Arma 3
A3 - Antistasi Altis
 This topic has been pinned, so it's probably important
Barbolani  [developer] May 14, 2018 @ 4:32pm
A letter from the Author - Why back to 1.0???
Dear friends,

Some of you get surprised because you see a different Antistasi.

Some of you know the version has been just changed to a port from Warlords of the Pacific.

Some of you are happy, and some of you may have hard time getting used to this.

For this last group I will explain what happened, how and why.

What happened? You just have a better, more bug free, with more features and performance wise is just.. another story. Let me list a few differences that come to my mind:

- MUCH MUCH less bugs.
- Better / smoother spawning system, which combines spawning with disable simulation so the FPS will run smoother while planes fly by the whole island.
- Removed loops as much as possible, which sometimes were eating your CPU resources for nothing.
- Added a dynamic and really functional Headless Client support which allows you to have unlimited HCs which will provide the best AI experience on earth (if you have the money to rent them).
- The in built revive is another story, with total AI integration which carries their comrades bodies, covers them.
- Better tactical AI regarding reinforcements, QRFs, cover use, smoke use, suppression use, where to disembark from transports, bombstrikes... A whole different story. I could write a whole post talking only about this.
- Garrison caches: go to an airport, kill an AT man, go back to HQ, go back to the airport, the AT man does not spawn.
- AI reinforces places dynamically and sends REAL reinforcements that can be intercepted, sometimes secretly, sometimes in big convoys.
- Arsenal unlocks are back again.
- Better interaction with AI squadmates with autoLoot and autoRearm functionalities. Some AI squads now assemble and dissassemble statics when they are ready.
- Better static weapon use for enemies, now they assemble them if they feel they need it and use them against you.
- PvP Element in MP your friends may join NATO and fight against rebels, extremely funny on our tests and a whole different story in MP.
- 3v3 CTI, adding a different experience and more tiered progression while Redfor advances.
- Major attacks are now waved, instead of "good, we destroyed the 4 apcs and 4 helis, we won" you will never know if AI has something more for you.
- Roadblocks can be garrisoned.
- Easier port and mod integration.
- Engineers (AI or human) can construct basic dynamic type defenses.
- More battles in cities, not necessary punishments.
- Outposts may be origin of QRFs.
- A whole set of contact notifications.
- Task menu bugs are much less frequent (still happens, BIS fault).
- In MP ambient civilians dont eat server / HC cpu as they are managed by players PC.

What is not:

- Language support. Sorry we missed that. It is on roadmap.
- Sketchy Irishman. It wasnt a great addition and won't be implemented.
- Some sidemission port is under study, but ATM I disagree on all those that allowed you to select on which city provide support.
- PDA and progress bars: We need to ask for permission of the author.
- Powerplants: Radio Towers are the new powerplants, did you know?
- Camps: Instead of that you have the cheap Observation Posts which do the trick. Yes, not as fancy and nice than the old ones. In future we will study to add those fancy templates and names.
(sorry if I miss something important).

How we have come to this? Short story: When because of personal affairs I had to leave Antistasi coding some other people took the relief and started doing the planned improvements at first, but later on, they modified the whole mission in a way it was very difficult for me to continue the job. So I just abandoned the project to focus on Warlords of the Pacific. At some point those people abandoned suddenly the project and the current team and myself we were not able to put our hands on this properly and fix the whole thing.

Thats why at some point (WotP taking real shape and Altis just stuck) after the number xxxxx discussion of an Altis bug, we decided to go on the easier way: port a version which has all those advantages was easier and was about to become 1.0

And now we are here.

Why we just didnt left 1.8 here, abandoned and focused in the current versions?

Well first of all, lets say once again 1.8 is still on github if you are nostalgic enough, but it will become unsupprted by the official team and not runned in official servers.

Remember my friends that mission developing requires providing support, specially in the cases of this BIG projects.

Because yes, I must say proudly that Antistasi is the biggest project in the Armaverse, even bigger than any other mod or mission, not in terms of GB of code, but in terms of heavy interaction of about 600 scripts that compose this puzzle which, in the end, amazingly, works!

A "broken product" requires more time for the people involved on fixing it, and as our time is limited, spending time on bugfixing what others made and is hard to understand is time wasted instead of spent on making improvements that increase player experience (and yes, our egos).

With this explained (and to be honest, if you are not happy with this explanation, you you have no heart) I must just say: Thank you for reading this, and have fun.

Is the change to hard for you? Just try, you wont regret. ALL the people that spends time in the new version in the end, loves it.

See you in the battlefield!
Last edited by Barbolani; May 14, 2018 @ 4:53pm
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Showing 1-15 of 43 comments
What do you mean that I picked the perfect time to discover this monster? :D
NowThatsAGamer May 14, 2018 @ 7:11pm 
To be fair, you had a good reason for the port over and I respect your decisions, but at the same time, you kinda screwed over a ton of people who put like weeks worth of effort just for it to be all deleted.
A Rhinolined Jeep May 14, 2018 @ 9:59pm 
Originally posted by Supreme Leader Raft:
To be fair, you had a good reason for the port over and I respect your decisions, but at the same time, you kinda screwed over a ton of people who put like weeks worth of effort just for it to be all deleted.
This, all of this. The update is good though, but it relies too much on Apex items, (the Genermarie, Apex vehicles, etc.) everything else is going to take some getting used to but it's doable.
And to comment on the whole picking your objective thing, that should only happen if your commander picks a mission since that's part of what a CO does.

Like I said, the update is good but it seems like a small step back. But I guess that's to be expected with a port with a 1.0 revert.
Last edited by A Rhinolined Jeep; May 14, 2018 @ 10:03pm
Xeon May 15, 2018 @ 12:28am 
The offroad vehicles are locked because me and my friends do not own the DLC :(
Stef  [developer] May 15, 2018 @ 2:32am 
Cutting off the progression was necessary, you care about your progression, how about my tons of hours on the code and people who teached me and contribute to the project? Well, regardless this, i'm personally happy that we have stable product. It was a run: community coders vs Barbolani, he won and we're all happy to celebrate him because this is not matter of fame, is matter of fun: for us and for you.

Very last sidenote for nostalgic whatever: you can grab the old version on github and continue lag/encounter bug that won't be fixed

APEX items can be fixed, they will soon.
Xeon May 15, 2018 @ 6:04am 
Thanks a bunch! The latest update is really enjoyable and imo is much better than the previous version. Losing the progression is worth it! :)
Barbolani  [developer] May 15, 2018 @ 4:41pm 
What is really amazing BTW is: there are very few missions with persistent save systems, which means everytime the creators update, you lose the progress. Even more: some BIS updates do the same with our saves.

But yes, it's better to think you have the right to demand backward compatibility of the mission thinking only your time playing is worth, not my thousands of hours coding for your joy.

Next time I find an ♥♥♥♥♥♥♥ in this forum crying for losing his session I will check my bank account to search for his donation, and If not present (suprise!) I will delete his post.
EagleShark May 15, 2018 @ 7:58pm 
and i would love to play again, and try and see what has changed. another reason to be super bummed about my dead PC.
Ellman May 16, 2018 @ 5:58am 
Hey, just wanna say I really love that the Arsenal unlocks are back again.
Secondly, is ACE3 & TFAR still supported like it were before?
Barbolani  [developer] May 16, 2018 @ 7:33am 
yep!
Captain Buzz May 16, 2018 @ 11:46am 
Apologies for my response, it wasn't called for. I just think this whole thing seems a little rushed. My reason is that isn't just an update, it changes the entire premise of the gamemode from liberating an island of CSAT to being in a civil war against NATO. I have played this new version for a full day now and so am not just talking without experience like before. Below I will list all of the things I have noticed from a players perspective, which may help you improve on it even more and inform you why some people are a little annoyed about it.

Changes:
+ Performance greatly improved.
+ Loot feature has been added.
+ Building options exbanded.

- Gamemode changed from liberation to civil war.
- Main hostile force now NATO
- Garages slots limited to 4 vehicles (Level 1)
- No clothing changes with new levels, giving no feeling of progression
- Tablet UI removed.
- Garage UI removed.
- Top bar UI removed.
- Many pages in brief removed.
- Town support UI removed.
- Surrendering removed (Might be a glitch).
- Each objective now has 30-45 men (Might be just an error).
- Medics are way less effective, often having to be commanded individually.
- AI now often fall behind and stay behind (In combat mode).
- Heavy fog that does not disable even when turned off in latern.
- Game starts at night.
- Many reminents of warlords of the pacific port (Hints, vehicles, civilians)
- Civilians move in formation and are found in the middle of no where.
- Given all tasks at the start of the mission and way to frequently, making you rush about.
- Engineers can no longer repair vehicles

I undertand that you want to update the mod but the fact is that the mod was better before, and you should have uploaded whatever this is as another mod.
Last edited by Captain Buzz; May 16, 2018 @ 11:54am
Barbolani  [developer] May 16, 2018 @ 12:28pm 
I take your apologies, but you still post very misinformed opinions.

By order:

- There was a civil war before.
- In early stages yes, in late no.
- Related to war level, I cant believe you say you played a day.
- Thats not truth, I cant believe you say you played a day.
- Yes, not relevant, only esthetic.
- Not truth, just different and integration on roadmap (the script is in the file).
- Not truth, look!
- Uhm, I'm a bit lost about it, what do you miss?
- The inmission UI was cpu consuming in change of very little, the map has the info you need.
- Not truth at all. Very much improved indeed.
- Not truth at all.
- I must say: total lie. It's totally opposite. Are you talking of a third party mod or Antistasi?
- Not truth and in some cases thats better.
- Not truth at all.
- You havent played for more than a couple sessions isnt it? Antistasi start hour allways has been total random.
- Despite some missed things can be here & there, 90% of them are ported and mostly improved.
- Not in the middle of nowhere, in places where there are buldings with building positions. About the formation is totally false and even less in formation than the older version (smaller groups). BTW the script that manages them is the same.
- Same as before.
- Not truth.

I understand you are way far to know the old and new versions but perhaps you should give a real chance to the mission (and Antistasi indeed).
Captain Buzz May 17, 2018 @ 12:17am 
Will do :) I think a lot of the ai issues must be caused by something on my side, just a bit annoying because I need a full squad of medics to ensure everyone is healed up, where as before I only needed 2. I will play a bit more and see what happens.
Last edited by Captain Buzz; May 17, 2018 @ 12:19am
Barbolani  [developer] May 17, 2018 @ 1:09am 
First of all, vanilla revive in 1.8 was mine, and indeed (sorry Stef) a bad port of what I did in WotP, which in the meantime got improved and improved (and is still improving if you check roadmap in oficial fórum), so any kind of behaviour is the same or worse. When the "there is no AI available" messages appears for several reasons, like being usy healing other comrades, being far, not having medikits, being heavy injured and no medic available....
A Rhinolined Jeep May 17, 2018 @ 1:32am 
Do you have any intentions of replacing the Gendarmerie on the island? They have no real place on Altis in terms of plot, or realistically (Altis is a former British Colony while i believe Tanoa is French) and on top of that they kind of get in the way of us without APEX. Though i will say as a "local police force looking deal" it's kind of cool.
Last edited by A Rhinolined Jeep; May 17, 2018 @ 1:32am
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