Arma 3
A3 - Antistasi Altis
Showing 171-180 of 207 entries
< 1 ... 16  17  18  19  20  21 >
Update: Feb 5, 2015 @ 11:15am

Screwed the HQ reinforcements on conquering thing. Sorry.

Update: Feb 5, 2015 @ 8:43am

- The Persistent Save / Destroyed Antennas thing is... persistent. Implemented a workaround, hope is the last one.

Update: Feb 5, 2015 @ 7:35am

05/02/15
- CAs were awaiting for despawning, fixed.
- Players cannot recruit units or buy vehicles etc. if enemy is close.
- Interrogated prisoners may tell the player the estimated time for a counterattack
- Player no longer knows the target destination of a counterattack

Update: Feb 5, 2015 @ 6:37am

Update: Feb 5, 2015 @ 3:48am

05/02/15
- Fixed not updating side belonging zones on time when Persistent Load, which may lead to spawn the HQ in the middle of an enemy zone.
- Empty vehicles and player group driver vehicles will save on persistent save if they are 50mts close to HQ
- Reworked a bit the Fast Travel to teleport to safer positions.
- Now civilians and civ vehicles spawn on the same time on cities.

Update: Feb 4, 2015 @ 4:34pm

LOTS OF NEW STUFF TODAY!!!

05/02/15
- Now counterattacks timing will be more random, and some player actions will delay them, or speed them, specially accomplishing / failing some missions.
- Time for the next counterattack will be saved on Persistent Save System.
- AI won't perform counterattacks if there are no players in the server, so if everybody logs in after a time, AI will wait for them :)
- Now upon persistent load players will loose weapons to avoid exploits (unlimited weapons and ammo)
- No more loose of NATO points when NATO soldiers die.
- NATO soldiers are more skilled than average AAF.
- FIA flags now allow all the options except the HQ exclusive. Static purchase on any zone because...
- YES: purchased statics will be persistent. The AI garrisons will mount them if close, Persistent Savegame will store their position and they will get eventually reloaded!!
- Corrected an error on persistent load which didnt update destroyed Radio Towers (second time, yes, I know, sorry again)
- Corrected error on undercover mode when boarding civ vehicles.
- Fixed error on undercover which you turn back undercover very early.

Update: Feb 3, 2015 @ 5:06pm

04/02/15
- Easier winning conditions for a CounterAttack.
- Controlling remotely an HC Commanded AI will suspend the spawning system to avoid new spawns on rare cases.
- Fast travel with little delay to avoid exploding if fastraveling in several vehicles.

Update: Feb 3, 2015 @ 1:43pm

03/02/15
- Actions added propertly on FIA Flag Outposts.
- Bugfix on persistent save and destroyed Radio Towers in older sessions.
Sorry :(

Update: Feb 3, 2015 @ 1:24pm

03/02/15
- Bugfix: FIA Garrison not spawning in FIA outposts
- Now each type of AAF unit has different type of skills, same as FIA was. Watch the snipers! Prioritise targets!!
- Now FIA soldiers spawn with NVGoogles no matter if leader is player or not. % Chance to spawn with glasses = count of NV googles in HQ Ammobox. So 100 NV in ammobox, 100% of soldiers with NV. Players still have to make their life for them.
- Improved city prestige bonuses for AAF when they retake a place. They dont do sidemissions....
- Added few items and optics missing in random ammoboxes.
- Random spawned ammotrucks now have proper spawned cargo with useful things (or not)

Update: Feb 3, 2015 @ 5:29am

03/02/15
- Added tag feature
- Added checks on respawn to avoid issues if players are using group management mods (under testing, not really supported)
- Improved benefits of accomplishing some missions on gaining NATO points
- When you deliver the truck in Logistics Supply missions, you won't be undercover for a while, and AAF surrounding troops will search for you.
- Lowered the HR gain to make HR management more challenging.