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About alky_lee

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    Master Sergeant

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  1. alky_lee

    [SP] Pilgrimage

    It happens to me and I don't use VComAI. It's a nightmare with the gunship. I think it's to do with being spotted by enemy and has a timeout on the map the same as if you had spotted enemy with their markers. It's no longer sufficient to break line of sight for them to forget about your vehicle. I have to hide it in thick trees or inside a building to be safe. I don't like to lose my hard earned mobile arsenal. The other alternative is to kill all the enemies in the area.
  2. alky_lee

    Pilgrimage - Ported

    I’ve been running a few test missions and it’s been a bit different. When I port the mission, I do the strongholds first, but by the time that I’ve finished the port, I’ve forgotten where they are. It makes it interesting for me too.
  3. alky_lee

    Pilgrimage - Ported

    I've done another port of the mission to Tanoa. Steam workshop version https://steamcommunity.com/sharedfiles/filedetails/?id=2230775394 pbo version at https://www.dropbox.com/s/sssbee3de38prxu/Pilgrimage_Tanoa_AK1.Tanoa.pbo?dl=0
  4. alky_lee

    [SP] Pilgrimage

    Spent last night watching through his Pilgrimage Malden playthrough. Sadly missed.
  5. I have had this happen to me. It is to do with the unit cap. You may see a message at the bottom right of the screen in yellow that tells you the unit cap has been reached and lists the active sectors below it. They are the only sectors where the enemy have spawned. Any other sectors will be empty and you won’t be able to capture them. I have previously captured the active sectors but the next town was just the same as you say. I don’t know if the mission prevents enemies spawning in when you are occupying an empty sector to prevent you suddenly being surrounded by dozens of enemies. It may also be possible that reinforcements are keeping the old sectors active after you have left. When you come back another day that sector will be active and available for capture as normal.
  6. Liberation playing with my emotions. Just got the message that we had captured the town, thinking that we only lost two men and hadn’t used much ammunition so we could go to the next town. Looked up and saw two gunships coming straight down the Main Street on rocket runs towards the Bradleys. Took out one Bradley and destroyed another. Time for a change of plan. This is such an excellent mission. I love it.
  7. alky_lee

    Pilgrimage - Ported

    Previously Rydygier has said this,
  8. TPW Mods doesn't modify game files. To uninstall it, there is a folder in your main Arma folder which should be called @TPW Mods and also a userconfig folder which will contain a folder called TPW Mods. There should not be any TPW Mod folders elsewhere in the main Arma 3 folder. Just delete the two folders @TPW Mods and the TPW Mods folder from userconfig and that will completely uninstall it.
  9. alky_lee

    Pilgrimage - Ported

    I was at a vantage point overlooking Chernogorsk trying to survey the area. “Truck, 100m” - there was a truckload of LDF in the trees. I didn’t know there was a CSAT checkpoint out of sight round the next corner. Mortar rounds were landing all around. Two CSAT fireteams came towards us. Then an AAF fireteam came from the opposite direction, There was also another CSAT checkpoint on the lower area with the Stomper near to it, looking a bit disabled but still alive, with an off-road crashed into the back of it. All I had was a tree for cover, and nowhere to go. That kept me busy for a while.
  10. alky_lee

    Pilgrimage - Ported

    Took the mission to the end with 3 major battles and 27 reverts. No major issues, Everything seems to be working and CUP have released a stable version of the map which won't be updated as frequently. So I have put the ported mission on the Steam Workshop
  11. alky_lee

    Pilgrimage - Ported

    I've been testing it. Turned everything up to 100% and FPS performance has been OK although I haven't been into any towns yet. It's only my performance that has been poor. Jeez I've been dying a lot. Had to deal with a squad that had the higher ground. Killed them all except for one which was the marksman somewhere in the trees. I don't know how many times he one shotted me. I have seen one checkpoint. I know there is an airfield just over the next hill because I can hear the gunship taking off. Luckily they sent an AA team in an Ifrit which I have now captured so next time I will be prepared.
  12. alky_lee

    Pilgrimage - Ported

    The CUP Team have brought out an update to Chernarus called Chernarus 2020 which includes updated enterable buildings. Haven't tried it too much but it looks good. I wondered if Pilgrimage would work on it, and it looks like it does. Everything seems to be there except for checkpoints maybe. I've done a rough port for testing where nothing has been changed from Rydygier's version. If anyone wants to test it, the pbo is at https://www.dropbox.com/s/ogeta8ta8q3iquf/Pilgrimage_2020.cup_chernarus_A3.pbo?dl=0 It requires the Dev CUP versions of Core and Maps 2.0
  13. I started with a fresh download of TPW and RHSPKL ran without any problems, although I did have quite a few modules turned off. My hpp file below.
  14. alky_lee

    Arma 3 Apex: Old Man Feedback

    Added: Savegame settings dialog at the start Added: Missing voice acting to some characters Fixed: Temporary voice acting replaced by final versions Fixed: Typos in localization string keys Fixed: The static M2 optic is now hidden upon destruction Fixed: FIA crews of the static M2 Fixed: Missing assembly string on the static M2 Tweaked: Compositions in some locations Tweaked: Increased the minimal hit value on static M2 and increased shield protection so it can deflect MXC rounds from >20 meters Tweaked: Static M2 gunner get in positions and fixed the floating animation on getting out