Arma 3
Field of War - Mod [CTI] [SP-MP]
427 Comments
GenCoder8  [author] 31 Jul @ 12:44am 
@JukeBox thanks for the explanation! i wonder what it might be. I'm making a change that special forces also count to the town capture but i dont know if that's it.
have to run more tests to see if I can figure this out

thx! :)
JukeBoX 30 Jul @ 4:51pm 
@gencoder. No, not quite. I'm referring to when a town that is being contested (Gorka for example on Chernarus Summer). When I enter the town the capture bar is 99% red, yet it's full of soldiers on my team, like 30 troops just wandering around in the zone, waiting for it to capture. I walk around the whole town looking for enemy troops, but there all gone. So, thinking that was odd, I looked at the map, and saw an enemy base in the middle of my controlled territories. I ordered a helo, a small squad, and landed not far away and attacked the base. The only defenders were the static units (AA and mounted guns), so I dispatched them all. Yet, the 'capture bar' remained at around 75% green, without moving. Eventually an enemy hip showed up, and landed in the base, so I killed the crew. The bar never changed, and no more enemy to be found. I eventually shut the server down.



BTW, dedicated server using CUP and Advanced Command 2 are the only mods.
GenCoder8  [author] 30 Jul @ 12:45am 
Hi JukeBoX! you mean no matter where you go the capture bar is there?
JukeBoX 29 Jul @ 2:33pm 
Hi. I have mod working great, using cup. The only problem I've encountered is that the 'capture bar' stops moving. The game isn't frozen, as I can still purchase stuff and issue commands to units, and soldiers still move and attack towns, but the 'capture bar' seems to freeze, and no more towns or bases are captured.
Yes 15 Jul @ 11:44am 
@Bloob12 you generally want a single landmass when porting over any cti mission, Arma ai can't handle crossing the water like GenCoder8 said. I'm trying to port it to Suursaari atm since aside from a cool design it's a pretty narrow island with good chokepoints and a pretty straightforward expansion. The only drawback being a single airfield that huge planes tend to get stuck on, but i'm still trying to figure this out
GenCoder8  [author] 15 Jul @ 9:33am 
@McMeal thx! the dll has some features like frontline rendering and server registering etc
i guess battleye needs to approve it again after changes. but you can turn off battleye
McMeal 15 Jul @ 9:16am 
Best functional sp cti mod so far. I got a question tho, what is fieldofwar.dll because battleye block it i guess? do i need to turn off battleye?
HazeNoir 15 Jul @ 1:16am 
I see thanks, very cool mod
GenCoder8  [author] 15 Jul @ 1:04am 
@HazeNoir by creating custom mod. instructions here: https://armagc.blogspot.com/p/creating-custom-field-of-war-mod.html
HazeNoir 15 Jul @ 12:54am 
may I ask how do you change both west and east faction? I want to use custom one
GenCoder8  [author] 15 Jul @ 12:31am 
@Bloob12 i like to add support for more maps but the problem with Green Sea is that it has a lot of water on the center and AI cant cross water. So you could only play on the corner. still want it?
Bloob12 14 Jul @ 1:46pm 
Is there any chance of you porting over the mission for the Green Sea terrain. I think it would be a pretty good one to have for the mod. Me and my friends have been looking for something like this for a while and have been thoroughly enjoying it great work!
GenCoder8  [author] 14 Jul @ 5:01am 
Good to hear!
Yes 14 Jul @ 4:51am 
I can confirm it works exactly like you said, you're amazing bro. Thanks for your work
GenCoder8  [author] 13 Jul @ 1:11am 
@Yes defenders wipe after flag/town is captured
Yes 12 Jul @ 1:09pm 
Hey, yeah 10k for 6 man paradrop IMO is a good change, thanks - makes more sense with default 100% infantry price. Town defenders cleanup I still need to test because it requires some setup, but would you mind clarifying what was changed, in a bit more detail? Is it defenders wipe after the flag is captured, or just some idling units after a while? Ty
GenCoder8  [author] 12 Jul @ 5:04am 
Ok I increased the reinforcement prices a little bit. can probably rise it more later
Also no town defenders should be left hiding anymore after town is captured
GenCoder8  [author] 11 Jul @ 11:39am 
@Yes I'm doing some changes to the para drop etc prices. The AI commander actually also orders the special reinforcements and then they will stay as separate group until cleaned up after some time

thx :)
Yes 11 Jul @ 10:25am 
Thank you!
Btw in regard to para drop, I think it wouldn't really be affecting the players economy IF the units weren't being added to players group - considering that as a private u can recruit 1 unit (with max units at highest rank 10 set), but for 4k you can pretty much fill your entire group with units and go over the limit. I think this feature would be great if airborne reinforcements called by the player would be created as a separate group and then were cleaned them up after some time. But I'm not if that'd be too script heavy or possible with how things are set up currently :)

And I gotta say again, you're doing an amazing work sir. New higher vehicle prices are much better too, so thank u for this change. Cheers
GenCoder8  [author] 11 Jul @ 9:01am 
@Yes thanks for the info! i will look into it
Babal Disfarcado 11 Jul @ 8:41am 
@GenCoder8 alright, you fixed some stuff, i will test it!
Yes 11 Jul @ 8:02am 
Hey man, your mod is exactly what I was looking for, the scale of it, mechanics, general feel - its all great and thank you for your work.
This said, while some features that IMO don't really seem to 'fit' the 'economy' like calling in airborne reinforcements (over 10 man insta drop for 4k when a single rifleman costs over 1k) I just skip, one of the things that sadly affects every mission, as it happens pretty much everytime, are groups getting stuck around an "old" objective.
And everytime it's because of a single resistance guy left being hidden in one of the buildings, with 3-4 groups stuck idling around the objective since it "has to be defended" Most of the time they aren't actively searching for the guy, just sitting there and using up the active group limit for Commander AI, and they sit there stuck for hours. Could you please take a look into it?
Thanks!
GenCoder8  [author] 8 Jul @ 4:23am 
good to hear
ivanindavid1 7 Jul @ 1:49pm 
@GenCoder8 thanks its veru good/
GenCoder8  [author] 7 Jul @ 5:51am 
Ok i changed vehicle prices, hopefully not too high
GenCoder8  [author] 7 Jul @ 1:36am 
thx I appreciate that :)
ivanindavid1 7 Jul @ 1:33am 
You are the best developer of this genre.
ivanindavid1 7 Jul @ 1:33am 
@GenCoder8 thanks for the answer.

Can you tell me in which file I can write the prices?
I'll adjust it as I'm interested and send you.
GenCoder8  [author] 7 Jul @ 1:26am 
@ivanindavid1 yeah i have thought of raising the vehicle prices. I'll try to figure something out for the next release
ivanindavid1 7 Jul @ 1:17am 
@GenCoder8

thanks for the answer. I play cars 200% gear 50%.

but there is still a lot of money, the difference in price between top and pre-top vehicle is very small.
and people are not profitable (4 machine gunners for the price of 1 APC).
GenCoder8  [author] 7 Jul @ 12:24am 
@ivanindavid1 thx!

There are some mission parameters that allows you set the prices of everything and money income

Look for these from the parameters (under Preferences):

Price multiplier for the gear
Price multiplier for the land vehicles
Price multiplier for the aircraft
and
Average income from a town
ivanindavid1 6 Jul @ 11:35pm 
hi, in which file are prices edited?
ivanindavid1 6 Jul @ 4:02pm 
This is real best cti!!!!
I would suggest lowering the price of X10 or adding more settings
GenCoder8  [author] 4 Jul @ 4:34am 
Starting bug fixed now
GenCoder8  [author] 3 Jul @ 1:08am 
The reason why this isnt working right now for you guys is probably because the admin menu is bugged. disable the "admin startup menu" from parameters to be able to play for now
GenCoder8  [author] 1 Jul @ 12:34am 
@General Leslie hey. Not sure which parameter you mean. if you can please send me the .rpt I can take a look whats going on.
instructions in below message

thx :)
GenCoder8  [author] 1 Jul @ 12:31am 
@Babal Disfarcado hey. I ran some tests and RHS + Takistan is working fine for me. If you can please send me the .rpt I may be able to fix it.

the .rpt can be found from: %localappdata%\Arma 3 (just paste that to file browser)

if you ran dedi the .rpt may be somewhere else

you can send the .rpt to my email: feedback@fieldofwar.net

thx :)
General Leslie 30 Jun @ 8:16pm 
I was having the script error when I was trying to play with CUP. Noticed in the RPT file it was saying something along the lines of admin cannot be found. (Dedicated server with performance parameters on startup enabled). Turned that parameter off and now it is working
Babal Disfarcado 30 Jun @ 3:21pm 
i cant send rpt file right now, but just to make sure, you can play FOW takistan with rhs presets?
Babal Disfarcado 30 Jun @ 3:18pm 
i didnt set up my custom faction already, i just want to test vanilla rhs
Babal Disfarcado 30 Jun @ 3:18pm 
hi, i tested FOW takistan mission, and its not working, i set up RHS factions (2 sides) and launched it and the game just said "script error" and i had my screen back to main menu
Babal Disfarcado 29 Jun @ 2:39pm 
@GenCoder8 THERES GO MY HERO!!! thank you!
GenCoder8  [author] 29 Jun @ 12:57am 
Hi!
I zipped all the official mods for you, link:

https://drive.google.com/file/d/1vjI3n0FjuQWoTrTVDHiJdZ-U8bV3HXWz
Babal Disfarcado 28 Jun @ 11:32pm 
hi, i want to make a custom mod using RHS:USAF and RHS:AFRF, i just want to add somethings like the super hornet and ac-130 from other mods, can you provide RHS templates to be more easily to do custom mods using RHS?
GenCoder8  [author] 24 Jun @ 4:32am 
I created a small tool to help with the creation of custom mod. more info here: https://armagc.blogspot.com/p/fow-custom-mod-creator.html

I'm also planning to creating a web page where custom mods can be uploaded, if anyone is interested?
GenCoder8  [author] 22 Apr @ 6:15am 
Hi MFd00m1775 !

can you give me the .rpt file?

instructions here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1981883271/4697910068985892494/

thx
MFd00m1775 22 Apr @ 6:04am 
WHen I start i keep getting a "Script error" and it takes me back to the mission failed screen
General Leslie 15 Apr @ 6:29pm 
@Empy

For future reference, you can always use a steam workshop download site and move it to the server MP mission folder
Empy 15 Apr @ 9:58am 
Thank you @GenCoder8!
GenCoder8  [author] 15 Apr @ 9:55am 
I added also direct link to the mod itself in case you need that