Arma 3
A3 - Antistasi Altis
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Update: Aug 24, 2016 @ 3:49pm

25/08/16 v1.5

- NEW FEATURE: ADVANCED TOWING mod is fully scripted in to the mission, no need to download the mod. Credit to the author Seth Duda for making the perfect companion mod for Antistasi.
- NEW FEATURE/OPTION: Meet the contact (gateway missions). Like a quest giver in any RPG you must first go and meet them in order to be given quests. Civilian and Military counterpart will issue their unique missions, they are harder than the ones petros will give you. ALL PLAYERS WITHIN 300m MUST BE UNDERCOVER or the contact will get spooked.
- NEW FEATURE: Hilltops are now CSAT AA outposts. A well fortified and defensible position and a reduction of 20 CSAT score if you can manage to defeat them and clear the AO. They will not return once cleared.
- NEW FEATURE: Designated AAF AA outposts, they will have some AA soldiers. There are no more AA roadblocks.
- NEW FEATURE: You need to own at least 1 radio tower to use NATO support.
- NEW FEATURE: NATO Roadblocks. More potent than FIA roadblocks, but temporary.
- NEW FEATURE: Block CSAT comms. Using the flag at any friendly radio tower outpost will give you the option to Jam the Comms Net for X time, AAF Attacks for Y time and CSAT for Z time. X, Y and Z depend on number of radio towers you own.
- NEW OPTION: Deployable cover at HQ. For now, just a cargo net and lantern.
- NEW OPTION: Ability to rename camps, right now does not persistent save new name, but is still useful to demarcate AO.
- AFRF: Additional soldier types added to outpost and base garrison to increase depth.
- AFRF: Change the FIA Roadblock to custom made vehicle.
- AFRF: Static weapons at tops of towers changed to KORDS and at custom coords to massively increase chance they will will spawn upright.
- Tweaked/added basic equipment which spawn in box at camps.
- Modified the way in which enemy will increase their skill. Is no longer directly linked to the level of FIA skill but is more dynamic and reflective of campaign progress.
- Modified the rate at which Militiamen will spawn with a launcher (if unlocked).
- Traitor getaway vehicle changed to IFRIT.
- CSAT Spec Ops missions now spawn in enemy towns instead of hilltops.
- NEW MISSION: Meet the black market bomb maker. FIA commander may buy mines and explosives from FIA funds when meeting the bomb maker.
- Changed initial load out settings for all players (when not loading persistent save).
- Tactical Backpack is unlocked form beginning. Carry-all must be unlocked by looting from soldiers or ammo boxes.
- Tweaks to garrisons to avoid the chance for soldiers to glitch-lie-down at the top. It may still happen (blame Bohemia).
- Modified the Attack Timer. Now is more relative to the number of bases you have taken, along with some other parameters.
- Tweaked the dogs mechanic slightly.
1.- MODDING: Conversion of AAF to GREENFOR. You can now replace AAF with whatever faction you wish by filling out a template. It cover troops, vehicles, gear, the works.
2.- NEW FEATURE: Full RHS AFRF integration. If you start the mission with RHS AFRF loaded, AAF will be replaced with AFRF, using the new GREENFOR module. FIA troop loadout will use AFRF gear, and you'll have the ability to buy AFRF vehicles & static weapons.
3.- NEW FEATURE/OPTION: Alternate fast travel system. Only HQ and newly introduced FIA camps serve as fast travel destinations. Default: enabled.
4.- NEW FEATURE: FIA camps. The commander can deploy up to five of these camps at any given time to provide fast travel points for FIA troops. In these camps, you'll find a crate with some basic supplies and some food to heal yourself. Buiold them either through Building Menu > Camps Management
5.- NEW FEATURE: Toggles for the fast travel system (old/new) and the arsenal (regular/simplified access), available at Map -> Game Options -> Commander Menu
6.- NEW FEATURE: NATO UAV. You can now call in an armed NATO UAV, which will be under your command for 30 minutes.
7.- NEW FEATURE: NATO Roadblocks. If NATO controls a base on Altis, they'll be able and willing to set up a roadblock at a position of your choice. This roadblock is a much more formidable defensive position that regular FIA roadblocks.
8.- NEW FEATURE: Ability to lock/unlock vehicles. Commander can lock/unlock all vehicles, players are restriced to unlocking their own vehicles.
9.- NEW OPTION: Simple arsenal access mode. Gear is no longer removed from members upon accessing the arsenal. Default: disabled. thanks to DeathTouchWilly
10.- NEW OPTION: Boost to initial FIA resources. If you lack hair on your chest or do not enjoy the initial phase of the campaign all that much, you can boost your initial resources and unlock basic gear upon starting a new campaign.
11.- NEW OPTION: Increased income. 50% more cash and manpower than normal, every 10 minutes.
12.- NEW MISSION: Supply Recovery. Supporters of your cause had to abandon their vehicle when they encountered a patrol. Find the site, load up the cargo and deliver it to its destination.
13.- NEW MISSION: HVT Convoy. Go and ruin his day.
14.- Friendly statics deployed at FIA HQ, outposts, resources, factories, harbours and power plants will be saved properly!
15.- TFAR: Radios will no longer be stripped from you upon accessing the arsenal.
16.- TFAR: Initial arsenal loadout, NATO ammo drops, and camp crates now include long range radios. Only LR radios obtained from NATO ammodrops and Ammocrates at bases/outposts may be unlocked (there are different types).
17.- GREENFOR observation posts now include a mortar.
18.- CSAT sniper teams deployed near cities.
19.- Engineer squad available for recruitment -- replaced sappers. They will still remove minefields.
20.- Replaced timers with progress bars as people seem to be oblivious of the timers.
21.- Healing at the vehicle ammo crate now also resets your undercover cooldown.
22.- GREENFOR & FIA AI vision at night fixed. thanks to daveallen10
23.- Changed map colour of player markers to white, pink if incapacitated.
24.- Changed map colour of camp markers to Orange and Roadblocks to Yellow
25.- Added a few uniforms to the initial arsenal loadout, including the survival fatigues -- so now you can finally makes use of those rebreathers.
26.- Increased initial FIA motorpool to make the start less demanding for less experienced players.
27.- Increased GREENFOR group size for attacks and QRFs -- they now spawn with trucks full of infantry instead of just groups of 6-8.
28.- NATO artillery disabled -- having MLRS, even immobile ones, at your disposal was just overpowered.
29.- Destroy missions no longer spawn automatically, you have to ask Petros for one.
30.- Reduced the cost of a quadbike/UAZ to 50 Euros.
31.- Reduced the cost of Civilian Helicopter to 6000 Euros (comes from FIA funds if commander)
32.- All Military vehicles come from FIA funds if commander and come as unlocked as standard
33.- Modified some changes in the attack countdown to counter a set of circumstances under which you could be facing several attacks in very short succession.

Update: Jun 5, 2016 @ 2:23pm

05/06/16 1.0.1
- Weapons and primary mags are unlocked on the same time, to avoid problems when the mag is unlocked but not the weapon.

Update: May 14, 2016 @ 1:11pm

14/05/16 1.0
- NEW FEATURE: FIA markers will show a number representing the number of garrisoned troops in the zone. This will show real time numbers.
- NEW FEATURE: Instead of the cheap actual delete minefield, now commander can hire an engineer which will be in search of mines, deactivates them, stores them in his truck, and if near to base, adds it to the ammobox.
- NEW FEATURE: Player Traits. Depending on what class players pick, they will have some advantages on camo, sneaking and load capacity. SP users pick the default Officer traits (less carry capacity, more camo, more sneaking). On player connection player will receive a message on the perks of the selected class.
- NEW FEATURE: All players will have access to a HC bar (with no commanding options if they are not commanders). This will be used as information interface about enemy and friendly positions, as BIS HC module has it's own marker system.
- NEW FEATURE: Comms interception integrated with the HC module. Player will receive info on map when the High Command is activated about nearby AAF vehicles, no matter if seen or not.
- NEW FEATURE: MP vehicle ownership. Vehicles retrieved from Personal Garage or purchased with personal funds will be marked as owned by the player who done it. No other players will be able to mount it if they are not in the same group than the owner. No one will be able to garage that vehicle except commander and for the FIA garage pool.
- NEW FEATURE: For non TFAR users: Players need an equiped radio to be able to perform several things such as recruiting squads, NATO aid, seeing player markers and other related things which are supposed to need to have radio communications.
- IMPORTANT: To unlock a weapon, it's primary magazine type has to be unlocked already.
- VERY IMPORTANT: Non unlocked weapons, weapon attachments, items etc.. will be removed from player and added to the ammobox (or vehicle ammobox if no member) when accessing Arsenal, to avoid exploits.
- IMPORTANT: Added some messages when players gain money, fia funds, hr or prestige changes.
- IMPORTANT: Tweaked mission rewards. Generally speaking: no negative impact on city support for AAF on mission success.
- IMPORTANT: Markers and notifications such as "xxx Spotted" have been removed. This will avoid loops so mission should run slightly better. Exception for this are the convoy objective and mission vehicles.
- IMPORTANT: Server will allways reserve one slot for members, so any non member JIP players will get kicked if there is only one slot free and not all the members are in. In member JIP, if the server is full, a non member will be kicked if not all members are in. The maxmimum slots are counted from the editor placed maxmum units, so server admins will have to edit the mission to the desired number to use this feature.
- IMPORTANT: On refugees evac missions an AAF QFR will be sent after some time to the refugees position.
- IMPORTANT: Only server admins can add or remove members.
- IMPORTANT: NATO Ammodrop helis can be commanded with the HC module. Send them to the agreed drop point to receive their supplies.
- IMPORTANT: Greatly improved AI surrendering / fleeing routines. Better performance. AAF Garrisons may surrender too.
- IMPORTANT: Healing someone on Undercover may make the player lose it.
- IMPORTANT: If no commander present, there won't be any AAF vehicle substraction on destroy or any AAF money pool substraction.
- IMPORTANT: Conquering a power plant will have no inmediate effect on people´s support, but increase / decrease steadily on each tax report up to a 100% support adding both sides.
- IMPORTANT: Idle/Busy status on bases and airports has been improved. Now some actions affect it's business and not only big attacks performed (kill the Officer makes the base set to "busy" for 30 minutes). Status is integrated in the Persistent Save System.
- IMPORTANT: AAF may launch multiple small attacks to easy targets simultaneously or instead the big ones.
- IMPORTANT: Instead of waiting to lose a major attack, AAF will deploy minefields on bases considered as hot zones if they have resources on each tax report.
- IMPORTANT: Real time numbers on garrison detail too, as it won't wait for losing sector or despawning to update numbers.
- IMPORTANT: HALVED AAF vehicle pricing costs in MP.
- IMPORTANT: AAF funds will never go below 0.
- IMPORTANT: Convoy objectives are not automatically revealed and shown on map.
- IMPORTANT: Raised zone search radius for mission request to 4Kmts.
- IMPORTANT: In city supply missions AAF closer than 50 mts to the truck will make the counter restart.
- IMPORTANT: When a city joins FIA, there is a chance of AAF sending a supply convoy to "retake" the city.
- IMPORTANT: QRF may consist on CSAT troops if no AAF available.
- IMPORTANT: When no big attack is scheduled, AAF may launch a convoy mission to "retake" some city.
- IMPORTANT: Divided by 4 the ammount of city support loss on troop killing.
- IMPORTANT: CSAT Punish wont appear if FIA has no conquered bases.
- IMPORTANT: Traitor missions won't give the exact spot of the traitor "house" but a near position. Players will have to search for the right house.
- IMPORTANT: FIA must capture Altis Central Airport (near Gravia) to win the scenario.
- IMPORTANT: Planted mines and thrown grenades near Petros will get automatically deleted and may lead to punish.
- IMPORTANT: In SP, AI squadmates will have a small skill bonus.
- IMPORTANT: In MP reverted CSAT money support to a bonus on each tax report. CSAT support will be near 100% in advanced game, allways. In SP there is no bonus at all.
- IMPORTANT: Player ranks and score are not persistent saved for non members.
- IMPORTANT: Added Neophrons, armed Orcas and Tarus to possible CSAT spawn.
- OFFICIAL SERVERS: Server side autosave enabled.
- A hundered of more or less important bugfixes which I cannot post here due to space limitations.

Update: Apr 8, 2016 @ 10:52am

08/03/16 0.21.0 Alpha
- IMPORTANT: Big changes to AAF threat evaluation procedures on how and what to send to any attack.
- IMPORTANT: When AAF is short of funds, they will receive "credit" from CSAT in change of some support.
- "Position consolidated" message will appear when AAF cannot perform a counterattack on a recently conquered zone.
- When players interrogate a soldier the quality of the info will depend on the soldier class (Squad leaders, more info, grunts, less info).
- Static launchers, and not only mortars may fire a QRF to their positions when they fire.
- Lowered to 100 mts the distance needed for AAF to check for enemies to surrender.
- Major AAF attacks will allways consist in at least one transport vehicle for land and air.
- Small air quick response from AAF may consist on transport choppers which will disembark troops.
- CSAT attacks will allways consist on 3 air vehicles.
- Now Fast Travel allows FIA roadblocks and watchposts as destination.
- Added some damage inmunity to fast travel units for a short time to avoid them damage when positioning.
- Dogs will patrol inside airports, indeed there allways will be a dog in an airport flag to avoid undercover exploits.
- Personal garage gets persistent saved on vehicle removal to avoid exploits.
- Removed debug message on AAF attack calculations.
- AAF vehicle count was not broadcasted through the network. Tanks are back in headless clients.
- Improved LOS checks for smoke cover with new scripting commands.
- Backpack unlocking requirements will be 5* unlocked backpacks count to avoid easy static weapon backpack exploits.
- Missing static tripod is now unlockable in Arsenal.
- Added some triple check to mortar positions as some of them were giving a little trouble. If no position is found, no mortar shall appear.
- On POW rescue missions, after the time limit the POWs who are not in a player group will be murdered.
- Dogs wont be inlcuded in the count for taking any zone.
- More smoke use for troops disembarking from helis.
- Tanks cover with smoke if they get heavy damage.
- Dogs spot FIA even in vehicles.
- If an undercover player is present while FIA conquers a zone, he will lose Undercover.
- Reworked vehicle initialisation procedures to make it faster.
- Base / Airport garrisons will mount on their respective armed vehicles if under attack again.
- As AI attack decisions have been improved, garrison mortars can lead to a QFR when firing too.
- Personal Garage can be accessed through any FIA flag.
- The new dismount drills allow AAF land attacks to the castle on west Kavala, so it's a possible target now. Not for MRAP patrols.
- Lowered distance check to FIA zones for AAF to consider a garrison in a hot zone.
- Lowered some AAF vehicle prices.
- FIA Reinf no longer give money when Persistent Save.
- AAF won't attack if they lack of funds.
- Convoys use additional escort vehicles in case convoy destiny is a hot zone, and default convoy vehicle number raised to 4.
- Garrison FIA mortars can be "stolen" to allow players recover the device if the gunner is dead.
- Solved bug on persistent load and QFR & Auto Garrison scripts.
- NATO CAS planes will fly higher so they should be less vulnerable to cannons, MGs etc..
- More distance for the checks to avoid civ/friendly fire on mortar firing.
- Road patrols should be more common now.
- Added a default roadblock in Edessa, southern Altis.
- CSAT heli spawning improved, no crashed helis should change Molos support to our faction.

Update: Apr 3, 2016 @ 8:16am

03/03/16 0.20.3 Alpha
- IMPORTANT: Reworked the dogs. Civilian dogs no longer spawn. Dogs may patrol with small infantry patrols and some sidemissions, NOT inside zones.
- Fixed bug on mission request which probably stopped the whole AAF engine, taxes etc..
- ACE: Added spray paint to default Arsenal loadout.

Update: Mar 30, 2016 @ 6:51am

30/03/16 0.20.2 Alpha
- Petros no longer dissapears when removing FIA HQ garrison.
- Supply missions counter will restart if every FIA soldier in the area is unconscious on default revive.
- Intel Found event will happen to any player within the conquered zone, not only for the ones who take the flag. Intel won't be the same for every player.
- Personal score added for any player within a conquered zone.

Update: Mar 29, 2016 @ 3:49pm

30/03/16 0.20.1 Alpha
- Bulletproofed HQ position Persistent Save, so in case Petros gets deleted (cause of this is still unkown as nobody gives a proper bug report) the right position is saved.
- Persistent Load on JIP commanders where causing whole server load, which meant bugs on near hq parked vehicles.
- CSAT and NATO also fastrope direct to the kitchen.

Update: Mar 22, 2016 @ 7:22am

22/03/16 0.20.0 Alpha
- IMPORTANT: AAF will evaluate zone surrounding defenses to prioritise targets, avoiding to attack heavy garrisoned, static launchers, mortars etc.. In some cases there won't be any attack. In those cases AAF will wait until be strong enough for the next round.
- No more negative numbers on AAF vehicles count.
- FIA static weapons deployed count on AA Threat Evaluation for AAF to decide if paradrop, fastrope or disembark from helis.
- Fastroping troops will be covered with smoke.
- Fastroping troops will assault the zone directly, which should be a new challenge instead of a weak point in AAF assaults.
- Corrected heavy bug on FIA garrisons with mortars.

Update: Mar 21, 2016 @ 1:47pm

HOTFIX:

Non ACE and TFAR clients were not initialising correctly.

Update: Mar 21, 2016 @ 11:52am

21/03/16 0.19.8 Alpha
- Corrected remaining bug on FIA garrisons in airports.
- More dense minefields in cities when CSAT punishes some cities.
- Increased a bit civilians in vehicles traveling from one city to another.
- Supply and Money convoy objective vehicles won't allow player's to become Undercover.
- Generally speaking: much safer landing, fastroping, land disembarking distances for all sides (NATO case was very risky)
- Moved a bit HQ default position to not be in Neri's standard spawning distance when players are there.
- Reverted dispersion and security distances for mortar shells to a more absolute method, as it was giving very inconsistent results. Accurancy is better, teamkilling avoidance too.
- Doublechecked heli spawning positions in destroy heli missions.
- Next counterattack info was provided in seconds but saying minutes. Now says minutes.
- CSAT Punish armed civilians will spawn in random positions instead of in city centre, which will make the mission easier.