Last active 2 hours ago
Just a quick tip if you have changes that you'd like made.
I've found the best way is obviously to open a ticket on Github, but also to provide possible solutions.
Eg the ticket I made for Static weapons suggested a field be added to the module which allows the mission makers to define the static weapon themselves.
I'm not sure if they went that direction, but as in all facets of life coming with a possible solution to a problem you see is much more likely to see that problem solved than if you just point and say "that's broken".
Just a word of warning, if you opt to try another HC manager, like the ACEX one, you'll need to find some way to stop combat supports etc from being transferred to the HC, otherwise you'll never get them to land
Haha be aware our modlist is like 40 something different mods.
It turned out the issue with Lythium was just the the index was borked so it's never worked properly. That was fixed a couple of updates ago and it works really well now.
Lythium is very much a close second to Takistan as my all time favourite map for an ALiVE insurgency
We had our first real extended test of the new ALiVE update last night. Wow!
We were basically doing a performance test on Lythium of the new mission I have, and the guys had a great time.
The patrol lasted for 4-5 hours and during debrief everyone was really excited about how the new civilians react, and all the new features.
The first time a crowd gathered and started pelting us with rocks it was met with a lot of "wow! dude that's awesome! We gotta get moving" :)
All the ambient sounds are great, the interpreter role is cool, and being able to assign all the different long range packs to combat support was icing on the cake.
You guy's really knocked it out of the park with the latest update, and we in New Zealand Forces really appreciate it
Either the Community Faction Pack (CFP) or 3CB factions
CFP fits more if you're running CUP etc, whereas if your modlist is built around RHS I think 3CB factions fits better (only because it's RHS dependant)
Yeah i had a play around with it the other day, the ambient sounds, the crowds forming, and all the civilians, it's awesome. Can't wait for the release, it's almost going to be worth an "ALiVE 2.0 - Rise of the Insurgents"
I suggest Sangin over FATA at least until the update is released. FATA has a real issue with civ spawns in the main town.
We recently finished a Sangin campaign, and it was one of my favourite missions I've made. It's a great map.
Perfect thank you :)
We currently run the KP ranks mod in our group. I use it as a tool to further encourage good gameplay by my players.
Eg you have to make a certain rank before you can use the marksman/sniper rifles, when when you hit a certain rank you switch from being an ACE medic to ACE doctor, which in our setup means you can stitch in the field, etc, medics get a slight passive bonus to rank points to make up for the lack of kills the get, that sort of thing.
Anyway something I was thinking about the other night as we removed a insurgent HQ was it would be great if I could somehow get the person who disabled the HQ, and then give bonus ranking points to everyone in that group. Is there an EH or something that we can tap in to for when these facilities are disabled?