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fitzwilliam

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About fitzwilliam

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  1. Outstanding update Sa0k! I just bought a Scorcher and it appeared at a friendly camp about 8km from my current position. My virtual artillerymen thank you ;) I like the new icons you added to the various info readouts on the screen as well. Adding the unit silhouette to the UAV readout at the top of the screen is nice as well. The only problems is that your mission is soaking up a great deal of my gaming time, too bad I can't play at work!
  2. Hello Sa0k, Spent quite a bit of time yesterday playing the new update, and have just now restarted/resumed with the latest update (today's, 2 June). I like the new map markers, at least the ones I have seen in about 15 minutes of playing. The town relationship shading is very nice, subtle enough to not be distracting and conveying helpful info at a glance. I also saw what appears to be an arrow indicating the direction from which CSAT is going to attack a camp which is also very helpful. I was about to post that I lost the ability to call air support but something told me to check what the new special buildings you added do. I see one now has to build a mil office to call air support. I'm hoping only one has to be built as it seems quite large and would be difficult to incorporate in many camp layouts. With regard to the work you did on artillery I can report that I had no difficulty calling in artillery support after purchasing an artillery unit. I do note, however, that there still seems to be a problem with where the Sandstorm and Scorcher spawn. I have now purchased 4 Scorchers and one sandstorm and all have spawned withing 150 to 200 meters of the CSAT camp nearest to me at the time of purchase, even when I was actually closer to a friendly camp. This resulted in the almost instant destruction of 3 of the units. In addition they were too close to the targets I wanted to use them on (Invalid Range message when attempting to plot the mission). The problem is compounded by the fact that we can no longer move them once they are placed. Any chance that the player might be able to select a location where they should deploy, say within 200 meters of a friendly camp. Or maybe allow the player to specify which camp the unit should spawn near? The new ability to build units at factories is nice too. I like the CSAT helo that is a cross between an Mi-24 and an Mi-28 so it was fun flying around in one of those. It's neat that it is an attack helo and you can carry your squad around with you too. I noticed the factories use FP (factory points?) to build the units, not prestige. Is this a resource generated by the factories and accumulated over time? If so, please note that the value is not carried over when you do a restart/resume; I had about 21 FPs remaining after building my last helo yesterday and today, after doing a restart/resume, I only have 0.9 (have a three factories operating currently). Finally, there is still some strangeness going on with camp and strategic point capturing. For example, yesterday I was defending a guard post that controls the factory at Athira. There was another friendly guard post about 500 meters north of my position. All of a sudden I got the message that I had failed to defend the strategic point and that it had been captured. This despite the fact that all the statics were still manned and myself and 7 squad members were deployed within 20-30 meters of the tower that was the guard post core. CSAT crew spawned at the statics, knocking the bluefor crew aside, and CSAT teams started motoring in to garrison the post. The marker denoting the guard post's presence also disappeared from the map but none of the actual structures or statics associated with it did. As this had happened to me before I simply waited it out and let my squad instantly kill the CSAT crew on the statics and picked off the CSAT teams as they arrived. I then got the message that the strategic point had been captured and it turned green again on the map. However, in order to get the guard post to appear on the map again it is necessary to fast travel away from it for some time. I am not sure what causes it be drawn on the map again, only that it always is after a certain time as long as one stays away from it (outside the range where the statics and AI teams would be spawned in). As I said, this has happened to me before, both when defending camps and strategic points is invariably accompanied by the guard post marker disappearing with the map although, as noted, none of the structures or statics associated with it actually disappear. I should also note that have lost camps where no guard post was present even though I was essentially standing on the camp flag. Hope you find some of this helpful and keep up the good work!
  3. Hey SaOk, Quick update. I just now did a restart/0-0-0 resume with the new version. It seems that something is getting messed up with towns and relationship. No indication appears on the left side of the screen where there is usually information about the town you are in, its relationship to you and the type of support it provides. In addition the local shop is not available in the WLA menu. I had noticed this previously when I was using the Dev Branch. I'm now using the stable branch and the problem persists (please note that I began using the stable branch with a full restart of the mission). To the best of my recollection this started occurring when you added relationship status to the things saved with the 0-0-0 save mission function. EDIT: Thanks for the artillery update! EDIT 2: In case it helps with trouble shooting this, installations (factory, power station) do not appear to be affected by this, they still show all the usual info and the local shop still works.
  4. Hello SaOk, Just wanted to let you know that after reverting Arma 3 to the stable branch I was able to use artillery again and units are once again fully clothed :). I'll give the new test version a spin shortly, thanks for the tactical glasses!. I'd also like to report that I have experienced that same issue that qdrummer21 has where the player respawns when his vehicle takes some damage but is not destroyed or even a mobility kill. With regard to artillery I also had some thoughts. I have noticed that when one purchase a high-value artillery asset (for example a sandstorm) the fact that it actually deploys on the map can be problematic. First, it often deploys too close to the player and as a consequence the target may be inside its minimum range. This necessitates a move which often exposes it to destruction. I have also seen the purchased unit deploy in extremely close proximity to enemy units. For example, during a camp assault I once purchased a scorcher to provide artillery support. Unfortunately it spawned right in the enemy camp! It also seems that the AI in the Scorcher don't use their main gun in a direct fire role. I've seen them firing at units they had LOS to that were fairly close and to do so had the main gun elevated nearly vertical. Needless to say the fire was inaccurate and a substantial threat to nearby friendly troops. So I wonder if there might not be a way to simulate non-mortar artillery firing without having a physical presence on the map. For instance, the player might be able to purchase an "artillery park" at a camp. After doing so he would purchase fire missions that would have a certain amount of rounds available and remain on-call for a set amount of game time, say 20-30 minutes, at which point the mission would expire and the player would have to purchase a new one. Of course my scripting skills are essentially non-existent in comparison to yours so I have no idea if this is possible or fits with your vision for the mission. Finally I want to note that none of my suggestions are meant as implied criticism. You've made something that is well beyond my abilities to create and I appreciate your ongoing support of the mission.
  5. Greetings SaOk, Thanks very much for all your work on WLA. I literally would not even be playing Arma 3 at this point if it was not for your excellent mission! I've logged a few hundred hours playing it since you released it and it's great seeing all the improvements you have made to it over that past months. Having said that, I have noticed a few problems recently. 1. I can no longer get purchased artillery units (vehicle or mortar team) to fire. Once I get to the dialog to select the number of rounds to fire I get an error that there is an undefined variable in curammo in the a3 supports module line 29. 2. I cannot use undercover mode. Switching to undercover results in my unit switching to his underwear and the detection status fluctuates between "undetected" and "detected". I believe this is related to a recent change in how uniforms are handled. Also note that no civilian clothes are selectable from the gear menu. In addition I have armed units running around in their underwear in towns, most likely the armed civilians generated in hostile towns. 3. attempting to shift-click to set a marker on the map does not display the mark on the map. It is also only sometimes visible "in-character". I also note that the elevation and coordinates displayed under the cross-hair when viewing the map gets stuck after a short time and does not update when the cursor is moved. Finally, I have a few requests for you to consider. 1. Is there any chance we could get VAS back, at least as an option? 2. I would appreciate an option to disable the long concrete walls that sometimes get drawn around camps. They play havoc with AI pathfinding at times and can be quite the nuisance when one respawns on the wrong side of one and has to walk a long way around one to get back into the action. 3. Could tactical glasses be added to to the default undercover loadout to facilitate the use of TPW HUD? Once again, thanks for your fantastic mission! I look forward to seeing what you have planned for the future (and a port to Takistan and Cherno).
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