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07-14-2008, 03:36 PM
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#31 (permalink)
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Join Date: Apr 2008
Location: London
Posts: 2,482
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Re: Domination AAR
Yeah thats what I thought, but I think the Chinook is a realtively easier addition.
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07-14-2008, 04:22 PM
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#32 (permalink)
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Join Date: Jul 2007
Posts: 25
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Re: Domination AAR
Quote:
Originally Posted by TheBigC
As for tweaking missions, I am a fan of not messing with someone else's creative works. I discourage people here from decompiling it, tweaking it, than rebuild it as the same mission. It ruins credit for the creator when his games are ranked or tracked by how much they are played. That is not to say we may look at how something works and possibly create something new from it....
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I have no problems if someone modifies my missions, absolutely none (even if he releases it as a new version without giving me credit). That's why I rewrote allmost all parts of the mission in v3.xx to be easily modifiable (you can change many many settings in the init.sqf file, even the type of soldiers that will spawn at the targets if you want to choose non bis addon units).
So please go ahead and modify it for your needs.
Xeno
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07-14-2008, 08:01 PM
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#33 (permalink)
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Community Manager
Join Date: Jul 2005
Location: Just chilling...
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Re: Domination AAR
Ok, I recorded the Mando's AA script of the missiles for the Shilkas. Holy crap is it devastating. This is a video of us not even able to take off from the base and reach 100ft AGL before getting smacked down!! BTW, this was them engaging us from over half the map at 5k away!! And you said there was 16 random units placed? We will never be able to fly with this MOD. As a side note, you may ant to reconsider this MOD, we were getting "boolean string errors" with the default keys for the chaff/flares. They did not work.
Video Link And of course it is BlackDog showcasing his flying skills. That is twice in one week no?!!
__________________
The Meek shall inherit the earth..... after we're through with it!
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07-15-2008, 07:07 AM
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#34 (permalink)
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Join Date: Apr 2008
Location: London
Posts: 2,482
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Re: Domination AAR
Oi!
If you ask for a missile guinea pig! dont be blaming me for that flying, did you see how after the first hit swung it around for the camera before the 2nd one hit!
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07-16-2008, 12:37 PM
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#35 (permalink)
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Join Date: Sep 2006
Location: The Gunshine State
Age: 29
Posts: 2,646
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Re: Domination AAR
Quote:
Originally Posted by JAMerica
This would require everyone that wants to join the server to download & install the same version of these addons separately, which I imagine becomes a huge PITA when running a public server.
The chinook is pretty sweet though 
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Actually, since we have a password adding a download link wouldn't be that much more trouble. If we continue along the passworded path(which I recommend) I think we should look into addons and require those that could significantly add to the immersion into the mission.
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07-16-2008, 03:02 PM
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#36 (permalink)
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Join Date: Feb 2007
Posts: 531
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Re: Domination AAR
Quote:
Originally Posted by tHa_KhAn
Actually, since we have a password adding a download link wouldn't be that much more trouble. If we continue along the passworded path(which I recommend) I think we should look into addons and require those that could significantly add to the immersion into the mission.
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I agree to an extent, but it won't just be one download link, there will be many, possibly even too many. And of course the forum chatter regarding why x,y,z wasn't included on the list. Then someone actually has to make missions that use these things, and of course they need to be tested to make sure they won't crap up the server under load.......plus, IMO, I don't think it adds all that much to the immersion..I personally don't notice eye candy if I truly am immersed in the game. Tweaks to AI & game mechanics I am all for, as they do have a huge impact on immersion, but these can mostly be done server side. Islands are another addon I think would be ok, but again, we'd have to be mighty selective. I don't really want to worry about updating my addons, just to jump on the server.
If it must be done, I'd vote for something like the 6th sense pack, which has an updater, and is a complete single download. Of course it doesn't contain "everyone's" favorites so it may or may not be good solution.
At any rate, I hope TG will adopt ACE in all it's glory when released, then this will all be pretty much moot.
Sorry for steering this thread even further off topic
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07-17-2008, 01:57 PM
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#37 (permalink)
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Join Date: Sep 2006
Location: The Gunshine State
Age: 29
Posts: 2,646
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Re: Domination AAR
Quote:
Originally Posted by JAMerica
I agree to an extent, but it won't just be one download link, there will be many, possibly even too many. And of course the forum chatter regarding why x,y,z wasn't included on the list. Then someone actually has to make missions that use these things, and of course they need to be tested to make sure they won't crap up the server under load.......plus, IMO, I don't think it adds all that much to the immersion..I personally don't notice eye candy if I truly am immersed in the game. Tweaks to AI & game mechanics I am all for, as they do have a huge impact on immersion, but these can mostly be done server side. Islands are another addon I think would be ok, but again, we'd have to be mighty selective. I don't really want to worry about updating my addons, just to jump on the server.
If it must be done, I'd vote for something like the 6th sense pack, which has an updater, and is a complete single download. Of course it doesn't contain "everyone's" favorites so it may or may not be good solution.
At any rate, I hope TG will adopt ACE in all it's glory when released, then this will all be pretty much moot.
Sorry for steering this thread even further off topic 
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I would rather have an updater option, but it is relatively easy to group the required addons for specific missions into one download. I'm not suggesting we allow all addons for any mission. I would see the focus as TG made or modified missions, such as adding the chinook as candidates for a single Required Addons download. Of course this would need to be manually updated in the event of updates to the addons, but I don't see it as something we'd encourage...just addons that bring a lot to a very popular mission. If a 6 man coop requires an addon, tough luck, but a 64 player persistent mission is another story.
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07-17-2008, 08:15 PM
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#38 (permalink)
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Join Date: Apr 2008
Location: London
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Re: Domination AAR
A noticed point from last nights game.
With all these rapid spawning shilkas, they have made air transport even more difficult than the Kamov with air to air capability.
However, I started using the captured Kamov's in a different way last night. It really is a good "All Round" vehicle for troop support and one should be in the air at all times. When not giving anti armour support becasue the troops are now moving into a town the Kamov pilot should be engaging any enemy aircraft but also more importantly now, start going looking for these spawning shilkas. Once I had delivered enough anti armour ordnance for the ground boys at Pacamac last night, I went Shilka hunting and destroyed 8 shilkas. As there are only meant to be 14 spawning in total, this helps clear the air for other helo operations.
My thought is this, targetting the capture of a Kamov early on in a mission on Domination, I believe is a really key point. That pilot can then give a lot of air support in whatever format wherever it is needed.
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07-17-2008, 09:00 PM
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#39 (permalink)
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Join Date: May 2008
Location: Portugal
Age: 27
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Re: Domination AAR
@xeno:
I would really like to have less options on my mouse wheel menu, if possible.....
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07-18-2008, 08:55 PM
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#40 (permalink)
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Community Manager
Join Date: Jul 2005
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Re: Domination AAR
The only thing I thought that made this one unfun was all the AA. I made a minor tweak (turned way down all the Shilkas) on that and uploaded to the server. The rest of the ideas that were had, are more overhauls than a minor setting change.
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The Meek shall inherit the earth..... after we're through with it!
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07-18-2008, 09:50 PM
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#41 (permalink)
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Community Manager
Join Date: Jul 2005
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Re: Domination AAR
Ok. Made one more minor tweak, turn the player markers on by default. I also did the same for the Mando version. That one is playable now...
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The Meek shall inherit the earth..... after we're through with it!
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07-19-2008, 10:01 PM
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#42 (permalink)
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Community Manager
Join Date: Jul 2005
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Re: Domination AAR
Quote:
Originally Posted by Xeno
- changed number of spawned air defense groups from 14 to 3 (if you want more edit d_with_airdefense in init.sqf)
- fixed: air defense shilkas do not spawn in or near your base anymore
- fixed arti target height
- added random height for HE artillery
- changed JIP again
- player AI now gets deleted if the player creates a new group or joins another group (AI version only)
- players now do not get transfered to their (human) leader if the leader parajumps or teleports (AI version only)
- added d_do_delete_empty_main_target_vecs option in init.sqf. If set to false empty vehicles at cleared main targets will not get
deleted after 25-30 minutes (default = true)
- fixed: player did stay captive (setCaptive true) if he was killed during the intro
- fixed: stupid copy and paste error in x_helilift_wreck (now the wreck chopper is able to pick up destroyed bonus vehicles again)
- increased the range for helilift (means, action menu entry appears earlier now)
- a marker now shows up where a bonus vehicle got destroyed (gets removed once it will be transported to wreck repair, not JIPd)
- increased the range for the repair wreck point
- no "Waiting for new orders..." will appear once the last target is cleared (and no parajump flag will get created)
- added d_no_sabotage option. If set to true no enemy AI specops will attack the base (default = false)
- boats do now only respawn if they are destroyed
- more paratroopers will now appear over the main target as long as the main target radio tower is still up
- no teleport or respawn to mobile respawns when they are driving
- vehicles in spawned vehicle groups do not spawn on top of each other anymore
- enemy patrols near sidemissions now
- fixed: you now really get your weapons back if you loose them while swimming
- fixed: if a player is in a vehicle markers don't have the correct direction
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From his thread in the BI forums. Looks like he addressed several issues that we all had noticed.
Sweet! I can hardly wait for the new release!
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The Meek shall inherit the earth..... after we're through with it!
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07-21-2008, 05:44 AM
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#43 (permalink)
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Join Date: Apr 2008
Location: London
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Re: Domination AAR
Yep, no doubt a lot of these were points many of us had discussed and I have no doubt, will make Domination even better.
Many thanks Xeno. Looking forward to playing the new version.
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08-08-2008, 07:18 PM
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#44 (permalink)
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Join Date: Jun 2008
Location: Toronto, ON
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Re: Domination AAR
Quote:
Originally Posted by Blackdog1-22 Reg.SAS
Hello all,
I would agree with the sentimens about Warfare having destroyed a lot of "team" element, it should really be called "Warfare aka Capture the flag aka sprint around the map and find the enemy base Han SOLO style!" :-)
Domination is becoming my fav mission as people do work together, with not quite the ridgidity of true squad play, but with specific roles for people.
For example Beta and I yesterday started at around 3pm Pacific, a 14 city "West Revive" campaign! (Holy cow thats tough!!) It took the two of us with a couple of extras here and there nearly 6 hours to clear just two cities, granted Corazol was one, but it is the perfect mission to introduce pubbies to the TG way of gaming. Unfortunately it crashed big time at around 11pm last night and had problems for around 15 minutes crashing, everyone left, I came back in and started another Domination (RACS Revive) four city map and it ran well with roughly 8 people on it.
I also believe the Revive element adds to the team spirit, with people naturally helping each other when down. This also weeds out the points hunters and lone wolves.
Daniel was new to the TG servers last night and he, Gramps, Addison and a few others later on had a good game and hopefully Daniel will be seen more regularly on the server and I encouraged him to join here as this is the style of play he likes.
So...see ya all on their soon, numbers have been a little low recently, lets get some big squad games going!
Best
BD1
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Yeah this was lots of fun, Im glad you remembered me hehe...The numbers have actually been up lately, Ive been noticing up to 16 people during the weeknights which is unusual.
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