Arma 3
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VIO-BECTI-CW Altis 2.0
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, Persistent, PvP
Scenario Type: Air, Infantry, Vehicles
Scenario Map: Altis
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
6.669 MB
1 Jun, 2019 @ 9:49am
12 Mar, 2024 @ 1:54am
9 Change Notes ( view )

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VIO-BECTI-CW Altis 2.0

In 1 collection by dukee02
VIO BECTI Cold-War Collection
14 items
Description
You need Mods to play this mission, this one has the CUP preupset CUP main mods are needed. To play this mission with other Mods, see Our Mod-Collection with all supported mods or for special setup see our Steam-Group If you need help to setup a server or any questions join our Discord [discord.gg].

Main Mods supported:
  • RHS
  • CUP
  • CWR3
  • Global Mobilization
  • S.O.G. Prairie Fire

Our project:
Our goal is, based on Benny's work (which is an early port of the Arma2 version), to complete this CTI and develop it in some parts of it. However, without disregarding the basic idea of combined warfare in team against team(TvT) too much.
This version focuses on the time of the cold war, the fight east against west in which NATO (US,Bundeswehr) and the Warsaw Pact (Russia, NVA) deliver bitter battles.

VIO-BECTI features:
  • Highly customizable mission.
  • Persistent, as save can be activated.
  • Great mod support(CWR3,CUP,RHS,Global Mobilization).
  • Large technology tree [docs.google.com].
  • Nations and their technology tree can be combined.
  • Integrated loadout manager for air units.
  • Vehicle Appearance Manager (GUI) by UNIT_normal
  • Simple AI groups for small communities switchable.

New customization options:
  • For some nations the side can be changed.
  • Maximum and also start technology level selectable.
  • Unit cost per cathegory adjustable.
  • Reward for kills adjustable 0-60%
  • Adjustable skill for AI units
  • Fatigue and weapons sway adjustable.
  • Adjustable max. range and cooldown for artillery.
  • Mission created for TvT, but coop settings possible.
  • and much more ...

CTI basis features:
  • Classic Team vs Team (TvT) max. 16vs16
  • Warfare on all levels (on foot, in the vehicle, in the air).
  • Free choice of units, put your team together yourself.
  • Free base construction, several bases also possible.
  • Researchable technology tree. Research for better units, thus earlier Tankrush not possible.
  • No fixed script, every game can run differently.

CTI main description:
CTI (Conquer The Island) is a mission that already existed in ArmA2 under the name Warfare. Here 2 factions are facing each other and fight for supremacy over the map. Depending on the map and the setting, a 3rd independent faction can also be involved, but it does not actively participate. but does not actively participate in the action. The goal is to find and destroy the enemy base or alternatively capture all cities/villages. These cities/villages also serve to generate "supplies" with which the "research" can be advanced, the own base can be expanded and further bases can be built. To capture a town/village it is sufficient to be within a small radius of the main bunker, without enemy forces being are also in this zone.
As a player, you take on the role of a squad leader, commanding a group of AI units. The player can choose from various infantry units, as well as various vehicles and aircraft, depending on the research and expansion level of the base. There is basically no class system in ArmA (which I very much approve of), so it is up to the player which equipment he wants to use. At the beginning everyone gets a minimum equipment (will be given even if you are broke), this can be customized in the base. All weapons, units and vehicles must be paid with $. These $ are generated by towns/villages that are taken and then generate income for a period of time. time generate income, as well as through successful kills of enemies (the more expensive the unit, the more $ you get for the kill).
It is always better to proceed in a coordinated manner, since single missions usually end with the virtual death of the player as well as the AI comrades and thus often also brings a renewed longer journey to the front.
The respawn system is partly different from other game modes, as it focuses on the coordinated attack of mixed group units. Therefore, any player who dies during the attack will respawn in one of the bases (though types of field hospital are possible). A spawn in close proximity to the front however only works for the players, AI chamberades and vehicles have to be ordered in the base. Since thus not immediately again a new attack can take place, it is therefore possible for the defender to strengthen the defense and also plan an attack in time.
Each faction is led by a commander, who is chosen at the beginning by all players on each side. The commander determines the base building, the "research" as well as the basic tactics, his instructions should be followed. It is advisable to always experienced player as commander, because as commander you do not only lead your own squad, but you are also responsible for the other is responsible for the other groups. The commander can communicate these instructions via VON-Ingame/ VON-Tools, or make them visible via internal tools on the map.

ABOUT REUPLOADS:
Instead of simply making small changes and then uploading a new version yourself, just contact us[discord.gg]. Often desired features are already in the planning stages and you may be able to help us. Many very similar/similar missions just make it harder to keep track.

Help and player search:
Want to know more about the mission, setup your own server, find servers running the mission or find other players to share with/against, our Steam-Community and our discord [discord.gg] are a good a good address for this.

CREDITS
Authors:
  • dukee: Projectlead and main developer

Danke an:
  • VIO-Community, for bugfind...xing
  • all testers

Steam-Community
Discord [discord.gg]
List of all supported mods
VIO-BECTI Cold-War Collection
VIO-BECTI Vanilla Collection
VIO-BECTI WorldWar2 Collection
59 Comments
dukee02  [author] 14 Jun @ 2:37am 
I've checkt this version, it woks. Only with RHS it has some issues but the are fixed in the new version. After some final test we update the workshop version too.
Sparky 12 Jun @ 3:01pm 
Thanks but I'm not joining a discord server for a mod
dukee02  [author] 12 Jun @ 1:51pm 
We've got a newer version on our discord, some stuff needs to be testet an maybe fixed and the this file got updated too. If you like you can download our current 2.0.6beta on our discord.
Sparky 12 Jun @ 9:54am 
Mod seems broken. Both sides spawn in the same location regardless of AI or Player commanders.
hub 14 Oct, 2023 @ 9:48am 
Ok, i did that and fixed a typo :steamfacepalm:

It works great now.

Thank you very much.
dukee02  [author] 14 Oct, 2023 @ 9:38am 
With your mods you need CTI_GM_DLC, CTI_CWR3_ADDON and maybe CTI_CUP_ADDON set to 1 "Enabled" --- set CTI_US_SIDE, CTI_SOV_SIDE, CTI_BW_SIDE, CTI_NVA_SIDE if you want these nations and all other nations to -1 "deactivated" and CTI_GUER_TOWNS to 1 "FIA [CWR3 needed]" that would be my setup.
hub 14 Oct, 2023 @ 9:19am 
I can post the params (and mods?) i use if you want to check it. I probably made a mistake somewhere.

I looked at your templates, it seems like you have only one addon support params activated at the same time? I usually enable multiples ones thinking it is needed for factions (ex: CTI_RACS_SIDE (cup needed?).

Sorry for my ignorance :D
hub 14 Oct, 2023 @ 9:12am 
i use GM, CWR3 (as main) and CUP since if i use RHS there is no bots in GUER controlled towns (even if i select RHS faction as independant).


I will take a look a this, thanks.
dukee02  [author] 14 Oct, 2023 @ 3:02am 
dukee02  [author] 14 Oct, 2023 @ 2:55am 
This sound like the missions activated mods/nations dont match with the loaded mods. can you tell me what mods you use. In this mission there is RHS as default (gets changed to CUP in the next update). If you want to play the mission with an other modpack as RHS you have to change some params.