camps and military vehicles scattered all over the map. Keep up the good work. BTW I noticed a few bugs. I ordered in a mortar to my HQ and lost points, but no mortar showed up. Also when I tried to move a static MG from a camp using a car, I spawned as a gunner in it, miles away from civilization *dafuk* :crazy_o: I was out of grenades and could not suicide and I really didn't want to run all the way back so I had to quit the mission. Maybe add the ability to "respawn"?
  24. Turns out Armaholic still links to 2.6, I will check out the new version thx. I like the concept of this mission and you seem to have put a lot of work into it. __ EDIT It works now but I have no idea how to play it. Can't find a big enough vehicle to transport my squad and requesting a transport is ridiculously expensive :crazy_o: Anyho I'm probably missing something.
  25. Doesn't seem to work for me "1.62 (Release Candidate #3) build 95248". All I get is the "Initializing factions..." screen.
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