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Today ( 30.09.2007 ) we are announcing the first Bush Wars Mod Release. ------------------------------------------------------------------------------ Overview: 1. What is Bush Wars Mod about? 2. Who is addressed with the Mod ? 3. Why open a thread in the BI-Forums? 4. Where can I report Bugs, Issues and other Add-on specific problems? 5. Actual status reports 6. <span style='color:DarkSlateGray'>Actual screens/renders</span> 7. <span style='color:DarkSlateGray'>Latest releases</span> 8. Latest missions 9. Further releases 10. <span style='color:DarkSlateGray'>Support</span> 11. Forwarded Links ------------------------------------------------------------------------------ <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>1. What is Bush Wars Mod about?</span></span> -> Bush Wars Mod informationpage Bush Wars Mod is based on the South African – Angolan Border War (known as the bushwar). It was a guerrilla type conflict which finally escalated into conventional warfare in the late 1980’s. The Bushwar lasted from 1966 until 1989, a total of 23 years, making it one of Africa's longest conflicts. The Bushwar was fought in Northern Namibia (former South West Africa), and in Southern Angola - the so-called "Operational Area" or "Border". Sporadic and related skirmishes against Anti-SADF forces occurred throughout the sub-continent in places such as SW Zambia, Botswana, Zimbabwe (former Rhodesia), Mozambique, Lesotho, Swaziland, former Homelands within the current South Africa; and South Africa itself. Operation Savannah was the 1st large cross-border operation of the SADF, and the 1st semi-conventional conflict it was involved in since WW2. The purpose of Ops Savannah was to clear Southern Angola of the MPLA presence, and support UNITA to secure the Southern and Eastern part of the country so it could have a winning change in the elections scheduled for 11 November 1975. Amidst the civil war still raging on election day, and the MPLA having driven the opposition out of Luanda, it declared independence on this day. Portugal recognised the independence and Agostinho Neto became the first President. The Angolans and Cuba often claimed that they had driven the SADF out of Angola. The facts however are that the small SADF taskforce advanced a distance of 3000km's into Angola in just 33 days; and was never tasked to take the whole of the country. The SADF would have been able to militarily take the whole of Angola, but it was not in its interest to do so while the UNITA proxy forces could secure the south. Holding the whole country 3-times the size of Iraq, under prolonged military control would not have been possible under the circumstances either. The SADF won all battles and skirmishes apart from the temporary retreat at the battle of Ebo upon which the Cubans and Angolans place their claims. Both the FNLA and UNITA did not recognise the MPLA declared independence, and with covert help form SA and the USA, the civil war raged on. With the MPLA being backed by the Eastern Block and UNITA by the West, the conflict took on the shade of a Cold War conflict. SA had the secret blessing from the CIA that it will covertly support the SADF operation, but USA ignorance on Angola and Africa, as well as the embarrassment of withdrawal from Vietnam still fresh in American minds, made it pull out of the Operation on 19/12/75 when the USA Senate stopped all anti-MPLA support, leaving SA to fight it alone. UNITA was given a strong foothold with this operation and with ongoing SADF and Western support throughout the Bushwar it remained the dominant freedom movement in South Angola until the end of the Bushwar. The situation in Angola however deteriorated from 1975, plummeting the country into a bitter civil war that lasted until August 2002, well beyond the end of the South African Bushwar. Cuba started sending military support to Angola as early as 1975. The purpose of the growing Cuban support was Fidel Castro's policy of spreading "popular people's revolution" in 3rd world countries, and after his failure to ignite such revolutions in Latin America, he focused on Africa, where the notorious Che Guevara was also sent in the '60's. By March 1976 there were 36000 voluntary Cuban military personnel in Angola. By 1989 the figure grew to 55000, and an approximate total of 350 000 Cubans did military service in Angola. South Africa's reasons for involvement in this conflict, was its fight against the liberation movements of SWAPO in Namibia, MPLA in Angola, ANC and PAC in South Africa, FRELIMO in Mozambique, and ZANLA and ZIPRA in Zimbabwe. Apart from the fact that all these liberation movements were supported by the Marxist Eastern Block, the movements fought to get rid of the colonial yoke in the subcontinent. <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>2. Who is addressed with this Mod ?</span></span> The Mod is really addressed to all the people interested in African Warfare theme as well as those interested in using our add-ons to make African war type missions for the community. We aim to give the community something different as well as an African War experience for the ArmA gamming community. Our add-ons are based on weapons, armour, air and soldiers around the 1980-1989 era of the war. A lot of the models are of actual weapons and armour only seen and used in the Bushwar. We are also making Eastern Block weapons that are not available in the ArmA game eg AK-47, AK-47s, AKM, AKMS, SKS, SKSD etc. as well as older variants of weapons used in Africa. <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>3. Why open a thread in the BI-Forums?</span></span> We decided to create a Mod thread in the forums to create a better exchange with the community as well as to get more detailed and serious feedback from you. Our goal is to fix and perfect our add-ons by way of feedback from the community. We want everyone to have fun playing with our add-ons in ArmA and maybe for some of you to make missions. Therefore we need you. Up to 400 eye‘s see more than 8 would to help us fix all bugs. ( seeing more at chapter 4 ) We also need some talented modellers which have some experience with modelling. We know that the community isn‘t that huge but more help means we can create more add-ons quicker and better and meet the higher standards of ArmA. ( see more at chapter 10 ) We won’t open a discussion thread. The reason is that we think there is nothing to discuss but if you have suggestions you are welcome to offer them at our Mod Forum under the following link: Bush Wars mod forum <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>4. Where can I report Bugs, Issues and other Add-on specific problems?</span></span> We will appreciate everyone reporting their issues and problems with our add-ons in this thread. A better solution would be if you post your feedback, suggestions etc. in our Home Forums. You will find our Mod Forum with the following link: Bush Wars mod forum We will collect all serious entry’s and will adjust/fix the particular add-on/s. <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>5. Actual status reports</span></span> If you search for the most recent news about the mod and its activities please visit our Homepage: Bush Wars Homepage We ask that you please be patient with the Mod Team, If you don’t find a new update about the Mod every week it does not mean that Mod isn't active. We’re working hard in the background to complete the add-ons and the mod. <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>6. Actual screens/renders</span></span> -> Bush Wars Homepage "The Pumas are taking a bit longer than I thought. I will release 2 versions. 1. The AS330 PUMA version in Fire Force/COIN configuration with an FNMAG mounted on port side and capacity for 12 soldiers and 3 crew. 2. The South African uprated version of the PUMA named the ORYX in a CASAVAC/Search and Rescue configuration. Capacity 6 soldiers, 4 wounded, 2 crew. (Injured can heal at heli as well as arm and rearm)." -> more about it bigger solution "The shown Map is just a placeholder to get a view on the topography of the area. Berghoff is also going to donate some African trees, shrubs, bushes etc. for our map." -> more about it <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>7. Latest Release</span></span> <span style='color:DarkSlateGray'>Alouette II beta</span> _5MB _v.1.5 <span style='color:darkred'>_required Pilot + Star Pistol</span> _download: Alouette II beta <span style='color:DarkSlateGray'>Alouette III beta</span> _15MB _v.1.5 _4 Versions : C-Kar, G-Kar, SOM, Search&Resure <span style='color:darkred'>_required Pilot + Star Pistol</span> _download: Alouette III <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>8. Latest Missions</span></span> -> Bush Wars Mod missionspage <span style='color:DarkSlateGray'>The Burden I:</span> _by NBSVieiraPT _42 Kb <span style='color:darkred'>_required Alouette II beta , Pilot, Star Pistol</span> _download: The Burden I <span style='color:DarkSlateGray'>Delivery:</span> _by Rellikki _1 MB <span style='color:darkred'>_required Alouette III beta , Pilot, Star Pistol</span> _download: Delivery <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>9. Releases</span></span> <span style='color:DarkSlateGray'>Star Pistol 9mm</span> _1,98 MB _v.1.5 _download: Star Pistol 9mm <span style='color:DarkSlateGray'>SAAF Pilot</span> _11,6 MB _v.1.5 <span style='color:darkred'>_required Star Pistol</span> _download: SAAFPilot <span style='color:DarkSlateGray'>GUI:</span> _1MB _v.1.5 _download: Bush Wars GUI v1.5 Beta <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>10. Support</span></span> -> Bush Wars Mod recrutingpage As we mentioned before the biggest help is if you report the issues and bugs found in our add-ons to the forum so that we can fix them and finalise the add-ons. We also need some support/members to actively partake and assist us with the development of this Mod. What we currently searching for the following. - 1 skinner ( retextures of existing ArmA add-ons to Angolan military colour schemes ) - 1 coder/scripter ( to develop Scripts/configs specific to Bush Wars Mod ) If you are interested and have O2 modeling experience please email us at bushwars@hotmail.com <span style='font-size:9pt;line-height:100%'><span style='font-family:Arial'>11. Forwarded Links</span></span> Bush Wars Homepage Bush Wars mod forum Bush Wars Mission Page Bush Wars Recruting page …………………………………………… Armed-Assault.net Topic Hx3 Topic (German) ArmedAssault.info Topic Mapfact Topic (ger) Regards, your Bush Wars Mod Team.
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<span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>=================== TrueRangeAI – Beta v0.9 ===================</span></span> This mod (TrueRangeAI), the first phase of our upcoming AI modifications, will adjust only AI spotting distance and engagement ranges. We were both fed up with the fact that the AI would not engage us (or even see us for that matter) at ranges where we could easily spot, identify, and engage them. We are shooting for realism, and trying to make AI engagement ranges much closer to those of human players. So, now you have AI that will spot movement much farther away, and become aware of an unknown presence, "Man". As the unknown presence gets closer, they can identify it as friend or foe (this identification is easier with long distance optics or when taking fire). As well as AI that will engage you from 500+ meters away, just as us human players would. Firefights now can last a VERY long time. Durg and I have spent a lot of time on this mod – some research, but A LOT of testing. Since this is a Beta release, we ask for input from you, the community. Let us know of bugs/problems/suggestions. PLEASE when making a comment, try to avoid spreading/creating rumors regarding the AI capabilities. For example, we've seen comments on this board claiming that the AI are not affected by fog. This is not true. If at all possible, please provide a test mission, or screenshots to backup your assertions. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>======== FEATURES ========</span></span> - AI that will spot a man from 550m-800m and identify as a specific unit from 250m-350m. - AI that will hear gunfire from 1000+ meters away. - AA units will now engage Jets. (In default ArmA, AI AA soldiers would not fire at Jets, only Helicopters. TrueRangeAI resolves this issue.) <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>========= GAME PLAY =========</span></span> -This mod does not change AI at short ranges, only lengthens their spotting and engagement ranges. So, you will still have the same engagement in close quarter areas, but now when much farther apart, the game is quite different. AI will engage at 500+ meters. - Firefights are changed dramatically with this mod. AI movement is much slower, due to them keeping an eye on a threat or possible threat, which in turn slows down actual game play. So, a firefight between 2 squads can last minutes instead of seconds depending on how far apart. - It is also much more important to use cover and make a cautious approach. If you are not careful, you give the AI the upper hand and they will have a greater chance of tearing you down before you can. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>======================== AI Skill Control Via Mission/Editor ========================</span></span> - You can control how far you want AI to spot and engage you via the skill slider in the mission/editor. - Skill slider from MIN-MAX can be the difference of...... - 550m-800m identified as a "Man" - 250m-350m specific identification (friendly or foe) <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>============ KNOWN ISSUES ============</span></span> 1) Since there is no way to effect AI spotting with camouflage and environment, AI will spot the same in a desert or grassy environment. Sadly, there seems to be nothing we can do about this, other then trying to find some kind of balance even though this is not ideal. <span style='color:red'>If something can be done by BIS, like assigning each unit a camouflage value for each type of texture (grass, desert, stone, ect..) a unit is near, this issue can be much better resolved.</span> 2) AI under your command don't like to listen to you sometimes. I believe this is due to the fact that they have spotted someone that they consider an immediate threat. When this is the case, they may not always follow your orders and will instead keep the target in sight. Ex.1 - You tell an AI to hold fire, but they are consider an enemy to be an immediate threat, so you order is overridden. Ex.2 – An AI under your command is targeting an enemy, but he won't follow you orders to move to a point. He won't move until he no longer feels threatened. This has always been a part of the game, but is more noticeable with the longer engagement/spotting distances. 3) AI lack a conservation of ammo. We adjusted rate of fire to prolong firefights and lower loss of ammo, but this is just a temporary fix. This issue will hopefully be resolved in a later mod. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>==== FAQ ====</span></span> Effects to bushes? This mod does not effect AI sight through bushes. AI will still have the same sight through trees and bushes as they always have. It does not make sense to lower AI spotting ranges just because they can see though more vegetation then you do. This issue however will be resolved sometime in the future. Enough said. Effects on Fog/Rain? Fog does effect AI's sight, so our mod should not give them any advantages over you. MP Compatibility? If used on a server, this mod controls all AI except for AI that is under the control of a client. If the client has a squad under his command and is not running the mod, his AI will be the default ArmA AI, and the client will be at a disadvantage. If the server is NOT running the mod and the client is, only the clients AI will be effected by the mod and the all other AI on the server will be default ArmA AI, resulting in a cheating client. SERVER ADMINS - Please block/require this mod as needed to ensure fair game play. <span style='color:darkblue'><span style='font-size:12pt;line-height:100%'>====================== Future Plans For TrueRangeAI ======================</span></span> - Test and tweak infantry > vehicle, armor and air spotting and identification ranges. - Resolve issue of infantry not engaging helicopters with small arms. Fix, test, and tweak this area. <span style='color:darkred'><span style='font-size:12pt;line-height:100%'>=============================== VIDEO - featuring "TrueRangeAI" by ArmAVidz ===============================</span></span> <span style='font-family:Tahoma'><span style='font-size:12pt;line-height:100%'><span style='color:darkred'>TrueRangeAi </span></span></span><span style='font-size:11pt;line-height:100%'><span style='color:darkred'>"Realistic Engagement & Spotting Distances"</span></span> <span style='color:darkblue'><span style='font-size:10pt;line-height:100%'>YouTube</span></span> <span style='color:darkblue'><span style='font-size:10pt;line-height:100%'>Filefront - Hi Quality Download</span></span> <span style='color:darkred'><span style='font-size:12pt;line-height:100%'>============================ DOWNLOAD - TrueRangeAI Beta v0.9 ============================</span></span> <span style='font-family:Tahoma'><span style='font-size:11pt;line-height:100%'><span style='color:black'>TrueRangeAIv09Beta.rar</span></span></span> <span style='font-size:10pt;line-height:100%'><span style='color:darkblue'>FileFront</span></span> <span style='color:red'>=========================================== <span style='font-size:12pt;line-height:100%'>WARNING – May cause damage to your ego.</span></span> - This mod does not cater to individuals that want a huge upper hand on AI. The initial goal is to have AI with the same abilities as you do, the human player (1:1 ratio so to speak). If you can shoot and kill an AI at 500+ meters, so can they. That is the point. If you want to tone down the AI a bit, simply turn down the AI skill (slider) in the editor/mission. You have been warned! <span style='color:red'>===========================================</span>