M

Mamba1

Member

Last active 8 years ago

  1. 8 years ago
    Sat Jul 11 14:54:31 2015

    @BatSpoggy What is the effect of the force sizes?

    I always understood the force size to be measured roughly in units rather than groups. So selecting 100 meant you'd have a force of 100 ais (or there abouts) split into on average, 10 groups. This would appear to be correct since I've been running some ALiVE Reshmaan missions with around 1700 AIs on the map spread over nearly 50 objectives and when one side wins it takes every profile they've got to cover the map with still a couple of objectives remaining.

    For Altis, I'd suggest at least 400 vs 400 which gives roughly 40 groups per side, and then on invasion have around 20 objectives. You can go a few more but obviously they get stretched thinner until one side cant wipe the other off the map, but your victory conditions are upto you.

  2. Sun Jul 5 16:42:11 2015
    M Mamba1 posted in Taking Sectors as players..

    I read that only AI can take sectors. I dont think that clearing one out and calling in reinforcements works either.

  3. Sun Jul 5 16:38:03 2015
    M Mamba1 posted in Aggressors 2.0 Question.

    Much love here for CAF, looking forward to it man!

  4. Sun Jul 5 16:35:41 2015
    M Mamba1 posted in What features we would like.

    @DaVidoSS Better tasking system.

    Another aye for this. Unit class specific tasks, like in HETMAN, along with more variety would be great.

  5. Sun Jul 5 15:54:41 2015
    M Mamba1 posted in Alive not recognizing RHS.

    @Shizzak updated to 0.3.6 and it still does the same shit

    Just a quick read of this thread so I may have missed something, but this looks like your problem. If using an old version of RHS you need to be using RHS Insurgents compat addon. I think that 0.3.8 rhs units works fine with ALiVE without the insurgents patch.

  6. Sun Jun 21 21:40:31 2015
    M Mamba1 posted in Broken CQB?.

    Hey Spyder, thx for the info man. Was thinking it was something my end. I'll just look forward to it being fixed.

  7. Sun Jun 21 19:59:27 2015
    M Mamba1 started the conversation Broken CQB?.

    Hey all! Firstly I'll say thanks to the Alive dev team for an amazing mod, it's the only thing Ive seen come close to Falcon 4's dynamic campaign.

    Unfortunately it's come to my attention that my missions are not spawning CQB units. After noticing, I tried a few configuarations of the CQB module that I hadnt before and was able to force some CQB spawns however these were mixed OPFOR and BLUFOR spawns in the same towns etc. Just to mention it now, the profiles however, are all garrisoning 1 or 2 buildings per objective which I also hadnt seen before, which is cool. I tested quite thoroughly to make sure these weren't braindead cqb spawns though, and they do appear to be the profiles.

    Although I'm sure I havent messed anything up in my missions, I tested this on the Op Landlord demo mission with only CBA3 and Alive running. I tested it as it came to begin with, then opened it up in the editor and changed a few of the cqb settings inside after the problems persisted. Whether it is synched to placements or unsynched, one of these problems always remains. My usual missions run on arma 2 terrains using AiA and rhs units ver 0.3.8. Should I try reinstalling something? CBA? I saw some optional files in the latest version, are they needed?

    My usual set up for the last few months has been an island wide war with around 400 units each side and an unsynchronized CQB module set to dominant, 5% and low. As far as I know you do not have to insert faction names into the module when using dominant. That was however the only way I could force some CQBs to spawn.

    Thx for any help guys

  8. Sun Jun 21 19:24:37 2015
    M Mamba1 joined the forum.