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Many thanks for NeoArmageddon and Scruffy for their continued efforts on this mission.
BI forum thread with downloads. [forums.bistudio.com]
For now this is where to grab the new version. I'll post links to the workshop page when NeoArmageddon gets it set up.
If you're trying to host it not on a lan then you can go to multiplayer and start a new server, choose the map (Stratis) then the mission (escape). If you want to play in single player (this mission is recommended for multiple people but sp is supported) then you can do the same thing you would for an MP server but instead make it a lan server. Saving is enabled but hasn't been tested by any of the development team.
There may also be new bugs that have cropped up with recent A3 updates. Our collective effort has been going into remaking Escape Altis and when that's done we'll port it back to stratis (and chernarus, podogorsk, takistan, etc) in short order.
Thanks Vormulac!
Just a heads up for anyone playing the Stratis version of Escape instead of the Altis one: Stratis is going to lag behind Altis a bit because of how many changes there have been to the mission code. When Altis is stable again we'll port it over to Stratis (shouldn't take too long, only a few things that are map specific).
Patrol boats are in and working but there're a few kinks to work out. The current revive system doesn't handle drowning so we'll have to hold off until we solve this one. There's also an issue with boats despawning (found this one out in a rather hilarious and confusing fashion while we were tooling around in one). These are pretty much all that's holding us back from releasing 1.6.
As for stuff that is done:
-AI preset tweaks
-UPSMON is gone, we've got a more event driven custom replacement
-faster startup
-new pressures on the players
-Extraction chopper fix (if they don't show up, they're probably underwater, this is fixed)
As soon as the issues with the revive system and boats are dealt with 1.6'll be out the door and we can get back to adding more events to the mission.
As a work around I will also be including mission parameters for you to set the individual skills manually (this'll be tedious but at least it'll give you the options).
Alternatively, you can find the preset skill values in Scripts/Escape/AIskills.sqf
If you'd like to have the ability to more easily tailor your experience to your own tastes I implore you, go yell (be nice about it) at Bohemia until they make the settings in your profile actually matter.
Sorry about the local settings option. If nothing else at least you know what you're in for as all soldiers should have their skills set properly.
1.5.3.2: Rolled back "Local Settings" option for AI. CreateUnit spawns soldiers with skill 1. When a solution is found this option will be reintroduced. Fixed Cadet ai skill option, should no longer be random.
1.5.3.1: Added AI skill option to create ai with skills defined by your profile.
1.5.2 is up, not a big update, just a few fixes here and there. Still more content coming, 1.6'll be done SOON™
Few issues here and there but highly recommended.
Technicals are making a comeback.
Patrol Boats.
New Revive system. (Might be held until 1.7)
Randomized loadouts for enemy soldiers. (Might be held until 1.7)
Tweaks to weather to level the playing field with AI in fog.
FIA units loyal to CSAT.
I did see something like extended map info. I'll try turning it off. Thanks!
I think the option you're looking for is "Extended Map Info." If you hit ESC -> Configure -> Game and choose the Difficulty tab you can customize your difficulty levels (ai and hud options). I think it's Extended map info but I can't remember off the top of my head.
I was playing with only one friend so the spawn parameter was set to the recommendation for 1-3 players. And I didn't mean the main airfield, the only airfield I've extensively searched was the small airfield in the south-east of Altis.
I already flew around in a helicopter that survived a crash :) But it was heavily damaged and was very hard to fly properly.
By the way, every time I find a map my position is immediately marked on it, even without having a GPS in my inventory. Is that caused by 'Perma GPS'? You write about it, but I don't know how to turn it off....
Thanks for the help and quick responses!
On a related note, helicopters will probably not be something made accessible (unless you can shoot one down and it survives the crash) as the excessive speeds available can sometimes "break" the mission (it still runs, but the spawn routines need to play catch up).
For now though we're still doing bugfixes/improvements and waiting on a couple of new systems that should actually improve the mission quite a bit from its current state.
[LIST]
[*]The difficulty level of the server/host (Arma's difficulty setting) will put a lower limit on the AI settings. So if you find that veteran/expert is too hard, put it on regular and turn off some of the aids like perma-GPS (to preserver the feeling of being lost).
[*]Lower performance in Arma will cause the AI to become dumber. If the AI seems exceptionally stupid and the frame rate (server or host) is low try to decrease the settings for spawn counts.
[/list]
-Heli extraction works (sometimes they land too close together).
-Option for patrol numbers in towns (this has a large impact on performance I find, especially near Kavala).
-Most of the scripting errors are fixed.
-The AI gives a much more playable experience.
-Reinforcement trucks are working again.
-Search groups should now actively hunt the players.
-Traffic should be more common around the player.
There's still more to come:
-Enemy loadout randomisation. Thanks to NeoArmageddon.
-New revive system. Thanks again to NeoArmageddon.
-More surprises!
-stuff I can't remember right now.
Thanks for the support, critiques, and suggestions. We're definitely not done yet.
I also fixed the no enemy spawn bug at the beginning. Turns out Engima's original code could go into an infinite loop if the map isn't big enough to support a large number of comm centres.
Give it another shot, let me know if there's any improvement.
P.S. I'm not sure if fog ever affected the AI before but I think it does now, so if it's really foggy you'll likely feel more alone.
P.P.S. One thing that might help is to turn down the spawn range. The effect is that AIs don't have as much time to wander off before you're on top of them.
I've heard that the different ports in A2 felt more or less full of units depending on the map but I've looked at the code and haven't found anything to suggest this was on purpose. I think the way Engima built the mission is highly map sensitive. Not a bad thing, but definitely something to watch out for if I port it to other maps in the future.
Hyperz and I ran a bunch of tests against the original this morning and even though there's roughly the same number of soldiers in roughly the same area it just feels emptier. I made a few simple changes that might help mitigate this though (should get the AIs to path a bit more in the players direction without sending them directly at players.
I would suggest that you might make the holding pens out of hesko barriers instead of sheet metal. Often times the AI will shoot under the gaps in the wall before we can get out or they will crawl right under the gaps and come in.
Second we could not get the had gun to work properly from the dead guard inside the holding pen.
Thanks for you time and efforts.
Greets