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Please update the top post with this link [REV8]:
http://s000.tinyupload.com/index.php?file_id=67548761007002056017
Also thanks to DeathTouchWilly For making a great manual for Antistasi !
I have beenplaying Antistasi for 6 months and my FIA are in control of @33% of the Island.
I would like to contribute sme "Tips" to your Manual. Feel free to edit or change them DeathTouchwilly.... My First Tip Starting Antistasi is ....
Ammobox/Arsenal
You must understand how they work. It has been explained elsewhere so I am not going to go into it too much.
MY Tip : At the start you will be Scavenging dead bodies to try and Gain Equipment ! DONT take "Evertything you Can" back to your Ammobox !
Later on,when you advance in Antistasi you will be "Scrolling Up And Down" trying to see Past all the Junk you ahave accumulated !(ie. Hundreds of Diffrent Smoke grenades) You may have 10 minutes to prepare for AAF attack and you wont be able to find what you want Quickly !
Give you My Example : I captured lot of Diffrent CSAT weapons from Heli/Troop attacks.
So I ended up with 6 diffrent rifles,mags and more mags of varying types and clothing. I will NEVER get enough of any of them to supply the Arsenal . I didnt Need those Wepons (at the time). I just clogged my Ammobox by about 30 lines of Scrolling.
DO decide what weapons you are going to Arm your Future FIA Army with...Remember when you collect a certain amount of ANY equipment...It will go into your Arsenal and it will be important later.
Number 1 for me is Radios and Optics !(At the very start) If I have RangeFinder I can See and Tell my (Small) 2 man Squad....Your AI Squad mates "Like" targets Identified for them as you see them !.....
Ive got tons more Tips if anybody is interested ?
jaydee
You don't play much with AI :)
Aiming to simulate TFAR for AI, radios are not unlocked by default, and they may lose contact with you.
Just a quick update (@DeathTouchWilly, when you can) dogs are no longer furniture + guard dogs. Only guard dogs will spawn, and generally speaking for small patrols (cities, base surroundings etc..)
05/03/16 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.
- IMPORTANT: AAF wont wait for you to call for a QRF if under attack, they may call for support helis, APCs etc. when they feel they need backup and it is available.
- 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 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 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.
- Lone 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.
And have a walk through the official server to see how a bunch of players managed to take 50% of the island.
If there's anything else that needs to be included in the update to the manual that is NOT in this thread please let me know.
09/04/16 0.21.1 Alpha
- 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.
- 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.
- 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.
- 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.
- OFFICIAL SERVERS: Server side autosave enabled.
- Changed playable slots possible classes to suit the new Traits system.
- AAF QRF and Attacks will be sent no matter how much resources AAF has, as some other conditions are evaluated.
- Updated task icons to the new vanilla ones.
- When a MP member joins and he's the only member present, he will become commander instantly.
- SP Players can access FIA Garage from any friendly flag.
- Corrected some errors on JIP players and flag mousewheel actions.
- Backpack checks on arsenal access improved.
- When a "corrupt" commander grabs money from FIA pool, or a player donates it, his score loss is persistent saved to avoid exploits.
- NATO CAS will allways consist in 3 vehicles.
- Bulletproofed player init and score/money functions to avoid Arma engine fails on JIP detection.
- When a player disconnects the player unit itself is not counted for the unit refund.
- Re enabled punishment for damaging Petros.
- Workarounded BIS fail on JIP player detection.
- Welcome message for JIP members.
- Asset rebuild lowered to 5K cost for FIA and AAF.
- When player is injured on vehicle, and waiting for revive, AI units will disembark.
- Removed unnecesary loops in autoheal functions, now it's based on eventhandlers.
- Improved player markers script to avoid some malfunctions.
- Backpack and vest removed on respawn.
- Hopefully solved the problem with ranks in MP.
- When a non undercover player enters an undercover vehicle and he's spotted, all undercover players will lose this status.
- More fine tuned integration with ACE thanks to daveallen10. ACE carbombs may make lose undercover if detected by AAF.
- Skill increases for FIA AI now work correctly in MP.
- Counting with the survability rates on AI, increased their skill gains on each kill.
- Multiplayer persistent saves were adding AI refund on player squad members to both players and FIA accounts. Now Squadmates and vehicles are saved in personal accounts and HC units to FIA pool (both go to FIA pool in SP).
- Unconscious units will be counted on persistent save.
- Fixed error when player hit ESC on ammo selection window in the arty module.
- Garrison spawn will be forced in Refugees mission to allow AAF to find those refugees earlier.
- Refugees Evac missions may appear on already spawned cities.
- QRF wont be sent if server is low on FPS.
- Workarounded task deletion on JIP engine fail.
- Steal Static now creates proper backpacks.
- Steal Static won't appear on non AI manned mortars.
- AAF or CSAT death won't affect nearby city support if they haven't got killed by a west unit.
- Control variables to stop saving if some saving process is still in process.
- Munition transfers to HQ ammobox wont try to pick cargo from static weapons.
- More network efficient item transfer scripts.
- When a player commander buys a static weapon, the funds used will be FIA funds.
- FIA and AAF attacking squads will use smoke more often. AAF will use smoke cover when fleeing too.
- Bulletproofed civilian workers alive check to avoid possible errors on despawn.
- Fixed and reworked power supply management.
- Fixed MP errors on skill AAF.
- "Drop Here" action should dissapear now.
- Ammotrucks can be stored in garage.
- Decreased a lot timing calculation results between AAF big attacks when FIA owns a lot of territory.
- Non commanders now have CSAT / NATO support info on their statistics bar.
- NATO groups cannot be dissmissed.
- No more unfinished AAF attacks because some CSAT soldiers are swimming in their carrier.
- Pilots no longer spawn in AAF Infantry Trucks.
- Double check on HQ Ammobox access for non members.
- SP Teamkillers no longer considered as enemies.
- Body deletion server sided in some cases to avoid players disconnect and bodies remain there.
- FIA vehicle spawn more far from the player to avoid helis spawning very close to objects
- More dynamic / random NVG and laser use for AAF
- Removed all references to Petros position as he may have get murdered and mission will become bugged.
- Fixed destroyed cities not broadcasted to the clients.
- Removed the support orders for garrison medics as the radio chatter spam is annoying.
- Reworked Commander assignation with Switch Commander activated.
- More "secure" vehicle spawning for CSAT punish, QFRs, big attacks and convoys.
- Fixed: Mortar squads fast travel were moving only the truck driver.
- Improved event handling on vehicles thanks to new BIS commands.
- Constant checks when a zone is conquered, to make reconquering zones for any side less buggy.
- Removed small errors in ammo transfer.
- No Defend Petros missions if area is well defended against air assaults.
- Defend Petros missions will spawn an additional CSAT attack chopper.
- CSAT money support for AAF will only happen if AAF hasn't a proper army.
- Removed timed wreck vehicle deletion for enemy vehicles.
- Vehicle destroy on CSAT and NATO won't affect prestige or city support if the killer is not an enemy (for example, just crashed)
- Respawn when no AI is there to help and player bled out should work now.
- Player operated UAV will get deleted when destroyed.
- Bledout time for players is now set to 5 minutes.
"No defend Petros when area is well defended from air attacks". Won't this make Petros invincible? I agree that air transports shouldnt happen, but what about ground attacks or gunships?
If you place 5 AA around Petros, it is invincible anyway. It's better to save the server from this task, and avoid exploits.