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One thing i have noticed is the almost complete lack of intel gained from talking to the civs, i think it's only been once i got any specific intel and most of the time finding recruitment centres and IED factories etc. has been purely by chance.
Just curious, how long did it take you to clear it?
My team has been clearing all the Syndikat forces out of the green zone and we are now rarely seeing any within the green zone and i have been asked a couple of times if there will ever be an end to the campaign.
What do we have to do to complete the campaign?
How will we know we have done it?
How would we know if we have lost?
I notice on all objective markers everything is set to zero for different types of units. I guess I want some larger firefights and I'm not really getting that.
Just FYI, RHS can be kind of finicky with ALiVE. I’d say start small and test things out before dedicating a ton of time on it. Everything should work with RHS, just giving you a heads up their compatibility comes and goes.
Also, very soon, there is a new faction mod coming, that’s going to add tons of factions. It’s based on CUP, and is called Community Faction Project, is made by a few guys on the ALiVE team and should be out for initial release in a few days if all goes according to plan.
I couldn't find that information, but can I change the mission to include RHS and ACE3?
Regarding the save/back out to lobby/join thing, that’s unfortunate but what I’d assumed. I’ll see if someone is available to find the cause and fix it. I was not aware that the Force pool was resetting, so thanks for that too. I’ll see what I can do.
About save load: if you load a game it seems to reset the amount of reinforcements so NATO shows 1000 again. Also any abandoned disabled vehicle gets "repaired".
I hope its ok to report bugs?
I would be happy to help in any kind of scripting/testing if you feel like as I love your missions and Alive and glad you make some playable content for it. Highly missed. Not much xp in arma scripting but I am a software engineer so likely pick it up. let me know if interested.
Thanks to describe the game mechanics. What I was trying to learn specifically:
1. if I set waypoints (guard for example or cycled patrol) would the ai commander ovewrwrite it? It seems to me and it would be great to prevent it.
2. Can I use zeus to edit waypoints without messing up Alive system and its commander?
Zeus should work but I’ll take a look. I have it set to #adminLogged so make sure you’re either hosting locally, or logged in as admin if playing on a dedi.
The mission is designed with Syndikat as insurgents in the east. NATO will mostly not have troops there so it’s up to you to clear it/call for reinforcements/etc. CSAT occupies the south and the idea is NATO and CSAT will be constantly engaging each other. You can control friendly group waypoints from the Operations tab in the menu, but the Commanders on all sides will mostly do their own thing (there is no way to take complete control over your Commander).
Please advise if I understand the scenario (and alive) correctly. Both nato and csat have a commander and theoretically they would wage war unbtil the end without human interaction. But players can micromanage it by using either zeus or alive operatrions to edit waypoints of alive created units. But how would the ai commanders deal with such units? Are they take command back or any micromanaged units would be left without ai supervision? Is it something can be controlled?
I am asking as I saw ai commanders rerouting reinforcements I called in to defend places.
Also do nato units have to occupy all mil and civ points or just remove csat from controlling it?
How are we supposed to respawn? I only see team switch option? or am I supposed to run it in local MP (currently run it as SP)?
But anyway, that's what it looks like so keep an eye out.