Arma 3
Field of War - Mod [CTI] [SP-MP]
423 Comments
Yes Jul 15 @ 11:44am 
@Bloob12 you generally want a single landmass when porting over any cti mission, Arma ai can't handle crossing the water like GenCoder8 said. I'm trying to port it to Suursaari atm since aside from a cool design it's a pretty narrow island with good chokepoints and a pretty straightforward expansion. The only drawback being a single airfield that huge planes tend to get stuck on, but i'm still trying to figure this out
GenCoder8  [author] Jul 15 @ 9:33am 
@McMeal thx! the dll has some features like frontline rendering and server registering etc
i guess battleye needs to approve it again after changes. but you can turn off battleye
McMeal Jul 15 @ 9:16am 
Best functional sp cti mod so far. I got a question tho, what is fieldofwar.dll because battleye block it i guess? do i need to turn off battleye?
HazeNoir Jul 15 @ 1:16am 
I see thanks, very cool mod
GenCoder8  [author] Jul 15 @ 1:04am 
@HazeNoir by creating custom mod. instructions here: https://armagc.blogspot.com/p/creating-custom-field-of-war-mod.html
HazeNoir Jul 15 @ 12:54am 
may I ask how do you change both west and east faction? I want to use custom one
GenCoder8  [author] Jul 15 @ 12:31am 
@Bloob12 i like to add support for more maps but the problem with Green Sea is that it has a lot of water on the center and AI cant cross water. So you could only play on the corner. still want it?
Bloob12 Jul 14 @ 1:46pm 
Is there any chance of you porting over the mission for the Green Sea terrain. I think it would be a pretty good one to have for the mod. Me and my friends have been looking for something like this for a while and have been thoroughly enjoying it great work!
GenCoder8  [author] Jul 14 @ 5:01am 
Good to hear!
Yes Jul 14 @ 4:51am 
I can confirm it works exactly like you said, you're amazing bro. Thanks for your work
GenCoder8  [author] Jul 13 @ 1:11am 
@Yes defenders wipe after flag/town is captured
Yes Jul 12 @ 1:09pm 
Hey, yeah 10k for 6 man paradrop IMO is a good change, thanks - makes more sense with default 100% infantry price. Town defenders cleanup I still need to test because it requires some setup, but would you mind clarifying what was changed, in a bit more detail? Is it defenders wipe after the flag is captured, or just some idling units after a while? Ty
GenCoder8  [author] Jul 12 @ 5:04am 
Ok I increased the reinforcement prices a little bit. can probably rise it more later
Also no town defenders should be left hiding anymore after town is captured
GenCoder8  [author] Jul 11 @ 11:39am 
@Yes I'm doing some changes to the para drop etc prices. The AI commander actually also orders the special reinforcements and then they will stay as separate group until cleaned up after some time

thx :)
Yes Jul 11 @ 10:25am 
Thank you!
Btw in regard to para drop, I think it wouldn't really be affecting the players economy IF the units weren't being added to players group - considering that as a private u can recruit 1 unit (with max units at highest rank 10 set), but for 4k you can pretty much fill your entire group with units and go over the limit. I think this feature would be great if airborne reinforcements called by the player would be created as a separate group and then were cleaned them up after some time. But I'm not if that'd be too script heavy or possible with how things are set up currently :)

And I gotta say again, you're doing an amazing work sir. New higher vehicle prices are much better too, so thank u for this change. Cheers
GenCoder8  [author] Jul 11 @ 9:01am 
@Yes thanks for the info! i will look into it
Babal Disfarcado Jul 11 @ 8:41am 
@GenCoder8 alright, you fixed some stuff, i will test it!
Yes Jul 11 @ 8:02am 
Hey man, your mod is exactly what I was looking for, the scale of it, mechanics, general feel - its all great and thank you for your work.
This said, while some features that IMO don't really seem to 'fit' the 'economy' like calling in airborne reinforcements (over 10 man insta drop for 4k when a single rifleman costs over 1k) I just skip, one of the things that sadly affects every mission, as it happens pretty much everytime, are groups getting stuck around an "old" objective.
And everytime it's because of a single resistance guy left being hidden in one of the buildings, with 3-4 groups stuck idling around the objective since it "has to be defended" Most of the time they aren't actively searching for the guy, just sitting there and using up the active group limit for Commander AI, and they sit there stuck for hours. Could you please take a look into it?
Thanks!
GenCoder8  [author] Jul 8 @ 4:23am 
good to hear
ivanindavid1 Jul 7 @ 1:49pm 
@GenCoder8 thanks its veru good/
GenCoder8  [author] Jul 7 @ 5:51am 
Ok i changed vehicle prices, hopefully not too high
GenCoder8  [author] Jul 7 @ 1:36am 
thx I appreciate that :)
ivanindavid1 Jul 7 @ 1:33am 
You are the best developer of this genre.
ivanindavid1 Jul 7 @ 1:33am 
@GenCoder8 thanks for the answer.

Can you tell me in which file I can write the prices?
I'll adjust it as I'm interested and send you.
GenCoder8  [author] Jul 7 @ 1:26am 
@ivanindavid1 yeah i have thought of raising the vehicle prices. I'll try to figure something out for the next release
ivanindavid1 Jul 7 @ 1:17am 
@GenCoder8

thanks for the answer. I play cars 200% gear 50%.

but there is still a lot of money, the difference in price between top and pre-top vehicle is very small.
and people are not profitable (4 machine gunners for the price of 1 APC).
GenCoder8  [author] Jul 7 @ 12:24am 
@ivanindavid1 thx!

There are some mission parameters that allows you set the prices of everything and money income

Look for these from the parameters (under Preferences):

Price multiplier for the gear
Price multiplier for the land vehicles
Price multiplier for the aircraft
and
Average income from a town
ivanindavid1 Jul 6 @ 11:35pm 
hi, in which file are prices edited?
ivanindavid1 Jul 6 @ 4:02pm 
This is real best cti!!!!
I would suggest lowering the price of X10 or adding more settings
GenCoder8  [author] Jul 4 @ 4:34am 
Starting bug fixed now
GenCoder8  [author] Jul 3 @ 1:08am 
The reason why this isnt working right now for you guys is probably because the admin menu is bugged. disable the "admin startup menu" from parameters to be able to play for now
GenCoder8  [author] Jul 1 @ 12:34am 
@General Leslie hey. Not sure which parameter you mean. if you can please send me the .rpt I can take a look whats going on.
instructions in below message

thx :)
GenCoder8  [author] Jul 1 @ 12:31am 
@Babal Disfarcado hey. I ran some tests and RHS + Takistan is working fine for me. If you can please send me the .rpt I may be able to fix it.

the .rpt can be found from: %localappdata%\Arma 3 (just paste that to file browser)

if you ran dedi the .rpt may be somewhere else

you can send the .rpt to my email: feedback@fieldofwar.net

thx :)
General Leslie Jun 30 @ 8:16pm 
I was having the script error when I was trying to play with CUP. Noticed in the RPT file it was saying something along the lines of admin cannot be found. (Dedicated server with performance parameters on startup enabled). Turned that parameter off and now it is working
Babal Disfarcado Jun 30 @ 3:21pm 
i cant send rpt file right now, but just to make sure, you can play FOW takistan with rhs presets?
Babal Disfarcado Jun 30 @ 3:18pm 
i didnt set up my custom faction already, i just want to test vanilla rhs
Babal Disfarcado Jun 30 @ 3:18pm 
hi, i tested FOW takistan mission, and its not working, i set up RHS factions (2 sides) and launched it and the game just said "script error" and i had my screen back to main menu
Babal Disfarcado Jun 29 @ 2:39pm 
@GenCoder8 THERES GO MY HERO!!! thank you!
GenCoder8  [author] Jun 29 @ 12:57am 
Hi!
I zipped all the official mods for you, link:

https://drive.google.com/file/d/1vjI3n0FjuQWoTrTVDHiJdZ-U8bV3HXWz
Babal Disfarcado Jun 28 @ 11:32pm 
hi, i want to make a custom mod using RHS:USAF and RHS:AFRF, i just want to add somethings like the super hornet and ac-130 from other mods, can you provide RHS templates to be more easily to do custom mods using RHS?
GenCoder8  [author] Jun 24 @ 4:32am 
I created a small tool to help with the creation of custom mod. more info here: https://armagc.blogspot.com/p/fow-custom-mod-creator.html

I'm also planning to creating a web page where custom mods can be uploaded, if anyone is interested?
GenCoder8  [author] Apr 22 @ 6:15am 
Hi MFd00m1775 !

can you give me the .rpt file?

instructions here:
https://steamcommunity.com/workshop/filedetails/discussion/1981883271/4697910068985892494/

thx
MFd00m1775 Apr 22 @ 6:04am 
WHen I start i keep getting a "Script error" and it takes me back to the mission failed screen
General Leslie Apr 15 @ 6:29pm 
@Empy

For future reference, you can always use a steam workshop download site and move it to the server MP mission folder
Empy Apr 15 @ 9:58am 
Thank you @GenCoder8!
GenCoder8  [author] Apr 15 @ 9:55am 
I added also direct link to the mod itself in case you need that
GenCoder8  [author] Apr 15 @ 9:40am 
@Empy hi!
It seems that I have forgot to put the direct missions download link in here. So I grabbed all the missions .pbos and and uploaded here: https://drive.google.com/file/d/1rfz_LfsnYXv-F0CVU8ntOonmJqEHt3gD/view?usp=sharing

have fun!

thx!
Empy Apr 15 @ 9:23am 
Hi there! I was trying to get this to run on Faster. (The dedicated server tool) however I can't find the mission file file to download? I found the workshop but not a direct download. Could you point me in the right direction please?

Thanks! I've enjoyed what I've played so far!
GenCoder8  [author] Mar 16 @ 7:58am 
Some people have used this mod to take control of the units: https://steamcommunity.com/sharedfiles/filedetails/?id=2081120309
Havent tried it my self
Pistol Mar 16 @ 7:53am 
@GenCoder8 I agree, but for me its only single player CTI :) ...