Last night Pulverizer, lenin and myself played on Pulv's Finmod server EWE FDF (http://ewe.dy.fi). During the games, at least 2 serious players joined and showed interest about the CiA coop nights. Those without the needed addons were automatically kicked anyway.
OFP is an old game, I think that there are high chances that those who still play finmod are mostly serious players that we want to see on our coop nights. Unfortunately, many players didn't get the chance to read our BI board thread and do not know our little group.
So what do you guys think about taking a trial period during which we will play without the protection of the password? we can consider our addons as the protection we need. I guess many players will be kicked automatically, but during the finmod only missions, we might get to know some good players that will enrich our games. The only problem is the non-addon missions- everybody will have access to the server, but we have enough addons missions at the time being so that during this trial period, we could avoid choosing them.
Inspired by the PMC conflict mission we played a while back I was thinking about making a new mission
It will involve a East-West conflict in which a resistence team will back one side in the warzone. By means of hit-and-run actions you just have to do as much damage as possible to the enemy side but where you go is completely up to the team. small missions will be included by random events or encounters with friendlies and enemies. The mission ends whenever a certain amount of points are gathered (by these missions or kills).
The first problem is: I can't manage to open the PMC conflict mission. I wanted to see how it is put together but I can't seem to unPBO it or even play it on my own machine after I download it. It works just fine on the CiA server though... Maybe someone can help me by unPBOing it on his machine. The file is easily available at: http://www.student.tue.nl/H/m.roks/co_07...t.eden.pbo
Furthermore, maybe you have some ideas for small missions and objectives within the game. I was thinking on stuff like aiding wounded friendlies, freeing hostages, helping on charging a town or enemy base, ambushing an enemy convoy, etc.
Operation Kolibri Phase I interlude version 1-0-0 betatest version
This is the sequel to my mission "Kolibri Phase I".
Basically it is an escort mission with quite a lot of driving. There are some events along the route the players have to take which are randomized to some degree.
I want to get some feedback from the people who already played it, especially the ones who did not like it.
I myself think that the biggest problem of the mission is the driving (which can become boring soon particularly on the way back as there are no more events at the current version of the mission) and interaction with civilians.
I've been interested in playing some serious ofp coop ever since I've read the thread thats on the BI forums. I've tried to join the BI forums so I could pm one of you guys for the password but placebo hasn't replied to my e-mail.
Who should I pm for the server pw and also do I need a mic to participate or can I play with TS running in the background?
I finished the two remaining missions of my Mole Hunt campaign (4 missions in total). Basically some simple ww2 missions with grouplink2 as AI enhancement so they act smarter, flee and reinforce each other. I had them lying around on my pc at about 80% but never came around to finish them before as we don't play ww2 missions that much. As we tried and almost completed the first part a few weeks back, I decided to complete the remaining work so we can play this if we feel like it some day.
This is the mail i sent (through the BI board) to Blake:
Quote:Hello Blake.
We in the CiA squad have been playing in the original (not in the finmod version) BOC campaign for quite a while and enjoyed it very much. We have managed to complete all the missions but the last one, Ep.6.
We have encountered several random bugs in it. The chopper drops off the Spetznaz team too close to the the colonel's guards, sometimes it touches the ground but immediately shoots off back to the air (this happens also on insertion and the Mi17 does the same, most of the times, when it comes to rescue lukin).
one of our players (Valhalian) told us that you have published a fixed version of this mission. is there such a version? if so, where can we find it?
Looking forward to play this great mission again,
Kind regards,
[CiA]Variable
I hope such a version does exist and he will respond to my question...
i have got thing to make own island (säynätsalo) its in jyväskylä
but still how i can make that what i need to that how i fix bugs if it goes and where i ca dload needed programs ???
Variable asked me to post this guide that I translated some time ago. The original Finnish version is made by Broileri and can be found here.
[table][tr][td]Guide to Squad leading
by Broileri of LDD Kyllikki[/td][/tr][/table]
Controls into the spinal cord:
- Controls can be learned by using them. Dry practice in the editor and in single player.
- Remember bugs:
- "Move" commands must be given seperately to each fighter or otherwise they won't be seen
(- Commencing fire: The "Fire" command seldom works, "Engage at will" works sometimes; if required use voice
or write "FIRE" or "FIRE AT WILL")
- basic commands:
- formations: "Form line", "Form column" - these are all you need. "Wedge" has its reasoning occasionally.
- how to advance (crawl, run, rush, charge)
- commencing fire (assigning targets, synchronized)
Know the location of your troops:
- Insist to get reports from your fighters. Leader has to know his men's positions at all times.
Advancing:
- While advancing check regurarly that everybody is with you.
- Don't advance full speed in formations so those who are left behind can catch up by sprinting.
- Only stop in a position where your fighters can take cover easily.
- Make sure that spacings are enough so the whole squad won't be annihilated by one grenade.
- Plan for the ambush that the enemy will make upon your squad.
Orienting:
- Orientation skills are crucial. Don't let your troops know if you get lost! Keep skilled orienteerers
as scouts advancing ahead of the squad. At times use the "Advance" command to determine a location
("move to [position on map]", "don't go there, only report bearing and distance").
Attack:
- Plan the attack roughly on the map;
- think how you would defend the target yourself;
- consider splitting the squad according to the situation; fire team must have a qualified leader as well.
- Things usually go wrong. Don't get anxious but adapt to the situation and change tactics as required.
- Don't get your squad killed by being formal.
- Disengage if the battle is going wrong and try from another spot again. Use smoke if possible.
Defence:
- If you have time for preparation, define positions in advance on map and assign "move" commmands accordingly;
- if no time, assign positions roughly by compass bearings (e.g. "2: SW building", "3: right of S road", "4: SE bush
30m from the village").
- Assign target zones if you want; either by compass bearings ("2: watch SE") or if you have a LOT of extra time:
mark everyone's zones on the map.
- Prepare for everything: tanks, landing from air or sea;
- think how you would attack the objective.
- Nevertheless, the enemy will come from where you least expect it. Ponder the backup positions, keep some fighter always
as a reserve, use forward posts, conduct ambushes.
- Lay mines.
Dont hesitate to assign tasks:
- The survival of the squad leader is crucial to the squad. Use scouts instead of running ahead yourself.
- The sign of a bad leader is that you do everything yourself. Give tasks to others and use the
time for e.g. planning your next move.
Remember your status:
- Listen to the suggestions (they are usually good and a fighter acts more motivated if he feels
that he can make a difference) and make a decision afterwards. When you have made a decision
don't listen to counter-arguments. Don't start arguing. A squad is not a democracy; Squad leaders
are only one per squad. Anyone is welcome to lead in the next mission.
Command:
- Give orders frequently even if you repeated the previous orders: Don't have too long breaks
between commands. Command "At ease" at idle spots (for example if you are viewing the map for a longer period
or you are waiting for a vehicle) or set up a defence position.
- If you stop giving orders for a long time the team will fall into uncertainty. Some of the fighters
will start making independent decisions and go solo.
- Critizice when there is need for it. Sometimes it's justified but remember that no one wants to
listen to unneccessary shouting.
Example commands:
1) Example of commands at the start of a mission when getting on the move:
  All, return to formation;
  all, form column;
  "NW" (advance direction);
  all, return to formation;
  all, hold fire.
2) Example of commands when halting for a moment e.g. for checking the map:
  All, halt;
  all, get down
  ...And again when getting on the move:
  all, return to formation.
3) Example of commands while assaulting "Advance by rush":
  All, get down;
  all, form line;
  all, take cover;
  "Advance by rush. I'll give "move" commands, advance only with the "advance" command;
  2: move to...
  4: move to...
  6: move to... etc. Some will stay and cover, some will advance to the cover that SL has determined. (In practice there is not much cover so the rushes can be easily 50m long.)
  all, advance
  2, 4, 6: take cover;
  3: move to...
  5: move to...
  7: move to... etc.
  all, advance.
 4) Charges can be easily accomplished in the same way:
  All, get down;
  all, form line;
  all, take cover;
  "Get ready to charge. I'll give "move" commands, advance only with the "advance" command";
  2: move to...
  3: move to...
  4: move to... etc.
  all, advance.
5) Another example of commands when getting on the move:
  "Alrighty, lets head North in column formation. I will shout when to open fire."
6) Another example of commands when assaulting:
  All, get down;
  "In the village ahead there are Ruskies against us. Let's start advancing in line formation, fire at will".
- The main thing about orders is that they get understood. Every squad leader has his own style that will be polished as they get more experience. Learn from your mistakes. Welcome feedback with open mind.