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alky_lee

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Everything posted by alky_lee

  1. 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.
  2. 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
  3. alky_lee

    [SP] Pilgrimage

    Spent last night watching through his Pilgrimage Malden playthrough. Sadly missed.
  4. 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.
  5. 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.
  6. alky_lee

    Pilgrimage - Ported

    Previously Rydygier has said this,
  7. 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.
  8. 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.
  9. 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
  10. 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.
  11. 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
  12. 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.
  13. 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
  14. alky_lee

    Arma 3 Apex: Old Man Feedback

    The only update I have had was for Ace. As BI have gone away for the Xmas holidays I would not expect any updates for Old Man.
  15. alky_lee

    Arma 3 Apex: Old Man Feedback

    Only played a few hours so far, but I am having difficulty reading text on the map markers, so I'm not really sure what some of the markers mean. I am using trial and lots of errors at times. Also, when I receive a telephone call and I'm driving, I have to stop the vehicle and turn off the engine to hear what is being said. Muting the engine noise for the duration of the call would useful. (These could just be because I am blind and deaf) The dogs barking at the house is really annoying. It would be more immersive if they were quiet and only barked when enemies are nearby. The incessant radio chatter when attacking enemy positions is really distracting as well as being repetitive. I thought it was good at first, but the novelty has worn off very quickly. The chatter should be used more sparingly, and the language should reflect the enemies being faced rather than being a mixture of Chinese, French, etc. I've found that the enemy bodies aren't persistent. I attacked a CSAT squad but a QRF turned up. Before I could deal with them, the original bodies were sinking into the ground in front of my eyes. Whilst this may be necessary in multiplayer, it does not need to be so aggressive in singleplayer. Bodies could be left around longer and shouldn't disappear within 600m of the player. When assigning a task, the task isn't being highlighted on the map. I also am unsure of the mechanics of using a sleeping bag to save/rest. Some better explanation would be useful. Just a few early observations. When I save and resume the mission all map markers placed by me are gone.
  16. alky_lee

    [SP] HETMAN: War Stories

    Using the editing module to hide the terrain object will hide the wall but AI pathfinding doesn't always recognise that there is a gap. By hiding part of the wall and part of the fence I was able to get AI to go through on a simple MOVE waypoint. This could provide some fierce action at these pinchpoints. Just need to pick some strategic points to do so.
  17. alky_lee

    [SP] HETMAN: War Stories

    There is a border crossing mod https://steamcommunity.com/sharedfiles/filedetails/?id=1728352565 or should be able to hide things in the editor, but the biggest stumbling block is the raised obstacles which may still be a problem
  18. alky_lee

    [SP] HETMAN: War Stories

    I have started with Weferlingen (Summer) but not recommended for Whole Map mission. I had the two sides on different sides of the Iron Curtain. Although OPFOR could cross, BLUFOR couldn't so when OPFOR retreated, that was pretty much the end, but a moral victory if nothing else.
  19. alky_lee

    [SP] HETMAN: War Stories

    Quick question about the invisible officers. I was trying out the wip8 version and an enemy officer marker showed up on the map although I couldn’t actually see them. If I was to flatten that area, would it kill them?
  20. alky_lee

    [SP] HETMAN: War Stories

    Looks like the post has been released now
  21. alky_lee

    [SP] HETMAN: War Stories

    I am loving the whole map mode. There are a lot more units being moved around by helicopter without trying to land in the enemy strongpoint, which provides much more immersion. In the couple of missions I have tried so far, time to first contact has been around 20 minutes which is good. The battlefield is much more uncertain as to enemy positions so keeps you on edge. Even waiting for the battlegroup to move up is edgy especially as an enemy armoured column comes over the horizon at you. One thing I have noticed is that the morale of the players side drops without reason and we surrender just as we are pressuring the enemy strongpoint. I don’t know if it’s a bug or just the leader losing his bottle. It’s probably too early to say for sure. Looking forward to trying wip5.
  22. alky_lee

    [SP] HETMAN: War Stories

    It’s not a bug ... it’s a feature.
  23. alky_lee

    [SP] HETMAN: War Stories

    Tried porting to Fallujah and Livonia maps. In both cases initialisation failed due to insufficient locations found. Tried some normal battles on Livonia (Looters vs Spetsnaz which works in 1.09) but the mission hangs at loading screen with this error EDIT: Tried wip1 and wip2 missions on Altis for normal battles. wip1 works, it's just wip2 that doesn't work.
  24. alky_lee

    [SP] HETMAN: War Stories

    Gave the whole map mode a trial run using Altis in the editor and without mods. Battle size was set to medium and starting FPS was 25 FPS and which later increased to 35+ FPS. Opfor started in Molos. Blufor started in Neri, so about 30km apart. Playing as an OPFOR squad, we were picked up by helicopter and dropped outside Paros with Paros as our objective. Moved into Paros unopposed, and other units joined us by road to establish control. It was over 90 minutes before the first contact in Paros when a Hunter drove into town. There were losses on both sides but the Hunter crew was killed. Further contacts were had in Anthrakia before it all went quiet. I had to seek out a squad and engage them from 600-800m. Blufor were flanking left and right and popping up behind the front lines and inflicting casualties. I spotted one of their officers who was on his own so I hunted him down and killed him. The two Blufor officers were Brute and Idiot. Brute suffered zero casualties so was probably still in Neri while the idiot was attacking and was the one I killed. Opfor were Dilatory and Genius, but Genius only had a small force. I did notice that units patrolled and garrisoned in buildings, and that nobody suffered any losses at the start which was unusual. Blufor also established a small presence at the objectives on their side of the island whilst Opfor didn't, but that may have been strategic decisions made by the different officer personalities.
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