Arma 3
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Antistasi - The Mod
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Data Type: Mod
File Size
Posted
Updated
101.202 MB
25 Sep, 2022 @ 6:10am
18 May @ 12:44pm
22 Change Notes ( view )

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Antistasi - The Mod

Description
The Official Antistasi Community presents you the Antistasi Mod - the next logical step in the Evolution of Antistasi

Antistasi is a persistent cooperative guerilla warfare mission where you have to free the lands from occupying and invading forces.

Main Features
  • Capture an island in a war against either one or two enemies at the same time, which might even fight each other.
  • Dynamic agression system which is changing enemy reactions based on your actions. The system is influenced by basically everything you do like kills, completing missions, taking flags and even shooting civilians and POWs. So take care regarding what you do and who you kill!
  • Persistant war in all aspects, destruction stays the same way as well as your vehicles and garrisons.
  • Advanced AI system, the enemy and your friends will heal wounded or downed units, cover themselves and use multiple other tactics to win against their foes.
  • Possibility of Undercovered approaches - utilize that to position yourself for the perfect attack.
  • Persistent Stat Save System: You won't lose game or server progress upon a game update.
  • AI Garrisons that use static weapon you add.
  • Supports up to 3 Headless Clients.
  • Difficulty and enemy behaviour is balanced based on player count
  • Antistasi now has a Setup GUI for choosing factions, parameters, selecting a game to load or creating a new one.
  • You can have multiple campaigns running in parallel
  • Fuel economy system
  • Translated to Czech, French, Italian, Korean, Polish, Russian, Simplified Chinese and Spanish

New Stuff

Supported Maps, Mods and Factions
Antistasi supports quite a few mods and maps right out of the box.
It supports RHS, 3CB Factions and BAF, CUP, Unsung and more for Templates and playable Factions.
In terms of maps most Vanilla maps are supported, some CUP maps, selective CDLC maps and more.
Regarding additional mods Antistasi supports CBA, ACE, TFAR, ACRE, KAT Medical Rewrite - just to name a few of them.
To get the full list, links and modsets check out this page in the Antistasi Guide here [official-antistasi-community.github.io]

How to play Antistasi
  1. Subscribe to the mod here on the workshop.
  2. In the Arma 3 Launcher make sure to load the mod before you start the game as well as other mods you'd like to play with.
  3. Once the game is loaded, host a local multiplayer game.
  4. Then select the map you want to play on and which is compatible with Antistasi.
  5. The mission you then can select is called Antistasi Community 3.2.0

Antistasi Guide
Over the last months we set up a proper guide and documentation for Antistasi. It does not only contain information about how to play Antistasi and use the systems within it but also gives a peek behind the curtain regarding how things are calculated and includes a Dev Guide with porting instructions, tool recommendations and more.
Check it out at https://antistasi.de/guide!

Credits
Thank you Barbolani for creating the wonderful mission this is based on!

Also a big THANK YOU to all the guys of the Dev-Team!
Including but not limited to Bob Murphy, Cipher, Digital, Doommetal, Frostsbite, GodlikeHobbit, Håkon, John Jordan, Killer, Launchman, Lazejun, Meerkat, Mocksybren, Poweredbypot, Sebastian, Spoffy, Tad/Toakan and Wurzel0701.
Another big THANK YOU to all the testers within our community as well as outside of the community - your feedback helps us a lot!

Another big Thank You to our Partner Armahosts[billing.armahosts.com] for all the support and the servers!

Note about Reuploads
If you want to modify something, consider talking to us first. There is a high chance that it can be integrated into the mod. Pull requests on our GitHub are welcome.

Links
Official Discord[discord.gg]
Antistasi Guide[antistasi.de]
Official Website[antistasi.de]
Official Twitter
Official GitHub[github.com]
Popular Discussions View All (123)
2
3 May @ 5:07pm
repack ammu/mags ?
Shoot´n`Chill420
4
24 Feb @ 9:26pm
PBO files missing
Sleepy Gary
3
2 Dec, 2024 @ 5:29pm
Forcing AI to take not unlocked weapons
Инвестиция в деп
1,535 Comments
skrrtcoca1n3 10 Jul @ 3:21am 
Seems theres a new bug, says I don't have enough HR or money to recruit squads but I do :(
peterk 9 Jul @ 9:52am 
Try just holding the enemy in the center of the screen for 2-3 seconds. You should hear beep-beep-beep and then you're locked. You don't have to push any buttons. That's how it used to work.
Rheinmetall120 8 Jul @ 7:09pm 
MANPAD can not lock enemy heli in antistasi , did someone have the same problem?
brandonelienriquez 3 Jul @ 9:07am 
i did try malden but all my units were getting stuck in the mountains thats why i didnt want to start a playthrough on Malden. ive tested it with drongos command enhancement made a mission and when i was commanding troops to go attack sum where. and when i look at the map there were all stuck in the mountains seen it in spectator. so thats why i havent tried malden on antistasi. i feel like i would get the same experience if i try it. on altis you can literally can set a waypoint all the way across the map and the Ai will go to that waypoint thats all the way across the map on altis and takistan. but you cant do that on every map because there likely to get stuck. on tanoa the airport in the topside island theres a gate at that airport that makes your units get stuck they never figure out a way to get out the base. was pissung me off cause when i knocked the gate down they just ran straight threw it like oooooo well thank you.
peterk 2 Jul @ 1:24pm 
After a while you'll learn the tricks for choosing good headquarters that your AI can deal with.
Have you played on Malden 2035? That's a great map for solo play.
peterk 2 Jul @ 1:23pm 
Tanoa has maybe 3-4 places that are a little tricky (bases in jungles, places where AI need to cross a bridge), but overall it's quite a fun challenge. You get to do a few amphibious/helicopter assaults and start over on new islands a few times. It can be a fun experience.
brandonelienriquez 2 Jul @ 11:23am 
who ever works with the pathing needs to be fired
brandonelienriquez 2 Jul @ 11:20am 
i made a mission on tanoa using drongos command enhancement and with drongos map population. i chose my base at the airport in tanoa and when i tried to command the troops to leave out the airport to go attack some were else. can you believe all the AI i sent out was getting stuck on a gate and they could of ran around it. then i try to dismiss them which you cant do with drongos command enhacement. thats from now on im only gonna play on maps that have alot of wide areas it seems like there are better with wide areas. they cant even go around a car if it blocks there pathing. poor job on the devs lol.
brandonelienriquez 2 Jul @ 11:07am 
idk but when i played on takistan one of the cup maps everything works fine they attack the airport and the outpost at feruz Abad. the invaders dont have a single outpost or airport but lastnight they still sent a major attack i won but took alot of losses. i wanted that same action on tanoa. but nerver got attack so i deleted the save. plus tanoa ive seen to many helicopters crashing trying to drop off troops. ive seen to many of my AI getting stuck between trees. i started to think maybe the map is just horrible for antistasi. so i started a new save on altis ima see how that goes. Ai cant probably launch a attack because the AI pathing is already bad as it is then tanoa has alot of places that Ai can get stuck they probably cant even figure out a path for a attack.
Vlash 2 Jul @ 3:25am 
There's many factors that need to be taken into account. Distance between objectives, aggression, war level... At the start of a campaign, if you have both invaders and occupants they are mostly likely spending their resources fighting each other rather than you. Only outposts and airfields will send reinforcements / QRF and by default they need to be within 4.5km for them to send ground units. For helicopters to be sent, it should be within 10km off the top of my head.

You don't need to own an airfield for attacks on HQ, generally just having the HQ near the front lines should be enough as support calls from the enemy which is within I believe 1km gives them some knowledge points on where HQ is. Which increases the chance of the next attack choosing HQ as the location of attack but even then there's more factors there, such as who owns what on the way to the attack location, the distance, the resources they currently have.