Easy Red 2

Easy Red 2

Battle of Antunovac [Mission]
36 Comments
PcbZorg 19 Jul @ 5:19am 
:steamthumbsup:
ShogunofJapan  [author] 19 Jul @ 5:15am 
Braća Slaveni <3
You are always welcome here
PcbZorg 19 Jul @ 5:00am 
Oh, upravo sam se vratio iz Živogošća Blata i užasno sam depresivan. Gledajući slike i videe koje smo snimili, želim biti TAMO, a ne ovdje, u prokletoj Češkoj Republici bez izlaza na more... :-P Da, oprostite, ja sam taj klišejski Čeh koji gotovo svako ljeto napadne vaš raj od regije. Ali ne vadim morske ježeve iz vode, ne ostavljam smeće na plažama i općenito se trudim NE smetati lokalnom stanovništvu, ili to činiti što je manje moguće... Pokušavam pričati hrvatski (iako ga još ne razumijem). Volio bih da se mogu trajno preseliti u Tučepe, Podgoru, Igrane, Živogošće, Drvenik, Zaostrog, Podacu ili bilo gdje na Pelješcu. Bilo gdje u Splitsko-dalmatinskoj županiji. Potpuno sam ovisan o Dalmaciji, a odsutnost boli gotovo fizički...
Sorry for the (probably many) errors...
ShogunofJapan  [author] 19 Jul @ 4:47am 
As a dalmatian, thanks for the love
PcbZorg 19 Jul @ 4:44am 
OMG, i wish there was more games dealing with the wars following the breakup of Yugoslavia. When i have a bit of a free time, i gotta check this out, but the sheer amount of mods required to run this kinda scares me... I'd love to visit the area in realistic graphics... I love Croatia and especially Dalmatia. I wish i could live there...
ShogunofJapan  [author] 19 Jul @ 1:51am 
The HOS AT also has dynamite, the ZNG guy has it too just for added fun factor, since the Arkanovi tigrovi have the grenade launcher guy. I like making it slightly asymmetrical and chaotic but not to the point of it seeming unfair.
Making it true to the actual battle, this was the part of it where some of the croatian troops went to fight because they did not get the order to retreat on time. Which led to what could be classed as a very one sided ordeal. It was however an important battle as it may have swayed the SAO and JNA command to be slightly more cautious, which led to Vukovar and other catastrophes for the Serbs fighting in Croatia.
Just kinda wish I made November 24th the date rather than the 21st but its a minor issue, I will still update this with maybe a few more MG positions in the future, but for now I would like to see an mp game with this.
TheCalcMan 18 Jul @ 11:02pm 
Hey, just tried the new update out. All the changes you made (especially giving the dynamite to the ZNG guy. That was a genius fix.) have been great and make this feel even more like an actual battle. No further comments, great work.
ShogunofJapan  [author] 18 Jul @ 11:27am 
One cool game mode would be one like assassination from Killzone 2
TheCalcMan 18 Jul @ 10:46am 
@ShogunofJapan There's a few ways you can get different gamemodes beyond the basic ones in the game:

- Oher gamemodes have been created by the community, they are on the Easy Red 2 Discord server in the #script-sharing channel. From what I remember it has scripts to make a destroy the vehicle mode, a capture the vehicle gamemode (if i remember right), a team deathmatch gamemode (also if I remember right), a wave defense + survival gamemode, and the beloved conquest gamemode from Battlefield. I've used the conquest script for my 2nd mission but the bot-clumping on points gets even worse and I still need to fix it with those position scripts
TheCalcMan 18 Jul @ 10:44am 
- You can make a "wave defense" gamemode with only the "hold position" script. Have one point, then put defenders (who spawn only once) around it with the hold position script, then make the attackers spawn farther away around the point with each spawn having a 300 second respawn time. I'm in the final stages of testing a mission that does exactly this so I can confirm it works
- This is one idea I'm going to use for a future mission, a "chase" gamemode: make a line of objectives as usual, then put the attacker spawns on one side, then make the defenders spawn behind them. This will create a much different experience as the attackers now have to run for the point while slowing down the defenders before they are all killed.



Hope this helps fulfill that wish for more gamemodes, at least somewhat.
ShogunofJapan  [author] 18 Jul @ 10:09am 
I personally think this game has a lot of potential and that its base game is alright, the other gamemodes could be created by the modding community.
Mezo123451A 18 Jul @ 7:49am 
@ShogunofJapan exactly and thats why i stopped playing this game its a waste of potential for a battlefield type of game to just have linear game modes.

I would love to play your map but till they haven't added conquest i will not reinstall the game again.

But i wish u good luck for new projects
ShogunofJapan  [author] 18 Jul @ 5:01am 
I wish there was something like a conquest mode from battlefield and some of the game modes from the og yugo mods in battlefield vietnam
ShogunofJapan  [author] 18 Jul @ 4:24am 
yeah it works now
ShogunofJapan  [author] 18 Jul @ 4:13am 
Yeah I did not put a radio station near them. Let me just fix that.
TheCalcMan 18 Jul @ 4:03am 
@ShogunofJapan Mortars do react to HE and smoke calls, as long as they have a radio station near them (I think it's US radio station and German radio station. The ones that have the radio on a table. Not sure if there are others.)


I'll try the updated mission later, just wanted to tell you this now if you need to fix it.
ShogunofJapan  [author] 18 Jul @ 3:45am 
Also Šibenik seems like a cool concept, I could do it and call it something like "Oba su pala"
ShogunofJapan  [author] 18 Jul @ 3:43am 
Update is out, did not change too much, but did add dynamite to ZNG squad leader and HOS ATs so they can destroy the walls at the warehouse, in my experience, this has helped a lot as long as the player is on the team, in multiplayer though it should be a lot more fair now.
I changed the radius of the script, I still do not know if it is working as sometimes it seems like it and other times its just kinda weird.
I added a radioman for ZNG and have no clue if it works, do mortars react to HE or smoke barrage calls from the radio?
TheCalcMan 17 Jul @ 1:42pm 
@ShogunOfJapan Ah, alright. I look forward to whichever you make.

If you haven't decided already, one battle that I really wanted to cover but had to cut from my plans due to time was the Battle of Šibenik. That may allow for a lot of fun with getting to use coastal batteries against Yugoslav Navy ships while also fending off aircraft.
ShogunofJapan  [author] 17 Jul @ 1:22pm 
Awesome, also I did not mean like make a new map specifically for this map, I meant just like a new map within the Homeland war as its own thing independent of this one.
TheCalcMan 17 Jul @ 1:02pm 
@ShogunOfJapan I wouldn't make a whole new map for this as I think it's fun enough, that time can be better spent making a map for a different battle (should you plan on it)

Also, I've fixed the M48 and Ultimax, they should be far more usable now (I still added some dispersion to the Ultimax as it would've been really overpowered otherwise)
ShogunofJapan  [author] 17 Jul @ 7:00am 
I was thinking of adding artillery and radiomen tomorrow plus fix the "C" point in phase 1 plus AI mortars.
I was thinking of also making a new map but I will see when I start with that, I want it to be well thought out unlike this one where I just kinda winged it
TheCalcMan 17 Jul @ 2:44am 
@ShogunofJapan Right, I kept that in mind when thinking of what to do for this. Adding artillery works both ways as it can lay a better smokescreen on top of being able to attack all the defenders in the point, but I'd keep it to smaller types like mortars.

Another crazy idea, one of the improvised armored cars [the.shadock.free.fr] that Croatia made might work to allow the Croatians a way to reliably kill everyone on the point (should it get there), but I'd need some time to model one and I assume you want a quicker solution.
ShogunofJapan  [author] 17 Jul @ 2:11am 
It will be corrected, I am just thinking about how to make that warehouse point slightly easier, I wish I could destroy part of the wall but I cant since its not my map, I will figure out a workaround.
I wish there were ladders that worked
TheCalcMan 16 Jul @ 6:00pm 
Also:

- The SVK still group up at the warehouse point in the 1st phase and I think at the tent point in the last phase. If you did the scripts correctly, I think you might just need to decrease the objradius within the code.
- I think the map would greatly benefit from having some stationary MGs. I have a DShK in my stationary pack but I think there's a better-looking one in the HOT ZONE mod. Besides that, the MG42 and the M2 in the base game also work.
- A couple of stationary anti-tank guns might also be nice to give regular infantry a way to destroy the tank while also not making it too easy to destroy it. (infantry likes to enter them often, even if they're spawned without troops on them. That's why I'd only suggest like 4 or 5 at most).
- the Arkan's Tigers squad leader doesn't have extra ammo for the 59/66.


That's all. Still really fun overall, aside from the warehouse point I mentioned.
TheCalcMan 16 Jul @ 5:59pm 
Hey, tried the new update. Just a few things that I have to note:

- Something needs to be done about the point in the warehouse in the 1st phase. It makes the battle really boring on both sides: It gets really repetitive as the Croatians, and it makes the battle ridiculously easy as the SVK as you can just stay there and fire at anything that comes through the entrance (This would be an even bigger problem in multiplayer). If I was making the mission, I'd correct this in a few ways:

- Use my first suggestion and put some boxes or objects to climb on so that soldiers can hop the wall. I personally like to give multiple ways for players to capture a point or complete the mission, so I understand if you dont want to do this.
- Give the Croatians some artillery to rain down on the warehouse. I have some in a stationary pack in my collection if you don't want to use the mortars in the base game.
ShogunofJapan  [author] 16 Jul @ 3:08am 
New update released, tell me your opinions on it. I think I got enough cover on it from testing in spectator mode for a while.
BrockKids1 15 Jul @ 10:14pm 
Nice
TheCalcMan 15 Jul @ 1:38pm 
No problem, I also cant wait for multiplayer once I get some more maps out after finishing up the uniforms.

Oh, one last thing I forgot, just in case: With the script I linked, when you have the mission open, hover your cursor over wherever you want the "hold position" point to be and press "P" to copy it, then highlight ONLY the "vec3(x,y,z)" part in the script and press Ctrl + V to paste the position you copied. That's all for now.
ShogunofJapan  [author] 15 Jul @ 1:34pm 
I will thanks. I will fix some of the issues tomorrow once I have time. Cant wait to try it in multiplayer one day for your maps.
TheCalcMan 15 Jul @ 1:29pm 
@ShogunofJapan Ah, I get that. I've gotten several during making all of my stuff lol, totally normal. With my two missions, I didn't bother much with vests either. A lot of them clip through the uniforms I added so I figured I could just add the extra storage onto the uniforms themselves in light of that, but some of the base game ones blend in well enough on the thin shirts so I don't think its the biggest issue.

Also, no problem ;). I've been waiting eagerly for someone else to make missions with this stuff since you all will likely do better than me lol, so I hope you'll continue to make more :steamthumbsup:. And again, feel free to ask if you need a skin for a certain vehicle so I can get on it.
ShogunofJapan  [author] 15 Jul @ 1:09pm 
Another thing I realised was the vests, I think I used base game vests for some of the units as I was not sure which ones to use.
ShogunofJapan  [author] 15 Jul @ 1:07pm 
Once my headache has passed I will look into it, thanks Calcman, I was not expecting to see you :)
I literally just randomly assigned the points and played a match with someone and saw the faults the first version had, I only changed the first area to 3 points and did not even test it because of the headache I got out of nowhere, anyway I will check that script out and be sure to make this better when I can. Thanks for checking it out .
TheCalcMan 15 Jul @ 12:49pm 
Oh, and one other recommendation to make the battle feel more lively and give a bit more of a fair challenge, I highly recommend using this script [docs.google.com] that I got from the ER2 Discord server to "assign" some of the Serb squads to a certain point that they can periodically attack over and over, because they seem to clump up in one point once the others are taken.
TheCalcMan 15 Jul @ 12:28pm 
Hey, I'm trying this out now and holy shit this is hard, but nice work. Personally, I think there's too much open land in between the Croatian spawns and the points in the 2nd phase, and I would try to add some cover in between. Also, I would add some boxes or a dumpster or something that can allow units to get over the wall on that right point in the 1st phase, as most soldiers don't have the means to destroy the wall.

Aside from that, I'll get to work immediately on fixing the Ultimax and the M48's accuracy. Let me know if you need any vehicles or extra weapons or something as I have several (Like some homemade Croatian weapons, a Milicija BRDM-2, a Croatian T-34 skin, etc) sitting on the backburner for now, but I'll get to adding those after I fix the two guns if you tell me.
ShogunofJapan  [author] 15 Jul @ 12:13pm 
If any of you have any suggestions or ideas on how to make this map better, please suggest it. I made this without testing it too much and I would really appreciate player feedback.