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Posted: Mon May 16, 2016 1:14 pm     Super secret spam barrier
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Just where are we going to find one of them Apollo? :)


Posted: Mon May 16, 2016 7:16 pm     Super secret spam barrier
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The new RHS update includes new factions. ;)

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Posted: Wed May 18, 2016 11:31 am     Super secret spam barrier
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N0Fg wrote:
The fringe islands on the Panthera mission could use their spawn count looked at Apollo, since our brief chat on Weds when the mission was put on the server I've been checking the numbers and here's what I got....

Malificio Island (North West) With an average of 12 players, air transport and a Recce was easily taken. Approximately 23 EI spawned across the whole island, with one Mortar and a UAZ. If I understand it correctly (the second number in the brackets between 1-5 is the size of the spawn in relation to a chart 1 = 2-4, 2 = 4-8 etc), the max EOS infantry count for the island is 35? If so, then Grid 42 on the island has a max of 8 (4 CQB 2-4 and 1 patrol of 2-4) EI which means they have to cover approx 70 buildings within the grid marker, including an airfield. Booting up the mission 10 times resulted in an average of 6.5 EI on foot there, with it only exceding 8 when a fully loaded BMP or partially loaded URL would spawn as the vehicle.

Dino Island (North East) Alone, I encountered 15 EI and a URL with 7 in it. 8 of those EI were in grid 48 which is in the paddock, it has no actual buildings inside it's area, so unless the players decide to randomly clear out the whole island voluntarily, there's no real incentive to enter that grid, which cuts out a 3rd of the island's EI.

Fortieste Island (South West) Didn't actually go there on the server this time, but I have been before and the EOS grid markers seem to reflect the EI that were encountered then. Booted  the mission myself spawning there a few times and it corroborated this. Grid 50 max 4, Grid 51 max 16 and Grid 52 at the actual objective has no EI or vehicles assigned to it at all.

If 20+ players go to the islands it'll feel like they're pulling teeth, but the main issue is unless there are 3CB members organising things, a lot of the busy grids will not be visited by public players as they tend to gravitate towards the objectives rather than random engagements around the map. The busiest place on the map is Arnoldstein and it's airport, yet it's regularly avoided, perhaps an objective could be placed in Arnoldstein to drag public players there. Some numbers TLC and extra EOS markers covering the empty spaces on the islands would help (perhaps smaller than 500).  The lack of connecting markers due to the ocean means there's far less drag in from adjacent grids and some form of reinforcements script, if possible, would be good.

Incidentally, as it did on Weds boot up with cache 1, 8 times out of the 13 when I booted the mission saw an objective marker (caches 1, 3, 4, 5 and 7) being marked as completed. Also, there's still some mad ''point blank'' spawning happening when in vehicles, plus regular beached boats and swimming sections in the grids that have a lot of water coverage.

Mission updated - on rotation late tonight. Thanks again Nofg.


Posted: Thu May 19, 2016 3:04 pm     Super secret spam barrier
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Try it again now Nofg.

On the server we got the RHS update from PlayWithSix last night and they had provided the wrong bikey's!
I've just now downloaded the correct ones from RHS direct and the public server is up and working fine now.

Regarding AI numbers, the mission parameters do allow for a server admin to easily ramp up the quantities at mission restart, so if it is still 'too easy', we can bump up the difficulty quite simply, but I think the changes you suggested, many of which I implemented will alleviate that perception.


Posted: Thu May 19, 2016 3:11 pm     Super secret spam barrier
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I haven't compared the Melb little bird with what comes in RHS. Could someone test and confirm if Melb is now redundant ?


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Posted: Thu May 19, 2016 3:47 pm     Super secret spam barrier
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Melb will continue to update their pack and it will be up to RHS to incorporate if they want to, but given RHS's update frequency this will be behind that of the standalone.
They use different class names, so there is no conflict.

I think we should keep MELB in separately for these reasons:

1) we'll get MELB updates quicker
2) we can remove RHS from missions to slim down the modset considerably without losing the chopper, useful for joint-op's
3) @melb is only 64MB
4) we (ie. I !) won't have to update every single mission file to switch class names


Posted: Thu May 19, 2016 3:51 pm     Super secret spam barrier
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;-) agreed


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Posted: Thu May 19, 2016 5:24 pm     Super secret spam barrier
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Does the pw6 update include the .pbo containing the RHS: GREF faction? That is the new insurgent / additional faction pack they released to go with the Russians and US forces?

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Posted: Thu May 19, 2016 5:55 pm     Super secret spam barrier
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Evrik wrote:
Does the pw6 update include the .pbo containing the RHS: GREF faction? That is the new insurgent / additional faction pack they released to go with the Russians and US forces?

It's a separate mod? rhs_afrf3, rhs_usf3 and rhs_gref or whatever it's called - so no.


Posted: Thu May 19, 2016 7:48 pm     Super secret spam barrier
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Not sure if that was a statement or question, but yes it is indeed a seperate mod.


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