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A3 Mod Roadmap Discussion

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Posted: Sat Nov 22, 2014 4:50 pm     Super secret spam barrier
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Apollo wrote:
I could envisage persuading Stalker to change dependencies from Trixies to CUP and providing him with updated configs...
I totally support that, I'm just thinking about the conversation:
"Hey, Stalker...do you remember when we asked you to change your units to a different set of guns? Yes? Great! Can you do that again?" xD


Posted: Sat Nov 22, 2014 4:57 pm     Super secret spam barrier
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Alexander wrote:
Apollo wrote:
I could envisage persuading Stalker to change dependencies from Trixies to CUP and providing him with updated configs...
I totally support that, I'm just thinking about the conversation:
"Hey, Stalker...do you remember when we asked you to change your units to a different set of guns? Yes? Great! Can you do that again?" xD

SJ can be very persuasive and smooth when needed.  ;-)


Posted: Wed Dec 17, 2014 9:42 pm     Super secret spam barrier
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Updated first post to show what is now in. Lots of great progress. :-)


Posted: Sat Dec 20, 2014 10:35 pm     Super secret spam barrier
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The problem with mrb_voicestop is that it also silences the enemy AI voices - therefore you can't them communicating with eachother in a fight (I hated not being able to hear them, makes fights so feel so robotic/artificial).

"To achieve great things, two things are needed; a plan, and not quite enough time." - Leonard Bernstein
3CB ops in a nutshell.

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Posted: Sat Dec 20, 2014 10:46 pm     Super secret spam barrier
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Goodson is correct, that was the reason mrb_voicestop was removed.
AGM does work, but only to a limited extent. I haven't quite figured it out, but I think it removes auto-reporting from everyone except team leaders, and they still call-out such that everyone nearby in the team hears it too.


Posted: Sat Dec 20, 2014 10:59 pm     Super secret spam barrier
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Perhaps we can take this into our own hands - fix it ourselves and send the code to AGM. They had it right once, surely we can do it too?

"To achieve great things, two things are needed; a plan, and not quite enough time." - Leonard Bernstein
3CB ops in a nutshell.

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Posted: Sat Dec 20, 2014 11:00 pm     Super secret spam barrier
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Goodson wrote:
Perhaps we can take this into our own hands - fix it ourselves and send the code to AGM. They had it right once, surely we can do it too?

All yours...right after you finishing selecting the Apache base mod...  ;-)


Posted: Sun Jan 11, 2015 5:02 pm     Super secret spam barrier
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need to add reshmaan etc :-)


Posted: Tue Jan 20, 2015 5:27 pm     Super secret spam barrier
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Chally is OP - we know that and it's kind of deliberate as it's designed to be used with the @RAM mod (Real Armor Mod) which modify's weapon penetration levels to simulate real Armour etc.

However my opinion is that Armour overall in the game is too easy to defeat - takes damage to easily and is immobilised by falling branches, leaves and signs put 2 inches out of place on the road. SO for play-ability the Chally is perfect in my opinion. Allows actual reliable Armour support when you need it.

The argument over whether it's defeat-able is not accurate in my opinion. as Zeus I've killed it and it's crew LOADS of times either in Leopard 2's - using Helicopters or with ATGM (ok lots of ATGMs :) ) 

Now Mines MAY not have been configured properly - I have no experience - equally Chally 2 may not have it's Lower Armour modeled accurately to simulate Mine hits ? no idea. BUT I think surviving 3 IEDs isn't un-realistic - after all the only real Chally 2 kill was a Blue on blue... ( :) )

SJ


Posted: Tue Jan 20, 2015 5:30 pm     Super secret spam barrier
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Oh and the Matador doesn't exist in Mod form yet... BUT is being worked on in Flax Never Never land - so you May or May NOT see it one day :-)

http://uk-ff.kestrelstudios.co.uk/weapons.html

http://uk-ff.kestrelstudios.co.uk/wip-reports/wip-02.html

(P.s. Flax if you're reading this PULL YOUR FINGER out ! ;))


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