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nMarauder

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About nMarauder

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    Private First Class
  1. The purchasing bug was the only one that was a serious issue so I'm glad you are fixed it. I'll also let you know if the smoke bug happens again. If it doesn't, I possibly will actually miss driving around with a cloud of orange smoke behind me. As a note, the cones/barriers disappeared after I reloged into the game. It was strange but they are gone now.
  2. I've played a couple hours and have encountered a few bugs which may or not be related to the newest build on workshop. 1) The orange smoke grenade effect attached to the initial drop construction truck never stopped. It just kept looping. Hours in and it is still going. 2) Only took one base but I wasn't able to order recruits. I seem to be able to order in empty vehicles, but every time I try to get a new team member, like AA or AT, the cost is deducted but I get no one. I wait around a while, no one shows. Search around to see if something weird happened, no sign of them. 3) For some strange reason, a huge amount of cones and traffic barriers appeared around my vehicle yard. It may have happened when I was ordering in empty vehicles, which floated in about 150m away. It is a huge nuisance, it seems to effect pathing negatively. EDIT: I stumbled upon one of the streetlight switches and it seems to work okay.
  3. This is a really great dynamic mission, and I don't praise much at all.. ever. It has afforded me some of the most dramatic and intense moments of any FPS or strategy or even RPG games in a long time. I've played a map now through about 5 base takeovers and some of the story missions and I've had no decrease in FPS or performance, which surprised me considering I've been gallivanting around all over the place and spawning literal tons of enemies and civilians. I'm a little hampered by the broken construction truck store item but I'm enjoying the skirmishes quite a bit. The balancing of elements is really nicely done. I never feel completely overwhelmed and retreat is frequent but the AI is really pretty good. At least compared to Arma 2 which is what I'm doing. The uncertainty of munition and ordnance availability forces you to change tactics frequently rather than simply fielding a static team operating under a static tactic, i.e. you can't just run around with the same team doing the same thing. For the first time in the history of my gaming experiences I've actually encountered terrifying and really, really challenging AI snipers during the mission. If you just have your guys milling around while you rearm at a supposedly secure base, you may lose a few of your good ones to a sniper/spotter team up in the hills 600m away. I love the way guardposts are built, and the dynamic it adds to battlefield engineering as you build FOBs to advance into new areas. All on the fly. This may already have been covered but I am curious, can you dynamically adjust street lighting through scripts? I've always wanted to see the ability to capture a power plant (the sun collectors on Altis, for instance), and once captured, you could order changes to the grid. Perhaps the same power mechanic could activate access to certain useful commodities, like tech and better weapons. Finally, how do I get the workshop version of the mission with the construction fix? And, will saved games still work?
  4. Just wanted to share my appreciation for this mission. I love the little things about it. For instance, last night, I was in a great firefight with a bunch of Persians in a remote wooded valley. After the fight, I got points for capturing an "Invisible" point. It was great :D
  5. nMarauder

    Warfare BE

    The parameter "AI Defenses Range", does that range refer to the distance from your base AI soldiers from barracks will run to man a turret, or the range at which a town detects hostiles and spawns a defender, or the distance from a town that defenders will engage, or something I'm totally missing?
  6. nMarauder

    Warfare BE

    Just wanted to report that I've been playing a game alone against AI using 2.072 for the past couple of days, so long that it is now dawn of day two in the game. I've had no crashes or major bugs or issues at all. Lots of saves and reloads, with no dedicated server, on an i3, gt 545, 8 gigs ddr3, and things are still running, 8 vs 8, at about 35-45 fps, only hitching for a split second when a rebel town spawns. The only serious issue is the AI respawning out on Skallisty (or whatever that island is). I've made that basically into a game feature where I've occasionally got to fly down there and make sure they get off the island, facing opfor who are also stuck there lol. When I save and load the game it takes a lot longer than usual, but that makes sense. So, many many hours in and it remains pretty stable.
  7. nMarauder

    Warfare BE

    Wait.. I guess I've misunderstood all along. I thought that for a dedicated server you'd need to run it on another box. You can run the server and the graphics client on different cores? I guess I'll need to look into this, I was completely misunderstanding it.
  8. nMarauder

    Warfare BE

    Just after dusk, after advancing my forces from Kamyshovo, where we started, we (My AI and I) began an attack on Stary Sobor. We had established a new FOB between Gorka and Stary, and we used illum and HE shells as we advanced into the town from all sides with tank platoons and force recon. I was commanding from a little bird like usual. That battle was one of the highlights of my long gaming career. Tracer rounds through the dark, great lighting effects.. We didn't take one casualty. It was way, way too much fun. Forget Day Z. I'm surprised more people aren't into this stuff. I should have recorded it.
  9. nMarauder

    Warfare BE

    Three of the biggest AI issues I've seen: 1) AI squad leaders not accepting the respawn location I've set for them, respawning instead at the corner of the map. In some cases, it is irreversible and they will never spawn anywhere else. 2) Everytime a "Hostiles detected near LOCATION" message comes up, that town seems to spawn an AI defense unit, usually a HMMV, regardless of how many are present. Game got really laggy when these towns started having upwards of 30+ defenders, like herds of wild mountain HMMV surrounding Bastam. Here is an example of just one town, with HMMV and Bradleys. There are 4 other towns like this on the map: Please note that this appeared far, far worse on Taki over Chernarus. At the point the screenshot was taken, the 12 vs 12 AI game on Taki was running about 6 fps, while a similarly progressed game in Chern is running over 30 fps. For some reason, there were much fewer hostiles detected around towns on Chern as opposed to Taki. 3) After tearing down a base and rebuilding it closer to the front lines, the barracks won't spawn AI defenders to man the static emplacements. My first base had only about 6 turrets, so I wasn't over any limit after I tore that base down and built my second base. In fact, not only were AI not spawning at the new base, but any other AI that respawned after the base moved appeared in the corner of the map. I know that the next version is going to have significant AI revisions, so maybe none of these are an issue. I just thought I'd bring them up.
  10. nMarauder

    Warfare BE

    One more set of questions; please forgive me as I'm noobile when it comes to dev-heaven, Arma 2 mods and whatnots. I'm having a strange problem where various infantry AI units are teleporting to the corner of the Taki map. I'm using Arma 2 CO with no missions, modules or add-ons other than Warfare: BE 2.072. This seems to happen when the AI are moving to a destination assigned through the HC, with their auto-AI disabled and no orders issued through command center at all, save the "Take Towns" default order at the beginning. While enroute to their destination, they randomly teleport to the the NE corner of the map and immediately begin to path to where they were headed before the teleport. "Squad Respawn" orders through the Command Center don't fix it. They simply disappear for a second and then reappear where they were. I haven't seen it happen to anyone but infantry. Vehicles squads don't seem to do it, just infantry of all types. My second question regards dev-heaven. While having searched the issues on dev-heaven only to not find a similar bug, should I report it there or is that site exclusive to developers/modders? I wouldn't mind reporting bugs I've found, but I'm not sure how to go about it.
  11. nMarauder

    Warfare BE

    Once my AI squads (set to the default parameter of 10 men per squad) began to fully populate, I started to experience some FPS lag. I am completely aware this can happen and that a lot of people recommend a dedicated server. However, I tweaked the parameter down to 6 men per squad, which I believe will alleviate some of my problem. My question is this: Will lowering that parameter to 6 in a game which is already well underway (a very fun game, at that, in which I am dominating), will it take effect? Do I need to respawn those squads to see the lower number of soldiers, do I need to wait for them to die, or does it decrease them automatically? Do I need to restart a game?
  12. nMarauder

    Warfare BE

    I had this problem as well. Around the same time all my AI squads began to fully populate with soldiers, after about 4 towns, all the AI stopped fighting, enemies and allies alike. We would all mill around together in a town, shoulder to shoulder, and I felt almost bad walking through town systematically executing all the resistance while my own AI stood beside me watching, doing nothing. The AI would move to places I ordered them to, but they were not firing at or engaging the enemy at all. I was also using 2.072, on Chernarus. I was using the file I got from Armaholic, and it doesn't appear to be the same one available through dev-heaven. I downloaded the one from dev-heaven but have yet to try it out. ALSO, I realized the file I was using was for vanilla and not CO, which is what I have. I'm not sure if this would cause a problem, but now I have the CO version and I'll be testing it out later. First thing I noticed was that there are more build options. EDIT: I think there is a version specifically for ACE.
  13. nMarauder

    Warfare BE

    Yep, I had set those guys to defend and, while defending, they hopped on whatever nearby turrets they could find. I was able to get them to give up defending by respawning the squads, as I couldn't figure out how to get them to leave the turret regardless of the orders I was issuing. But yeah, it was the defend order that did it! Now I have a full brigade of soldiers doing my bidding again, and not just a platoon of riflemen and AT :D Thanks! Can't wait to see future updates.
  14. nMarauder

    Warfare BE

    Hello! First time poster, long time lurker. First, I wanted to say thanks for this great mission. I've been looking for something like this for a long time to just chill out with and play an hour or so a night, with a large persistent battle. Yes, so far I'm playing it only single-player (I've always loved large bot battles, back to games like BF: 1942), and I find this mission very satisfying. You can play a bit, take a town or whatever, save and get back to it the next day. Glorious. I can't wait to try it out with some PvP. That said, I have a question which has been confusing me. I'm not all that experienced with high command yet, so maybe the answer is more obvious than I can conceive: My AI seem to be occupying all the turrets in my towns. I was under the impression that defenders for towns would eventually spawn when the supply was right, taking up defensive positions, but instead, my AI squad leaders (I am commander) are taking those turret spots, so what I have now is only about 4 squads able to actually move around. The rest of the squads are all clustered around the turrets. For instance, a motorized infantry squad of HMMV M19s clustered awkwardly (and ridiculously) around a machine gun nest outside Kabanino. Another MG nest has a fire team around it, and I can just imagine that when I start producing heavy armor, the same will happen. With most of my AI squads tied up on turrets, its harder to move forward, and I can't seem to get them to leave the turrets. Another question: When you issue orders through the WF > Command Center menu, such as an order to defend an area, if you then issue a move order using high command and the regular map, will they move to the area you've ordered them to and then begin defending there? I've seen behavior like this with some of my squads, but it isn't consistent so I'm confused as to how it is supposed to work. Sorry if these questions are obvious. I read a number of posts in this thread, and other threads, so I hope I'm not asking already answered questions. That said, I think this is a great mission and want to thank Benny profusely, from the bottom of my gaming heart. Over 30 years of gaming here, and this is one of the more promising, fun games I've come across. EDIT: If there is a need for documentation or a WIKI or something, I'd be glad to contribute. I'm having enough fun that I think I can muster the energy to participate with such a venture.
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