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Quintus_Fontane

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About Quintus_Fontane

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  1. I completely agree! WLA is so alive with so much going on, which is why it's pretty much the only scenario I play now (Must be pushing 100 hours in this scenario alone by now). I just thought the persistent team mates would mesh really well with the way WLA is set up. Maybe have them cost a lot of points to recruit (And recruit again when they get hit and 'recover') so it balances or somesuch. I don't know, just throwing ideas around here ;)
  2. Excellent, thanks SaOk! You're a bloody hard worker! :eek: I installed and had a play with that DUWS (Dynamic Universal War System) mission earlier; not bad, but just felt a little... empty, compared to WLA. Less alive. I liked the headquarters, and the purchasable upgrades you can get (UAV Recon, especially - Pinpoints all enemy positions on the map within a certain radius), but in terms of overall quality and immersion, WLA is unquestionably superior, for me anyway. There's always so much more going on, and serious risk involved everywhere you go! However, there is one thing DUWS has which I found to be a fantastic idea, and that's the 'special' team mates you can recruit. Radio commands refer to them by name or callsign, and they have stats you can level up when you use them. If they go down, you can re-hire them after a certain amount of time goes by, too, adding a sense of persistence to your team, and your heroic exploits. I don't mean to compare works, but I was thinking that maybe one day, this might fit in brilliantly with WLA. Thoughts?
  3. Hi all. First I just want to thank BI for the very pleasant surprise of the scouting missions in this campaign; the concept is brilliant. There are a couple of things I would dearly like changed/added in a patch, chief amongst them the ability to store more in the boxes in camp, and also to be able to save uniforms, vests, backpacks and special equipment that you bring back. Spending time combing over Altis, gathering supplies would be vastly more rewarding and entertaining if half of the stuff you brought back didn't get automatically stolen by Alexandros the magic FIA thief :j: My main concern though is how little you can store in vehicles. The couple of cache side missions you get have tons of goodies in crates, but even with a captured AAF truck you can only fit a couple of launchers and a handful of missiles in it; you could probably fit all of that on the passenger seats! I even went ahead and enabled MCC and added in a big HEMTT Box truck to see if it was a coded-in mission limitation or something, but even that, a truck that could hold a bloody tank, has the same problem. It also seems that if you load a truck with what it will hold and drive it back to base, then start another scouting mission, most of the crates disappear from the cache site, so repeated trips are a no-go. My question is this: Is it possible to mod the inventory capacity of vehicles? I've scoured the forums and Google, but sadly to no avail. If any of you fine gentlemen and gentleladies know of a way, I would be incredibly grateful if you could enlighten me! If there happens to be a vehicle that has somehow not been affected by the tiny cargo plague, that would help too. I hope BI can fix these things in the next patch, because the second campaign is brilliant, truly brilliant; I enjoyed every second of it. It's just lacking that bit of polish and tweaking to make the scouting endeavours truly worthwhile.
  4. Quintus_Fontane

    FUTARM: Altis/Stratis Inspired Digital Camo

    Glad to hear you're back in business, pal! These are, without doubt, the best camo's I've seen available for the game, the desert one especially. Not gonna bombard you with requests for stuff, but if you find time and wish to continue adding your camo to other uniforms/vehicles/weapons in the game, that'd be wonderful. Thanks again!
  5. Ahh, okay! If you get chance at some point (And wouldn't mind), that would be amazing. No rush though! ;)
  6. Hi, I was just wondering, would it be possible to add another option to the initial setup options to disable the feature that randomizes all the AI's weaponry? Returning them to their default loadouts. I've been seeing things like friendly and AI snipers with SMGs, and machine gunners with sniper rifles, etc; makes it difficult to evaluate the threat. I'd quite like to add in weapon mods and only have access to them via VAS, too, without them being distributed to other soldiers. If it's not possible or if it would be a ton of work for you, then it doesn't matter pal. Excellent work as always!
  7. I'm terribly sorry, I wasn't clear enough in my request. Is there a command for individual soldiers in your squad to use in the command line in single player scenarios? Like in this screenshot (http://i.imgur.com/Trnr8eu.jpg), but replacing 'player' with the ID for soldier 2 in my team so that I can give each of my squad members a different voice and such. Is it possible? The allGroups command doesn't seem to do anything via the debug menu in the scenario I just tested it in. Sorry to pester you with questions, pal.
  8. Hi guys, a quick noob question if I may. Does anyone know what the squad ID's are for the command line in MCC? I've been looking high and low. I know that you can use stuff like player enableFatigue false; and player setSpeaker "Male02ENGB"; but what would you replace 'player' with for commands to affect existing AI squad members? I can add things to them if I spawn said soldiers in via the 3D editor with the join player command, but if there's a way to alter already existing squad members, that would really help me out. If someone could let me know, I'd really appreciate it. Thanks!
  9. In regards to the VAS not equipping things to your team mates, you can get around this by saving loadouts, equipping them to you, dropping all the stuff at the feet of said team mate, and telling him to interact with it via 6>Inventory. It's not as handy, but it works. Does anyone know what the squad ID's are for the command line in MCC? I know that you can use stuff like player enableFatigue false; (For those times when you're short on prestige and need to hoof it a few miles), but what would you replace 'player' with for commands to affect existing squad members? You can put things into infantry you spawn via the 3D editor, but certain events happen in-game that seem to strip your squadmates of certain states. If anyone could let me know, I'd really appreciate it!
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