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Posted: Fri Mar 06, 2015 11:15 am     Super secret spam barrier
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I guess you are missing what it was actually about. But like Apollo said. Let us drop this for now and hope that stuff like that will not happen in the future like this.

There is no war to end all wars.


Posted: Fri Mar 06, 2015 12:36 pm     Super secret spam barrier
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RDogg wrote:
Mefirst wrote:
RDogg wrote:
Had no issues FPS wise, and to be fair having a **** ton of contact is better than sitting on our arses looking at empty desert. I'm not sure whats scripted either, but I don't think some of this is Zues. I believe a lot of it is to do with the red squares on the map, we sat around too long in some of these hostile areas and paid the price.

I'd clarify this first maybe, as I said I don't think some of this Zues as you mentioned.


Not sure If you were on the server when it happened. But it looks like you were talking to something completly different.

I was in your squad the whole night buddy and you logged off before me as there was only four of us when we RTB'd. ;)

Apollo - I've noticed on this rotation the enemy is well.. Much better and much more well equipped and seem to be very organised. Is this all down to Alive now its fixed? I'm loving it so far. There seems to be more of the enemy even without a Zues. Just the other night myself and my friend Husky had both our section plus the section supporting us completly wiped out by an enemy counter attack which was basically an entire mechanized platoon. We survived by hiding in a building but could see the infantry searching for us, was pretty dam awesome!
 

Err, that thing happened before that.

Actually the server had to be restarted before you came on and we both were in the same squad.

So much for that.


Posted: Fri Mar 06, 2015 12:59 pm     Super secret spam barrier
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RDogg wrote:
Apollo - I've noticed on this rotation the enemy is well.. Much better and much more well equipped and seem to be very organised. Is this all down to Alive now its fixed? I'm loving it so far. There seems to be more of the enemy even without a Zues. Just the other night myself and my friend Husky had both our section plus the section supporting us completly wiped out by an enemy counter attack which was basically an entire mechanized platoon. We survived by hiding in a building but could see the infantry searching for us, was pretty dam awesome!
 

We're pushing the boundaries a bit to see what the server can take in terms of enemy numbers.

Also there are a multitude of different ways to configure @Alive - invasion/occupation, constant/blocked logistical resupply, predominantly infantry/mechanised/motorised/armoured, customised objectives etc, the list goes on. Some maps seem to be better optimised for @Alive than others, especially regarding road systems for reinforcements.

Small changes in the Alive modules make large changes to game play. This mission went through some fairly major tweakage during initial play testing to get the desired results, so it's good to hear that it's proving fun to play on.

Here are some details about the @Alive module settings on the current mission (Operation Ursus) for those interested:

Virtual AI System
Spawn distance: 800m
Spawn limiter: 35 (groups); at average 6 per group this can lead to around 200+ ai simultaneously spawned

Military AI Commander
Control Type: Occupation
Reinforcements: Constant

Mil Placement (Mil Obj.)
Force Size: 1200
Force Weighting: Light Infantry
Random Camps: None (to reduce objective count)

Mil Placement (Civ Obj.)
Force Size: 800
Force Weighting: Light Infantry
Roadblocks: High

Military Logistics
Reinforcement Type: Static
Force Pool: 1000
All types allowed, except planes

Military CQB
Locality: Headless Client
Type: Civilian
Locations: Complete Map
Probability: 10%
Density: medium
AI amount: pair
Spawn Ground: 800m


Posted: Fri Mar 06, 2015 2:34 pm     Super secret spam barrier
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Pretty sure that the server issue was Hotfixed the same day that 1.40 was released. BUT I've not seen it try to update... no idea what's going on there.

http://forums.bistudio.com/showthread.p ... ost2893301


Posted: Fri Mar 06, 2015 4:45 pm     Super secret spam barrier
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Serjames wrote:
Pretty sure that the server issue was Hotfixed the same day that 1.40 was released. BUT I've not seen it try to update... no idea what's going on there.

http://forums.bistudio.com/showthread.p ... ost2893301

SJ I haven't really had time to follow the dedi server hotfix threads - would you mind just letting me know when it's ok to put the Wildcat's back on please?


Posted: Fri Mar 06, 2015 5:10 pm     Super secret spam barrier
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Will do :-) will need testing

I still don't think it's right or people wouldn't be asking online ?


Posted: Fri Mar 06, 2015 6:36 pm     Super secret spam barrier
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Yeah this is a known issue Gav, thanks. The problem is that there's no easy way to get a vehicle's capacity (you'd think it would be a simple definition in the config, but nope). Could possibly modify the script to use the AGM logistics rather than vanilla inventory (assuming AGM correctly defines capacities).


Posted: Fri Mar 06, 2015 6:43 pm     Super secret spam barrier
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For me that's one of those Arma things that just don't need fixing...

If you put it in AGM space - which is relatively limited btw - most people will not realise it's in there..

In real - life troops over-load their kit, their vehicles, all the time... you do what you have to do... When it breaks you blame someone else in the Engineering team :-)

SJ


Posted: Fri Mar 06, 2015 6:49 pm     Super secret spam barrier
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Thanks gav, yes, we knew about it. But like SJ says, we didn't really worry too much about it as there's no easy peasy solution.
Players can just exercise constraint on how many times they push the load button. ;-)


Posted: Fri Mar 06, 2015 7:00 pm     Super secret spam barrier
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Gav wrote:
enough duck tape and you'll get your kit on there.

EXACTLY !!

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