A

AUTigerGrad

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Last active 5 years ago

  1. 7 years ago
    Wed Jun 21 02:12:25 2017

    So I can safely say that this is completely broken after a persistent save, at least in my testing.

    All of my campaigns, after doing at least one server save then restart with the saved data,with military logistics set to persistent, do not work after at least one server save.

    If someone else would like to test, please do.

    I set Reinforcements to 10000000, saved my mission, restarted, attempted to call in reinforcements-said my current force pool was 0.

    I tested on 3 separate occasions. Everytime they went to 0 after one server save.

    WORKAROUND: If you set Military Logistics to NO on persistent, then it will allow for reinforcements upon restart as it does reset the reinforcement level. Not ideal..but it keeps your friendly forces from dwindling down to 0.

  2. Tue Jun 20 20:01:23 2017
    A AUTigerGrad posted in African map .

    Here's a quick Afrika Korps mission I just posted on Steam using the map I suggested.

    http://steamcommunity.com/sharedfiles/filedetails/?id=951358225

  3. Tue Jun 20 17:27:34 2017
    A AUTigerGrad posted in African map .

    I'm doing an Afrika Corps set of missions on N'Djenahound by Mahkno. That is BY FAR the best interpretation of North Africa IMO. And it's completely devoid of buildings so you don't have to worry about a WW2 mission with modern buildings, etc. on it.

  4. Mon Jun 19 17:13:56 2017
    A AUTigerGrad posted in New Lythium Map.

    We get zero stutter on Diyala. It's smooth as butter, even with tons of groups spawned in.

  5. Mon Jun 19 14:07:59 2017
    A AUTigerGrad posted in New Lythium Map.

    We're on Diyala now and it's awesome. Tons of Civs everywhere too.

  6. Mon Jun 19 00:41:57 2017
    A AUTigerGrad posted in New Lythium Map.

    The custom buildings made by FFAA are indestructible.

    ALiVE doesn't recognize the FFAA buildings either...AI doesn't go inside them, installations don't spawn inside them (I've seen ONE installation in a custom building...with no AI inside..and we couldn't destroy it because the building was indestructible.)

    There are some issues with doors opening, and some walls that players can walk through...but the door thing is already a known JBAD issue and the other I'll chalk up to first version of a new map.

    Combine that with the previously discussed lack of Civs with JBAD buildings and it definitely hinders what is BY FAR the best looking Middle Eastern style map in ARMA to date. But it still was an awesome campaign we just ran on it.

  7. Sat Jun 17 16:31:54 2017
    A AUTigerGrad started the conversation How do you "defeat" or "destroy" roadblocks?.

    First off...I'm loving the new compositions for roadblocks. Great stuff.

    Now to my question....how do the players "defeat" roadblocks?

    If I eliminate all enemy troops at the roadblock...is that enough? Some roadblocks have gates but several just have large amounts of debris, wrecked cars, etc. that I can't destroy to clear the road. So how does that work?

    Also...as I'm seeing a bunch of roadblocks being spawned...I would think that one would NOT want to save compositions, etc. in their modules because it would seem that eventually you would have 50 indestructible roadblock compositions all over your roads (which can wreak havoc on Spyder's Traffic ambience).

    @Friznit @Tupolov @highhead Thanks in advance.

  8. Tue Jun 13 00:22:05 2017

    Well, the cap shouldn't be an issue and here's why in my view.

    If I start with 70 Blufor groups for example and let's say I start receiving casualties and losing groups...if I have it set to constant..I should be receiving reinforcements as soon as I lose 10% of my original force. When I first start the mission...this occurs. However..after at least one server save then restart.....no more reinforcements. For an assymetric campaign..the Occupying Blufor force will sustain casualties but they should be replenishing them pretty quickly. That's not occuring persistently. I think there is an issue with the BCRs working at all after at least one server save and exit.....as in they stop working completely. Which is why I'm seeing my occupying force go from 70 groups to 7 and why the Opfor insurgents are now numbering in the 600s of profiles now on the map.

    Even if I do suffer casualties...the server is staying up for at least 24 hours..plenty of time for Blufor to replenish its ranks at a constant state before doing a server save. So at worst..I should be looking at 60-65 profiles now..instead of 7.

    Now the reason I have noticed this now is because on previous campaigns, Players had the ability to call in reinforcements manually so, because of this, the lack of BCRs persistently wasn't as noticeable since players were bringing in profiles manually. But this mission...I only allowed ammo to be brought in and make the players play as themselves only. So..with no manual reinforcements/profiles being brought in..the issue is MUCH more noticeable.

  9. Mon Jun 12 23:24:58 2017

    So to piggyback on my original post....

    My current campaign is on Lythium. I started out with over 70 Blufor Groups on the map.

    I do a server save once a day to keep the server fresh and running top notch.

    The mission has been on the server for almost 4 weeks now.

    I currently have 9 Blufor Groups on the map. They aren't replenishing units lost, and the sessions are staying up for at least 24 hours so there is plenty of time for BCRs to come in. I have Logistics set to Constant as well so they should be coming along pretty constantly.

    Because of this....The Opfor numbers are now riiiiiiiiiidiculous lol. They are spawning like bacteria.

  10. Sat Jun 10 21:01:55 2017
    A AUTigerGrad posted in Map Indexing.

    @Burdy323 greatly appreciate you indexing all of the WW2 maps

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