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Posted: Tue May 10, 2016 3:33 pm     Super secret spam barrier
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Apollo wrote:
I don't understand your post Alexander. Is it a guide for players or a mission suggestion?
Sorry, should have added a few more words but the forum ate my first post and I was in a hurry ;) 
It's a mission change suggestion. The illustration is intended to show how re-positioning the main base to that little flag marker (on the mainland) would give us much better logistics by allowing easy access to most major areas.
My suggestion is to remove the current Ebo-FOB and instead have a "split main" like we have on Capraia. Keep the fast air and apache/etc on the island with the airstrip but move the respawn point, land vehicles and transport helos to a new base on the western mainland. The marked routes and objectives are intended to show why that position is so useful: It gives us access to the major roads, allowing players easy (but not too easy, there are some small built up areas around the roads) to the major "hotspots" (marked with the objective marker symbol)
@Niko: The reason that there's nothing drawn on the eastern side is because it's very very sparsely populated. 


Posted: Tue May 10, 2016 9:14 pm     Super secret spam barrier
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We can't use the updated map anyway, as it needs to be reindexed according to the Alive devs. Thanks all for suggestions, will take on board.


Posted: Wed May 11, 2016 9:19 am     Super secret spam barrier
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Lucky we use a locked down mod delivery system eh!? Been saying that for years... ;-)


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Posted: Sun May 15, 2016 4:15 pm     Super secret spam barrier
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Mission has been restarted.

There is no war to end all wars.


Posted: Sun May 15, 2016 11:54 pm     Super secret spam barrier
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MANPAD Density in fools' gold is unreasonably hi. Only way to counter them is not to fly at all. In iron justice it was perfectly reasonable: taking few strellas inside 30 mins vs. 10+ in 20 mins=BS! And id doesn't fit for a paramilitaristic factions nature they have more MANPADS than 1 professional army.

The most annoyng thing about ARMA franchise isin't the bugs; The the worst thing is: You don't have better option.


Posted: Mon May 16, 2016 12:10 am     Super secret spam barrier
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arf wrote:
MANPAD Density in fools' gold is unreasonably hi. Only way to counter them is not to fly at all. In iron justice it was perfectly reasonable: taking few strellas inside 30 mins vs. 10+ in 20 mins=BS! And id doesn't fit for a paramilitaristic factions nature they have more MANPADS than 1 professional army.
When I've previously played on fools gold, manpads and shilkas can cause a lot of bother, Clever flying could usually work around it though. Maybe the recent alive update has made it almost impossible??

I'll pop on in the morning and see if I can confirm.

What aircraft have you tried?


Posted: Mon May 16, 2016 12:43 am     Super secret spam barrier
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Robbie wrote:
What aircraft have you tried?

A10-D, Harrier, AH6

The town to NW of base is was completely saturated with MANPADS. As soon as you pop from your cover missile warning goes off. This is not my skill issue; it's a meta game issue


Posted: Mon May 16, 2016 7:16 am     Super secret spam barrier
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It's possible that massi's squads have changed to include more pipe toting rebels. Could be tricky to manually adjust- unless we script someth by that deletes those units from squads. I'm pretty sue it's not something we can configure in ALiVE - Apollo?


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Posted: Mon May 16, 2016 10:23 am     Super secret spam barrier
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arf wrote:
Robbie wrote:
What aircraft have you tried?

A10-D, Harrier, AH6

The town to NW of base is was completely saturated with MANPADS. As soon as you pop from your cover missile warning goes off. This is not my skill issue; it's a meta game issue
Haha. I've never doubted your skill Arf. You're one of our best pilots. :)

A couple of our pub missions are very tricky for even the best pilots. Copper Valley being another example. Them Titans are lethal.


Posted: Mon May 16, 2016 12:01 pm     Super secret spam barrier
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Nothing has changed in the Fool's Gold mission files to change the frequency of ManPads. If there is a change it's likely to have been in Massi's updates.

Massi's Opfor pack has the following infantry groups (specifically African Rebels):

Fire Support Squad (8)
Fire Team (4)
Rifle Squad (10)
Sentry Patrol (2)
Team Anti-Air (4)
Team Anti-Tank (4)

Of these, the only units equipped with ManPads are in the Team Anti-Air (3 units).

In Massi's config for the units he will have set the frequency for the Anti-Air team to appear in @alive compositions. If all of the groups have been set equally we'd maybe expect to see AA appear 3/32 (~10%) of the time, but of course, he should have set this lower.

I don't know of a way to configure the @alive modules to disallow spawning (or reduce frequency of spawning) of one type of unit within a faction. The balance is down to the mod maker to get right and on this mod it may not be any more.

We could possibly run scripts to remove AA units, but given the complexity of doing this with @alive's virtual spawn environment and off-loading to HC, I'm doubtful it's worth trying.

What we need is our own Opfor pack...... ;-)


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