Arma 3
Antistasi - Warlords of the Pacific
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Update: Sep 18, 2018 @ 2:25pm

1.3.3 05/09/18

- IMPORTANT: Removed and unauthorised ACE medical in SP to avoid the "I cannot respawn" false bug report flood.
- Vehicles can be garaged in any rebel garrison.
- Non members with membership enabled cannot use the garage.
- Re enabled FT in MP for players with Airbases as destination.
- IFA & ACE: Increased integration with explosive cables and spare MG barrels.
- Re enabled Radio Jam script from rebel12340 adapted to Antistasi (second try).
- Hopefully solved the IFA templates with DLV classnames.
- NAPALM shouldnt damage HQ assets.
- Fixed bug which prevented to garage any vehicle.
- Garrison modification on unit kill will be only done if the garrison is still on the side of the killed unit, which will save on performance and bandwith.
- Fixed garrison add on spawned zones.
- Fire of built roadblocks delayed so the builder doesent get hurt.
- Fixed major bug which stopped economics and major attacks on some templates (specially IFA)

Update: Sep 5, 2018 @ 1:27am

Update: Sep 4, 2018 @ 4:28pm

1.3.2 04/09/18

- NEW FEATURE: Total rework of economics for AI so there are now real economics (like old 1.8) but instead of money they will need time to replentish and maximum assets will depend on zone ownership. Example: Max Tanks for a faction is 1xAirbases belonging to them + you will never see more than that in the field.
- Convoys wont spawn having a distance minor than the spawn distance setting from origin to destination.
- Garrisons created "on the fly" won't get deleted when the player commander disconnects.
- Applied garrison reorganisation to non rebel faction garrisons.
- Removed Airbase requirement in order to retrieve helis from garage.
- Re enabled Fast Travel for player groups in MP only when the destination is HQ.
- Static AA and ATs will be subject to availability for AI.
- Static weapons placed in building roofs wont spawn if the building is destroyed.
- Fixed relentless major attacks in some cases.

Update: Sep 3, 2018 @ 3:38pm

1.3.1 02/09/18

- IFA: Replaced winter wehrmacht by Afrikakorps for Tier 2 troops. Requires mission restart to see them.
- IFA: Disabled mortar squad recruitment until I find a solution.
- IFA: Fixed ammobox load on trucks and replaced by vanilla boxes, as they are barely visible.
- IFA: AI wont spawn with flamethrowers.
- IFA: AT Men will spawn with AT rifles until some decent AT weapon has been unlocked.
- IFA: Doubled sidemission timer for most of them.
- Enabled redress scripts on more islands than Tanoa.
- Fixed player unable to access Y menu after trying to recruit a squad without funds.
- Corrected typo on game mode menu.
- Changed numpad arrows by normal arrows for the garage / buy menu.
- Removed exploit on player FT with HC squads.
- Minimum timer for traitor missions set in 30 minutes.
- Fixed bug on CSAT punishments, all cities were targets instead of those who have high support levels.
- CSAT wont punish cities influenced by them.

Update: Sep 1, 2018 @ 2:00pm

1.3.0 16/08/2018

- NEW IMPORTANT FEATURE IN MP: GAME MODE. In the lobby you may set 4 options: All vs All, Rebels vs All and other two on which rebels only fight one chosen faction (invaders or government).
- NEW VERSION: WWII Has arrived to Antistasi. In Armja Krajova polish resistance fight against Germans and Soviets. Required mods are CUP Maps and IFA.
- NEW FEATURE: Total rework on UI for construction, garage and buy vehicle options.
- NEW FEATURE: Squad Vehicle Stats button replaced by "Squad SITREP" on which player will receive a lot of useful information about his AI squads.
- NEW FEATURE: AI uses flares when there is no NV in the scene, to assault enemies on search for them.
- RHS: Added M1 Garand and Grease gun to rebels default loadout.
- Removed MP exploits on buying, login,logout.
- Fixed bug on hide in building AI script.
- FT on vehicles will be a bit safer.
- Disabled Fast Travel in MP for players (yes for AI groups).
- Hopefully solved garage exploits.
- Clarification message when a player fails to garage an air vehicle far from airbases and HQ.
- Tweaked the non member distance params and default values.
- Towing a vehicle on undercover will make the player lose the status.
- AI limiter will count AI with simulation disabled in order to decide to spawn an AI or not. This will improve performance in major attacks.
- Outposts wont send land attacks from other islands in Tanoa.
- Removed aggro checks for AI deciding to send a major attack against rebels. They will be more likely targeted.
- Aggro checks will affect vehicle type sent against rebels (you are not a big threat, I will send a cheap transport, you are athreat, Tanks).
- Major attacks will be allways performed by the server no matter if there are HCs in.
- Capped soldier count in major attacks.
- Cleared forest will be reset when the HQ has been moved.
- Fixed land attacks in Tanoa.
- Corrected faction init bug on roadblocks.
- Fixed some desynching on MP players init.
- AI static defenses wont despawn when being attacked by another AI.
- Lesser garrison requirements on outposts to send major attacks.
- Solved bug on enemy side detection script.
- On combined major attacks, artillery may spawn in the origin of the land attack.
- Corrected some rare desynch cases on which a QRF is sent to recapture departing from the target zone.
- Corrected bug on saved vehicles not moving.
- Squad mount / dismount button now supports selection of more than one squad.
- Fixed rebel HE airstrikes.
- The NV for the enemy specops is managed independently of the modset / edition.
- Vehicle dialogs will show vehicle names related to the modset.
- Removed a lot of vanilla action references and Warlords texts.
- Adapted some (not all) flag textures to each mod.
- Optimised "enemy nearby" checks and more user friendly to avoid UI wates of time.
- Removed the conditions for a wave to be considered with enough assets and men.
- Road patrols wont spawn if the possible destinations are less than 4 instead of 1.
- Squad Leader skill bonuses apply to classnames, not to group leaders.
- Garrison compositions will attempt to add a SL and a Medic to each garrison squad.
- Better integration of mods + AI smoke usage.
- Intesified usage of outposts as QRF departure points.
- Intensified usage of CAS bombruns against enemies in the field instead of sending squads.
- Criteria to avoid friendly fire in CAS and mortar bombing is different among sides of AI (NATO cares about civvies and injured friendly, CSAT not).
- Fxied AI sending QRF against mortars.
- Corrected small differences of tooltip cost and real cost of some squads.
- Airstrikes against static weapons may consist in NAPALM.
- NAPALM damage loop a bit more spaced in time (more chances of survive if you move quickly)
- Slight less chance for a mortar to get zeroed.

Update: Jul 31, 2018 @ 1:43pm

1.2.5 30/07/2018 Holliday update!

- Seaport boat garrisons and patrols are subject to boat availability.
- Fixed teammate disband.

Update: Jul 30, 2018 @ 7:39am

1.2.4 29/07/2018

- HR of AI squadmates is properly refunded when saving.
- Enemy small vehicle patrols wont have only rebel HQ as reference but the whole frontier in SP and player presence in MP to simulate the whole island is being patrolled.
- Better priorisation of targets for major attacks, less random, more sense.
- Removed debug message when AI captures an airbase.
- Hopefully solved all the remaining HQ assets issues.
- Fixed bug when AI tries to hide in a building.
- Reduced a lot the max distance between departure and targets for both land and air attacks (10Kmts and 3 Kmts).
- Changed the position of the NATO Carrier in Altis.

Update: Jul 29, 2018 @ 9:37am

1.2.3 28/07/2018

- NEW FEATURE: MP param to monitor non member distance to the closest member or HQ. After some timeout they will be teleported. This can be customizable in the MP lobby but it is activated by default. The aim of this feature is to avoid randomers in open dedis make spawn senseless zones and not be collaborative with other players.
- Extended AutoRearm to HC squads. If they are "easy" and not fighting, they will search for better weapons, vests etc.. same as AI squadmates when ordered.
- Fixed the detection of players that have been recently rebels and they are joining a pvp faction.
- Players have to be in the HQ to garage vehicles (to store air vehicles, the HQ still has to be placed very close to an airbase flag).
- Major attack task names adapted to your mods.
- PvP player will have cars instead of quadbikes to request and spawning will be safer.
- Solved some localization issues with city setup parameters.
- Airstrike plane will be of proper side in Altis Greenfor version.
- Improved stability when players add garrisons on spawned zones.
- Small workaround for buliding HQ in MP issues.
- Fixed heavy bug on enhaced AI which made them maneuvre much less.
- Re enabled supply box spawn in high war level.
- When a headless client disconnects, an alarm will appear constantly instead of finishing the mission.

Update: Jul 28, 2018 @ 1:59pm

1.2.2 28/07/2018

- Re enabled Headless Clients.
- Commander auto assign on JiP fixed when there are PvP players present.
- Fixed "Move this Asset" and HQ garrisons on load.
- Changed major attack AI decisions according to the new mechanic of auto conquer resources and factories when capturing an airbase. Also CSAT will prioritise more enemy outpost assault.
- Reduced spawning requisites for a wave to be counted in major attacks.

Update: Jul 27, 2018 @ 8:43am

1.2.1 27/07/2018

- When rebels lose territory, there is a small chance depending on WL to be attacked on their HQ.
- Corrected bug in ambient civilians.
- Solved init bug on new dedis when the admin does not touch the parameters.
- Solved statics not saving in MP dedi.