Arma 3
ZEUS WARGAME [RTS mod]
Viser 31-40 af 179 forekomster
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Opdatering: 30. nov. 2024 kl. 13:57

-improved garrison function to be more reliable and place units at the right top or bottom positions in the target building depending on the garrison option chosen by the player

-added a new option to the Unit Cost Module; 'Zeus Points Reward';
*when a unit of the kind synched to the module is killed, Zeus players that control the killer unit will receive this amount of points as a reward, the value can be set from 0 to 1000

-added a new option to the Unit Cost Module; 'Victory Points Reward';
*When a unit of the kind synched to this module is killed, the side which the killer belongs to will receive this amount of Victory Points as a reward, the value can be set from 0 to 100

-added new options for the Zeus init module to enable/disable nightvision and thermal vision for the Zeus camera

-vehicle status bar
*click on the vehicle crew information icon to dismount passengers, if there are no passengers, the crew dismounts (affects all currently selected vehicles)

-added vehicle smoke icon vehicle status bar when a vehicle with smokescreen launcher is selected
*click to launch vehicle smoke when available (affects all currently selected vehicles)

-changed the Zeus Tactical Ping default shortcut to "Left SHIFT + left mouse button"

-fixed an issue with Direct control when Wargame Zeus Anywhere is used

Opdatering: 23. nov. 2024 kl. 16:08

-added 'Zeus Tactical Ping'
*Zeus players can place a 3D marker visible to other Zeus players using 'Left ALT + Left Mouse Button'

-added new unit cost module option, 'start in the air'
*if this option is checked, aircraft placed by the Zeus will start at flying altitude.

-added new Deployment Area module option, 'remove after Preparation Phase'
*if checked, this Deployment Area will disappear automatically when the Combat Phase starts after the Preparation Phase.

-added 'Custom victory condition' to PVP Mode Init module
*this expression will be checked every second, when it returns 'true' the game will END and the side with the most points will win.

Opdatering: 17. nov. 2024 kl. 14:18

-tweaked suppressive fire in order to have more accuracy when shooting at long range target positions

-fog of war
*now enemy vehicles inside fog of war wont be automatically made visible when empty, they must first be spotted by a friendly unit
*if the vehicle is captured, then it will stay visible for the new owner

-fixed AI automated defensive grenade throw
*AI controlled units (not in the control list of any Zeus player) will attempt to throw a grenade on units assaulting directly in front of its position when they are pinned down behind cover

Opdatering: 10. nov. 2024 kl. 23:10

-added a new icon to the vehicle information sidebar with vehicle crew and passenger information

-fixed Deployment Area was not added to some players at the beginning of the match

-can now synchronize a Deployment Area module to trigger in order to only create the Deployment Area when the trigger is activated, multiple modules can be placed

-fixed issue with direct control when the controlled unit is also the Zeus camera area object

Opdatering: 8. nov. 2024 kl. 13:07

-spotted mines will be marked with an icon both in the map and in the Zeus view
*can be disabled in Addon options 'mark known mines'

-new addon option to automatically remove enemy units from the Zeus control list; 'Remove enemy units from Zeus' added to the misc section
*based on a requested feature from some players

-taking damage from nearby explosions will now trigger the pinned down state for units in cover

-fixed an issue with the Victory screen not showing the proper winning side in a PVP match

Opdatering: 3. nov. 2024 kl. 13:22

-added a new Addon option, 'Force units to stop', If checked it will force units to stop moving when the player enters Planning Mode with 'TAB'.
*the option is off by default.

-placing explosives
*units will stick the explosive to a vehicle or building wall if it is close to the target waypoint position

-soldiers will now break building windows when the group garrisons or when the unit is ordered to take cover near a window

-zeus reconnecting
*now players will maintain the same Zeus unit control list, zeus creation points and population cap data when reconnecting to the same game session on the same side

-fixed issue with Zeus init module where players would not become Zeus in MP
*if the issue still persits, try disconnecting and reconnecting to the server

-show popcap cost when a unit is selected in the Zeus creation menu

-added the ability to refund units inside the deployment area when deleting them
*the amount of Zeus points refunded is determined by how damaged the unit is, the max value that can be refunded is equal to 80% of unit original value

-FO fixes
*area selection is green but it does not allow fire mission
*if there is no los to target pos, do not exit set fire support mode and reselect FO unit

Opdatering: 25. okt. 2024 kl. 21:40

Opdatering: 25. okt. 2024 kl. 21:13

-engineer rework
*added a new waypoint to repair vehicles automatically; the engineer unit will move to and fix nearby vehicles (the waypoint stays until it is cancelled)
*supply points will no longer repairs vehicles, only rearm and refuel

*separated engineer menu options into 'engineer' and 'fortifications' menus
*engineer menu options will only appear when an engineer group is selected by the zeus

-added population capacity system to the Zeus PVP modules
*zeus init module, added option to set the pop cap for zeus connected to it
*unit cost module, added option to set the popcap cost of units connected to it

-improved JIP compatibility for wargame modules
-fixed JIP players not being able to become Zeus using the zeus init module

-carrying turret
*balancing, unit carrying a turret will have reduced stamina and cannot go prone
*if turret is destroyed it will be dropped and the group trait is lost

-fixed issue with fire mission not being executed sometimes

Opdatering: 18. okt. 2024 kl. 22:57

-fixed; player loses Zeus powers after being killed and respawning in multiplayer

-if an enemy unit that belongs to an enemy zeus player enters a vehicle, it will be removed from the control list of the player (should only affect PVP matches)
-fixed; sometimes when a zeus player opens a unit inventory, all the other zeus players see the inventory screen

-now will recalculate convoy moving speed when the group speed mode of the lead vehicle is changed by the player
-added new supply module parameter to determine if a supply vehicle can be used to reinforce infantry groups
*jac_isSupplyPointReinforceGroup

Opdatering: 15. okt. 2024 kl. 2:36

-contextual menu removed from dead vehicles
-contextual menu was sometimes missing for non-empty vehicle when minimal interface was activated

-empty vehicles tab was not showing when minimal interface was activated
-improved vehicle convoy following routine when not using 'Planning Mode' to move