Mannulus

Member

Last active 4 years ago

  1. 8 years ago
    Tue May 24 02:49:32 2016
    Mannulus posted in Questions about TAORS + Others.

    @HeroesandvillainsOS  @Mannulus

    I generally take the approach of making TAOR's (the safe zones) covering only my bases and the AO (the enemy zones) one maker covering the entire rest of the map.

    For any objective I want to hold, I call in either reinforcements from the Logisitcs tab (telling them to reinforce the area I just took) or I go to the Operations tab and manually change the waypoints of an existing friendly group.

    If the opposing side deems the city you just took as an important objective, they will try to take it back. With friendly units reinforcing, that will be much harder for them to do.

    I have an insurgency mission on Takistan if you want to take a look at my setup.

    Sure, I would love to deconstruct it!

    I am also curious if I can reduce the amount of hostile forces in areas. I notice the road from Garmsar and Garmarud all the way up to the Northern Airbase (That entire stretch of road) is so heavily filled with hostiles that my unit plans on deploying tanks to the region (And we never do that ;-;)

  2. Sun May 22 23:36:47 2016
    Mannulus posted in Questions about TAORS + Others.

    @JD_Wang On Takistan I only really had a TAOR covering the Northern airbase and the town of Rassman below it because that was where we were based and I didn't want OPFOR or IED's spawning there.

    That was the only TAOR I used I think. I just let the OPFOR/Civs spawn everywhere else.

    So are you saying just make a TAOR for only my base and that is it?

  3. Sun May 22 23:27:14 2016
    Mannulus posted in Questions about TAORS + Others.

    So instead of several TAOR's, I can just make one big one? (Plus one for the BLUFOR base for players and one for where AI should spawn?)

  4. Sun May 22 21:59:45 2016
    Mannulus started the conversation Questions about TAORS + Others.

    So a simple question regarding TAORS. I am redesigning my unit's ALiVE map on Takistan because we noticed that clearing a town doesn't mean anything because the TAORS ( I have about 6-7 of them) cover large sections of map. So if we clear a town and save the map and come back later it is back to the way it was. I checked database saving and it is not the issue. So I narrowed it down to a TAOR issue.

    So my question in TL;DR form is: Is it better to make a TAOR for every single individual "town" or area instead of large portions of the map?

    ----------

    I also would like some tips for making a Insurgency on Takistan more interesting and fulfilling. So suggest any tips or settings adjustments if possible.

  5. Wed May 18 03:54:03 2016

    I recommend www.nfoservers.com if you can afford them. I was able to setup ALiVE through them in under an hour. If you need help with it you can always message me or add me on Steam.

  6. 9 years ago
    Sat Jun 20 03:26:31 2015
    Mannulus posted in Vanishing Adv. Markers +other.

    The problem is that the markers are gone. The diary is still there. Now the server no longer saves too. What a mess!

  7. Fri Jun 19 02:19:13 2015
    Mannulus posted in Vanishing Adv. Markers +other.

    @Tupolov How can I get rid of these SITREPS then? Is there a place where they are saved? @highhead - I make sure that my recon teams do multiple flyovers directly over the location as well as darter teams being really close. My only guess was what you said with how more can arrive and such. However, checkpoints just up and vanishing is strange.

  8. Thu Jun 18 07:17:14 2015
    Mannulus started the conversation Vanishing Adv. Markers +other.

    It seems, I always have issues. So I apologize for the constant nagging.

    Getting right to it, my unit has adored ALiVE Assymetric Warfare's ability. While at first we had no idea what to do and treated it like normal ALiVE but that quickly changed.

    Now, we are creating highly specific intel maps. Adv. Markers, SpotReps, SitReps and even have dedicated recon assets (Individuals who come on just to deploy a Raven or Darter and spend a few hours collecting information). From this, our command team takes all this information, digs through the fluff and usually are able to pinpoint POSSIBLE HQ's/Depots within 50-100m of a location.

    But we ran into a problem. Multiple problems.

    The adv. markers vanish after a server save and quit. It properly saves and everything or so I thought. When we rejoin the next day, the SPOTREP details (in the menu when you open the map) are still there, but the markers themselves are gone. Upon making new markers and watching the screen as it saves has revealed something. While it is saving the markers, a message saying "conflict" pops up and quickly continues saving the rest. Now we have this huge list of SPOTREPS and no way to get rid of them nor any idea to fix it.

    To make it worse, the checkpoints we marked are usually gone by the next server load and the amount of enemies change dramatically after a server reload (We once did recon and found a village with just two fireteams. When the teams were sent in, we found out it had a LOT more than just two fireteams and they had to pull back). What gives?

  9. Fri Jun 5 08:53:20 2015
    Mannulus posted in AliVE Asymmetric Questions..

    @Friznit This fixes most server issues too.

    Large amounts of explosives?

  10. Thu Jun 4 08:30:06 2015
    Mannulus started the conversation AliVE Asymmetric Questions..

    So after about 2-3 months of trying to get persistence to work, we finally got it. And after much observation and play, I have come with a list of questions regarding mission design and play.

    1.) What are all the ways to remove HQ's, Factories, Etc.?

    2.) Is the OPCOM attached to the objects themselves or the building? (As in, are we able to take all the crates out from a ammo depot and blow them up in a safe location and have it count towards removing that OPCOM?) So far, it shows that we MUST blow up the building for it to work.

    3.) How do we bribe the politicians and whatnot?

    4.) How do we design the map to where we want to be able to clear a town and have it stay cleared for a while? It seems everytime we start up the server (even after saving beforehand with the town cleared out) the enemies are right back. To make matters worse, for the past four days, ALiVE would spawn a fireteam/squad right behind friendlies and mow them down. Not realistic at all.

    5.) We noticed some vehicles won't go away even after deleting them and will reload (And promptly explode inside it's copy) when the map starts. How do we fix this?

    6.) Some people would see a advanced marker after a server reload while others won't. Those that don't can't have theirs seen either by those who can. Is this a bug or am I messing it up?

    7.) Can we reduce the amount of enemies on the map? We have several hundred groups to the North East town of Kunduz right now.

    8.) As with above, can we reduce the amount of OPCOMS per town? Seems each town has like 3+ ammo depots and 4 HQ's and several IED factories. Sometimes the factories double as ammo depots. I even seen entire compounds have all OPCOMs in a single compound. Makes intel useless because we know for sure each town has it. Feels like regular ALiVE but with the need to destroy stuff.

    ---

    I may have more questions in the future. I hope for a quick response and of course, great work on ALiVE thus far! I can really see potential (once I get all my questions answered and the problems fixed with hopeful solutions).

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