Arma 3
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[SP] Deadly Warlands 1
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer
Scenario Type: Infantry, Vehicles
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
31.242 MB
15 Aug, 2020 @ 11:17pm
1 Aug, 2021 @ 9:55am
3 Change Notes ( view )

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[SP] Deadly Warlands 1

In 1 collection by Unluckymonster
[SP] Deadly Warlands missions
2 items
Description
Don’t know why mission stay tagged as multiplayer when it’s singleplayer-mission.

Description:
Play as the ruthless drug-cartel leader in civil-war torn Middle-Lingor and fight against government, bandits and mysterious British soldier who seems to be some sort of ex-BAF officer.

Story:
July 24th 2017 (mission date)

There is no sign of an end to the Middle-Lingor civil-war. While most of the Middle-Lingor is warzone some safe towns have been established by mutual agreements between factions like Los Peligron, Morada and south-town of San Arulco. On east side of Middle-Lingor situation is worse as only faction accepting civilians to live in their area is Trevor Clyde (player character), a cruel drug and arms-dealer working on east side of the Middle-Lingor.

President Abel Ahmad 60th birthday

President Abel Ahmad celebrates his 60th birthday. At this point President Ahmad has led Lingor 10 years and middle-Lingor civil-war has lasted three (3) years. President Ahmad administrative season should end next year, but Ahmad has hinted that he might want to continue as President of Lingor and change constitution so that he could be President further than two six-year terms. In government supportive press gallop that is done government held areas, 83% Lingor citizens support Ahmad to continue as President.

At the international level, while other countries are working to stabilize Lingor's situation, some countries and communities are illegally selling and transporting arms and resources to the middle-Lingor, seeking to shape Lingor's future to a more beneficial state.

Features:
- Nine (9) square kilometer open-world full of enemies and objectives to take care of
- Semi randomized enemy-weaponry which aim to replicate same weapons as used in Far Cry 2 game. With this feature two playthroughs will never be exactly same
- Automatic healing after 10 seconds so collect guns and ammo as much as possible into your pockets as resources in civil-war are scarce
- Special weapons shop where you can buy machineguns and rocket launchers with money you collect from completing optional missions, dead enemy bodies and hidden stashes. You can check anytime how much money you have in your pocket.
- Intro & Outro-cutscenes
- Full briefings of:
* fictional Lingor island democratic history all the way till present day
* Game mechanics/ features
* Factions present in Deadly Warlands and their key characters
- Custom sound effects used
- Fast-travel between two villages that are controlled by player’s faction
- save game anytime through radio
- Estimated length of playthrough two (2) – three (3) hours.

USED MODS:
CBA_A3 by CBATeam
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=450814997

CUP Weapons, Units, Vehicles, Maps and Core
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=497660133
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=497661914
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=541888371
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=583544987
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=583496184

3den Enhanched by Revo
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=623475643

Lingor/Dingor island & FAP Units (Foes & Allies Pack) by IceBreakr
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=718649903
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=656514091

TRYK's Multi-Play Uniform's pack, TAC VESTS and ENFORCER by Zabb
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=779520435
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=779568775
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1582150097

Pook Boat Pack by hcpookie
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1529074643

MagRepack by Outlawled. Edited by R3vo (Optional mod)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1593431569
13 Comments
Unluckymonster  [author] 19 Feb, 2023 @ 2:02am 
Hopefully these answers explain what you wish. While I'm not anymore making missions for ArmA-franchise (I'm studying how to make standalone games in Unity) it's still delight to know people are still playing stuff I created. I suggest disabling ACE mod(s) and if enemy weaponnery/ squad spotting gets too frustrating lower difficulty (even temporarily) should help.
Unluckymonster  [author] 19 Feb, 2023 @ 2:02am 
"Your mission director seems to give the player's actual location to the AI."

Yes, if I recall correctly when player is spotted the information of player location is spread to close-by enemy team-mates with command _soldierOne reveal [_soldierTwo, 3]; (more info here: https://community.bistudio.com/wiki/reveal ). If I recall correctly when I was making this mission there were many cases where Ai team-mates felt too idiotic even if team-mate was shot right next to them and tried to make Ai more 'smart/ decent opponent' feeling with this command.
Unluckymonster  [author] 19 Feb, 2023 @ 2:02am 
"The heavy starting armament of the enemies is a bold decision that requires caution when setting their behavior. Be careful when assigning groups, because vanilla AI is telepathic. My first encounter was in the bombed out town, and I ended up having to run away. It appeared to be one shotgun/rifle, two pistols, and a six-shot grenade launcher. You can imagine how that went."

As listed in Steam Workshop page Feature section '- Semi randomized enemy-weaponry which aim to replicate same weapons as used in Far Cry 2 game. With this feature two playthroughs will never be exactly same', nerfing/ buffing enemy Ai to fitting state with semi-randomized weaponnery is a tricky task. Though if I would remake the mission now, I would set first encounters of player with less dangerous poll of guns they get armed with and maybe decrease size of enemy squad from 5 to 4 or 3.

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Unluckymonster  [author] 19 Feb, 2023 @ 2:02am 
"It would be nice to have a way to press onward in cutscenes so that they can flow at the speed of player reading comprehension, ideally with a few dead frames after a cut so that we don't accidentally skip dialogue."

When I made this mission I didn't have knowledge how to make skippable cutscenes (and to be honest I don't know even this day). :alphys:

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"I made it to the point where the enemy leader declared that I was out of the minefield, and then hit a mine when I shifted to sprinting away from the shooting."

That is unfortunate, if I remember correctly I set enemy AI firing squad accuracy lower in that scene to prevent player getting killed if player figures out how to get through minefield to prevent what you just describe happening. But thankfully you seemed to get it through by trying again.

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Unluckymonster  [author] 19 Feb, 2023 @ 2:02am 
"Gotta love those character limits. Comments meant to be read from bottom comment to top comment. I probably should have swapped them around when Steam made me split them up. Sorry about that!"

Don't worry, I've got too much experience with that myself :' )

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Hi Faestre, thanks for plenty of feedback! Been a long time (2 - 3 years) since I worked on this so my memory might be a little haze.

Missions/ campaigns I've made are NOT made with idea of having ACE mod(s) active, only mods that are listed in Steam Workshop "REQUIRED ITEMS" list. Within Deadly Warlands missions there's 'fps-healing', meaning you are automatically healed after X many seconds depending on your wound level (so that player can stack more ammunition/ weaponry on their inventory).

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Faestre 18 Feb, 2023 @ 1:04pm 
Still looking forward to continuing the playthrough. Hopefully disabling Medical gets the injury system you implemented working again, and I imagine that will mitigate a lot of the issues I'm having.
Faestre 18 Feb, 2023 @ 1:01pm 
Gotta love those character limits. Comments meant to be read from bottom comment to top comment. I probably should have swapped them around when Steam made me split them up. Sorry about that!
Faestre 18 Feb, 2023 @ 1:00pm 
I could complain about the AI spotting people through solid objects all day, but it's really got nothing to do with your map. It's just a handicap we all have to work around. In this case, building rubble seems to be transparent, because my model was entirely submerged in it the last time I was spotted.

I eventually had to skip past them, but that proved difficult due to at least one of them tracking me, so it was mostly a matter of outrunning them towards the objective.
Faestre 18 Feb, 2023 @ 1:00pm 
Your mission director seems to give the player's actual location to the AI. They consistently advanced up the road just as far as I was, whether I stayed in one place or moved up farther. That may have been a freak coincidence, but such is the feel. The pistols essentially hung out on top of my hiding place until the AI decided to declare me spotted. Interrupting their hivemind can help make the results feel more authentic. In this case grenade-guy counted as a squad-mate, receiving telepathic targeting instructions to erase me from existence within a few seconds of being spotted regardless if I ran, hid, killed his team, or tried to weave through cover.
Faestre 18 Feb, 2023 @ 1:00pm 
Be careful with the autosave feature in general. Arma takes a while to do it, isn't that stable when saving/loading, and just generally makes things hard for mission makers. I had the misfortune to be picking up a magazine from the starting cache right as it triggered, and the game seems to have deleted it. Going into the first engagements with only one spare mag for the uzi exaggerated the main issue I have with balance, which is the generic Arma issue of AI being simultaneously overpowered and over-exploitable.

The heavy starting armament of the enemies is a bold decision that requires caution when setting their behavior. Be careful when assigning groups, because vanilla AI is telepathic. My first encounter was in the bombed out town, and I ended up having to run away. It appeared to be one shotgun/rifle, two pistols, and a six-shot grenade launcher. You can imagine how that went.