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alky_lee

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About alky_lee

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    Master Sergeant

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    Yorkshire

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    @aky071
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  1. alky_lee

    Pilgrimage - Ported

    A couple of ports to note by 3000 Super Tucanos of Marcos They are still a bit rough round the edges, but a new approach keeps you on your toes. Whilst Altis goes back to 2007 in one, the second one uses assets from Aegis and replaces CSAT with Russians. Pilgrimage 2007 - Altis but replacing the usual CSAT/AAF with a variety of older factions. https://steamcommunity.com/sharedfiles/filedetails/?id=3298143603 Mehland - https://steamcommunity.com/sharedfiles/filedetails/?id=3349929433
  2. alky_lee

    Pilgrimage - Ported

    I have ported the mission to the excellent terrain Yulakia by Icebreakr Download the pbo from Dropbox Also available on Steam
  3. alky_lee

    [SP] Pilgrimage

    The mission mechanics are the same across the board (loot, intel, etc). In some ports the circle intel may be smaller to counter for a smaller map, but the number of churches checked off when you speak to civilians can be greatly reduced depending on map size. Also the number/type of abandoned vehicles may be tweaked to try and avoid the spawn bonfire at mission start where a number of vehicles try to spawn at the same point. Equipment/cash at mission start may also be tweaked. I may also may have added a minefield or two on certain maps, not just around strongholds/airfields. Major Stiffy also adds in some other mods such as holster weapon, and his own tweaks to strongholds.
  4. alky_lee

    [SP] Pilgrimage

    When the mission is ported to another map, whoever carries out the porting has to decide where the airfields and strongholds are and perhaps add additional buildings and chapels that are not on the original map and perhaps other surprises that you may or may not find. As a result two different ports to the same map can be entirely different in playstyle and challenges that different terrains present.
  5. alky_lee

    [SP] Pilgrimage

    You don’t need a no stamina mod as stamina effects can be turned off in the mission settings in game (0-8-5). Other mods that I use are Improved Grenades, Advanced Rappelling, Advanced Towing, More Readable Map, VTS Weapon Resting as well as the ever present TPW Mods. VTS Weapon Resting provides more usability on top of vanilla weapon deployment (Have you ever tried to deploy your rifle at the top of a hill or on a rock?). Simple Single Player Cheat Menu is another good mod to have. It provides access to Zeus, Virtual Arsenal, Virtual Garage and other stuff. Handy for dealing with stuff when you get bored with waiting for the gunship to RTB or an armoured vehicle parks outside the only exit from your building and is still there when you return from putting the kettle on. (It is a game intended to entertain after all). Hetman War Stories (also by Rydygier) is a single player battle creator where there is an AI commanders in charge of each faction. If you can stand the AI behaviour which quite often becomes annoying these is a campaign mode or whole map mode which can be played out over multiple sessions. As with Pilgrimage there are a number of adjustable settings used to generate the battle.
  6. alky_lee

    [SP] Pilgrimage

    The body will not despawn, and if you leave it where it is, I believe you can still fast travel if you want to and come back and pick it up later.
  7. alky_lee

    [SP] Pilgrimage

    If you are beyond a certain distance from your vehicle when you quick travel, the vehicle will not travel with you. I can’t remember if it is 200m or 500m.
  8. alky_lee

    [SP] Pilgrimage

    The ones with the icon on the map, that you bought for 1200ff, won't despawn, although you may also come across these in your travels without the need to pay for their location to be revealed. They should have a blue circle around them when you look at them. Modded vehicles will depend on the mod. If you are running mods with vehicles, they may be added to the abandoned vehicle pool, but should have the blue circle around them.
  9. alky_lee

    [SP] Pilgrimage

    If the vehicles are abandoned vehicles (blue circle), they will not despawn. If they are vehicles spawned by mods, it is possible that they may despawn. For example, cars spawned by TPW cars, shouldn't despawn, but may if they were damaged and the occupants were dead when you commandeer them. Vehicles spawned by TPW Park will despawn if the player moves more than a certain distance away, even if you leave your AI companion inside it.
  10. To be fair it wasn't very noticeable with the original Arma factions. Recon were a little better but not remarkably so. I too looked for mods to enhance the AI such as bCombat, Vcom, ASR, etc. When the vipers came with the Apex DLC they were another notch up. I thought the Spetsnaz from Contact DLC were on a par with them until I started using Herne. I couldn't really rate the Blufor groups as I haven't played enough Opfor against them and I don't come up against them in Pilgrimage. When I play as Blufor they are all as bad as each other and totally infuriating. Trying to keep them alive during the East Wind campaign was an achievement in itself. I suppose I could reverse the factions using Herne and see how the Blufor groups perform.
  11. It's just the vanilla skill/accuracy settings for different groups of units. I usually find that recon and "speshul" forces groups are more skilful/accurate and more aggressive in their approach to dealing with a threat. They tend to react and manoeuvre more quickly. The Herne script amplifies these differences. I started off with a mix of CSAT and Vipers. The Vipers were always front and centre in climbing and entering the tower. When I replaced them with Spetsnaz, they were almost suicidal in their approach. Whereas I could survive fairly well against CSAT/Vipers, Spetsnaz proved more of a challenge than I expected.
  12. I have found with this script that different groups of enemies are more aggressive than others. I thought that vipers would be most aggressive but it turns out that Spetsnaz are even more aggressive by a significant amount. Trying to defend a tower against 40 Spetsnaz in six hunting groups until support can arrive is very challenging.
  13. alky_lee

    [SP] Pilgrimage

    I've not experienced that error. I use the realistic loot setting. Which setting are you using?
  14. alky_lee

    Pilgrimage - Ported

    That would be a very long video with not a lot happening apart from me dying a lot. I like to fight the AI on equal terms. That means I get to know their last known location. The map is not always accurate or up to date. I often see enemies that don't show on the map or get called out. The AI do cheat. They open fire before they come round a corner as they know you are there, as in this Malden run.. Friendly markers remind me where I last left my medic, especially when resuming a mission a day or two later. (They also help me avoid killing friendlies later in the mission). I play the mission for fun, not to drag things out by having to orienteer my way around and count my paces to measure distance travelled and waste time going the wrong way. I'm quite capable of doing that in any case, especially following intel from a single civilian who sent me that way. I did do a couple of videos back in 2017 on PKL. The joys of trying to navigate around that temple deep in the jungle, and I definitely couldn't get a vehicle to the body.
  15. alky_lee

    Pilgrimage - Ported

    Obviously I don't use any mods while testing/editing the mission. My frames were on the low side even then. Obviously the map is the whole of Vietnam and not just a simple island. I wondered at the amount of detail in the map considering the overall size. Some hit on FPS is inevitable on such a terrain in Arma 3. I have yet to try it with my modset, but they should only have a minimal impact on FPS.
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