This is an arma matter but since we dont have an arma server forum I'll just post it here (in that respect I think we need to reformat the forums structure to something more relevant to CiA's ofp and arma coop nights new era . I'll post a suggestion after thinking about it some more).
Some people have showed concern about how arma is really tough. I agree with that, some times the ai's accuracy, response time and overall skill could get really frustrating.
How about tweaking the AI's skill level? we already done that when we have set up the server but maybe they deserve another "brain damage".
Quote:The minority Guwalt tribe populating the urban areas on Tonal has started rebelling against the dominant Kwoal tribe, consisting of subsistance farmers. Government backed Guwalt deathsquads have started murdering, raping and plundering against the Kwoal villagers on the West part of Tonal. Stop them from commiting genocide against the innocent Kwoal villagers at any cost.
This mission is a race against the clock. You're located on a military base near the Kwoal dominated West part of the island. We have assigned ten possible target areas where the Guwalt deathsquads are likely to strike. Radio command will inform you of enemy movements, but this will be a last minute warning so acting fast is required in order to save innocent lives.
Notes (under construction):
Quote:Mission by [CiA]Postduifje
Praise, comments, constructive criticism or cussing to: post@ciahome.net
Music by ...
It is possible to repair small damages to your choppers with the 'Repair chopper' action.
Mission ends in failure when over [#]% of civilian population in the region has been killed
Mission ends in succes when ...
Objectives:
Quote:Protect the villages from the deathsquads
Main Features (scripts ready):
- Randomness, in time delays between attacks and target area's (which towns are attacked primarily). Once the civilian population of a particular town has been eliminated the deathsquad moves to the next town.
- Radio (Papa Bear) informing when a deathsquad is detected near a town
- Radio (Papa Bear) informing when all villagers of a certain town are killed
- Markers, changing color (red when enemy present, black when not) and type (exclamation mark when civilians still present, X (MarkerType = "marker") when not)
- Hints when certain percentage of civilians still alive is reached (currently 80% ,60% ,50%, 25%, 0%)
- Repair action to repair small damages to the littlebirds (up to damage 0.5)
What I need is: Balance: There are quite some variables which can easily be changed in order to achieve the right balance, such as:
- Amount of players (currently 12)
- Amount of player teams (currently 2)
- Transportation (currently 2 armed Littlebirds)
- Amount of possible targets (currently 10)
- Amount of civilians per target (currently 6)
- Amount of deathsquads, primarily attacking an equal number of towns (currently 6)
- Amount of units per deathsquad (currently 9)
- Composition of the deathsquad (currently only infantry, no AT/AA). I'm thinking about adding jeeps, still in doubt about AT/AA
- Base delay: time untill the first action starts (I was thinking on 5 minutes orso)
- Fixed delay: static delay between attacks (I was thinking on 3 minutes orso)
- Variable delay: additional delay, random number between 0 an x (I was thinking on 1 minute orso)
(this would mean the first strike is after 5-6 minutes, and the next 3-4 minutes later and so on) Mission definitions:
- When mission ends in succes. Still no clue, maybe a percentage of enemies killed, but this is tricky as they are constantly on the move and can be between towns for quite some time
- When mission ends in failure (besides all players getting killed), a percentage of civilians killed (currently 50%) Target naming: Easy way for players to find out exactly which town is under attack (currently 'town1' till 'town10'). I've been thinking about adding geographical directions to it such as 'town 5 (SW)'. Intro: nice little intro with some classy music Testing: A lot depends on the infinite stupidity of the AI, both enemies and civilian. AI has dificulties in the mangroves and swamps and on bridges. They often drown themselves, fall to death of a bridge or are unable to enter camps and villages. Some area's are avoided because of this. Probably some more things I haven't thought of
We need co-op missions for ArmA. If you have found a good download source other armaholic let me know or, preferably, upload them directly to the server or email them to me. If you do upload the missions yourself please don't forget to update the mission list.
Guests are also welcome to send us their favorite co-op missions to roiketsev@gmail.com
In the meantime, let's add another evening of gaming, dedicated to ArmA. What day would you like it to be?
All members, please list all your free evenings and which one of these you prefer the most. Do so even if you don't have ArmA, or the rig to support it yet, because this could last for a while, even until you get it.
My free evenings- Depends how I work, so for me it doesnt really matter. So except Sundays and Wednesday, It's ok for me.
On behalf of Sputnik and Pulverizer Tonal now runs on th CiA server!Everybody get all the needed addons please as we will start playing it as soon as we update the BIS thread and post it here on the news section.
I've almost completed a new mission called Trias Militaria. It takes place on Nogova in the triangle Slapy-Frymburk-Kost just east of Petrovice. Two teams of 6 silenced Delta's will infiltrate the region on foot in early morning, kill a general and assault three military bases (Infantry - Armor - Air). Both the general and the bases are at ease but highly communicative and interact as soon as enemies are detected.
This will force extensive planning and using the element of surprise before the teams act, otherwise hell breaks loose and they will be run over from all sides.
It just needs some tweaking and testing before it's done, but if you have any remarks or suggestions don't be shy ;-)
- Eliminated some wrong messages that popped up
- Added binoculars to the jaeger leader
- Added small text to objective markers
- Made the markers turn green after completion
- Added random transports (1 heli, 1 truck and 1 jeep), although they are distributed by bounded randomness.
What else? Were the airplanes fine? Do we need some alternative for the motorcycles that suck in the mountain area?
I'm thinking of adding a small intro aswell, nothing facy, just a small camera script.
I guess Lobanak will finish the fine tuning of the ArmA server soon. Therefore, we need to start thinking about how to add arma play times to the CiA schedule.
First of all, I think all agree on not playing arma on our regular meeting times since not all of the members have an arma copy or the necessary rig to run it at the moment. So, we will need to find some other times to play it.
This thread objective is to find the most suitable time\s for all the CiA arma players.
Please ALL members add here your suggestions or respond to others' suggestions so we could find the best time for at least the most of us.
First, Let me suggest the most simple solution, as I see it:
Since we already gather up on Sundays and Wednesdays at 21:00 CET all arma members may gather at 19:00 CET (or even before?) and have an arma game until the Flashpoint meeting starts.
I was wondering how come CiA doesn't have an IRC channel, since most clans and gaming communitys have one for communicating gaming times and for just chatting about this and that, solving addon/mission making problems and whatnot. I created a channel on Quakenet called #ciafdf if anyone's interested to try it out.
What's IRC (internet relay chat)? In a nut shell, it's a protocol for chat room programs where people can talk with each other, send files and more. A relatively old (1988) finnish invention. Anyone can join an IRC server and create channels on them simply by typing /join #channelname, if the channel doesn't exist, it will be created.
How to join?
1. Get an IRC client such as 0irc, Miranda or Trillian
2. Connect to an IRC server such as irc.quakenet.org (/connect irc.quakenet.org)
3. Set your nick (/nick yourname)
4. Join a channel (/join #ciafdf)
5. That's it, you can now send messages and receive everyone else's
The advantages over msn chat et cetera is that you can join it any time without an invitation and leave it on while you are away to read what other's where chatting about when you come back later for example.
Seems like TS server is down in the last few days. Last time taught me to appreciate our TS server, it was horrible to get everybody on a different address and even more horrible to switch them to another one. I hope it will be fixed for Wednesday.