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Posted: Mon May 04, 2015 7:24 pm     Super secret spam barrier
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No idea really. Xla_fixedarsenal was added in my absence so I have no idea how / if it works. Do we have to add something to missions to get white listing to work?


Posted: Mon May 04, 2015 9:50 pm     Super secret spam barrier
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Gav wrote:
I love the terrain of N'ziwkignooohhi, It does however seem to be a very vehicle heavy map. The occupational forces seem quite light, but then once their reinforcements turn up, it's a shilka, 3x MBT's and 2 trucks of infantry..... 

I've noticed a lot of full squad wipes.

May i suggest some more rooftop mounted guns around the larger towns, and maybe less manpads carried by infantry. While the boats are obviously a nice way to travel, if you die it's difficult to hook up with your squad unless you get air support. 

Loving it.

Gav

Units are made up of:
1) CQB infantry (building based)
2) randomly weighted forces (armour/mech/mobile/infantry/spec ops) roaming around - will be different each time the mission is restarted
3) logistical reinforcements

I can set 2) to perhaps always be mechanised to beef up the occupational forces, most of which are CQB
and then restrict 3) to only allow infantry / mechanised and no armour?

Anyway, glad you're enjoying it and thanks for the feedback.


Posted: Mon May 04, 2015 10:43 pm     Super secret spam barrier
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Melonfish wrote:
The map Is both excellent and troublesome, the terrain and firefights are nice and the red square system seems to work. however, there's not always something in the red squares (not sure there's supposed to be? )
And if you have to re spawn them good luck getting back to the ao.
going out in dribs and drabs really doesn't work, you have to hang around for a decent squad size if you want to stand a chance. 
As a side note we came across two shilka's today who shrugged off AT rounds from rpg's and at4's point blank. 
Are they the normal Russian ones? it is entirely possible we suck wit AT mind.

Red squares show where possible enemy units might be.

In theory, units don't spawn back in an area which you've cleared. The enemy commander however might send reinforcements back to reoccupy the area if it's of strategic importance. He has a limited supply of reinforcements, but it's still enough to keep a busy public server on it's toes for a day or two. ;-)

All units are from the @African_Conflict mod which uses Massi's vehicles: @mas_nato_rus_sf_veh
So, they're quite different from the RHS Russians, hence the difference in effectiveness of our AT weapons you've seen. Not much I can do about it probably, apart from reduce the number of armoured vehicles appearing, as noted to Gav above.


Posted: Tue May 05, 2015 1:48 am     Super secret spam barrier
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Apollo wrote:
No idea really. Xla_fixedarsenal was added in my absence so I have no idea how / if it works. Do we have to add something to missions to get white listing to work?
The whitelists need to be added to the missions, yes. I did that (when we first added the mod to the repo) but since the 'whitelisted' arsenal just took to long to load I decided to take the white-listing off again until I could increase the loading speed. (The new update does exactly that). Since @3CB_Weapons has been released in the meantime I'll need to update the whitelisting scripts (would be a shame to have our shiny new weapons locked away) but that shouldn't take too long.

When I pushed my mod update (with a new bikey) to PwS the sever was (correctly, in a sense) kicking people that let their PwS auto-updated the mod. SerJames was nice enough to update the mod/bikey on the server :) 
Since SJ wasn't immediately around to do so there was a time where people had to manually change the version back in PwS to be able to get onto the server.
The "version locked PwS" thing was as a convenience feature for people who didn't know how manually change a mods version. Odd that it doesn't load for some people (it should give you an "launch app?" dialog and then load it up in PwS]
I'm wondering if it's possible to 'version lock' (i.e. tell PwS to use a certain version of a mod) the repo,too? They obviously work quite differently from 'shared collections' but with a bit of luck they support something similar? Currently we get this problem (admin needs to usually update the server, adjust bikeys, etc) whenever a mod in the repo gets updated on PwS :( 


Posted: Tue May 05, 2015 2:03 am     Super secret spam barrier
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Thanks Alex, please let me have the white listing scripts and instructions on usage when done so I can update the missions.
I'd rather see the testing and refinement being done on a Dev server rather than directly onto the public though, so perhaps we can sort this out together at some point.


Posted: Tue May 05, 2015 2:38 am     Super secret spam barrier
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Apollo wrote:
Thanks Alex, please let me have the white listing scripts and instructions on usage when done so I can update the missions.
I'd rather see the testing and refinement being done on a Dev server rather than directly onto the public though, so perhaps we can sort this out together at some point.
You're right, it would have been much more suitable on the Dev server but iirc we (Goodson?) tried to get the Dev server running but ran into issues with the server before he could even add the mod so we tested it on the public... it's good you and your high standards are back :) I'll PM you the details tomorrow. Do we have a nice list of classnames from the weapons pack? (CfgPatches?)

Edit: To keep this somewhat on topic:
Image
The new N'zwsisisisigogog map is really beautiful :)


Posted: Tue May 05, 2015 3:27 am     Super secret spam barrier
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A nice list of class names are in the spoiler on the release post, also in the readme. Happy days.


Posted: Tue May 05, 2015 9:35 pm     Super secret spam barrier
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Chinook can only sling around 10 tonne, so the HEMTT is too heavy and cannot be under-slung.
You'll need to use the LCU to transport one out to the mainland.


Posted: Wed May 06, 2015 10:18 am     Super secret spam barrier
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There is no need for a mod. This is alreay possible and at least on one map we have this.

All that needs to be done is to add empty cargo net boxes to the base. You can move them around with and fill them with the things you need. Those boxes can be sling-loaded or put in a vehicle.

I dont really see any reason to have magic repair/refuel points outside the base or a FOB. If you run of fuel, there are jerrycans in agm that can be used to refuel vehicles. If you have a toolkit, you can also repair vehicles, at least to a state where it can be moved again.


Posted: Wed May 06, 2015 10:46 am     Super secret spam barrier
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Thanks chaps for the good feedback.

I'll add this to the next update:

- an ammo HEMTT
- a supply dump of items which you can load into vehicles (using @Alive)
- remove bias away from mechanised forces towards infantry to reduce the number of heavy enemy vehicles

EDIT: done, v3 running on the server


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