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In-game faction selector is in the works
Add the ability to customize ammunition for bots, like Socratasa
@J-K-P, This is not a singleplayer scenario. It can only be played multiplayer, either on a dedicated server or you can also go to host a server and run a LAN server to play it. Make sure to look at the parameters menu found during role selection and also to choose the default commander slot to gain both medic and engineer traits
Wish they would take over
Indeed, the only plane assigned to the rebel faction is the AN-2. A venerable plane, I might add.
For one, it makes sense as they were mass-produced and are incredibly easy to fly (They were designed with uneducated farmers in mind) therefore making it an obvious choice for a rebel faction to come into ownership of, rather than a purpose-built military option.
It also functions as a balancing point as occasionally something can happen which leads to the plane being on the ground in a usable condition. As such it makes sense to give a "weaker" aircraft rather than something like a jet.
Socrates has their own ideas and development direction and we have ours. If you prefer their version by all means play it. This version will continue to be developed in a direction our team thinks best fits our vision for what the mission should be. Our team is fairly diverse in ability, specialism, and available time, as such it can be the case that a developer does not have time to finalise every feature of a project they begin before an update rolls out. Therefore, they strive to create a stable, though not fully complete, system that can be released and after this they can continue their work for the next version to be released.
Sidenote, while you are entitled to your views and opinions, being polite is far more conducive to having your feedback listened to and taken on board, insulting peoples work is decidedly not polite.
Short answer:
Beyond the light armed vehicle you can buy at HQ, you don't. You have to capture them from enemy forces.
Long answer:
We don't allow you to buy armoured vehicles for a few reasons. One of which is balance as doing so would make it much harder to balance the late game combat if the player also has access to heavy armour (especially since the AI is categorically awful at countering player's armoured vehicles). Second, though less important in the eyes of the team, is one of realism. Where would you be able to source armoured vehicles from when your forces are not supported by any other nations.
The unfinished and thus unstable nature of Reb vs Inv is why we chose to remove it before this new system was finished.
If it is a mod that affects the AI, then we do *not* recommend using it as we have our own integrated AI scripting.
Otherwise, try it and see but we can offer no support if it goes wrong.
The base Arma save system has not ever been compatible with this mission due to the amount and complexity of the data we save. The only functional save system is our created "Persistent save"
You must utilise our save system to save your progress on our mission.
I ask this, because yet another scenario from a different author relies exclusively on hosting; however, I can still play solo by assigning the players slots with AI-controlled teammates as my "Co-Op Buddies" - despite this, it looks like I cannot create default A3 savegames, so I would have to start all over again when I die! (or when something with the mission/mission objectives goes wrong and I want to repeat the mission from a previous checkpoint, so I can correct it...)
We decided to end support for SP mode due to the differences in game environment causing significant issues that our team did not have time to address on top of the MP ones.
All community version files from us have the same restriction, as they all run on the exact same code base. The only way that any other version would allow you to play in the SP environment is by it being from another developer, or simply outdated.
I'm sorry you are unhappy with the steps you now need to take to play the mission, however it was necessary to ensure that we can provide the best quality mission that we can.
Why did you decide to confine this scenario exclusively for Multiplayer/Coop ? Now, each time I want to play this scenario, I have to create a local host sesion - which feels VERY appaling...
More interrestingly, why didn't you do THE SAME (Multiplayer/Coop only) for the other terrains (Malden, Altis, Tanoa, etc.) of the Community Version?? That doesn't make sense to be honest...
Thanks for clarification!
We are already working on a hotfix and it will be published shortly.
Hard way: Edit the Selector.sqf file to change the template being loaded.
Sounds good, thanks!
In that case, please join our discord server and drop your suggestion in the suggestions channel. That way more of the devs can see it and respond easily!
Yup, I know how the War Level is set (looked in the code before). What I meant to say is maybe that the War Level determines the maximum amount of HR and money.
I'm wondering if War Level should tie in to the maximum amount of HR and money. It seems through our slow playing this that we have gained a ton of HR and money, more than I feel we will probably use. Perhaps we will need it at War Level 10 as we are currently at 8. We certainly never intended to sandbag at all. At this point I feel the HR and money are a bit irrelevant. I'm just thinking of a way to make you really calculate how much to spend and where. Make it feel more like a more strategic decision. Just a thought.
With the code as it is now, if you are comfortable doing so, it is possible to edit the mission code to place the normally invading faction in the role of occupants however this will require some research on your part as to where you need to look and what you need to change.
It will be doable from in game once we finish a new UI at some point.
My situation is for example:
i take this resource flag -> script send reinforcements -> the moment an enemy soldier gets just a little bit close to the flag they retake it - > i try to reconquer the flag again -> the script calls another reinforcement -> they take the flag AGAIN -> so i try to reconquer again -> the loop continues....
I don't understand the way they take the flag, wave atfer wave they keep coming, and then when i eventually die, the garrison gets replenished and i have to do all over again. they are taking the flag without even being close to it.
@Rex If you are doing it with squads or units in your squad then that sounds like it might be functioning as normal, If you are doing it through the commander's manage garrisons menu it should still be instant.
I was reviving downed enemys and noticed 3 options. "relase POW", "recruit" and "interrogate"
But when i press relase or recruit nothing happens, they just leave, no text.
i restarted the server and then i got it working for 2 instances and it was gone again. dont know what i did different.
I used a few mods with this:
ACE
CUP Terrains
Enhanced Soundscape, movement, dynasound
real engine..
LAMBS suppression, RPG, Turrets
I trew LAMBS DANGER away because it made the AI extremely hard. shooting trough trees etc.
but i cant see any reason a simple text message wont pop up. please help and thank you