#3483910 - 12/30/11 03:46 AM
Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
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Joined: Mar 2011
Posts: 1,389
Taosenai
Arma 3 Stuff Maker
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Arma 3 Stuff Maker
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Joined: Mar 2011
Posts: 1,389
U.S.A.
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Hey all,
First voyage was a good one with great turnout for unexplored waters, but of course a few issues came up. Please report anything odd you noticed here if I haven't already noted it as in line to be fixed. I'm also open to feature requests.
KNOWN ISSUES - Mobile rally point can be destroyed forever if it is in a vehicle which is destroyed while it is loaded.
FEATURE REQS - Ability to spend rep to change time and weather - IED system
Last edited by Taosenai; 01/16/12 11:59 PM.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
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#3484182 - 12/30/11 02:10 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Jun 2011
Posts: 500
TankerWade
Member
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Member
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Posts: 500
Portsmouth, NH
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Either a medic role or an existing role that can build mash tents. Wounded status and no way to heal it just sucks.
I have reconsidered my opinion on the UAV from last night - leave it as is please. Tao's question was "should it have 8 missles good against vehicles and no soft target weaponry, or should it have 4 anti-armor missles and 4 anti-infantry missles?"
My feeling is that it shouldn't be a mini AC-130. Last night I was able to add support against vehicles but had to interact and communicate with the ground troops to deal with the infantry. That's how it should be. If it had several types of weapons I probably would have just attacked the targets with it and not used it in its more valuable role as an airborne thermal recon asset.
Everybody gets everything they want. I wanted a mission. And for my sins..they gave me one.
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#3484246 - 12/30/11 03:46 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Mar 2011
Posts: 1,389
Taosenai
Arma 3 Stuff Maker
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Arma 3 Stuff Maker
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Joined: Mar 2011
Posts: 1,389
U.S.A.
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With that in mind, I may reduce it to four missiles, but give them slightly better all-around capability.
I will enable the healing system in NORRIN's respawn/revive script, which should reduce the problems with wounding. If you don't mind commanding AI, I always take at least a Medic with me -- they are recruitable. That's probably why it never occurred to me to add anything like a hospital tent, etc.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
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#3485662 - 01/01/12 11:31 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Oct 1999
Posts: 522
Stonehouse
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Member
Joined: Oct 1999
Posts: 522
Sydney,NSW,Australia
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Is Counterinsurgency available to download somewhere? Just that with the time zone differences it's nearly impossible for me to join the SimHQ sessions but it would still be nice to try it out with a group of guys that I regularly play Arma2 with. Taosenai, just a passing thought but one that might interest you even if it's only cross pollination of ideas. Have you considered having a chat to the guys working on MSO? There might be some common ground between the two projects. I'm not associated with the MSO guys but just have been following their work with interest over the last year or so. Anyway for what it's worth link is below: MSO project Cheers, Stonehouse
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#3487137 - 01/04/12 06:40 AM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Nov 2004
Posts: 19,794
adlabs6
Veteran
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Veteran
Joined: Nov 2004
Posts: 19,794
Tracy Island
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I'm uploading this new version now, it'll be ready in a few moments.
My apologies to the player "El Nino" who's game I had to interrupt for the upload.
WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
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#3487269 - 01/04/12 03:24 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Sep 2009
Posts: 165
DeadMeat
Professional Meat Shield
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Kentucky
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I say we try it out tonight, say around 8:00?
I've come to realize that many adults act more childish than most children.
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#3487912 - 01/05/12 01:21 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Sep 2009
Posts: 165
DeadMeat
Professional Meat Shield
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Professional Meat Shield
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We noticed that stage 2 did not activate after taking the first few towns and unlocking the airport. We got the message teling us that it started, but nothing happened.
Other than that, Tanker and me had a good time. Although it might be nice to lower the cost of basic town defence items. After takeing the first few towns we only had enough point to place a few riflemen, a static weapon, and a small bunker or 2 before we ran out of rep point. Maybe raise the amount of points gained for taking a town, either way when it is just a couple of guys running around it's hard to hold the towns with so few defences at each.
-DM
I've come to realize that many adults act more childish than most children.
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#3487981 - 01/05/12 02:38 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Mar 2011
Posts: 1,389
Taosenai
Arma 3 Stuff Maker
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Arma 3 Stuff Maker
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How long did you wait? I tested that it starts on a dedicated server as part of my usual regression testing, but because of the new AI movement behavior, they are much slower to actually get to the towns. I like this, since it gives some time to consolidate your gains in phase 1 before phase 2 baddies start hitting. I will double check it and possibly reduce the distance away from towns that new baddie groups spawn, though.
I am planning to add a new way to get reputation separate from killing bad guys: destroying weapons caches. Weapon caches will spawn at random locations in towns; players can find and destroy them for probably 500 points each. Still determiing how to do the random placement though. I'll also look at tuning down some of the basic stuff, especially the AI infantry.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
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#3487990 - 01/05/12 02:45 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Jun 2011
Posts: 500
TankerWade
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Member
Joined: Jun 2011
Posts: 500
Portsmouth, NH
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I noticed that! There was an enemy group north of Chak Chak with a mortar team and a technical. I mean well north and out of the red zone. They were shooting up my littlebird and dropping mortars on our constructed base till I found them and wiped them out.
Everybody gets everything they want. I wanted a mission. And for my sins..they gave me one.
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#3488073 - 01/05/12 04:54 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Sep 2009
Posts: 165
DeadMeat
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Kentucky
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We probable stayed on for about a half hour, and did some flights up north and didn't see anything but a handfull of scattered enemy.
I've come to realize that many adults act more childish than most children.
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#3488087 - 01/05/12 05:13 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Mar 2011
Posts: 1,389
Taosenai
Arma 3 Stuff Maker
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Arma 3 Stuff Maker
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Joined: Mar 2011
Posts: 1,389
U.S.A.
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Yes, further testing shows that though they spawn and move toward the town, they do so at an abysmally slow -- but very tactical -- pace. I have changed their behavior again. They will now descend on each town like lightning, fully aggressive! Or at least I hope so.
The next version will also feature buried roadside IEDs (which was previously turned off), some randomly generated and some hand-placed together with ambushers. Hopefully this will encourage groups of players to stay together on work on one town at a time, since you will need to have a Combat Engineer to do detection and EOD, plus a Support Specialist to heal when you are suicide bombed :3 Or a JTAC can call an airstrike on the IED location to take it out, or an Operator can hit it with a Hellfire, or a Sniper can nail it with his anti-materiel rifle, or a squad leader can use one of his AIs to... well. Suicide bombers are more common again.
I've also added the BIS Improved Modules script set, which improves the ambient civilians/cars/animals and adds a small performance boost.
Still working on the caches.
EDIT: Static defense/AI infantry costs also lowered across the board. Vehicle prices increased slightly to encourage formation of a logistics network with vehicle airlifts to outposts from the main bases.
EDIT 2: Unarmed IED caches worth 500 points added. There are some hand-placed ones in the south. The phase 2 ones are automatically generated in towns which are under attack by enemy forces and placed near buildings. They are tough to find! You shouldn't miss the very first one.
Last edited by Taosenai; 01/05/12 07:00 PM.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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