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Posted: Wed Jan 20, 2016 8:48 am     Super secret spam barrier
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N0Fg wrote:
The 2 missions using the African Rebels (N''Ziwasgogo ''Chickenhawk'' and Isla Duala ''Fool's Gold'') don't have any roaming AI armor.anymore
Given that Leights Opfor Pack (@LOP) now has it's own (rhs based) African Militia faction, I'm hoping we'll see those mission switch over to @LOP at some point ;) 


Posted: Wed Jan 20, 2016 9:01 am     Super secret spam barrier
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We did have a bmp show up last night, but i bus admit it is quiet armor wise

Murphy's Law of Combat Operations # 8: If at first you don't succeed... call in an airstrike.
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Posted: Wed Jan 20, 2016 9:08 am     Super secret spam barrier
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It makes a change from landing at the docks and have 20 tanks spawn around you. 

Yup, I blew the lot to bits.


Posted: Wed Jan 20, 2016 9:12 am     Super secret spam barrier
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I don't really wanna make a big deal about the lack if armor as I just have an image in my head of Apollo laughing maniacally in an underground, bond villain esc, mission building lair while swapping out all the infantry with T-72s

Murphy's Law of Combat Operations # 8: If at first you don't succeed... call in an airstrike.
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Last edited by LessThanDave on Wed Jan 20, 2016 9:33 am, edited 1 time in total.

Posted: Wed Jan 20, 2016 9:18 am     Super secret spam barrier
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LessThanDave wrote:
I don't really wanna make a bug deal about the lack if armor as I just have an image in my head of Apollo laughing maniacally in an underground, bond villain esc, mission building lair while swapping out all the infantry with T-72s
Like game admins have never done that in zeus just before logging off.......

I love coming up against tank divisions with nothing but 5.56 and a few smokes.


Posted: Wed Jan 20, 2016 9:25 am     Super secret spam barrier
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Robbie wrote:
LessThanDave wrote:
I don't really wanna make a bug deal about the lack if armor as I just have an image in my head of Apollo laughing maniacally in an underground, bond villain esc, mission building lair while swapping out all the infantry with T-72s
Like game admins have never done that in zeus just before logging off.......

I love coming up against tank divisions with nothing but 5.56 and a few smokes.
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Posted: Wed Jan 20, 2016 9:43 am     Super secret spam barrier
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Haha. Mefirst. You are a human encyclopedia of .gif files!


Posted: Wed Jan 20, 2016 12:41 pm     Super secret spam barrier
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N0Fg wrote:
The 2 missions using the African Rebels (N''Ziwasgogo ''Chickenhawk'' and Isla Duala ''Fool's Gold'') don't have any roaming AI armor.anymore, Fool's Gold has some fixed Shilkas, Kajman and KA60 helicopters but nothing else. Both missions used to have Tanks, BTRs and Technicals etc and without them the missions are quite easy, especially with large numbers of players. 

Also, if the Jackals and Coyotes are placed in the mission with no ammunition in the their inventory, they only ''rearm'' one box of ammunition for each weapon and the only way to get multiple boxes is to load the static versions from the resupply area.

Each mission on the public server has been designed to feel different. Hopefully the opfor activity matches the story line and the map terrain, or is randomised where appropriate to provide a changing experience each time it is restarted.
Sometimes you'll come up against tank battalions, other times it'll be more foot patrol sneaky sneaky. Some missions are made to challenge pilots to the max (e.g. Copper Valley) and others are relatively easy with few AA threats.

Alive Force Compositions
"Force Size and Composition Weighting choices will influence the overall force composition. ALiVE will attempt to emulate realistic combined arms battle groups using equipment and vehicles available to that faction. "

Chickenhawk is and always was, set to an Alive force weighting of "light infantry" with Reinforcements set to "Allow Armour: No". The map is predominantly dense jungle and not well suited to armoured operations, so the mission was always designed to be infantry based. Alive will throw in the occasional vehicle (if they exist in the Opfor faction 'mas_afr_opf' and are correctly configured), but you'll mostly fight hand-to-hand.

Fools Gold is different, in that the military objectives are set to a force weighting of "random", meaning that each time the mission is restarted Alive will choose whether to favour infantry, mechanised, motorised, armoured or spec op forces. This gives a 1 in 5 chance for you to see lots of armour in the mission around military objectives, i.e. 4 times out of 5 it will not be armour heavy, but there may be lots of dismounted troops alongside APC's. Again it depends on the opfor mod faction (again 'mas_afr_opf') being correctly configured and containing suitable vehicles. Each time you play this mission it should feel different. 

Nothing has changed in our mission files recently to alter force compositions.

However it appears that Massi has now removed vehicles by default from his African Conflict mod (as of v1.4). They can be re-enabled by manually placing an optional .pbo into the Addons, but this isn't possible with PwS repo's. So, missions using this mod will remain vehicle-less until we switch to Arma3Sync and can implement client-side optional files.


I'll fix the Jackal/Coyote inventory spawn issue.


Posted: Wed Jan 20, 2016 1:48 pm     Super secret spam barrier
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African Opfor units in 3cb Opfor pack...+1 move up priority list.... :D

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Posted: Wed Jan 20, 2016 1:57 pm     Super secret spam barrier
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Was just about to write that massi removed vehicles to optional but Apollo got there first.

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