Arma 3
UKNoppo's THE ASSAULT
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Update: 22 Sep, 2021 @ 9:20am

As always, thanks for your comments and feedback.

The amount of mods supported by THE ASSAULT is now so large that I am running out of room in the description for all the links (there is a limited word count)! I've had to cut text like Credits and Knows Issues to make room. I have put them in the game instead.

Added

QUICK FACTIONs
> I have changed the Star Wars factions from SW Opposition to JM's Long Live the Empire. Really like JMax's work, really glad he is developing this mod with more units and vehicles, and super happy there are no Ace dependencies. Long live the Empire!! :)
> Colonial Marines (to go with the Aliens (see below)), however I would recommend using OP TREBUCHET with them
> Modern Chinese woodland and desert units
> Boer War civilians
> Nassau 1715 civilians

Added Extra non-playable enemies:
After adding zombies last week I looked at how I might implement scripted units from other mods. Over future weeks I am going to play around with more non-playable enemies and tweak the game-play until I think I have it well balanced.

This week I have added:
> Aliens (Max_Alien) - appear in large numbers like zombies. They are HARD!
> Predator (Max_Pedator) - Only one of these will appear per mission
I'm a bit worried there is a bug with the Aliens which stops enemies spawning after a while, it happened to me a couple of times during play testing. I'll keep looking into it.

Game-Play
Changed
> I changed intelligence documents in buildings to default off.

Fixed
> Fixed an issue with zombies. If zombies were selected, when you got close to an objective all enemies and independents would stop spawning.

Experimentation
> Played around with the Improved Melee System. It's not compatible with THE ASSAULT without bespoke coding. I might try and add it later. Not sure yet (not sure IF I will or HOW I will do it).
> Looked at the various female mods, but without female voices I'm not keen to implement any of them yet.

Update: 15 Sep, 2021 @ 5:02am

As always, thanks for your comments and feedback.

Added
> As requested by "Skelly two bones" I have added zombies. I experimented (a lot!) and settled for RAVAGE Zombies as you can dress them in any clothing and they will work - 'Zombies and Demons' breaks if you change their clothes. The modules that come with RAVAGE and 'Zombies and Demons' are very good alternative way of adding zombies. I also included options to make zombies more challenging: 1) extra hit points, 2) closer spawning.

QUICK FACTIONs
To go with the zombies theme I added:
> RAVAGE Survivors
> Raccoon Police Department
> BSAA Operators
> The Corporation DVK

I know nothing about Resident Evil lore having never played a Resident Evil game, so please advise if the factions need changing (without adding a huge amount of extra mods!)

Also...

> French (WW1): Not particularly realistic, but as I recently added French WW2 units I could not resist adding WW1 units too.
> Modern Serbian units from RHSSAF
> As requested by Fruits I also made Kosovo war era Serbian units using RHSSAF.
> More factions coming. Suggestions welcome.

GAMEPLAY
> Added a harder mode where you need 70+ VICTORY POINTS to win instead of the default 40+.

Fixed
> Fixed an issue with RHS Ejector seats. When ending a support mission in an RHS fixed wing the aircraft would be deleted but rather than returning you to being a foot solider you'd still be up in the air in the ejector seat! Your feet will now be firmly on the ground.
> Fixed an issue with the Faction Menus

Update: 3 Sep, 2021 @ 2:08pm

Thanks for your comments and feedback.

Added
BONUS QUICK FACTIONs
> French (1940): As requested by dredd.. Units are mostly realistic, but I did have to compromise on assets (aircraft, tanks etc) to keep the number of mods low. These could have gone in the HISTORICAL FACTIONs, but I have reached the maximum number of buttons that I am allowed in the GUI Editor! I can only add more FACTIONs by taking others out!
> French WW2 Resistance.
> Star Wars: Rebels: (woodland/desert/winter). Empire: (normal/winter/scouts). Independent: Manadalorians
> Warhammer 40K: Valhallans, T'au, Chaos (not the same as I added last week :P )
> Operation TREBUCHET: UNSC (woodland/desert/winter), Insurgents, URF
> Nassau 1715: Britain, France, Spain, Pirates.
> More factions coming. Suggestions welcome.

Fixed
> Bug where the 9th member of your squad would sometimes look like an enemy unit.
> Made the script for saving vehicles in the VIRTUAL GARAGE better, now T'au (WH40K) vehicles can be used!

Experimenation
> SW Opposition requires ACE, this means when you are hit you often fall unconscious instead of being killed. In my opinion this breaks the flow of THE ASSAULT. I've added an option to turn this off.

Update: 25 Aug, 2021 @ 9:38am

For some reason the new image did not appear when I did the update earlier today... second time lucky!

Update: 25 Aug, 2021 @ 9:21am

Thanks for your comments and feedback.

Added
> Boer War: HISTORICAL QUICK FACTIONs
> Warhammer 40K: Chaos BONUS QUICK FACTION
> Operation TREBUCHET: ODST and Insurrectionists BONUS QUICK FACTIONs
> More factions coming. Suggestions welcome.
> As requested by PsychoThruster and bissonlulu8 there is now the option for enemy units to spawn double the default distance away (default between 175 - 200m, optional between 375 - 400m)

Fixed
> Thanks to Cpt.Genitals for pointing out the unit you create to start the game needs to have a map. I've added a script to add a map to the unit if they don't have one.
> Improved the script for switching to support vehicles. There were some problems caused by allowing team switching to any of the crew which I added last week. Hopefully these are now resolved. I'll keep testing.

Experimenation
> I've been playing around with Space Marines, Spartans and the Covenant and found heavily scripted units don't work with THE ASSAULT. The game saves your load-out using BIS_fnc_saveInventory, when it loads the inventory using BIS_fnc_loadInventory the scripting gets corrupted, with some strange effects. It's a shame because they are cool units.

Update: 19 Aug, 2021 @ 3:30pm

I hope I remember everything! Thanks for your comments and feedback.

Added
> As requested by Fruits847 added Kosovo War to the QUICK FACTIONs
> Added BONUS QUICK FACTIONs including Vanilla, GLOBAL MOBILIZATION (requested by Hanss), RHS Russian Woodland units, Siberian Guard RHS Russian winter units, Warhammed 40K units (thanks for introducing me to WH40K THE REAL JEFF BEZOS. I'm going to add more, but I might need to rebalance them as they are really hard!). More factions coming. Suggestions welcome.
> As requested by Iced Lenin you can now design four enemy units - one riflemen and three specialists (one more specialist than before)
> As requested by Bigg Gunny Wiggin you can now turn off the hint bar (in the top right). You can also turn it on/off via ASSAULT OPTIONS during the game.
> As requested by Coda you can turn off the pop up when your reach the top kill streak.
> Coda wanted to be able to move to any position in a support vehicle. You can now do this by teamswitching. This is not a perfect solution as you can't still drive the vehicle from the gunner/commander/turret position as you would by moving position using the Action Menu. l will try and improve it.

Fixed
> Thanks to The Big Dog for pointing out a problem with paradropping, now fixed.

Update: 11 Aug, 2021 @ 9:20am

When you reinforce exisiting units will now stop and wait for you and your reinforcements to arrive instead of falling back to join you, potentially exposing them to enemy fire.

Support vehicles must now have at least one seat, i.e. drones cannot be selected in the VIRTUAL GARAGE.

It is now possible to increase support duration up to 90 or 120 seconds in the options menu (thanks to Coda for the suggestion).

Update: 3 Aug, 2021 @ 11:19am

Update: 3 Aug, 2021 @ 11:14am

Update: 2 Aug, 2021 @ 5:40am