Arma 3
A3 - Armia Krajowa (Antistasi WWII)
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Update: 13 Oct, 2018 @ 11:10am

1.3.4 21/09/18

- Corrected reinf bug when the AI lacks of air transports to send big groups.
- Convoy delay re enabled.
- Converted the whole function structure in a more optimised way, thanks and all credits to blkanaki!!!
- Solved garrison having militia deleted from the variable upon spawn when static weapons were present.
- IFA: Enemy QRF will be allways land units, with the exception of bombstrikes.
- AI will have as target on major attacks allways the nearest enemy position from the evaluated base, even when it has no enemy zones in the surroundings, so AI will be more agressive again.
- IFA: Distance for land attacks has been increased.
- Fast Travel now has a counter thanks to john681611. Thanks man!
- By popular demand: Limited Fast Travel will be switchable in the MP lobby. Default value is Yes.
- IFA: Adapted roadblocks.
- Corrected garrison bug when the garrison lacked of SL or Medic classnames.
- Solved bug on basic mandatory vehicle availability check.

Update: 18 Sep, 2018 @ 2:31pm

1.3.3 05/09/18

- IMPORTANT: Removed and unauthorised ACE medical in SP to avoid the "I cannot respawn" false bug report flood.
- Vehicles can be garaged in any rebel garrison.
- Non members with membership enabled cannot use the garage.
- Re enabled FT in MP for players with Airbases as destination.
- IFA & ACE: Increased integration with explosive cables and spare MG barrels.
- Re enabled Radio Jam script from rebel12340 adapted to Antistasi (second try).
- Hopefully solved the IFA templates with DLV classnames.
- NAPALM shouldnt damage HQ assets.
- Fixed bug which prevented to garage any vehicle.
- Garrison modification on unit kill will be only done if the garrison is still on the side of the killed unit, which will save on performance and bandwith.
- Fixed garrison add on spawned zones.
- Fire of built roadblocks delayed so the builder doesent get hurt.
- Fixed major bug which stopped economics and major attacks on some templates (specially IFA)

Update: 5 Sep, 2018 @ 1:30am

Update: 4 Sep, 2018 @ 4:34pm

1.3.2 04/09/18

- NEW FEATURE: Total rework of economics for AI so there are now real economics (like old 1.8) but instead of money they will need time to replentish and maximum assets will depend on zone ownership. Example: Max Tanks for a faction is 1xAirbases belonging to them + you will never see more than that in the field.
- Convoys wont spawn having a distance minor than the spawn distance setting from origin to destination.
- Garrisons created "on the fly" won't get deleted when the player commander disconnects.
- Applied garrison reorganisation to non rebel faction garrisons.
- Removed Airbase requirement in order to retrieve helis from garage.
- Re enabled Fast Travel for player groups in MP only when the destination is HQ.
- Static AA and ATs will be subject to availability for AI.
- Static weapons placed in building roofs wont spawn if the building is destroyed.
- Fixed relentless major attacks in some cases.

Update: 3 Sep, 2018 @ 3:49pm

1.3.1 02/09/18

- IFA: Replaced winter wehrmacht by Afrikakorps for Tier 2 troops. Requires mission restart to see them.
- IFA: Disabled mortar squad recruitment until I find a solution.
- IFA: Fixed ammobox load on trucks and replaced by vanilla boxes, as they are barely visible.
- IFA: AI wont spawn with flamethrowers.
- IFA: AT Men will spawn with AT rifles until some decent AT weapon has been unlocked.
- IFA: Doubled sidemission timer for most of them.
- Enabled redress scripts on more islands than Tanoa.
- Fixed player unable to access Y menu after trying to recruit a squad without funds.
- Corrected typo on game mode menu.
- Changed numpad arrows by normal arrows for the garage / buy menu.
- Removed exploit on player FT with HC squads.
- Minimum timer for traitor missions set in 30 minutes.
- Fixed bug on CSAT punishments, all cities were targets instead of those who have high support levels.
- CSAT wont punish cities influenced by them.

Update: 1 Sep, 2018 @ 2:36pm

1.3.0 16/08/2018

- NEW IMPORTANT FEATURE IN MP: GAME MODE. In the lobby you may set 4 options: All vs All, Rebels vs All and other two on which rebels only fight one chosen faction (invaders or government).
- NEW VERSION: WWII Has arrived to Antistasi. In Armja Krajova polish resistance fight against Germans and Soviets. Required mods are CUP Maps and IFA.
- NEW FEATURE: Total rework on UI for construction, garage and buy vehicle options.
- NEW FEATURE: Squad Vehicle Stats button replaced by "Squad SITREP" on which player will receive a lot of useful information about his AI squads.
- NEW FEATURE: AI uses flares when there is no NV in the scene, to assault enemies on search for them.
- RHS: Added M1 Garand and Grease gun to rebels default loadout.
- Removed MP exploits on buying, login,logout.
- Fixed bug on hide in building AI script.
- FT on vehicles will be a bit safer.
- Disabled Fast Travel in MP for players (yes for AI groups).
- Hopefully solved garage exploits.
- Clarification message when a player fails to garage an air vehicle far from airbases and HQ.
- Tweaked the non member distance params and default values.
- Towing a vehicle on undercover will make the player lose the status.
- AI limiter will count AI with simulation disabled in order to decide to spawn an AI or not. This will improve performance in major attacks.
- Outposts wont send land attacks from other islands in Tanoa.
- Removed aggro checks for AI deciding to send a major attack against rebels. They will be more likely targeted.
- Aggro checks will affect vehicle type sent against rebels (you are not a big threat, I will send a cheap transport, you are athreat, Tanks).
- Major attacks will be allways performed by the server no matter if there are HCs in.
- Capped soldier count in major attacks.
- Cleared forest will be reset when the HQ has been moved.
- Fixed land attacks in Tanoa.
- Corrected faction init bug on roadblocks.
- Fixed some desynching on MP players init.
- AI static defenses wont despawn when being attacked by another AI.
- Lesser garrison requirements on outposts to send major attacks.
- Solved bug on enemy side detection script.
- On combined major attacks, artillery may spawn in the origin of the land attack.
- Corrected some rare desynch cases on which a QRF is sent to recapture departing from the target zone.
- Corrected bug on saved vehicles not moving.
- Squad mount / dismount button now supports selection of more than one squad.
- Fixed rebel HE airstrikes.
- The NV for the enemy specops is managed independently of the modset / edition.
- Vehicle dialogs will show vehicle names related to the modset.
- Removed a lot of vanilla action references and Warlords texts.
- Adapted some (not all) flag textures to each mod.
- Optimised "enemy nearby" checks and more user friendly to avoid UI wates of time.
- Removed the conditions for a wave to be considered with enough assets and men.
- Road patrols wont spawn if the possible destinations are less than 4 instead of 1.
- Squad Leader skill bonuses apply to classnames, not to group leaders.
- Garrison compositions will attempt to add a SL and a Medic to each garrison squad.
- Better integration of mods + AI smoke usage.
- Intesified usage of outposts as QRF departure points.
- Intensified usage of CAS bombruns against enemies in the field instead of sending squads.
- Criteria to avoid friendly fire in CAS and mortar bombing is different among sides of AI (NATO cares about civvies and injured friendly, CSAT not).
- Fxied AI sending QRF against mortars.
- Corrected small differences of tooltip cost and real cost of some squads.
- Airstrikes against static weapons may consist in NAPALM.
- NAPALM damage loop a bit more spaced in time (more chances of survive if you move quickly)
- Slight less chance for a mortar to get zeroed.

Update: 1 Sep, 2018 @ 2:12pm