OFPEC Forum

Missions Depot => Mission Discussion => OFP - Reviewed Missions => Topic started by: THobson on 31 Jan 2005, 23:22:19

Title: (Review Completed) [SP] Abandoned Armies
Post by: THobson on 31 Jan 2005, 23:22:19
Update September 2006

The final version of this mission was submitted for review in October 2005.  It had not been reviewed when ofpec went down in January 2006.  We now have a new process for submitting missions for review which requires missions to be submitted from this beta board.  In compliance with this new process, below is a link to the final version for which a review is requested.  The mission is unchanged from the one submitted last October - but I have updated the Readme file to deal with the fact that the old links to ofpec will no longer work

Get the final version here (http://homepage.ntlworld.com/trevor.hobson/)


Edit: This mission has been reviewed and is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=5).

Single Player mission.  Long and difficult.

Built and tested in version 1.96

Addons needed:  General Barron's Editor Upgrade v 2.2 included in Download

Other requirements:  (1) **** Set your: Video Options/Terrain Detail to Normal ****
                             (2) You must be able to navigate over open country in the dark with only a map and compass

If you don't have your Terrain detail set to normal some very strange things will happen to the objects placed on the map.  This is a problem with Flashpoint.  In most missions it is not noticable but because of the size and duration of this mission it can become a problem.
Title: Re:Abandoned Armies
Post by: XCess on 01 Feb 2005, 00:34:37
downloading mission now. Heard you talkin about ur idea on the forum somewhere else before. sounded like a nice concept then. I'll give it a try.

Report on go. OFP ver 1.96 ECP; benchmark 2419

Overview
In a word: confusing.

Intro
In a word: wow!!!! the camera angles could be improved slightly, and theres a bit of jerkiness in some camera movements  but the custom music (great choice) and narrative text bring you into the mission amazingly.
Unfortanelty OFP crashed on alt-tab  ::)


Briefing
Liked the briefing. Notes were just saying what had already been said in the intro, change it for a personal diary or something. Give the layer a feel for your characters day to day life. Voice was a nice touch, although the tone of his voice was a bit too bright for the subject I think


Missison
Can't see a damned thing! Too much rain!!!  I'm not sure if this is ECP or FlashFX EU cauin problems but it's nothing to do with the mission... will post more when i sort this out.
Edit
Retry on FDF
Rain addon still there  ??? I'm guessin it was with the very messy FlashFXUR install i did.. tim for a fresh install i think.

Tried playing the mission anyway, going up the hill was a bit of a problem, located the fence NW of Vigny and moved SE until i spotted a building (light lets me see in the rain). Pop one loon with sidearm. Skirted round to the other side of the building where i shot one more. Had a US soldier point an m16 while i was fiddling with a new magazine. Luckily he couldn't be bothered to find his trigger before i reloaded. Three loons down. Enter building - Cutscene.

Your voice acting needs more empathy. The girl's just been raped but she doesn't seem to care, she sounds like an everday person going about her routines.. or maybe it is routine... Also "i just killed three soldiers in the other  room hohum lala". Empathy! You need empathy!!!!

So the custcenes over and im back inside the building. Spot a Jeep outside so I  run through the  wall and jump in. Lights on thank you very much!!
Start moving a bit.. the lights trail up so I can't see anythin again. Hit a bush. No more jeep.

Jump out the jeep and head back to Vigny to look for some NVG. While I'm running back to the house i run into an american officer... "does he have NVG?" i think. Pop one cap in his head. Yep he has NVG  ;D So after some fiddlin about cos of some lag i pick up the NVG. Equip!! I can play! I can play!!!! Yeah great. Thanks to my joy, and the carelessness it brought upon me... I get a 5.56 in the back of my head from someone I can't see.. cos of this damned rain addon..

NVG from the start wud be nice methinks  ;)

/more when i loose the rain
Title: Re:Abandoned Armies
Post by: macguba on 01 Feb 2005, 01:08:36
Goody goody goody!    *bounces up and down in chair*

Aw, shit, do I have to go to bed now, can't I have just 5 more minutes?

No ECP.   Benchmark 5660.   Vet mode obviously, and cheat savegames.


Overview

I know Overviews are meant to be short.     For some reason I think this one might get away with being longer.     The third page will the technical shit like your name.    The first two pages will be a slightly longer description of what is going on - currently it is too laconic - with two or maybe even three photographs of the same hanging from different angles.


Intro

Very good.   I nearly used Mars for Unimpossible.    The biggest problem is setting up the story - you don't do enough background.   (I know you're trying to keep it tight so that it is not long and boring, which is right, but we need a little bit more on the past.)     What happened to the civilians during the war?   We go straight from marauding soldiers to the chief of police.     Was the conflict CWC?   How can you keep something secret just by abandoning the soldiers there?    Why can't they just radio the world for rescue?      If all else fails use the good old armageddon scenario:  the whole world blew up in a nuclear war but the cute little ol' Malden isles, where the whole thing started, were too remote and were unharmed.    Don't get me wrong, what you've got is excellent - we just need a little more of it.

In detail it's all pretty good.     At the start you don't have total blackout.    If necessary put the player unit somewhere dark, make it night and use skipTime just before the fade in.    The voice acting is good and the files are good quality, which is no mean feat, but the whole offshore island scene is very weak.   Zooming into nothing, music stopping dead, people buring stuff right next to graves, no shot of the hero, no sense of what this spot is, no decent shots while your mum is talking.   Bin the lot and start again, sorry.    Just the outlying island bit I mean, the rest is good.    You have a good slow pan motif throughout the first part of the cutscene.   Either continue with that, or do something completely different.    Just fade out the music.  

The woman who is about to be raped and shot is too calm.   Have the trio stop halfway, one guy goes to aware and aims at her, she waves her arms a bit and then they continue.      Put a bed in the barn to emphasise the point.

The armoured force on top of the hill looks stronger than the one at the bottom.  Maybe thin it out a little to create a stronger stalemate impression.    Maybe have both sides turn and drive/march away from each other.

Put a couple of lads behind the General.      Three guys don't usually surrender to one.     Use worse weather - baddies traditionally have sturm und drang.   It's all pleasant spring throughout this description of hell.

I'm used to Nikolai with an i rather than a y at the end but perhaps that's just me.

Put the "this is fiction" text in a different colour and in the middle of the screen to differentiate it from the story text.  


Briefing

Re-record the sound files - you speak too fast.   All that public speaking stuff about your granny at the back of the room applies here too.   And try to sound a bit less cheery about the whole thing.    Is that voice (I assume its you) going to be the narrator or the player's character?    One voice per part.   If you're short of actors (everybody is) make it clear that the player is also the narrator.

Plan - Say that the armed truce has existed for a while, to explain the shortage of food and fuel and the longage of ammo.    Why are no supplies getting through?   Is there a blockade?     Are the governements deliberately trying to starve everybody to death?    If civvies are caught in the middle how did the police chief get to be in charge?

Notes - what Resistance?    I thought we were just fleeing civilians.   Why don't we just join one group or the other?   They may be nasty but at least we'll live.

Map - If the "outlying island" really is an outlying island, tell us which one it is.


Mission

Good to see the savegames.     Necessary if you are going to abolish setAccTime!     I headed south to approach Vigny from the south.    No lag but the combination of steep ground, no 4x and pistol make the start a little tedious.   Consider allowing "your father's old shotgun" with no ammo just to speed things up.    

Found the occupied house easily, shot one loon from prone and another as he stood on top of me.   Picked up an M16 and shot the third.    Went to the girl and got the cutscene.    I think I'll stop commenting on the high quality of the acting and sound files, it will get tedious.    There should probably be two soldiers coming up the road - one looks a bit incongruous - but why on Earth don't you team up with the girl?   You are both looking for the same man after all.    Or at least say something like "you get the car while I check these bodies."   She should scream or moan when she dies.  

Anyway, picked up the AK since I can get more mags and shot the soldier.   Nice to see the lodge on the map.   When the player goes to stand over the body he should just say her name or something.    Damn, shot in the back while moarning, that'll teach me to be sentimental.

Took out 3 of the squad of 4 coming in but the last one got me ... then it turns out its a squad of at least 6 ... at which point I think I'll take the cats' advice and go to bed.  

You know, I knew you had promise as soon as I played the start of Defensive Strike for the second time.  ;D

Just read Xcess' comments.  I love the non-ECP rain (shame you get it in the dutch barn) but I agree about repeating the Intro in the Briefing.   Yes you should reiterate the main points in some way, but don't just quote the script.

Title: Re:Abandoned Armies
Post by: SEAL84 on 01 Feb 2005, 03:28:24
For simplicity's sake, I think macguba's idea about the nuclear war "everywhere but here" would work well in this situation.  Knowing that the parent countries are no more would probably lend more credibility to the idea that US and Soviet forces would cooperate.  Also, the fact that the outside world is no more is probably more likely to cause someone to get the bright idea to control the entire island.

Notes:  I played on a laptop computer with a 1.5 ghz processor, with plain-Jane OFP save for Dreamy Knight's replacement animations.  No lag detected.

Anyway, I snuck into Vigny and snooped around a bit - it would have been nice to have a picture of your uncle in the briefing so that you could ID him, but when I got into the town I found out why that's not necessary.  I crawled around and picked the binocs and CZ75 mags off the dead policeman and circled back around to the house - I popped the three guys inside, talked to the girl, and then she was shot.

Initially I tried to fight off the squad, but upon getting riddled with bullets and grenades I simply walked out the back door and did a little Cliffhanger routine in that strange crevasse north of the town.  I got somewhat lost after a few minutes, but when I blundered into a road I immediately knew where I was.  Found the house, gathered and armed my friends, and listened to the radio.  I headed towards one group of civvies and heard a convoy off in the distance - I didn't see it but it sounded huge.  *shudder*

Rescued one group of civvies and returned to base without incident.  Then saved and started watching 24...typing this during the commercial breaks ;D

Now for some overarching comments...

Love the atmosphere.  Everything from the weather to the constant overflights of unseen choppers to the fog creates the incredible sense of dread.  You did a great job with the sound and I have to disagree with macguba about re-recording the briefing sound.

Methinks this mission could also serve as a template for all kinds of other special operations-type missions, from what I've seen and heard anyway.  Sneaking around on your own on an island under the total control of hostile groups....this is something I've hoped was possible for a while.  With some tinkering, I bet this mission could be adapted for all kinds of special operations missions.

Anyhow, I'll probably continue the mission later tonight...methinks I need some more recruits and heavy weapons, then it's time to start really hammering the bad guys :gunman:
Title: Re:Abandoned Armies
Post by: Fragorl on 01 Feb 2005, 06:05:25
yes plz yes plz!... was anticipating this greatly.
D/Ling now...  ;D
Title: Re:Abandoned Armies
Post by: XCess on 01 Feb 2005, 07:54:53
Ahhh god I love you wipman. New config.bin, new beta test.

Click rety. Another CTD probably caused by changing my config. I'll have a look tomorrow after i do a fresh install, on that teeny 10gig that's just waitin for a use.

NOTE: I like your storyline. I totally and whole-heartedly disagree with both Seal and Macca's opinions to change it for a post-apocolyptic sceneriao. It just needs a bit of fine tuning to give the soldiers a reason not to leave etc
Title: Re:Abandoned Armies
Post by: THobson on 01 Feb 2005, 08:32:03
My goodness!!  I only put it on last night, went to bed, now first thing in the office I just checked to see if anyone might have got as far as looking at the overview and I geta all this!  

Wonderful thank you.  I am just about to start a working day and I have a busy evening tonight.  But please keep the comments coming.  I will respond to them all.

Thanks again.  You have made my day.

One or two quick responses - I am terribly short of voice actors.  In fact I don't have any just me and members of my family.  We all enjoyed doing the voices - but we ceratinly are not skilled.  We will keep trying.
Title: Re:Abandoned Armies
Post by: THobson on 01 Feb 2005, 14:17:25
Right I have found a bit of time in the middle of the day.

First my reaction so far - great relief!  I had feared that people would hate it because it was too dark (and I don't just mean the time of day) and because finding where you need to go in the dark is a pain and it is a long way.  My concern now is that the rest of the mission will not live up expectations - well we will see.

With my last mission ‘Defensive Strike' I turned around comments from beta testers with no real structure.  I liked what macguba did with his Un-Impossible mission and I plan to do the same here.  I will take and digest all comments and ideas and then incorporate them into a new release some time in the future with a clear explanation of what has changed.  If you have looked through the posts so far you will see that some of the suggestions are in conflict so it will take time to do this.

I will not to reply to all of you in general.  You are each taking the time test my mission and so deserve a specific reply from me.  This will have some consequences: 1. My replies could well be repetitive if several of you have made the same comment.  2. It may take a while before I can do you all justice.  Please be patient and please know that I value all your comments.

One advantage of doing it this way is that you don't need to read each other's posts, nor will you get clues about what to do from others.  I know some of you prefer it that way.  For my part I have a suggestion.  Once you get to the point approximately where SEAL84 is at the Mountain Lodge you will be completely on your own as to what you do and how you do it.  There are many ways of moving forward in the mission from that point.  If you each read other's posts you might:  1.  Miss out on what is meant to be the real fun of this mission; and 2. All follow the same path.  Less fun for you and less help for me.

Thanks again for the comments so far.  Please keep them coming.  I will reply to each one individually.

Title: Re:Abandoned Armies
Post by: bedges on 01 Feb 2005, 15:03:56
flashpoint 1.96, no ecp, benchmark 5050

this has all the hallmarks of a cracker of a mission; i've been playing for less than a year, designing for only a couple of months, but i know quality when it shimmies onto the monitor.

scanning the posts above, i agree with a few of the points, but i'll try not to repeat them.

overview

this picture is very well composed (the hanging idea.... mmmmgenius) but could afford to be a bit bigger. the text is a little awkward and says little about the role the player will have. may i humbly suggest something along the lines of -

"Winter is almost upon us.

The war on Malden is seemingly over, but with their respective governments denying all knowledge of the war, those remaining on both sides have come to a grudging truce in order to survive. With the loss of support from their military superiors however, discipline has broken down. Civilians are now caught in the middle of a desparate struggle for food and fuel to see out the harsh Winter months.

As Alexi Forgotsurnameov, you must somehow save your family from starvation."


how that'll fit pagewise i'm not sure, but with a bigger image it may space out okay.

intro

music fits perfectly. you could afford to get closer in some shots, in particular the shot panning between the forces arranged in that wee valley - there's a LOT of ground to cover, filled with trees and bushes, and on either side, bush-sized tanks.

excellent use of character animation, as seen throughout in the cutscenes too - eg. where tatyana briefly turns to the bed and says "what d'you think they keep me here for?" - that is subtle and poignant. great work.

ditto the comment on shaky cam - i recently received a tip from sui suggesting settargetting the character's positional array instead of the character themself; that way as the character moves, the camera remains stationary on them.

the hanging - how on earth did you get them to swing so slowly?! superb.

briefing

i liked the fact that you had a voiceover reading the sections, a most pleasant surprise.

the voice acting - i would leave it, unless you're prepared to do all that work again with more actors, greater variety of voices and more empathy. it would indeed contribute more to the overall atmosphere, but as it stands it's fine.

repeating the intro text in the background notes is a reasonable idea to cater for those of us with short attention spans, just in case looking at the purdy camera shots distracted from the text in the intro. however, if you use "leftover" in the briefing, don't use "left over" in the intro. that, annoyingly enough, was the only flaw i saw in the text. i'll catch you out sometime :P

ha HA! in the background section, third paragraph "...each controlling a part of the island one led by..." - between 'island' and 'one' you could do with a semicolon, just to break the sentence a bit. but honestly, drat you folks who can spell, spoilin my fun... tsk ;)

one minor point about the map, and i'm not sure how this would look - you've indicated the ends of the island being controlled by the respective sides (using colour, thumbs up) so perhaps a coloured dotted line to demarkate? a semi-transparent elipse? would this give too much of an idea where to expect enemy troops?

mission

as an aside... while playing many missions i get the impression that the designer has placed an enemy squad simply because they know the player is likely to pass that way. i've done it myself. but i got the impression about ten minutes into this, that's not going to happen here. this is less of a mission, more of an experience.

but just to balance that compliment, i feel i must slap the back of your hand sir. taking a function of the game away from the player is a cardinal sin in my opinion. by all means use 'reality' to constrain the player (availability of weapons, fuel, medics, etc.) but when it comes to the way the software works, leave well enough alone. as a player i don't see any benefit of removing the accelerated time function, quite the contrary.

bedges says, furiously tapping the = button. which works, btw, so either disable it utterly, or reinstate it completely.

don't add nvgoggles at the start. you're on the right track with the navigation thing. start em nice n slow ;) that mission in flashpoint where the player had to navigate using the stars... beautiful. now if only i could speed up climbing that hill.... :P

vigny works; i've tested all (?) scenarios, including blowing tatyana up. perhaps slow down time as she gets shot, make it a wee bit more dramatic. loaded up the jeep with all the goodies i could find, and away i went to the mountain shack.

got shot the first time around for not stopping quickly enough...

cutscenes are all fine. the radio... it is something which a player might miss, even though it's right next to the weapon crate, and judging by the scale of this mission (and reading over your notes) it's just one of many sub-missions. however, you could develop the radio a little more to include reception of enemy transmissions too. perhaps that comes later on.....

along with 2, i've collected the first group of civilians to the east, and have returned to the shack to find all in order - phew - and that's where i've saved thus far. more anon.

overall comment so far...

atmospheric, detailed, thorough. i can see this being most enjoyable :)
Title: Re:Abandoned Armies
Post by: THobson on 01 Feb 2005, 15:47:16
@Xcess

Quote
Heard you talkin about ur idea on the forum somewhere else before. sounded like a nice concept then. I'll give it a try.
My only concern now is that people will have too high an expectation.

Quote
Report on go. OFP ver 1.96 ECP; benchmark 2419
Thanks

Quote
In a word: confusing.
It was meant to be intriguing. Yours and other comments have persuaded me.  I will change it.

 
Quote
In a word: wow!!!!
Thank you

Quote
the camera angles could be improved slightly
I am new to this - do you have anything specific?

Quote
theres a bit of jerkiness in some camera movements
Yes and sometimes it is worse than others.  I am not sure I can pan more slowly.  This is something that is irritating me.

Quote
but the custom music (great choice) and narrative text bring you into the mission amazingly.
Thank you again
 
 
Quote
Liked the briefing. Notes were just saying what had already been said in the intro, change it for a personal diary or something. Give the layer a feel for your characters day to day life.
Again this is something I will change thanks to your and others comments.

Quote
Voice was a nice touch, although the tone of his voice was a bit too bright for the subject I think
I understand your point. I will try harder.  I am not an actor though.  Having done the sounds for just this one mission I now have much greater respect for real actors.

Quote
Too much rain!!!  â€¦â€¦Rain addon still there  
The rain is deliberate, I put it in.  It is meant to add atmosphere.  Don't you like it?


Quote
Your voice acting needs more empathy. The girl's just been raped but she doesn't seem to care, she sounds like an everday person going about her routines.. or maybe it is routine... Also "i just killed three soldiers in the other  room hohum lala". Empathy! You need empathy!!!!
You are absolutely right.  See my comments above.  We are trying (my 16 year old daughter and I) but this is new for us.

Quote
I  run through the  wall
Through the wall?  I hope it was through the window, anyway it is a standard OFP house I can't fix that!


Well you got some NVGs but you also got a bullet.  That's some trade off!

Quote
NVG from the start wud be nice methinks
I am sorry I can't give the player NVGs at the start.  It would ruin the whole atmosphere I am trying to create.  Wait till you see dawn with your bare eyes.

Thank you for the comments, I really appreciate them, and thank you for being the first other person to see my mission.


Title: Re:Abandoned Armies
Post by: THobson on 01 Feb 2005, 16:32:42
@macguba

Quote
Goody goody goody!    *bounces up and down in chair*
Well I only hope you are not disappointed

Quote
Benchmark 5660Vet mode obviously, and cheat savegames.
.5660!!  If you get lag I will need a new mission! Cheat save all you  like.  How else can you test the various alternatives

Quote
I know Overviews are meant to be short.    For some reason I think this one might get away with being longer. .    The third page …
Lol nicely put.  It was meant to be intriguing.  I am bowing to your and other comments and will change it

 
Quote
Very good
I appreciate that thank you.
Quote
I nearly used Mars for Unimpossible.
I liked your choice.  You might find it hard to guess my choice for the final successful scene - but if you hear it you will know.

Quote
The biggest problem is setting up the story… How can you keep something secret just by abandoning the soldiers there?
I recognise the weakness here and will do something about it.

Quote
we just need a little more of it
.The length of the music is a limitation.  I will look at this.

Quote
In detail it's all pretty good.
Thank you.

Quote
At the start you don't have total blackout.    If necessary put the player unit somewhere dark, make it night and use skipTime just before the fade in.
I had not spotted that.  Thanks.

Quote
the whole offshore island scene is very weak.  Zooming into nothing, music stopping dead, people buring stuff right next to graves, no shot of the hero, no sense of what this spot is, no decent shots while your mum is talking.  Bin the lot and start again, sorry
That is fine thanks.  I will see what I can do.

Quote
Just fade out the music.
This is a real pain.  I originally had voice over for the whole of the text intro, but I could not hear it over the music.  To hear the people at the end of the intro I fade it.  The instruction I use is 10 fademusic 0.005 !! and it still sounds like I just suddenly switch it off.  

Quote
The woman who is about to be raped and shot is too calm.
I had in mind that she was unaware of what was to happen - but I suppose she could guess.
Quote
 Have the trio stop halfway, one guy goes to aware and aims at her, she waves her arms a bit and then they continue.
I will need to get a longer music track.
Quote
Put a bed in the barn to emphasise the point.
Good idea.

Quote
The armoured force on top of the hill looks stronger than the one at the bottom.  Maybe thin it out a little to create a stronger stalemate impression.
They are actually identical.  I think it is that one is seen side on and one face on.  I will make them ‘appear' more balanced.

Quote
Maybe have both sides turn and drive/march away from each other.
Another good idea - if I can spin the music out long enough.

Quote
Put a couple of lads behind the General.      Three guys don't usually surrender to one.    Use worse weather - baddies traditionally have sturm und drang.  It's all pleasant spring throughout this description of hell.
More good ideas.  Thank you.

Quote
I'm used to Nikolai with an i rather than a y at the end but perhaps that's just me.
I used a global e-mail directory as well as looking at the names in the OFP config files. All names are real.  My little comment at the end of the Intro was not just to make people smile.

Quote
Put the "this is fiction" text in a different colour and in the middle of the screen to differentiate it from the story text.
Okay

 

Quote
Re-record the sound files - you speak too fast.  All that public speaking stuff about your granny at the back of the room applies here too.  And try to sound a bit less cheery about the whole thing.    Is that voice (I assume its you) going to be the narrator or the player's character?    One voice per part.  If you're short of actors (everybody is) make it clear that the player is also the narrator.
Yes it is me.  I am Alexi throughout.  I had not realised how difficult it was to put feeling into this sort of thing.  I now have even more respect for ‘real' actors.

Quote
Plan - Say that the armed truce has existed for a while, to explain the shortage of food and fuel and the longage of ammo.    Why are no supplies getting through?  Is there a blockade?    Are the governements deliberately trying to starve everybody to death?    If civvies are caught in the middle how did the police chief get to be in charge?  Notes - what Resistance?    I thought we were just fleeing civilians.  Why don't we just join one group or the other?  They may be nasty but at least we'll live.
Some more neat ideas for developing the story.  Thanks.

Quote
Map - If the "outlying island" really is an outlying island, tell us which one it is.
There is a problem here - but I will look at it.  The problem is that I want the player to start off where he does, but all the outlying islands on the map would not result in that landfall.  People were not supposed to get so involved!!

Quote
No lag
I hope not with your benchmark.  Perhaps I can fill the mission out.
Quote
but the combination of steep ground, no 4x and pistol make the start a little tedious
Oh dear!  The next part is worse!

Quote
Found the occupied house easily
Good I was worried that it might be too difficult to find

Quote
I think I'll stop commenting on the high quality of the acting and sound files
Please don't, not just yet - Lol.
Quote
There should probably be two soldiers coming up the road - one looks a bit incongruous - but why on Earth don't you team up with the girl?  You are both looking for the same man after all.    Or at least say something like "you get the car while I check these bodies."  She should scream or moan when she dies.  
Again, very valid comments.  Thanks

Quote
d**n, shot in the back while moarning, that'll teach me to be sentimental.
Sentimental is a bit of what this is about - that and staying alive. you seem to have one out of two :)

Quote
You know, I knew you had promise as soon as I played the start of Defensive Strike for the second time
I appreciate that.  Thanks.

 

Title: Re:Abandoned Armies
Post by: THobson on 01 Feb 2005, 17:43:51
@SEAL84
Quote
For simplicity's sake, I think macguba's idea about the nuclear war "everywhere but here" would work well in this situation.  Knowing that the parent countries are no more would probably lend more credibility to the idea that US and Soviet forces would cooperate.  Also, the fact that the outside world is no more is probably more likely to cause someone to get the bright idea to control the entire island.
I am warming to that idea as well.

Quote
a 1.5 ghz processor,.  No lag detected.
Excellent.  That means I have scope to expand the mission should it need it.

Quote
I crawled around and picked the binocs and CZ75 mags off the dead policeman
Nice one.  It is easy to miss that.

Quote
Found the house, gathered and armed my friends,
Wonderful.  I had thought the place might be too hard to find.

 
Quote
I didn't see it but it sounded huge.  *shudder*
Just be glad it didn't see you.

 
Quote
Love the atmosphere.  Everything from the weather to the constant overflights of unseen choppers to the fog creates the incredible sense of dread.  You did a great job with the sound and I have to disagree with macguba about re-recording the briefing sound
Thank you.  That was the exact feeling I was trying to create.

Quote
Methinks this mission could also serve as a template for all kinds of other special operations-type missions, from what I've seen and heard anyway.  Sneaking around on your own on an island under the total control of hostile groups....this is something I've hoped was possible for a while.  With some tinkering, I bet this mission could be adapted for all kinds of special operations missions.
The mission as it stands completely ‘uses up' the island, but you are right, my original intent was to create an island in which several missions could be set.  I still think it might be possible.

Quote
...methinks I need some more recruits and heavy weapons
.Go looking.

And thanks for the feed back and support.
Title: Re:Abandoned Armies
Post by: THobson on 01 Feb 2005, 18:53:50
@bedges

Quote
benchmark 5050
I think mine must be driven by steam!

Quote
this has all the hallmarks of a cracker of a mission
I hope so, but there is a long way to go yet.

Quote
the hanging idea.... mmmmgenius
I cannot claim credit for the idea just the execution.  The idea was macguba's in his Un-Impossible mission.


Quote
"Winter is almost upon us.

The war on Malden is seemingly over, but with their respective governments denying all knowledge of the war, those remaining on both sides have come to a grudging truce in order to survive. With the loss of support from their military superiors however, discipline has broken down. Civilians are now caught in the middle of a desparate struggle for food and fuel to see out the harsh Winter months.

As Alexi Forgotsurnameov, you must somehow save your family from starvation."
Very helpful thanks.  This is certainly something that will change

 
Quote
panning between the forces arranged in that wee valley - there's a LOT of ground to cover, filled with trees and bushes, and on either side, bush-sized tanks.
I need to do something about this it can be a bit jerky.

Quote
excellent use of character animation, as seen throughout in the cutscenes too - eg. where tatyana briefly turns to the bed and says "what d'you think they keep me here for?" - that is subtle and poignant. great work.
Again, thank you.
 
Quote
the hanging - how on earth did you get them to swing so slowly?! superb.
It is just some simple harmonic motion. A = b + c*sin(t) type of thing.


Quote
i liked the fact that you had a voiceover reading the sections, a most pleasant surprise.
Good, it was meant to be.
Quote
the voice acting - i would leave it, unless you're prepared to do all that work again with more actors, greater variety of voices and more empathy. it would indeed contribute more to the overall atmosphere, but as it stands it's fine.
I will think about that.  It does sound a bit naff.

Quote
, if you use "leftover" in the briefing, don't use "left over" in the intro. that, annoyingly enough,
You make an excellent beta tester. That is exactly the sort of thing that needs to be picked up.  Thank you.

Quote
third paragraph "...each controlling a part of the island one led by..." - between 'island' and 'one' you could do with a semicolon, just to break the sentence a bit.
See above.  Thanks.
Quote
but honestly, drat you folks who can spell, spoilin my fun
Sorry.

Quote
one minor point about the map, and i'm not sure how this would look - you've indicated the ends of the island being controlled by the respective sides (using colour, thumbs up) so perhaps a coloured dotted line to demarkate? a semi-transparent elipse? would this give too much of an idea where to expect enemy troops?
I tried all sorts here and could not get anything that didn't look crap.  I even tried the markers addon and while that could have worked I did not want to require people to have any more addons that absolutely necessary.

 
Quote
as an aside... while playing many missions i get the impression that the designer has placed an enemy squad simply because they know the player is likely to pass that way. i've done it myself. but i got the impression about ten minutes into this, that's not going to happen here. this is less of a mission, more of an experience.
Thank you, thank you , thank you.  An experience is exactly what I want this to be.  There is a lot of randomness and random relocation of waypoints, I made the mission but 10 minutes in I would not know where (within the occupied areas) is safe to go.

Quote
but just to balance that compliment, i feel i must slap the back of your hand sir. taking a function of the game away from the player is a cardinal sin in my opinion. by all means use 'reality' to constrain the player (availability of weapons, fuel, medics, etc.) but when it comes to the way the software works, leave well enough alone. as a player i don't see any benefit of removing the accelerated time function, quite the contrary.
It would annoy me too.  But I really wanted this to be an experience not something people could wiz through to get to the exciting bits.


Quote
vigny works; i've tested all (?) scenarios
Sounds like you got them all.  As I said you make a good beta tester.

Quote
got shot the first time around for not stopping quickly enough
Were you in a vehicle?  In a vehicle and not in a vehicle are different....

Quote
the radio... it is something which a player might miss
Actually no it is not.  If he misses it when he is near the ammo crate, when he gets > a certain distance from the lodge one of his team mates activates it for him, with an appropriate comment.

Quote
it's just one of many sub-missions. however, you could develop the radio a little more to include reception of enemy transmissions too. perhaps that comes later on
I am now getting worried that I might have built up peoples expectations too much.  You will soon get to a point where you are on your own and have to decide on your own sub-missions.

Quote
along with 2, i've collected the first group of civilians to the east, and have returned to the shack to find all in order - phew - and that's where i've saved thus far. more anon.
I hope so.  You are very thorough

 
Quote
atmospheric, detailed, thorough. i can see this being most enjoyable
Again I hope so.

Thanks again
Title: Re:Abandoned Armies
Post by: SEAL84 on 01 Feb 2005, 23:29:39
Played a bit more this afternoon...I've sucessfully rescued all the civillians I'm aware of - without running into any hostiles - and returned them to my hideout.  Arms and ammo are still scarce, so I armed my team as best I could and had them hold the proverbial fort.  The rain has stopped, the fog has lifted, and the sun is out, so now I'm going to start reconning potential targets to see which towns I can infiltrate myself and make off with some goodies for my troops.

I've left all my poorly-armed comrades at the moutain lodge so I'm going lone-wolf...this required me emptying about half my inventory slots, which I figure is alright since I plan on sneaking about.  This way I can at least take something back with me because a) the vehicles provided are no good cross-country and I've already wrecked the motorcycle, and b) I'd rather go on foot and keep my presence on the island secret as long as I can - a vehicle will probably just attract attention.

I look forward to getting some more time in later tonight, if possible.
Title: Re:Abandoned Armies
Post by: THobson on 01 Feb 2005, 23:47:39
@SEAT84

Quote
Arms and ammo are still scarce
This is deliberate.  What I gave you in the ammo crate at the mountain lodge is absolute crap, but I think realistic crap in the cicumstances.

Have you been tempted to use the hints yet?  Should I take them out.  Given the progress you are making I think I should.

Quote
the vehicles provided are no good cross-country
Well I have tried to be realistic in what you get.  Those guys got to the lodge with whatever they had available.

Quote
I look forward to getting some more time in later tonight
I hope you do.
Title: Re:Abandoned Armies
Post by: djackl on 02 Feb 2005, 00:45:25
I'm not too knowledgable on the technical side of this, so I'll just say what I thought while playing it.

Intro - Good, the music really emphasised the atmosphere. I especially liked the hanging scene, though if you could get ropes.....

Story - I echo Macca's points, the story sounds farfetched, yet it could easily (with a few script changes here or there) be completely believable, the last people on earth idea sounds good, yet you have to wonder maybe they would at least try to get back to the mainland? Maybe include that in the story somewhere: 'An expedition was launched to the mainland to search for help...they never returned'.

Mission -
Very slowly managed to get up to Vigny (That damn pistol makes you walk the whole way :D) and stumbled upon a Policeman where I found an extra few clips for my gun and some binoculars. I took out the three dudes (one of them was stuck in a wall and couldnt seem to fire at me, he was divided in half lengthways by this wall - ouch!) and met Tatyana. Voice acting was good all through, except at this point where you happily go 'I just killed 3 people', you might as well add a 'woohoo!' on the end of that seeing as the character seems quite happy to have done it :D. The next bit also surprised me, she just seemed to run out into the street and get shot without any warning! I think also the patrol should be at least two people, otherwise it looks a bit strange.... The idea of having her tell you to get the car would work, it's just I didn't have any particular feeling when she died, either through the abruptness of it, or whether I hadn't had time to get to know the character I do not know, I wasn't too bothered really  :P. I got in the jeep, and zoomed down the road for a bit and then east before reaching La Pessagne, dodging a patrol on the way. Cue a lot of driving before I reach the lodge (by the way, since i travelled off road the most of the way, I didn't see much, but I did see a fire next to a church (?) west of the lodge, if I had travelled on the road I guess I would have had problems  ;)). I then met all the gang at the lodge. (As a sidenote, the voice scared me s***less when it said 'HALT', although I guess that is what it should do really  :-[). Although the voice acting can't be knocked, it would add a personal side to the people (considering they are meant to be civvies with normal lives) if different voice actors were used for each person. I admit it's hard to find voice actors (I know, I'm really struggling to find some for my movie) but it would add a personal touch, and maybe then some conversation could be added in which would generate a bond between the characters, I know I know :
Quote
I might have built up peoples expectations too much
but it would really be worth it considering the huge amount of ground that has to be covered during the mission, which brings me nicely onto my next point.
Although I'm sure most others will disagree, the lack of AccTime really detracted from the experience for me, as when it came down to rescuing the civvies, and doing any amount of significant travelling, it just really tended to drag on. It was just like ' Find Civvie A and take to B, then Find C and go to B again, then D' etc etc, I just felt that something needs to either speed up or spice up the endless truck journeys back and forth. Maybe include a Tape player on the truck so that you can listen to music on the way to places. Failing that, just put AccTime back in, or just ignore me and listen to everybody else shouting that they don't want it back in  ::).

This is where I finish for the moment, I have just picked up the second load of civvies and am preparing for the long slog back to the Lodge. Wish me luck!  ;D
Title: Re:Abandoned Armies
Post by: SEAL84 on 02 Feb 2005, 03:38:31
@SEAT84This is deliberate.  What I gave you in the ammo crate at the mountain lodge is absolute crap, but I think realistic crap in the cicumstances.

Have you been tempted to use the hints yet?  Should I take them out.  Given the progress you are making I think I should.Well I have tried to be realistic in what you get.  Those guys got to the lodge with whatever they had available.I hope you do.

Yeah, I know the ammo, vehicle and personnel equipment is deliberate...not petitioning for any changes in those respects, I'm just explaining where I am and giving you some reasoning behind my approach...I guess it's pretty obvious though as you're the author :P

I think the way things are structured so far is great...gives that really desperate feeling to the mission.  As you can see I've had to adjust my gameplay to compensate.

As far as the hints go, I haven't looked yet...I'm about to fire the mission up right now and conduct my recon of some of the towns.  I'm tempted to head back to Vigny since I know there are some KIAs I haven't robbed ;D  Given that there was only one squad there last time, I think I can manage it...I do want to get a better handle of what I'm up against before I make any moves though.

One step at a time... 8)


***EDIT***

Hooah!  Raid successful!  I took down an infantry squad singlehandedly and made off with a jeep packed full of weapons...M16s, AKs, grenades, an M60, a Stinger, an RPG and a LAW, and of course a pair of NVGs for myself.

As Sergeant Horvath said in Saving Private Ryan, "We're in business, boys!"

That was tense though...after wasting the infantrymen I thought I heard that machinegun-jeep convoy charging towards me, but they must have passed off in the distance or something...I kept expecting a hail of bullets in the back as I raced back and forth between the corpses and the jeep.
 ;D

****EDIT #2****

I think I have just discovered lesson #1 of this mission...you can't attack the same town twice and live to tell about it.

I returned to the town I had just cleared and plundered because previously I had filled the jeep to maximum capacity.  I went back to take some more mags and such, and found 5 more infantrymen there.  The rain and fog had since returned, so I left my jeep a few hundred yards away, then got momentarily disoriented, but I found it and took out the five soldiers with no problems.  These guys had grenade launchers, and M60 and an RPG.  I ran back to the jeep, got disoriented again, drove back to the town, and started looting.

I was almost finished - I literally had just picked up the RPG and was on my way back to the jeep to make my getaway when I see something out of the corner of my eye.  I write it off as a bush but a split second later I turn around, my jaw on the floor.  Not 25 yards away sits a T-80, a T-72, and a Vulcan, all looking right at me.  Needless to say I was splattered all over the grass within milliseconds.  

But, despite getting my shit ruined by an armored platoon, I plan to head back and try to make a quicker hit this time...drive closer to the town, grab the highest-priority items first, and run like hell.

Posthumous Purple Hearts for SEAL: 1
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 15:14:31
@djackl
Quote
I'm not too knowledgable on the technical side of this, so I'll just say what I thought while playing it.
That is all that is needed.

Quote
though if you could get ropes.....
If only I could.  In the Overview picture I was able to paint them in.  Here the best I can do is to ensure the scene is only on screen for a short space of time.  I think the weather doesn't help here.  macguba suggested worse weather for the intro and that might also make the lack of rope less obvious.

Quote
Story - I echo Macca's points, the story sounds farfetched, yet it could easily (with a few script changes here or there) be completely believable, the last people on earth idea sounds good, yet you have to wonder maybe they would at least try to get back to the mainland? Maybe include that in the story somewhere: 'An expedition was launched to the mainland to search for help...they never returned'.
I always recognised that this was a weakness, and like all good ideas I now wonder why I did not think of this at the time - the answer is that I was busy think about other things of course!

Quote
Very slowly managed to get up to Vigny (That d**n pistol makes you walk the whole way )
I did try to give you the shortest possible journey from somewhere realistic to Vigny.
Quote
and stumbled upon a Policeman where I found an extra few clips for my gun and some binoculars
I am impressed, I expected this to be a rare find.

Quote
except at this point where you happily go 'I just killed 3 people', you might as well add a 'woohoo!' on the end of that seeing as the character seems quite happy to have done it
Lol yes acting is not my forte.
Quote
The next bit also surprised me, she just seemed to run out into the street and get shot without any warning! I think also the patrol should be at least two people, otherwise it looks a bit strange.... The idea of having her tell you to get the car would work, it's just I didn't have any particular feeling when she died, either through the abruptness of it, or whether I hadn't had time to get to know the character I do not know, I wasn't too bothered really
Well I can't do anything about whether or not you are an empathetic person, but I can certainly try to do something about this scene.

Quote
I didn't see much, but I did see a fire next to a church (?) west of the lodge
It is actually a farm house.  There are in fact two of them.  Remember the barn scene in the intro where a captive is being led to a barn?  One of these is that barn, if you go there you will find that the unfortunate captive suffered the same fate as her predecesors.  I put the fires in to try and help the player navigate to the lodge.  

Quote
if I had travelled on the road I guess I would have had problems  )
Possible, but not certain.
Quote
(As a sidenote, the voice scared me s***less when it said 'HALT', although I guess that is what it should do really  )
Well you are a stranger approaching some frightened and nervous people in the early hours of the morning!
Quote
Although the voice acting can't be knocked, it would add a personal side to the people (considering they are meant to be civvies with normal lives) if different voice actors were used for each person. I admit it's hard to find voice actors (I know, I'm really struggling to find some for my movie) but it would add a personal touch, and maybe then some conversation could be added in which would generate a bond between the characters, I know I know :
The voices at the lodge are one of my son's (Ruslan), my wife(Irena) and me (all the rest).  I am no star but I did all the remaining voices so it became a complete mission.  I am still looking for other voices for the final version.

Quote
the lack of AccTime really detracted from the experience for me, as when it came down to rescuing the civvies, and doing any amount of significant travelling, it just really tended to drag on. It was just like ' Find Civvie A and take to B, then Find C and go to B again, then D' etc etc, I just felt that something needs to either speed up or spice up the endless truck journeys back and forth. Maybe include a Tape player on the truck so that you can listen to music on the way to places. Failing that, just put AccTime back in, or just ignore me and listen to everybody else shouting that they don't want it back in  .
You make two important points here:
1. acctime in or out.  I had got so used to playing it that I had forgotten about removing it.  Other testers also have commented on it.  There are two reasons why I took it out, one aesthetic and the other practical.  The aesthetic reason was so that people would get the sense of size and atmosphere I have tried to create in the mission.  The practical reason is that vehicles can do strange things at 4x speed.  Important elements of this mission are road convoys running - as you now know - between Chapoi and La Trinite, and between the northern airbase and La Trinite and mg jeep patrol running.......well that would be telling.  I have soak tested these vehicle movements for days on end (yes really) and I never cease to be surprised by how many different ways they find to get screwed up.  20+ hours with no problem and then suddenly they start hitting trees and each other. I do have scripts to detect and correct for this now so putting back acctime is a possibility.  I will wait and see what the general consensus is about this.
2. Tediously going back and for the getting the civis.  This was certainly not meant to be tedious.  My intent was to give the player something to do while the dawn was still red and the weather bad and the choppers flying overhead to develop the atmosphere, and also to augment his small team.  There are four civis at each location and I did place a car at each with a capacity of 4.  (I admit the amount if fuel in each varies randomly from ‘not very much' up to ‘a bit more'.)  It is not necessary to escort them back to the lodge, just that they should be got there.  I will need to look at how word the instructions for this in the next version.

Quote
This is where I finish for the moment, I have just picked up the second load of civvies and am preparing for the long slog back to the Lodge. Wish me luck!    
I certainly do.  And thank you
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 15:20:21
@SEAL84

This is absolutely fascinating, and shows perfectly why we should all beta test our missions.  I love Indian food, but I am no expert because I know what I like and tend to stick with it.  I am the same with missions, once I have found a way I like to play a mission I find it almost impossible to play it in a different way.  What you are doing is something quite different from how I tested it myself.  Great keep at it Thanks.
Title: Re:Abandoned Armies
Post by: XCess on 02 Feb 2005, 15:53:54
Just out o curiosity whats ur benchmark thobson?.. im off for a playtest now with a clean version of OFP.
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 16:02:58
My pc is a 3.2GHz Pentium 4 that benchmarks at 4000.  There has been some discusion of this in the past and there does not seem to be a simple relationship between CPU speed and benchmark.  By asking for this information from beta testers I hope to get a view on whether or not I need to have code that modifies the misison depending on the benchmark
Title: Re:Abandoned Armies
Post by: Tarados Qeng on 02 Feb 2005, 16:21:14
Sorry, haven't played this trough due to my other activities, but I'll give you some of my opinions & experiences. I was not going to test this at all, since you described it a long and hard mission...

First of all, I experienced no lag whatsoever. But actually, I've not yet been in any large battles.  OFP Benchmark is 6880, no ecp.

Didn't like the overview, it really was a bit confusing.

Intro was quite nice, I'm no expert in these things, but yeah, some camera angles weren't absolutely perfect. Also, I didn't like the background story. It was maybe good, but I didn't like it. But it's just me, don't change it.

Actually, I didn't like the 'storyline' either, but that's just because I'm not fan of that kind of stories. USA would never leave it's soldiers on some small isle, even if a war had to be kept in secret.  ;D But I think many people will like that story, don't change it, it's just me.

Briefing had only one problem - I didn't exactly know what there was in the village except my uncle.

The start was boring. Yeah. For the beginning it was nice feeling of walking in the rain uphill, but it's a bit too long walk - or I'm just impatient.  8) But let's say, at this point I noticed that time acceleration was not allowed.  ;)

In the village I went to the house where the fire was burning. The soldier first just watched me, so I thought he wasn't hostile. I went on to the other side, but at this point they started shooting at me. I was surprised and wounded, but killed them with my pistol.

Then I explored a bit the village. Didn't find anything special, no sign of my uncle, who had solutions for every problem I had. Yeah.

I got back to the house where I killed the soldiers, and noticed Tatyana in the back room. Cutscene.

Then, I killed the soldier who had shot my cousin. Took a jeep and started looking at my map. Oh, there it is. Off I went. Some soldiers were by the road, they didn't care about a jeep passing by, which was good. I've always wondered how can soldiers see from 100 meters that the driver of the vehicle is an enemy....

I took a bad turn and drove wrong way. Noticed it and got back to the right road. A convoy passed by me. That was nice.

Went off-road and to the cottage. No uncle, but Tatyana's husband. Unca's killed. Oh yes. Let's kill them all together - how sweet. There was a brief pause between two cutscenes and I think they'd been better as one cutscene. (Nice objective you've got there between them; Find your uncle. Kill them all!!!)

Okay, at this point, I saved and quit. Don't know anything about the remaining mission, but killing them all seems a good challenge, since this is one single mission, not a campaign...

Getting back to it later, perhaps.
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 17:28:18
@Tarados Qeng

Yeh the story line is weak and will change in a later version, as will the overview.

Quote
The soldier first just watched me, so I thought he wasn't hostile
I have found that the loons do have limited ability to detect you when it is is dark/rainy/foggy, and here it is all three.

Quote
Getting back to it later, perhaps.
I hope you do.  I appreciate the comments and thanks.
Title: Re:Abandoned Armies
Post by: XCess on 02 Feb 2005, 17:34:59
COuple of points about the intro. First off the hanging civs didn't swing for me, not a problem still looks great  ;D. For the scene looking at the corpses in the barn before tatyana is raped i would have done several shots of the corpses faces with camCommit 0 and then another one going to look at tatyana (camCommit 0) again. I really didn't like the way the camera pan to the right, stopped for a bit then panned to look at Tatyana.

I second thirds whatever it is now the idea of removing your setAccTime restriction, also give the player a kozlice instead of a pistol and remove the two russians in the first building they just kept spinning round and round and round.

Got pretty lost looking for the lodge (am I the only one) unitl I stumbled across an uninhabited Larche which took a bit of immersion away. Drove up the mountains, got lost again so I decided to drive up to the highest point. Got there and the lodge was right at my feet. Jumped a mile when i was told to halt. Seriously I could have slit my wrist on the desk from my hand jumping... lower the volume a bit I don't wanna be killed by an OFP mission  :P.

Group of civilians joined meafter the second cutscene (I agree they should be put into one). They were all experts which is strange since none of them have any battle experience as far as I know.

I have been experiencing a LOT of lag - but then I do have a low end system.. upgrading soon though :D. I noticed in the "I also have bad news for you" scene here were americans running around the village.. ones that killed me on a previous attempt - I recognise the Stinger. Would it be possible for you to add another script using deleteVehicle when ur not near the enemy (also remember their positions, status etc to u can camCreate them back when ur closer) It'd be a hell of a chore but well worth it.

At this point I quit to go out. More later.
Title: Re:Abandoned Armies
Post by: djackl on 02 Feb 2005, 17:53:46

Then I explored a bit the village. Didn't find anything special, no sign of my uncle, who had solutions for every problem I had. Yeah.

That was something I forgot to mention. Once I was in the village I didn't have a clue what to do about finding my uncle at all. Maybe in the briefing it could say where his house is or there could be a passport photo of him. One thing I did think of during the mission was how in 'Facile Ground' during the mine finding bit, when you found one a voice came up saying 'There's another mine' etc. How about each time you find a dead body in the village (there are a few I noticed) it could say 'That's not my uncle', 'No, him neither' or something like that, and then you would know, rather than me looking at them and thinking, "Have I bypassed a script that should have kicked in showing me that he is the uncle or something?"

Should have added - I love it when people have voices in the briefings, it really lets you get a feel for the character.

Quote
Well I can't do anything about whether or not you are an empathetic person, but I can certainly try to do something about this scene.

I am a pretty empathatic person (okay maybe not  ::)), my point was that it just happens out of the blue and suddenly somebody you think is crucial in the story turns out to be a throwaway character (like the majority of the cast in AliensVsPredator the movie)  :D
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 18:08:32
@XCess

Quote
First off the hanging civs didn't swing for me
They swing very slowly, mainly I think because the camera is up close, in fact they can be seen to jerk about a bit.  I was going to take out the code that makes them swing to stop the jerking but then thought what the hell these could be death throes.  It is variable, sometimes it is there and sometimes not.

Quote
For the scene looking at the corpses in the barn before tatyana is raped i would have done several shots of the corpses faces with camCommit 0 and then another one going to look at tatyana (camCommit 0) again. I really didn't like the way the camera pan to the right, stopped for a bit then panned to look at Tatyana
I have a lot of work to do to change the intro, all with one constraint being the length of time the music runs for.

Quote
I second thirds whatever it is now the idea of removing your setAccTime restriction,
I am hearing none in support of keeping it so it looks like it will go.  Pity I thought it was neat.  I just need to check on how the vehicles will all behave at 4x.
Quote
give the player a kozlice instead of a pistol
That would certainly help with the journey up the hill.
Quote
remove the two russians in the first building they just kept spinning round and round and round
I will try and stop them spinning first.

Quote
Got pretty lost looking for the lodge (am I the only one) unitl I stumbled across an uninhabited Larche which took a bit of immersion away
I had feared this would be a real problem.  I have put in some fires near farms west of the lodge to help guide the player.  No one else has mentioned a difficulty here though.  Larche was uninhabited!??  Mmmmm?

Quote
... lower the volume a bit I don't wanna be killed by an OFP mission
Lol.  All the volumes will need to be looked at.  Of course every time play it I am expecting it, feedback from people for whom this is a surprise is helpful.

Quote
(I agree they should be put into one)
Any specific reason?
Quote
They were all experts which is strange since none of them have any battle experience as far as I know.
This another problem.  If they are not experts they can behave is rather stupid ways, but as you say, they should not be.

Quote
I have been experiencing a LOT of lag
So it looks like 2500 to 3000 is low end of the benchmark range for this mission.

Quote
were americans running around the village.. ones that killed me on a previous attempt - I recognise the Stinger. Would it be possible for you to add another script using deleteVehicle when ur not near the enemy (also remember their positions, status etc to u can camCreate them back when ur closer) It'd be a hell of a chore but well worth it.
You are right.  This gives an insight into something Alexi could not possibly know.  Rather than delete and camCreate I might just setPos them far enough away so away so they don't get back until after the scene is over.

Quote
More later.
Thanks
Title: Re:Abandoned Armies
Post by: SEAL84 on 02 Feb 2005, 18:22:51
I'll just add my votes:

Adding a Kozlice at the start: nay.

Enabling time acceleration: nay.
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 18:38:20
@djackl
Quote
That's not my uncle', 'No, him neither' or something like that, and then you would know, rather than me looking at them and thinking, "Have I bypassed a script that should have kicked in showing me that he is the uncle or something?"
A totally neat idea.  Thank you. :thumbsup:

Quote
was that it just happens out of the blue and suddenly somebody you think is crucial in the story turns out to be a throwaway character (like the majority of the cast in AliensVsPredator the movie)
I know what you meant.  I did not mean to give the impression I was trivialising your comment.  It is meant to be a bit of a shock though.

Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 18:40:19
@SEAL84

Thanks.  I will be counting votes.  I did like the idea of a pistol but id does make the hill climb a bit of a pain.
Title: Re:Abandoned Armies
Post by: XCess on 02 Feb 2005, 18:41:46
@SEAL84
Why nay to the kozlice?
Title: Re:Abandoned Armies
Post by: SEAL84 on 02 Feb 2005, 19:36:08
@SEAL84
Why nay to the kozlice?

Because I didn't think the climb up that hill was bad at all.  I expected to be going into a hostile environment so taking it slow and easy doesn't bother me.  Then again I did decide the best way to tackle this mission was through stealth and deliberate action, so on the whole moving slowly just doesn't bother me.

Also, any sane player will ditch the Kozlice almost as soon as he climbs that hill when he grabs an assault rifle.  At most it will last you two or three minutes, and on top of that, the pistol is IMO much better suited to dispatching those three soldiers because you don't have to reload it after every shot.

So really the only purpose it would serve is to get you up there a little faster.  It just seems to me like you'd be sacrificing some of that desperate "all I have is my father's pistol" atmosphere for a faster jog.  If the complaint was that it was too hard to kill the guys in the town, then by all means add it in, but I just don't think the need for it is sufficient.



*update*

Almost forgot to mention that I had gone back to Vigny, killed those 5 guys, and made off with another M60, AK74 and RPGs.  

But I should explain:

I went back with the jeep and parked it just out of sight.  I crawled into a position to waste the infantrymen with my CZ75 - that's all I brought with me - and did so.  However, I stood up too early as one of the guys apparantly had eluded me - he shot me.

Posthumous Purple Hearts: 2

So I reload and do it right this time.  I grab the M60 when I hear - or I thought I heard - a klaxon from the area of Le Pessagne.  I don't waste any time...I get in the jeep and haul ass back to the camp, fearing that those tanks are on the way over.  I unload the M60 into the ammo crates, save, and head back on foot - again with only my pistol - just to see what if anything happened after I had fled.

To my surprise, there's nobody there.  Well, there's one guy, standing in the middle of the town.  I kill him, then grab the RPG I wanted earlier.  I don't hear any alarms, so I must have just been hearing things.  I take cover in a nearby bush to observe the town for a while, again to see if anybody came to investigate.  Seeing nothing after a couple of minutes, I jog back to camp and save - then pop out to write this and get a few assignments for class done.

I'll stick my head back in later.
Title: Re:Abandoned Armies
Post by: XCess on 02 Feb 2005, 19:59:30
The three soldiers are no challenge at all as it is. They either stand and look at the wall or spin in circles. I'd leave one in the room with Tatyan and have the other two outside. Kozlice would make it more of a challenge too, and point towards the words "old". Personally, I hate the gun, but i think it could be used very well here.

My father's pistol could be changed for myfarthers shotgun pretty easily  ;)
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 20:20:18
@SEAL84

You are very determined and patient.  I am impressed.  Have you had any sight of any road traffic at all?

@XCess

I plan to stop them spinning.  I did originally have them outside, I even had the fire there, then I thought - look at the filthy weather, and look where all the booze is.  That was when I put them inside.

I am not worried too much about this bit being challenging.  It is really only scene setting at this stage.  The whole intent here is to create an atmosphere.  Don't worry there are plenty of challenges later!
Title: Re:Abandoned Armies
Post by: macguba on 02 Feb 2005, 20:24:38
Blimey, this thread's taken off....

Anyway, you may recall that I was in a bush facing the advancing squad.   The position was much too exposed and I manged to leg it back into the village where I skulked around the jeep and managed, to my astonishment, to bring down the whole squad at the first attempt.    Collected goodies all round leaving me wiht AK74+4 mags, 1 hand grenade, RPG+2 rockets, full pistol mags, NVGs and binocs.    

Set off in the jeep, following the roads.   Didn't meet anybody till I got to the turnoff marker house with the fire and dead woman.   Drove towards the lodge and stopped when I saw it.   Was about to shoot the man on the porch when ~I realised he was in Resistance uniform.   Got the halt message, went on and got another and was then shot.  Second time I stopped and got the cutscene.    

Minor technical faults first:    I was wearing NVGs so it was all green - remove them and add back later.   The sentry on the porch never moved - he should face you at least.   I never saw the approach of the main guy, though maybe I missed him.   At the end of cutscenes, return the player to aware.     The opening shot was of my legs, the camera was in the wrong place.

You need to decide if this is going to be two cutscenes or one.   I had one which finished, and then a couple of seconds later the second one started.    In the first the shots of the story of the wife/daughter had no music and something sad would have been nice.   There was a new enemy squad around her body, which looked a bit odd - clear them out for this.  

The second scene felt peculiar because there were all these people that I hadn't seen just appearing in it.  I didn't have a good sense of what was going on in the place where I was.      Lose the objectives updated hint, not necessary.    "Can you tell me anything else" is a dreadfully weak line.

Having said all that, it's perfectly clear what you have to do next, in general terms at least.

Your new squad:   take away some of the soldier's hand grenades.   I know I always whinge when mission designers make loons low skill, but consider reducing one or two of these guys a bit - there are supposed to be just civvies.

I'm not convinced by the scenary here.     The graves are not in the right place (whatever that means.)    I like the fire with pallets but why have a fire in the open when you have a lodge with a perfectly good chimney?    And why store weapons in the open?    I'm not convinced by the ruin either, though fuel drums round the back is good.    And why two woodpiles.    The vehicles aren't right either:  if they are meant to be just parked, they would be more ordered (it's what people do).     If they are meant to be hidden or dispersed, they would be more hidden or dispersed.     The lodge building is a good choice though, it's a real pity its not enterable.    The dutch barn (near the bodies in Vigny) might come in handy here.

Teatime.   More later.

Title: Re:Abandoned Armies
Post by: SEAL84 on 02 Feb 2005, 20:45:44
@SEAL84

You are very determined and patient.  I am impressed.  Have you had any sight of any road traffic at all?

I have seen the roving team of jeeps with fifty-cals on the backs twice...heard them coming and took cover to eyeball them.  They didn't notice me.  However I have been staying off the roads.  Usually I leg it to wherever I'm going, but when I do take vehicles to gather equipment, I go off-road.  I figure the last thing I need is to be driving along and run facefirst into hostiles, losing my cargo.

Anyhow, I went back to Vigny again as part of my ongoing experiment to see what sort of reinforcements I can expect...as I neared it I spotted that tank platoon again.  I turned back and headed back to the lodge.

I armed the civilians with assault rifles - I had left them with shotguns since I don't expect to use them for anything, but we have plenty now so why not - and took the Kozlice for myself since while it is a weapon, I won't hesitate to drop it for anything more appealing that I see.

Right now I have legged it into La Trinite - I blundered into it in the fog earlier on my way to rescue those civilians and saw infantry there, so I figured I'd come back and recon it properly.

I snuck into a house on the west side of town and that's where I've been for the last 20 minutes - I alt-tabbed out to check the thread - while a convoy sits in the town nearby.  It seems to have come from the south and has quite a few vehicles, so I'm planning on waiting them out and exploring after they've gone.  But like I said, 20 minutes have passed and they're still there, so we'll see what happens.  It's 1130 hours in-game.

Back in I go for a little longer before real life catches up with me for the evening...
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 20:51:07
Quote
I was wearing NVGs so it was all green
Blast.  This is a case of, I never have NVGs at this point so it never occurred to me that someone else would.

Quote
The opening shot was of my legs, the camera was in the wrong place
I cannot count the number of times I have seen the cut scene and I have never had this problem.  I think I will move the camera further away.  I don't really want to setPos Alexi to a specific point, but I might have to.  But it would look strange if he arrived in a vehicle.

Quote
wife/daughter had no music and something sad would have been nice
There is something.  I will turn up the volume.

Quote
There was a new enemy squad around her body, which looked a bit odd - clear them out for this.
Another trigger.  Oh well if I stop blocking the 4x that will give me one back.

I won't comment individually on everything.  They are all good points.  You have hit another point where I had a concern, why would they all be standing outside in the rain and why would their weapons etc be out in the open, but the more I played it the less I noticed the incongruity of it all.  The dutch barn is a good idea.
The way I rationalised the buildings was something along the line of: Nikolay's forbears built an old stone mansion in the hills as a summer retreat, over the years it fell into ruin and later Nikolay build the more comfortable wooden construction.  Yes it is a pity it is not enterable.
Having said I wont comment on everything:
Quote
The graves are not in the right place (whatever that means.)
Yes what does it mean?

Title: Re:Abandoned Armies
Post by: 456820 on 02 Feb 2005, 20:56:08
downloading now qill review today or tomorow
Title: Re:Abandoned Armies
Post by: SEAL84 on 02 Feb 2005, 21:17:29
So I started crawling around in the fog in La Trinite, and I've hit the jackpot ;D ;D ;D

Problem is that I still hear an M113 or M2A2 somewhere in the town >:(

*mutters and goes back to staring wistfully at motherlode*
Title: Re:Abandoned Armies
Post by: 456820 on 02 Feb 2005, 21:27:34
right now played the mission it was alright but anyway the review
 overview
cant even remebr if there was one

briefing
it was good the background seem to go on for ever. you should of hid an objective when you have to go to the mountains. and good use of sound in it.

intro
Right long and abit boring but did explain what was going on but i did find it a bit long winded so mabye if its possible making it slightly more shorter but keeping it so it still tels the story and good use of the font and writing.

mission
right here we go at the begining having to run up the mountain to get in to the town was abit tifeous and slow but i supose you cant insert right next to the town. get into the town i didnt notice any patrols apart from the one in the house then that cutscene, good, good sound but he shouldnt of slinged his gun on his back incase a patrol sees him (bit of realism). then she gets shot i whanted to find that gut to have a boit of fun shotting cause from that point i only shot about 7 rounds or less. then the long trek to that house wich felt like a million miles away then i got half way there ruined my jeep had to run it found out you couldnt accelerate time. havent got any further because of that.

outro
was there one

overall
a bit tedious and slow. not enough guards/patrols should be ammo crates in the town (silenced weapons in it mabye). why was his family in the town if his house was about ten million miles away? nut anyway if you make it with more patrols it would be alot better. could be better but try make it abit more firing say you drive past an area where enemy troop movement was and get shot at. i didnt notice any town's with patrols in.
Title: Re:Abandoned Armies
Post by: macguba on 02 Feb 2005, 21:35:54
Quote
The graves are not in the right place (whatever that means.)
Yes what does it mean?

 ;D   I dunno, you just wouldn't put them there.    They are too close to the house and not parallel to it.     And not fenced off or in a marked or distinct area.

Keep the 2x/4x ban.   It's original and in this case the mission is deep and immersive enough to justify it, at least that's my feeling at the moment.     Don't panic about lag:  I'm playing with no trouble at all which means many others will too.     Just add things as you need to and then do the lag reduction exercise in a wunner.

Definitely don't feel obliged to comment on everything, you can spend the time more usefully amending the mission.    But I assumed the purpose that wretched squad was to give me NVGs.   ;D   Well, on the second or third attempt anyway.

Continuing ...

Listened to the radio message, liked the static.   A definite location (even if its slightly wrong would be good.)   Rearmed the squad:  I took the hunting rifle and we have 2 AKs and 2 kozlices.  Everybody has a pistol.

Lots of new objectives.   Don't change them twice is such close succession, just do it once.    In "More information" add links to the map.    I'm afraid, in a mission of quality, you can't just add civilians all over the place like this.   By all means keep the gist of the text and of course show us the location of the first lot.   However the locations of the other two lots must appear in the plot.  Perhaps when you rescue the first batch they tell you about the others.

If you want to be picky, change the order of Objectives.   Rescuing civvies comes before taking out the main enemies.     On the map, use some different symbols as well as different colours.   Make all of the fuel stations one colour.

Fires are lagdemons:  consider reducing the number or use existing triggers to put them out where possible when they are not relevant to the player.

Put everybody in the wagon and headed for the SW civvies by road.   A jeep/mg passed us as we turned up their track, but he didn't see us even though he nearly hit us.   Stopped halfway up the track and approaced tactically, just in case.   Found a loon in uniform who ignored us, and two standing oddly who spoke.     Yes we heard a radio message, but from somebody not near here ...... lose the fire (these folk are supposed to hiding), the graves (too many graves in this mission) and the pallets.    Consider putting everybody inside the building, though that will need testing.

Lot of bodies now.   I presume I'm supposed to drop them off at the lodge as a kind of battle casualty replacement reserve.     Somebody calls a chopper but I ignore it.    We all drive home and there is some confusion:  7 and 8, in the back of the lorry, disappear from the group somewhere, and 9 and 10 arrive on foot though I'm sure I didn't tell them to get out of the car.   I hear the chopper fly over the lodge.     We have no green tick for this Obj, although the civvy marker has vanished from the map which I don't think is a good thing.   If you want to be clever change the colour or text to indicate we've got them.

9 and 10 have turned up now, and I've figured out what happened to 7 and 8.    Nice idea to put them in the ruin.    6 gets a pistol and we all jump back in the wagon.  

I don't like the infinite savegames.    You have gone to a lot of trouble to create a sense of realism here, and this spoils it.   I  suggest you replace them with a limited number, at player's discretion.   So the radio menu will say "Savegame (15)" and then after you've used on "Savegame (14)" and so on.    No need to explain, we can work it out.    Be kind but not overly generous with the number.

(Just seen there are now 3 posts after this one ....)

Got my green tick now that all the civvies are here.  As a test I shot all 4 in the head, but nothing happened ... not that it necessarily should - if my boys hadn't been in the wagon they would have shot me at this point.

Drove to the next lot of civvies.    You don't need the fire here - it's easy enough to find a building, especially when you have a group to help you.     Try and use a different building from the last lot of civvies.   Put the medic (good) in the wagon with everybody else and the four civvies in the mini with orders to head to the lodge.   Headed for the last lot.

Well the mini must havfe got stuck because they kept reporting no progress.   Rather than go back and sort it out I ordered them to walk.     (At this point I was glad I had refueled the truck at the barrel behind the ruin.   As the only vehicle that can take everybody consider adding some kind of repair routine available at the lodge.)

Cut across country to avoid patrols, went south of La Trinite and got to the last lot of civvies.   They wouldn't join my group, presumably because there isn't room for them as the last lot haven't left it yet.    It occurs to me that the fires would be a great relief if you didn't have NVGs, so perhaps they should stay.    I confess I find this third lot of civvies tedious:  you've made the point, you can easily offer more than one soldier at each place - it's just a long drive and hassle for nothing new.

I go off to play with the cat ... come back to find the civvies have arrived safely.  Get the next lot, put them into the Trabant and send them off while the rest of us get back into the lorry and head for La Trinite.   We make the final approach on foot:  the civvies report a Bradley which must have caught them as they were crossing the road south of La Trinite and shortly afterwards they are all down with a red cross.    I reiterate that this bit needs a rethink:   I like the no 4x but leaving a mission to run while you go off and do something else is probably a bad sign ....

As we got the civvies does messages and entered La Trinite the hints hint came up.    I ran through the messages.   The first point is that you need to indicate how they communicate and agree the trade.   They are suspicious of each other so no way would one just leave something in LT expecting to find payment when he returned.     I think your idea of suggesting to the player that you should start a war between them is good, but I don't think this the right way to do it.    

Here is my suggestion.    The radio message takes you to the bunch of civvies in the SW.   They tell you about the civvies near La Trinite.   When you get there, you meet somebody who tells you all about the trade and how it works.    You then muse on the situation, and it becomes apparent from your musings and conversation - perhaps including your number 2, to make a three way conversation, which is all too rare - that starting trouble in La Trinite is the way to go.   The third (eastern) lot of civvies disappear, they add nothing but boredom and lag.

Moved into town and got the mines.    Drove the ammo and repair lorries out to the east, then my northern picket reported a BMP which then killed him and zapped me as I drove the BMP ambulance out.    

With this array of goodies I would suggest a timesaving measure.   Assuming there are no bad guys nearby, have a hint telling you of new radio options.   There are two.   Each gears up your squad in a different way, instantly or rather with a fade to black and fade in again.    You can switch as often as you like with a timer runnng:  after 2 minutes, say, that's it your stuck with what you've got.  Obviously you can then re-gear to your heart's content, but it's quicker and cleaner than the endless running around you have to do.   Suggested loadouts... leave pistols as they are, give NVGs as you have made them available already.

1. player         M21+LAW                  bizon+satchel
2. civvy           AK                              bizon
3. soldier        M60                           M60
4. civvy           bizon                          bizon
5. civvy           AK                              HK
6. soldier        AK+LAW                     AK+LAW
7. medic          bizon                         HK
8. soldier        AK+satchels               AK+LAW


That's enough for now.
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 21:43:42
@456820

Thank you for the comments.  Actually what you have seen is a little bit of the begining of the mission.  There are over 400 soldiers on the island, so there is a lot of shooting but that doesn't come until later.   I have not come close to finishing this mission in anything under 6 hours of mission time because it is really meant to be many missions all rolled into one. If knowing that you are willing to continue then I would be happy to have your comments.  If not then I would understand - this type of mission would not be enjoyable to everyone.
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 21:51:53
@macguba

Quote
But I assumed the purpose that wretched squad was to give me NVGs.
Actually no, the purpose was to fulfil Tatyana's promise that more soldiers were coming and give you the incentive to get the h out of there.  I suppose it is a measure of my (lack of) skill that it just never occured to me anyone would take them on on their own.  And then SEAL84 goes back all on his own with just the old man's pistol!!  You are all raving lunatics.

Quote
If you want to be picky
Yes I do.  Ha'peth o' tar and all that.
Title: Re:Abandoned Armies
Post by: SEAL84 on 02 Feb 2005, 21:53:09
Crawled around a bit more and found that there's at least a platoon of guys still guarding the area even though the convoy left.  I managed to start looting the crates and putting my stash in a nearby vehicle.  I'm just about ready to hatch my master plan to escape, but alas, time for class.

Strikes me as odd that there are no rockets around, since that's what I need most, but whatever...tomorrow I'll have to utilize some of my explosive talents to create just enough havoc to drive out of there like a madman.
Title: Re:Abandoned Armies
Post by: THobson on 02 Feb 2005, 21:53:53
@SEAL84

After all your work loading up the jeep I thought you might be annoyed at this point.

Edit:

Still not used the clues?

Edit2:
Quote
there's at least a platoon of guys still guarding the area even though the convoy left
Shouldn't be.  Have you had any contact with them or have they seen you recently?
Title: Re:Abandoned Armies
Post by: XCess on 02 Feb 2005, 23:48:05
Quote
this type of mission would not be enjoyable to everyone.

This missions gonna turn into a cult classic after it's final release.. I can see Seal's getting addicted.
Title: Re:Abandoned Armies
Post by: SEAL84 on 02 Feb 2005, 23:48:49
Nah, not annoyed at all...it's a great feeling playing Larry the Looter in the enemy's backyard.  Besides, how else will I gather weaponry?

However, I did think there was something amiss with those soldiers.  There is one 5-ton truck with a crew and soldiers in cargo just sitting there near a building, and another crewed but empty truck next to it.  There's a squad of infantrymen on the southern road that leads into the town just standing there in aware wedge formation, in front of another empty truck I assume they rode in on.  There is also a Vulcan next to them that seems to just be driving back and forth from the 5-tons to the infantry squad over and over again.  He keeps cranking his turret around - I could have sworn he was looking right at me once - but niether he nor any of the others have made any moves indicating they've seen me.

I have not engaged any enemies outside of the infantry squads in Vigny.

I do have a theory though: I think the trucks may be disabled, because as I was hiding and waiting, I kept hearing a truck engine going way up in RPMs like he was driving off....it seemed that every minute or two a truck would drive away (at least it sounded that way).  The Vulcan was idling for a while but would drive a bit, stop and idle, drive a bit more, stop and idle, etc etc etc.  The trucks must have crashed into the buildings and can't move, and the dismounted infantry and Vulcan must be following them and therefore not moving either.  Does this sound about right?

In any event, I plan on planting a crapload of satchel charges, then HK'ing the infantrymen, luring the Vulcan to where the satchels are, then blowing it sky-high and making off with the BMP ambulance (in which I have been putting the weapons I'm taking from the crates).

As an aside, I have also apparantly gained the ability to place mines by virtue of my proximity to the ammunition crates.

I finally broke down though and looked at the hints...just vague enough to not really help but give you some idea of what to do at the same time, IMO.

Check PMs for something else I noticed...


*****EDIT****

I suddenly had the epiffany to do things the easy way - I just jumped in the BMP ambulance and hauled ass before anybody could bring a weapon to bear ;D  I didn't fire a shot and made off with 7 HKs and a crapload of satchel charges.
Title: Re:Abandoned Armies
Post by: macguba on 03 Feb 2005, 00:51:25
Finished my post above.      I'm just reading through the thread and will comment on any comments that catch my eye ....  ::)

Voice acting - everthing I have heard will do and some of it is really not bad at all.    Sure, if you had professional actors it might be better, but so what.

Definitely no NVGs at the start.   I'm not even sure I'm glad I got them off that officer.  

The nuclear apocolypse was only an idea.   My point is that that current background/setup isn't robust enough, which you know anyway.

You can't miss the policeman in Vigny if you're looking - he has a jeep wreck beside him.  It is perfectly possible to miss him if you're not looking, but it's obvious you should be - you have no kit.

My old computer had a benchmark of 750 odd, only had this one a year and a bit.   Mind you, it has been totally fucked for the last week:  today the repair man came and gave me a new motherboard, new fan/transformer unit and a new temporary CPU till he can get a proper replacement.

Thanks for the "hanging" credit ..... I'd always wanted a hanging in a mission.   Must point out that you improved the swinging motion from my original effort.

Markers on the map showing who controls what:   you could try a line of dots.    It would be helpful and legitamate to have something and it would make the map look better.   It's too bare at the moment.

In general I disagree with interfering with the game, in this case taking away the time acceleration.    However, there are always exceptions and I think this may be one.   You need to make up for it in other ways though, and I feel that at present the mission does not do this sufficiently.

The ammo and weapons at the lodge are fine.   Maybe one more mag for the hunting rifle.   Possibly the odd grenade or flare.

Quote
I'm not too knowledgable on the technical side of this, so I'll just say what I thought while playing it.
That's all you need for beta testing.

I had various vehicles report "low fuel" but nobody ran out.    The instructions for dealing with the civvies are probably ok, I can't quite remember.    The important thing is that you don't have to go back with them:  if you're smart enough to work that out, or risk-taking enough to try it, then you're laughing.  If not, well you haven't really lost anything.

Benchmark:   I found it hard to get a level on where conditional eyecandy (for example) should be but somewhere around 2000 is probably about right for most purposes.     Unimpossible is just playable with 1500 apparently.    My benchmark at first glance is unchanged (5660) in spite of a new motherboard and new CPU:   on clicking autodetect it changed to 5639, then 5050, then 5338, 5639, 6000 then all of these numbers again in random order.

I had no trouble at all finding the lodge.     Just set off on a bearing from the house at the little road.

A photo of your uncle in the Briefing would be good.   Help to fool you.   ;D   There is no need for anything more in Vigny:  if you have a sneak round there is nothing there except a police body for kit, a few bodies, a jeep and the house with the people.     You already know that all East and West soldiers are enemies, and the civvy is bound to be a friend.   The "go to the village to find somebody but they're not there although somebody else is who directs you" thing is not original, I've seen it in a few missions so most folk will know what to do.  Checking bodies would be very cool though.  

KEEP THE ACCTIME RESTRICTION!!     But you must make it up to us in other ways.

Beta testing should not be democratic.   It's your mission, you do what you want.     In an immersive experience like this it is particularly important not to consider things in isolation:  for example, the accTime thing; kozlice/pistol at the start; radio for truck rides; and 2 or 3 civvy groups to rescue are all part of the same overarching question.    My view is that you should keep the time restriction but make everything else as slick as possible to make up for it.  That's why I suggested kozlice with no ammo - best of both worlds.    Or lose the pistol.    Killing the guys in Vigny with the pistol is no problem at all.    You're right that it doesn't matter that its too easy.

It was 08:00 in the game when I entered La Trinite in my post above.

Setpos characters for cutscenes.   Nobody minds moving a couple of feet - its much less objectionable than camera angles that don't work because units are in the wrong place.

The 6 man (or so) squad coming at you in Vigny is just right:  you have time to run away if you want, and they are beatable if you want to fight and play it right.    
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 10:57:52
I am totally overwhelmed by all the comments.  I have had more in 48 hours than I had in a couple of months of beta testing on my previous mission.  I am reading them all and I am taking notice.

The extent of the changes necessary - together with trying to stay employed :) will mean the next version could be a while coming, but it will come and it will be so much better for all your comments.

I do have a concern that despite all my soak testing something may be amiss with SEAL84's mission.
Quote
However, I did think there was something amiss with those soldiers.  There is one 5-ton truck with a crew and soldiers in cargo just sitting there near a building, and another crewed but empty truck next to it.  There's a squad of infantrymen on the southern road that leads into the town just standing there in aware wedge formation, in front of another empty truck I assume they rode in on.  There is also a Vulcan next to them that seems to just be driving back and forth from the 5-tons to the infantry squad over and over again.
For the south convoy there should be a Bradley(cargo - one group of infantry), a 5t truck (no cargo) an ammo truck, a ural (cargo - one group of infantry) and a vulcan.  On arriving at La Trinite the infantry should get out,  one group should go to aware at the other side of the town (they are meant to look like guards) and the other group should zig-zag (search) the town.  The searching group then boards the Bradly the guard group then board the ural and the whole thing goes back to base.  The north convoy is the same with a BMP instead of a Bradley.

I have soak tested this for days on end with no problem - now it seems to have broken within a couple of hours.

@SEAL84

Quote
In any event, I plan on planting a crapload of satchel charges, then HK'ing the infantrymen, luring the Vulcan to where the satchels are, then blowing it sky-high
That would certainly put the mission back on track if you could also ensure that any misplaced trucks are killed also.  The other side's convoy will not leave its base until this convoy has either left La Trinite or had all its vehicles killed/disabled.

Do you have a save game of the situation that I could see?
Title: Re:Abandoned Armies
Post by: macguba on 03 Feb 2005, 12:14:15
Tip:    after making a few changes read the whole thread again, carefully.   It's not just that you might have missed something.   It's more that as the comments keep coming in, and you keep making changes, a throwaway line that had no real significance when it was written (or first read) can actually turn out to be quite handy later.
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 13:02:45
I have just done exacly that and I have copy and pasted a lot of stuff into my to do list.  You are right. I have a different impression of some of these posts that I had when I first read them, also they came so fast that I found that I had missed one completely.

On the problem with SEAL84's mission.  I have just remembered that some of the code I use to keep these damned stupid vehicles running does not cut in if the player is within 200m.  Now that SEAL84 has made his escape they may well all get sorted out on their own.
Title: Re:Abandoned Armies
Post by: macguba on 03 Feb 2005, 15:06:00
Fucking bastard kittens.   ;D   They climb onto the desk just as the phone rings so I do a Ctrl-C to copy what I've already written.    The post is trashed.    But it seems they managed to do another Ctrl-C of 7 blank lines ......... :swipe:  :wallop:

Anyway.    



Action menu based mine system.  You find instructions for improvising mines int he field at the ammo dump.

- Place mines

Click it and you get

- Place hand grenade mine
- Place grenade mine
- Place satchel mine
- Place smoke mine

but ONLY if you have the requisite item in your inventory.   When placed it is removed from your inventory of course, and the actual explosion does not have to be the exact same thing as long as its consistent.

Next, you get the fusing menu

- Infantry fuse
- Light vehicle fuse
- Armour fuse
- Any vehicle fuse
- Infantry/Light vehicle
- Anything

Or whatever you want.    You'll have to play with it a bit to get what you want but the point is you have infinite mines, fused to got off however you want, as long as you have the kit to make them.  

You could even add a time delay menu if you wanted.    Or place the fuse and mine in different places.   This would open up a world of possibilities:   you could have different coloured smoke grenades go off near your location to indicate that the enemy were present in a remote place.    Obviously you could fix it so that you could order your loons to place mines.    And you could have a defuse mine action if you got close enough to a placed mine and had the slots free to carry the item ... or maybe just leave it on the ground.    Anyway, something upon which to cogitate.   You could just keep it simple and make it hand grenades and AP mine.

The problem is the number of triggers.    This can be handled by making you find a box of fuses or something, rather than the complete mine.



Collected the wagons and headed back to the third civvy point, which I suspect will be safe.    There we rearm.    Bizons and NVGs for everybody, M21 and BGlockS for me.    2 rockets and a satchel for those as can carry them.   It's 8.30 am and it looks like its going to be a nice day.   Let's go and start a war.

Got into position overlooking La Trinite.   The southern convoy was up, so I popped the vulcan and then the brad from 330m.    The bangs took out some infantry and trucks, and the remaining loons who came towards us were dropped by my brave lads and lassies.

An idyllic scene.    (twinSmoke.jpg)   You will note that my civvies are fireteam green and the soldiers red.   I don't know why, it just seemed like a good way of keeping track of things.

Normally at this point I would have legged it to avoid retaliation, but as I testing I hung around to watch.     Didn't see much but after a minute or two got "hmm they're fighting each other".  

Used the retry to investigate this a couple of times - I didn't fully understand what was happening.   Certainly a lorry came up from the south and won a small firefight with somebody in the town, but I don't know who or how they got there.    The place should have been empty of Northrons and although I can't swear nobody arrived just at the moment I didn't see any evidence of it.    Unless they came in immediately by the west road, which I have no chance of seeing.

I'm not thrilled by this massive improvement in the weather.    I would suggest you let it get light, leave it for an hour or two and then have weather improve.     More atmospheric that way and gives a greater variety of conditions.      Fog burns off in the morning only if there no thick rainclouds above it.

Left the firefight in 3 (short for La Trinite, geddit?) and I boxed round to the north with a view to mining the road.    We must keep it fair in terms of armoured vehicles destroyed, mustn't we?  Placed one AV mine, ran back to the squad and then headed south.   We sorta ran into a couple of infantry squads, one moving away from us which we mostly dropped and then 5 standing still which we took out, but then I changed the plan slightly and we headed east back our Base at the old civvy house.  On the way I heard one vehicle blow up - smoke at the northern edge of 3 - and later a chopper's gun firing followed by another explosion.   The war appears to be going well.    We rearmed and I put on a brew and got the map out.

My little base is in a dreadfully inconvenient place but moving it is going to be a nightmare in daylight.    

Oh, here's another idea.   The player finds a transistor radio and picks it up.   Whenever he likes he can listen to it.   There are several channels.   Music of course, for long journeys.   Maybe you could have two stations, one for CWC tracks and one for Resistance, and give the stations funky names.    Then there is the weather channel, which gives weather forecasts for the next hour or two.    They need not be 100% accurate but they should be generally right, allowing you to plan your day:  I can't move my vehicles now, but in a couple of hours it might be possible if the rain comes back.    Or maybe its going to be sunny all day and I can't move them unless I just take the risk.   If I have infinite savegames of course then I might just keep trying till I get lucky.

Anyway, given where I am, it seems the best thing to do is recce the northern airfield.   I could spend the morning clearing towns, but ...

By the way, if there is anythng you want me to check just say so.   I'll plug in a savegame and go look.     My strategy at the moment is to recce the airfield and do some damage/destroy it if possible.   Then perhaps a town or two, working my way south to do the same at that end.    When I think I've got enough brownie points to get away with it I'll go back to the lodge and shoot the civvies.

So I heads north and from as far away as possible hit the dirt and turn up the viewdistance as far as I dare. (3500m)    I see a 3 man patrol going up the east side of the airfield fence in combat mode, which looks a little excessive.    A lone RPGer behaves similarly on the southern fence.   There's nobody on the road to St Louis that I can see and the airfield gate is unguarded.  Bradly and tank by the main buildings, another brad by the fuel station, a few loons running around, the odd M2.... this shouldn't take long.

For fun I decide to take out the M2 gunner by the southern building.   7 rounds at 834m is nothing to be proud of, but in my defence there was a convoy going past which meant I couldn't see the fall of shot.   Feeling cocky I switch to RPG and have a pop at the Vulcan that just arrived, but 1100m is too far and the missile airbursts short, I think.

There is a constant problem with my 2.  He keeps running forward, out of position, even when he is supposed to be lying down.    It's not so much getting himself killed - if he is going to do that the sooner the better frankly - but he has just given away our position.    

That's it for now.
Title: Re:Abandoned Armies
Post by: XCess on 03 Feb 2005, 15:52:25
Maybe have unlimited saves ONLY when ur at the lodge. Switch it to the action menu as a "group rest" action.. maybe heal the squad too while they rest.
Title: Re:Abandoned Armies
Post by: SEAL84 on 03 Feb 2005, 16:18:35
On the problem with SEAL84's mission.  I have just remembered that some of the code I use to keep these d**ned stupid vehicles running does not cut in if the player is within 200m.  Now that SEAL84 has made his escape they may well all get sorted out on their own.

Okay, I'll go back and have a look then....and there was also a Bradley there as well.
Title: Re:Abandoned Armies
Post by: rado1265 on 03 Feb 2005, 16:39:18
This is the first time that I've downloaded the mission which is on beta testing, and did I pick right! This mission is great! But obviously there's too much for one mission; I have no intention to mess every time with the mission saves file to get the mission going again. So here is my first, and quite radical suggestion: make the campaign or mission pack with this material! But if you decide to stick with the mission here're some of my observations for the part which I've played (I've rescued all three civilian groups and take La Trinite):

OVERVIEW:

- Shine with more light here.

BRIEFING:

- You could change (enlarge) the font type. I can't see any space shortage, so there's no need for the smaller font type.

- On page where are provided the informations about the enemy groups add links to the places - towns.

INTRO:

- It's all there, just music is too loud for me. A quieter, "backround" music should be more suitable.

MISSION:

- Reduce fog level a bit. Otherwise the weather just adds to the good ingame atmosphere.

- All voice acting that I have opurtunity to hear is great and works perfectly.

- If this were my mission I'll remove the choppers (execept if they're esential for some later stage); with them those enemy groups looks too strong for some marauding bands. And if there's a fuel shortage the choppers will not fly around and waste that fuel. I mention this only because I think you're devoted to the realism.

- Will the autosave option (0-0-0) permanently stay in the mission, or is there only to ease the work for the beta testers, and will be removed later? I suggest you to do so, and place the autosaves on strategical places - in Vigny right after the cutscene, every time you reach the civilian hideouts, etc. You'll still have plenty of savegames, the opurtunity to save every time you want just "kill" the gameplay. For me anyway.

Overall I like the whole thing: the story (it's beleivable, the Americans are no angels aether), the sense for the details... I just hope I help you on some way or other.


Regards, karantan.
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 19:48:57
@macguba
Neat picture.  I have seen that scene myself once or twice!
Quote
You will note that my civvies are fireteam green and the soldiers red.  I don't know why, it just seemed like a good way of keeping track of things.
I find I am a bit protective of 5, almost as much as I am with the medic - is something you have noticed or is it just me?

There are loons in combat mode at the base!!.  That shouldn't happen until someone in the base is killed.  I add it to the list of things to look into.

There are two Bradlies in the Northern base?!  I take it they are all friendly to each other?

@SEAL84
If the Bradley is there as well then I am afraid the convoy is screwed.  I suggest you kill what vehicles you can.  Sorry.
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 19:58:12
@karantan
Thank you.  I am glad you like it

Quote
I have no intention to mess every time with the mission saves file to get the mission going again
This is not necessary if you don't have ECP.  I don't even know if it is necessary with ECP I just suspect it might be.

Quote
Will the autosave option (0-0-0) permanently stay in the mission, or is there only to ease the work for the beta testers, and will be removed later? I suggest you to do so, and place the autosaves on strategical places
The problem with building in the autosaves is that after a certain point I really have no idea what the player will be doing.  I am warming to the suggestion by macguba that I just have a limited number of saves that the player can choose to use when they wish.

I have not responded to all your points, but that does not mean I have ignored them.  I have turned down the volume on the intro for example.

My list of to do's has grown exponentially in the last couple of days so I am finding it a bit hard to keep up with the comments so far (that and stopping myself from getting fired!)

I appreciate your comments and I hope you do get chance to have another go at it.
If you are running ECP I would welcome knowing if you do experience the large savegame bug.

Thanks again.
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 20:29:46
@SEAL84

Can I just check I have got the symptoms right:
There is a Bradley, a 5t truck (with a crew and infantry in cargo?), a couple of urals (one is an ammo truck) and a vulcan.  The urals do not have any loons in cargo.  There is a squad if infantry on the south of the town (facing south?)

It would help me if you can remember where the vehicles are in relation to the church (first building on the left as you reach the town from the south), and if there are any vehicles actually in the town or north of the town.

The mission is designed so that even something like this will not prevent it from being completed.  It just means that the north convoy will not move south until this convoy is dead/completely disabled or frees itself.
Honestly I have set this running before going away for several days and it was all well when I got back.  With the information above I will see what else I can do to prevent this happening again.
Title: Re:Abandoned Armies
Post by: SEAL84 on 03 Feb 2005, 20:36:14
@SEAL84

Can I just check I have got the symptoms right:
There is a Bradley, a 5t truck (with a crew and infantry in cargo?), a couple of urals (one is an ammo truck) and a vulcan.  The urals do not have any loons in cargo.  There is a squad if infantry on the south of the town (facing south?)

It would help me if you can remember where the vehicles are in relation to the church (first building on the left as you reach the town from the south), and if there are any vehicles actually in the town or north of the town.

The mission is designed so that even something like this will not prevent it from being completed.  It just means that the north convoy will not move south until this convoy is dead/completely disabled or frees itself.
Honestly I have set this running before going away for several days and it was all well when I got back.  With the information above I will see what else I can do to prevent this happening again.


- 1 Bradley with a 6-man infantry squad nearby
- 1 American 5-ton - looked like an uncovered cargo version, but I'm not 100% - right behind it on the road.
- 1 Vulcan
- 1 Ural, plain version, with a crew and no cargo in the back
- 1 US 5-ton with a crew and an infantry squad in the rear - I snuck up next to it and peeked in the back and there were definitely armed soldiers inside.

I should have taken a screenshot or saved and copied the save file, but unfortunately I didn't...I've moved on in the game.

From there I found some infantry in Larche but nothing worth stealing.  I also went to Arudy and found the place empty.  A fire burned, some tents were there, and there was an uncovered American 5-ton sitting under a camo net - I took it for the ammo it carries.

I just got out of class so I'll fire up the mission and take a quick jog back to La Trinite to see if anything has changed.  If they're still there I'll get a save point and a screenshot.


****EDIT****

Check PMs.
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 22:11:34
@ macguba

Quote
Didn't see much but after a minute or two got "hmm they're fighting each other".  

Used the retry to investigate this a couple of times - I didn't fully understand what was happening.
Each of the loons have a killed EH that detects which side killed them, if a north is killed by a south or vice verca then after some random delay you get the '...they're fighting each other message'

 
Quote
The place should have been empty of Northrons and although I can't swear nobody arrived just at the moment I didn't see any evidence of it.    Unless they came in immediately by the west road, which I have no chance of seeing.
I am surprised they arrived so quickly, it is a fair way from the airbase.

Quote
I'm not thrilled by this massive improvement in the weather.  
Is this a comment about the design of the mission or about the implications of this on your state of health?
Title: Re:Abandoned Armies
Post by: djackl on 03 Feb 2005, 23:01:43
Quote
Oh, here's another idea.  The player finds a transistor radio and picks it up.  Whenever he likes he can listen to it.  There are several channels.  Music of course, for long journeys.  Maybe you could have two stations, one for CWC tracks and one for Resistance, and give the stations funky names.    Then there is the weather channel, which gives weather forecasts for the next hour or two.    They need not be 100% accurate but they should be generally right, allowing you to plan your day:

I concur wholeheartedly.

*UPDATE*
Dropped the second load of civvies back at HomeBase (my codename for the lodge not the DIY store ;D) and have gone to La Trinite. Found a shedload of Ammo, trucks and heavy weapons, and no soldiers. Have I missed something? Am currently in the process of rearming my troops with the heavier equipment. Will update later.
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 23:26:29
On the radio idea - Lol  I will see what I can do, but I am really pushing some limits here - because of the large savegame bug I am having to be very mean with variable names and it is getting close to a 5Mbt game already.  

This is typical mac - why don't you... and there follows a very reasonable idea that is going to take me ages to get  right.  (I have just spent all day changing the words of the Intro to match the new storyline, while ensuring the background was dark all the time).  And then there is his stunning idea about the mines.  Mind you by following his advice on my last mission I learnt a huge amount.

This is proving to be quite an experience for me.  Vigny cutscene: I think it is really neat that as the soldier walks down the road the Vigny road sign comes into shot - what do I get?  You should have two guys!!
I spent ages getting the sounds, actions and cases for the AP and AV mines - and they go down like a lead ballon.  Still that is what beta testing is for.

EDIT:
On the tranie radio/weather forecasts.  There is no electricity on the island - I even turned off every streetlight on the map in case anyone played it long enough for it to become night - so who is transmitting.  Mmmm I suppose it could be an intercept of the northern base (I picture Andropov as brutal, but  professional so that would fit - Stamenov is just evil).



Quote
Found a shedload of Ammo, trucks and heavy weapons, and no soldiers. Have I missed something?
La Trinite is visited alternately by the north and the south.  There are periods in between when it is empty, so no you have not missed anything.  If it remains loon-free for more than about 15 minutes then please let me know.
Title: Re:Abandoned Armies
Post by: rado1265 on 03 Feb 2005, 23:43:46
I hope you do get chance to have another go at it.
Sorry, I can't :'(. I'm busy making the campaign, it was just couriosity when I dl your mission (I feel this is not for me anyway).

You have enough of aces to help you already, don't you think? ;)
Title: Re:Abandoned Armies
Post by: THobson on 03 Feb 2005, 23:49:47
That is fine.  I know there are other things to do and I appreciate the comments.  One of them was something that had been bothering me.  If fuel is scarce why are the choppers flying continuously?  I want the choppers but I don't want it to seem odd.
Title: Re:Abandoned Armies
Post by: rado1265 on 04 Feb 2005, 00:09:50
They have continiously fly around and over me. Didn't see them though (because of thick fog and bad weather I reckon), but hear them all the time.

It's not just the choppers that it seems odd for me, also they're equipped well too good for some loosed groups; remember, not a long ago they've fight a war, so they must be pretty exhausted in all possible ways.
Title: Re:Abandoned Armies
Post by: macguba on 04 Feb 2005, 01:57:04
Mate, you have had so much information in the last day or two that the most you can possibly hope to achieve is to absorb it.  Digestion, and decisions about what to do about it, can come later.   Responding to each tiny point is an awful lot of effort and I think most beta testers would not expect it, providing their overall effort/contribution is acknowledged.   (Which I know it will be.)    The more people beta test for you, the more you appreciate it.

Quote
There are two Bradlies in the Northern base?!  I take it they're all friendly to each other?
Yes.    One was near the fuel dump, alone, and I would not absoluely swear that it was a Bradley.    (I was over 1km away.)   The other definitely was, and was with a T72/T80 (I think) near the main (default) buildings in the east and appeared to come after us as a guard group (with infantry) when my no.2 fucking told them where we were.

There were loons in combat mode at the base.  Lying down, covering each other, that sort of thing.    As I say I was over 1km away, had not fired at them nor been anywhere near the area before.   However this was after I had started the war at La Trinite.

I am very protective of the medic, although the only dangerous combats I have been in have been cock ups due to beta testing, in which case I have no compunction about going back the last save.   I couldn't give a shit about 4 or 5, being civvies they are just cannon fodder as far as I'm concerned.     I wish 2, who is a fucking nightmare, was dead already.   In other words green=expendable, red=valuable.

I've only vaguely digested what Seal84's problem was.   I am a vaguely concerened that I have seen groups just kinda standing around without doing anything, but I've never watched them long enoug hwithout killing them to suggest that they shouldn't have been doing that.   As I said before, I'm very happy to set off to try and replicate difficult circumstances if that might help.

I examined Saint Louis carefully though M21 scope and saw nothing ... no vehicles, patrols or tents or anthing like that.   I saw it from only one angle, from a long way off, and didn't watch long enough to detect a moving patrol which happened to be hidden when I was looking, but the overall impression was not somewhere that something was happening.   If it is supposed to be I will look.   I am aware that in my approach to the game I have not sought "background" comings and goings, but that is quite deliberate on my part:  I read that others were, so I decided to go straight for the jugular as it were.

Quote
I'm not thrilled by this massive improvement in the weather.  
Is this a comment about the design of the mission or about the implications of this on your state of health?
Both.   ;D   It does my state of health no favours, but also (and more importantly) I think it does the mission no favours.   I appreciate that you are trying to create continously unfavourable weather (foggy when you want it clear, clear when you want it foggy) and of course there is nothing wrong with that.     However, I think this change fails on two levels:  firstly it is not realistic (the coincidence of the front passing and daylight arriving does indeed happen in RL, but more often the two do not coincide);  and secondly you are throwing away the interest and advantages that an intermediate period - light with bad weather - can provide.    In the good weather I have done all I needed to do, namely start the war and make it to the airbase, where I anticipate no problems in trashing most if not all of the defence, all I'm saying is that it would be more difficult to decide what to do, and therefore more fun, if the weather gave you choices.    The good weather only took away choices from my situation, it did not add anything.   But it's just another detail, not a huge deal either way.

On the "typical mac ideas" if you think its shit, or just not worth the trouble, say so:  I won't be offended.    If I think of something I post it, for the mission designer to accept, change or ignore as he sees fit.  It's not like I really care.   ;D   Having said that I really do think most of my ideas are fundamentally good, if you can be bothered to implement them and the mission has the capacity.   A few are totally bollocks of course.   Don't worry about the "5 meg boundary".   It is true that there happen to be a lot of missions in the 4-5 meg range, but this is purely an accident which results from the size that sound files happen to be.    If it pushes up towards 7 or 8 don't worry about it, the number of folk who would d/l 4 but not 6 is very small.    Once you are over 10meg that changes, but that isn't going to happen so don't worry about it.    As long as you don't add some huge music files size is not going to be an issue, given that you are already in the 4meg+ bracket.

At the risk of immodesty, a fault from which I affect to suffer for modesty's sake, take everything I say on beta testing extremely seriously.    There is the odd occasion (actually not rare) when I am flat wrong, but I am one of the best and most experienced beta testers out there - I like to think it is a speciality of mine - and most of what I say really is true.    The best place to ignore me is on stuff that will take lots of effort to implement - it is often not worth the trouble.    Actually most of what most beta testers say is true.

I have no experience of the variable name bug except what I have read, so I know its real and a problem.    However I have no doubt that in this mission it can be overcome - I know from experience how much you can cut things down once you have the overall picture. (i.e. the "finished" mission.)

The more I think of the mines idea the more I like it.  To make a simple version would not be that hard.  (And well within your capabilities.)    This game is four years old, why on earth has nobody thought of this before?

It is the essence of a beta mission that all the good ideas are ignored, all the indifferent ideas are criticised for not being better and all the crap ideas are panned.   This is human nature.     This missions has acres and acres of good ideas:  as you know (from experience) I do not devote this amount of time and effort to stuff that isn't good in the first place.    I don't want to say anything about the mission as a whole because I haven't finished it yet, and frankly most of the time I've played has been pretty dull.   However, it has huge potential, and I strongly suspect that much of that potential has already been realised ... which I would discover if I played the mission in a potential-realising manner, which. due to laziness, I am not.

I am still very surprised at how soon I got the "they are fighting each other" message and the firefight.    There must have been a Northron patrol in or very close to La Trinite even though the Southron convoy was there.   It may have been about to leave to be fair.     My limited experience of La Trinite is that you don't have even as much as 15 minutes between bad guys turning up:   I entered as soon as one lot had left and after several retries really only had time for a cursory rearm of my squad, to give them all longs rather than just pistols, and for me to drive three vehicles as far as the burnt out tank to the east before the other lot arrived.

The solider walking down the road before shooting the girl at Vigny is good.    You, the creator, have had and executed well a good idea.   However, the job of critic is so much easier than inventor that many people have been able to spot easy ways in which the scene (which they themselves could not have invented) can be improved.      Be flattered by the advice, accept it and move on.   If you feel low, remember that you yourself are one of the best beta testers around, as the Unimpossible mission demonstrates, or rather will demonstrate when I make it finished.

I take your point on who is transmitting the radio stations.   However this links into the whole text story:  it's not tooo hard to make something up that is plausible.    Maybe just broadcast on the hour.

Choppers flying continuously in a fuel shortage is a problem.   Maybe make it that fuel is only short-ish, but is rigourously controlled by the baddies.

Tip:  Given that you have some working sound files, don't re-record any more till the end.   Script and story will change more than you might think, and it just hassles your friends and family to keep re-doing them.   Leave the voices till you have the script absolutely perfect.    For interim versions, if you like, just record your own voice so that there is at least a sound file there, and tell us what is going on.

Total autosaves will not work in this mission - its much too open and you cannot tell what the player will do.   There are several approaches that you could employ, all equally valid.  At this stage I think you should just give consideration to the various possibilities and how many the total might be.   The details can be slotted in in a late version.

The mines are good.    The better something is, the more people can and want to improve the idea.    In this mission you have particularly set yourself up for criticism, by proclaming that you are trying to do something realistic.    You're not the first, I've played many (usually shite) missions that claimed they had the "whole island" experience".     But one thing I can tell you from not just OFP but life in general:  criticism is directly proportional to quality.   Nobody wastes time cricitising rubbish.      The huge and repeated response to this mission (I see many people making repeated posts) states very clearly that it is something that those people regard as valuable, and worthy of their effort and comment.    Any beta post, no matter how critical, is a compliment to the original mission.

If Andropov is brutal but professional, and Stamenov is just evil, then you need to bring that out more.    I know I've been told that, in amongst a whole bunch of other stuff, but I haven't really absorbed that.     If you really want to get it across you need to embed it in the mission:  for example Andropov  towns have a few whole buildings and lots of graves:   Stamenov are ostentasiouly different:  trashed buildings, evidence of rape and robbery, and bodies rather than graves.     If you want to bring this out, do not attempt to be subtle:  this is a subtlety, therefore it must be handled obviously.    (Things that are obvious should of course be handled subtely.)
Title: Re:Abandoned Armies
Post by: SEAL84 on 04 Feb 2005, 02:49:34
I've only vaguely digested what Seal84's problem was.   I am a vaguely concerened that I have seen groups just kinda standing around without doing anything, but I've never watched them long enoug without killing them to suggest that they shouldn't have been doing that.   As I said before, I'm very happy to set off to try and replicate difficult circumstances if that might help.

Heh, don't worry, I've sent him further info via PM.  I'll handle the recon work behind enemy lines, you keep blowing things up and we'll compare notes at the end ;D

At this point I'm just observing enemy movement and generally being a sneaky bastard, so I'll keep a doubly sharp eye out for any additional AI oddities.
Title: Re:Abandoned Armies
Post by: macguba on 04 Feb 2005, 03:06:55
Cool.   :thumbsup:   I've been deliberately going for the heart.   I'm sorta trying to wrap it up with as few kills as possible.     Although how that leaves the "extraction" we'll have to see.   ;D


Edit:  fuck, 2am ... If I don't get to bed soon I'm going to turn back into a pumpkin.
Title: Re:Abandoned Armies
Post by: SEAL84 on 04 Feb 2005, 05:37:15
If Andropov is brutal but professional, and Stamenov is just evil, then you need to bring that out more.    I know I've been told that, in amongst a whole bunch of other stuff, but I haven't really absorbed that.     If you really want to get it across you need to embed it in the mission:  for example Andropov  towns have a few whole buildings and lots of graves:   Stamenov are ostentasiouly different:  trashed buildings, evidence of rape and robbery, and bodies rather than graves.     If you want to bring this out, do not attempt to be subtle:  this is a subtlety, therefore it must be handled obviously.    (Things that are obvious should of course be handled subtely.)

Agreed, great suggestion there.  It would be nice if you could work this difference into the mission more somehow, going beyond mere scenery.
Title: Re:Abandoned Armies
Post by: THobson on 04 Feb 2005, 09:01:43
I didn't mean to seem down, and I wasn't really, it was the red wine talking. :)  I do appreciate the comments thank you.

I certainly do recognise the quality of your ideas and I do not want you to think otherwise.  They usually involve me having to learn a lot more than I already know.  Which is no bad thing, but it puts mission completion so much further away - again still no bad thing.  Even throw away comments like "the entrance to the base was un-guarded"  are not lost on me.

For some reason I had in mind a 5Mbt limit on what OFPEC will allow, though I cannot remember where I got that from.  If I am wrong then that does give me some scope for additional dialogue files.  I don't think I will be looking for more music.

The Andropov brutal professional, Stamenov evil monster is an idea that has just developed.  You will not see much in this version that reflects that.

I am pleased that lag is not as much of an issues as I feared it would be.  I was very mean about adding new groups (I am a long way from the 63 or whatever limit per side) and have been moving their waypoints about randomly to help spread them about a bit.   I can now do more tailoring at specific locations than I thought possible.

I was planning to take out my AV and AP mines (it will give me back 30 variable names and 30 triggers)  but I like you idea of finding some instructions - I am sure I can work that into the script.

Keep the comments coming.  I now need to get back to doing enough to pay the mortgage!
Title: Re:Abandoned Armies
Post by: djackl on 04 Feb 2005, 09:11:44
My limited experience of La Trinite is that you don't have even as much as 15 minutes between bad guys turning up:   I entered as soon as one lot had left and after several retries really only had time for a cursory rearm of my squad, to give them all longs rather than just pistols, and for me to drive three vehicles as far as the burnt out tank to the east before the other lot arrived.

I'm only at school so I don't have too much time but I'll just say, I've been in La Trinite for about 10 minutes I think (or at least long enough to put 7 Bizons into the
ambulance and half rearm my squad with pistols, HKs and RPGs) and I haven't met anything yet, maybe I'll stick around, see whether I can lay an ambush....  :o

By the way, I have experienced no lag at all, don't know what you all mean by 'benchmarks' but I know there hasn't been any lag yet (then again my 3.06Ghz might be able to answer for that  8))
Title: Re:Abandoned Armies
Post by: macguba on 04 Feb 2005, 11:06:10
@ djackl

Stick around in La Trinite for a bit and you should get some company.    

"benchmark" is a tool included in the game to help mission designers.   It is a measure of the speed of your computer.   Big benchmark implies a good, fast comp.     Click on Start-Programmes-Codemasters-OperationFlashpoint-Flashpoint preferences to discover your benchmark.       My old PII benchmark was about 750, which was just and only just adequate to play Resistance.    Your comp is probably over 5,000.


@THobson

You are right, there is a limit on mission size but only for http upload.   OFPEC will accept missions of any size by ftp upload, as long as they're not totally stupid.    5 and a bit meg is  fine.
Title: Re:Abandoned Armies
Post by: macguba on 04 Feb 2005, 13:48:56
OK here's the AP mine script.    It's not thoroughly tested but it seems to work.    I wrote it then looked briefly at your script and incorporated one or two bits.

This script is called from the Action menu.   It checks that you have a grenade and if you do it:

- removes the grenade from your inventory
- makes you do an animation
- places an object on the ground
- gives you a few seconds to get away
- then moves a trigger to the spot

With this particular trigger the mine is a toe popper - it damages the victim's legs but doesn't kill him.      The trigger is fired (=mine detonated) only by somebody on foot.

I've kept it simple so at present there is only one trigger and the Action is removed after you have placed one mine.   It would be easy to make extend it to have as many mines as you like.  

To improve this script you could amend it to:

- add a sound
- detonate the grenade at ground level to make it lethal
- offer the player a choice of "toe popper" or "regular"  
- make it susceptible to vehicles as well/instead of just soldiers
- allow different types of munition


Given you have variable name constraints, I would suggest that you bin the AV mines and use a version of this as an anti personnel/light vehicle mine.  (If you can split out the armour, not sure.)     Find a box of a dozen fuses at the ammo dump, along with instructions.    


Title: Re:Abandoned Armies
Post by: THobson on 04 Feb 2005, 16:44:48
Thanks for the mine I will look at it when I get home tonight.

The AV mines are neat in that they disable a Bradley enough to get the crew out but not enought to kill it.  I have been quite generous with repair vehicles so it makes ot possible to capture the Bradley - but heh who wants to be in one of those when there are AT soldiers about?

I now recall the reason why you might be getting north-south action very soon after engaging the convoy at La Trinite (3 lol).

Andropov and Stamenov do not trust each other and have each infiltrated infantry into the woods near La Trinite.  They do not interfere with the convoys and it would require a deliberate search (or getting hopelessly lost) for the player to find them - but heh - what if he does?  They are there in case the other side starts to play silly games on their trading arrangement and begin failing to meet their commitments.  I noticed in testing that sometimes, but not always, they will wander over to the La Trinite to see what is going on if there is any action there - even if it only involves the other side driving over a mine.  I contemplated doing something to stop this but decided that it was actually quite realistic behaviour so left it.

So I suspect that when you hit the south convoy the ‘enforcers' from the north took an interest wandered over to the town to take a look and it was these guys that made contact with some of the south survivors.

Edit:
I couldn't wait so I have had a look at the mine.  Looks neat.  I could not get the deletevehicle to work like that on my mines, maybe it is beacuse I am using a different case, but the reference ("AAA840" in your script) I used when creating the case would not work on the deleteVehicle nearestObject bit when it is detonated.

Title: Re:Abandoned Armies
Post by: macguba on 04 Feb 2005, 17:20:31
Ah, if the AV are neat then keep them.

That explanation of what happened at 3 fits exactly with what happened, particularly if the small enforcer team is in the woods to the northwest of the town.  I think its perfectly realistic: it confuses you slightly, but that's fine.

Hope the script proves useful.  I haven't checked that the bottle (AAA840) actually gets deleted when the trigger fires.  It certainly disappears.
Title: Re:Abandoned Armies
Post by: djackl on 04 Feb 2005, 17:36:54
Quote
"benchmark" is a tool included in the game to help mission designers.  It is a measure of the speed of your computer.  Big benchmark implies a good, fast comp.    Click on Start-Programmes-Codemasters-OperationFlashpoint-Flashpoint preferences to discover your benchmark.      My old PII benchmark was about 750, which was just and only just adequate to play Resistance.    Your comp is probably over 5,000.

ok just found my benchmark is 6849   :)
Title: Re:Abandoned Armies
Post by: THobson on 04 Feb 2005, 17:43:50
I searched for all sorts of objects to use as a case.  In the end I used a light fitting buried so that only the top shows.  But I couldn't delete it with the code I use to create it.  I like the idea in the script of requiring the player to carry a grenade.  Much more realistic.

I made the AV and AP mines as much as an exercise as anything else, but found little use for them when playing the mission apart from putting the odd AV mine on the road behind me to: 1. alert me if a vehicle was approaching, and 2. to make sure that, unless it was heavy armour, that it didn't reach me.

I contemplated putting a few ap mines down and then luring the loons in - but eventually realised that droping them with HKs was safer and more effective, especially with my deliquent squad to worry about.  Scattering them around 3 will guarantee a lot of kills - but those guys would be taken out by the opposition anyway.

Yes the north group is in the woods to the NW and south group in the woods to the SE.  Either could cause a probem if the player gets lost looking for the respective civis.
Title: Re:Abandoned Armies
Post by: djackl on 04 Feb 2005, 18:24:06
Ok just attempted the ambush. The m2a2 was demobilised by the AV mine I set, however the Vulcan (which clearly doesnt get affected by fog :D) shot my squad and then I got overwhelmed by the infantry that disembarked from the trucks. Will try a new plan :D
Title: Re:Abandoned Armies
Post by: rado1265 on 04 Feb 2005, 19:06:59
For the end I dePBOed your mission and, WOW :wow:! You surely will beat one of the records: the number of scripts per mission.

Good luck with the mission!

karantan out
Title: Re:Abandoned Armies
Post by: macguba on 04 Feb 2005, 21:31:40
You left me overlooking the airfield from the south.   I made one attempt to go round to the right, just for fun, but there is no cover and thanks to my wretched 2 we were spotted.    I abandoned the firefight halfway through.   Attempted then to head west, with a view to clearing St Louis and then coming at the airfield from the west, a more promising angle.   The comp started to feel  heavy and I suspected a few baddies around.   Sure enough there are.   There were a couple of attempts at this because I kept being interupted but the most entertaining was when a convoy of two trucks and a vulcan came past when we were just too far away to ambush them.   The trucks stopped just as my loons started calling a patrol to our right.   I thought - wrongly - that the trucks were disgorging men so I took my lot off hold fire and attacked.    We took out half the convoy but one truck got away up the road to our left, where it did disgorge troops.   Another patrol - at least one - turned up to help and we were surrounded on three sides.    Armed all with bizons except my M21 we gave a good account of ourselves, and the firefight finished with all my loons dead and me skulking around some bushes finishing off the remnants of the last patrol from a few feet with my trusty silenced Glock.   I nearly went on, but decided for testing purposes I needed some squad.

Picked up the savegame and sent 2 back to my little base since he is only a liability.    He thinks his squad position is about 20m in front of me and he is quite happy to stand up to get there.   (Everybody else is in the right place.)     We advance cautiously towards the road and cross it behind the convoy leaving one AV mine and two APs sited up and down the road to catch any infantry bailing out of a damaged lorry.     Move on and hear many explosions up on the La Trinite plateau.    Then suddenly the screen freezes as the computer has a serious crash.    Power off and on the only option, which makes if feel like a comp crash rather than a mission or OFP one.

We move into St Louis, place AV right on the crossroads and attack the little base there which turns out to be empty.    While I'm putting the fire out (the fires should all go out when it's light enough) a jeep/mg patrol rolls into town.   The first three are all damaged by the blast and I snipe the survivors.   I don't know if there is another and am wondering whether to move when the fourth comes round the corner and I drop the crew.    Check there were no survivors then leg it north - I don't want to hang around for the comeback, though I'm not even sure we were properly detected.    

Got to the woods and turned east to head back towards the airfield.   Found a vulcan in the trees on the outskirts which I toasted with a satchel, then as we regrouped a woman civvy ran from the direction of the airfield right past us.   I caught up with her but she didn't feel like chatting and kept moving.

Settled into my bush to do a bit of sniping and discovered that I was sharing it with another sniper to whom I gave the good news.   Borrowed his Dragunov and started looking around.   1 squad of about 4 standing near the west gate;  1 squad of about 7 lying in the middle of the field, near a single bloke;  a sneaky sniper in a bush on the far side; a few loons lying around, mostly facing south; a Russian chopper hovering over the whole;  what might be an empty tank off towards the north;  what I thought was a brad at the fuel station is in fact a vulcan, possibly damaged.

Got popping.   Took down pretty much all the loons listed above although a couple ran out of my line of sight.    Many of them were 500m away so no comeback.    I had my own loons behind be watching all directions on hold fire.    I was just looking for new targets and wondering whether to switch position or leg it while we had the chance when an Abrams drove up to the fuel station.   Hmmm, thinks I.   Then some new infantry start running around - new targets thinks I.   I'm just lining up on a chap when he unshoulders his LAW and starts pumping rounds into the Abrams!   Who-hoo!   This must be an attack by the Southrons!

At this point I am reminded of another point.   Nobody has any way of telling the Northrons from the Southrons, since they are mixed up.    Choose a couple of nice flags from the flag pack - there are several non-national ones or just enjoy the prospect of a fight between Greenland and Bhutan - and scatter them around a bit.    If you can make vehicles carry them, or make them appear on the sides of vehicles (I think you can do that, or maybe its arm patches) it will help the atmosphere a great deal.    Flagpoles in towns and bases that change as required of course.    The civvies could even have a flag, which they could raise whenever the get the chance.
Title: Re:Abandoned Armies
Post by: THobson on 04 Feb 2005, 21:41:28
@djackl
Lol ;)

@karantan
Yes but they mostly quite small.

@macguba

Quote
but one truck got away up the road to our left, where it did disgorge troops.
It should have done that earlier, in fact shortly after it noticed you - I am sure you remember the code.

Quote
sent 2 back to my little base since he is only a liability
Is that something I can do anything about?  That is Ruslan, he is just a normal civi grouped to a resistance soldier (Karl) when you find him, just the same as Erik and Irena.

Quote
Then suddenly the screen freezes as the computer has a serious crash.    Power off and on the only option, which makes if feel like a comp crash rather than a mission or OFP one.
Oh dear, well I hope it is not mission related.

Quote
.... this shouldn't take long.
I believe you said this a few posts back ;)


I am puzzled by the loons being in combat mode in the base.  Could some of Stamenov's lot (the chopper maybe) have got to them first?  

EDIT:
Roughly how long in game time is it since you heared the "...we seem to have got them fighting..." message?


At the moment I am trashing towns on behalf of Stamenov.
Title: Re:Abandoned Armies
Post by: macguba on 04 Feb 2005, 22:40:21
New post to keep things in the right order.

I first arrived at 3 at 08:00.    I took that screenshot shortly after 8.30 so the "fighting" message was probably about 8.40.   It's now 09:50 and the battle has been on the airfield for a few minutes.   Call it an hour and change after they started fighting each other.    I've seen no evidence of fighting between them anywhere between 3 and here.

The attacking infantry came through the gateway roughly due east of the fuel station btw.

If you haven't done anything to Ruslan (it is him) then I don't know what it is.    For a while I suspected it was something to do with all the joining and unjoining:  when some of a group of 4 civvies have left your group, and some haven't, you get funny things happening in your group as you probably know.

I havne't spotted a field hosptial on the airfield - there should be one, unless you that building with a red cross on the roof can heal you.     Although there has been an attack on the airfield I don't think the Brad and T80 haven't come out from behind the buildings, although they may have left before I got round to this position.    There is a Vulcan beyond the fence on the far (eastern) side and a chopper flying around banging away.  

That woman comes running past us again, this time from the south.  Or maybe a different one.    I start to move position slightly and somebody calls contacts at 100m.    One or two squads in combat mode are approaching from the northwest.     We drop them.... actually I allowed myself a second attempt, as in the first the medic was the only casualty (why is it always him?) and I was wounded, which would have make things tedious.    

There is a burning tank to the south of the airfield, it could be a T80.   There are still soldiers around the fuel depot:    the attack squad I think settled in the east of the airfield, out of sight of the loons on the west side of the fuel station.   I shot a couple of the attack squad as they just lay there and the rest ran off.     In other words I suspect that the attack has not been either completely successful or completely repulsed.   Still it was fun shooting that LAW soldier after he'd run out of rockets.  ;D

We're in the shit now:  they know where we are we're partly covered by the M2 and other loons at the fuel depot.   I drop the loons and we start to move, but a T80 appears to our west.   It is dealt with by my boys and possibly a Russian chopper which flies over us.   It looks clear and rashly I save.   Unfortunately we are caught in the crossfire of two snipers on the airfield - I'm totally stuck.    The problem is that there is also a Bradley bearing down on us.   The chopper is too far down the list to be an issue.    However, I could be in real trouble here.   :-[ :(
Title: Re:Abandoned Armies
Post by: djackl on 04 Feb 2005, 22:43:51
At the moment I am trashing towns on behalf of Stamenov.

Forgot to mention, I keep getting stuck in the destroyed buildings of La Trinite thanks to OFP's awful collision detection not allowing me to move within a few feet of a broken building  >:(. Doubt there is anything you can do about that though  :(
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 00:18:46
@djackl

Just hit the deck and crawl for a while.  Thank goodness it doesn't seem to catch the AI units or it would be a mess.

@macguba

I have always dreded saving just before getting the bullet.  I hope you get out of it okay.  Glad to see the southrons got to the base - they don't always.  There is some symetry - if you stick with it long enough to get to the south base there may be a northron wreck or two there as well.

Great to see you spotted the woman.  A little joke of mine.  I have never seen her!!

Flags  - what a great idea.  Arm-bands and on vehicles - gee where to start on that!?

I spent quite a while positioning those snipers.
Title: Re:Abandoned Armies
Post by: macguba on 05 Feb 2005, 00:45:25
Yeah the lady was fun.   ;D  


setObjectTexture

I believe - I've never used it.


For flags, create a flagpole on an offshore island and give it a flag in the usual way with setFlagTexture.  Then give that flag to somebody somebody with a setFlagOwner command.    They will carry it and if they get in a vehicle it will appear on the vehicle.    A simple looping script assigning it to the leader of the group will keep things straight.   You don't need one for every group of course.   This is all theory btw, I haven't tested it.

I know how long it takes to place these snipers, and the ones I saw were done right.    They are a bit sneaky and unrealistic though.    I'm pinned by two who have left their original positions and are on the body of the airfield:  I'm still next to the bush in Ga23.     Consider taking one or two out - the mission is hard enough already.   Althuogh of course having fewer makes it harder to find one which means its less likely you'll know they are there ....
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 02:10:02
Quote
They are a bit sneaky and unrealistic though
I was not trying to be sneaky, any base will be covered by snipers and I just made myself into a sniper (or several) and then thought about where I would find cover.  And when I couldn't find cover I used General Barron's editor addon to make some. ;D

Quote
I'm pinned by two who have left their original positions and are on the body of the airfield
I gave them all a doStop.  Maybe I should also do a disableAI move or something to keep them in cover.  Just to add a little to your discomfort, they are all in the same group so if one knows about you, they all do.  Don't get killed.  The weather might change. ;)

I am really (my kids would say 'totally') warming to the idea of these flags.  That's what's great about you mac, you open up so many more possibilities than I originally think of, so what starts out, in my mind, as 'nearly finished' becomes embarrasingly embrionic.  I am long past wishing I had done more work on it before posting this mission.

Bye the way I have tried to arrange things so the second base (whichever you go for first) is a different experience.

Quote
Yeah the lady was fun.
She is not so much fun now I am afraid - she has a man friend.  SEAL84 will know what I mean ;)

Bye the way, the building with the big red cross on it is a field hospital on steroids.  Tanks can't run over it and the odd misplaced rpg will not do too much either.

Just re-reading some of your posts.  This is a concern (thanks for spotting it):
Quote
Although there has been an attack on the airfield I don't think the Brad and T80 haven't come out from behind the buildings,
Title: Re:Abandoned Armies
Post by: macguba on 05 Feb 2005, 02:41:38
doStop only works until the enemy is detected, or something.  I had this problem in unimpossible.    Can't remember exactly what the answer is but check out some of the snipers there for the code in their init fields.   Them being in the same group is probably why it's so hard at present.    

Glad you like the flag idea.   :)   Also glad the field hospital is there and works.

I have, in reasonably close succession been attacked in my current spot by a T80 (deceased) and Bradley (part of the current problem), which may be them.   I doubt I'll be able to check soon because I'll have to leg it when I get out of this mess.   They twice came to get us when we were spotted failing to sneak round the southeastern corner of the airfield.

All beta missions seem to "go backwards" when the first public version comes out.  That's why my sticky post bangs on about when you think its finished, its ready for beta testing.
Title: Re:Abandoned Armies
Post by: SEAL84 on 05 Feb 2005, 04:25:39
She is not so much fun now I am afraid - she has a man friend.  SEAL84 will know what I mean ;)

Funny that I saw her in La Trinite during the major combat there...she just ran down the street, right by my hidey-hole.

I take it this is the same woman we spoke about earlier, Thobson?  Heh heh heh...
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 09:11:18
@macguba
You mentioned the camp at Saint Louis being empty.  I also think that was after you had attacked the airbase.  In which case it is okay.  Empty camps are what you will now find if you go looking.  You have given Andropov a problem, he has two fights on his hands and by now all of guys on the island should be involved with one or the other.

Bye the way I like your comment about needing to be subtle about obvious things and obvious about subtle things.  After trying my hand (or should I say mouth) at the voice acting bit I have taken to watching how real actors behave.  Their behaviours are much more extreme than I had realised before.

I had left all that 'flags on vehicles' stuff to the makers of multi-player missions.  A whole new area for me to research. :-\ :)

@SEAL84
Spot on. ;D  I am jealous that two of you have seen her and I haven't.  Anyway I have had my joke.  She will not feature in the final mission, there is a danger her behaviour would be unrealistic.


@djackl or XCess or bedges or Tarados Queng or 456820 etc.
If you have all gone to do other things with your lives, then thank you so much for trying my mission and for the comments you have made.  They will help me with the next version.  I hope you enjoyed this one enough to try the next version when it comes out - but don't hold your breath there is a lot I need to do to it first.

But if you are being put off by what has become almost a dialogue between mac and I then please don't.  Not only are his stories fun to read, they also tell me a huge amount about how the mission is behaving.  From his story about Saint Louis I know that the loons there seem to have done what they were meant to and I also learned something about the mg/jeeps.  I also know I need to look at how the snipers behave and perhaps their number, I need to look at the behaviour of the Southron attack units when they hit the camp, and maybe even look at their number if only an Abrams got through etc. etc.  There is a lot of randomness in the mission that makes testing it all myself pretty much impossible.

So thank you for your help and if you are still trying it it would be helpful know what you are seeing.


EDIT:
mac.  I had another look at Un-Impossible.  The snipers are pretty much the same, we have both used doStop.  The only differences are:
- yours have a conditonal probability of existing, I did do that then put them all back to 100%.  It seemd a shame to spend all that time figureing out where they each should go knowing that they might not exist anyway.  Maybe I should revert
- we both seem to be giving them NVGs and binoculars
Title: Re:Abandoned Armies
Post by: XCess on 05 Feb 2005, 09:21:26
Actually, I was just off to restart in a clean version to avoid lag. And yup, surely did experience the ECP savegame bug but I've been experiencing it with pretty much everything after the fresh install.
Recently I've just been watching the thread prgress and gettin all excited but not actually gettin any time to play.
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 09:42:16
@Xcess
Lol.  That's fine.  Thanks.

I am struggling to keep this mission away from the large savegame bug even with out ECP.  The idea of putting markers down to show the areas controlled by each side could well signal the end of my mines :'(.  Each marker needs its own name and the number of names used appears to be a component of the problem.  I will need to do a drastic review of the names I use in this mission and cut out all those that are not necessary (If only I had known about this at the start).  I hate making changes like this, it is so easy to miss something, take out an important name and so create a bug.

Bye the way:  Is it true that the workaround of renaming (or moving) the save file, restarting the mission and then alt-tabing to get the save file back always works?  It has for me but I don't know if it can always be relied on.

@SEAL84
I am still trying to figure out what happened to the Southron convoy.  Were you in the town when it arrived or did you sneak in while it was there?


EDIT:
Bye the way - my other half has insisted that I take some time off this weekend - and she doesn't mean from my job either.  I will look in when I can.
Title: Re:Abandoned Armies
Post by: XCess on 05 Feb 2005, 14:12:44
Well, I've been playing the mission since my last post, nearly 4 hours ago  :o. My first thoughts. Wow!  ::)

Got into Vigny and tried shooting through the windows at a ruskie, missed so they jumped around a bit.  Moved to my left a lil and killed him. Another ruskie ran off towards the crevace and i put a few holes in his back.. not sure what happened to the american, could have killed him but as I say, that was 4 hours ago.Spoke to Tatyana, she died, popped her killer with the pistol.
Ran over to grab his M16 and ended up takin down a night equipped officer before I jumped in the jeep, so I took his binocs, NVG and gun before driving off to the lodge.

Kept everyone with the weapons they had, except the chick who i lumbered with the Kozliceand I gave myself the hunting rifle. Then we all loaded up into the truck and I let 2 drive us to the first batch of civilians. Parked up at the bottom of the hill and scouted the area myself, spoke to whoever and had the truck pick us all up.
Second group of civvies I dealt with in the same way.
One the way to the third group we encountered a MG jeep patrol near Larche, I decided to let 2 keep driving and see if they'd respond. The jeeps opened far just as we were passing them, so retry back to the lodge with the second group of civvies. This time i drove the truck personally and just drove due west to the shed they're hiding in.
On the way back is where I started to fall in love.
Driving across the road i saw the convoy. Only noticed two vehicles at this point: a 5t and a Bradley. With a truck full of Civvies and no AT weapons I decided to run. This meant dodging the patrol by driving between the bradley and 5t... very nearly hit the Bradley but just got past and kept my life thanks to the fog.
Finished offloading civvies around 8am gametime i think.

Now for some weapons.
I took with me 3 mags in the hunting rifle and a few nade's. Drove south west at full speed in the jeep until I ran into a fuel depot and Ural. Thought hmm, so I drove up to some bushes and crawled back to take a look. Turned out I was in Dourdan, so i took some cover in the bushes near the south fuel station and watched a group move scarily close to me.
They were grouped up pretty nicely. Not entierly sure on the numbers but I I noticed they were split into two hunched groups. So.. one grenade to my left, one grenade to my right and a sniper round for the dude with the m60.
Ofcourse.. I had to wait for the convoy to go past again.

Started loading their weapns into the Ural when I noticed someone coming from the East. Jumped back into my bush.
Ruskiwe with an At4 stopped right next to me while the rest of the group (not so hunched) went into the town.
Put a couple of rounds into the At4 soldier which got the attention of the rest of his squad. They movedf into position for some more nads  ;D One survivor taken down with the m16 id picked up before contact with the squad.

Started loading more weapons into the Ural and I thought I heard the Jeeps. Back into my bush. Rather than Jeeps  it turned out to be a t80, what looked like a t72 and i think an m113. They seem to have come to check the gunfire as they turned back when all they found were corpses.

Finished loading up my truck and saved (didn't want to loose such a good loot, in total I had 4-5 AT Weapons, 2-3 M60s, 2 Stingers and a hell of a lot of long arms and nades. Drove to the west and encountered a patrol who destroyed me with a LAW. back to retry.. took the road up towards... Arudy then cut off to the road to Larche and moved southwest to the lodge. Played with the idea of takin down either the cobra or hind, changed my mind ad spent half an hour assigning my squad weapons.

Experience a lot of lag(though I think thats clearing up a bit), but tbh I didn't really care. One lag reduction idea is to send the civs to actual lodge instead of the ruin and deleteVehicle them once they're nearby.. every unit counts when it comes to lag.

I'm scared to go back into it now for fear of my life being sucked away  :o

**edit**
I swear I've missed a million things out. One thing for sure THobson, this is definately an experience... A game has never made feel so proud after I got that loot back to the lodge. Again. WOW! I can't say enough... I'm in shock..

off to play some more  ;D
Title: Re:Abandoned Armies
Post by: macguba on 05 Feb 2005, 15:08:52
You mad fool - leave the woman in.    All you need to do is add a sound file (and ok just one more trigger) so that she screams "Get away from me!   All of you get away from me!" as she runs away.

Saint Louis was empty after I had both started the war and attacked the airfield (although that attack consisted simply of shooting one M2 gunner from some distance) so it didn't feel odd.

Part of the problem with acting is getting the level right - under acting and overacting are both bad.    Because this is only voice you have no facial expresssions to help you which makes it doubly hard.

I was sure at least some of the snipers in unimpossible had disableAI or something ... maybe not.   Ah wait, I'm thinking of the ones in towers round the Old Base, not just the ones on the hillside.    I don't know if the binocs actually help them:  NVGs are obviously necessary in case the mission makes it to nighttime.     I used probability because uncertainty became an axiom of the design.   Although the mission became so big that chance of somebody playing it twice is remote, and if they did they wouldn't remember.    

I hope my stories don't put anyone off.   I have in the past had comments suggesting that it is necessary to write a lot to be a beta tester, but this is simply not true.    Two sentences can be very valuable.

I'm not convinced you need named, dynamic markers to show who controls where.  When I made the comment I was thinking of something fairly vague and based on the situation at the start of the mission - as if you had marked up your map before leaving to find your Uncle.

I don't know how many of them are named but I have noticed scope for reducing the number of static objects.    When unimpossible got too big I was able to halve the number of objects:  I did have to lose one or two minor sites, which was a great disappointment, but at many others, by means of very careful placement and much testing, to reduce the number of objects a lot while keeping the "feel" right.   This is partly why I got a few compliments on the atmosphere - I had worked really hard on creating locations that looked and felt real with very few objects allowed.

It's interesting that most people seem to have gone wandering around after doing the civvies.     It seemed to me that La Trinite was your best bet since it was bound to have weapons lying around that you could get without having to fight anybody, and also you can start the war.   I did deliberately go there because others were not, but it is how I would have fought away.   Not sure what I would have done after establishing my little base:   I only headed straight for the airfield to be consistent with going for the jugular.

Anyway, good luck on placating the missus.



Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 15:09:31
@XCess

I am totally thrilled ;D.  It is a real pleasure to know so much of it is coming together the way I wanted and that others feel the same way as I do about it.  I made the point earlier that I have some difficulty in trying different ways to play a mission once I have found one I liked - so it is good to hear your story.

Quote
t80, what looked like a t72 and i think an m113.
Quite right.  The m113 is a vulcan, deadly things :)

@macguba
Quote
(the fires should all go out when it's light enough)
I did have that in mind but it means they each need to have a name!.  I will follow your advice and get it all working the way I want it and then start losing things to get rid of the bug and reduce lag.

@all
It is a little early. and it may be a bit presumptious to think that some of you might finish the mission before getting bored, but if you do there is something at the end I would welcome your opinion on.  For you to see what I want you to see, one or more of the following conditions need to be true when the last loon is killed:
- at least two of your team need to be alive and in a vehicle
- at least one of your team needs to be alive and not in a vehicle
- at least one of your team needs to have been killed while in a vehicle
- at least one of your team needs to have been killed while not in a vehicle

If you can't get all these conditions that is fine, I mention it just in case you have the chance to set up any of these conditions.
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 15:13:18
Quote
You mad fool - leave the woman in.    All you need to do is add a sound file (and ok just one more trigger) so that she screams "Get away from me!  All of you get away from me!" as she runs away.
Lol.  Okay.  I will lose her man friend though.

I have just had another look at Un-Impossible.  You remembered correclty.  The snipers in the tower at the top of the hill had AI "move" and AI "target" disabled.  Why disable "target"?
Title: Re:Abandoned Armies
Post by: XCess on 05 Feb 2005, 15:22:27
Quote
I am totally thrilled .
No more than me.. I'm in awe!! I had to literally pull myself out of my flat to stop playing this after my failed expidition to La Trinite.. next time I'll let the patrol return to the North and set up and ambush... and wait.
One thing that's been really annoying me is the woman in my group speakin like a dude on the radio.. but i loved the voice acting for her and the resistance soldier you meet at the lodge.. reminded me of 'Black & White'.

All I need now is some of those mines and a druganov and I'm set ;D
Now.. what else was I gonna say... something surely, all I can think right now is wow lol  ;D

**edit**
oh yeah.. Larche seems to be empty a lot and the fires seemed to turn off for me, but I disabled a few things in video so that could be why...
Title: Re:Abandoned Armies
Post by: macguba on 05 Feb 2005, 15:27:25
Just finished my last post while you were posting.

Take your point about the fires.   If triggers aren't a problem you could perhaps have a trigger over each one

Area:    4x4
Activation:   east present
Condition:   this and daytime > 7.5
On activation:   thislist select 0 do fire animation:   this nearestobject fireplace inflame false

Syntax not there of course but you get the idea.   Dunno if it will work but it might help.   And of course you're only trading smoke for triggers which might not help anyway, although having the fires out would look better.

Its not presumptious to think somebody might finish the mission.    As long as you have two loons left at the end it should be possible to set up those conditions if you have a decent savegame.    Do you get any more loons for your squad or is that it?    Normally I wouldn't ask to avoid spoiling the surprise but if its important its helpful to know.

Allow me to quote General Barron's Comment from the online comref, on the topic of disableAI.    If you have disableAI the doStop is probably redundant.

Quote
The "TARGET" section of the AI is likely different than what you would think. Normally, when an AI group is standing still and sees an enemy, the group will break formation and start moving towards the enemy. If you disable the "TARGET" AI, then the AI units will stay where they are at.

Even if you disable the "MOVE" AI, the units will still move out to attack the enemy, unless you disable the "TARGET" AI.

Disabling both these AI sections is useful when placing units in defensive positions. This way, you can have them stay behind their cover, and not run out into the open.

Don't waste time to make the woman in your group speak with a higher voice, I've tryed them all at all pitches and they all sound shite.    Sadly you have to live with it or maybe do something really funky deep inside the game engine.


Title: Re:Abandoned Armies
Post by: XCess on 05 Feb 2005, 15:46:52
Yeah the voice is just a minor annoyance realy.. pitch shifting voices usually gives an effect more like alvin from the chipmunks than a feminine tone I've noticed (not in OFP though.. haven't played much with voice pitches)

Also, I've noticed my squad won't follow me, they follow other 3 or 6 when i tell them to fall in. I've got stop written all over my unit icon in big letters so I'd guess this is the problem. This was one of the reasons I was killed by the north patrol.. as well as firing my LAW late. I spent so much time F**kin around with em I didn't notice three russians run right up to me.
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 15:49:16
Quote
Don't waste time to make the woman in your group speak with a higher voice,
Actually I already have!  I went through all the voices and a whole range of pitches.  I made a little missionette to do it, In the same way I have checked all the faces and all the expressions.  If some one needs a missionette that shows all this I have one.

Quote
I've tryed them all at all pitches and they all sound sh*te.
I agree.  What I chose (voice = "Boris" pitch = 1.1) sounded quite feminine in comparison with the alternatives, but in isolaton I agree it sounds crap.

Quote
Do you get any more loons for your squad or is that it?
You have all you are going to get I am afraid.

On the fires: The first priority is that they look right.  Thanks for the idea of the trigger.

I haven't got the hang of all of these yet but does:  :tomato: mean that I am blushing?  How could I ask a question that is so easily answered from the comref.  I thought I had got beyond that!  Thanks.
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 15:54:10
Quote
Also, I've noticed my squad won't follow me, they follow other 3 or 6 when i tell them to fall in.
It sounds like though you are the group leader you are not the formation leader.  I have no idea how this happened.  I noticed formLeader in comref.  It tells you who the formation leader is, but I have not found any way to chane it.
Title: Re:Abandoned Armies
Post by: XCess on 05 Feb 2005, 15:59:50
I don't see any reason for me to not be formation leader,. I juse seem to be under a stop command (waypoint or script?)
Anyone else experienced this?
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 16:28:44
The player has no waypoints and I certainly have not deliberately scripted this  I have never seen this before.  Is it still playable?

EDIT:
@macguba
Quote
It seemed to me that La Trinite was your best bet
I am begining to wonder if having the treasure trove at 3 is too much of a spoiler.  SEAL84 and XCess seem to have had great fun scavaging for weapons.

Even non-dynamic markers need a name.  Anyway I will put all in what I want and then pull out what is necessary.

Not knowing about the problem at the start I have given names to objects that I need not have done.  A large spring clean should do the trick.

She is placated thanks.

Title: Re:Abandoned Armies
Post by: XCess on 05 Feb 2005, 16:50:40
Yeah the mission's still playable but I'll just use my squad for back up from now on. I'll play around with the order menu to see if I accidentally did it myself.. Never happened before though. Units also radio in ready when they disembark a vehicle instead of joining formation with me as usual.
Title: Re:Abandoned Armies
Post by: macguba on 05 Feb 2005, 17:09:08
@ Xcess
I have had the problem you are experiencing.   The game is still totally playable, but you have to think on your feet as far formations and the position of your loons is concerned.   It just means that you are in a different place in the formation from the one you are used to.    You still issue the orders.

It is part of the game engine that this is supposed to be possible when the mission designer wants it to occur.  I don't know how it happens while playing, except that it appears to be a bug.   I associate it with issuing a lot of orders at once and getting in and out of vehicles.   If you can find a quiet spot and a lorry try getting in and out a few times, selecting the whole group using the `key to issue the order.   That's roughly how I got out of it.

@ Thobson
I wouldn't say the trove at 3 is a spoiler.  It is a legitimate way of playing themissions and expoiting it is not easy because there isn't much time between convoys.     Partly because I didn't get a proper run at it due to interuptions, it took me several attempts.    In the end what actually happened was that I went into the town, got proper long weapons for everybody, drove three vehicles to just outside the town and then legged it as the next convoy arrived.    The wealth of riches and density of ammo crates actually slows things down when it comes to rearming.    There's no problem about having a such a trove given that it is in a dangerous spot.    If I was to change anything it would be to reduce the number of crates - there are more than you need, even to create the impression of a big dump.

If you have made missionette with faces and voices I suggest you tart it up slightly and submit it to the Ed Depot.  My investigation was more ad-hoc.

The correct smily for asking a question that could be answered by the comref is  :-[.    Possibly followed by  ::). Not that I think that it applies in this case, because its a slightly obscure command and such things are hard to find when you don't know what you are looking for.

 :tomato: is more of a jocular "you plonker":  because of the movement in it, and implication that there is a thrower as well as a throwee, it is not really a self-referencing smily in the way that most of them are.    In other words, in this context it would have been used by me rather than you.

me - "disableAI target?   Haven't you looked up the online comref??  :tomato:"

you - "oops  :-["

You wouldn't use it on somebody you didn't know very well, at least not without a  ;D to show you were having a laugh.






Title: Re:Abandoned Armies
Post by: djackl on 05 Feb 2005, 17:15:10
Also, I've noticed my squad won't follow me, they follow other 3 or 6 when i tell them to fall in. I've got stop written all over my unit icon in big letters so I'd guess this is the problem. This was one of the reasons I was killed by the north patrol.. as well as firing my LAW late. I spent so much time F**kin around with em I didn't notice three russians run right up to me.

Happens to me too, i once put some men into a bmp, told them to return to formation after giving them a move order somewhere (realising there was a convoy in front of them) but they kept going and got destroyed.
Title: Re:Abandoned Armies
Post by: XCess on 05 Feb 2005, 17:24:11
Thanks for the tip Macca, I'll try it after I've had some food.
Great side track to the topic btw  :D grammatical use of smilies  :P
Title: Re:Abandoned Armies
Post by: THobson on 05 Feb 2005, 19:25:38
Quote
If you have made missionette with faces and voices I suggest you tart it up slightly and submit it to the Ed Depot.
Done
Title: Re:Abandoned Armies
Post by: Dubieman on 05 Feb 2005, 20:03:05
Hey I wanted to test this sooner, but you always find out other things need more attention. :P ;D

Well I finally grabbed it and can't wait to play it. Knowing how Defensive Strike was so good, this should be very very fun. ;)

Just got to do some comp housekeeping then I'll start it. :P
Title: Re:Abandoned Armies
Post by: SEAL84 on 05 Feb 2005, 21:07:58
Some points before I talk about my progress...

- Yes, the southern convoy was IN La Trinite when I got there.  The sequence of events looked like this:  1) I sneak into La Trinite and realize that the convoy is there.  2)  I wait to see if it leaves -> I hear lots of engine noise but can see nothing due to fog.  3)  I sneak over to ammo crates, see convoy.  4)  I stuff ammo in the BMP ambulance.  5)  I observe some more.  6)  I jump in the BMP and drive away...they absolutely had to have seen me leaving but nobody shot at me.  7)  I go back to the town a little later and the convoy is still there, but all the vehicles are in slightly different positions but are still parked next to the church.  8)  I get bored and start LAWing stuff, at which point WWIII breaks out in La Trinite.  9)  I wait around and watch the show.  10)  I leave.

- You could leave all that ammo right where it is, because there's always the chance that what happened to me will happen to somebody else.  And even if the convoys work properly you don't have much time.  My only concern here is that there seems to be a little TOO much here....will explain later.  

Anyhow, after fleeing La Trinite, it goes something like this:

I got back to base empty-handed since pretty much every vehicle was destroyed by infantry or the Cobra.  Just before I left I heard the Cobra get shot down.  

So I get back to base and save, then I believe that's when I headed to Arudy - which I've already mentioned - but basically I crept up on the town, looked around, saw it was empty and took the open 5-ton for the ammo it holds.  I get back to base and save again.  Load up with an MP5 with 4 mags, a satchel charge, and a LAW with 2 rockets.  

A little jog to Goisse reveals that the place is abandoned...while in the town a T-80 and an Abrams rumble by and they looked like they were in very bad shape.  After they pass I go on foot to Vigny, my favorite place in the whole world ;D

I didn't expect to see anybody here and I wasn't surprised.  Meanwhile the fog has crept in again and I literally can't see my hand in front of my face - visibility is absolutely zero.  Regardless, I jog to Le Pessagne, find the fuel depot, and satchel it.  I didn't see any infantry but I didn't go looking either.  I return to base.

I go to Larche - nobody here.  I proceed to the fuel depot between LArche and Saint Louis - killed by a patrol at the edge of a forest.  Retry to the point about five minutes ago.

Off to Dourdan...creep towards it, get really close to the town, and run into a patrol...I take down some of them but am killed.  I'm really getting careless here.

On a general note, I no longer hear either chopper.  For a while after I left La Trinite, tank and infantry battles could be heard...they seem to have dropped off altogether.

Back to Dourdan...this time I drive there in the jeep and hide in the town to set up and ambush for the infantry squad.  I get up in the second floor of an undamaged building and watch as they approach from the direction of 3 (okay, lazy time).  I pick them off one by one from the windows, wait to see if anybody else comes to investigate, and then - you guessed it - plunder all their weapons and throw them in the jeep.  This time I have the luxury of saying "hmmm don't need one of those....don't need one of those....but I do need this!"  I drive over to Houdan and find nothing.  By this time the sun has set and it's twilight, but the weather has cleared up.  I go back to base and save.  

I unload all the goodies at base, then dive onward to Larche in a car since they're expendable.  Killed by a roaming infantry patrol just north of my base.  Retry from thirty seconds prior.  This time I set up on the hill east of the base and watch them come jogging up to me - I fire a LAW into them, killing two of them, and then kill the rest with the HK.  I see a machinegun jeep drive towards Larche from the west, down from that windy road - I see his headlights, mainly - but then he stops.  Hmmmmmm.  Back to base for more ammo since I'm nearby, also I leave the NVGs I had for #8.  Back down the hill to start looting again, and another infantry squad is coming along - I wait for them to leave, then grab the NVGs from the officer I just killed and bring them back to base for #6.  I go back down into that valley and see a long tank crewman standing there....okay, fine....I shoot him too and take his NVGs :P

Then I head over to that machinegun jeep (which is still just sitting there, manned), crawl nearby, and HK the crew.  I jump in and sure enough, it's out of gas.  Back to base to fetch my own jeep and load it up with the weapons from the three dudes who were in it :P  Drop the loot off at base.

I head over to 3 on foot again, and am greeted with dozens of bodies and vehicle wrecks all over town...not a living soul in sight.  I look around for a vehicle and find one Ural fuel is still in working order, so I drive it over to the ammo crates and start loading it up.  I take HKs and HK mags, since all this time I've been going lone-wolf with the HK.  I take 4 LAW launchers and like 20 LAW rockets, two M60s from the dead infantry, a Carl Gustav launcher and 8 rockets, and then I drive back to base.

My little ammo crate is getting quite full, so I leave all that stuff in the truck and save.

Down into Larche I go on foot, wondering where that infantry squad I didn't kill has gone...I go back to that gas station along the way to Saint Louis...ah, there they are.  I drop them all and head into St. Louis.  Nobody here save for another empty 5-ton.  I jump in and drive back to base, then save for the day.  It's 2000 hours with some fog and rain.

There's like no way I can take stock of all the weapons I have, but here's the inventory from memory...

- the civilians are armed with AK74s, except for one who has an M16.  6 and 8 have NVGs.
- My soldiers are armed with AK74s and RPGs.
- I have an HK and a LAW launcher.
- A Tokarev and a couple of CZ75s in the crate.
- a LAW, RPG, 6 HKs, PK, Stinger, Strela, Carl Gustav M60, M16, and 2 AK74s in the ammo crate.
- At least ten satchel charges in the crate.
- Another AK74 and M16 in my jeep.
- a Carl Gustav with 8 rounds, 4 HKs with plenty of mags, 4 LAW launchers with 20 rockets, and 2 M60s with full ammo in the fuel truck.

Why I gathered so much, I have no idea....there's so much here that I could never hope to use it all ;D ;D

I'll try wrapping this mission up later today.
Title: Re:Abandoned Armies
Post by: Dubieman on 06 Feb 2005, 02:34:21
Thobson...Thobson...THOBSON! I can feel the realism and atmosphere building in my room, I think I have to open a window....
WHOOSH
Ahh better now. ;)

Great mission, I haven't got much into it yet though.

Overview: graphic but good, shows how you know something is seriously screwy here. ;D

intro: Damn, the text goes along nice nice, and good shots too
though i kinda lost who was who at the civvi island
but seeing the "gagglefuck" (BHD quote ;)) of vehicles on each side was kinda weird but cool, nice battle shots too. The hanging was a nice job of scripting. How'd did you do that? ??? ;D

briefing: voices are okay, woulda prefered a woman's voice cause I think the player is a woman. I hope I'm right.... :P :-[ :-X

pistol? Vigny? hill? :'(
Knew this was gonna be bad at the start, well the run anyways. :)

mission: Here we go, pitch black, no real running. Get up the hill and shoot ppl in the house. Okay pistol has no penetrating power, damn 3-5 bullets per person. :'(

The cutscene was okay, I woulda thought the woman woulda been more excited when seeing a family member with a gun. Plus she didn't seem to see me killing the guy in front of her. ::)

So she dies and I think that some sorta large squad is coming so I grab an M16 and grenades and take off in the jeep. Now I'm pretty damn good at knowing where I am on every BIS island without any GPS, but wow, I was staggering around trying to find that house. Haven't found it yet. I've lined up on the road alright and found the hill so I could line it up with the marker but after going straight east.... nothing.... nothing.... hit a tree :o ;D....nothing...hmm

That's where I am now, but I think there is much much more to come. And its looking good so far. Good voice work. ;)

@to compare it to Macca's unimpossible mission, this seems to have the story, but I dunno so far Macca's mission has the trophy for gameplay and game time. ;D ;)

Title: Re:Abandoned Armies
Post by: macguba on 06 Feb 2005, 05:03:51
@GRK, the lodge is not hidden:  find somewhere you are sure of (for example a road junction) and just head down the bearing.    This is much harder to do in the fog than you might think:  use your compass well.   (I will post a lesson on navigation in fog if needs be.)   If you think you are there or thereabouts do a square search.   There are a couple of buildings and a fire - if you're close you can't miss it.  I wouldn't normally give spoilers like this but we're beta testing. :P

Although this mission has many similarities with my Unimpossible mission, there are also many profound differences.    For example Unimpossible was never intended to have a decent story, or cover the whole of the island.    There is no question that this has a much better story.   And you have a long way to go yet .....
Title: Re:Abandoned Armies
Post by: THobson on 06 Feb 2005, 10:48:17
@SEAL84
Quote
Then I head over to that machinegun jeep (which is still just sitting there, manned), crawl nearby, and HK the crew.  I jump in and sure enough, it's out of gas
Damn.  That didn't happen in the rehearsal!  In soak testing those jeeps keep refuelling at their fuel station, forever.  Obviously with all the other action going on they get distracted, take detours and so run out of fuel.  One full tank will get them round their patrol route just less than twice.  

I think I need to relinquish some of the underlying realism here for the sake of playability.  As the player would you rather I kept refuelling the jeeps on their journey, irrespective of where they are (In other words give up on only refuelling at fuel stations), or did having it run out of fuel feel okay?
Quote
By this time the sun has set and it's twilight
Strewth!!  I am deeply grateful that you have spent so much time on it.

@GRK
Having people fail to find the mountain lodge was my biggest worry when I posted the mission, but many seem to go straight there.  I originally had it so the jeep at Vigny only had enough fuel to get you there, then I relented and gave it a full tank.  I now have a long list of other concerns.

mac is right, it would be wrong to compare this mission with his Un-Impossible mission, though I freely (see the readme file) admit to being influenced to a very great extent by my experience playing that mission and I have also lifted some of the excellent ideas he used there.  I was overawed by Un-Impossible.  I hope people have a similar feeling with this.  More than that I would resist comparisons.

@all
I have done some work on mac's idea about the flags.  Currently each side has its own flag (there are now a couple more placed on the planet I should not visit - but I may later make my own).  These flags are displayed in each base, each camp and the leader of each vehicle group displays their flag.  The flag does not move to another vehicle if the leader is killed, that felt a little unrealistic and anyway would have required each flag to have a name.  As the flag is attached to a person not the vehicle if they get out the flag goes with them.  The infantry groups do not carry flags.  More experimentation to do on all this.

I am sure there were other things I meant say, but I have forgotten for now.

EDIT:
I now remember a couple of them.
At the start of beta testing there was a lot of discussion about slogging up the him with only a pistol being a bit tedious and there was also discussion about banning the use of acctime.  At some point, now that many of you are well into the mission, I would be interested to know if you have any strong opinions about these early topics.

@SEAL84:
So it is now dark and the streetlights should be coming on.  Except that I have turned them off because Malden has no electricity available outside the main bases.  If you see a lit streetlight that I have missed then please let me know.
Title: Re:Abandoned Armies
Post by: XCess on 06 Feb 2005, 10:58:09
Quote
I would be interested to know if you have any strong opinions about these early topics.

The journey up the hill is very slow and tedious. I think everyone that plays will tap the + button.. I'd suggest leave setAccTime in here.
But further on in the game iI love not having setAccTime, waiting in the bushines in Dourdan for the armored patrol to leave me alone is one experience I loved in the mission. Maybe disable it once you're near Vigny.
Title: Re:Abandoned Armies
Post by: djackl on 06 Feb 2005, 11:23:06
Now that I have played a bit, it does add a lot of atmosphere not being able to speed up time. I think that it's best left out, as it isn't good to change a mission because of impatient people like me  ;D. The journey to vigny is long, but manageable, and it is worth it leaving accelerated time out.
Title: Re:Abandoned Armies
Post by: macguba on 06 Feb 2005, 12:05:25
Part of the problem of that early journey to Vigny is that you not yet used to the absence of 4x, so its extra frustrating.  I'm used to it now so its not so bad, and having no 4x is part of what gives this mission its special character.    Once you have done the civvy bits there are no truly long journeys - you never have to go further than the next town to find something happening.      Allowing 4x at the start I think would be wrong - its so important to setting up the atmosphere.

However, getting up to the end of the civvy collection is tedious.    You need to speed it all up to compensate for the lack of 4x (which may involve changing the start time slightly).





Title: Re:Abandoned Armies
Post by: XCess on 06 Feb 2005, 15:02:08
So I've been playing for another 5 hours and I've found something I absolutely hate. The mines. Not the mines themself but a few problems with them. I've had to retry twice so far because of accidentally placed mines. A de-activation option is ESSENTIAL especially as it's the first two actions on the menu.. I just accidentally placed a mine by my jeep and exited the game forgetting abaout the autosave when u quit, hopefully I can drive the jeep off quickly enough before the mine is armed, then I'll just send one of the civs to blow themselves up over it with a car.

So first off, I went to La Trinite to see what I could find. Took the motorbike and drove straight into the town. The southern convoy was by the south of La Trinite but I managed to get in unnoticed. Saw the Bradley and LAWd that and a 5t. Then I got shot by some dude with an m16.

Decided to go in with 3 as he had an RPG and take out the south convoy. Hit a tree on the ay there so we had to go most of the way on foot. By the time we got there the southern convoy was just leaving, so I waited a bit and moved in to ambush the northern convoy. Set 3 to sit in some bushes and view the north while I grabbed a bizon and the mines.
Set up a few mines around the north of La Trinite and waited.
First I saw a 5t driving ahead of the convoy, he went staright into an AV mine I'd placed on the road. Then came a Ural ammo and a BMP. the BMP stopped north of La Trinite and i started firing at the wheels of the Ural ammo. The Ural ammo ended up turning towards me before I'd popped it's tries so I popped the loon inside instead.the BMP and another Ural moved closer and just as they were unloading I let 3 open fire and fired a LAW low n the BMP myself hoping to disable it. BMP disabled. Ural dead. Or so I thought.
Turned out I only killed the driver of the BMP so they sorted themselves out and 3 but an RPG in the armor as soon as they'd boarded, then he opened fire on a few infantry.. 3 was somehow killed although I dind;t see any infantry nearby until two full squads came in to investigate. I lay in bushes for absolutely ages waiting for the southern convoy to come and help me out. They didn't.
One squad entered La Trinite and another line of view at me was blocked by some fallen trees so I jumped in the Ural ammo and sped off back to the Lodge.

Then I thought I'd find another use for my mines. Took a journey to Dourdan on foot and placed AV mines on both sides (north and south) of the road and a few AP mines nearby.. on AP mine furtherst from Dourdan to the south - hopefully I can disable the bradley or vulcan. Went back to the lodge.

Armed up with an m21 and got another LAW then went back to La Trinite for some theft. Just jumped in the BMP ambulance and drove off.

Then back to Dourdan to check on my mines. All still present, no dead except the first loons I'd killed with my nades. Waited around for about 40mins to see if anything happened then got bored and went to get my jeep back. No idea whats happeed to the southern convoy, I've just loaded my jeep up with 9 satchels and seven LAWS, took the SVD, two Nades and another two LAWS. If the jeeps not blown up by those accidentally placed mines I'm gonna take an expedition to Chapoi and see if I can find an explanation for the dissapearance of the Convoy. Also I have the fuel depot in my targets.

Title: Re:Abandoned Armies
Post by: macguba on 06 Feb 2005, 15:46:46
Grrr, just lost the whole damn post.

The summary:

1)  In my squad 6 and 8 are soldiers, 7 is the medic.   These guys get killed all the time because they are tailend charlies and carry laws.   The wretched civvies in my group are at the front and don't ever seem to be shot at.   It would be good if somehow, something could be done about this.    Soldiers at the front, medic in the middle, civvies at the back.    Maybe have a reorganisation once you collect everybody.

2)  When you get spotted, as I did in Saint Louis on this new attempt from an Abort save (the Retry was just too hard) you get an awful lot of trouble coming your way.    You can get out of it because you have infinite savegames.  I'd rather have fewer savegames and a slightly easier mission.     I had four or five groups, including one armour, coming in on one 90 degree arc in very close succession.   I don't know waht was coming up behind because we kept moving, but it took many retries and I got bored.     In poor weather you'd have a chance but not in this sunshine:   armour can whack you from miles away.

3)  Pic from S-L looking towards 3 at about 9.30


Edit:  totally agree with Xcess on the mine problem - you  must have a deactivate Action.  The same sort of thing has happened to me.
Title: Re:Abandoned Armies
Post by: XCess on 06 Feb 2005, 16:28:10
Also you can still place the mines while in some vehicles. This means the mine poppi up under the vehicle and ur characte popping out the top becauise of the switchMove.

Managed to keep my jeep on the second try the mine seemed to have just dissapeared. So I drove of the the south heading for Sain Marie which would be the start of my lone attack n Chapoi but as I passed Arudy I heard explosions to the east. My mines in Dourdan, so I drove off to take  look leaving my jeep back a bit and went to inspect the dammage.
I saw two disabled jeep MGs and a couple more dead loons. So I ran off to La Trinite, snuck in and stole the 5t Repair, took it back to Dourdan and got the two jeeps MGs and 5t repair back to the lodge. was killed by a patrol while I was on my way back to the jeep.
My new objective is to snipe out Arudy from the north. Game time's about 1200 now.
Title: Re:Abandoned Armies
Post by: THobson on 06 Feb 2005, 16:45:21
@XCess
The set up is that a convoy does not leave its base until the other convoy has left La Trinite (or has been completely disabled).  I think I might need to change this.  Do you recall the state of the north convoy?

The mines are a pain like that.  I tried to get them further down the list of actions but so far with no success.  A disable option is a great idea. :thumbsup:

Quote
Also you can still place the mines while in some vehicles. This means the mine poppi up under the vehicle and ur characte popping out the top because of the switchMove.
Another good catch.  Thanks.  Now why didn't I think of that!

Quote
My new objective is to snipe out Arudy from the north
Good luck


@macuba
Quote
on this new attempt from an Abort save (the Retry was just too hard) you get an awful lot of trouble coming your way.    You can get out of it because you have infinite savegames.  I'd rather have fewer savegames and a slightly easier mission.
How far back did you have to go?  Prior to starting the war?
Quote
In poor weather you'd have a chance but not in this sunshine:  armour can whack you from miles away.
I was begining to think that the weather gets too good and was thinking of increasing the minimum settings for overcast and fog.  It limits your ability to snipe but perhaps improves the game play.

Nice picture, your work or seomething done by the otherside?  They all seem to be in a line

EDIT
Quote
When you get spotted, as I did in Saint Louis on this new attempt from an Abort save (the Retry was just too hard) you get an awful lot of trouble coming your way.
A lot of trouble is certainly possible, but it is all pretty much spread out so it should take a while to arrive.  Hit and run is a good tactic, but I guess that keeping doing that might bunch up the groups looking for you so that instead of arriving individually they could all be getting to you at once.

Title: Re:Abandoned Armies
Post by: SEAL84 on 06 Feb 2005, 17:08:40
Let's see....took the fuel truck down to the machinegun jeep and refueled it, then brought both of them back to my base.  Then I loaded the machinegun jeep up with some extra LAWs and other ammo and set out to see what hell there was to be raised.  Drove to Saint Louis - nobody along the way - and was going to take up a sniper position over the airbase but the weather turned extraordinarily bad, so I headed back.  

Took my machinegun jeep and drove around...Vigny, La Pessagne, Arudy, Dourdan, Houdan, Le Port....nobody left alive, it would seem.  I did however find the other three jeeps.  Two were destroyed at the road junction where the winding road west from Larche meets the North-South road west of your base, and the other was destroyed just south of Arudy with what looked like an entire infantry squad dead nearby.

I drove through the mountains to Saint Marie, saw nobody in town, so I walked in...apparantly those little signs meant it was mined, eh?  D'oh....retry.

Headed back there but went around the town on foot, then headed for Chapoi...observed a little from the hills north of it, then got shot by a sniper...damn.

Retry, this time come around on the road to Chapoi from the west.  Crept up on the fuel station and planted my satchels around a T-80, then realized that it was empty...I left the satchels there in case I needed to blow it after all.  Crawled all the way into Chapoi and snooped around...after a few minutes, a medic started running around, so I HKed him.  Two more soldiers and a black op were prone behind the tents, outside the fence...I ignored them for the time being and spotted three more blackops and a soldier inside the fence.  Eventually the three guys outside the fence started running around, so I killed them and climbed to the second story of a house and killed the black ops inside the fence.  I went back down to ground level and killed one more Russian soldier prone inside the fence and was making my way back around to the entrance to the compound, but then some a$$hole with an AK74 put a bullet in my head.  Why is it always some no-talent conscript who find me and kills me after a great feat of infiltration, after I kill like 4 commandos?

The town was littered with bodies and wrecks...infantry of all types, a Vulcan, a Bradley, an Abrams, and a couple of others, plus the Hind wreck.  At most there were a dozen men left alive in town.  The weather had been clear and fogless prior, but shortly after entering the town the rain and fog came again.  It's about 2300 hours ingame.

Hmmmm....I plan on the same approach next time, but perhaps I'll steal that T-80 if it's operable.  There appears to be a healthy Abrams in the town, so this may or may not work :P  Maybe I'll crawl in, satchel the Abrams, and then return to the tank and charge into town after I've blown it up.

**EDIT**

Almost forgot to mention that I have seen no streetlights.

@macguba:  where the hell did you get that M21??  One of the ammo trucks?  I've looked all over for it but then again all the support trucks in 3 have been destroyed.
Title: Re:Abandoned Armies
Post by: macguba on 06 Feb 2005, 17:41:53
@SEAL84
The M21 came from the ammo truck in 3.    I've not found any ammo or snipers knocking around.  There should be at least some.  I haven't actually covered that much ground so maybe I just haven't found it yet.

@THobson
I went back to shortly after sniping the M2 gunner at the airfield, so after starting the war.   In terms of what happened first time round it wasn't too far at, but second time round its been much harder.

I think I was probably slightly unlucky with the guard groups, and the location of my naughtyness - Saint Louis, right outside the airfield, probably didn't help.     It wasn't spread out in time at all:  as soon as the first squad was destroyed I had to line up for the second - there wasn't even time to run 50 yards and plant a mine.   By legging it immediately we just got to a position in the bushes about 200m up the road from the village.    As we arrive there the armour arrived in the village and a squad of 5 gets to 50-100m to the northeast.     We then moved immediatly - sometimes the Bradley stung us, sometimes it didn't and after several attempts discovered the only direction that was safe was NW.    There was a squad somewhere to the west and one or two to the north/northeast.   As soon as any of them spotted us the Brad started boiling the ground at our feet.    I suspect there was also a Vulcan to the south of the village but not sure.

I didn't quite get lag in the approach to and exit from the Saint Louis area, but I did have to turn the graphics down to minumum and the landscape was redrawing itself a bit.    

But as I say, my computer is a law unto itself at the moment.     It's interesting that a new motherboard, CPU and power unit haven't solved its problem.    Nor, it would appear, have they changed the benchmark.

The pic was nothing to do with me:  it's a battle which occurs north of 3 every time I've gone back to that save.  I've never seen it directly, its over the skyline, but the result is always several spires of rather attractive black smoke.  
Title: Re:Abandoned Armies
Post by: macguba on 06 Feb 2005, 18:31:26
Made my way back towards the airfield.    Managed to disable the Vulcan in the trees by placing an AV mine right next to it, to catch it when it swivled, then legging it out of range before it did swivel.    Badly wounded, I shot the two crew after the jumped out and called the medic.    An Abrams appeared onthe skyline to the south, and was blown up by something.    Returned to my old sniping position, borrowing the Dragunov as before.   A few changes since my last visit.   There is light fog this time, making it hard to see targets on the far side of the field.   Two of the squads I took out before are missing:  I suspect I destroyed one or both at Saint Louis.    I know one was of 5 men and we destroyed one of that size.    

There is is the chatter of an M2 but not at us.   I start sniping.   Targets include a running blackop.    Very few targets.   It all goes quiet.    I have shot a sniper down near the gate on the road going north, and want to see if he has M21 ammo.    There is a squad in the area of the Vulcan, which probably responded to its death-throes.   I snipe them out one by one, without them figuring out where I am.    Move down the hill a little and take out a couple of remaining targets but the visibility is falling and the sky overcast.    As I continue to move it starts to rain.  

It's 10.15.    I'm picking up M21 when there is a brisk firefight - I  had left my lads where they were.   6 is killed but I'm fed up of fighting firefights twice so we pick up his one remaining bizon mag and move off.


/more
Title: Re:Abandoned Armies
Post by: THobson on 06 Feb 2005, 18:31:41
@SEAL84
Quote
The town was littered with bodies and wrecks...infantry of all types, a Vulcan, a Bradley, an Abrams, and a couple of others, plus the Hind wreck.  At most there were a dozen men left alive in town.  
It looks like the northron attack group got through then. ;D  They don't always.  Sometimes you have do the whole damn base yourself!

@macguba
Quote
Saint Louis, right outside the airfield, probably didn't help.
Not really that far from 3 either, units on their way there might have been diverted to deal with you.  I am using less than 30 groups per side, but looking at the map in the area of 3 and the airbase - that could result in quite some concentration!


Vigny cutscene now has two loons-a-walking.  It does look a lot better.
Title: Re:Abandoned Armies
Post by: Dubieman on 06 Feb 2005, 23:07:22
Well to tell you the truth I haven't "really" searched the cabin out. I was short on time so you get that rush to find or finish something even though you know you won't.... ;D

But I'll prolly do some more advanced searching, its too hard to play in the day, too much sun.  :P

Title: Re:Abandoned Armies
Post by: XCess on 06 Feb 2005, 23:10:41
Statuis of the northern convy:
Killed the driver of the Ural ammo and drove it off.
Destroyed the BMP.
Destroy the 5t.
Destroyed the Ural.
I think all infantry from the Ural and BMP were dead. Not 100%, but two full infantry squads did come in afterwards.. although I'm guessin they came to investigate like the armor in Dourdan.
Title: Re:Abandoned Armies
Post by: THobson on 06 Feb 2005, 23:24:31
OK so the northern convoy has been killed or captured.  Very neat getting the ammo truck by the way :thumbsup:

So the south convoy should be released and be on its way, my guess is it should be a few minutes after the jeep patrol you took out.  You definitely killed the jeeps at Dourdan?
Title: Re:Abandoned Armies
Post by: XCess on 06 Feb 2005, 23:28:19
Are the convoys hourly? I was waiting about 40minutes i Dourdan for it.
Title: Re:Abandoned Armies
Post by: Dubieman on 07 Feb 2005, 03:35:32
Well I've progressed further now.

I've rescued the civvis near Vigny, but am unsure as to what is supposed to happen when I rescue them. Do they join me or something? :P

Well I've stocked many weapons up and I drove around in the PV3S. After losing the road for a bit, I came up north and intercepted the jeep mg convoy going for the civvis (i think they were going there?) and well didn't get out. I just ran my truck through each jeep, all being tossed about like a matador being hit by a bull. ;D

The first jeep blew up and I turned the truck around and my group killed the survivors who jumped from the destroyed jeeps. Too bad I can't take them now. ;D Maybe a repair crew might hook me up.... :D

So I stole their weapons and got an AA launcher so maybe I can shoot the heli down later. I heard it following me.

Now I'm assualting Vigny now, the troops seem everywhere with the fog so thick. But a few grenades have settled the score and I'm now the proud owner of a pair of NVGoggles. :o

Though I think there are a few little bastards hiding in the wreckage right now. But I can say my civvi pallies are good shots, the chick with the sniper rifle put a bullet in this officer who I'd just ran into around a house. I came around the corner, and whoa! Officer in front of me! :o Then BOOM, and whack, bullet from the hunting rifle goes into his head... ;D 8)

Okay time to scavenge weapons and get out of there. I'm aiming for La Pessagne next, I've got some RPGs too, so the guards at the fuel station won't know what hit them. 8)
Then I should help the civvis to the middle of Malden, they might already be dead now... :P

I'm likin this so far Thobson. :thumbsup:
Title: Re:Abandoned Armies
Post by: THobson on 07 Feb 2005, 08:25:51
@XCess
Quote
Are the convoys hourly? I was waiting about 40minutes i Dourdan for it.
No.  This indicates there must be a problem with it.  It is about 15minutes from Chapoi to La Trinite, add a few minutes for it to realise the north convoy is no more and maybe a few more minutes while the jeep patrol moves up the road 25 to 30  minutes would be the max timeframe I expect.

Looks like something is amis I will investigate.  Thanks, and sorry.

@GRK
Quote
I'm likin this so far Thobson.
I am glad.

Quote
I just ran my truck through each jeep, all being tossed about like a matador being hit by a bull.
I never tried that!

Quote
I've rescued the civvis near Vigny, but am unsure as to what is supposed to happen when I rescue them. Do they join me or something?
Should I do something about the briefing?  So you went into a firefight with them?

Quote
maybe I can shoot the heli down later. I heard it following me.
I know it feels like it but they are not actually following you.


@macgiba
I am giving thought to your comments about how difficult this is.  It is meant to be difficult but not unplayable.  My reflections so far:
This is not a mission where you take out one group of loons and then move down the road to find the loons there are sitting with their feet up playing cards and having a cig.  I don't use reveal or knowsabout, but I have tried to make it so that each side responds as if it is under some sort of intelligent control.  So attacking the main base is going to meet with quite a response.

I can think of only one way that you could have made this more difficult and that is not to have started the fight at 3.  Then you would have had no help whatsoever in dispatching your loons.  Your idea about having some sort of dialogue/musing about what to do should help me warn the player off the direct approach.

There is quite some randomness in the mission that never cease to surprise me.  I have never seen the southern base in the state SEAL84 describes.  It seem the northrons really caught them napping.
Title: Re:Abandoned Armies
Post by: XCess on 07 Feb 2005, 09:26:45
Arudy
Took the jeep south of Arudy and parked up by some trees. Moved in closer and scped the area out with the SVD. No signs of threat so I took the jeep and went to the north side. Still no sign of enemy so I stole the 5t and drove it home. Came back from my jeep and ti ra out of fuel on the way back home.

So now a new objective. Find a few truck. I think I'll heck Chapoi, see i f i can see the convoy too.

Other
I still haven't had a message of the two sides fighting each other. it's around 1300now I think.
I haven't really experienced too much difficulty so far.
I've also found my squad to be pretty useless, I've only used them for marking my position on the map apart from the convoy ambush. I think I'll save them for a nice base ambush at some point.
One addition I'd love to see is an inventory weapon. I lost track of the weapons I had in after the second squad in Dourdan.
therewas another thing to do with conversation I'd though of.. reports f some kind but I forgot what it was (an idea not something in the mission)
Title: Re:Abandoned Armies
Post by: Fragorl on 07 Feb 2005, 09:47:21
Mon dieu! So many posts in 5 days! :o

I haven't had a lot of time to play this, bar the first evening when I got it, but let me chip in to add my thoughts/feelings. Especially considering how much work must have gone into this (reading 'A long run...'). Ok, pretty much all the stuff I'm about to say has been said before, but what the heck i'll say it anyway in agreeance/disagreeance with everyone else. :-\

*Searches for his list*

1.) The Intro. I like! Yellow writing immediately stands out and shows that the mission is unique. That and 'To Vigny...' after the cutscene show effort in the small details as well as the big picture I've no experience in cutscene editing, so I can't remark on camera work or anything, but I was quite engrossed. Mars from the planets - interesting choice of music, made me grin, but strangely quite suitable, or at least not unsuitable. Russians and Americans united for the common bad! I can't say I noticed details like the balance between Andropov's and whatshisname's armies, I was too absorbed with the spectacle of T80/72's and M1A1/2A2's lined up together. Cool. One thing I didn't like was the setdammaging of those three guys; it might have looked better shooting them, but meh. Minor gripe. The cutscene progresses. Those poor civvies. Then it switches to Alexei and his family. Suitably outraged, I am ready to wreak bloody vengeance upon anything sporting a military outfit.

2.) The Briefing. By all accounts good. I liked the custom voiceover...

3.) The start. Enough has been said on the pistol/hill theme. Suffice to say I got up the hill by hammering the (+) key, which gave me accelerated time of a sort. There is a definite gap between when you increase the acctime, and when it is reset, but im guessing this is unavoidable. I hope I didn't interfere with the various scripts which seemed to be getting hung up in A long run, but the amount of time was so short... Anyway, managed to scale the beast, bumped into a Rusky standing guard inside the house behind some barbed wire. Did not shoot straight away, but gave him a chance to explain himself. He doesn't seem inclined to talk, instead unslinging his rifle. I shoot him mercilessly. Continue round to front of house, killing a couple of americans. Enter house. Cutscene.

4.) The Voices. So you're Alexei, eh? Putting your a** on the line. Good on you! :D The voice acting could perhaps use a bit more emotion, and seem a bit more involved, but having said that the voices were clear, firm, the quality of speech/diction was excellent, and so was the quality of the recording. None of that whooshy, crackly noise that so often accompanies poor voice recording. Again, I'm no expert, but I like!

5.) The Environent. I don't care what anyone says, fog and rain are good. Heightens tension and all that, but I also think that operation flashpoint looks at its best in mornings, evenings and with weather. Dunno why, but it seems to gain an extra something at certain times of the day. I did something I haven't done in flashpoint since whenever. I rolled my jeep. Twice. Not to mention on another occasion crashing and killing myself. Ouch. I'd have to blame the bumpy terrain/rain and fog/trying to read the map to figure out where the d*mn I'm going combination. Not, of course, that my terrible driving had anything to do with it. Anyhow, had a laugh and reloaded.

Having added to the road toll on Malden several times, I finally made it to the lodge. I met whatshisname, and the others. We swear to take our revenge on all the soldiers on the island. Considering the gravity of the situation (Alexei has lost his cousin, and the man his wife), more emotion (ANGER!!) would have been appropriate, but nevertheless. They join me. A motley crew! With scarcely a weapon between us, I begin to wonder how we 5 are supposed to reclaim the entire island. If indeed that is what we are supposed to do. I order the others to get in a handy pv35 civil, and decide to take a last look around the place before setting off to cause mischief, to see if the mission designer has left any surprises for the inquisitive player. . Sure enough I spot a radio (maybe I was told to check it, i dunno, but i remember i was surprised when i found it :)). Cue pleas for help. I decide to temporarily set aside my mission of destruction to rescue these comrades in misfortune. Hmmm. At what point did Alexei become such a leader? He's gone from a simple lad searching for his uncle Nikolay to a man commanding armed militia, and coordinating civilian rescue attempts! This could perhaps do with some elaboration. ('Ever since he was a boy, Alexei had shown all the signs of a natural born leader...')

The pickups go off without a hitch, apart from the unsettling sound of a chopper. Fortunately nothing comes of this; after all, the fog is thick. The only thing I will add here is that it is a long drive to do three times, from each pickup point to the mountain lodge. And each was quite uneventful (for me). Perhaps something like a randomized patrol or road block would be good (having said that, I drove cross-country for the pickups. The pV35 is good in that way ;)). Something odd happened with the third set of civilians, however. They refused to join my group (I HAD let off the other civilians, so I certainly had space for these guys in my group) however after a few seconds i got an 'objective complete' message and a check in the 'rescue third lot of civilians' box. Having 'rescued' the third set of refugees...nothing happened. Perhaps a small reward for the player might be in order...or does that come later? :D Either way, Alexei should get something for traipsing about the countryside...

On the road again, I head for the original destination: the trading post at La Trinite. I decide to chance the main road. Driving, I watch the gloomy countryside pass by. Malden could be uninhabited for all I see. I admire the pastoral setting. Suddenly headlights loom from out off the pea soup. I swerve, nearly sending my jeep upside down for a third time. A truck hurtles past me, then another, and an m2a2, and some other kind of tank. I grit my teeth and weave in and out of the convoy, through the armored vehicle, fully expecting at any moment to be blown sky-high for my stupidity....yet nothing happens. The last of the convoy has passed, and i pull over and quick-save. One final aspect-i like being able to save without having to press more than one type of button. Hurrah for 0-0-0. I look forward to seeing the conclusion of this mission.  :thumbsup:

EDIT: having now read most of the thread, i see i am only a smalll way through the mission. Golly!

Instead of having a whole heap of scripts, have you considered rolling some (or even all) of them into a single .sqs file? I think Sui and probably others mentioned this before.

Code: [Select]
;MasterScript.sqs - call with this: [numberofscript,param1,param2,param3...etc.]
Goto format["script%1",_this select 0]

;----------------Script 1----------Whatever.sqs
#script1
_s1param = _this select 1
_s1param2= _this select 2
; Your code here...
exit

;----------------Script 1----------SomethingElse.sqs
#script2
_s2param = _this select 1
;Your code here...
exit
... and so on.
Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 11:10:39
One little tip you should try and include somewhere is to remind players that they can double click on the map and place a marker.     As a rule I don't bother, in a normal mission its no trouble to remember everything.    Here I'm doing it quite a lot:  for example I mark everywhere I place a mine so I don't run into them myself later.

I gather my squad near the disabled Vulcan and plan the next move.   The weather has deteriorated very quickly and its now heavy rain.  

(Regarding difficulty, I suspect I've been both punished fairly and unlucky.     I made a nuisance of myself in the most difficult spot, in the most difficult weather, and it just happened that the cavalry all arrived together.   Plus I'm not the player I was once.    And it has to be remembered that I came through with no casualties in the end.)

I decide to take a huge risk and go onto the airfield, the idea being that the weather will protect us.    Thanks to good navigation we make it to the fuel station - which you can't see from the road -where there is one loon alive:  fortunately he is facing the wrong direction.    Contacts are called to my right:  I can't see them.     My loons are calling victims.   Suddenly I am shot, by a sniper in a bush outside the base - far, far further than I can see.     Ah well, I didn't really expect to get away with it anyway.    

Back to Plan A.    North to clear the fuel depot base:  to my surprise it is completely empty.    East across the airfield then south.     At the very least we'll thin out the defences on our way back to the stores base, and maybe if we get some luck we'll take out Andropov's HQ.

Visibility is so low that as I step onto the runway I can't see the other side of it.    We come up behind the T72:  I'm wondering if it really is empty or not when 8 bangs a missile into it.    We finish it off quickly and continue.    Almost at once we hear tracks and a Vulcan is called.  Ah yes, just outside the fence, I'd forgotten about that.    The Vulcan appears, 3 zaps it and I am shot by another tank which is way, way across the other side of the airfield somewhere.

Being a slow learner, I'll give it one more try.   ;D  But having the vestiges of animal cunning, I turn the viewdistance down to 500, the minumum.   We sneak up and kill the tank.   Easy.    Vulcan is called but no sign of it.    Incredibly, the weather gets worse.    I cannot see my whole squad:  on command view at max zoom out you can't see anything at all.    At times the line between ground and fog disappears in the rain and on one occasion I became completely disorientated.    (This is wonderfully alarming:  I have real life experience of navigating in visibility of 5 feet - you can't see the ground - and this is not very far removed from it.)    

We crawl forward by the compass.   A bush looms up, then a building.    No opposition.    The hospital.    To my disappointment there is an empty M2 right beside the hospital, but to my pleasure behind it there is a black op who hasn't seen me.   I drop him with my GlockS and take his HK.   My buddies call out a couple of blackop contacts.  I see a spetz natz lying beside a tent, hit him with the HK and ta-da, Andropov is dead.    There is an officer in the tent too, so I shoot him.    A couple more contacts called then silence again.     We rearm:  you may recall my whole squad has bizons and HKs, a lesson I learnt from playing Unimpossible.

No green tick since we haven't destroyed his army, but in spite of the nice voice file there is a bit of an anticlimax.    The tent is well hidden and it is of course in character for him to hide beside the hospital but we need more furniture:  something in the tent.     Maybe also something to build the suspense, perhaps a voice file when you get close.    I didn't know it was him I was shooting, that's the problem.

Consider splitting the two Objectives into three or four, making each leader's death a seperate Objective with perhaps "Clearing the island of their followers" being another.

Was so tempted by the UAZ and jeep I gave it a go even though I suspect there is a vulcan lurking nearby.    Tremendous trouble getting everybody in for no particular reason, you know how the game can be arsy like that:  I knew it was taking too long and sure enough a Hind came and burnt our ass just as we left.    From the retry we just legged it, leaving the airfield by the gateway beside the buildings and heading south.     The plan is to go back to my little base at the third civvy collection site, pick up the vehicles and move them somewhere more central.

Had a brainwave on saves btw.   I alternate both the radio retry and the savegame cheat which gives you a "load" savegame.   Cheating I know but will avoid a repitition of that unfortunateness I had earlier.

Well it all worked out.   It was hard work finding the vehicles in the fog - I must have passed no more than 30 or 40m away the first time - but as soon as we did we leapt in (picking up 2, who you might remember was posted here as sentry for being a naughty boy) and drove south.   The rain stopped as we found the wagons and I suspected there wasn't long before the weather cleared so I took the risk of going by road.    There was nobody in Houdan and we ran south without seeing a soul.   I would have liked to have picked up a fuel truck at the airport to complete the set (we have the ambulance, ammo and repair trucks from 3) but here wasn't time and anyway they were covered by the all-seeing sniper.      We arrived at the little village port at Fi72 as it really started to get sunny again and rearmed.     We are in good order and at last I feel I'm making some progress.    The idea, in case you hadn't guessed, is to have a go at Chapoi.

Just seen that you've posted so I'll stop here.
Title: Re:Abandoned Armies
Post by: THobson on 07 Feb 2005, 12:34:13
All tremendous stuff from all of you.  I cannot respond to all of it but it will all be used in making changes for the next version.  One comment I would make though is:

Quote
North to clear the fuel depot base:  to my surprise it is completely empty.
Me too!  That certainly needs to be looked at, maybe the reinforced the base too soon.

Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 14:26:45
North then west from our new depot, to approach Sainte Marie from the east.   I'm going to be sniping at Chapoi and I don't want to be taken up the jacksi while I'm doing it.   What's this?    Danger?    This can mean only one thing - a spot of beta testing.   I run around the village:  when my loons cut across to get back in position bang bang bang.   I go in myself and bang.     The jeep wreck is good (move it back 5m so it can been seen from the side between the two bushes) but you could lose the pallets (if you placed them, not sure) and possibly the truck.    You could at least halve the number of danger signs.    Consider adding something attractive to the jeep wreck to tempt the player in.

Back to the savegame.  Its a few minutes before noon and visibility is up to 250m.    Actually no its much more once I put the setviewdistance back up.    The whole village and base open up before me.    The first impression is good.   There are a few bodies scattered around, the odd burnt out vehicle, and a few lyings lying around on guard.   There has been a battle here.     I shoot a couple and a whole group of snipers appears of out nowhere and take me down.    Again.   They appear as if by magic from behind some trees.   But the third time they don't appear.

I form fire teams:  the real soldiers stay with me covering all angles.   The civvies crawl forward to the next layer of bushes.   There is an exchange of fire:  one is killed but I suspect the sniper is too.    I crawl forward myself, and sure enough there are 5 snipers all curled up together, almost like kittens.    One is already dead.   I shoot the other four.      Pause.   Quiet.   Savegame.    

Then a moment of madness.   A sniper is called, 3 shots and my three proper soldiers are dead.   WTF?    Eventually I sort it out.    A sniper has run in from behind, exactly from the direction of Sainte Marie.   (Was I right or was I right?)   He is seen by the sentry, but having a longer ranged weapon he just blows away my fireteam.    This I cannot tolerate, not least because I need loons alive at the end to test the conditions.    At last I find a spot where I can run to, get a sightline (he was hidden behind bushes) and drop him before he drops us.

All the while, the Hind hovers above the base.    I ignore him - in accordance with the hints I've left the choppers up to deal with each other's armour.

We sneak into the base.    I love the wire fence, the place has an original feel.    Peering through the fence I can just see a policeman lying down in a tent.   That'll be him.   Yup.   ;D   Voicefile.   There are two women running around so I shot them:  got a Damn damn damn for the first and a red crossed Objective.   Nothing for the second althoughh they were in close succession.  I picked up the savegame because I wouldn't really have shot them, it was just for testing purposes.   Always nice to see a consequence.

Checked that the town was clear by using the old recconaissance by death technique.   It wasn't.   ;D   Went up to clear the fuel station but nobody there except more burnt out armour.     A few bodies.   Came back into town to find two new loons which we shot.    Got the "Thats the last of them, lets head north message" which explains both these two and the manic sniper problem - the last few are being mustered here.   It's 12.26 game time.

I brought down the chopper with a Strela but the next 15 minutes were very frustrating.   It was very hard to get the armour refueled and repaired because there is so little space and the support vehicles are facing the wrong way - you need to get behind or alongside them for them to work.      Eventually I managed to get things sorted out, but this is the sort of thing I'm talking about when discussing the 4x question.   Everthing else in the mission must be really slick and at the moment this isn't.    

There is also no sense at all of their being an HQ here - the big evil boss just has a tent in the corner of the convincing but badly overcrowded repair yard.  I couldn't even get loons to collect stuff from the ammo truck.     (The two women are still running around btw:   get them to go to that nice pile of bodies and do some weeping animations.)    You have all this open space outside - I suggest a minor rethink of the layout.   The support vehicles under the trees did look good from a distance.    

However the big problem was that I could not rearm the armour.    I was sure you could rearm an Abrams at least from an ammo truck, and it is a US ammo truck if that matters.     I was really looked forward to charging up north with a little armoured column to throw my weight around, which would have made a nice change from being scared all the time.

One enemy loon turned up in the middle of all this and was shot by one of my chaps.   Dunno who he was or where he came from.  Green tick for Stamenov btw.

We took a fuel truck and abrams, bradley and vulcan and headed back to our original wagons.   There everybody refueled and repaired everybody else and we rearmed.   Much as before except I took a Strela.   After some thought I put two men in each armoured vehicle and we ran north up the road, to see what we could see.    Met two or three infantry coming south at one point, who through grenades at us while I ran them over.     We got separated - you know what vehicles are like - and instead of reorganising I just pushed on, meeting nobody till we got to 3.   There there was stuff going on:  we met infantry in the town and I heard the rattle of a chain gun.    I've just noticed you've posted again so I'll end this post here.
Title: Re:Abandoned Armies
Post by: THobson on 07 Feb 2005, 16:46:59
@ Xcess
Quote
I still haven't had a message of the two sides fighting each other.
That is because of the south convoy going AWOL.  You set it up nicely at La Trinite with the northrons ready and waiting, but the south convoy never showed.  You need to get some of the southrons there.  I have looked through the scripts several times to see what might be the problem.  Killing disabling or capturing the convoy vehicles should release the other convoy on its journey.  I suspect the convoy is at its base in Chapoi.  If you find it there please let me know as it will help me understand the problem.  Well it is only a problem in the sense that it is not what I designed.  But it is not a problem in that this might happen anyway - problem in La Trinite so the convoys stop.  I hope it doesn't spoil your enjouyment.

Quote
One addition I'd love to see is an inventory weapon
I am not sure I understand what you mean.

Quote
therewas another thing to do with conversation I'd though of.. reports f some kind but I forgot what it was (an idea not something in the mission)
If it comes back let me know.  All ideas very welcome.


@fragol
Quote
Mon dieu! So many posts in 5 days!
Is it really only 5 days!!

Quote
Ok, pretty much all the stuff I'm about to say has been said before, but what the heck i'll say it anyway
Good.  It lets me get a feel for where there is a general consensus.

Quote
One thing I didn't like was the setdammaging of those three guys; it might have looked better shooting them
I agree but shooting to order is murder.  I wrote that before I realised what I had said Lol.  I mean it is very difficult.

Quote
There is a definite gap between when you increase the acctime, and when it is reset, but im guessing this is unavoidable.
If it is avoidable then I have not found a way.

Quote
So you're Alexei, eh? Putting your a** on the line. Good on you!
Thanks, but actually it is more to do with the fact that I can't get anybody else than with any aspirations of my own.

Quote
Sure enough I spot a radio (maybe I was told to check it, i dunno, but i remember i was surprised when i found it  ). Cue pleas for help.
It will be in a better place in the next version.  Also, if you don't find it and then head off as you are leaving the area one of you team will turn the radio on for you ‘it might be important'

Quote
At what point did Alexei become such a leader?
Cometh the hour cometh the man.

Quote
it is a long drive to do three times, from each pickup point to the mountain lodge.
I agree something will e done about it.
Quote
Perhaps something like a randomized patrol or road block
But probably not that.  This is in no-mans-land.

Quote
They refused to join my group (I HAD let off the other civilians, so I certainly had space for these guys in my group) however after a few seconds i got an 'objective complete' message and a check in the 'rescue third lot of civilians' box. Having 'rescued' the third set of refugees...nothing happened
So let me get this right.  The third set would not join you even though there was space for them, and instead of joining they gave you an objective completed green tick, but stayed where they were in the hut!?  Which hut was this?

Quote
Alexei should get something for traipsing about the countryside
I had two intentions here, give him something to do to set the atmosphere, and to help augment his team.  At each hut you should gain an additional soldier for your team, one of which is a medic.

Quote
A truck hurtles past me, then another, and an m2a2, and some other kind of tank. I grit my teeth and weave in and out of the convoy, through the armored vehicle, fully expecting at any moment to be blown sky-high for my stupidity....yet nothing happens
They are all armed and ready to go, darkness, fog and rain seem to impact (realistically) their ability to see you so you clearly surprised them and got away before they could react.  You should make sure you get well away before stopping in circumstances like that

Quote
Instead of having a whole heap of scripts, have you considered rolling some (or even all) of them into a single .sqs file? I think Sui and probably others mentioned this before
I am not sure of the benefit of doing this.



@macguba
Quote
One little tip you should try and include somewhere is to remind players that they can double click on the map and place a marker
Actually I didn't know that!

Quote
No green tick since we haven't destroyed his army, but in spite of the nice voice file there is a bit of an anticlimax
Good point.  I was wondering about that

Quote
I shoot a couple and a whole group of snipers appears of out nowhere and take me down.    Again.  They appear as if by magic from behind some trees.  But the third time they don't appear.
Well I do have snipers, but they should all be scattered about - that is until the base is sufficiently weak that all forces are called into the base.  Anything special about the third time?

Quote
5 snipers all curled up together, almost like kittens
Where is this?


It looks like the recent adjustment I made to the northron attack group might have been a bit over the top.  It shouldn't (well it was not planned to) be so easy at the south base.

Where is the hind at this point?  The hints are fine for when the other side has armour

Quote
It's 12.26 game time.
That is very quick.

Go mac go!  You are nearly there!

Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 18:00:50
Quote
Well I do have snipers, but they should all be scattered about - that is until the base is sufficiently weak that all forces are called into the base.  Anything special about the third time?
That is probably what happened.     The opposition was 1 M2 gunner, 1 loon (sniper?) in the hospital square, 2 out the back of the village (1 sniped, 1 caught in the final clearup), 3 or 4 blackops near the boss's tent, the boss himself of course, a couple of loose runners, the mad sniper coming in from behind us, and 5 snipers in a bunch just outside the sandbag fence a few yards east of the north gate.   All followed by 2 late arrivals at the goodnight vienna ball.

I suspect all that happened the third time was that for some reason they didn't react:  maybe I wasn't detected, or the sound of the shots didn't carry in the wind.    Now that I know who and what they were, I don't think it was anything weird - just the game engine.     They were very close together, actually more like sardines than kittens.

When I arrived overlooking Chapoi the Hind was hovering above the western end of the village.   It mooched about abit but never went far away.   It started shooting at us very shortly after the "army is dead" message, but didn't hit anything.  It then made a number of very low passes (in both directions roughly east-west) right over the repair yard while I dug out the Strela.    If you scripted those passes they looked great - don't think I've ever seen a chopper come so low.

The pic is of 5 dead snipers, lying in a row.    When I went back to Chapoi (from my savegame at my base by the jetty) there was were 7 or 8 loons actually inside the repair yard.   They looked like one squad and they were trying to stand still - they weren't seeking and destroying or anything.


Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 18:18:34
New post so I don't distrupt the pic by editing the old one.

It wasn't trivial at Chapoi.    I had selected my position (bushes at Eg69) with care and a while I wouldn't claim to be an expert sniper it is a way I like to play.   The gang of 5 snipers would have been a problem however they were arranged.     As the number of defenders is low your are much more likely to be taken unexpectedly from behind which is what happened to me.    I actually used 3 retry points (the original one, the mad sniper one, and the final one before clearing) at least a couple of times each.   Of course I would have been more careful without infinite savegames, but 17-odd defenders in a village, most of them static blackops and snipers, requires the player to pay attention.

Anyway, that's enough for now.   I was hoping to wrap it up but it's obvious I need to clear 3 properly even before going back to the airfield.    Is there any ammo for my armour?   IM me if you don't want to broadcast the situation.
Title: Re:Abandoned Armies
Post by: THobson on 07 Feb 2005, 20:29:25
Quote
It then made a number of very low passes (in both directions roughly east-west) right over the repair yard while I dug out the Strela.    If you scripted those passes they looked great - don't think I've ever seen a chopper come so low.
I can't take credit I am afraid.  At this stage of the mission the only instructions of mine that the chopper has is a flyInHeight and a Guard waypoint.
Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 21:32:31
Well flyInHeight was all I was really thinking of ....  8)

Right, well following on from our brief IM conversation I'm gonna finish this sucker off.    We take the ammo truck and BMP ambulance from the jetty laager and head for Chapoi to take out the squad that I happen to know has set up show there.   No bother.    Moving on west - I'm going to go the long way round since you already know what I met up the Dourdan road.

The rain has started again so how much I'll see I don't know.    Anyway, there is a burnt out Abrams at De67.  Nobody at La Pessagne.   There is a field hospital there I notice:  I dont' seem to have seen many of those on my travels, which I suspect is just a function of where I've been but have a quick check round and make sure there are plenty.  

Only bodies in Vigny.   I didn't really notice before because it was dark and I was in a hurry but the soldiers room, next to the room with the girl, is not satisfactory.  Rearrange the bottles (probably fewer) in a more aesthetically pleasing way and lose the pallets and the box.   The soldiers have a whole village to loot from, they'd have made the place more comfortable than that.    

Eb47, just west of Arudy.    Bodies and remains of jeep/mg.    It's 1.40pm as we arrive in a deserted Arudy.     At the old hunting lodge the are civilians still here, hiding in the ruin.   (You have to crawl to get in, which isn't ideal.)    Most players are going to come back here at some point and there should be some kind of reward for so doing.   For example, if your squad numbers are low perhaps one or two of them could join you.   You don't necessarily need a whole cutscene, just a couple of voice files.    Or maybe they have found some ammo and/or fuel, or maybe if there are wounded you get healed.   Whatever.    

Larche is quiet but the unnamed hamlet at Fb31 is completely undamaged, which looks odd compared to the utter devastation in most places.    Mind you, with visibility only 50m I'm heavily influenced by what I just happen to drive past.   Saint Louis is as we know:  I found two trashed jeeps at any rate.   (At the time I suspected at least one had got away, and we were passed by a single jeep/mg with only a driver about the time I was sniping the airfield.)

2 and 5, the remaining civvies, are way behind with teh ammo lorry.   The other lads (two soldiers and the medic) and I jump out of the bmp ambulance a little short of the airfield.    This shouldn't take long.   ::)

We look for the sniper with x-ray eyes but don't find him:  I suspect he is long gone.     There are bodies just in side the main gate of the airfield that were nothing to do with me.   We move east and shoot two seperate stragglers near the building on the southern road.     But after that it's no good.   You can't fight in this weather.   The AI can shoot me from much further away than I can see and sending my own loons forward just gets them killed on a one for one basis, which doesn't help

Endpost.
Title: Re:Abandoned Armies
Post by: THobson on 07 Feb 2005, 22:10:06
Quote
lose the pallets and the box
The pallets cover the fire, to give the latter a non-standard look.  I quite liked that.  The box comes with the building I am afraid.

Quote
(You have to crawl to get in, which isn't ideal.)
Say more.  This is the ruin with the rescued civis?  What is preventing you from waking in?

Quote
if your squad numbers are low perhaps one or two of them could join you.
Neat idea.
Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 22:35:08
Ah, well in that case keep the pallets.

The ruin with the civvies was seemed a bit sunk into the ground.   I'm sure if I entered by a door or a window, unless there was a door round the back that I missed.    I would actually swear that it has sunk since I was last here.

On with the story.   There's no way to fight in this weather, and there is nothing else for me to do so I'll just have to wait till the sun comes out.    Pity I can't write this at the same time.  ;D

The weather is fantastic:  I love that the mission is actually big enough so that the weather has a real impact on how you play it.   There are however two problems.    Firstly, the changes are too fast and unpredicable.     When the rain came last time it was a real nuisance because at the time I needed visibility.    Sure, I changed my plans and made the best of it, but I had to finish my sniping job in the rain and then there was only just enough rain for me to finish the job I wanted to do in the rain.    In other words the length of the rain was about right per se, but the weather changing faster than you can physically adapt your plans.   It doesn't matter how fast you think you still need to get physically from A to B.      Weather forecasts and/or slower changes will fix this.

The second problem is the weather being wrong for what you want to do.   Up to a point this is fine, it add interest to the mission.   But earlier on the mission was very, very hard because it was so bright, and now the mission is completely unplayable because its so gloomy.   Both of these extremes should be in the mission, but the randomness should be biased to provide more bad weather early on and more good weather later.    
Title: Re:Abandoned Armies
Post by: THobson on 07 Feb 2005, 22:47:47
The door for the ruin is on its west side.  I soak tested the movements of the vehicles for days on end, but not the movement of the buildings!!  I suppose I could periodically setPos it back (at the cost of another name).  It plays a more significant part in v1.01 than it does in the version you have.

It would help to know if other beta testers that have a long mission time (I think particularly of SEAL84 who has I think the longest so far) have notice anything like this.

EDIT:

Just read your latest post.  I agree about the speed of weather change, I need to slow it down.  It is actually not random though.  After a random intial period the fog and the overcast simply follow a sine wave, each of random period.  The rain is driven by the overcast level.  So each time it is played it will be different, but once the pattern is set for a mission it doesn't change.  Because the fog and overcast have difeerent periods (unless the same random number is picked) they get out of phase over time.
Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 22:50:25
The west side was the direction from which I entered.

Try and avoid using too many red markers, since that is the colour of the player created markers.

If you press + as fast as you can you do actually get roughly 3x time acceration.   It is advisable to switch the sound off temporarily.
Title: Re:Abandoned Armies
Post by: Dubieman on 07 Feb 2005, 22:51:32
Wow I can leave for one day and alas! Another page. :D ;D

About the civvies, they didn't do anything. I ran into their cabin (these civvies nearest Vigny) and ran around them, nothing. Then some voice comes up saying "good civvies rescued" or something, then they sit their going about their existance. For some reason I thought they would join me. :P
Didn't seem to clear to me in the briefing so maybe more documentation on that? :-\

Haven't been able to play it more, too much to do... ::)
Title: Re:Abandoned Armies
Post by: THobson on 07 Feb 2005, 23:07:43
Quote
Try and avoid using too many red markers, since that is the colour of the player created markers.
Holy-moly,  back to the drawing board - again!

Quote
If you press + as fast as you can you do actually get roughly 3x time acceration.
I have to have a small delay in the trigger that detects acctime othrwise it will not work.

Quote
It is advisable to switch the sound off temporarily
In what situations.  I don't follow.


Quote
About the civvies, they didn't do anything. I ran into their cabin (these civvies nearest Vigny) and ran around them, nothing. Then some voice comes up saying "good civvies rescued" or something, then they sit their going about their existance. For some reason I thought they would join me.
There is something wrong with these guys, but not always.  They have been fine for me but you are not the first to have this problem.  Also my son played this yesterday and when he got to the lodge the resistnace solder their was as dead as a do-do.  The whole civilain thing is to be re-done.  Sorry :-[  Was this the first group of civis you visited?
Title: Re:Abandoned Armies
Post by: Fragorl on 07 Feb 2005, 23:26:38
For me it was the third and final group. There were two groups east of La Trinite; this was the one that was much further west/ closer to the lodge (talking from memory now, as I've just realised my savegame has become corrupted now - have to restart :()

About the scripts; no, there is no real benefit (it would be more tricky to use this system) save not having so many sqs files. I think you had about 83  :o
Title: Re:Abandoned Armies
Post by: macguba on 07 Feb 2005, 23:40:17
Quote
It is advisable to switch the sound off temporarily
In what situations.  I don't follow.
When you are banging the + repeatedly.   ;D   Don't worry about the delay, its not worth the trouble.

When I first started meeting civvies I was also slightly confused though it didn't take long to work out.    Perhaps a little more clarity in somewhere in the instructions wouldn't go amiss.

Anyway I let the mission soak for 45 mins while I went and did something else.   When I came back the rain had stopped and the mist was clearing.     We moved from the loiter position towards my favourite old sniping position.   On the way we found one sniper overlooking the base.     On arrival there was nothing to see so I arranged my loons into all round protection - one of them also has an M21 now - and sat down to to wait.    Still nothing happening so I moved position a little to bring the fuel station into view and in that area I found a soldier and a sniper to drop.   Returned to the squad.    From the recent failed excursions onto the airfield I'm expecting at least one patrol of about three on this side (which we haven't seen) and a Vulcan and a few soldiers on the far side which are still too far away.    

We wait.     The fog lifts, inexorably but interminably.   Suddenly it's all action:  8 calls in close contacts and I turn to see figures running in from the south.    He drops all three of them without return fire.     Lucky I'm still paranoid enough to put in an all round defence.    My little heart is still pounding when Irena, the demon sniperess, calls a contact at 200m and pumps two rounds into him.

Cross at being beaten by a girl, I move forward a little, into the open.    Suddenly a whole world of runners opens up.   Between us we knock over eight or nine.    One or two distant ones escape.  The far side swims into view and - at last! - the mysterious Vulcan.    417m.    The running woman crosses my field of view as the second, and successful, rocket, arcs across the runway.

We wait.   I pan across the airfield, looking for targets.    Several slowly come into focus:   blemishes on the runway verge that you missed on the last pass gain definition as the fog continues to thin.    Occasionally there is a cry, "Run, runner!"      Irena does her bit, on occasion hitting runners at well over 300m after just two or three shots.    I wonder what's happening up at La Trinite, and contemplate sending or leading a patrol up there, when a Vulcan comes racing onto the field.   Ah-ha, there was a Vulcan up there when I did that recce run earlier.   This suggests that the threshold has been reached and all remaining northron forces are heading this way.     We'll stay here for a bit.    I think there was only the vulcan and one or two small patrols in 3, though I'm not sure.

It's close now, the end.    I can smell it.  Which reminds me: something about

- at least two of your team need to be alive and in a vehicle
- at least one of your team needs to be alive and not in a vehicle
- at least one of your team needs to have been killed while in a vehicle
- at least one of your team needs to have been killed while not in a vehicle

While trying arrange for as many of these as possible, it transpires that there are still soldiers in 3 and soldiers and a tank, would you believe it, at the northern end of the airfield.  Still hidden by the mist but able to blow me sky high the second I jumped into that vulcan by the fuel station.    

....

Well much time has passed.    The tank was dealt with easily, and I repaired the vulcan I had so carefully preserved many hours ago.   We went running around and up to 3, where we found and splashed a few loons.    Ran around 3 on foot at length, while 7 and 8 ran around the airfield.   5 still covering the airfield, 2 died some time ago in mysterious circumstances.    8 was also killed, I suspect by 5.   Game time is now 4.15 and its getting dark.

Any suggestions on where that pesky last loon might be?   There was a report but it turned out to be the running woman.
Title: Re:Abandoned Armies
Post by: SEAL84 on 07 Feb 2005, 23:58:07
The door for the ruin is on its west side.  I soak tested the movements of the vehicles for days on end, but not the movement of the buildings!!  I suppose I could periodically setPos it back (at the cost of another name).  It plays a more significant part in v1.01 than it does in the version you have.

It would help to know if other beta testers that have a long mission time (I think particularly of SEAL84 who has I think the longest so far) have notice anything like this.

?!?!?!?!?!

Am I missing something or are we actually suggesting that the building is moving? :o :o :o

I can assure you, sirs, that it is not.  I've been entering on the west side, on the right side of that wall...it appears to be a door that you can run through, although given that the building is on a bit of a slope, it is sunken into the ground.  As we all know, buildings in OFP don't contour to fit the landscape, so it is a bit wierd when you're inside it.
Title: Re:Abandoned Armies
Post by: macguba on 08 Feb 2005, 02:03:29
I have suspected buildings of sinking during missions in the past, though I've never managed to prove it.    I haven't got the energy to run back there and check at the moment, unfortunately.      Even if it is happening to me that doesn't mean its happening to you.

I was hoping to finish tonight but the pesky last loon has temporarily beaten me and its starting to rain again.    I leave it running overnight, in case he walks into somebody's sights.
Title: Re:Abandoned Armies
Post by: THobson on 08 Feb 2005, 08:31:53
Quote
Any suggestions on where that pesky last loon might be?
Having experienced this myself  ;) I was quite paranoid about the scriping to deal with this.

The last northron loons should all end up in the group previously led by Andropov and should all be situated close to his tent.

Oh please don't let ther be a missing last loon problem ???
Title: Re:Abandoned Armies
Post by: XCess on 08 Feb 2005, 11:19:18
I actually don't mind the idea of searching around for the last loon. Hunting to kill war criminals after the war ;D
Title: Re:Abandoned Armies
Post by: THobson on 08 Feb 2005, 11:49:14
Actually that might not be a bad idea for a whole new mission.  

But believe me looking for one loon on a large map is no fun.
Title: Re:Abandoned Armies
Post by: macguba on 08 Feb 2005, 12:47:35
 ;D Yes I suspected you would.

Good news - it looks as if the trigger fired as there were several loons and one Vulcan who clearly headed for the right place.

Bad news - after that trigger had fired there were still loons in La Trinite.

I've checked 3 again and nobody there, although there are so many wrecked buildings I could have missed somebody.    It is dark and raining.    Nobody at Chapoi, which I thought was a clever idea at the time.    I'm just checking the roads now.   No sign of life.   The other good news is that I haven't seen any stuck convoys anywhere.    

It may not be a last loon problem per se.   It could be an end trigger problem.   In other words I could be looking for a loon that isn't there.....  

Burnt out tank at Ef26.

At Ed12 the placement of the wreck and body are unconvincing.

OK that's it, I've checked all the main roads.     The only roads I have not checked are:

- little spurs
- those around Goisse
- ditto Cancon
- ditto La Riviere
- ditto Le Port

Wearing NVGs to drive I did occasionally forget to check streetlamps but I didn't see any that were on.

If there's anywhere else worth checking I'll do it but in the absence of bright ideas I'll call it a day for now.   Endmission cheat to bring up the debrief screen.
Title: Re:Abandoned Armies
Post by: macguba on 08 Feb 2005, 13:45:15
I was going to attach a pic of the kills but its 3 pages

110 kills
1 civvy (police - probably Stamenov)
1 military fuel station (I couldn't resist putting a law into the one on the airfield)
Mi24
T72
4 Vulcan
M2A2
2 Ural
Ural fuel
M2 mg

The civvy page I have attached because it is odd.   I finished with 3 squad members alive.    soldier 3, Elena at 5, and 7 the medic.    There were only ever 8 in the squad so the numbers don't add up, unless some of these guys were civilians.    Presumably one of them was called "2x".  The third group (from east of 3) were all killed.

The mission time is also wrong.    I didn't check towards the end so it was actually more like 12 hours.    This may be a consequence of the endmission cheat.     I didn't use any other cheats except a savegame one as already mentioned.

No Outro, though that may be endmission.   I'm looking forward to opening this in the mission editor anyway.



Summary

Buckets of good stuff here.    For example the way that the two main bases are so different.  I never got a chance to enjoy life in the villages and convoys, but from the experiences of others it seemed to be good.    No error messages, which in a mission of this size and complexity is an achievement in itself.     No crashed convoys.     No problems at all in fact, except at the very end.

I've written a lot about this mission already and I'm not going to try and summarise it.    There remains little to add except for the one overriding problem that the mission has.   You'll laugh when you read this.  No, you will.

It doesn't have enough atmosphere.

It is a measure of the quality of the mission that it can have so much atmosphere and yet still not enough.    An example of what I mean is the voice acting.   The reason there have been so many complaints about what is, by OFP user mission standards, pretty good voices is that the atmosphere has been created so well that a very high standard of acting is required to keep things going.

All the connecting things I was talking about earlier come together here.    The pistol/long thing at the start, time acceleration, the anticlimax when you shoot the baddies and so on.     The problem is that creaky or slow mechanics cause frustration, which destroys atmosphere.   Normally that doesn't matter because you have 4x to get past it and there isn't that much atmosphere anyway, but here it really matters.

This mission needs two things.   Firstly, a magic wand of slickness waved over it.   Everything has to be as smooth and quick as possible.   It is a very big mission, therefore the mission designer must help the player to get through it as quickly as possible.   No matter how fast you go - and frankly this is a mission to be savoured, not rushed - its still going to be a big mission.   You have already done a great deal in this regard but we need more.    Slickness trumps atmospherics.

The second thing required is more story.   At present the story basically stops once you have brought the first lot of civvies back to the lodge.    The other two lots are just a chore and don't add anything to the tale.    You already have characters, so develop them.    There's no point in getting too carried away because they can get killed, but for example you could have the occasionaly line or two of dialogue between you and Ruslan.   Or maybe some of them cry out something inspiring when they die.    You need to care about them more.      

We also need more plot.    Cutscenes are hard to arrange in the midst of battle its true so some lateral thinking is required.    At the extreme, maybe you have to capture one or both baddies, bring them back to the lodge and hang them.     Certainly you must make more of the lodge:  it's a hugely important place at the start, and then never really comes in again.

Having said all that, its important not to lose sight of the most important point.    This mission attempted to achieve two very difficult things.   Firstly, to create a "whole island" experience.   I didn't actually see a great deal of that, due to the way I played the mission, but insofar as I did it seemed to work.  (Although the little bases in the towns were too similar - make them look more different.)     Secondly to create a genuinely triangular war, where the other two sides fighting was relevant to the player and not just something that could be better handled by a cutscene.    In this regard the mission is already an outstanding success.     I don't think I've ever seen it done better.  :thumbsup: :toocool:
Title: Re:Abandoned Armies
Post by: macguba on 08 Feb 2005, 14:10:29
Problem with the second debrief pic uploading.   I'l try again.
Title: Re:Abandoned Armies
Post by: GI-YO on 08 Feb 2005, 14:51:03
Right then here comes my BETA, i'll play a bit and write a bit so I dont forget whats happened.

OVERVIEW - Nice pic (how was the hanging done?). Gives enough info without ruining everything, tension building...

INTRO - Awesome song that go's real well with whats being showed which is cool. I liking the story so far something totaly new, never been donw as far as I know. All the camera stuff is awesome but the voices at the end seemed a bit monotone and lifeless. just a thought.

BRIEFING - Ahh its talking to me, madness. clearly designed for the lazy player who cant be bothered to read all the text  ;D. Objective seems simple enough. on with the mission

MISSION - looks a bit dark and a bit wet, perfect night to sneak on to an island! make my way slowly up the hill with the pistol heading southeast, walk into a fence and floow it along until the shadows of the village come into view, im feeling the tension and it looks quiet out there, too quiet....I save and then clear the house with the ruskis and the yank, weird to see them being buddys but hey there all bad today. I pick up an AK and 6 mags and some grenades, cue cutscene and more information about my uncle who now is miles away, then my cousin gets shot. dam. I shoot the yank who shot her then jump into the jeep and head due east towards the big mountain, my plan being to avoid the roads and baddies, just resting on a hill for a cup of tea  :P.I drive across a road and then drive around on the hill side for a bit trying to find this mountain hut, eventualy i find the road on the top of hill and then find the hut using that, i think i need some more map and compass practice. The story deepens my uncle is dead and all these civis are stuck in the middle and they need my help. This mission gets better by the minute, they all join my group and then cues the autosave and i'll be back later to continue the BETA, looks awesome so far!!
Title: Re:Abandoned Armies
Post by: THobson on 08 Feb 2005, 16:39:21
mac.  What can I say. :-[  I have not yet had chance to read fully your post, as always I expect it will be full of tremendous advice.

What is the endmission cheat?

There is not outro - but there is an end scene that should show the mayhem you have created.  Any outro would mean me having to guess what the player had done.  If you have any interest and are willing to give up even more time for this the link below is to a file that is exactly the mission you have played but it includes several radio commands.  One to assemble the team, one to kill several of the team, one each to kill Stamenov and Andropov and one each to kill each army.  If you get chance your comment on the end scene would be very much appreciated.

The mission takes about 20 odd seconds to initialise everything so wait that long before activating the radio commands.  Also remember that Tatyana will not be dead in this version - unless of course you flog all the way up the hill again.

Link Disabled 27 March 2005
Cheat version (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-00cheat.Abel.zip)

I think the civi you killed was the woman from Stamenov's tent.  Stamenov is actually a west soldier.

I am hugely thankful for the time and effort you have put in to testing this.  As I said before once I have a way of doing something it is hard for me to find another.  It is really helpful for other people to come onto my island and make a mess of it.

I must admit to not focussing much on the de-brief screen other than to check the objectives were correct.  It may be that all the joining and leaving caused a problem.  There are certainly names there I do not recognise.

I am not sure how to check what happened here with the end game.  There is a script that checks the same array of loons as I use in the radio command mentioned above.  Also the end game script has several levels, the last level (5 loons or less) results in them being setPos-ed to near to Andropov's tent if they are more than 500 m away.  I thought it was fool proof!  It is essentially the same logic for both bases.

For the next version I will not require everyone to be killed,  I will get it down to a small number and then have all the remaining survivors surrender or run away.

Off now to cry in a corner and then to come back and read what you have written

Title: Re:Abandoned Armies
Post by: macguba on 08 Feb 2005, 17:00:29
Having had a quick look in the editor I have two main observations.

1)   It's your static objects that are giving the lag.    When I tested the laggy version of Umimpossible I found that the version with all the objects and no units was more laggy than the one with all the units and no objects.    I've had a quick look round though and it will be easy to reduce the number significantly.

I would advise against using prob of presence for statics.   If its just a little campsite somewhere it will look best with three A tents and a fire.   There is no virtue in placing four with probabilities.  It doesn't make any difference to gameplay and the absence of change is in fact is one of the things that make a re-play more fun.    Humans (most animals) like to recognise things.   Only the important stuff should be different.


2)  Difficulty.     The spot where I had trouble - northwest side of Saint Louis - is clearly the hardest corner of the map.     No wonder I felt they were coming in from all angles at the same time ... although if I'd known I could have legged it southwest.

The other difficutly problem was of course in the bad weather.   I think this must be rain related - I don't recall problems as bad as this with Unimpossible which has no rain, only fog.    You did get zapped by people you couldn't see occasionally but only by a few yards.    Here I was being hit from 200m when I could see only 50m.

Other than that the difficulty level was about right.    If you didn't have infinite savegames I'd say it was slightly too hard.    As it was I used many of them.   However I would consider limiting the number.    The absolute minimum is about 12 and it's hard to see how you could really need more than say 48.    So lets say about 32.  It's not so much to limit the number of saves, just to make the player feel that they are valuable.     Most of the times I was killed it was because I was being too cavalier, knowing I had just saved.   It's more fun if the game makes you do things properly.

Edit:  was writing as you wrote yours.   d/l cheat now.   There were no loons in the immediate vicinity of the airfield buildings - I ran around them with a small squad several times and when I went walkabout I left a loon on guard.     Given how carefully I know you will have done it, my theory is a trigger problem caused by the way I played it, in some unobvious manner.

Endmission cheat is well known.   Press the shift key and, while holding it down, press the keypad -.    Release both keys.    Nothing happens, but if you now type endmission the mission ends and takes you into debriefing.     This is also how you work the savegame cheat.


Outro

You are right of course that this has to an end cutscene rather than an Outro.    I did laugh at the music, I hate it myself but it is utterly appropriate and the performance had sufficient gusto to raise a smile.

Couple of general points.     The cutscene consists mostly of stills, which is fine, but remember you are taking a photograph.    Attention to composition, and backgrounds in particular, will repay the extra effort handsomely.     Overhead shots of mayhem are good, but no more than three of one area, two if you can get away with it.    This is an easy area to play with depending on how long the credits turn out to be and so on.

At the start use either plain or plain down, don't mix them.   Better still use proper coloured text.     The "at a cost" change doesn't quite work.   Either go straight to the bodies without comment or make more of the change.   Don't be afraid to change to some stock music.

The opening shot of the credits is no good:  "Abandoned armies" needs a much stronger shot and one that in some way relates to the armies of the title.

If you really want to make it a tearjerker, then have a little scene of a mixture of Soviet and US troops being captured by some civvies.   They are disarmed, and the troops and civvies shake hands to indicate that the few remaining soldiers on the island have decided to throw in their lot with the civvies.

You must include the offshore island and your mum in the cutscene in some way.   (Basic rule of novel writing - never mention a character once.)

Consider using Mars from the credits section.  Not sure if that would work but worth a try.

In other words, its basically fine and if you wanted to you could leave it as it is, but it feels like a little bit of a placeholder.  

Oh yes, and typo on Ludwig.    And I loved "You have achieved the impossible."  Ah, there's nothing like an in-joke.

Don't have the live squad members just where they are.   You have changed the time of day and weather, so change the location.   Film it where you like.    Pull the camera back a bit from the dead ones, you don't need to be that close.   Also shoot them from lower down so you get some sky in the shot.   They will always be a bit awkward of course, since you don't know where they will be unless you change it to where they were taken after the fighting.

The civvies at the lodge should not still be shut up in the building - they would have started to go home.

If I was doing this I would shoot the whole thing as if it was a few hours after the fighting finished.  That gives you teh excuse to change the light and weather and put everybody somewhere good, but there hasn't been time to clear up the mess.    Evening sun would be best, since it's believable whenever the mission finishes.  (Either that evening or the next, if you ran into the night.)


Thought:  at the end it may be that they haven't even got down to the 5 left.   What are the preceding conditions and numbers and consequences?   (The southron army was ticked as being destroyed and there was nobody in Chapoi when I looked.)
Title: Re:Abandoned Armies
Post by: THobson on 08 Feb 2005, 19:42:08
I thought the savegame cheat was saving the game, alt tabing out, renaming the file and then saving again!  You can see I learned a lot of my basic stuff by trial and error.

I was using the probability of presence as an easy means of putting down the same camp but it not looking the same.  I will custom make them.

Glad you liked the impossible reference

Ok the logic for the end of each base is the same.  There is a script (DefendBaseX.sqs) for each base and it is run when one of the following event occurs:
- faction leader (Andropove or Stamenov) is killed
- resistance is detected within a small area near the leader (I think I will lose this or make the trigger area wider)
- loon count for that side is <= 30 (each side starts with 220+)  This is checked about every 5 minutes

At this point a switch trigger will fire for several groups that send them to guard the base.  Most other groups are already on guard by now.

Key elements of the DefendBase script are:
It start running a script that finds all the loons that are on foot and joins them up into larger groups, with preference being given to putting units in the same group as the faction leader.  This runs about every couple of minutes.

Sends each mgJeep to an assigned location in the base

Gets the crew out of the support vehicles, gives them a Move instruction to somewhere in the base but this is really only temporary, next time the joinUp script runs it will pick these guys up and start joining them with other groups.

Sends each of the convoy vehicles and choppers to an approximate location in the base.

Then loop the following every 5 to 10 minutes:
Phase 1
Loons that can only crawl are repaired just enough so they can stand, they are made AWARE and told to run fast.

Loons that are not in groups that have waypponts in the editor and are not in a vehicle are given a doMove to somewhere in the base

Loons that are in a vehicle with a problem (cannot move, low fuel, driver not of correct side) are got out of the vehicle.  They are not given a doMove at this time but will be picked up next time through the loop and also by the joinup script.

The only loons not considered by now are the two groups that are riding in the convoy, if any are still alive.  All the waypoints for these two groups are moved to the base.

If loon count < 20 then now drop into:
Phase2
Any vehicles that are occupied and that are > a specified distance from the base are given a doMove to the base.  This distance starts at 1000 and reduces each time through the loop to a minimum of 200

If loon count < 10 then now drop into:
Phase3
Any loons that are in vehicles that either have a problem (as specified above) or is greater than the specified distance from the base are got out of the vehicles and setPosed to in the base (If all the code above works there should be none)

The snipers are recalled to the base (this should happen sooner)

If loon count < 5 then now drop into:
Phase4
Any loons still in vehicles are got out irrespective of where they are and what state the vehicle is in.  If there are any loons still in vehicles after the first time through this code (how can there be any?) they are setPosed out of the vehicles into the base.

The finally any loon > 500 from a specific point in the base is setPosed there.

The list of loons all the scripts use is created as follows.  Triggers covering the map fire at the start of the mission.  A script then runs that creates an array of the loons in each side - these are living loons, even those in vehicles are picked up individually.  Subsequently when I need to know how many are still alive  I count the number of living loons in this array.  I did it this way so I can deleteVehicle the triggers (but I have not done that yet)

You can see there is a tonne of redundancy here and it could do with some tidying up (it grew as my paranoia about this sort of thing happening grew) but after all that how on earth does a loon go AWOL?

For me the killer is the join up script.  Even if I have forgotten about some loons that might have waypoints miles away, eventually the join up script will hoover them up and stick them in the leader's group.  
Title: Re:Abandoned Armies
Post by: macguba on 08 Feb 2005, 23:17:02
Well, that's pretty thorough.    There are two obvious possibilities.   Either there really are no loons left and it is a trigger problem that is preventing the end.   Or DefendBaseX.sqs has been screwed up in some way by my approach.    I killed Andropov in the north first but did not attempt to destroy his army at that point - in fact I legged it.    He still had significant forces actually on the airfield, I had sneaked in due to the weather.

I think phase 2 worked because the vulcan that was at 3 came in.


What would happen stage 1 and 2 had occurred correctly and there were 12 loons left.   All are on foot, have been wounded in the legs when there were 13 loons left, have fleed repeatedly and are scared witless, and none of whom have detected the enemy for ages?

Similarly if there were 8 left.     My thinking is that maybe stage 4 has not fired because it has not been reached.    Maybe 1 and 2 worked ok but loons have been injured - or more importantly fleed - since the early days of the script running.

What would happen if there was 1 loon left, healthy and on guard wp, less than 500m from the base but hidden somewhere?

I don't think its a vehicle problem because if the vehicle was on a road I would have found it.   I know they don't have to be but ....



Good point about labour saving bases.  I wasn't suggesting they didn't look ok, it was just a thought to save objects while still looking good.

Edit:  Argghh!! I've just restarted the mission by mistake.  Damn damn damn.

Title: Re:Abandoned Armies
Post by: THobson on 09 Feb 2005, 00:34:35
Quote
What would happen stage 1 and 2 had occurred correctly and there were 12 loons left.  All are on foot, have been wounded in the legs when there were 13 loons left, have fleed repeatedly and are scared witless, and none of whom have detected the enemy for ages?
Every 5 to 10 minutes any that cannot stand are repaired until they can and are given a doMove to the base.  I should also have said they have allowFleeing set to 0 at the same time.

Quote
Similarly if there were 8 left.    My thinking is that maybe stage 4 has not fired because it has not been reached.    Maybe 1 and 2 worked ok but loons have been injured - or more importantly fleed - since the early days of the script running.
Well the script loops every 5 to 10 minutes

Quote
What would happen if there was 1 loon left, healthy and on guard wp, less than 500m from the base but hidden somewhere?
Well the joinup script should put it in Andropov's group that is on hold just outside his tent.

Having said all that.  That is assuming I have made no stupid typing errors (but I have checked it before) and also assuming the mission is not stretching the OFP engine.  I recall that a few people have had civis say they were rescued and were still at the hut!  This should only betriggered when they reach the lodge.

What I plan to do is to completely re-write the defendbase code with sufficient robustness that the odd loon or several getting lost will not prevent the end game.

I can now rearm the empty armour in the bases by the way.  I still can't find the sound file that OFP uses when it rearms/repairs a vehicle, but I will keep looking.

What is astonishing to me is that this mission took over 5 months to get to this stage (I do play around a bit inside my worlds!) and it now looks as far from finished as is was when I started.  Mainly because what constitutes finished has moved.
Title: Re:Abandoned Armies
Post by: macguba on 09 Feb 2005, 00:51:20
Comes back to my original feeling .... there is no last loon.    Its academic now I've zapped the file ... really cross about that I wanted to find him.    Are there any ruined buildings less than 500m away?  (Beyond that he'd be setpossed in.)   I don't suspect typos because there were no error messages.

I think you have the right plan, just make the whole problem go away.    Well done on the rearming.
..

That is the problem, you keep moving your own goalposts.  I gave up on Unimpossible several times becuase I was bored with it.  The last time I took it up was because I thought it would be quicker to finish than my other 99% finished mission.    6 months later ....

The oldest version of unimpossible that I have, of the one set on Kolgujev, looks much the same as the current one if you glance at it in the mission editor.   It's true there are many more scripts, but you simply would not believe how much work it took to make all these tiny changes which add up to a really big improvement.   This is much further on now than that was then .... but I've never heard of a beta of a really good mission that was much past half way when the first public beta came out.    4.5 months to go then.  ;D
Title: Re:Abandoned Armies
Post by: THobson on 09 Feb 2005, 01:20:59
Quote
but you simply would not believe how much work it took to make all these tiny changes
I damn well would!  Just getting some fencing to line up an be an hour or two!

One thing you didn't mention that was bothering me (everything else that was bothering me was picked up - and more) is why is Stamenov's tent in a repair yard?

By the way there was some evidence of his evil ways round the back of his tent if you noticed.

Quote
4.5 months to go then.
I can't see it being less than that,  I amnow back to soak testing again
Title: Re:Abandoned Armies
Post by: Dubieman on 09 Feb 2005, 01:34:19
Hey Thobson!

I know I'm not that far along, but back from where I was....

Scavenged TONs of weapons at Vigny. Finally left as another big squad came to check everything out. I went over and dropped off my mates to defend the villa/house. Went on and freed the civvis nearest to me. Left them in the truck and took a car to check out La Trinite and cause some trouble by myself. Now I get in there and since there's so much fog, I jump out in the middle of town. Stupid I know. Then see a big ole convoy pull up. Guys jump out...

Crap, run run, hmmm, Law the M2a2 and hide in some wrecks. I finally back off then go across town in hope of doing something to get the two sides in their at the same time. I found a glitch in a destroyed building. I lied down and killed 15 soldiers in the space of 3 min. now I lay there, they for some reason walked in, and cause of clipping or something couldn't shoot or see me. So bang bang and I killed part of the convoy guard. This infuriates them more so ppl and vehicles are all over the city. Then I hear armor. Vehicles, lots of them. ;D

"hmm they're fighting each other...."

Yay, the northerners arrive and the sh!t hits the fan. I run away looking for the third group of civs. Some serious fighting is going down. ;D

The third civ group has the same error as the ones at the first place, except no voice or hint saying I rescued them. :P Is it cause the 2nd group is still in my PV3S? I don't know. I steal the car and drive back to see how the fight is going. Hmm, empty ammo truck, knicked driver.... Steal the ammo truck and run using the fog to my advantage. Figures I have to leave the ammo truck at the 2nd civ place cause they won't drive it, nor will any driving situation work. :-\ ::)

But that's okay, I'll come back later. Get the civs in my PV3s and back to base. I encounter 4 coming to me, then some infantry mate shoots my truck with a LAW. Reload/retry at my good savepoint about 2 min before. This time I pick my guy up and head towards the cabin. I guess I lost my 3 & 5 group members cause all that action plus the crap I pulled warranted 2 infantry squads ramapaging through my camp. Then as I arrive the armor support drives through. :noo:

I'm really scared now, T80, T72, and a vulcan. Got my ppl to cover and no one died. The vulcan gave me a mean look and a lucky warning shot and they left. Right after they started down the hill to La Trinite, a Cobra blows them up with FFARs all over. Only 70m from my cabin area! ;D :D :P

Well that's where I'm at now. The tension is building so much... :)

The civs are a real odd thing. They join you or ignore you, or a voice comes up but nothing happens.  :-\

Well, I guess my plans now are to head south and hit La Pessagne, then see if I can hit the little idiots who drove me from Vigny. Only problem is I have 4 guys including me. And I'm the only one who can carry AT stuff. :tomato: So I'll prolly visit the civs east of La Trinite to see if any want to join...:beat:


Edit: Oh and I must add that before taking cover in the glitch house in La Trinite, I was hiding in a field. I jumped into a big bush and didn't move. 2 infantry sweeps went around me. Their officer only 4m away! :o But it was prolly the fog, cause it didn't seem right, but I was lucky there, then I found that house.....
Title: Re:Abandoned Armies
Post by: macguba on 09 Feb 2005, 02:18:26
I thought I'd complimented you on the bodies behind the tent, sorry.... I did say (or thought I did) that the loose women should end up crying over these bodies to get them out of the way.

I considered the possible oddness of the tent being in the repair yard and decided it wasn't odd.   Firstly, there is nowhere else in the Base for it to be.   (I considered mentioning that the area enclosed by the sandbag fence was too big but then decided you probably needed it for vehicle turning.   His tent would be no better out there.)   Secondly, it is to some extent in character: he is a a base and practical man and he would not find it odd to put his tent in such a practical place.    Thirdly, the position reflects the encirclement of the tent by the hospital at the airfield.   The proximity of the buildings creates a sense of closeness which is effective in relating the two bases to each other, while keeping them very different.

If I had a complaint about that whole setup, other than those I mentioned at the time, it is the repair building at the end of the track.   It feels very odd, stuck in the middle of that space.   It's also a bloody nuisance, although it does contribute to the closeness thing just mentioned.    I would have been tempted to lay a little more track and place it further in.   (With the famous tent somewhere else of course.)    I wasn't thrilled by the closed tent either to be honest.   In a sense what is much odder is that he is not in one of the houses.    If it could be made to look OK I'd have put him in an enterable Nogova church, or a graveyard.  If he's going to be evil lets emphasize the point.


Little idea for the lodge.   When you first arrive there are not graves, there are bodies.    After you bring the civvies back, while you are away, the bodies are buried.


Unimpossible is pushing on for 3 years now, if that's any consolation.   On and off.   Since the original Goisse version.


A small favour:  I tried to create this but it kept going wrong.   Could you create a version with player start and Tatyana and civvy locations all moved to very close to the lodge?

I tried it but it kept going wrong:  I was teleported back to Vigny, or shot on approaching the lodge or something.   I managed to make it daylight with no weather and 4x allowed and I can add setCaptive and kit galore myself.  

I can then run speedily through an approximation of what I did (without the need for altering triggers or anything) and see if we can replicate the problem.  It could be a variable in one of those early cutscenes so we can't just bypass them.


Title: Re:Abandoned Armies
Post by: THobson on 09 Feb 2005, 07:32:34
@GRK

Glad to hear you are still at it.  I think I figured out the problem with the civis being 'rescued' but still being in the hut. It looks to me like a couple of scripts running out of order,  I will fix that be getting one script to call the other when it is ready. Why it works sometimes and not others I don't know.

The problem you had with the latest lot is dfferent.  There are 5 of them, so they cannot join you if you have a squad > 7, which you probably have if you still have one lot with you.  Get the first lot back to the lodge and they will leave you.  You should then be able to pick up the last lot.

Quote
have 4 guys including me. And I'm the only one who can carry AT stuff.
You get one resistance soldier at the lodge and one each at the civis so you should (if it all works) end up with 4 soldiers + you in the team that can carry AT stuff.  The civis have the same capacity as medics.

I really need to rework the whole civi thing.


@macguba

Quote
the loose women should end up crying over these bodies to get them out of the way.
Loose as in un-attached I presume. ;)  Good idea.  I have given them a domove instruction to make them seem like they are running away, but all the wire around the enclosure confuses them and they just stop after a while - even with  the domove instruction being repeated periodically.  Another case of "Why didn't I think of that!"

Quote
A small favour:  I tried to create this but it kept going wrong.  Could you create a version with player start and Tatyana and civvy locations all moved to very close to the lodge?run away but all the wire around the enclosure confuses them eventually.
I am in bed with flu but will look at it soon.  This may take a little time as I am now near the maximum allowed on my webpage.  In the meantime:  

You would be teleported back to vigny, to reduce the number of names I changed from using markers and GLs to absolute addresses for things like the camera and player position.

Also:
In Init.sqs:
near the top are the lines
Code: [Select]
DeBug = false
_setEnvironment = true
Changing setEnvironment to be false will turn off the weather - I presume that is what you have done.
Changing DeBug to true will enable you to approach the lodge without having to do the vigny cutscene.  It will also turn on a whole lot of messages as well as allowing 4x
Further down Init.sqs are the lines
Code: [Select]
#DeBug
[] exec "reportOnPatrolsnConvoys.sqs"
If you comment out the second line it will turn off most of the messages - these don't make much sense now anyway because you will see that further up I have commented out a lot of variables that are only used for de-bugging and are used by this script.  (I needed to reduce the number of names.)
As for moving the civis closer I think if you just select everything at the hut (civis, loon, trigger) and physically drag the stuff nearer the lodge it should work.

As for moving Alexi.  You can see where he starts.  There are 4 empty markers close by that he is grouped with .  Ungroup them and just drag him to where you want to be.  Presumably just outside the triiger area at the lodge

I will do this, but as it involves doing some housekeeping on my web site it may take a while - and I only got out of my sick bed to call the office to say I will not be in, check the mission I have soaked over night to try and replicate what happened with Xcess' convoys (I can't - not yet anyway) and check here for messages.

Thanks for still being interested.

SEAL84 and Xcess, if you have not been put off by all this I would be interested to know of any similar experience you have had,  SEAL84 was last heard of a whisker away from hitting Stamenov, with an empty T80 nearby.
Title: Re:Abandoned Armies
Post by: macguba on 09 Feb 2005, 12:14:38
Quote
I am in bed with flu but will look at it soon
Och, flu is such a bore.    Get well soon and all that.    

If you're tight on the webpage forget it, its not worth the trouble.    I'll dig into the scripts:  fixing it will not be the problem, its just finding all the relevant bits.    The vital one I was missing was debug, that pretty much should do what I want.  
Title: Re:Abandoned Armies
Post by: GI-YO on 09 Feb 2005, 12:52:52
Right then i'm back for more.

MISSION (continued) - i get my group armed with the weapons out the crate and turn on the radio so theres some more objectives to complete, by the looks of it this mission may take days to complete! I get everyone into the truck, time is 6.45AM. Drive east then disembark by the dirt tract and make my way on foot to the civi's. they form up and then i sprint back to the truck and load them in, heading west now back to the mountain hut, haven't seen any one else on my travels, now 6.51AM. With a bit of nifty navigation i make it back to the lodge in the hills, thats one group of civilians who are safe. Two more to go.I have to go and have some luch and do some chores but i'll be back laterto carry on this monster of a mission. I might start ambushing convoys to capture some war booty for my rubbishly euiped forces.

 just noticed that the civilian links on the brifing page seem to be linked to the wrong location. The radio message link is linked to the civi's in the SW area of the map not the civi's near the woods. I decided to rescue the civs first and then do the killing last so i head for the civis on the hill near vigny with my armed budys, leaving the truck in some bushes and making my way their alone on foot, i get a report of a veichle 7 oclock 100 meters but ignore it. Im nearly at the hill. lighting and rain make for good concelemant, hope there arent any bad guys around. I get to the hut no baddys, not sure if there is spose to be voices here, just text on screen and then the 4 civs join my group. I finaly find the lodge and another group of civi's are safe, also managed to collect a few AK 47cz's so my groups fire power is improving. Going for the final group of civi's now. Starting to notice a helicopter buzzing about quite regualry so will have to watch for him as it gets light. time is 7.23AM.hop back into my truck after dropping of my pals and drive straight on an east bearing, with a hint of south (not sure how that is said  ;D) and cross the main road. searching for the civs. I find them nd get them to load into the truck. Set a heading a bomb cross country and finaly find the lodge. Now i have some hints. I will isten to those. Now for the hard part of the mission. I have to go to work soon but i will continue tomorow. Cant wait!!!

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 09 Feb 2005, 16:30:45
@GI-YO

I am going to completely redo the civilians.  You have exerienced something that many have not but my son did - when you get to the civis in the SW the resistance soldier there is dead!! - that was why you got no voice.  Not sure what caused it, maybe it was being close to the fire.

Keep at it!  The descriptions reall y help me to understand some of the things that are going wrong.
Title: Re:Abandoned Armies
Post by: XCess on 09 Feb 2005, 17:32:32
I took a Jeep MG and 2 with me to La Trinite. 2 jumped on the MG and I stopped the jeep west of La Trinite fror him to give cover from the northrons in the town. By the time I'd reach the town he was dead without firing a shot  ::) He was set to Open Fire Engage At Will, Combat and i gasve him a watch order over the town.. no help.
I just ran in stole the Ural ammo and drove off. Left the Ural ammo in Dourdan and moved SE to give me highground over Houdan. Spotted a Vulcan and LAWd it (i had an SVD with 4 mags and a LAW with 3 LAWs equipped). Checked the village with my scope and there was no one around so I went to the hamlet to the east. Here there was a t80 and a t72... time for some fun :D
I was to the NE of both tanks and hiding in some bushes. Put both LAWs I had left into the t80 and legged it after the t72 started inspecting.
Cam back equipped with three LAWs and hid in the bushes on the south side of the buildings, 10-20 metres from the t80... the t72 somewhere else.. to the south I think.
The t80 was being repaired by a 5t Repair. Put all three LAWs into the tracks and ground near the t80. Turned out that the crew was turned out and I'd kiled em (how did I not notice this???) and the 5t was overturned. The t72 parked up next to the t80 and I just jumped in and drove off.
Drove towards Arudy and saved.

Now.. each time I resume the mission I get sent back to La Trinite just after the death of 2... whenever I die teh game crashes... no CBT just blackness..
Title: Re:Abandoned Armies
Post by: SEAL84 on 09 Feb 2005, 19:42:00
SEAL84 and Xcess, if you have not been put off by all this I would be interested to know of any similar experience you have had,  SEAL84 was last heard of a whisker away from hitting Stamenov, with an empty T80 nearby.

Indeed...I'll try again tonight.
Title: Re:Abandoned Armies
Post by: macguba on 09 Feb 2005, 22:22:23
@GI-YO
Here's a quick tutorial on compass point descriptions.   They go like this:

North

North Northeast by North

North Northeast

North Northeast by East

Northeast

East Northeast by North

East Northeast

East Northeast by East

East

Those in bold are important, in italics are obscure.    Obviously its similar for the other quadrants.    "East with hint of south" would usually be said as East-southeast or written ESE.     East-southeast by east (ESEE), which is East with a really tiny hint of south, is something you would really only use in navigation - it's too troublesome to use in general conversation.


@XCesss
I once wasted a great deal of time trying to make a jeep/mg mission.   It didn't work.   Being a gunner on one of these things is the fastest single way of getting killed in this game.   It's right up there with laying a satchel, setting the timer to 30s and then not moving.   You're not much off driving or in cargo.  


@THobson
I pretty much figured out what I was trying to do.   Those two variables are the critical ones.
Title: Re:Abandoned Armies
Post by: THobson on 09 Feb 2005, 22:58:05
Quote
Those two variables are the critical ones.
They certainly are.  If a text file could wear out from usage then mine would look like:
DeBug = <warn patch>
_setEnvironment = <deep hole>

I feel a bit guilty not responding more than I do, but I have just checked and in the first week this mission has been on this site it has had more comments than my previous mission ever had, and that was spread over 3 months.

Just so you all know I am not being idle.  I have tried unsuccessfully to replicate what happened with XCess' convoy, but I have changed the logic so that if that sort of thing happens again the other convoy will be released and so a war will start.  I think it is only fair that if you go to the trouble of making your presence felt on one convoy at La Trinite then north and south will take it out on each other.  XCess seems to be doing well taking them down a bit at a time, but it will be a hell of a long job.

I have fixed the bug that caused macguba's north base to go on alert too soon, restructured the south base, changed the dialog at Vigny, changed the storyline somewhat, CHANGED THE START LOCATION - no more flogging up that damned hill, enabled the empty armour in the bases to be re-armed.  etc. etc.  Still a long way to go though.
Title: Re:Abandoned Armies
Post by: macguba on 09 Feb 2005, 23:07:00
I created a test version of the mission, based on the original version not the cheat version.

- The weather and debug variables were set

- anti 4x trigger deleted
- AV and AT mine triggers deleted
- many static objects around the map deleted
- several empty Abrams, Shilkas and support vehicles placed near lodge

- three civvy locations moved to near lodge
- Vigny stuff moved to near the lodge, soldiers deleted, Tatyana setCAptive true
- Player start moved to just outside the lodge trigger area and the player was made setCaptive true

- Lodge cutscene file edited to skip the bulk of the scene.   Kept Mountain_CutScene = true at the start and jumped to just after the camera was destroyed.   Kept
[Ruslan] join Alexi
"0" objStatus"DONE"
"6" objStatus"ACTIVE"

- radio trigger added to setDammage 0 the player's group and vehicles of the player's group


Actually it took several attempts to get all this right.     On the "successful" run - I use the word inadvisedly, as you will see - I started near the lodge, moved towards the lodge and had first Ruslan then the other 3 join my group.    Heard the radio message.    Went to fetch 3 lots of civvies, all acted correctly.  (I had had trouble with this but I think it was just me doing htings too fast and the scripts stepping on each other.)

When I had my final and correct squad of eight we jumped into 3 Abrams and a Shilka and set off.   I had not been anywhere near Tatyana.  Green ticks for find uncle Nic and the three civvy objectives.

Moved towards Arudy and trashed the squad there.   Moved to west of La Trinite with everybody on hold fire.   Waited for a convoy from the south and trashed it.   Moved to east of 3, the Shilka got trashed but I saved the crew with my magic radio trigger.   Sent them to walk back to the lodge.

Our three Abrams headed north and came over the skyline to get a view on the airfield.    Got "oh theres a war on" message.    Massive armour battle at long range.    Had to put the viewdistance up to 3.5kmm which is why I'd deleted lots of stuff.    Killed Andropov and lots of others, I think there was a tank left and certainly some infantry.    

Chopper in Vigny fjord activated several times.

Ran south on 4x to overlook Chapoi.   More interesting tank battle.    Killed Stamenov and cleared the place out.   Enemy tanks turned up form time to time.     Lost an Abrams but managed to put the guys in a captured T80.   Very low on ammo as the ammo truck I had managed to preserve was blown up by one of the enemy tanks which turned up from time to time as one of my tanks was rearming from it.

At this point I was getting hints "East phase 1 pass 4".  In fact we got to a much higher pass than that but can't remember.    I think we also got a "West phase 1 pass 1".     Are the southrons East?     Never saw an East phase 2 message.

There was nobody much about.   I had gone down to the remains of the tent a couple of times and shot a few stragglers.    It was just a case of waiting.    Mission time was probably about an hour but I'm really not sure.     I had to go out, so I decided it to leave it to soak.  I came back, many hours later, to find the debriefing screen.    How has it ended, I thought?     It is possible for my chaps to end the mission because the only outstanding objectives were to destroy the two armies, although I had nobody going near the northern base we were covering the southern one.

4 green ticks
2 black blobs for the two kill army objectives
3h51m
19800 *    
loads of kills
3 civvy kills, I believe Stamenov and his two bitches
Casualties:-
  me (but we have debrief screen not you are dead)
  6x Karl Danek
  2x Ruslan Ivanovich
  five assorted others




Edit:  Well of course I'd forgotten that you get the debriefing after death in the mission editor.     I ran it again, this time collecting all the civvies, then shooting them and myself.   I noticed that some of the civvies, while in my group, did not have names.    When they were dead they were listed as man2, woman3, etc.

And of course the multiples earlier were because my magic script was bringing them back to life ... although I hadn't realised they had been killed.   So no mysteries after all then, I was just killed.

Just seen your post.  I think you respond quite a lot and I'm impressed you've manged to change so much so quickly.      
Title: Re:Abandoned Armies
Post by: THobson on 09 Feb 2005, 23:26:21
First: that sounds like a lot of fun.

Second; southrons are west and northrons are east.

Third: there are two ways to get the debriefing screen.
1 Tatyana is killed before her cut scene
2. In this version - all the loons are killed.

Neither of those seems to have happened.  I am now totally confused.

Tatyana is unlikely to be targetted by anyone, not only did you set her cative but she is also a civilian (one of very few on the island)

Quote
hints "East phase 1 pass 4".  
That indicated the northrons have entered the endgame and are defening their base.  Killing Andropov is enough to cause this.

Quote
Never saw an East phase 2 message
There must be > 20 northron loons still alive

EDIT:  

Just saw this:
Quote
3 civvy kills, I believe Stamenov and his two whinees
Stamenov is west.  I guess you blew away the two women that were with him.  The only other true civis are 2x lunatic women that run up and down the island and Tatyana.  Could she have been killed?   The debriefing screen would have said something about it.

Bye the way - with all that armour early on, how did you deal with the choppers?
Title: Re:Abandoned Armies
Post by: macguba on 10 Feb 2005, 11:45:20
Quote
Neither of those seems to have happened.  I am now totally confused
Forget it.   I suspect what happened was that I was killed and my flatmate move the screen on when he wanted the computer for something.

On a previous run Tatyana was killed.   She was near the lodge and, having finished trashing the airfield, I was on my way south when suddenly the cutscene started and the mission ended.     Ah! I've suddenly realised what happened - the murderer must have run all the way across the island.   Edit:  no, he can't have done, the cutscene never happened.    So somebody did shoot Tatyana, though I have no idea who.   This was before she was setCaptive.   She had nobody near her so it is unlikely she was killed by a stray round or anything.   I really have no idea what happened.

I meant to ask you about the choppers.    I took Shilkas with me but for a long time they weren't a problem.   Flew over us many times without striking.     It wasn't until I got to Chapoi that they started attacking us and I took out one with a sabot and a second with a single machine gun round - it must have killed the pilot, or maybe somebody hit it simultaneously or something.

The civvy kills were two women and a policeman.    Even though Stamenov is west, I think he must show up as civvy in the debriefing.    Are there any other police on the map?

And yes, it was a lot of fun.  ;D   The tank battle at the airfield went on for ages - at over 2000m nobody, human or AI, can hit anything.   But each tank is surrounded by explosions.     Sometimes I couldn't fire for ages because I was obscured by smoke from near misses and friendly tanks muzzle smoke.
Title: Re:Abandoned Armies
Post by: THobson on 10 Feb 2005, 12:24:40
Tatyana's death in the cut scene is caused by a unit having a fired EH that sets her damage to 1.  He starts on an offshore island and is setPosed during the cutscene and then told to fire his gun.  In Phase 4 of defend the base all units > 500m away are setPosed to the base.  If you got the southrons down to < 5 loons and he got setposed into a battle and fired his gun before he was killed then that would explain her being killed and the mission ending while you were leaving it soak.
Sorry only just figured that out.

Quote
Even though Stamenov is west, I think he must show up as civvy in the debriefing.
I suppose he must, but other civis that are grouped with east or west show up as belonging to that side

Quote
Are there any other police on the map
Only the dead one at Vigny - err a bell is ringing in the back of my mind.  In Saint Marie or where ever I put the mine field there is a police vehicle I think.  I need to check if that is the case and if he starts off setdammage 1 or whether I leave the mine field to do its work.  That would explain why in de-bug mode the mission starts with a hint telling me someone is in the minefield.  I will check when I get home.
Title: Re:Abandoned Armies
Post by: GI-YO on 10 Feb 2005, 15:35:55
Im back for more!

@macca

Thanks for the compass info, I can sorta use a real one but I just point and say "that way". harder to do on a pc screen  ;)

@thobson

I'm glad to be helping on this project. As they say 'By the community for the community'

MISSION (continued) - With all the civs safe I begin to figure out how im going to go about this. I decide to take a single man recce to the nearest village Arundy to see whats happening, now baddys here but a nice 5ton truck. Im saving and then leaving it in the road, maybe ambush the peole that occupy this small camp.more as i go.That didnt work very well. Saw one jeepMG so gunned down the crew only to be wasted by a nother jeep behind him. Tactical change. going again. I get lost on the way and miss the convoy so i take the 5 ton truck back to my lodge and get my group to load up on grenades. I head back to Arundy and await the convoy, with some more ammo i cant lose.I hop into the yellow car and try and find Arundy, miss it but chance upon the village down the raod with the petrol station. I laucnh my attack with a grende and after a few well aimed shots the small garrison is gone. I load all thier weapons into the Ural and then a small group of soldiers arrive, i hide in a building and shoot one of them and they seem to run away so i hop in the truck and speed back towards my lodge. (as you can probably tell i play these type of missions slowly and I like to prepare for proper combat so i may take a while, but at least i will destroy the baddies in one go ;D, I call it the 'old lady' combat tactics but it works).I head back towards Dourdan looking for convoys and spot one leaving as i come into view of it. The sun is coming up and the fog is clearing  >:(. did you tell the fog to leave. I quite liked it!Im going looking for RPGs and other big guns, and to shoot up the reserves in the village.Looking at the convoy they seem to be struggling to negioate around the houses instard of going straight though the middle of them and down the road, but Ai is like that i suppose.I try to get into dourdan alone a few times but get shot.This mission make take me weeks to complete looking at my progress so far  :o but i shall stay at it. I might start using my sqaud to assist me, but i can see them being mown down easily. Off to work I go. more tomorow.

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 10 Feb 2005, 17:36:48
@GI-YO

It sounds like you play the way I do.
Quote
This mission make take me weeks to complete
That was my intention.  I want to create a place that people can go back to, not to repeat the same mission but to progress the existing one.

Quote
did you tell the fog to leave
Yes

Quote
Looking at the convoy they seem to be struggling to negioate around the houses instard of going straight though the middle of them and down the road,
Do you recall the specific place this is happeneing?
Title: Re:Abandoned Armies
Post by: THobson on 11 Feb 2005, 08:10:20
@macguba

The civilian police casualty I think is caused thias way.  I ahe put a police jeep in the town with the mine field and in its init line I have put setDammage 1.  This of course kills the jeep and either that or the mine field kills the police man.  I have now inertest the line:  driver this setDammage 1  as well.  I think that mighht fix it.

Tatyana:  The easiest way to avoid Tatyana being killed in the way I described earlier is either to delete her in the editor, or to simply change her name.  The cutscene on her death is triggered by a {killed} EH that is put on her in one of the initialisation scripts.
Title: Re:Abandoned Armies
Post by: djackl on 11 Feb 2005, 09:15:09
Do you recall the specific place this is happeneing?

I noticed it happening in La Trinite, the convoy wasn't going into the town, it was trying to go around and sorta getting confused on the way, this happened even when I didn't attack the convoy.
Title: Re:Abandoned Armies
Post by: THobson on 11 Feb 2005, 10:10:31
Okay.  This is important.  Several of you have now experienced this.  When I soak test it for days on end I don't go in and play it (and presumable my convoy monitoring script eventually sorts them out), when I do play it I go and zap the convoy as soon as I have my team so I have never seen this.  If you have all seen this with Stamenov's convoy from the south then that would also fit with a high intervention count I was getting from the script that monitors the south convoy.

This is going to be fun to fix :-\
Title: Re:Abandoned Armies
Post by: GI-YO on 11 Feb 2005, 11:12:05
The convoy was getting all mixed up in Dourdan. Just after I had killed a few people there though so maybe thats why

GI-YO
Title: Re:Abandoned Armies
Post by: macguba on 11 Feb 2005, 11:26:48
Convoys frequently have trouble in towns and after battles.    Objects near the road a surprising distance away can have a severe impact on the AI drivers' pathfinding ability.     There is nothing much you can do about it, not least because it's a very subtle problem:   an object very close to the road near the vehicle may be no problem, while another object (similar or different) further from the road and further from the driver may cause him to zigzag all over the place.
Title: Re:Abandoned Armies
Post by: THobson on 11 Feb 2005, 12:49:25
Dourdan after a battle I am okay with, they should eventually sort themselves out of that.  La Trinite without a battle I am not.  

mac you are right this can be really sublte.  The convoys can run for hours and then get screwed up even though nothing else is moving on the map.  My first try to improve this will be to have the south convoy park a little further south of La Trinite than I currently have it, but why the presence of the large church there should upset it sometimes ad not others I don't know..
Title: Re:Abandoned Armies
Post by: macguba on 11 Feb 2005, 13:02:10
Can't help further with this ..... whenever I've seen a convoy near La Trinite I've trashed it before its had a chance to turn round.  ;D
Title: Re:Abandoned Armies
Post by: djackl on 11 Feb 2005, 14:23:40
Maybe it's all the destoyed buildings?
Title: Re:Abandoned Armies
Post by: GI-YO on 11 Feb 2005, 15:38:07
MISSION (cont'd) - Taking the sniper rifle I head back to dourdan looking for LAW/RPG. I spot a guard and drop him and then an M60 guy turns up and i get him too. I begin to move into the town and i spot too soldiers and get them with some nifty shooting.Grab an RPG and make a run back to my jeep.Save. Going to try and ambush the bradly/vulcan convoy next time it is in the town, and the MG jeeps if i see them.I head to the hills on the southern side of town and hop in a bush to my surpreise see a t80,t72 and a vulcan trundle into the town and have a look around. These targets are too good to miss  :). wish me luck...Hmm i seem to keep dying here. not enough RPG and too much tank.

I kill a whole squad in the valley leading to dourdan and save, but then realise three tanks are on thheir way to kill me, i try and escape but die alot. will get out of this pickle tomorw now (hopefully)

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 11 Feb 2005, 17:00:02
So I am back to where I was months ago now, soak testing the convoys.  Problems being caused by destroyed buildings is an interetsing thought, especially now since I have trashed even more for the next version.  I have set up a trigger that detects if any of the south convoy try to enter the town, it will then save the game at that point and increment a counter to tell me how many times it has happened.  It is just a matter of leaving run for a while.

GI-YO:  Lol.  You took on a T80 a T72 and a Vulcan on your own with an rpg launcher!! What is it about this game?  Does it attract eternal optimists, or plain lunatics!!  Keep at it guy. :)
Title: Re:Abandoned Armies
Post by: macguba on 11 Feb 2005, 18:13:05
It did occur to me, when looking at the mission editor, that the density of destroyed buildings and kit around La Trinite was very high.    It certainly isn't making life any easier for the convoys.    

I'm also not convinced about the effect it has on the atmosphere.     Lots of towns were trashed - why is La Trinite special in having lots of vehicle wrecks?    If that is where the main battle was, you wouldn't use it for your trading ground - too much unexploded ordnance for a start.

Even putting that aside for a second, think about the geometry:  by necessity the armoured wrecks have to go around the circumferance, which means you need an awful lot to make them look it dense.    Better to give up on that unattainable objective, use fewer and let the player's imagination do the rest.    I liked the blocking off the road to the west though, because it was done at both ends.      That's the sort of thing that really contributes to atmosphere.
Title: Re:Abandoned Armies
Post by: THobson on 11 Feb 2005, 18:50:50
Thanks,  Just keep the ideas coming.  It all gets added to the list.  I have never been one for subtlety - if one is good then ten must be ten times better!  Except of course it isn't.
Title: Re:Abandoned Armies
Post by: macguba on 11 Feb 2005, 20:26:52
It's not so much a question of subtlety vs. quantity.   As you know, I am a great believer in using objects to tell stories.    For example see attached.  Only three objects, but a picture saves a thousand words.
Title: Re:Abandoned Armies
Post by: Dubieman on 11 Feb 2005, 20:51:27
Possible caption:
Macguba's unfortunate night at the bar had lead to an empty wallet and some angry feelings. However he really was too wasted to drive a car and he woke up the next day all bloody, but sober. Then thinks, this isn't the UK...  :P :D


THobson, is a new version expected soon? If so I think I might stop on this one cause its so damn addicting. ;D But if not I think I'll keep plugging along and see if I can get a few more ressy guys to join up so I can cause some mayhem. :cheers:

And about the objects, some blocked off streets and things like that would make La Trinite seem better for the story. Maybe even random rifles, bodies, and other things if the main battle was really there.
Title: Re:Abandoned Armies
Post by: macguba on 11 Feb 2005, 21:47:49
 ;D

Plug along to the end if you can GRK, I had a problem with the end.   The more information that can be gathered about the ending the better.    
Title: Re:Abandoned Armies
Post by: Dubieman on 11 Feb 2005, 22:06:13
Okay I'll keep plugging along... ;)

Anyways, you're lucky Mac, you seem to be able to play all day...
Whats your secret? ;D :D
Title: Re:Abandoned Armies
Post by: Planck on 11 Feb 2005, 22:09:38
Just to let you know THobson.......I am trying this mission and I will write my report in a month or two when I finally complete it.

It will take a while as I have 2 - 3 fps playing speed, it makes it rather interesting when it comes to trying to shoot someone, especially if they are moving at the time.

I really must get a new machine.

Having said all that I think I am doing ok so far.

I decided to try it using ECP as I don't think anyone else is running ECP with this.

As a side note, I try not to save the game too often as it takes about 6 minutes to reload the mission with the save.

The save file is well over 10Mb.


Planck
Title: Re:Abandoned Armies
Post by: Dubieman on 11 Feb 2005, 22:17:25
And I must add...

I wonder how this would go as a MP mission?

Think of it, you and your mates get to wreck havoc on the island and for every civvie you rescue that's another person to be "transferred" to when you die. ;)
Though it might be laggy... :P

Title: Re:Abandoned Armies
Post by: THobson on 11 Feb 2005, 23:01:42
@macuba
In deed.  I remember looking at Un-impossible in the editor and being quite taken with how efficient it was.  Minimal use of 'suff', but to add more would be redundant.  That level of polish is a long way off at the moment, I am still moving load bearing  supports.

@GRK
Mac is right.  There was a problem at the end when he played it.  I am going to re-write the end to try and cope with OFP glitches but the more info I have the better.  Also I am interested to know if anyone else suffers from having the ruin at the mountain lodge sink into the ground as it did for mac.

Quote
is a new version expected soon?
Short answer - No.

Quote
cause its so d**n addicting
;DThat is what I hoped it would be.  

Quote
I wonder how this would go as a MP mission?
MP would be a neat idea, but you would need to get your mates together for a weekend fest.  I would also need to change the story otherwise it would be pretty boring for the likes of Ruslan, Karl etc at the Mountain Lodge not to mention Pavel, Yuri and Marek in the hut with the civis.

@Planck
Quote
I am trying this mission
I am glad you are.  Thanks.  This is a mission that takes tenacity and patience.  I thought about how you dealt with mac's Un-Impossible mission several times when considering if anyone would like this mission.
Quote
2 - 3 fps playing speed
You exagerate I hope.
Quote
The save file is well over 10Mb.
They are about 5Mbt without ECP.  I am guessing that ECP adds the rest.
Title: Re:Abandoned Armies
Post by: Dubieman on 11 Feb 2005, 23:04:03
For MP, forgot to add that you'd need to kinda remove bits of the story and just start at the lodge.
Title: Re:Abandoned Armies
Post by: Planck on 11 Feb 2005, 23:19:14
Quote
Quote:
2 - 3 fps playing speed
You exagerate I hope.

Actually no, I'm deadly serious.

To be honest it occasionally speeds up to about 5 fps, anyway, you can imagine how careful I have to be whilst running about.

 ;D


Planck
Title: Re:Abandoned Armies
Post by: macguba on 12 Feb 2005, 00:41:02
@GRK
I work from home so I don't have a boss peering over my shoulder.   ;D

@THobson
The house didn't sink much.    Your top half does go through the wall.    I'm trying to remember how it was when I came back to it that time and I didn't even contemplate not crawling, but crawling was ok so it can't have sunk more than about 18 inches.   Anyway I wouldn't worry about it, although maybe reconsider the building or its orientation.

The last couple of times I played I thought "duh-oh" and kept the last lot of civvies, giving me a group of 12.   As far as I can tell there is no downside to this.    I know you are rethinking the civvies anyway, but consider having them just leap into their transport and make their own way home, not joining the player's group at all.

The history of the statics in Unimpossible is that they started off very sparse indeed - in what was at the time not meant to be a proper mission, they originally appeared onto to help you identify which starting position you were at.    When I decided to make it a proper mission I put a lot more in, and later on, when I was trying to make it look good, I put a lot more in again.     This brought the lag up to unsustainable levels and I stripped out a great deal.   Whole scenes had to go - some I was proud of - so only good things were left before you even start.   They were taken to down to the minimum - every last object really had to justify its inclusion.   If you group things in the right way its amazing how few you need to create the impression of more.

@Planck you are a hero.   I have found 2 fps unplayable.   3-4 is doable but its very hard work.     Never had any real problems with this mission fortunately.
Title: Re:Abandoned Armies
Post by: THobson on 12 Feb 2005, 08:15:28
Quote
As far as I can tell there is no downside to this.  
Well if they get killed you get a red cross and also you wont get any hints.  Not much of a downside I admit.  As soon as I saw you were popping the civis after you had got them safe I realised there are loop holes in all this that you can drive a coach through.  Hence the re-think.  

The idea of the last lot not joining the player - I was wonderimg about something like that to help make the whole experience of the civis more varied - but of course it would help with avoid this also.  I will give some thought to what I can do to make them a liability in combat.  If only I could replicate the behaviour of Ruslan when he was with you.  You mentioned you have played the mission more than once.  Did you notice how Ruslan behaved on other occassions?
Title: Re:Abandoned Armies
Post by: macguba on 12 Feb 2005, 12:44:16
I haven't played it properly more than once, I've only been mucking around mostly with my cheated version, now consigned to re-formatted hard drive hell.    Panic ye not, I have already downloaded a fresh original.     Ruslan was always fine, not that I really checked.    His tank always stayed in the right place.    I'll check it properly when I get the chance.

I was being a bit flippant with the "no downside".     I know now that you can still win the mission with civvies dead, although when you pick them up you wouldn't be willing to take the risk.     I don't think the hints are a great success anyway:  they are a bit clunky and they didn't mention anything I hadn't or wouldn't have thought of anyway.    I got hints even though the third group of civvies were killed by the enemy on their way back to the lodge.

There is a real problem with making civvies a liability in combat.    The problem - and I only noticed it when playing this mission - is that in a mixed squad the soldiers all have to carry rocket launchers of one sort or another.   This decreases their camouflage value to worse than that of the civvies.    Therefore the soldiers get targetted first.   Perhaps that is sufficient liability.

Turning back to the war for a second, is there any advantage to the player in not starting it?  
Title: Re:Abandoned Armies
Post by: Dubieman on 12 Feb 2005, 15:26:45
@ for starting the war

Only advantage I see is that everyone is mostly peaceful and you're not going to hit much more than infantry if the war never happens.

Like before, when I started the war and came back to find the tanks and infantry had pillaged my lodge area. That wasn't good and the player will have to deal with many more heavily armored or alert enemies. On the other hand its nice to not have your arse being riddled with bullets and grenades all the time... :P ;D
Title: Re:Abandoned Armies
Post by: THobson on 12 Feb 2005, 17:09:20
I am working on the civis at the moment.  They will be quite different - and so will avoid a lot of issues.

On not starting the war:  GRK has is.
There are 450 to 500 loons on the map,  some of them in quite heavy amour groups.  A fair number (but not all) go on guard if you kill anyone on their side.  

You could decide just to sit and wait a the lodge and do nothing.  Assuming you don't do that and want to do the mission, then if you don't start the war you will have to deal with all the loons yourself while avoiding some pretty nasty pieces of hardware that will follow you around.  Much better to get the guard units on each side to cancel each other out.

Well that was my design, but who knows there may be a flaw.
Title: Re:Abandoned Armies
Post by: ACF on 12 Feb 2005, 19:21:16
First off - 10/10 for the concept/story. It's been a long time since a mission has made me want to fight the AI as a player and not an editor.

I'm some way behind on the playing of this. Suffice to say my night navigation was much better than my CQB skills in Vigny; it had to be after I'd fragged the jeep and car with grenades in a vain attempt to not give my position away. Walked up to the lodge - hit it spot-on and met my group. Promptly left them hiding in the lodge area and bimbled down through the fog to La Trinite; it was starting to get light.

Detoured to rescue the civvies NW of the town.  Sent them back under there own steam to the lodge where, except for the res medic, they were unjoined from my group.

Into La Trinite. Had enough time to take in the oodles of ordnance and start the tedious task of loading the BMP ambulance when the first convoy arrived. Spent the next two hours crawling around the town picking off soldiers with a Bizon as they came along.

During this time the lodge group were engaged by a patrol - a nice consequence of my neglect.  Two are still alive plus the medic from the civvy group. The civvy objective is still ticked so I assume they must be alive somewhere . . .

Spent a while in La Trinite watching the two sides have a go at each other, helping out where I could. About 1030 the fog came down fairly quickly and I set off back to the lodge. Completely missed it and ended up the other side of the hill (DJ39-ish I think), bumping into a convoy that was halted on a road.  It was late and I didn't recce it before opening fire.  KO'd one MG jeep but got KO'd by another.  There was also a fuel truck. Try again later.

Next serious attempt, I ended up meeting the two jeeps and captured both. Took one down to La Pessagne and La Riviere before stashing it near Cancon. All the above were devoid of obvious activity. Moved carefully over the saddle to Chapoi and could see why - looked like Stamenov had been attacked fairly hard.  Crawled around and into town Bizoning survivors and ended up in the street behind his tent. Borrowed a couple of grenades off of a victim and lobbed them at the tent.  Got a scream and the 'killed him' speech followed by 'killed civilian' slap.  Got a red cross for the civvie but nothing for Stamenov!  Never got to see if he was still alive as I was caught in an adjacent building trying to get up a ladder (action didn't appear) by a Spetsnaz who'd been called back to base. I'll try again again later.

/warstories

My thoughts so far are:

Structural things:

Objectives don't seem to consider the ultimate fate of the civilians. I've not seen an attack on the lodge reported elsewhere or sending off the civvies on their own.  If you want to prevent this uncaring tactic you could:
i) have them follow sheep-like, rather than Join, until they are led back to the lodge area;
ii) a weak enemy patrol tracks and engages the civvies after release - if you're not there to defend them they suffer their fate and you get the red cross.

I popped in on the western group of civvies later in the game. It seems they'd been bumped as the res soldier with them was dead. After a slight delay I got the 'rescued' speech and my tick but the four civvies didn't join me.  Curiosity got the better of me and I !Alive-d them; still had a tick afterwards . . .

The arms bazaar in La Trinite doesn't feel right, particularly as it's no-man's land and would already have been plundered by one side or the other. Personally, loading vehicles one weapon at a time was a pain in Resistance - too much like 'It's A Knockout' - and of course it's the same here. Real scavenging is harder but, perversely, seems easier because it isn't as tedious, you don't have to pick and choose.  

If there's to be a gift to the player of a respectable armoury, how about a slightly contrived player-triggered scene on first entering La Trinite - some squaddies loading the truck? Might help establish the tension between the two sides ('hurry up before the so-and-so's get here') and replace the pain of loading with a bit of a firefight. It might also be possible to preload the lorry with mines and satchels and avoiding the problem of picking them up but not being able to put them down safely.  All the signs point to La Trinite as the first port of call so it seems permissible and could add both slickness and atmosphere. Convoys would have to be prevented from cycling through scene until such a setpiece had happened.

Alternatively, why not preload random weapons cargos to all vehicles as a compromise rather than a single big stash? Not too random - right mags for the right weapons would be helpful. As they patrol, it's not unreasonable to expect vehicles to have hoovered up arms and ammo. Alternatively, they could dynamically collect arms from corpses they pass - so if you don't stash them yourself, they may not be there when you get back.

You're carrying an awful lot of mines which is obviously unrealistic. Default mines are far too powerful so it may be worth a micro-addon to create one at your desired power and sound - it'll save 20 triggers as well.  The grenade-based AP mine is a neat idea and I don't think it would detract too much to simplify it to an 'Anybody present not player' trigger to prevent self-fraggings.

Could the evaders and rescued civilians have uniformed doubles swapped in at appropriate points to suggest uniforms had been looted off enemy dead? That would resolve some of the camouflage and cargo-capacity issues.

I haven't tried, but are resistance units locked out of AFVs and helicopters that they wouldn't be able to operate? Maybe a concession for Cadet mode?

Most of the main road villages I visited seemed to be devoid of garrisons.  My gut feeling is that there would be some post/patrol presence even if part of a garrison had been called away to fight.  Obviously, that wouldn't apply to the endgame when it's quite plausible that the outposts collapse back on the main base.

Pleased to say I didn't notice any loons standing around in AWARE begging to be shot!

Story things:

If numbers need to be thinned at the lodge, a group could express reluctance to resist and go off to hide.

Intro music - timing's great, but that 'middle bit' (not the technical term) of 'Mars' seems too jolly go with the tone of the story. I realise that's Holst's fault and not yours.

I don't think the backstory needs any great elaboration, it serves its purpose. The more densely it's woven the more threads there are to unravel. Personally, I'm not keen on the armoured standoff scene; I know it's a representation but it just  looks artificial.

The women - I am uneasy about the portrayal of the women . . . surely the desirable ones would not be killed out of hand?  I might just have been unlucky in where I've lived, but an inexhaustible supply seems unlikely.  Given the evilness of the opposing factions, a bit of sex-slave-trade is not outside the scope of the story (hard to imagine what they'd trade of military value). It's probably not worth developing as you're unlikely to witness much. However, if the ladies were held as 'comfort girls' it could add another rescue element to the mission and also motivation to the resistance.

'Why/how does the player become the leader?' is a question that's been asked. Why not have the evaders unarmed and scared, then you, as a confirmed baddie-killer, are already a rung up the leadership ladder. Unarmed fugitives means having to go to find arms and take them back to the lodge (or risk taking the group with you) and might reinforce the lodge's importance as a base as per Macguba's comment. If Alexi has to motivate them: Cota's (?) quote on Omaha springs to mind? Something along the lines of 'only two types are staying on the beach: the dead and those who are going to die' could be usefully paraphrased to set the player up as the vengeful driving force. Or a Pythonesque 'we have nothing, we are nothing.  What can we lose? Nothing.'

I hope there's not too much tedious repetition in the above - I've been following the thread but there's a bit too much to cross reference!
Title: Re:Abandoned Armies
Post by: THobson on 12 Feb 2005, 20:17:25
ACF

Thank you that is excellent.  Some of the points you make confirm those made by others and some are brand new.  

You walked to the lodge!?

I am re-doing the whole civilian bit.

The enemy attack on the mountain lodge is purely random.  I don't tell them to do it.

There is a perfectly good ammo truck in La Trinite complete with extra goodies.  Maybe I should re-locate it.

You saw a jeep with a fuel truck.  Interesting.

Quote
You're carrying an awful lot of mines which is obviously unrealistic.
macguba had a good suggestion for this.  It is all on the growing pile of things to do.

Quote
looked like Stamenov had been attacked fairly hard.
I am not sure I have this bit right yet.   Sometime the attack doesn't strike home and others it seems to pulverise the base.  I am inclided to leave it and put it down to the vagaries of war.

There are a few illogicalities in the mission as it stands.  I am working on them, the one that I have yet to think about more fully is the one about, how come I get to be leader?

Thanks again for your comments, I appreciate it.
Title: Re:Abandoned Armies
Post by: GI-YO on 12 Feb 2005, 21:22:08
MISSION (con'd) - im finaly managed to escape the tank trio, and decide against taking them on single handidly. Made some progress on the weapons front gathered two AAl aunchers,3 RPGs, an AT4 and some M60s and M16/203's. Cleared the 6 man squad out of Arundy and clearled them of weapons. (perhaps you could add another ammo crate by the lodge,empty so it can be filled as weapons are collected). Thats about it for that little session. Looking for some convoys to take on with the 'RPG krew' lol. More tomorow.

GI-YO
Title: Re:Abandoned Armies
Post by: Dubieman on 12 Feb 2005, 21:24:46
Okay, I think I may be able to do some serious kicking of arse soon.

Back from where I left off...

I reloaded from where I was before and was getting ready to go rescue civvies to the east of La trinite. Then a big infantry AT squad jumps into our lodge area! I just shot each down having the advantage in terrain and I now have about 5 more AT weapons/ammo than before. ;D

I've decided to save my men for later and leave everyone in the lodge where they don't get shot at nor do they shoot back. Seems to work cause the enemy infantry just pass by.

Anyways I see a bicycle and decide to use that. My jeep & motorcycle are bust from my stupid misfires with the infantry 5 min before. And I want to keep that PV3S in good condition cause it holds tons of ammo + it shields the cabin. So off down the hill.... :o :o... crap too fast, weeeee....

Exciting ride, I get to the bottom of the hill and find myself in a rock field with a solitary destroyed T80. Hmm, then I hear a crapload of firing/explosions towards La trinite and on the hills to my right. ???

So into La Trinite. I kill some leftover southerons and move into town hopefully before any other ppl arrive. I find a damaged T80 still functioning inbetween the BMPs and ammocrates. I move around find the mines (yay) and I can't figure out how to get rid of the T80, it can still shoot easily but its stuck. :P So I move a BMP and it conviently pulls out and tries to drive around. After getting stuck on the building I use a RPG and the commander jumps out cause his mates are dead. I shoot him.... ;D ;D....my T80! I stock it with HK and AT weapons/ammo and I go visit my civ buddies and take 2 of them to crew my tank. I leave the others to be picked up later.

I drive about and see that nothing is happening in La Trinite. So I drive to Dourdan and find an empty camp. ??? And I set an AV mine in the main road incase any other nourtherons or southerons try to drive around. I go up to Arudy and nothing is there, just a camp with a truck. I guess the infantry is on the move. Oh yea and I destroyed the fuel in Dourdan but it didn't explode nor could I refuel there. ???

Off to Vigny and La Pessagne where again, nobody is around and the fuel station there does not work. I decide its time to see if I can hit Stamenov in the back by driving down from La Pessagne. My tank can only take one more shell or AT so I'm careful. Inspect La Riviere and Cancon and find nothing. :P

So I drive to the fuel west of Chapoi. A repair truck eh? Hell yes. A bright shiny T80 8). I save here and this is where I died a couple of times. A few infantry with big ATs flanked me and the civ commander was stupid so with a little HK action the enemy was destroyed. I then drove my tank (I was the driver, makes life easier) into Chapoi after putting shells all over their town. I ran over about 15 ppl before 2 LAWs hit me and I hightailed it out of their cause I got reports of 2 T72s. :o

I got to the top of hill by the fuel once more. Save. And I died a few more times as an abram and a BMP2 came up the road behind me. >:( The T72s kept me outta town and I finally flanked the Abrams and BMP2. Too bad for Stamenov, I'll get him later. ;D

I roll up to St. Marie the back way and find a danger area. I soon find out why cause a southeron infantry squad ran through it. I kept the tank back, the enemy armor is still lurking about...

Then boom, boom, boom the infantry is killed. Grenades or mines?  ???

Oh well can't think the Abrams and BMP are coming! Somehow through the terrain we disabled then blew up the Abrams and then the BMP. ;D Then I hightailed it through the woods to the north with LAWs flying around. I noticed heli sounds and lots of fighting again. Its now 10:00 ofp time and its clear and sunny.  :'( The infantry follow us up the hills and we turn and ice them. Good thing too, the tank will only take 2 more AT hits. :P

I visit the western civs again, but they haven't changed. I get back home and take another jeepmg convoy out. Yay, but we have to get back to base, heard something about another Abrams and T72. :P

I get back kill some more infantry hanging around our cabin and decide that there's tooo much going on to be in a tank. I park all my vehicles outside blocking the cabin/lodge. Then I grab an AT4 and more HK mags and head for Larche on foot. I find the Abrams and T72 milling about the city but they leave before I can shoot. I run towards La Trinite again to rescue the rest of the civs and cause more mayhem. I harass some infantry in the valley and sneak back into La Trinite. I dodge an northeron infantry group headed south and steal a BMP Ambulance. I pick my civs and we're now headin home. Hopefully I can jump back into the city to put some AP mines down to screw with some infantrys' heads when they pass through. But gotta keep mines away from the ammo. ;D

And that's all for now... ::) :P ;)

Comments:

I'm enjoying myself immensly, I do need a repair truck to fix my T80 but I feel like I'm gaining control. Maybe another deadlier visit to Stamenov.... ;D

The civs west of the lodge are the only ones acting oddly, the others act fine.

Why is there so much unused ammo in La Trinite? I would think one side would just take it and obliterate the other. :P

Mines, had to restart one time when I accidently placed an AV mine under my T80 when trading guns... :'(
Maybe a deactivation action?

Noticed a Cobra went down east of my lodge. I think I hear a Hind, isn't that kinda unfair?
Cobras= 1 AA hit
Hind= 2 AA hits
AH64= 2 AA hits
though I dunno how that would affect the mission.

The cities south of Chapoi are totally desolate of life? Could you explain that? And why some infantry didn't leave 1 or 2 mates behind to guard camps in Dourdan, Arudy, and La Pesaagne? Unless they were killed of course, but no bodies.... :P

I think that's all, damn long post... ;D


EDIT:
Oh and other things
-not playing with ECP, too big a save problem
-Why does it seem the northerons are always the tougher oppoenent? They seem to be winning cause they are kinda in control of La Trinite except for the odd Southie infantry patrol that invades north territory, but they don't last long

-Have a TON of weapons now. Prolly about 25 rifles + about 5 mags for each rifle, 18 AT weapons, and tons of other things.
Plus my new hardware... My T80...
I think I might visit Stamenov to steal that Repair truck to grab some jeepmgs
Actually I think I have more mags for weapons then previously.... ::)

-Stamenov's base was pretty cool, I'm lucky I didn't hit it at its full strength, their were at least 7 wasted vehicles about but 2 T72s and a BMP are still lurking in the city along with infantry

-Stamenov seems to control southeastern Malden and Chapoi. I kinda rule everything else except La Trinite and up

-why do the Northeron forces go straight for Stamenov's base? I mean if it were that easy to go for the general, I'm surprised it didn't happen before I arrived on the island.
But I may be wrong, the southeron base is definatley Stamenovs cause I saw a large amount of tank carcasses to the east of it, meaning the Southerons prolly don't control southeastern Malden anymore. And there isn't much armor left on the island. I'll have to check to the north to try and find more abrams... :P


EDIT2: And I've just read about some woman in La Trinite, never saw her. The only real civvies I've seen were at their hideouts when I tried to rescued them, some dead ones in Stamenov's base, and one dead woman by a house on the road that is west of the lodge. :P
Title: Re:Abandoned Armies
Post by: THobson on 13 Feb 2005, 00:00:42
@GRK
Quote
Then a big infantry AT squad jumps into our lodge area!
This happens sometimes.  It is not scripted.
Quote
leave everyone in the lodge where they don't get shot at nor do they shoot back. Seems to work cause the enemy infantry just pass by.
That shouldn't happen
Quote
my T80! I stock it with HK and AT weapons/ammo and I go visit my civ buddies and take 2 of them to crew my tank. I leave the others to be picked up later
Well done.  I had hoped that with all the armour about some of it would be serviceable  
Quote
I drive to Dourdan and find an empty camp.  
Quite right too.  The loons don't just stand around waiting for you.  They go looking.
Quote
Oh yea and I destroyed the fuel in Dourdan but it didn't explode nor could I refuel there.
The only fuel stations with fuel are guarded by the soldiers and are shown on the map
Quote
I got to the top of hill by the fuel once more. Save. And I died a few more times as an abram and a BMP2 came up the road behind me
Probably Andropov's attack striking home.
Quote
Then boom, boom, boom the infantry is killed. Grenades or mines?  
Mine field.  Explosions caused by grenades - so both.
 
Quote
I visit the western civs again, but they haven't changed.
I have just re-written all the civi stuff.
Quote
I'm enjoying myself immensly,
It sure sounds like it.
Quote
I do need a repair truck to fix my T80 but I feel like I'm gaining control.
It is a good feeling when that begins to happen
Quote
Why is there so much unused ammo in La Trinite? I would think one side would just take it and obliterate the other.
This is meant to represent what they are trading - in part.  It is a case of Mutually Assured Destruction if any one side starts anything.
Quote
Mines, had to restart one time when I accidently placed an AV mine under my T80 when trading guns...  
Maybe a deactivation action?
On the list
Quote
Noticed a Cobra went down east of my lodge. I think I hear a Hind, isn't that kinda unfair?
Cobras= 1 AA hit
Hind= 2 AA hits
AH64= 2 AA hits
though I dunno how that would affect the mission.
I have worked hard to ensure that each side is well balanced.
Quote
The cities south of Chapoi are totally desolate of life? Could you explain that?
The are not significant places in the context of the northern front.  In later versions these towns will show signs of destruction and pillage.
 
Quote
And why some infantry didn't leave 1 or 2 mates behind to guard camps in Dourdan, Arudy, and La Pesaagne? Unless they were killed of course, but no bodies
I would like to, and may still do - but that will mean extra groups and so increased lag
Quote
Why does it seem the northerons are always the tougher oppoenent? They seem to be winning cause they are kinda in control of La Trinite except for the odd Southie infantry patrol that invades north territory, but they don't last long
As I said I have tried to balance the forces numerically, but the northrons have a geographical advantage in that their base is closer to La Trinite so they can concentrate their forces there more quickly.  It is surprising just how powerful that is.
Quote
Stamenov's base was pretty cool
I liked it.  But I like the new one better!
Quote
why do the Northeron forces go straight for Stamenov's base? I mean if it were that easy to go for the general, I'm surprised it didn't happen before I arrived on the island.
MAD - Mutually Assured Destruction.  The northron attack on Chapoi is actually a reprisal for an attack by the southrons on Andropov's base.  The attacks don't always get though - part of the fortunes of war.
Quote
And I've just read about some woman in La Trinite, never saw her
A little joke of mine - actually there are two of them running up and own the island.
Quote
The only real civvies I've seen were at their hideouts when I tried to rescued them
You have probably realised that these aren't civis, they are resistance bods that just happen to look like civis.  There are actually very few civis on the island.

Keep going!
Title: Re:Abandoned Armies
Post by: Dubieman on 13 Feb 2005, 02:46:39
About the lodge. I've arranged it so that I have vehicles blocking the entrances so my guys don't die so easily when I'm out to the "store"...
Plus no one shoots through windows, I guess its out of style... ::) :)

The abram & BMP2 seemed to be a southeron defense, cause they were never lawed or attacked by the T72s around and in Stamenov's base. Plus the infantry there were rather calm. I think if I ever go east of Chapoi I will find the remains of a large battle. :o

Why is St. Marie just a random minefield with some vehicles in it? :P
Though its kinda cool, it obliterated a squad for me.

Civs acting even weirder. Though I think you got it under control.

Northerons I guess will always have the advantage unless Stamenov does really well. Maybe next test I'll try to reverse the roles by my own doing, cause Stamenov has been relativly easy to attack. ::)

About guarding: I understand.

And now on to my current situation.

I've done well. I've returned the remaining civvis to my lodge but they're still on my team, oh well more riflemen/women... ::) ;D

I then proceeded to leave with my jeep and I come across a large infantry battle only 150m away, I quickly dodge it as bullets are flying everywhere and I find a jeepmg, driver dead. Perfectly usable later. ;)

So I go down to see Stamenov about "borrowing" his repair truck. He said yes... ;D

Though once I reached the truck its foggy as hell and raining once more and visability is only 25m in front. I decide to put an AP mine or two in the base. I do that and attract attention by killing 2 guards. Hopefully I'll see the fruit of my labors later. Maybe the infantry will run into my mine, maybe not, its all in good fun. ;) ;D

So back to my prize repair truck. I drive it away to worseing fog. I hear that 9 has died. Another patrol has got him. The little bastard prolly clipped himself out of the building. ::)

I drive back no resistance and come back to find my little lodge has sunk or risen or something. It moved and I'm sure of it cause half my people were under the floor! :o I told them to stand up and they got back to normal, but :wow: that's just odd. :P

So now my T80 is basically indestructable unless I do something stupid. ;D ;D
And I've barricaded my lodge with vehicles all around to hole up cause this fog is getting horrible, only 5m in front are visable. And I suspect that when I cause trouble the guard units come long distances and a long while later they find the lodge. That's prolly what's happening. :P :)

So now I've armed everyone and I'm also in control of an ammo truck. ;D ;D ;D
Now I've got M21s, HKs, Bizons, RPGs, etc! And my T80 has more ammo.

Anyways yea, I'm gonna have to wait out the fog as I can do nothing at the moment. Later, I'll go out "hunting".  I'll report back what I bagged. :-*  ;)
Title: Re:Abandoned Armies
Post by: THobson on 13 Feb 2005, 10:38:51
Quote
I drive back no resistance and come back to find my little lodge has sunk or risen or something. It moved and I'm sure of it cause half my people were under the floor!
This is a total pain!!

I have a solution to the question as to why I am leading this team.  I am wearing my fathers unifrom - remember the Intro!  I just need to bring that out a bit more.

By doing a savegame when a problem develops I have been able to observe the prblem that SEAL84 experienced with his convoy.  It happened last night sometime about 3 hours into the mission.  I know what caused it.  I now need to find out what caused the thing that caused it. More soak testing with a different set of triggers.
Title: Re:Abandoned Armies
Post by: GI-YO on 13 Feb 2005, 22:20:08
from where i left off.

After getting so much AT weaponary i went tank hunting around La trinete and discovered a convoy of BMP2, vulcan and 3 trucks heading towards the town. With my four RPGs i took down the armour and then two of the trucks, rather good i thought. I then ran away very fast back to my lodge for supplies. Currently scouting Larche although it looks empty and bombed out. Im taking the northeners on first becase they have an airfield and am trying to provoke some combat between the fractions to lessen their numbers.  :o Larche is empty, not a person or tent in sight. (i would add a few bits and bobs because this town it the key to the vally to the north west). I would think some troops would have been stationed there even thought its bombed out.I got stuck in a building for a minute  ;D but escaped. moveing to st louis on foot on a recce. I hear fighting in the distance and a voice says they started fighting should be intresting, then recieve a burst of 50 cal in the back (again). must kill those jeeps!!

EDIT
I took out the squad in st louis with the M60, much like rambo! Took all the AT weapons and the other M60 and loaded them into the 5t truck and drive back to my lodge with the weapons. Now thinking about striking south and killing those jeeps, revenge will be mine ha ha ha   :D

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 13 Feb 2005, 22:59:35
Quote
Larche is empty, not a person or tent in sight. (i would add a few bits and bobs because this town it the key to the vally to the north west).
This also relates to a comment made by GuiltyRoachKiller.  There is a group stationed at Larche, but they are on guard and so have left by now.  I need to re-think this.

Glad you got them at each other.
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 14 Feb 2005, 00:24:57
 I just wanted to add something here, I just downloaded the mission after spending like half an hour trying to quickly read through some of this lol. I personally have often dreamed of a mission such as what it seems yours is, anyone remember the rpg Twilight 2000 from way back when? I thought  man! This sort of mission could really be done with ofp, an entire island with an alive enviornment. And I dont hold any 'expecations' either, seems to me even with the bugs if it even comes close to what I've been waiting ages for then its already too much to be free. Personally have been working on and off on a similair scale project and as time has worn on I have all but quit on it because of the massive time involved, thank God someone actually put in the time to make a mission like this happen.
 This is all pre- emtive considering I havent even played the thing yet, but I'll just thank you now, I might be pre - occupied with the mission for a while and forget to return here ;D

 Pibb
Title: Re:Abandoned Armies
Post by: Planck on 14 Feb 2005, 04:14:19
Ok TH

I have finally managed to complete this mission.

I will write up my full story in the next couple of days, whilst it is still fresh in my mind.

By the way, you will need to apologise to Beethoven for missing out the 'd' from Ludwig as well.    ;D


Planck
Title: Re:Abandoned Armies
Post by: THobson on 14 Feb 2005, 08:17:55
@ Mr Pibb
Well I hope I have not built up your expectations too much, I can already see lots of ways to make this better.  I hope you enjoy it as it is.

@Planck
I knew you could do it! :thumbsup:  I look forward to your story.  I hope you enjjoyed it, though I have to say I had intended that this mission should take longer to complete - even for someone with your dedication.  

Yes in deed poor old Luwig :)
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 14 Feb 2005, 15:16:44
 A few quickies:

Ran the mission for about 2 hours last night, honestly its the best Ive seen (personaly) -

 Heres just a few constructive criticizms:

 The civie rescue was super easy, never encountered one enemy in the entire process.

 Does the heavy rain and super close fog ever dissapate? Only because I found it more and more difficult to engage large numbers of enemies, especially in LaTrinite where I couldnt really set up any effective distance ambush, couldnt even see the enemies till they were right on me. Would be nice to have a much better viewing distance, and I think the rain added to the lag some (wasnt terrible lag, but certainy got kinda bad in LaTrinite with all the enemies).

 The story is very good and the freedom is great, as I said, my only dissapointment is really the very limited viewing distance which to me is very unlike large scal ofp missions, aside from that excellent job - like I said - best Ive seen in a mission style as such.

 Thanks for your efforts ;)
Title: Re:Abandoned Armies
Post by: THobson on 14 Feb 2005, 16:55:43
A quick reply.

Thank you for your comments and compliments.  I really appreciate them.

I have completely re-written the civi rescue - it doesn't get harder (they are in no-mans-land so there should not be much chance of enemy contact) but I hope I hope it builds the atmosphere better without taking quite so long.

Quote
Does the heavy rain and super close fog ever dissapate?
After 2 hours I expect the weather would begin changing.  It is random but by now it should have started to change.  I forecast clear skies and only a very light mist (for a while anyway ;D).
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 14 Feb 2005, 20:18:13
 Sounds great, didnt know the weather does change, hmmmmm, now you got me wanting to play again to see the sky clear up, then I can get my cute little female sniper to do some work in La Trinite ::) - and I cant right now cause I got ton of work to do :'(

 Thanks
 
Title: Re:Abandoned Armies
Post by: Planck on 14 Feb 2005, 20:27:58
I played this mission with ECP, this might account for most of the reasons for my small fps.
The other reasons are probably my aged machine.
The save game bug is present, probably because of ECP, also the save file itself is well over 10 Mb in size.
Saving and reloading the mission takes longer than starting OFP up :)

I have a 900 Mhz AMD Athlon, GeForce 2 GTS 64 Mb (knackered), 256 Mb RAM.

Benchmark = 2235

When I built this machine it was almost state-of-the-art at the time.
That was a few years ago now.......time for a new one I think.

I played with a clean Addons folder......the only extra addon was the Editor Update required for the mission.

The fps I was getting was 2-3 fps, with occasional bursts of 4-5 fps on rare occasions.  That said, I also experienced complete freezes for a few seconds at a time at some points.

This is a shortened account of the way I played this mission, it is mostly the normal way I play, although this can depend on the mission type. I have a lot of patience and take my time, very low fps presents a degree of extra difficulty.....it can be very annoying too :|

Others have pointed out little quirks and suggested improvements and I have nothing much to add to that, so I will just stick with this account of the mission as it happened.

I can't comment on the burning effects because the fps I was getting screwed that to some extent.....I presume it was mostly the ECP burning effects, sounded like it anyway.
I didn't actually read your provided hints, I always meant to, but kept forgetting.

Total Mission Time = 24h 4 mins

Vigny
-----

Very foggy and raining, I put my gun away and climbed the hill, only getting the gun out again once I was on top.
I saw a light through the fog and made my way towards it.
Once I was close enough I saw a soldier through the window, so I shot him.
Two other soldiers appeared, one in another window and one at the door, I shot them also.
I put my handgun away and picked up an M16 from one of the bodies.
Looked around a bit and noticed the jeep on the other side of the house, I also noticed a girl through another window, sitting on a bed.
I went in to investigate and the cutscene kicked in.

Ok, so Tatyana got shot and killed. I went outside and presently I saw an officer, I knew he was an officer because he had NV goggles. I shot him and started to rob his body of the goggles and binoculars when the rest of his squad ran past.
They didn't seem to notice me as I was lying next to their dead boss, so I shot 3 of them and the rest ran off into the fog searching for me.
This was my cue to find a nice bush to hide in.

From my relatively safe bush, I was able to pick the rest of the squad off one by one, it took a while because shooting at 2-3 fps requires that you are VERY sure of the shot before you pull the trigger.

I looked around the rest of Vigny, but found nothing to interest me except of course the dead civvies.
I collected all the weapons and ammo the jeep could carry and set off in and easterly direction across country to the lodge.
On the way I saw a hut with civvies in and around it, I didn't investigate as I wanted to avoid the possibility of mucking up any triggers, I carried on to the lodge.

On approach, I was told to halt, which I did, and the cutscene started.
Now we are 5, so I re-armed my group with better weapons from the jeep.
I also investigated the ammo crate, but, there was nothing worth mentioning there.
I also turned on the radio and got the call for help, and information about 3 groups of civvies that required help.

I piled everyone into the civvie truck and we headed back west to the hut I saw before.
At this hut we gained 5 extra passengers and when we got back to the lodge the 4 civvies disembarked and headed for the (alleged) sinking building, and I gained an extra soldier.
I then proceeded to visit the other groups of civvies, bringing each group back and gaining an extra group member each time.........now I had 8.
All the civvies (12) were safe in said sinking building (I never experienced any sinking btw).
I checked my new group members weapons and re-armed where necessary.
I told them all to stay there as I was planning to recce Arudny next.


Arudny
------

I went on foot, I nearly always go on foot as vehicles tend to attract to much attention, especially from choppers, which were buzzing about.
It was quite light and the fog had mostly lifted and the rain had stopped by the time I got within sight of Arudny.

I noticed a squad at the eastern end of the village......and they must have noticed me, because they were coming my way at a great rate of knots.
I downed 2 of them then ran off to find a bush.
Eventually the remains of this squad stationed themselves near where they last saw me, it was an easy task to pick them off, but one of them got away.

I had started towards the village when a jeepmg approached from the east, driving slowly along the road with 2 soldiers either side of the road accompanying it.
I let them pass and they went through Arudny and carried on westwards.

I got into the village and found nobody else, however there was a truck, which I decided to take.
I planned to load up the weapons from the dead squad.
As I approached the bodies I saw the missing squad member, so I ran him over.
I collected all the weapons and drove the truck to the lodge.
I next planned to visit La Trinite.


La Trinite
----------

Leaving my group at the lodge again, I made my way to La Trinite, there was nobody around, so I had a good look about.
On examining the ammo crates I found I was now endowed with 10 AV mines and 10 AP mines.....goody goody.
I took the opportunity to change my weapon for a Bison.

I noticed the BMP Ambulance, the Repair truck and the Ammo truck, I decided to take them all back to base, one at a time, starting with the Ammo truck. Taking the Ammo truck was ideal, it meant I didn't have to faff about taking weapons and ammo from crates.
When I got back to La Trinite after delivering the Ammo truck to the lodge, and once again re-arming my group with even better weapons ( the woman I gave an M21, one guy got a PK and the rest got Bison, although I had one equipped with an RPG as well), there was a convoy from the north in town.
So I waited and watched until they left, then I went in and stole the BMP Ambulance.

On the last trip I planned on taking the Repair truck, but before leaving I left carefully placed AV mines and AP mines at both the north and south approaches to town.
When I got back to La Trinite after delivering the Repair truck to the lodge, there was no sign yet of any fireworks.
I had a bush all picked out to give me a good view of the south approach, because by my reckoning it was the south convoys turn to visit.
I was just approaching my bush when the south convoy arrived and the Bradley hit my first mine.
The Bradley was not destroyed but badly damaged and the crew and cargo ejected.
I thought this was great......I could repair that later, however it was not to be, the Ammo truck tried to go around the Bradley and hit another mine, which destroyed the truck and finished off the Bradley.......and its crew and cargo which were standing close by.

The Vulcan hit another mine as it was charging about, this also took out another truck, which by this time had already dropped its cargo.
The soldiers which had disembarked from the trucks were running around finding my AP mines.
Any which got too close to me were dispatched.

After a while, there were explosions from the north end of town, I took this to mean that the northern forces had arrived, they had obviously found some of my AV and AP mines.
Then there was gunfire and a message to the effect that they had started fighting each other........The war had started :)

I hung about in my bush for ages watching the battle and helping each side out now and then when any got too close to my position.
The armour from both sides was turning up and there were lots of armour wrecks dotted all over the place......not one was able to be repaired......no tanks for me :(
At one point I was in fear of being crushed by passing tanks, I thought I would have to change bushes, but in the end I didn't need to.

Eventually the flow of armour stopped and I got a message that Stamenov was dead.
The time now was about 14:20 and it was slightly foggy but not too bad, but it was raining again.
It got very quiet in La Trinite, but there was one or two squads or partial squads still around......northern forces I think.
I took time finding them all and wiping them out, then I called my group and told them to leave the lodge and get to La Trinite....on foot of course.

They were about 2 thirds of the way there when another northern squad arrived in town, I heard them arrive, three of them found some AP mines.  I told my group to halt whilst I dealt with the rest of them.
Once the town was clear I told my guys (and gal), to continue.
I was slightly wounded so I sought some medical treatment from my medic when they arrived.
The Ammo truck from the northern convoy had survived and I put it somewhere safer in town.
I got all my group equipped with NV goggles taken from dead officers
I waited around for a little while, in case any more soldiers turned up, but all I saw alive were 2 women running down the road.......then running back again....I left them to it, hoping they didn't stray from the road and find an AP mine.

My next stop was going to be Larche and then on to St. Louis.


Larche & St. Louis
------------------

We took the dirt road from La Trinite to Larche, by now it was very very foggy and it was raining heavily.
The journey was uneventful and there was nobody at Larche....we continued on to St. Louis.

There was nobody in sight at St. Louis that I could see, but one of my group reported a soldier apparently way to the west of the town.
I searched the town and only found the camp with a truck.

I stationed my group at the western part of town and went off myself in a south-easterly direction......intending to check out the south-west perimeter of the airfield.
The fog had lifted a lot, but it was still raining.
I was about half way to the perimeter when I noticed an enemy squad approaching from the north-east.
From their heading they were going to pass between me and my group.......so I used my binoculars to spot and report each soldier to my group......we cut them to shreds.

I decided to move my group to my present position in case they had compromised their position. I moved up closer to the perimeter of the airfield and spotted about 6 soldiers inside the fence, lying down.
I dispatched them all and waited to see if there was any reaction from any other direction.....there was none.
I was in a good position to survey the airfield by now, being on a small hill overlooking the southern airfield area, however, it was very foggy again and pi**ing it down and I could see very little. It was also starting to get dark......time was about 17:40
There had been a battle here that much was evident, there were armour wrecks and bodies dotted about.  I had heard explosions and gunfire whilst approacing St. Louis, so I was probably hearing part of this battle.

I moved my group to this position, it was amongst some trees and bushes.
I then entered the airfield through an open crash gate.

---------------------

This is a long post,,,,,,I will stop here and post the rest in another posting, maybe tomorrow.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 15 Feb 2005, 00:11:11
Planck

You are a hero, not only doing all this but doing it with those fps!

A couple of new points here:  The mg jeep was accompanied by some soldiers on foot.  That means one of the jeeps was damaged and the crew had got out.  I think I have fixed that for the next version.

Stamenov seems to have been killed by the northron attack.  I really must do something about the strength of that attack.  I have now changed the southern base anyway so the northrons will not be able to kill Stamenov so easily.

Keep going...

I am currently working on the mines.  Follwoing mac's suggestion (and helpful code) they now require items from the players inventory.  Handgrenades for AP mines and LAW or RPGs for the AV mines.  They also have a disable mine action.  A few problems so far: using a LAW or RPG explosion for a mine doen't even stop a Bradley (I think I will have to go back to useign Shell120 (ie HEAT).  Other problem is I have not figured out a way to have the disable action without having a script for each mine!!  It works but it looks ugly, and it might be that script names are as bad as variable names when it comes the the large savegame bug.  I have not checked that yet
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 15 Feb 2005, 00:51:54
 Man, this is really ground breaking stuff here ;)  Im hanging around the north base right now watching the 2 sides battle it out, and its been quite a ride on the way here. Nice thing is I have noticed as the battle has subdued in La Trinite the lag is now all but gone, very happy with that (1ghz p3 256 mb Ram ,geoforce 64mb). Heck, I dont even want to kill the leaders and win the game, it would be over too soon! Think I'll spend some time trying to live on the island for a while and see what happens along the way. Hopefully your mission will inspire others to make similiar scale missions in the near future, cause I wont be enthused to download much else now :P

 I actually decided to just leave all the ai teammates back at the lodge and just go on an adventure, worked out well cause the lodge got attacked twice lol, lost 3 guys the second time - pretty cool to have so many variables in the mission. Also decided after getting killed like 20 times (or more) in LaTrinite that it was time to pull out when they started battling it out, at that point I was happy to leave them to their own affairs, funny cause I continued to see support coming towards LaTrinite even from a long ways off, real time stuff happening, got that right ;D.

 Lastly, its the first time ever I have downloaded a beta version of anything, and walked away with one of 2 of the best missions I have ever seen (other is CTI), so I'm sure the final version will be fine if the beta is this good. I might sound like a 'yes' man or something, but dude, I have searched all over for something like this for years. Good luck with the completion and release of the final version, assuming most of the ofp users out there can recognize excellence I would think in time this mission will be allover the place.
Title: Re:Abandoned Armies
Post by: macguba on 15 Feb 2005, 01:59:25
With my fancy mines idea, it was never the intention that the actual explosion should be the same as the item you placed.     As it happens, grenades are quite a good bang for AP so that's fine:  for AT I'd just whatever bang works best.

@Planck, I love the way you stole one wagon at a time from La Trinite:  I automatically tried to take all three at once.   Mind you, I got caught.   ;D
Title: Re:Abandoned Armies
Post by: Dubieman on 15 Feb 2005, 02:23:26
I really wouldn't use a HEAT shell. They are much too weak. Use Shell120 or Shell105. Just a suggestion, when you place an AV Mine it puts a real OFP tank mine there. Either camcreate it or have it setposed from some island or something. :P

@Planck- You're already finished! Gaa! You ppl with your spare time! ;D

@Thobson- yes maybe tweak northerons like you said, almost every story I've read, the nourtherons have the advantage.

Title: Re:Abandoned Armies
Post by: Mr.Pibb on 15 Feb 2005, 02:30:32
 I have just noticed the 2 armored vehicles(T80,Vulcan) at the refuel station next to the North base, they dont have re-arm option when u drive them to the ammo truck thats there too, they do repair and refuel, but thats it. The ammo truck is fine, I re-armed a T72 I hijacked with it. Just thought you might wanna know about that.
Title: Re:Abandoned Armies
Post by: THobson on 15 Feb 2005, 08:40:14
@GRK
Quote
really wouldn't use a HEAT shell. They are much too weak. Use Shell120 or Shell105. Just a suggestion, when you place an AV Mine it puts a real OFP tank mine there
Actually due to a 'feature' of OFP if you ask for a Shell120 you get a HEAT (try rearming an empty tank to see what I mean - addmagazine "Shell120" and you get a fullload out of HEAT).  That is what I am using on the mission you have.  I quite like it.  It takes out anything less than a Bradley, and it disables a Bradley so the crew get out but it is repairable - so long as you don't have another explosion near by like Planck did :).  A real OFP mine will only explode when it detects armour.  I want somthing that will take out anything from a motor bike upwards.

@macguba
Quote
With my fancy mines idea, it was never the intention that the actual explosion should be the same as the item you placed
No, but I thought it would be elegant to do it that way - I was also quite pleased with myself for camcreating  LAW and RPG explosions.  I think I will go back to the explosions in v 1-00.

@Mr Pibb
The empty tanks that cannot be re-armed - All I can say is - sorry.  They are there so that having taken one base as infantry you can have a different experience in taking the other base riding in a tank.  There are two problems with v1-00, one caused by me (in a quick last minute change I removed weapons from the tank, not removed magazines) and one by OFP (a tank with no ammo cannot be re-armed by an ammo truck). Both are fixed in the next release.  In v1-01 these empty tanks will still start off damaged, with no ammunition and only a whisper of fuel, but you can now bring them to full operational condition.

On your wonderful compliments - thank you, I realy do appreciate them.  I realy did want to create a world where people would 'want to live for a while' until they figured out what they wanted to do next.  Your comments have given me the energy to continue flogging though the mountain of To-Do's that the last two weeks have created.

EDIT:
Disabling Mines:  I put an Action on the mine case for this.  The idea is that the case is placed ~10 seconds before the mine is primed and so it should be possible to disable it immediately.  Unfortunately OFP seems not to work like that.  It can take a while for the addAction to become available in the player's menu - so mistakenly placing a mine next to your tank will still be a problem (except you might not have the required item in inventory to make the mine) - Oh, I can't remeber if I said.  You cannot now place mines when you are in a vehicle, sometimes the action is removed by OFP when you get in a vehicle and sometimes not.  Even when the action is not removed it is now not possible to action it.
Title: Re:Abandoned Armies
Post by: ACF on 15 Feb 2005, 11:07:58
I've had a thought about the 'sinking' lodge - could it be down to different terrain detail settings?

As you crank the terrain detail up the fine detail is interpolated against some 'roughness' factor in the island config. My theory is that the random interpolation is different for different people and, maybe, the same person at different times; so it's not the building that's sinking, it's the land around it being drawn differently.  If you ask, I'm sure screenshots of the critical (west?) side would be forthcoming to confirm or deny this.

If that's the case, the fixes would be to find a flatter or less rough spot, or force SetTerrainGrid.
Title: Re:Abandoned Armies
Post by: macguba on 15 Feb 2005, 11:13:42
The "arming process" takes a few seconds anyway, and its not unreasonable that you can't disarm it till it has armed, so I wouldn't worry about the delay.

The southron base hadn't been completely overrun, but the northrons did come out on top when I played.   When I arrived at the southron base the northrons still had at least two armoured vehicles to the southrons none, although the chopper hovering over the southron base was presumably southron.     Northrons were left in complete control of La Trinite.  

When I looked at the map in the mission editor one of the things that surprised me slightly was the density of northron troops and bases compared to the much more widely spread southrons.    This shouldn't have surprised me - its a function of the road and village network, but it does mean that the northrons have the advantage of concentration and short lines.

ACF, I've only had time for a very quick test but it appears you are correct.   Good thinking!
Title: Re:Abandoned Armies
Post by: THobson on 15 Feb 2005, 12:25:12
Quote
ACF, I've only had time for a very quick test but it appears you are correct.  Good thinking!
Well that's a relief. I was wondering how I was going to fix a problem I have not seen.

Quote
the fixes would be to find a flatter or less rough spot, or force SetTerrainGrid.
The lodge is at a saddle between two peaks so it is about the flattest land available for miles.  It looks like I will have to try setTerrainGrid.  It would help me to know what settings people have for their terrain detail and whether or not they have experienced the 'sinking lodge' so I can home in on an appropriate setting.

Quote
This shouldn't have surprised me - its a function of the road and village network, but it does mean that the northrons have the advantage of concentration and short lines.
This really is a practical demonstration of the power of short lines of communication.  I have been scrupulous in balancing forces. And then laying them out in a reasonably realistic way.  At first I thought the northrons were exposed having their base so close to the front but it turned out differently.  In the version I use for de-bugging I have markers to show the location of each group, and for the convoys, patrols and choppers the location of each vehicle (I have removed these from the version I posted because they consume valuable names and so contribute to the large savegame bug). It is fascinating to see the battles progress by watching the map.  Northrons really are able to get their stuff to La Trinite much more quickly.  For some reason I also always seem to target the southron convoy so they are already weaker by the time the action starts.

Quote
but the northrons did come out on top when I played.  When I arrived at the southron base the northrons still had at least two armoured vehicles to the southrons none,
I think I will down grade one or two of their T80s to T72s, nothing too drastic.

Title: Re:Abandoned Armies
Post by: macguba on 15 Feb 2005, 13:43:52
It should be emphasised that although the Nortrons always appear to win, certainly in my case they won by about the right margin for good gameplay.     Thinking about it, I'm not convinced you should mess with this, at least not without a fair amount of testing.

At the moment it works.    The only problem is that northrons always win.   Well when you play the mission for the first time that doesn't matter because you don't know.   When you play it for the third time its actively good because you will, knowing this and wanting a new challenge, play it to try and get the southrons to win.     It's only a problem - if you admit its a problem at all - for folk playing it the second time.

However, if you mess with it a little you may end up with the two sides annihilating each other perfectly, leaving nothing for the player to do.     Simply reducing the northron's strength a little is, I suggest, a mistake.    Either live with it - and nothing wrong with that - or do lots of work.    The trouble is that you are trying to create a knife-edge (where clear victory can go either way) and you may end up with a plateau (mutually assured destruction).

Attached pic of doorway into sinking building at very low terrain detail.
Title: Re:Abandoned Armies
Post by: macguba on 15 Feb 2005, 13:54:29
Low, obviously.   There is a slight difference.
Title: Re:Abandoned Armies
Post by: macguba on 15 Feb 2005, 14:03:36
Normal.  I suspect this is where it was when I first arrived (or maybe low), and when I came back later I was on very low.    I certainly had been playing with terrain.
Title: Re:Abandoned Armies
Post by: macguba on 15 Feb 2005, 14:05:10
We're getting there ...
Title: Re:Abandoned Armies
Post by: macguba on 15 Feb 2005, 14:05:26
Lastly ...
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 15 Feb 2005, 16:08:53
Heres a breif descript of what I found last night through playing for bout 3 hours and a few minor suggestions following:

 Spent alot of time at the north base until every enemy vehicle or soldier I could find was dead (including the N boss), then carried on in a T72 I fixed down towards the southern base. Fog started setting in as I neared the southern base from the mountians, I drove right in the base area with the area mostly devoid of enemy presence, except for scirmishes happening nearby the base, everything in the base was dead - except the N boss and one of his ladies, - took out the N boss, at this point fog was gettin really bad, raining again. I hijacked an empty T80 nearby and dumped the T72, fog now so close I decided that trying to engage enemies would be almost impossible, so I drove back to the Cabin and called it a night.

 Heres a few suggestions, thats all they are is suggestions, nothing actually 'wrong' did I find in last nights run (aside from the no ammo rearm which I described). - and I do also reccomend if you allow some 'repairable' tanks to be around, personally I would set them back in an area where they would be being fixed at, not at the front of the base (like at the rear refuel depots), just looked a little to much like they were put there for you.

 The N base had good defenses, nice dispersal of troops and tanks. The S base seemed to show less sign of substantial defenses, although I had gotten there after the battle there were only a few destroyed tanks around, and the base seemed very 'crammed' with its elements in the city itself.
 My suggestion is to make both bases really more like large scale bases, simply put. The N base like I said really was perfect mostly in the defenses, but the base structure itself was very tiny. Would be nice to see more buildings spread out, parimeter MG bunkers, more tents for troops, camo canopies for some more of the vehicles, and I would set those damaged vehicles back from the front lines of the base, a little imagination into what a large base at that location would be like and just placing some stuff would make a very big difference in my opinion, and also few more enemies within such a base structure would be nice just to make it more 'interesting' when the player does finally get inside the base itself, just a realistic base for what really is a huge enemy force.

 The S base could use pretty much the same overhaul as mentioned above, frankly I thought the S base was super small and very crammed. Even if the city is the base I would still put alot of additional military style buildings and tents in there, personally I prefer to seperate the areas, tent areas for housing troops, some building structures for whatever in certain areas and spread out too, etc. Personally I would spread the S base way out from as it is, even if it means going beyond the city limits abit, it just really didnt feel like a base at all when I was there (even with the sandbag walls).

 Really to me it seemed arriving at the 2 bases was 2 of the 'high' points in the mission, I think they should be very immersive expereinces.

 Lastly, its your mission and the changes are purely your decision, but I found personally that the second wave of fog was just too much, I felt quite helpless when thinking about engaging an enemy force at that time, it does add a neat twist, but personally I am gonna wait as long as it takes for the fog to dissipate before I move on to any major operations at this point.

 So, these are just pointers, nothing more, I still feel the same, outstanding job, I'm sure to be playing this mission many times over and it will prolly remain on my hard drive for like forever. And I hope you dont feel like you have to kill yerself to make any changes you have decided to add, a mission this size I am sure took many months to get this far and I would rather just enjoy it as is and see you come out with the final product in yer own time rather then you going overboard to try to get it done as fast as possible.

 Best to you

Pibb
Title: Re:Abandoned Armies
Post by: Dubieman on 15 Feb 2005, 20:41:06
Now that I think about it, my settings are usually normal (I think) for land detail. And when I was trying to get my T80 away from those nasty southerons LAWmen I was climbing some big hills so I set my detail to low so I could hurry on a bit faster being that there is no 4x. :P

I suppose it supports the theory we have now... ::) ;)
Title: Re:Abandoned Armies
Post by: THobson on 15 Feb 2005, 21:02:15
@ACF & macguba
You are my heroes.  ACF thank you for the idea, macguba thank you for the screen shots.  Looking at them I clearly play on normal all the time.  From the comref I see I need to setTerraineGrid to12.5.

@Mr.Pibb
Quote
And I hope you dont feel like you have to kill yerself to make any changes you have decided to add, a mission this size I am sure took many months to get this far  
It did! but I am now very consious of its shortcomings so I want to get them fixed  But at the same time I want to take time and savour the improvements.  

I was quite mean with buildings etc in the bases because I was concerned about lag, but that doesn't seem to be a terrible problem (except for poor old Planck.)  

I do appreciate your comments thanks.

@macguba
I understand what you mean about a perfect cancelling out.  That would be a problem.  What I had in mind was a slight weakening of the northron attack force so that more is left of Stamenov's base for the player to deal with.  I might experiment with it a bit.
Title: Re:Abandoned Armies
Post by: Planck on 15 Feb 2005, 21:08:45
I agree that the 'sinking sensation' is probably a consequence of terrain detail.

I never change my terrain detail level, it is always 'normal'.

I also never use accelerated time, I play a mission always in 'real time'.
So I don't really notice the absence of this feature.

OK......Time for part 2 of my story.


The Airfield
------------

Ok, it's dark now and I'm inside the airfield perimeter.
I can see a manned M2 beside the lone building to the north.
There is also a machine gunner and a black-op or it might be an armour crewman, it's hard to tell in this fog.
I sneak closer intending to take out the M2 first.
I'm almost in position when 2 jeepmg's arrive and pause on the road just before the turn-off to the far northern fuel dump. They wait here for about 30 secs then turn up the road to the fuel dump.

Once they have gone I take out the M2, the machine gunner and the black-op.
I wait around to see if there is any reaction....there is none so I continue towards the first fuel dump, there is a lone black-op at the fuel dump, he is standing beside the Ammo truck.
I shoot him and continue to explore the dump.
All vehicles, apart from the Ammo truck and a T80, are destroyed already.
The fuel station is also dead.
I decide that I will take the T80 once I manage to find some fuel for it.

I continue north towards Andropovs HQ.
On the way, I notice another Ammo truck and a Fuel truck stopped together in the middle of the airfield area across from the HQ.....I found some fuel :)
These trucks are guarded by 2 soldiers, probably the drivers, so I kill them and continue on.
On the approach to the HQ I notice another manned M2 and another machine gunner lying down.
So I find a nice convenient bush to use as cover whilst I deal with them, however, I notice a sniper in another bush, not far from my bush, but further north. So, I deal with him first before taking out the others.
The fog is beginning to lift a little now, but the rain continues.

No reaction from the HQ, no sign of life, so I advance to investigate the buildings.
I went round the back of the buildings, the ones near the fence, and crawl back towards the road, in-between two of the buildings, there is a bush at the other end.
Once I get to the other end I see a Spetz running about between the vehicle enclosure and the hospital area, he just keeps going from one to the other, pausing now and then to look around.
I wait till he pauses in the vehicle enclosure, then I give him the bad news.
Up pops a message that says Andropov is dead.
I continue to search the buildings area and eliminate any other soldiers I find.

I decide to investigate the northern fuel dump next, but my plans are interrupted by the arrival of more troops, then more troops, then more troops.
Then I realise that this is the remnants of Andropovs men returning to base after his death.
I spend some considerable time killing them all and waiting for more to arrive.
They must be coming from different areas on the island and the last remnants will take a while to get here.
The 2 jeepmg's arrive at the HQ........easy prey.

Eventually a Vulcan turns up, followed shortly after by an Abrams.
The Vulcan is very actively looking for me around the HQ area, so I find a spare RPG launcher and take him out, the crew survived and headed for the trauma tent, where they died.
My group report the occasional contact, followed by a 'I got him' or a 'soldier is history'.
I need an AT4 or Carl Gustav to take out the Abrams, but all the ones on the dead soldiers are empty.
The fog has all gone now and the rain has stopped.
I notice the wreck of a Hind on the hillside west of the airfield.

I make my way to the first fuel dump and the Ammo truck, where I get myself an AT4.
The Abrams eventually parks near the HQ after failing to find me, so I let him have the AT4.
I am now immediately under fire from the right of the fuel dump, so I drop the empty AT4 and hide under the T80.
I took out 2 soldiers that were running about looking for me, then it went quiet.
I turned around and looked out from behind the T80.....there was a squad lying down right behind me. They hadn't seen me yet, so I crept quietly away back to the HQ area and borrowed an M21 from that snipers body.
My group reports a Hind way over to the south.
I took them all out from a safe distance, the officer first, as he was the one with NV goggles.

Back to the Ammo truck for another AT4 and re-arm with another Bison.
Waiting for the Abrams to reappear, but he had gone east of the HQ area down near the water and didn't seem to want to play any more.
I was just considering going to look for him, when there was a large explosion followed by another.
The Abrams was dead, but, who killed him.........must have been that Hind, in fact it was buzzing about the airfield right now.
I get rid of the second AT4 as I don't need it any more, I instead restock on my Bison mags.
I went over to the HQ area intending to kill any survivors from the Abrams that had made their way to the trauma tent, but there was nobody there, so they must have been killed.

I picked up a Strela Launcher and waited for the Hind to pass overhead.
It only took the one shot to kill him, I think he must have been damaged already at some point during the fighting.
As he went down over the water, the crew, if they bailed out, would not have survived.
I drop the empty Strela and pick up the Bison mags again.
There was still the odd few soldiers turning up, but I decided to take the Fuel truck I had found and go refuel that T80.

I was under fire as soon as I started driving the truck, I ignored it and reached the T80 ok.
I jumped in the T80 and refuelled it.
I moved the T80 to the Ammo truck but I was unable to re-arm it, the action to re-arm just never appeared in the action menu.
When I was in St. Louis previously I found a damaged jeepmg at the eastern entrance to town, it had hit a building.
Slightly further east, along the road to the airfield there was a Repair truck, undamaged, but abandoned.
I had used this Repair truck to repair the jeepmg, then parked the Repair truck at the roadside.
This is where I took the T80 next in order to repair it.
Once I had repaired the T80 I went back and tried re-arming it again. but no joy.
Never mind, I had at least gained a bullet proof vest on tracks.

I took the T80 to the fuel dump further north.
There was absolutely nobody there, there were no vehicles there either.
I don't know if the fuel stations are supposed to work at this dump, but in my case they didn't work.
Back to the HQ area....crushed a further 6 troops, they were probably the ones shooting at me whilst I was getting the Fuel truck.
It was now very quiet with no sign of anybody, but of course there must be more troops it was just a case of finding them.

I called my group and told them to move to the first fuel dump.
Whilst I was waiting, I moved to the HQ area and spotted 4 snipers there plus 2 other soldiers, all of which I crushed with my trusty T80.
I went looking in the beach area for the Abrams wreck, but instead found a lone AA soldier just standing about, I made him lie down, permanently.
I still never found that Abrams wreck either.
Back to the fuel dump and waited for my group to arrive.
When they arrived I told them to go prone and ordered #2 to board my tank as gunner.
Whilst he was doing that he was fired upon, the rest reported a sniper followed by 'I got him'.

I took #2 to the Ammo truck that was parked further north and got him to board it as driver and then go back to the fuel dump.
#3 was ordered into the other Ammo truck as driver. #4 became driver of the Fuel truck.
I got #5 to join me in the tank as gunner.
#6,#7, and #8 went into a truck each as passengers.
Ordered a 'return to formation' and proceeded to make my way to the road.
#4 somehow managed to put the Fuel truck on its side, so I had to order #4 and #6 out of the Fuel truck.
#4 and #6 were put into other vehicles as passengers instead.
So I had to leave the Fuel truck.
I was leaving the airfield, but planned to return another time to look for stragglers.
We made our way to St. Louis.
Once there, I got #4 to board the Repair truck as driver, #6 and #8 crewed the jeepmg.
Ordered a 'return to formation' and started off for Larche.

At Larche everything went pear-shaped, in that 3 of my vehicles got stuck.
I carried on to the lodge and waited.
By carefully ordering the stuck vehicles to various positions I managed to get them unstuck and eventually everyone arrived safely at the lodge.
At the lodge I healed anyone that was wounded, including myself.
I also replenished everyones ammo.

By now, at the lodge, I had:

1 jeep
1 jeepmg
1 5t Truck (open)
3 Ammo trucks
2 Repair trucks
1 BMP Ambulance
1 Car
1 Bicycle
1 Motorcycle
1 T80

I told everone to wait for me, I was planning to make my way to Chapoi to visit Stamenovs HQ.

--------------------------

This post is getting long, so I will stop again and continue in another post tomorrow.



Planck
Title: Re:Abandoned Armies
Post by: THobson on 15 Feb 2005, 22:16:25
Planck.

This is wonderful ;D.  I apologise for you not being able to re-arm the tanks.  I mentioned in a post above that there are two reasons for this.  Both have now been fixed.
Title: Re:Abandoned Armies
Post by: Dubieman on 16 Feb 2005, 02:13:21
Hey! Almost finished. Its just been too many hours playing.... ::)

Well a shorty version from where I last left off.

I took a squaddie with me to be the gunner of the tank. Now I can usually if I'm leader command the gunner what to shoot at and with what ammo. But because I'm a private, I can't tell anyone what to do in a tank. :P A quick fix would be nice. ;)

Anyways off to Stamenov's again to deal a death blow. I drive down there and mow down lots of ppl and kill Stamenov. ;D His women ran off. ;) So I search and kill a few more soldiers and look for that T72 that's prolly headed north by now. So I'm relaxing when whiiirrr crunch crunch....Seems Stamenov called his last cobra back to base to rescue him. Well after a few retries and dodgy driving my civ gunner manages to machine gun the heli out of the sky. The city is now more destroyed than before with those TOWs and FFARS!

So I head east then north to inspect Le port and Houdan. Find the remanants of a large tank/infantry battle east of base as suspected before. I lose another guy at the lodge...damn right through a window prolly. :P

Find nothing and go up through La Trinite and kill a LAW guy and a MGer and continue on to ambush a jeepmg with infantry escort. Ran them over and rammed the jeep into a tree.  ::)

So save and I decide I'm so cool :toocool: so I attack Adropovs (forgot his name) base and get the stuffing beaten out of me by an abrams, vulcan, and a hind. :'(

Alright, I head back to base on a retry. Find a wayward T72, put him out of his misery(he was patrolling the mountains). I get back to base to find the infantry that had killed a team mate of mine. Killed them. :P

Now I went solo with my PV3S (full of weapons galore!) to go in the back door through the desert to Adropovs base. I get to the desert with no contacts yet. Then I happen upon a vulcan and abrams sitting in the desert staring the other way. ;D ;D

I get an AT4 out and put it right into the engine area of the abrams (forgetting the glitch that makes the engine the strongest part). :-[ :o

I grab my RPG while hiding by my truck in open desert and blast the vulcan away. After  a frenzy of running, ducking, and hiding around my truck I disable the Abrams (with 4 RPGs :P) and kill the crew. :booty:

I can come back and salvage it later. Anyways onto the base where I kill about 35 infantry with my M60 and M21 and then shoot down the pesky hind. ;D I come upon an abandoned T72 with a busted track. The big force of the northerners are approaching now and the turret is still usable on the T72. I slice into them with the T72's weaponry and blow away 2 M2A2s and kill 15 infantry + another vulcan. ;D

I then run into the base, which is kinda a small place on this large airport and grenade the adropov guy and he dies then I kill another squad and shoot some snipers. Now I take my truck full speed to the repair place where some infantry are firing on a southeron tank that's stuck in the wrecked building, they "just" saw it... ::)

Anyways I park and find a fully working abrams that's been abandoned with a busted turret. I repair, refuel, rearm. Then off to St. Louis and down to Chapoi to show any surivivors my new shiny abrams. I eliminate an infantry squad and find no one else. I head back to base, lost another guy from my group... ::)

Now its foggy as hell again, it was nice and sunny before, but now its 1:20 OFP time and I get my guys to crew my abrams and my T80. Time to go huntin! ;D

So we kill some wayward infantry and I send my T80 down a road I haven't been down yet. We arrive at the airport to hear my mates back at the lodge are reporting M2A2s and lots of infantry. (where the hell are they coming from? ;D :D :P)

Me in the abrams with "6" wipe out an infantry squad and then I find that putting AP mines at the fences entrances could work very well cause the infantry are bottlenecked through the gates. ;D We'll see how it works out. So my T80 joins me and we get attacked by 2 M2A2s and 2 Vulcans. ::) Dead meat they were. ;)

Okay that's it, I'm waitin at the airport to just let everyone's guard waypoints draw them to my abrams and T80 while we wait with the repair, refuel, and rearm trucks behind us. Odds= in our favor ;)

Okay that's my account for now....

Comments:
-change my rank higher?
-some serious clipping troubles at Adropovs place, found a T72 in perfect condition upside down :-\
-found those women running up & down the streets
-fog is nice when starting for cover while you're weak but a real pain when near the end
-the northerner base is kinda odd, spread out and not very "real" to me :P
-many units in the bases are very stationary, is there anything to be done about that?
-don't know why so many enemies pass my lodge. When I'm on the other side of the map. ::) :P Shouldn't they attack me? :-\


Hmm, if I think of anything else I'll respond again. Almost done now, its just a waiting game. :)
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 16 Feb 2005, 02:48:34
 Finally finished the mission after 8 hours roughly lol. Very nice outro, was awsome seeing some of those shots of the map locals, and neat seeing the cam zoom out away from the island at the end of it. It was tedious trying to finish off the North army, I kept wondering if there were guys out somewhere on the map that I needed to somehow find to win after already combing the map once. I thought I had cleared the base the first time, but I apparently missed some guys cause upon returning I found another infantry team running about and also located like 5-6 snipers and then was awarded mission completion.

  During the mission I many times found enemies out in the boonies where later on when I was close to completing the mission I was thinking man, how will I find all these guys - but it seems that you must have it so the enemies return to base once the opposite side is nuetralized, or else I dont see how I could have been that lucky to have by accident killed every enemy outside of their base parimeter.

 Wow. A single player mission that topped my now previous mission record time, which was a CTI game that lasted 6 hours - sure is nice to have that infinite save function ;D

 Great stuff, the neat thing is, now that I know whats goin on to a degree, I can already feel the urge to want to play it again and try different stuff, but not tonight I think, all burned out on ofp right now ::)
Title: Re:Abandoned Armies
Post by: THobson on 16 Feb 2005, 08:33:17
@GRK
Thanks.  A lot of good comments there. I am glad there was sufficient armour left over from the N/S battles that you could get some of your own.  On Alexi's rank, It would be really good if I could increase that during the mission.  Failing that I will just need to think of a plausible reason that will not strike an odd chord when the player gets to the briefing for the first time.

I am anxious, you have got to where macguba got to and the last loons were never found.  I hope they turn up for you.

Your comments about the fog support many other's views.  You see I know how it works so I expect it and never saw it as a problem.  It will be fixed.


@Mr.Pibb
I'm so glad you enjoyed it and had no problems with the ending.  You are correct, under certain conditions the loons on each side return to base.  Sorry if the last bit was tedious.  I am thinking of having the last few loons surrender to help avoid that, and any possible ‘lost loon' problem.
Title: Re:Abandoned Armies
Post by: macguba on 16 Feb 2005, 12:03:10
From reading people's reports it seems to me that the Lodge is not a safe place.    I'm not suggesting that it should be totally secure, there just seem to be a lot of passing patrols.  

I can think of several things to do about this (set knowsAbout values of passing enemies to 0 on a loop;  an exit trigger making approaching loons leave the area;  more trees and bushes around to make it more hidden;  fences at a distance to divert the wandering patrols away;  perhaps even a new location that isn't quite so in the way of the various forces moving from north to south) but none are totally satisfactory.     The answer, as so often, is probably some kind of combination.

And since it hasn't totally ruined anybody's mission perhaps I being overfussy and its fine as it is.

Very pleased to hear somebody else has finished it.

I had no problems getting my loons to do what I wanted in the tank.    I always getin first myself as commander - I dont' know if that's actually necessary but I suspect it helps.   I have in the past had the kind of problems GRK describes.   I dont' actually think its a rank problem - you are group leader and that overrides rank.     You have to be a private at the start for the plot to make sense.  Pity there is no setRank command.
Title: Re:Abandoned Armies
Post by: GI-YO on 16 Feb 2005, 16:53:50
Here is a little progress (if you can call it that) update. The bradley+vulcan convoy i discovered in la trinete very dead, so i stole a load of RPG and AA weapons. A small squad turned up from the north so i ran away. On my travels i see small squads about the place and spotted one on the small road that leads to the coast to the north, which winds down a hill. so i killed them all, first time.  Oh yeah  :). The fog is closed in now and i have about 10 meters visability which is hampering my progress cause i walk straight into any baddies. Currently trying to bust up the airfield. More soon (this mission rocks but i suck at it  ;D)

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 16 Feb 2005, 16:56:44
I quite like the idea of patrols happening on the lodge, and probably happening quite often if they are following the player :).   Once the rescued civilians are at the lodge they are safe (from everyone except the player that is ::) )  They obviously hide deep in the ruin when any patrols pass and so don't get noticed.

Quote
Very pleased to hear somebody else has finished it.
I make it three now.  You, Planck and Mr.Pibb.  I am not sure how I feel about that. When I was putting it together I had envisaged something that would take weeks.

Quote
I had no problems getting my loons to do what I wanted in the tank.
I was puzzld by that too.  I have not chance to check it out yet.

EDIT:
@GI-YO
Just saw your post.
Quote
spotted one on the small road that leads to the coast to the north, which winds down a hill.
Do you have a map reference.  I can't place it.
Title: Re:Abandoned Armies
Post by: GI-YO on 16 Feb 2005, 17:24:27
Thanks for the quick reply. Grid reference was EH 21 and the squad was looking to the north. Hope that helps.

GI-YO
Title: Re:Abandoned Armies
Post by: macguba on 16 Feb 2005, 17:50:53
Quote
I make it three now.  You, Planck and Mr.Pibb.  I am not sure how I feel about that.

It's good.     I don't know how much gameplay it took me, 16-20 hours I would guess although the last few were running around after that last loon.     It took a lot of effort and dedication, do not be misled.   Nobody is going to finish it in much less than 8 hours of gameplay and very few less than 12.    That's quite an achievement.      Compare it to unimpossible, which is meant to be as hard as it can be.   This is not - this is meant to be more fun.    Also this has infinite savegames, which makes it quicker and easier.

As you edit and improve it will get more difficult - that's the nature of editing.    Also, I for one was playing it for the result - I was deliberatly not taking the time to float around admiring things.

And just remember what you are trying to do.  You are spreading the enemy out over the whole island.   The density in any one place should never be that high.   You are trying to create a long sequence of relatively small battles.     It should be possible to calculate a theoretical time:   the distance you have to travel, plus the number of battles plus the time each one lasts.

If you like having lots of patrols pass the lodge, then keep them.    :)
Title: Re:Abandoned Armies
Post by: THobson on 16 Feb 2005, 20:38:52
Mac

Thanks.

GI-YO.  EH21  - Got it.  I knwo wat they are.  They should not have been stationary for too long I hope.
Title: Re:Abandoned Armies
Post by: Planck on 16 Feb 2005, 21:27:15
On the subject of ordering your men in tanks:

I can confirm what macguba said.
In my experience you must board a tank as commander first.
Then you will be able to change positions at will and give the others directions properly.
If you ever get out of the tank, you must get back in as commander again in order to have the same result.

I never saw any sign of enemy troops near the lodge, nary a one, and I had a whole fleet of vehicles there.

OK.....Here is the final part of my story.


I have decided to visit Chapoi, travelling there via the road down the west coast of the island passing through La Pessange on the way and visiting other villages ......just in case there is anyone there.

I pop back into my T80 and set off.


Journey to Chapoi
-------------------
I went via Larche then on to St. Louis and turned south for Dourdan.
Dourdan was empty except for a burning fire, which I put out. I took the west road from Dourdan, through Arudy, which was empty, and continued on to La Pessagne.
There was no sign of anyone in La Pessange, just a fire burning brightly.
A word about these fires......every time I came across a lit fire, I put it out, mostly in the hope that my fps might benefit. However my fps didnt seem to notice.
I continued on to Vigny, just to check that it was still clear, it was.

I continued past La Pessange again, heading south.
I came across a broken jeepmg at the intersection of the main road with a dirt road.
It had hit a road sign and had a puncture....amazingly the road sign was still standing.
No sign of any bodies or stragglers.
I continued on and presently came across an Ammo truck at the side of the road, nobody was around, the truck was undamaged.
At the next junction I turned right, I visited La Riviere, which was also deserted, so I turned round and rejoined the main road and continued towards Chapoi.

A short distance before the turning for Cancon I came across an abandoned Fuel truck, it also was undamaged.
I drove it further off the road and then got back into my tank, refuelled, and set off again.
I turned right at the next junction in order to visit Cancon.
Cancon was quiet and peaceful, so I turned north across country, I was planning to visit the Fuel dump west of Chapoi first.

I parked the T80 beside the woods south of the fuel dump and continued on foot.
The fuel dump was deserted, apart from a Repair truck.
The Fuel truck further up the road to the west probably came from here.


Chapoi
------

I continued on foot east to Chapoi.
It was starting to rain now and the fog was coming down rapidly.
I noticed a tank wreck in the southern part of Chapoi and a few bodies lying in the streets.
I found Stamenovs HQ and noticed there were a few soldiers lying down beside a fire, in front of a tent.
I took them out one at a time and decided I would get in there and put that fire out.
I continued round and noticed an Abrams and a Bradley parked in the compound. There was also an M113 Ambulance and some support trucks on the other side of the compound.

Rounding the final corner before the entrance, I noticed a lone soldier lying prone up near the sandbag defensive perimeter. I shot him.
I reached the Abrams, and, as I suspected it was in a similar state as the T80 was before I repaired it.
I didnt bother trying to repair, re-arm and refuel it.....one bullet proof vest was good enough for me.
When I got near the fire I noticed a policeman in the tent....Stamenov??.......so I shot him and the message popped up to confirm that Stamenov was dead.

I think I know how Stamenov died twice, it is all down to save games and my memory.
I saved my game before I went back to La Trinite to watch the convoy hit my mines.
During the subsequent battle I got the 'Dead Stamenov' message.
When I was tidying up La Trinite afterwards.....killing off the stragglers...I died.
I wasn't shot, I went too close to one of my own AP mines.
So, when I reloaded and did it all again, I suspect that this time Stamenov didn't get killed.
However, no matter, he was dead now.

After Stamenov was dead, two women issued forth from his tent and ran off.
I noticed a whole bunch of civilian bodies behind and around Stamenovs tent.
I put out the fire, and decided to steal the Bradley and see how far it would take me back to my T80.
About half way there it ran out of fuel, so I hoofed it the rest of the way.
I used the T80 to check around Chapoi for troops, I found 4, which I crushed.
I couldn't find any more, but I did notice a partially damaged T72 on the hillside west of St. Marie.

Then bingo!!
Partially buried in a building in Chapoi, I noticed an Abrams.....mostly undamaged.
The crew had obviously got it stuck in the building and was unable to escape, so they had abandoned it.
I left my T80 and boarded the Abrams, I took it to the support trucks and refuelled, re-armed and repaired it.
Smashing, I now had a fully functional tank.
I decided it was time to revisit the airfield to search for stragglers, but I would return here later.
As Stamenov has just been killed, it will take a little while for the stragglers to gather.


Back to the Airfield
--------------------

Heading east I eventually came to the north-south junction, as I wasn't planning to visit Le Port I turned north for Houdan.
About half way there I noticed something in the middle of the road coming my way.
I had my lights on and despite the fog I could see it was a person.
I put my foot down, thinking....a straggler returning home to HQ.
Aaarrrrgghhh......it was a woman.
I swerved and just missed her, leaving the road and crushing a few trees and bushes in the process.
She for her part just continued down the road as if nothing had happened.

I continued on at a reduced speed in case I met any more women.
Nobody at Houdan....I carried on to Dourdan and then La Trinite.
I took a wide berth around La Trinite to avoid hitting any of my AV mines that might still be there.
I went straight to the HQ at the airfield to see if anyone had turned up.
I was almost immediately hit with an RPG, so I carried on past turning also in order to see where he was, his next 2 RPG's just missed me, then it went quiet, so I think he had no more RPG's to fire.
I eventually spotted him, he was prone by now, so I crushed him.
There was another 2 soldiers which I despatched in a similar manner, and also 4 snipers, they also met the same fate.
Still no objective complete, so there must be more, but I failed to find them.
After a while of searching about, I headed back to the lodge for any repairs and extra crew.

I repaired at the lodge, and ordered #5 into the Abrams as gunner.
I switched to commander position and then ordered #2 to board as driver.
I intended to switch to driver position once he had boarded and make my way back to the airfield.
However, as soon as #2 had boarded he zoomed off in a southerly direction.
I was going to order him to stop so I could switch positions, but I decided to leave him alone....I was curious to see where he was going.
It looked very much like he was going to Chapoi, yet I hadn't ordered him to go anywhere yet.


Chapoi again
------------

The Abrams came to a juddering halt within the area enclosed by the sandbag wall after smashing through them.
I switched to driver and started looking about.
Nothing inside Chapoi or the defensive perimeter.
The fog was very very bad now and it was raining cats and dogs.
I started for St. Marie, I couldn't even see the road, even with my lights on, so I stopped and waited for a break in the fog.

Eventually after making coffee and drinking half of it, the fog had lifted enough for me to see the road.
I reached St. Marie, I went past the 'Danger' signs and into the middle of the village.....nothing here.
I was being bombarded with grenades, but I presume this was a script setposing grenades at my position because I was inside the mined area.
Anyway I left and headed for the damaged T72 I had noticed earlier.
I gave up driver position to #2 and boarded the T72 instead.
I managed to nurse the T72 to the support trucks and now had a fully functional T72

I ordered a 'return to formation' and went to check out the southern area of Chapoi.
We found 4 soldiers in the southern part of Chapoi.
I reported the first sighting, a machine gunner, who ran past the front of my T72 on the way to the HQ area.
The Abrams gunner (bless her heart), decided to fire using a HEAT shell, which killed the soldier but also damaged my newly refurbished T72.
She immediately switched to MGun and killed the other 3 soldiers, much to my relief.
I returned to the support trucks and got repaired.

I next headed to the fenced enclosure north-west of the town.
There was a whole mess of snipers here and 3 other troops.
Between me and the Abrams we took them all out in short order.
Voila!!.......another objective complete.
Time to head north again for the airfield.

We leave Chapoi for the last time and head north again.
The fog has really come down again by the time we reach Houdan and it is raining hard.
Suddenly, just a little north of Houdan, a figure appears in front of me.
Beacause of the fog I hadn't noticed this person till they were very close.
You guessed it, it was a woman again.
I don't know how I managed to miss her but I did, she continued on her way into the fog and the countryside was minus a few more trees and bushes again.

At La Trinite I once again took a wide berth to avoid any remaining mines, but #2 in the Abrams had other ideas and steamed through town.
**BOOM**....I got the message '1 cease fire'.
We continued on to the airfield.


Airfield again again
--------------------

The fog has lifted quite a bit and the rain has stopped.
I came to a halt just short of Andropovs HQ, I had my lights on, and I could see a whole mess of bodies.
I was thinking, did I really kill all those soldiers.
Then I noticed that one of them was not a body, it was a prone soldier.
Just as I noticed this my character reported the sighting and #5 in the Abrams (bless her), took care of him with her MGun.
And that was it.....final objective complete......end of mission.
Endscene and credits.

----------------------

I was killed during this mission 3 times.
The second time has already been described.

The first time was when I was in La Trinite, waiting for the northern convoy to leave, so I could steal the BMP Ambulance.
I was in fact hiding under said ambulance.
Whilst waiting there, an enemy soldier joined me under the ambulance, so I had to shoot him.
This caused the rest of the soldiers to start running about looking for me.
After a while, when I thought things had calmed down a bit, another soldier joined me under the ambulance, so I shot him also.
After another period of intense searching, the soldiers appeared to settle down again.
Then a third soldier crawled under the ambulance so, once again I shot him and I promptly died.
I like to think that my bullet went through the soldier, bounced off the BMP and then hit me, but it is more likely that we both fired at the same time.

The third time I was killed was at the airfield, when I was firing the AT4 at that Abrams.
I was firing the AT4 so it would pass between the building I had been hiding behind and the Ammo truck parked next to it
I was too close to the building when I fired and the AT4 hit the building and killed me.
It was sheer carelessness.

Despite my very low fps during this mission, I really enjoyed playing it.
After a while you don't notice the fps that much, mostly due to the way I play anyway.
Slowly and carefully........at least most of the time anyway.
Two missions I have played now that I have enjoyed immensely, Abandoned Armies (this mission) and the Un-Impossible Mission by Macguba.

Ok, so it still needs a little polishing, but not a lot, it is mostly small details.
Once again, thanks to THobson and his supporting voice actresses and actor for a great mission experience.

Link below has my debriefing picture.



Planck
Title: Re:Abandoned Armies
Post by: Planck on 16 Feb 2005, 21:28:33
And the next link has the 2 pages of my stats.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 16 Feb 2005, 22:18:24
Plank

You are totally wonderful!  I loved your story and it was told in such an amusing way I laughed so much I had tears running down my face.  I am so glad you enjoyed it.

On the technical side I would prefer it if the player did not have to leave each base 'to soak' for a while until all the loons turn up.  Also, about the jeep:
Quote
It had hit a road sign and had a puncture....amazingly the road sign was still standing.
This sort of minor damage is a pain, the loons get out and walk!  I now have it that something like this will result in the jeep being repaired and the loons getting back in to continue their patrol(It is not unreasonable to expect a solder to change a tyre after all!)

Edit:
It is interesting that the women stick to the road.  There is no reason why they should their waypoints are quite random.

On the women that run away from Stamenov's tent.  Did you notice if they left the compound, and if they did was the wire intact or had vehicles made holes in it?
Title: Re:Abandoned Armies
Post by: Planck on 16 Feb 2005, 22:51:35
Glad you liked my story   ;D

It was a pleasure to try out your mission TH.

As for the women.....I didn't really notice where they went after they left the tent.

I myself made a hole in the fence when I left with the Bradley.
I also demolished some fencing when I visited the support trucks.

I just presumed they had left the area because I didn't notice them again.
I got the impression that the women I met on the road were the 2 from further north.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 16 Feb 2005, 23:39:52
Quote
I got the impression that the women I met on the road were the 2 from further north.
I think you are right.  The women in Stamenov's tent are told to leg it to towns south of Chapoi.
Title: Re:Abandoned Armies
Post by: macguba on 17 Feb 2005, 03:10:03
I think that at Chapoi, after I had made many holes in the fence, that one woman got stuck - she stood still in the same place - but the other had vanished.

I was killed many times when I played, but mostly many times from the same retry.    There were a couple of key areas - in La Trinite when I was being overoptimistic about trying to steal wagons and in that nightmare bit around Saint Louis, but most of the rest were one offs usually by being stupidly careless - partly caused because I had a recent savegame - or just unlucky in the fog with loons hitting me from far further than I could see.

With tanks I almost always play with me as gunner and AI as driver.     Rarely play with a third crewmember.   Sometimes I drive to save time but I move to gunner as soon as any fighting is required.

Title: Re:Abandoned Armies
Post by: THobson on 17 Feb 2005, 09:00:23
I have changed Chapoi a bit.  Stuck women are now not an issue.  As you say - if you can't make it work, ride with it and do something else. I think what I have done is an improvement anyway even if the escaping women bit had worked the way I wanted it to in the first place.

Title: Re:Abandoned Armies
Post by: Henderson on 17 Feb 2005, 17:36:39
My first post here, I just had to register to tell you how great a mission this was. The atmosphere, (though it's kind of tough with the fog because the AI can see YOU but you can't see THEM >:().

Everything was going great, I was advancing on Stampenov from the Saint Marie area of Chapoi, but it was late so I saved my game and closed it. I tried to load it today and I got the dreaded save game error! No! *cries* Was so close too. I'm going to give it another go though.  :)
Title: Re:Abandoned Armies
Post by: THobson on 17 Feb 2005, 18:12:37
Henderson:

Are you using ECP?  It would help me to know as I thought I had got the  mission to a state where it would not suffer from this problem on its own.

I believe you can get back to where you were.  I understand that if you rename your save file, then start a new mission, alt tab out, rename your save file back to what it was then then resume - I am told it works.  Though you might want to save a copy safely elsewhere just in case.

EDIT:
Quote
atmosphere, (though it's kind of tough with the fog because the AI can see YOU but you can't see THEM
I am coming to the conclusion that fog does effect AI, but rain doesn't, though I don't have a lot of data.  I have had AI lie down next to me when it is foggy and not notice me up to and including when I put a bullet in them.  Rain seems to pull visibility right down for the player - but I suspect (I don't have a lot of data on this) that it has a smaller (no?) impact on AI.
Title: Re:Abandoned Armies
Post by: Henderson on 17 Feb 2005, 18:41:56
Errrr, zapped my reply! I don't have ECP though.

What I was also going to say was, most of the time I got zapped through the fog it wasn't raining.

Edit: Tried what you advised, didn't know what save was which, so meh. No problems though, maybe I can get the northreners to live longer this time.

Last game when I tried to attack the fuel dump they kept coming and coming and coming, so I hurt them pretty bad. I was trying to play both sides against each other, slowly reducing their forces so my final attacks would be easier. Plan didn't work out though, I got pinned and had to fight it out, at one point being surrounded on three sides, then when things quieted down I withdrew to my fuel truck to get out of there, only to find that an armor squad was coming my way. Many retries later ;), I finally got out of there. Just in case someone asks, they were coming right from the fuel dump it seemed. No flanking, no nothing, they came straight down the road where I was holding on at. The guys from the South must of broken through because they were the ones that came out of nowhere and helped surround me.

Good fun, unscripted missions are my favorite, and I want more!  ;D
Title: Re:Abandoned Armies
Post by: THobson on 17 Feb 2005, 21:22:48
Quote
I don't have ECP though.
Oh dear!  I thought I had fixed that problem.  I am glad you are enjoying it though.  So which fuel station were you at when this happeneing?
Title: Re:Abandoned Armies
Post by: .pablo. on 18 Feb 2005, 01:21:24
18 pages  :o

     just started it yesterday, i'm enjoying it although i'm not sure what to do next...

     i won't bother telling everything i did, i'll just give my basic thoughts throughout

     great intro, although i agree that the island scene was a little ho-hum in comparison to what came before it; what i would do is have the scene take place at night with the family sitting around the campfire, as i think the contrast of their firey faces and the darkness around them would look moodier

     also, i had my viewdistance set to 500 when i watched the intro, so a lot of scenes had me looking at a wall of fog (i dont remember if the mission editor can adjust viewdistance, that might only be for mp)

     getting lost in the jeep was fun, and i like how your first group doesnt necessarily start out with the best weapons available to them (in the ammobox), it forces the player to customize (customization is fun)

     i thought it was kind of weird that the location of these three groups would be known so concretely, and i liked macguba's idea:
Quote
Perhaps when you rescue the first batch they tell you about the others

     i liked the rain/fog/lighting, it really added to the atmosphere, and it improved my fps (~12 instead of my normal ~3-8)

     anyway, i saved all the civies, and with my new army headed off to la trinite.  its a little weird to say the north and south are in a truce and trade with each other and then have them shoot each other on sight.  i would spend more time in cutscenes emphasizing the tenuousness of the truce; you could have the first guy you meet talk about how the truce actually only exists in the minds of the two leaders, and how the only thing keeping the two sides from erupting in warfare is the fact that the soldiers have been ordered to patrol areas well clear of the other side by their leaders (hence the "no man's land").  you could also explain how the "trade" in la trinite is more of a product of the leaders' desires than that of the soldiers, who are just following orders and would in fact prefer to be as far away from their enemy as possible, as they have no illusions about the state of the "truce".  this, i think, would make the soldiers' willingness to fight more rational to the player.

     i destroyed a convoy from the northerners heading into la trinite by placing an AP in the middle of the road just outside the N end of town, and then running behind them and placing an AP and AV on the road there, and getting lucky by having my first AP hit a LAW soldier and then having my AP and AV take out a BMP, and then dispatching a Ural and Vulcan with the BMP with my new LAWS.

     i was at a bit of a loss as to what to do next, but after reading the posts here i realize i have to start a war between the two.  i think you should have a cutscene after saving all the civilians, and have them give you an alternate mission to heading into la trinite, as attacking a convoy of that size as your first real combat mission was kind of like "ok, here's where we revert to standard ofp combat."

     maybe have the player asked by one of the rescued civies (in a cutscene that takes place in that broken down house/castle-thing) to go on a small rescue mission in a town in central malden (arudy popped into my head), which would allow the action to slowly build (and thus increase the suspense).  you could then have the player use this skirmish to build his arsenal for any larger fights he may have.  i left my squad behind when attacking the convoy in la trinite, simply because with their current weapons they would be useless.  the player should be given missions where his squad will help him, not hurt him.  and having the option of either rescuing the guy in arudy or messing around in la trinite could make things interesting.

     other issues of realism: if they have helicopters and enough fuel to have them just patrolling randomly, why don't they leave the island?  this issue doesn't necessarily mean you have to take out the choppers, but it should at least be taken into account with regards to the story.

i just loaded up the mission, and the reduction of fog with morning is dropping my fps to ~9-11

edit: down to ~6-7 fps, realized the frustration of being shot by a vulcan twice as far away from you as the wall of rain which blocks your view
Title: Re:Abandoned Armies
Post by: Dubieman on 18 Feb 2005, 02:19:42
Hey been out of it for a bit. Those damn anethesia docs, they don't know how much of that stuff to give, really! ;D ;)

Anyways, I haven't played in a day or two. Just wanted to bring some things up.

-Bases are odd, if their was a way to make those guys who sit in wreckage do something instead of sit there (like the spec ops) and look at the ground.

-women on the road, had a few close calls, are they a joke? :P

-on fog, it'd be nice if towards the end, say when most of the manpower on both sides is depleted that you kind of keep the fog away or when the manpower is down on both sides plus their choppers (if its sunny you're dead in a vehicle... :'( :)). Just a thought.

-I know my account is back a page or so, but when I found that vulcan + abrams in the desert, I kinda thought it wasn't right. I dunno if they patrol that area but they sat with backs to the south and were quite a ways away from the airport.

-base makeup? If its been mentioned before soz, but the northeron base needs some "bulky" defensive feel to it. Right now its spread out and anyone with  a M60, M21, or a rifle with lots of mags can eliminate infantry if they use the terrain. And the southeron base feels good, just a little cramped. :-\

-and for loons returning to base, I think once the troops are in desperate circumstances they should go to the nearest city or something and surrender unless by "random" chance they still decide to fight. Better than waiting for them to cross the country five times over. :P
Title: Re:Abandoned Armies
Post by: Fragorl on 18 Feb 2005, 03:52:06
Bugger. Made up my mind to try finish this mission this weekend :D, but I'm also getting the same savegame error as before. If I cant get it to work, this'll be my 4th restart.  :-\ D*mn! But I'll try what you've suggested, with the renaming the savegame and restarting etc. Hope it works! I really want to play this; i haven't even got to the action yet (apart from my run in with the convoy that once)  :-[.

Btw i am using ECP; i started the mission using ECP also. The savegame thing is only happening when I retry *after* I've aborted your current mission afaik. Should it make any difference if i start the mission in normal ofp then switch to ecp and load my savegame? I'll try anyway.

EDIT: OMG I am an idjit! Just realised that i was in a different profile when i was trying to load the mision before. It seems to be working now... *slaps forehead*
Title: Re:Abandoned Armies
Post by: THobson on 18 Feb 2005, 08:35:56
.Pablo.
Quote
what i would do is have the scene take place at night with the family sitting around the campfire, as i think the contrast of their firey faces and the darkness around them would look moodier
That's a neat idea.

Quote
dont remember if the mission editor can adjust viewdistance
I can set it in the script that runs the intro.  What setting would you recommend - this is not something I ever change myself.

Quote
i would spend more time in cutscenes emphasizing the tenuousness of the truce; you could have the first guy you meet talk about how the truce actually only exists in the minds of the two leaders, and how the only thing keeping the two sides from erupting in warfare is the fact that the soldiers have been ordered to patrol areas well clear of the other side by their leaders (hence the "no man's land").  you could also explain how the "trade" in la trinite is more of a product of the leaders' desires than that of the soldiers, who are just following orders and would in fact prefer to be as far away from their enemy as possible, as they have no illusions about the state of the "truce".  this, i think, would make the soldiers' willingness to fight more rational to the player.
Good thoughts.  Perhaps for the version after next.

On the subject of giving the player mission, what I want to do is given them options then they can choose what to do and when. Good thought about a possible rescue mission in at one of the towns

GRK
I hope you are okay.

Quote
their was a way to make those guys who sit in wreckage do something
The problem is I don't put the wreckage there, there is largely unscripted battle and I leave the OFP engine to do what it wills.  Does it really look odd?

Quote
women on the road, had a few close calls, are they a joke?
I just gave a couple some random, and randomly moving, waypoints to see what would happen.

I am looking at the whole fog/weather model.

Quote
they sat with backs to the south and were quite a ways away from the airport.
It sound like they had returned from somewhere.

Quote
the northeron base needs some "bulky" defensive feel to it.
In hand but I am concerned about the large savegame bug and about lag.  It will be a balance, but I hear you.

Quote
they should go to the nearest city or something and surrender
The whole end game thing needs to be looked at.


Fragorl

I wish you success!


EDIT:
************************** This is a note to me ********************
Thread printed to this point - all 167 pages!!
Title: Re:Abandoned Armies
Post by: Henderson on 18 Feb 2005, 17:25:00
Oh dear!  I thought I had fixed that problem.  I am glad you are enjoying it though.  So which fuel station were you at when this happeneing?

Sorry it took so long to get back to you. :) I was at the fuel station just below the Malden airfield. I presume that's where they were massing at.
Title: Re:Abandoned Armies
Post by: Dubieman on 18 Feb 2005, 20:44:53
I feel bad for your printer... ::) :beat:

@ wreckage, I really didn't mean the wreckage is bad, the fact that spec ops are lying down in the base not doing anything is bad. (southern base) Its one of those common problems in some missions. Though I don't know if you have some purpose for those spec ops or something. :P

@me yeah I'm good. ;)

@women, well they're kinda weird. But the only thing is for the final version you might want to take them out cause of how it might affect the story, I guess. :P

Or maybe the two sides are using them as messengers? :D


@tanks: well it was just odd that they had their back to me...  ;D
such easy targets.... :P

@end: okay ;)

@northern base: Well a fortress here and a little something there, small guardhouse that's it :-\

@comp specs(old comp is being used):
no ECP
v1.96
barely any lag unless serious armor battles come up :)
512mb RAM
64mb graphics card
2.4 ghz machine
playing with viewdistance around 2000 I think, doesn't really matter cause of the fog ::)

Can't wait to get my new PC together, should be nooo lag at all ever! ;D Hopefully. :help: :P
Title: Re:Abandoned Armies
Post by: THobson on 18 Feb 2005, 22:42:55
Quote
the fuel station just below the Malden airfield
That certainly would attract a lot of attention :)

Quote
spec ops are lying down in the base not doing anything
They are Stamenov's body guard.  I think it will be more obvious with the changes I have made to the southern base.

Quote
I feel bad for your printer...
I did it at work.
Title: Re:Abandoned Armies
Post by: Dubieman on 19 Feb 2005, 03:54:30
I've waited a bit more. Then found out the last of the civvies on my team have died, now the last civ obj on my list is failed. ::)

So I have a T80 and a M1A1 on the airfield. Figured out my command problem and all is well. We mowed down 2 big infantry groups. I then placed some mines where they came through the fence. I then went off to find that my lodge had been ransacked once more, that's the reason for my dead teammates... ::) :'(

Grabbed oddles of weapons and took off in a BMP ambulance to support my stand at the airport. No contacts yets. I arrive and find I've missed some snipers in some bushes, crush them. :P

Then reboard my M1A1 and wait and wait. 5 min later its foggy as hell once more and then I hear 2 grenade sounds in the direction of my 2 AP mines. Yes, score one for me. ;D (well make that like 500 now, cause I've beat the crap out of both... ::) ;D) I go to inspect and find another big infantry group all dead, in a bottleneck to get through the fence they hit the mines, not pretty, and they were made up of mostly AT weapons. Good thing I took them out, they would have gotten pretty close to me. :o :P

Still waiting, I haven't "defeated" either side yet. I might check the southeron base later.

@ the work printer:
Thobson's running up his expense account again with ink and paper... ::)  :D ;)

Title: Re:Abandoned Armies
Post by: THobson on 19 Feb 2005, 10:58:38
@GRK
I need to change the end game so that it is less tedious.  I do hope all your loons turn up.
Quote
well make that like 500 now
Well 450 to 500 is about what you have to deal with (it is random).


@ALL
Well I have been overwhelmed by the response.  I feel I have not done justice to the time and effort you have all put it on playing, thinking about and giving me feedback.  I have a tonne of stuff to be working on and it will be a while before I get back with an updated version so I thought I would give you all a progress report.

Already in the next version I have:
changed the background story line, with consequent changes to the text in the overview, briefing and intro.

changed the starting time and location.

removed the random starting locations

restructured both bases and the mountain lodge area to be more realistic.

changed the Vigny cut scene to have two soldiers arriving by foot and to help explain Tatyana's sudden rush out of the building

changed Stamenov's accommodation, changed the way the females with him work and made his bodyguard behave in a more realistic way

Created an addAction for the empty and damaged armour in each base that will now enable the player to re-arm them.

changed the mines so that: they can only be placed if you have an appropriate item in your inventory and that item is removed from inventory when you place the mine.  I am indebted to macguba for his code to do this.  I incorporated his ideas into my scripts, the need to ‘re-arm' the player is something I would never have spotted.

prevent a mine being placed when the player is in a vehicle

provided a disable mine action.

gave each side a flag, put a flag at each base, each field camp and on the lead vehicle of all vehicle groups.

removed most of the dead vehicles and wrecks from around La Trinite

reduced the civi groups from three to two and re-written the method by which the player finds out about each of them and interacts with them, there are now proper cut scenes at each of the civi locations.  Also, any one death of a civilian will now result in a red cross - even if it occurs after you have got them to safety at the lodge mac!.

killing Andropov and Stamenov are now separate objectives, distinct from destroying each side's army.

The sequence of the objectives in now more logical.

removed the hints.

removed the infinite save games.  The player now starts with a set number and then gets an additional one every 45 minutes or so.

compressed the two scenes at the mountain lodge into one.

fixed the bug that sent a base on alert even if a loon was killed by being run over by one of his own trucks.

changed the convoy and patrol monitoring code so that damage from simple collisions will not prevent them from working.  I believe this might have been the cause for several of the stuck southron convoys detected at La Trinite (I have run a few soak tests and did observe this happening), it certainly was the cause of some of the abandoned, but only slightly damaged, jeeps some of you found.  I believe it is also the reason that SEAL84 found a jeep that had run out of fuel (another jeep in the group was damaged, the crew got out and walked, the jeep SEAL84 found slowed down to wait for them and so ran out of fuel before getting back to base - that is speculation, but I have seen it happen).  Much of this was already dealt with, but I then restructured the scripts to avoid the large savegame bug and inadvertently disabled the relevant pieces of code.

force setTerrain detail to normal to prevent weird things happening at the lodge

removed all fires except two (Vigny and the mountain lodge).

ensured no cutscene would be watched through NV goggles even if the player happens to be wearing them when it starts.

removed the NV goggles from the officer in the group that attacks you in Vigny if you hang around after the cut scene.

removed the hard to find, and surprising if you do, little groups of tents.

Made some changes to the layout of the field camps so they each look a bit different.

trashed a few more towns and left evidence around of the criminality and indiscipline of Stamenov's army.

made the initial appearance of the choppers more realistic.

lost the two mad women that run up and down the island.  They may yet come back if the mission can bear the load of the extra units and the extra triggers etc. needed to make them interact with the player.

changed the markers used on the map.

changed the waypoints for the attack on the southron base by the northrons to reduce the likelihood of it getting stuck on the way.

very slightly reduced the strength of the northron group that attacks the southron base.  What was 1xAbrams, 2xT80 and 1xVulcan is now 1xAbrams, 1xT80, 1xT72 and 1xVulcan.

a lot of invisible stuff to streamline the code - fewer scripts and fewer variables to help move the mission away from the large savegame bug.

and of course I have updated the list of Beta testers!!

I think that is all but there may be other changes I have already made that I have forgotten to mention.


Still to do:
Re-look at the weather pattern.  Reducing the maximum intensity of the fog is easy.  The thing I am giving thought to is the pattern of change.  Some of you completed the mission in about 6 hours some took about 4x that amount of time.  I want a pattern that works for both extremes, and I already think the weather changes too quickly.  Also the way it currently works is that early in the mission both fog and overcast are low at the same time, giving a clear day.  As the mission progresses the fog and overcast get out of phase so the weather is never so good again (well obviously if left long enough they get back into phase eventually).  I think I will aim to have the first really good weather occur at about 13:00 to 15:00.

Change the ‘end game' logic so that waiting for the last loon is less of a problem.

Rework the ‘offshore island' part of the intro.

Re do the end cut scene - at least one of the locations shown no longer exists in the mission.

more customising of the field camps.

add a photograph of uncle Nikolay to the briefing to help the player identify him.

Re do all the voices and get the scenes working smoothly.  Hah - so easily said!!

getting it all polished - despite all the improvements above the current version is even less polished than the one posted!  It looks like it has gone backwards, but the fundamentals are better.

add more eye candy to the map once everything else is working.

re-read the whole thread again to see if I have missed anything

Still thinking about:
having a radio/tape player in the cab of some vehicles

having weather forecasts

adding one or more additional missionettes. like rescuing someone from a camp.

removing the empty, damaged armour units from each base.  Most of you picked up and got working, damaged
armour units that had been left around after the north/south battles.

having some soldiers remain at the field camps when the others go off to join the battle(s).

bringing back the mad women runners.

Indicating on the map the areas controlled by each side.  Without using the markers addon everything I have tried so far looks crap and/or puts the SW group of civilians into Stamenvo's area and/or puts Vigny into no-mans-land and/or uses a lot of markers, which means a lot of names which means the large savegame bug.  Given the choice I would rather use the names for the mines than for the markers.

forcing a specific view distance in the intro.

having an outro that shows the fate of any surviving soldiers.


If you have made any suggestions I have not covered then blame my failing memory.  When I think I am done I will re-read the whole thread again to see if I have missed anything.

Once again.  Thank you all I really do appreciate all the help.
Title: Re:Abandoned Armies
Post by: macguba on 19 Feb 2005, 12:38:33
I think you have done beta testers justice in responding to their comments.   Anyway, the best way to make beta testers feel good is to incorporate their suggestions in the next version. ;D

Sound files leave till the very end.   You can find yourself redoing the same cutscene several times.   It's a work in progress, we don't expect polish.

The list of changes made is excellent.   It's a much better mission already.

To do list.   I suggest linking the weather to the player's progress in the mission.    Objectives completed, player's score and so on.    This will mean you don't have to guess at what time to make the weather good.     The other to do things are all excellent ideas.

On the thinking about list obviously it would be great if the mad women came back, but that is of course resource dependant.    Having some loons stay at camps when the others go off is a good idea, but I appreciate it increases the number of groups.     You should definitely make it happen in at least a couple of places, to put doubt into the players mind and also reward him for taking the time to approach everywhere tactically.  
Title: Re:Abandoned Armies
Post by: THobson on 19 Feb 2005, 13:18:50
macguba:

Thanks, and thanks also for so many good ideas earlier on.

One thing that is on my 'To think about' list that I forgot to mention was your suggestion to provide the player with the option of re-ordering the team so that all the civis are on the outside.
Title: Re:Abandoned Armies
Post by: Dubieman on 19 Feb 2005, 19:55:00
I'll agree with the linking the player progress to weather. Like right now its very tedious to do anything when the fog & weather is crappy and changes so quick, while waiting out some troops. :P ;)
Title: Re:Abandoned Armies
Post by: macguba on 19 Feb 2005, 21:00:06
For the avoidance of doubt I didn't mean that the weather should be hardcoded.    Merely that there is a bias towards more sunshine as you go on, and particularly towards the end.

Just glad you thought my ideas were good.   :)
Title: Re:Abandoned Armies
Post by: THobson on 20 Feb 2005, 10:00:14
No - I think I understood what you meant.  I need something that will give different weather, but the same weather pattern each time the mission is played.   I think I am homing in on a solution but as you can imagine testing it is a long term task :P.  It is one thing looking at graphs of fog, overcast and rain in Excel, it is quite another to experience it on the ground in real time.  Also it is meant to be a nusance as much as a help.

Title: Re:Abandoned Armies
Post by: Fragorl on 21 Feb 2005, 08:35:00
19 pages... phwaw...

Right! I will now relate the fruits of my weekend's activities with abandoned armies.

DISCLAIMER: the author wishes to deny any responsibilty for the lack of original material in this post from this point onwards.

Now, with that out of the way, I will begin.

For starters, I didn't get quite as far as I'd expected I would with the mission, but that's fine with me. I'm not a *particularly* skilled flashpoint player, and I tend to retry if things don't go perfectly according to plan, so this probably contributed to my lack of progress. Played in cadet mode but with quite a few vet options enabled; this is mostly 'cause I can't drive (or command) a vehicle without 3rd person view or I'd be fodder for the first RPG or LAW soldier with any degree of skill. Having said that, I've made a pretty mess of Stamenov's convoy(s?), caused a major fracas between the so-called Northerons and Southerons, and am preparing an armoured assault on Stamenov's HQ.

La Trinite

One of the good things about beta testing after everyone else is that I could glean a bit of situational awareness (knowing what to expect) as well as a few tactics for the mission. Cheers Planck especially for the bit about hiding under the bmp ambulance. I must have spent the larger portion of my time in Trinite under there ;D Anyhow, I knew to expect a lot of opposition both armoured and on foot. Oh yes.

I started out from my salvaged savegame at the lodge having rescued one lot of civilians. Instead of going straight to the other 2 spots, I decided to head straight for Trinite, figuring that I'd pick one of the other lots up on the way back (the one closest to Trinite), and use 'em as drivers to steal some of the support vehicles and any tanks I could make servicable from the town. ('Civilians'? Hah! They can earn their keep if I'm rescuing them ;D). At any rate, I figured 5 other group members was sufficient, as I wasn't planning on doing any heavy fighting on my own. Let Andropov do that. If any other men joined me later, I would arm them with my stolen ammo truck.

So off we went in our Pv35, taking care to avoid roads this time. The ever-present helicopter to the North made a few close passes but never did more than that. We reached Trinite without event. Not a soul. I'd considered doing a bit of insurgent-style RPGing from 2nd-storey buildngs to complement the excellent AV/AP mines, but the town was a ruin. Not a building left standing (aside from the church- but I don't think anything can be done about that :P). So I ordered a disembark a little way from the outskirts of the town, and had a quick squiz about - no one home. Deciding I could spend all day fretting about unseen soldiers (the fog was bad at this point), I boldy strutted in with my squad, as if we owned the place. Still not a soul in sight, and I soon located the ammo crates and the BMP ambulance. I received my mines. Minelaying takes a while, but now was as good a time as any since I could go about it unmolested. I placed a few of the scripted AV mines as well as some real ones; according to various people the scripted ones weren't quite as powerful. I put a few in the city, as well as some other key choke points, yada yada, the usual. Took me, with great care, about 10 minutes. Next, 'twas time to break out some guns for my squaddies - however, my good luck began to turn here. 2,3 and 5 armed up just fine, but 6 refused to take a gun no matter what. I begged and pleaded with him (exaggeration), I threatened him at gunpoint, but the daft sod just wouldn't. I left him exasperated, and turned my attentions to 3, the only other member of my squad able to tote a heavy weapory. I realised I'd told him to take the wrong gun. Rectified that, managed to arm him with a G36 and a AT4. Grabbed an RPG for myself. 5 was looking good with her dragunov, but d*mn! The others all had pistols out. Another 3 minutes whilst I figured how to get them to switch to primary weapons (of course, there was no 'select AK74' option, no, that would have been too easy). Eventually I solved it by getting them to 'put it to' the ural ammo. As for 6, I'd just about given up on him; he'd managed to drop his pistol but not to pick up anything else. I decided that he could just stay like that, and do any surrendering we needed for us. I moved the others off, away from the ammo trucks ready to leave, and- Lo and Behold! 6 runs up to the truck and takes his M21. The others must have been blocking him... or something? A bug perhaps, but annoying to the extreme.

Anyhow, I said my luck was taking a turn for the worse. With all this mucking about and frustration, I'd forgotten to save. I became acutely aware of the squeaking sound of tracks nearby, and realised this then. My entire squad would be cut down; I had planned to evacuate at the first hint of the armoured column. I could retry, but my intricate mine-laying work would be lost. I agonised for a bit. Decided to save and keep going, see how things panned out. As it happened it took about 10 retries before I managed to save all of my squad, and throw myself under the ambulance. To use a cliche, in the nick of time. Enemy infantry swarmed through the town, it really felt like that. Fog was moderate at this stage. Then: the brown stuff hit the spinning thing. The convoy began to hit the first of my mines. Infantry poured past my position- I shot any that crossed my field of fire. This went on for some time; I'd long since got the message that the two sides were fighting each other, and the sounds of gunfire rang merrily through the streets. I must've spent the best part of 1 and a half hours, alternately hidden under the BMP ambulance when things were hot, and running around the streets tracking and shooting any stragglers. An M1A1 managed to get through several of my mines without any great impedance, only to stop a couple of LAWs from an enemy rocket soldier. 2 of its crew died there and then, the other one escaped the blaze on foot but died soon after. Another M1A1 hit one of my mines in the town and was propelled into an alley, sideways... much to my annoyance, since I could have repaired/used it later. An infantry squad of Southies was heading around the outside of the town dangerously close to where i'd hidden my men, I ordered them to hold fire and fortunately the opposing force was was torn to pieces by some of Andropov's infantry and an m2A2, and the survivors fled into the city where they met their fate. At one stage a cobra(?) joined in the fight, launching TOW after TOW, before being shot down itself. Must to my dismay I found he'd been finishing off armour that I was planning on taking for my own ends. There were countless scenes like this going on; I dont know how many of them were deliberate (although I'm sure you helped them along ;)), but the combat ambience was quite thrilling and cool. Although I wont tell you how many times I died.

La Trinite - the aftermath

Eventually the combat died off and the remains of the convoy(s) left. After being shot a couple of times, I decided to make a good go of it and eliminate every last enemy who was likely to cause me grief. Much to my surprise there were only four or five about the place, and after they were dealt to, I was able to reclaim a few tanks; a T80, A T72 and an M2A2 (weak, but great for the TOW launcher). Corpses everywhere. La Trinite was a mess- there were quite a few armoured wrecks to begin with; now, well... it's more practical to drive around the town than through it. :P The cobra lies crumpled some way away in a copse. A shame; I had plans for shooting the pilot when the heli was flying slowly and low down, or perhaps gettting lucky with ECP's tail-rotor faliure script (which inevitable results in an intact chopper). Ah well.

I went off to grab me a civilian work force, picked up the tanks, support trucks and my trusty PV35, and headed off back home. Or at least, intended to. The logistics of getting that many trucks and tanks back to the lodge is a nightmare. For a start, forget about going directly offroad from Trinite to the lodge. After experimenting for about half an hour, i found it was a no-go, and was forced to use the road via Arudy (no convoy to run into now). Which took a long time indeed. My advice: if you want the player to have a sense of 'base' about the lodge (and I did-I found myself heading back there automatically after combat), and think there is a possiblily that he/she might have armour, then please put the lodge more accessible.  :) Anyway, I was forced to return 'coz I had to 'rescue' the civilians... and of course i realised too late that they comprised the crew of one of my tanks. So when the civil arrive back at base my m2a2 was left high and dry.  :-[ :P

Currently camped out some way from Houdan, preparing for a final assault on Stamenov.

Apologies for the long post, that summarises a couple days of gameplay. Having a blast  ;D, but might be a while til my next post. (Gotta find time). Cheers

Fragorl
Title: Re:Abandoned Armies
Post by: macguba on 21 Feb 2005, 11:45:33
Fragori has reminded me of a couple of things that I may have forgotten to mention.    

I too had trouble arming my lads in La Trinite:  there is so much stuff in that square that the routefinding comes to grief sometimes.    Thin it out a bit.  (You probably already have.)

Handguns in your squad make life really tedious.   More Kozlices and fewer pistols at the lodge please.

Getting to the lodge from the west is ok, but from the east - with vehicles - its tedious.  That's partly why I didn't go back there.   It may well be in the best spot, and it obviously must have an "in the mountains feel", but a final recce to check for other possible locations wouldn't go amiss.
Title: Re:Abandoned Armies
Post by: THobson on 21 Feb 2005, 12:23:02
Quote
There were countless scenes like this going on; I dont know how many of them were deliberate
Well the fact that they fight is deliberate.  Getting them to fight at La Trinite was down to you.  (I have not managed to get them fighting anywhere else I would add).  How they fight is entirely up to them, and one thing I really like about it is that it is different everytime.

Quote
Having a blast
I am really glad to hear it.

Your other comments and macguba's follow up shows the benefit of beta testing.  I have spent all my spare time on Malden for several months now so I have just got acustomed to telling the team to put their pistols in the ammo truck  (I seem to remember that telling them to go prone is also a good way to get them to put away the pistol and get out their primary weapon).  I also know that going due west from La Trinite will eventually bring you face on to a very steep peak, skirting the peak to the left you can go diagonally across a steep slope (instead of going up it) and so come to the lodge.  Despite many weeks of instruction from me the AI drivers insist on going round near Arudy though.  It is good to get feed back from people trying it for the fist time.

Edit:
By the way I am impressed by the amount of hardware you picked up.
Title: Re:Abandoned Armies
Post by: macguba on 21 Feb 2005, 16:01:49
I take it back.   There is an easy and obvious driving route from La Trinite to the lodge. I just hadn't spent enough time looking at the map to spot it.   Straight along the top of the rigde as you say, the last steep section is indeed easily traversed.
Title: Re:Abandoned Armies
Post by: .pablo. on 21 Feb 2005, 19:41:56
Quote
Handguns in your squad make life really tedious.  More Kozlices and fewer pistols at the lodge please.

i think the sense of "damn we have crappy weapons" is worth the small inconvenience of having to tell the ai to drop their pistols after getting better weapons; the only thing that i disagree with is giving the player access to such great weapons so early on.

Quote
please put the lodge more accessible.

if you think about the lodge's location within the terms of the plot, it would make sense for the main characters to hide in a lodge in such an unreachable location, as the only people with tanks that might want to go there would be trying to kill them
Title: Re:Abandoned Armies
Post by: Dubieman on 21 Feb 2005, 21:20:53
All I can say is that getting tanks up to the lodge via a western or northern/western road through Larche is hard. (oh yea and arudy, that road too...)

And all enemy tanks that attacked my lodge, well they passed by, were coming from the west heading for La trinite. No tank ever attacked the lodge. Only those pesky infantry.  ;D

@current status: still waiting in the fog for those last infantry peeps to show their ugly mugs... :P
Title: Re:Abandoned Armies
Post by: THobson on 21 Feb 2005, 22:20:17
@GRK
Quote
@current status: still waiting in the fog for those last infantry peeps to show their ugly mugs...
I hope it won't take long.  I have changed the weather model to give better weather later on.  In fact I just tested it and I think I have over compensated so I have just wound back a few parameters.

Also the whole end game is to be re-thought.  By now you would have finished and any remaining loons would have surrendered.  Having surviving loons that surrender gives some interesting outro possibilities.

@.pablo.
Thanks.  on reflection I agree.  When I was placing the lodge and giving the guys there weapons I was not thinking about how the game would play, rather I was thinking about what it might be really like.  

I have just checked the weapons available in the ammo crate at the lodge, there are 2xkozlice and 1xhunting rifle, in other words enough primary weapons for everybody to have one.  Also when I first started playing it I didn't use the lodge as a base, I just grabbed an ammo truck and the BMP ambulance, and they formed my mobile base.

So before I make any chenges here I think I will just soak on the idea, after all the location of the lodge was not an accident, I took quite sometime finding that place.

Title: Re:Abandoned Armies
Post by: Dubieman on 21 Feb 2005, 22:25:14
Hey Thobson,

@the surrendering troops...
Hmm what will we do with our new indentured servants Bill? I dunno, lets make them drag those Abrams carcasses from La Trinite to La Pessagne and back... :P :D

And not that I want you to rework your entire mission or anything, just thought it was kinda odd but check for a random movement script by Wizzywig at  http://www.ofpec.com/editors/browse.php?browsewhat=2&category=2_10

dunno if you saw that before. :P :)
Title: Re:Abandoned Armies
Post by: THobson on 21 Feb 2005, 23:28:06
No I didn't see it.  Clear evidence that there is nothing new under the sun.

Edit:

I have just looked at the script.  It seems very dependent on specific locations.  My scripts just move the waypoints of patrolling groups randomly within a defined rectangle or circle - which is why I had the code ready to answer the question on GLs you just posted.
Title: Re:Abandoned Armies
Post by: Fragorl on 22 Feb 2005, 00:25:52
One more thing I forgot to add: my medic (6) seems to be malfunctioning. He wont heal anyone (including me, the group leader) except (as far as I can make out) himself. Although I haven't seen him do that even, it's just he always seems to be fine while the others are in various states of injury.

The problem is that there is no 'heal at medic' action for either my squaddies or myself, no matter how close I get to him. He's definitely a medic, though, as far as I can tell: he has the 'medic' icon and he looks like a medic.

Because of this, my first sortee at Stamenov's was disasterous. A lone RPG soldier shot the T72 under my command, instantly killing the commander. Another explosive projectile of some description wiped out my driver and I was forced to take up the position and flee, but having lost 2 of my men, any further attempts at an assault would be ridiculous, so I retired and retried. I'm now back at my mobile base, but unfortunately I didnt have enough men to bring any support vehicles (apart from a repair truck), and I'm faced with the daunting task of retreiving that BMP ambulance. On that note, a first aid tent would have been good at the lodge as well. Or perhaps a script allowing you to 'deploy' a first aid tent would be better, given the scope of the mission and the fact that you'll be setting up camp in a variety of positions throughout the game. Plus, the medic is only human, and if he should fall...

Anyhow, just thought I'd let you know. More later.
Title: Re:Abandoned Armies
Post by: Dubieman on 22 Feb 2005, 01:25:22
Yea, I know yours is a little better cause its based on WPs. Just thought it was odd that there was something like it in the ed depot.

@Fragorl
I kinda like that idea, maybe a "basic" medkit at the lodge (any premium mountain lodge would, with the bear attacks and all :D ;D) so you can go back and heal up. Even though there are BMP ambulances and some medical tents, its sometimes a problem to get to them. Though I was only in that tight spot (damaged hands while trying to shoot ppl) once. :P
Title: Re:Abandoned Armies
Post by: macguba on 22 Feb 2005, 02:55:52
It is, in my humble opinion, a sign of a good mission that people are discussing whether the lodge really is in the right place or exactly what medical attention should be available there.

The non-operating medic sounds like ofp having a fit, as it sometimes does.   (For example with my no.2 who thought his formation position was 30m ahead of me.)    Some kind of medical script at the lodge would be good:   my personal preferance would be for one of the civvies (perhaps female) to join you as medic if your squad medic was dead.     Although, since I never used the lodge as a base, it's not something I feel strongly about.    

The underlying point is one I have made before:  do you want the player to feel the lodge is a base?   If so, make it more attractive to use as a base.    If not, make the civvies leave - magically protected - as a group to go to some undefined location where they vanish in a puff of setPos.   The current civvies-stand-around-being-neither-fish-nor-fowl is, for a top class mission, unsatisfactory.   It's novel writing again.... the Lodge is a character, and as we all know so well a character in a novel should never appear once unless he/she is a throwaway ship passing in the night.

Wittering.  I must have been drinking again.    Never trust a post made by me after 1am.    Or rather, trust only those since I'm pissed and therefore writing what I really think.
Title: Re:Abandoned Armies
Post by: Fragorl on 22 Feb 2005, 03:32:40
For example with my no.2 who thought his formation position was 30m ahead of me
;D

some undefined location where they vanish in a puff of setPos.
;D

I must have been drinking again.    Never trust a post made by me after 1am.    Or rather, trust only those since I'm pissed and therefore writing what I really think.
;D ;D

Yes, I'll second that, the mission must be good indeed if we're quibbling over the lodge and the availability of medical attention. Ignore my complaints on that score; its my fault for deciding on an armoured assault where injury is inevitable, yet not retreiving the BMP ambulance. As for the bum medic, ah well ofp pot luck, the game's thrown me another curveball. Should be able to manage just fine. I'll make sure I use a tank with a healthy crew & bung the others as infantry/support crews.
Title: Re:Abandoned Armies
Post by: Planck on 22 Feb 2005, 05:24:12
Actually by this time the 2 sides are fighting each other and all the little camps at the various villages will be mostly deserted.

If I recall correctly most, if not all those camps had a hospital tent.

So, you can always drop by the nearest village that has a garrison camp, for medical attention.

If the newer version has a guard still in position in these villages you will just have to 'pop' him off first.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 22 Feb 2005, 08:32:06
Quote
a first aid tent would have been good at the lodge as well
In fact I have already put a MASH first aid box on the wall inside the ruin.  It works just like a Field Hospital.  It is next to the relocated ammo crate (out of the rain) and is clearly visible behind Irena in the cutscene - so there should be no excuse for missing it.

The lodge is begining to look more and more like a base, so I had better re-think those civis.  I am not yet with the idea that they should go somewhere else, after all this is meant to be a refuge and I have just got them there, perhaps getting them to lie down clearly hiding, or perhaps have someway they can interact with the player later in the mission, or maybe they can head for the first base that the player manages to clear.  Hmmm worth thinking about.

Quote
Actually by this time the 2 sides are fighting each other and all the little camps at the various villages will be mostly deserted.

If I recall correctly most, if not all those camps had a hospital tent.
Indeed.  Actually it is all.

Quote
If the newer version has a guard still in position in these villages you will just have to 'pop' him off first.
 ;DSingular? ;)
Title: Re:Abandoned Armies
Post by: GI-YO on 22 Feb 2005, 13:12:04
Havent played this for a while so im back in straight at the deep and, massive fog and rain attack 1 meter visibility. After taking out that squad i drive back to the lodge and save, then head south down the main road but get wasted by a T80 I can neither see nor hear! This fog is hindering play cause you cant see a thing and you drive right into the arms and tracks of the baddies. I think this has been mentioned before but i would suggest looking at this, the fogs great for infiltrating onto the island, but most coastal fog clears once the sun comes up, maybe you could have it overcast with a little fog, but not the whiteout im experiencing at the moment.
Title: Re:Abandoned Armies
Post by: XCess on 22 Feb 2005, 13:28:52
How about have a "base" position you move onto after collecting the civilians, refual rearm and all tha sheet.  Have one of the last civs tell you about an almost unguearded area u could use a strong base - maybe even have a landed helo with crew on the other side of the base so if u kill em off before they get in u can steal the helo. Another sub mission idea maybe.

dunno,jus an thought
Title: Re:Abandoned Armies
Post by: ACF on 22 Feb 2005, 13:55:35
I am not yet with the idea that they should go somewhere else, after all this is meant to be a refuge and I have just got them there, perhaps getting them to lie down clearly hiding, or perhaps have someway they can interact with the player later in the mission, or maybe they can head for the first base that the player manages to clear.  Hmmm worth thinking about.
No guarantee that this is worth thinking about, but why not an objective to move the assembled civvies (who don't want to stay and fight) back to your 'boat' so they can reach your island?  It gets them out of the way and may provide opportunities to develop some characters a bit.  Maybe there could be consequences if it's not dark/foggy.

Structurally, it would add a rare linear element to the mission if there are specific things you need the player to see or do (I'm thinking things like information)

To keep it addon-free, you could cheat with the boat itself and finish it at a clifftop cutscene.

While I'm here, another opinion: I haven't seen much of the Northron base as it's been foggy when I've been passing. I did like the cramped nature of the Southron base (so much I stayed there; though I was dead) and it seems a good idea to have bases of different character for more challenging gameplay.  Stamenov (the copper) with the amateurish king-of-the-castle physical defenses and Andropov (Spetsnaz) with a more professional firepower-based defense (snipers, etc.). He's got the fields of fire for it  and it would help keep the object count down.
Title: Re:Abandoned Armies
Post by: THobson on 22 Feb 2005, 15:54:56
GI-YO
Quote
This fog is hindering play cause you cant see a thing and you drive right into the arms and tracks of the baddies
This is now fixed.  The weather pattern remains but the maximum level of fog is lower and it changes more slowly.  The frequency of rain coming and going is pretty much unchanged (it is a showery time of year), but maximum overcast level, fog level and rain intensity all reduce as the mission progresses.

XCess, ACF:

All ideas are worth thinking about, I will certainly think about them and thank you for offering them.  I find it best just to let things like this soak for a while, then a result emerges.

@ALL
I feel I am now getting to the point though where if I am not careful I might start to diverge from my original design intent.  Up to posting this mission here I had given little thought to fun, or playability.  My intent was to create (within the limitations of OFP) as reasonably a realistic world as I could, and then just let the player loose on the island to figure out what they want to do and when to do it.  I did also want it to be smooth and polished.  The suggestions so far have helped enormously with the smoothness and polish (or will when they are all done) as well as helping with the fun and game play.  But now they are in danger of diverging.  I have tried to make sure that everything that happens on the island happens for a reason (eg: kill the lead vehicle of a convoy and infantry will come and investigate; kill the whole convoy and that side will occupy 3 in retaliation, a side has its fuel bases destroyed - tough, its units don't get refuelled there, even synchronising the waypoints used by the northron group that attacks Stamenov's base with the southron attack on Andropov's base is justifiable in the context of the northrons being more professional.  The recent change of linking the weather pattern to the progress of the player is my first real break with my original intent, however, one of my original design premises was that most people would hate the mission and so I was only writing it for me and perhaps one or two other people in the whole world - the response has caused me to re-think what I am trying to do here.

Why did I write all that?  I don't know I just started writing and it came out, and having written it I might as well post it.  I guess it is a reflection of some lingering discomfort on changing the weather model.

Thoughts welcome.
Title: Re:Abandoned Armies
Post by: macguba on 22 Feb 2005, 16:35:52
You are moving from creating a game world, which a player may choose to inhabit for a while, to creating a mission which a player might enjoy.     However, there is a great deal of overlap between the two.    Is rescuing the civvies world-creating or mission making?    Your discomfort at changing the weather model is perfectly understandable, but remember that your original weather model was arbitrary anyway.    

If you want to keep away from mission making, and on the side of world-creating, then make the weather changes dependant on the time of day rather than the player's progress.   The two are of course correlated to some extent.    
Title: Re:Abandoned Armies
Post by: THobson on 22 Feb 2005, 17:13:24
Quote
Is rescuing the civvies world-creating or mission making?  
That is a good point and now I think about it I remember having a little discomfort over that at the time, but not any more.  So it looks like this is going to be a mission - I will save the mission free world another day.  Maybe when I retire.
Title: Re:Abandoned Armies
Post by: rado1265 on 22 Feb 2005, 19:50:13
If I understand you TH (and I'm not sure), you've came to a point when the beta testing affects your mission so much, that you're not comfortable with it any more.  Well, this is one of the "traps" that is hidden inside beta testing, and that's why I have a little reserves about beta testing and their meaning; where can I (the beta tester) help the mission maker, where's the line which I (the beta tester) shouldn't cross in order not to interfere to much in the mission's concept...

Just stick to your own ideas, you can't please every beta tester on this world, and that's I think you trying to do (you're just too kind, bro :)). Some will not like YOUR mission, but many of us just can't wait to play it.  :D

Regards, karantan
Title: Re:Abandoned Armies
Post by: Planck on 22 Feb 2005, 21:47:27
TH

I played your 'film'... ;D.....from beginning to end.

I enjoyed it the way it was, despite my fps.

If it had been foggy all the time I would still have played it.

The only time the fog caused me to stop and wait was when I was going to St Marie in my tank.
It is very easy to miss and go right past when it is foggy, unless you can see the road.
I only waited until such time as I could see the road again.

The way I see it this mission is fine, and only needed minor tweaking to clear up small anomalies.


Planck
Title: Re:Abandoned Armies
Post by: ACF on 22 Feb 2005, 22:32:36
Yes - remember it's far easier for us to 'solve' others' problems than the ones in our own missions!

But, good news: maybe everyone can have their cake and eat it.  If the civilian rescue is a mission within the world, but the world will still carry on if the civilians aren't rescued, the mission should appeal to the broadest spectrum.  I'm thinking especially of the replay factor - second time around a player might want to get straight into the war of the world rather than the story.

If the civvies are rescued, then yes, the player ought to get some tangible reward and/or more stars, but if the war is dependent on the civilians being rescued then the quick conflict isn't an option.  In it's current position, the lodge fits well into either situation as it and your core team are on the direct route from your insertion point to La Trinite.

Anyway, your gut feeling's got you this far with the mission so keep going with it.
Title: Re:Abandoned Armies
Post by: THobson on 23 Feb 2005, 00:20:59
Thank you all for those comments.  They are very supportive and helpful.  I appreciate it.
Title: Re:Abandoned Armies
Post by: dmakatra on 23 Feb 2005, 00:34:54
OK, I'm going to test this 'cause every one else has done it (cheap mission, *wink wink* ;D ) . I'm such a sucker for group pressure. ;)

:beat: *Gets Shot* :beat:
Title: Re:Abandoned Armies
Post by: Fragorl on 23 Feb 2005, 01:22:26
@ THobson

I would agree with the others. The mission/world is spectacular as it is. I can see the enormous amount of work that has gone into it, as I (think I) have said before.

In my (humble) opinion, avoid the 'mission' side of it and stick to the 'world' side of it (like you have) as much as possible. Do things because they make sense, and are realistic, not because they help the player. When you do this, and the player should develope an intuitive feel as to what actions will have what consequences. For example, as you just mentioned, blasting the fuel depots causes the convoys to be stranded. Shooting one side in close proximity to the other triggers a retalitation. Upscaling the conflict will lead to an all-out assault on the other side.

A few ideas. I really wish that there were more aspects to the mission that stood up and shouted to the player that this is a living, breathing world. It is, I know. But the impatient player will sit in e.g. Arudy for 10 minutes with no sign of life and think 'oh well, nothing's really going on here.' Beta testers here know that there is, because they have all played through the AA thoroughly, possibly followed some of your other forum threads (like 'A long run'). The sort of behaviour, where convoy guards get out and check a town thoroughly before allowing the convoy to proceed, is superb, but how to show it to a player who simply blasts the soldiers as soon as he sees them, and then thinks, 'oh well, another bang-bang-shootemup mission' ? Of course, you might just preclude those sort of people ever playing the mission, but it'd be best to make it accessible to as many as possible. I can't imagine how you could slow otherwise impatient players down, make them see what is going on, but if you could, that would increase the immersion factor greatly (from an already high value).

Encourage the player to use the island more, i dunno, dynamically? I mean the whole island not just one or two hotspots like La Trinite, the Airfield, Dourdan. Perhaps (and this is just an example) you could give the player more 'alerts' as to events on the island, like 'the convoy has passed La Pessagne', and 'Your mine at Ga23 was triggered, damaging a T55', or, even 'A convoy guard detected your mine at Ga23 and disarmed it' :D. Perhaps also organising those civvies you saved into semi-autonomous bands of militia which you could 'assign' to certain areas (e.g. closeby to a section of road you mined). Then you could receive an alert like 'your 2nd militia group have had a total victory over the southeron convoy', or 'your 2nd militia group was massacred by convoy forward scouts' (if the convoy was tipped off by a mine they discovered). This would allow the action to take place in several spots at once, and for the player to be able to plan/organise and enjoy the experience more. There would be some loss in realism though.

Make a few more places in the island hospitable, ie as bases. This doesn't have to mean much, just a first aid tent, some space for vehicles and concealment from the road. Encourage the player to get out more, and base him/herself in different locations. This would facilitate more ways to play the mission.

Anyway, those are just my ideas. I will definitely be replaying this mission and doing it differently when I get time (and once i finish it first :D).
Title: Re:Abandoned Armies
Post by: THobson on 23 Feb 2005, 08:53:33
Quote
but how to show it to a player who simply blasts the soldiers as soon as he sees them, and then thinks, 'oh well, another bang-bang-shootemup mission' ?
I don't know if any of you enjoy cooking. I do sometimes and what really gets me is, you spend ages deciding on what to make, choosing all the bits, putting them together, cooking them, laying them out and the the family comes in and it is all gone without a second thought.  I felt like that when I was puting together these convoys - the player will never see what is going on here and without it being contrived I am not sure they ever will.  But in a way it doesn't matter.  If people have fun that is fine and I hope that the behaviour of the convoys is sufficiently dynamic that if they player does somethign different they should respond appropriately, but even there I have some problems.  If a convoy detects an enemy then onboard infantry gets out and deals with it.  Once the enemy is dealt with the infantry get back in and continue on the their journey.  There are two things that hide this: 1. if the enemy is the player then once dealt with he will not see what follows; and 2. Before the infantry can respond the APC of the Vulcan will have usually done it for them.  But should I bother about that.  I have tried to make each behave realistically and then just left them to it.  As a result I hope that if the player does something totally unusual then he will get an approriate response without me having to predict that behaviour.

Anyway.  Thanks for your feedback and support on this.

dmakarta:
I wondered what was keeping you :)
Title: Re:Abandoned Armies
Post by: macguba on 23 Feb 2005, 11:25:44
I think this is a case where some designers notes in the Briefing are a good idea.     Fragori is right, this is a mission which should be savoured rather than blasted through as I did.  (Although I blasted for beta testing purposes, knowing most would savour.   I'll be savouring next time.)     However, anything happening in the mission to encourage the savouring is likely to spoil the taste.     Why not just be blunt about it and say somewhere.  "Just take your time.   This one isn't really about Objectives."

The alternative is to have more of a treasure hunt:  instead of getting sent to the lodge you get sent to a village, then somewhere else and so on.    Doesn't have to be cutscenes - you could find a note or something on a body.

Another thought is to change the Vigny situation so that you can't get a proper weapon.    (Have the guards drive off as the player arrives perhaps.)    The more the player has to wander around without a proper weapon the better.   Up to a point anyway.   If all you can do is watch, then you have to watch.      Actually as I think about it more .....

Right, what we are trying to do (in this discussion) is make sure the player appreciates the island.   In particular, we (or rather, THobson the author  ;D) doesn't really want it to feel like an ordinary mission.   Nor do we want people to play it like an ordinary mission.     I did, and I did partly because I could.    There was a nice little sequence of objectives and clues.    Go to Vigny, shoot the guards and take their guns, go to the lodge and get a squad with light weapons, collect civvies to complete the squad then raid 3 to kit them out.      We need to break this sequence up.

In particular, the information that 3 is a trading post should come much later.     Maybe from a prisoner who joins your side?    He could be a straggler or deserter rather than having to pick him up after a battle.     The point is that, like most missions (and I've mentioned it before in the context of this one) the plot is all front loaded.    It would be better if if appeared more gradually.    There is no point in this mission where you are sitting around wondering "what I am supposed to do next", and there should be.       (I do mean "Hmmm, what I am supposed to do next?" and not the more familiar "Holy crap this mission is shite.  What the fuck am I supposed to do now?")

In summary:  due to the nature of the excellent plot, this looks like an ordinary mission.    Keep the plot - improving it as necessary - but somehow make the mission look less like an ordinary mission.
Title: Re:Abandoned Armies
Post by: dmakatra on 23 Feb 2005, 13:01:04
README:
Now that's a whole lotta text... that I'm going to ignore. ;D
OVERVIEW:
That is a nice overview. Although I didn't really catch the text. Y'wanna clarify it or something maybe.
INTRO:
Nice intro, I didn't like the Custom Text though. Too big (low-tex text) and that must've been the ugliest colour you could find.
BRIEFING:
My suggestion? Scrap the briefing. He's a civvy! There's no realism here. Besides, most of the information that's in the briefing has allready been told in the intro and the information that has not been told can easily be told by adding out some stuff in the intro. Might even a bit of MapAnim or something.
MISSION:
Make a boat return for the island, so it looks like I've been dropped off. You don't need an addon, just use a russian or NATO boat, they could've stolen it.
W00t! Blast you! Gimme back my 4x dammit! ;D
OK, that's starting to annoy me now... Gimme my 4x!! Don't make me change it manually with DePBO! ;D
Do a playmove/switchmove instead of a setdammage. You can clearly see you used a setdammage now since the girl was all bloody. Maybe a combined playmove/switchmove with a setdammage 0.6 or something.
Singing in the rain
Oh, Singing in the rain
What a glorious jeep
And no 4x dammit
Singing in the rain
I'm not playing cadet but are those n00bies having GPS? First of all, that sucks because a civvie should be the last one to carry one. And this I reckon is a mission where you get something out of knowing these islands better than your own pocket. I grew up with these islands, they're my childhood homes. :)
"My friend, let us kill them all together" - Now THAT is going to stay in my quote collection for ever! ;D
WTH is choppers doing in the air at this weather? They'd be lucky if they didn't crash into their own nostril hair.
Way I figured it, there's bound to be a lot of traffic on the La Trinite road, although I waited for half an hour and didn't meet any. :-\
Fuck it, let's just blow up La Trinite instead.
Bam, bam, bam! This is fun! ;D Oi, lunch's ready! Finnish later.

:beat: *Gets Shot* :beat:

OMG, they got totally raped, seriously. Must've taken out a whole platoon with my 6G-30 alone. ;D Not to mention when I started to play with LAWs. Alltogether must've taken out 40-50 men + 2-3 APCs or something. I lost my entire squad of five others, but hey, nothing's free. ;D
I ran around shooting some things, but when I got to the last civillians (those closest to Vigny) the res guy was dead and the objective ticked off even though the civis just stood there! They didn't even join me! :-\
Fair enough, I'm off with two to kill some generals. ;D
Stamonov down, one to go.
OK, killed both generals, cleared all towns, blowed up all four fuel stations and rescued all civvies (if you count them in the bug). Now what? Objectives won't tick off, whadya mean kill both armies? You want me to run around and kill every little wanker on the whole island? That's insane! ENDMISSION cheat.
Quite pleased with my score. :)
http://dmakatra.mine.nu/yabb/filer/files/AA.gif
http://dmakatra.mine.nu/yabb/filer/files/AA2.gif
http://dmakatra.mine.nu/yabb/filer/files/AA3.gif
Oh, and forgot to mention. You might want to, when the sun comes up, quickly remove the fog. The red sunrise and the night with thick fog is very atmospheric, but I was sick and tired of being shot through the fog for the 10985th time when the sun came up.
OUTRO:
None. :(
SUMMARY:
Very good mission. Like a combo between that Partisian campaign I think it's called (the never-ending one) and un-imposs mission. I like it. Kinda slow in the start, you have to come up with something to fix that, like, ehm, ENABLE 4x speed?! ;D
This mission has a very good atmosphere and the world seems very much alive, especially driving through La Trinite. There must've been like a hundried bodies there at least. And not a single bush standing up.
You've inspired me for my next project btw, when Frontline Commander is done of course. :)
Ace! ;)

:beat: *Gets Shot* :beat:
Title: Re:Abandoned Armies
Post by: macguba on 23 Feb 2005, 13:18:59
Quote
My suggestion? Scrap the briefing.
That is worthy of very serious consideration.    
Title: Re:Abandoned Armies
Post by: Dubieman on 23 Feb 2005, 18:03:28
dmakatra made me remember something, the overview really doesn't make sense. I "get" it, but there are two sentences that are linked together for no reason. Little grammatical error. ;)

And the other thing I wanted to bring up...
If you're going for this "world" idea instead of a player-based mission, what do you think about trying to spread it out over several days? Use the skiptime or something to make day & night, since I doubt any rebel could overthrow an island like this in 1 day. :P And it could add to some of the tactics. Grab some NVGoggles and off to go hunting for some southerons... ;D

Though it could complicate things more... ::)
Title: Re:Abandoned Armies
Post by: THobson on 23 Feb 2005, 18:21:43
Now there are some really neat ideas.  My intention was that the player would get to a point where they think - now what do I do?  But as I set it up that doesn't really happen.  I am doing some lowish level rescripting at the moment (improving the script that joins up groups as they take casualties, dealing with the whole end of mission thing etc.), the ideas above are some good things I can soak on while I am doing all that.

macguba:  your post takes me back to what was my original intent.  My question though  is - how much of you view is because of the journey of discovery and the experience of playing the mission for a while?  I did have a concern that if I posted a mission with a short overview and briefing, shite weapon, no weapon load out and bugger all by way of pointers as to what to do, people would just turn off.  As it turns out I think my 'pointers' are a bit too strong.

I have re-written the overview and the briefing.  I will check it again to see if it contains more than could be expected for a young civilian being sent off on a short trip to find his uncle

dmakatra:
Quote
that must've been the ugliest colour you could find.
I liked it :'(

Quote
You can clearly see you used a setdammage now since the girl was all bloody.
I thought that was okay - she has just been shot.  I will add that to the list of things to be looked at.

Quote
Might even a bit of MapAnim or something.
Now there is a good thought.  It fits with a suggestion macguba made that I like but have not been able to do anything about yet and that is showing the offshore island I have supposedly just come from.  The list grows.


Quote
I'm not playing cadet but are those n00bies having GPS? First of all, that sucks because a civvie should be the last one to carry one. And this I reckon is a mission where you get something out of knowing these islands better than your own pocket. I grew up with these islands, they're my childhood homes
If you have GPS I didn't give it to you. I might be misunderstanding your point.

Quote
Way I figured it, there's bound to be a lot of traffic on the La Trinite road, although I waited for half an hour and didn't meet any.
Oh dear.  If you waited that long there could be a problem.  Let's say you might have just missed the south convoy heading for Chapoi,  15 mins there, a bit of turnaround time and 15 mins back.  They should be with you soon.  If you are south of Dourdan you should also get 2x jeep patrols in the same time frame so a 30 minute quiet period there would be a serious problem.
Title: Re:Abandoned Armies
Post by: ACF on 23 Feb 2005, 19:50:08
Re: the SkipTime idea :

Having an option to use the radio or an action to skip an hour at a time to bring on your chosen weather is one of those things players can use or ignore so it should please everyone; or at least not offend everyone.

Suggestion two's a little more off-the-wall but offered anyway: you could, say, skiptime a minute every minute to give a 12 hour game 'day'. (Yes, I have been daft enough to experiment with the concept.)
Title: Re:Abandoned Armies
Post by: THobson on 23 Feb 2005, 20:09:35
All ideas are good.  Thanks.

GRK I just notice your post above - you must have been posting when I was.

The overview is completely re-written.  As macguba said in his firts post - It might just get away with being a little longer!

I had hoped that the mission would take days - without skiptime!!

Anyway, pelase keep these ideas coming.  I am doing some rather basic stuff at the moment while all these ideas mull around.
Title: Re:Abandoned Armies
Post by: macguba on 23 Feb 2005, 22:57:48
I think skiptime is a bad idea here.    I've played "realtime" missions where it was used, sometimes well and sometimes badly, but I think the essence of this mission - the real world idea - precludes its use.     There's no point in banning 4x time but allowing skiptime for instance.

Turning to briefings, pointers and clues, yes in the original I think they were too strong.    It is true that you have to beat stupid players over the head to make them understand what they are supposed to do, but the stupid people will not be playing this one anyway.     I think we'll need to wait for the next version and see how it plays.   Don't try to make it perfect btw - there is bound to be a third version anyway, so don't kill yourself getting every detail right.    
Title: Re:Abandoned Armies
Post by: dmakatra on 23 Feb 2005, 23:29:49
I updated the post with the rest of my thoughts. Look above. :)

If you have GPS I didn't give it to you. I might be misunderstanding your point.
Nah, was just wondering if the dudes playing cadet mode were allowed GPS. Sorta ruins the atmosphere IMO.

Oh dear.  If you waited that long there could be a problem.  Let's say you might have just missed the south convoy heading for Chapoi,  15 mins there, a bit of turnaround time and 15 mins back.  They should be with you soon.  If you are south of Dourdan you should also get 2x jeep patrols in the same time frame so a 30 minute quiet period there would be a serious problem.
Nah, I was north of La Trinite. I set up an ambush and started reading C++ for about 20-30 minutes, but nothing happened. As soon as I entered La Trinite though, that's one HELLUVA welcome party. ;D

Oh, and yea, I'd like to see westies carrying AKs and easties carrying M16s, it'll look like they really scavanged the place.

:beat: *Gets Shot* :beat:
Title: Re:Abandoned Armies
Post by: Pilot on 24 Feb 2005, 05:00:57
Ok, after reading this thread for the past 2(?) weeks, I have decided, what the hell, I'll give it a try.  It will probably take me the longest time to complete this mission, so be patient with me.  At first I tried this mission with ECP, but apparently I ran into the savegame bug :'(, so I have restarted without it.

Ok, first off:
CPU: 1992.5 MHz
Benchmark: 2994

Now that that's out of the way:
Intro:
I liked it, I thought the text color fit the mission quite well.

Briefing:
I liked this, too.  There was plenty of neccessary info, and I especially liked the talking in the briefing.  Although I belive removing the briefing would add to the atmosphere.

Mission:
Ok, I start out and run up the mountain as fast as I could.  In the process I get lost :-[ (please don't laugh too hard ;D), ran around trying to get my bearing, found the town, and rescued Tatyana.  Cutscene, Tatyana died, damn, so much for the rescue part.  Kill the enemy group after 2-3 tries, forget the NVG's ::), and stash as many weapons as I could in the jeep.  I then attempt to drive over to the cabin.  Guess what, yep, I get lost again :-[ (yeah, this mission will take me awhile :P).  I meet up with my new pals, stash the weapons from the jeep into the ammo box, and put 2, 4, and 5 in the ruins.  The only person I'm going to bring along is 3, as my superb leadership skills will only get the rest killed :P.  At this point I decide to call it a night, as it's getting late. (yeah, I know, I haven't gone too far), I will try some more tommorrow, and will respond accordingly.

Opinions so far:
I really like the way the town looked, with the buildings, fences, bushes, ect destroyed.   This really convinced me that something pretty shitty happened here.  I was also amazed at the attention of detail inside the building, with the bottles every where.  I also like dmakatra's suggestion, to give west soldiers AK's, and east soldiers M16s.  I like not having 4x speed, it seems to add to the mission.  I am enjoying this mission already, and can't wait to start making some serious assaults against both sides.

EDIT:
One thing I forgot to mention.  I like the rain!  It is much better than the default OFP rain! (The rain is custom, right? :P)
Title: Re:Abandoned Armies
Post by: Dubieman on 24 Feb 2005, 05:22:44
I think its reg OFP rain. ;)

And don't worry about going slow, it can take extraordinary large amounts of time to find something and not get lost along the way.

I know I did a couple times...okay 15 maybe... ;D :P

Haven't played this much, since its all waiting. Maybe I'll let it soak and see if anything turns up. Though I don't trust my teammates to spot much in their tanks. :P

Title: Re:Abandoned Armies
Post by: THobson on 24 Feb 2005, 08:31:26
dmakatra:
Quote
Oh, and yea, I'd like to see westies carrying AKs and easties carrying M16s, it'll look like they really scavanged the place.
Neat idea.

I am glad you didn't have any convoy problems - it took me months to get them working and I am still sensitive to them going wrong.

EDIT:
Just read your post - you don't hang about that's for sure!  Several of the problems you mention are already fixed, or are about to be.  Thanks for your comments.

Quote
You've inspired me for my next project btw
There is not much praise better than knowing someone else feels inspired to do something similar, thanks

 
Quote
when Frontline Commander is done of course
So I should look out for it about the time we are all playing OFP 3 then. ;)



@Sudent Pilot:
Welcome.  GRK is correct the rain is standard OFP stuff.  The waiting GRK refers to is the end of the mission.  It can take ages for the last loons to turn up.  This is something I am now working on - probably this weekend.
Title: Re:Abandoned Armies
Post by: GI-YO on 24 Feb 2005, 13:47:27
another small update from the slowest player in the world! Drove my jeep into a tree near the northron base, so jogged into la trinete to fetch the repair truck and encountered two russian NVG officers who i dispatched without even aiming, they both ran near to me and then ran away so i could see the whites in their eyes, progress of sorts at last. I grab the truck and head to my jeep, fix it and then mark the trucks pos on my map for future reference. seems the fog is clearing up !!!! Yippie! ;D. more soon.

(and a quick question - I have taken inspiration from this mission and am trying to build a similar whole map war thing and am wondering how you get the jeep patrols to act as they do, i have a jeepMG and a BRDM in a patrol and when they are attcked the cargo hop out and then the jeep just carries on and doesnt let them board again. Your jeep patrols hop out and then hop back in again once the coast is clear, this is the effect im looking for. thanks) - (if its a top secret code or you don't want to share then i will understand)

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 24 Feb 2005, 14:02:32
Not top secret: My jeeps are placed as empty units.  The crew for all the jeeps in a single patrol are all in the same group.  Each crew member is explictly MoveInGunner/Driver/Cargo.  I did it this way when I used probability of presence to vary the number of jeeps in each patrol - in fact I think that applies to the version being tested here.

I suspect that not using empty jeeps but making the cargo loons part of the same group would also work in the way want, but I may be wrong I have not tested that.
Title: Re:Abandoned Armies
Post by: GI-YO on 24 Feb 2005, 14:08:18
Alright thanks for that, i will have some experimenting to do.

MISSION(con'd) Im hiding on the big ridge above the airfild, visibility getting better and it sounds like there is a tank battle going on down there, and i hear a lone sniper...

EDIT

Now this is more like it, i find a sniper in a bush and dispatch him, and then pick off the many RPG/AT4 men all aiming at a slightly disabled T80, with their ak's on their backs (is that suppose to be like that) makes them very easy to shoot seeing as they dont shoot back. slowly reccing the field with my new gun.After a few attemps i manage to get to the tank and i hop in and drive back to the repair truck from earlier, after fixing my steed i speed into the base and finish of the baddies, another tick done. I save there in my shiny T80  ;D, off to work soon.yay

few comments on the base - why all the rpg soldiers aiming at the disabled tank, they were too easy to shoot in the back. There were  alot of soldiers running into the base through the southern gate , where are they coming from? Are the helicopters destroyed at the start of the mission or during it, because they were crashed all over the fuel pump rendering it useless.should the boss man, stamanov in the north try and escape or run away, or plead with you before you execute him, just running him over in the tank ws not as satasfying as it could have been. Good to hear some voices again after my lack of progreess. Awesome stuff all the way. more tomorw.

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 24 Feb 2005, 16:59:26
Lone sniper?
Title: Re:Abandoned Armies
Post by: Dubieman on 24 Feb 2005, 17:01:55
I've dispatched the northeron army... :)

Now to go find some southerons.... 8)

Title: Re:Abandoned Armies
Post by: GI-YO on 24 Feb 2005, 17:04:32
just spotted your post, they was a nother couple down there, but they were already dead.
Title: Re:Abandoned Armies
Post by: THobson on 24 Feb 2005, 17:23:20
Couple?
Title: Re:Abandoned Armies
Post by: dmakatra on 24 Feb 2005, 18:37:41
About the rain:

http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=18119

Old, crappy written, but it looks quite cool. Worth checking out, but remember to do a benchmark check before you launch it.

Been wondering of rewriting it, but not now. :)

:beat: *Gets Shot* :beat:

EDIT: Ooooh, and I fuckin' hate 'em snipers. Especially when the sun starts to come up but the fog is still there. They can see through the fog and shoot me like 200 meters away. Dammit! :-X
Title: Re:Abandoned Armies
Post by: THobson on 24 Feb 2005, 20:19:49
dmakatra:  I saw your rain thread when it first started, I also followed a few threads on snow falling as well.  In the end I decided that I would use default OFP as much as possible.
Title: Re:Abandoned Armies
Post by: Pilot on 24 Feb 2005, 21:17:01
The rain is default?!  I'm not sure what made me think it wasn't, oh well. :P

Ok, from where I left off, I had just gotten to the lodge, and found out about the civies.  After getting ready to move out to rescue the civies, I find out that 2 won't respond to my commands. ???  Insubordinate bastard!  So I head out alone, and am able to rescue all three civie groups, without, I might add, getting lost! ;D.  I did not come into any contact along the way, and it was quite easy.  After rescuing the civies, I thought about what I will do next.  I dicide to attack Larche first (attacking La Trinite seems a bit to aggresive this early on).  I set out alone, and move north to scout out the town.  I find 1 infantry squad guarding Larche, and immediately set up my plans.  While I'm looking for a good place to attack the squad, a jeep patrol comes into town.  Damn, they're right in front of me, and me being the brilliant soldier I am, find myself in the middle of the road! :P  Somehow, I am able to duck into an ally, without them seeing me.  The jeep patrol passes without incident, and I attack the infantry squad.  I kill them all on the first try, and get out of there before someone comes to investigate.  I make it back to the lodge without incident, and realize I forget the NVG's again! ::)  I decide to go back and get them, and hopefully find some binocs.  At this point the fog is receding.  I approach the town, and don't see anyone.  Wait, what's that?  It appears to be a soldier, yep, it is, three in fact.  BAM! BAM! BAM! BAM! BAM!  That was easy enough ;D, I get my NVG's and binocs and head back to the lodge.  On the way, I decide to shoot down the hind.  It takes me several retries, but I finally succeed.  A parachute.  Great!  Another pair of NVG's.  I kill the person who landed and walked over.  Wait a minute, THIS IS A CIVILIAN! WTF?! ???  Uh, ok, I guess I'll just head back to the lodge.  At this point 2 is listening to me again :D.  Before I started out to my next target, an enemy squad decided to pay us a visit, probably investigating the hind wreckage.  We dispatch them quickly.  No casualties yet.  I scavenge the weapons, and put them in the ammo crate.  Four more men come from the south, we dispatch them, another squad comes from the south-east, we dispatch them, I take one casualty doing this (it was 2 :P, he deserved it anyway).  I'm thinking maybe I shouldn't have shot down the hind ;D.  Suddenly all goes to hell.  A T80, T72, and Vulcan approach from the south.  I destroy the T72 and Vulcan and disable the T80.  Right after I accomplish that, an M1A1 and BMP2 approaches from the same direction.  Somehow, I am able to also destroy these two vehicles, so much for not being aggressive :P.  I decide this place isn't safe, I get my men together and we prepare to move out.  Before we do so, we have to dispatch another squad that snuck up from behind.  No more casualties, yet.  We leave the area to the north (I decided the forces I dispatched were southern forces, considering they came from the south, as a result, I would have relative safetly in the north), and I have put my men in a small clump of trees at Ed 33 (or is it Ee 34? ???  I can never tell, it is the clump of trees just south of the first large bend in the road west of Larche).  Fortunately, my squad is mostly intact.  Unfortunately, I don't have access to the ammo that I stashed away at the lodge :'(.  I decided to go back alone and see if I can't get another RPG or two from a dead guy for my RPG launcher.  This was done easily, I didn't see any more troops, but I didn't stay long :P.  I head back to my men.  A jeep patrol goes by on a nearby road, I decide to wait for awhile.  At this time the fog is completely gone, and the sky is clear, which is what I don't want.  Current game time: It's the 10th, at 9:50.

I have one suggestion for you:
If the player is able to kill a lot of men and vehicles (like me) on one particular side, it would be nice for the other side to attack, to relieve pressure off of the player.  And I think this would be a realistic reaction.  One general, seeing the other has been weakened, attacks, expecting to have the upper hand.

As I said above, I'm going to wait for awhile before I make my next move, maybe I'll do some recon.  I'm having a blast (literally) with this mission!  I love the freedom of movement, and the fact the player isn't really tied to any specific objective.  This is a wonderful change from the usual missions! 8)
Title: Re:Abandoned Armies
Post by: dmakatra on 24 Feb 2005, 21:22:37
So I should look out for it about the time we are all playing OFP 3 then. ;)
Actually it's ready for an early beta testing now... But I'm holding it on until the beta testing party.
OoooOOooO, OFP 3 is out! ;D

dmakatra:  I saw your rain thread when it first started, I also floowed a few threads on snow falling as well.  In the end I decided that I would use default OFP as much as possible.
Yeah, thought you'd say that. It's kinda crappy ain't it. Was like made ages ago, when I first learnt drop. :P

BTW, what's with 4x speed? Why? :-\

:beat: *Gets Shot* :beat:
Title: Re:Abandoned Armies
Post by: THobson on 25 Feb 2005, 01:15:02
@Student Pilot:
Quote
If the player is able to kill a lot of men and vehicles (like me) on one particular side, it would be nice for the other side to attack, to relieve pressure off of the player.  And I think this would be a realistic reaction.  One general, seeing the other has been weakened, attacks, expecting to have the upper hand.
I thought about this for a long time.  I decided - no what the hell, let the player take the heat.  I may still add a: the enemy is weak let's attack them scenario.  In fact the more I think about it the more I like it.  As it stands the player has a difficult way to finish the mission (get them fighting at La Trinite) or a very difficult way (don't get them fighting at La Trinite).  Having one side attack because the other side is weak would really help reduce the linearity.  Jeez beta testing is wonderful - I wish I had done it for all my missions.

Your need to abandon the lodge raises interesting questions about leaving the civilians there that supports macguba's instinct that something was not quite right about this.

Keep at it you are doing well.

@dmakatra
Quote
It's kinda crappy ain't it. Was like made ages ago, when I first learnt drop
A  couple of points: no it is not crappy, and  I have not yet learned drop.  I just got the default rain working well enough that I was happy.  Also I knew from the outset that this was going to be a big mission so lag could be an issue so: smallest island, minimal use of non-standard stuff, and apart from General Barron's editor upgrade - absolutely no addons.

EDIT:
Quote
So I should look out for it about the time we are all playing OFP 3 then.
Actually it's ready for an early beta testing now... But I'm holding it on until the beta testing party.
I was refering to the mission you say mine has inspired.  I naturally assumed that the one you have been working on for the last 37 years is nearly finished. ;)
Title: Re:Abandoned Armies
Post by: Pilot on 25 Feb 2005, 05:13:21
At my camp in the cluster of trees, I decide to set out alone to do some recon to the south.  Nothing but a 5t Truck and a few tents were in Arudy, so I moved on to Chapoi.  Before I could do much recon, the weather went to hell, and I spent at least 40 minutes waiting for it to clear.  After it cleared, I checked out the main base at Chapoi, but the T72 kept me from attacking.  I then checked out Cancon, which seemed like a Utopian town in this ravaged island, as it was fully intact, and no guards were there.  I then checked out La Riviere, but found it to be like Cancon.  At this point I decide to head back to my men.  On the way, they reported seeing two trucks, but nothing else happened.  After a lot of walking, I finally arrived at my men's position.  I think I will start clearing some towns in the north.  I am going to stop for tonight.  It may be a few days before I can do much more, as my schedule is busy this weekend.

When I made my way south, I stopped at the lodge, and found, to my surprise, that nobody was there except the civies.  It was also unoccupied when I came back.  It appears I must have killed all of the response units.  I will probably stay out of the lodge for the remainder of the mission, however, considering what did happen there.
Title: Re:Abandoned Armies
Post by: macguba on 25 Feb 2005, 11:53:06
Having multiple triggers for starting the war is a good idea.  

Do you want to ensure that the war starts even if the player has chosen not to start it?    If not, what kinda probability do you want?

At what strength ratios do you want the war to start?

Or is it going to be when one side hits an absolute trigger?  (Obviously randomised.)

What mechanism could you use?    Side A must somehow learn that side B might be weak, and then investigate that, and then get the informatin to the boss who then has to decide whether to start the war.    

Maybe bring back your mad civvy women:  except make them not mad, make them itinerant whores, heavily armed for their own protection, who travel between the sides selling booze and sex.   They can start the rumour (as long as they are still moving) and then a recce patrol can confirm/deny it.   If the recce patrol comes back, a war starts.   If it doesn't, it doesn't.    Or something.

Or perhaps have a setCaptive observer from each side at the other side's HQ.    If the side he is visiting gets weak, he legs it.  An appropriate distance away he gets setCaptive false and again, he either makes it or not.
Title: Re:Abandoned Armies
Post by: THobson on 25 Feb 2005, 15:33:04
Wow!  In deed.

One of the things that really took a lot of time was to ensure:
1. The player has a 100% chance of starting the war if they do something remotely reasonable
2. There is a 0%  chance of a war starting on its own.

That is one of the reasons I had some very long soaks (multiple days) not just to make sure the vehices were not getting screwed up, but also to ensure the war did not start spontaneously.

So I am going to mess with this balance with very great care!

I like the idea of the mad women 'peddling their wares'  but it is not quite in keeping with the ethos of the island where the soldiers just take what they want anyway.

The patrolling choppers are there to observe the truce and so would be a reasonable source of information about what is happening to the otherside.  A bit boring I admit.

EDIT:
Quote
Or perhaps have a setCaptive observer from each side at the other side's HQ.    If the side he is visiting gets weak, he legs it.  An appropriate distance away he gets setCaptive false and again, he either makes it or not.
Now there is a really neat idea.  Unfortunately units that are setCaptive will still cause guard units to respond.  A real pain in the arse.  I originally had La Trinite occupied by 'border guards' (setCaptive, never fire and all that) from each side.  Problem was all the guard units from both sides turned up and started whacking each other.

I will think more on this one it is such a neat concept.


EDIT2:
Now this reminds me, one plan I had was for the player to find some high ranking officers from each side that did not like what was happening on the island and would cooperate with the player and each other to stop it, but that was screwed by the same problem.
Title: Re:Abandoned Armies
Post by: Tomasz on 25 Feb 2005, 17:36:48
Guys, Im with ya'll, you still ( just ) need 137 posts to reach un-impossible mission reply amount :o :o.

Good luck lads :P

Tomasz
Title: Re:Abandoned Armies
Post by: GI-YO on 25 Feb 2005, 21:55:32
Victory is mine! But i think it wasent suppose to be so early. from the airport i drove north to the fuel pumps and blew up that pesky jeep patrol with HEAT, that will teach em  ;). Drove along the coast and then headed to my ldge to load up my tank with friends. got them into the tank and headed down to goisse, but no one there so then to vigny. but on the way down the hill just before i got there text and voice stated that stamanov was dead. Did he commit sucide before i got him? Must have been killed in an accident.

OUTRO - good stuff, like the tune. not to sure about the repetion of the shots of the sea in between takes, could focus on a dead man or civ etc. Apart from that all good.

Score - 26300
Kills - vulcan
10 x night eqip officers (east+west)
2 black op
spetznat bizon
2 x snipers
9 x LAW
4 x AA (east+west)
bmp2
3 x AT (east+west)
10 x RPG
5 ton truck
8 x machinegunner (east+west)
6 medic (east+west)
5 x grenadier (east+west)
ural
ural ammo
5 x crew (east+west)
23 x soldiers

Freindly kill
MASH trauma unit east.
I would take a screenshot but i dont know how.

OVERALL

First of this mission is brilliant. The whole idea of fighting on a whole island seemed like a dream back in the day when ofp was released but the community has come so far, so well done :thumbsup:. There are realy no errors in this mission, which for a mission this size is incredable! Some things i will make a comment on are things that have been mentioned before but oh well.

WEATher - the fog needs to be not quite so random, it realy does hinder play although i think this has been fixed in the next version if i rmemeber correctly. I thought that it would be good for the fog to drop after the two sides start fighting to allow the player to gather weapons and ammo in safty of sorts.

Maybe change the pistol so it makes it easier to make it up that cliff, oh how i missed x4 running speed. Other things i have already mentioned so you will be aware of them already.

The voices should sound a bit more emotional, i know your not actors but some of those statments were devoid of all emotion, but voices at all rock!!

And i think my ending was a fluke so i will try and finish it off properly tomorow. dont remeber this happening to anyone else.

Hope my words have helped in some way with this incredible mission and i look forward to version 2 :)

GI-YO out....



Title: Re:Abandoned Armies
Post by: Pilot on 25 Feb 2005, 22:36:21
I decide to head east to Sainte Louis.  But along the way, I come to a group of houses and a presumably empty fuelstation.  I decide to divert to La Trinite, and see if I can't find some sort of mine to place on the road going through this roadstop.  As I enter La Trinite, I find a northern convoy is just leaving.  After the convoy leaves, I run into the town, over to the ammo crates, I pick up the mines, and run back out.  I move to the roadstop, and place three mines on the road. I then take position on a hill to the south to view the results of the mines.  I start to move out, thinking the convoy wasn't coming.  I think I put the mines on the wrong road for the convoy :P.  Just as I was moving out, a jeep patrol came in.  But they didn't set off the mines?!  wtf?!  I thought the mines would destroy any land vehicle? ???  And I would be surpirsed if the three jeeps missed the three mines I put on the road, as I put them right in the middle of it!  Ok, I travel east to Saint Louis.  I crawl into the town to ckeck for guards before I start laying mines.  As I am searching, I hear two or three explosions, and the sound of a vehicle blowing up.  Then suddenly I get the message of them fighting each other!  Oh shit!  It's raining, the fog is coming in, they're fighting each other, and I'm in the middle of a Saint Louis in a small bush :P!  I'm not sure what made them start to fight each other.  I didn't attack anyone in La Trinite, and I haven't killed anyone in Saint Louis. I think it has to do with the mines I placed, but I'm not sure how that would get them fighting.  I decide to lay the last of my mines, and get the hell out of Dodge.  I can hear gunfire, grenades, and the occasional Vulcan cannon around nearby.  A convoy comes right past me, and the vulcan destroys something.  It gets tense for a few moments, but the convoy soon moves on.  I keep running west to get to my men.  The weather worsens.  I hear an RPG hit a vehicle and destroy it, awfully close to my position.  I run some more, another vehicle is destroyed.  I finally make it back to my men.  Current game time: It's the 10th, at 1:50 p.m.  I am considering waiting here until the storm passes, and ckecking out the airfield when it does.
Title: Re:Abandoned Armies
Post by: THobson on 25 Feb 2005, 22:48:01
@GI-YO
Well the only other time something like this happened Stamenov was killed by the northron attack group.  That should not happen in the next version.

Quote
repetion of the shots of the sea in between takes
The sea!! say more.  I did not plan on it showing shots of the sea.

Glad you liked it.

Progress report
The scripts I use to join up groups and to manage the endgame are now very much improved.  I tested it by creating a solitary loon way across the island from the base and made it the player.  I used a radio to kill the leader.  After a while I was joined to a group and ordered all over the place, I stayed put, but nothing I did could prevent me from ending up in the base.

Also, it is now not necessary to kill every loon, when they get down to a small number of living loons the northron survivors surrender, and the southron survivors run away (well some might also surrender depending on where they are).

Also if you turn up to collect the civis in a vehicle that does not have the capacity to carry them they will not get in.


EDIT:
@Student Pilot

We were posting at the same time.  The mines that did not explode - were these my mines or standard OFP mines?  Mine should detonate when a jeep passes, but the standard ones won't.

I am not sure I can figure out what started the war in your case.  Killing or disabling all the vehicles in a convoy will do it, as will killing or disabling the lead vehicle near La Trinite.  I have not had a case of the war starting on its own for months now - but if the war starts and the player doesn't know why then it might as well have been spontaneous.  Could it be that some of the southron guard units were following you and you led them into the northron's area?  If so that is magic.  I have tried for ages to get that to happen but never managed it.
Title: Re:Abandoned Armies
Post by: Pilot on 26 Feb 2005, 00:52:17
Quote
The mines that did not explode - were these my mines or standard OFP mines?
They were your mines.

Quote
Could it be that some of the southron guard units were following you and you led them into the northron's area?
This might be the case.  After I had gone to my position on the hill, I decided to go back down and lay the rest of my mines.  While I was doing this, I was killed, as I accidently had the sound muted at that time, I'm not sure if I was shot, or if I blundered into an already set mine (I think I was shot, as I was quite careful about not stepping on the mines I placed).  My retry point was back on the hill, so I retried, and moved back down the hill to place more mines, this time the sound was up, and I was shot.  The next time I waited in the bushes until the jeep convoy passed, then moved out.  My best guess is that when I moved out, a few men might have followed me, and engaged the convoy.
Title: Re:Abandoned Armies
Post by: THobson on 26 Feb 2005, 08:24:36
@Student Pilot
I don't recall having any problems with the mines before.  I will see if anyone else has had.
Quote
The next time I waited in the bushes until the jeep convoy passed, then moved out.  My best guess is that when I moved out, a few men might have followed me, and engaged the convoy.
From my (the builder's) point of view this would be neat.  It is a pity it is a puzzle to the player.

@ALL
Thoughts on the start (building on the idea that the island is something to be experienced not rushed):
At an early stage of developing this mission I had Alexi starting in Le Port and the only form of transport he could find there was a bicycle.  The only reason I changed this is that the dawn looks so wonderful I wanted to have him travelling east during the early stages of the game (and then I go and make a mistake of giving you all access to NVGs at Vigny!) .  Anyway - I probably won't go back to a Le Port start but I just wanted to see if any of you have views on the idea.
Title: Re:Abandoned Armies
Post by: macguba on 26 Feb 2005, 11:48:35
My old mission Lookout! had the player travelling west in the early morning for the opposite reason:   I wanted the player not to see the dawn until the end, when it suddenly appeared as you completed the last objective on a little hilltop and turned round.   The mission was timed so I knew what time the player would get there.    

It worked quite well, though I don't think anybody noticed.  ::)    The whole mission was in fact a study on light in OFP ..... as if anybody cared.  :P

Anyway, your fundamental principle is correct - keep it slow at the start, to build the suspense.     The problem with the pistol and the hill was that you felt nothing was happening:  this would not be the case with a bicycle.    I like the bicycle idea because you rarely get the chance to use one, and when you do you normally turn it down.     Encouraging the player to use one is unusual and therefore good.    

Not for Le Port to Vigny though, that's too far.    

Oh, and another thing I forget to post ages ago.   Cd44.   The landing beach in Vigny fjord.   That is the obvious place to leave your boat if you know the island and want to land secretly.      The climb up is hideous, but that's good.   The original climb was merely tedoius, this is actively difficult so you feel something is happening.   Then you meet the unmarked fence.     By the time you get to the village you are in a thoroughly bad mood, which is just how you would really feel.   The loss of 4x is not so keenly felt because it doesn't make much difference anyway.    

Better still start in Vigny fjord in the boat.    

There's no harm in using a default OFP boat - its not that unrealistic under the circumstances, plus people understand that one of the biggest mistakes BIS made was not to include a dinghy as a default unit.    The Soviet one is probably better for this mission.

Returning to the bike, landing at the pier at Bb63 is attractive.     Nearby place two bikes, a fire and a couple of bottles.     It is a long way to Vigny though, all uphill, and there's the garrison at La Pessagne to be considered.    Maybe motorbikes.    


Title: Re:Abandoned Armies
Post by: XCess on 26 Feb 2005, 12:17:30
I know you want to keep addons to a minimum but after Mac's suggestion the KLR popped into my head. It would have bneeen so usefull to have a few of them dotted around the map.
Title: Re:Abandoned Armies
Post by: THobson on 26 Feb 2005, 12:28:58
I had Le Port in mind because it would then be necessary to negotiate Chapoi and there also would be excellent chances of the player bumping into the Stamenov's convoy and/or the MG jeep patrol.  Being on your own in the dark, rain and fog and suddenly having the convoy appear and thunder past is quite an experience.  It becomes even more of an experiance if they happen to see you!

The burnt out house at Fh70 was to be the first stop where I would meet a little old man huddled by a fire who would not be my uncle but who would direct me to Vigny.  Trouble was the building cannot be entered ( and at that time I had not discovered the joys of General Barron's Editor upgrade).  So a west coast start it became.

My current version has taken the other extreme.  Starting point just over the brow of the hill from Vigny.  A couple of steps and you can see the building.

That is a neat landing point at Cd44.

The lack of a civi boat is a problem - I just couldn't bring myself to use one of the military ones,  I had no idea how on earth could I explain it

EDIT:

XCess I just saw your post:

What is a KLR?

and yes I am a bit fanatical about not using add-ons.
Title: Re:Abandoned Armies
Post by: macguba on 26 Feb 2005, 15:08:27
Quote
The lack of a civi boat is a problem - I just couldn't bring myself to use one of the military ones,  I had no idea how on earth could I explain it
You don't.    Just give it 3/4 fuel (to simulate the journey, it has to be more than half since you are planning on getting back) and bit of damage and little or no ammo, not that that really matters.    

We all know you have to compromise a little in OFP and in this particular case we also know that all kinds of wild and strange things are happening on the island.   A slightly odd boat is nothing.

The alternative - no boat - also looks odd.    So its all a question of what is the least worst option.   My vote is a Soviet boat.

When running around the little pier place, I did consider suggesting a ruin with an old fisherman, who you knew at least by reputation as somebody who might help you.    I didn't mention it because it means a whole extra cutscene, and right at the start of the mission.    But if you're willing to consider that anyway .....

Fh70 is ok as a house - he cann snuggle down between the wall and the building - but the location is too exposed.   It's also too far away.   With no 4x, and needing to be a bit tactical, it could take you the best part of an hour to get to Vigny and that really is too long.

Starting right on top of Vigny is also no good, you need the space.    

When stuck, return to first principles.....

There are three plausible islands for where you are living.   The bare island where the intro is shot; lighthouse island immediately to its south, and island point 15 south of Kassalon (as I call the Desert Island shaped isand).     All on the east side.    Kassalon and Airstrip Island would both be inhabited by marauding bands of soldiers.   The other islands are little more than rocks.

Let us assume that it is obvious that the main airport is going to be thick with soldiers and let us also assume that you have a suspicion of lots of soldiers in the main towns in the south.

Because it is shorter, and avoids the airport, you will come round the south of the Malden.   Your possible landing areas are:

- La Riviere jetty, particularly if you are short of boat fuel and think it would be safe to go there.  Or maybe south of Cancon but its a long way to Vigny and dangerous.

- the southern tip of the SW peninsula, though only if you know you can get transport at the lighthousekeepers' cottages

- the jetty, where there are facilities for boats and possibly an old fisherman.  Or the beach around there.

- Vigny fjord if you have the bottle to get in

Most of the western side of Malden is rocky and very open to weather from the west and is not suitable either for landing or leaving your boat on a filthy night.  

I think you should start on the shore near the boat, for realism reasons.  (Or in the boat.)

The other alternative of course is that fuel is very short and you land on the east coast in the Dourdan/Houdan area and go straight across the island via Arudy.  

Or use the Cessna somehow.
Title: Re:Abandoned Armies
Post by: Dubieman on 26 Feb 2005, 15:59:12
KLR is a Kawasaki KLR250. Dual sport/enduro motorcycle. Pretty fun to use in OFP, but I don't think its appropriate.  :P  The Kawasakis are old anyways, we need some Suzuki DR-400 SMs! ;D ::) :D

@ the bicycle: I used it for one of my mad rushes down the hill from the lodge to La Trinite. Very scary, but fun. It was good too, cause I could waste the bicycle to grab a better vehicle. Making my squaddies drive & follow me with enemies all about is too hard. :P

I believed you rowboat story, but maybe say you landed and when checking the shore it drifted off because of the darkness and rough seas. ;)

@start: keep it where it is. Le port is too much. You'd run into the big convoys to fast. Dealing with jeeps at first isn't too bad. (best to ram them with your trusty PV3S ;D) But if you encounter M2A2s, vulcans, and truckloads of troops....too much. :-\

@way back on previous page: Malden is the smallest island? I don't think so. I thought it went desert island, everon, kolgujev, malden, and nogova. (smallest to biggest)
Title: Re:Abandoned Armies
Post by: macguba on 26 Feb 2005, 16:03:30
Malden is the biggest of the original islands.   IIRC it has nearly twice as many objects as Everon.
Title: Re:Abandoned Armies
Post by: GI-YO on 26 Feb 2005, 16:29:44
@thobson

The shots of the sea were in between the other shots showing the destroyed building and villages etc. The camera was stationary and the sea bobbed up and down a bit. looks like what happened when i tryed to do a scripted cutscene, camera doesnt appear to have any target. And at the end it zoomed (real fast) across the sea and went to a blackout. Possibly becasue of the way it ended for me. And on the debrief screen my mission time was 4 minutes. I think i broke your mission   :o

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 26 Feb 2005, 16:53:41
Quote
Malden is the biggest of the original islands.  
Okay I got that wrong.  When choosing the islands small size was one requirement.  Another was the ability to have two circular road patrols - one for each side.  I forgot I had to give up on the first to get the second.

I need to think about (I guess I mean come to terms with) using a military boat.

Quote
The shots of the sea were in between the other shots showing the destroyed building and villages etc. The camera was stationary and the sea bobbed up and down a bit. looks like what happened when i tryed to do a scripted cutscene, camera doesnt appear to have any target. And at the end it zoomed (real fast) across the sea and went to a blackout. Possibly becasue of the way it ended for me. And on the debrief screen my mission time was 4 minutes. I think i broke your mission
Gee it certainly sounds like it.

You can't believe the mission time at the debrief screen anyway.  I start the start time in init.sqs (it makes de-bugging easier to have the mission editor set to day time).  Also at the end scene I jump time to midday.  But 4 minutes does seem a little strange.

EDIT:
Quote
The other alternative of course is that fuel is very short and you land on the east coast in the Dourdan/Houdan area and go straight across the island via Arudy.  
I am now quite taken with the idea of eastward movement early in the mission.
Title: Re:Abandoned Armies
Post by: Pilot on 27 Feb 2005, 04:53:32
Ok, after a flight lesson this morning, I am back at it. (Flying and OFP, Lord, I am truly blessed! ;D)

I decide to start making my way slowly to Larche.  I stop in a bush nearby, and wait for the weather to clear some more.  A tree near me falls, although I don't see the vehicle that did it.  By this time the sky has cleared, but the fog is still here.  Suddenly I hear tank guns go off!  Several rounds hit somewhere ahead of me, and a vehicle explodes.  More guns, a vulcan joins in (or a shilka), another vehicle explodes, and I can't see a thing!  More heavy weapons fire, soon small arms fire joins in, and some grenades.  More vehicles explode.  Everthing goes quite.  Then more tank guns and a Vulcan shilka?) chimes in.  Must be the counter-attack.  More sporadic fire.  After awhile, the helicopter joins in.  The fog has lifted a lot, but not enough to see the results of the still sporadic battle, and I am not moving from my bush until I can see what's going on.  Finally I decide to move to another bush, then another.  I crawl into the town, and find a fuel truck, a repair truck, and a damaged Jeep MG.  I kill the two guards, and take the repair truck.  I hide it in some trees nearby.  I intend to use it to repair the disabled T80 up on the mountain.  After a bit of waiting, I decide the remaining helicopter flying around is a bit annoying.  I climb up the mountain to the lodge, take an AA launcher, and destroy the cobra :gunman:.  I pick up my RPG launcher, and head back to my men.  Tomorrow, I intend to clear Larche again (if there are any troops there), and repair the T80.  From here I am not too sure what I will do, I am still deciding.  Current game time: It's still the 10th, at 3:10 pm.  The sky is clear, but the fog is still there, limiting my vision to somewhere around 500 meters.

(If I am putting too much detail in my account, please tell me, I can shorten it if you like)
Title: Re:Abandoned Armies
Post by: THobson on 27 Feb 2005, 09:04:14
Not too much detail at all.
 
First it is fun to read.

Second it gives me useful information that is leading to changes in some of the game logic.  The weather you know about.  One of your previous posts sent me rescripting one particular feature, your post above has prompted me to check, and possibly change, something else.

Third I think you are the only person to start the war somewhere other than La Trinite.  Yours is quite unique experience so knowing all about it will be really helpful.

Keep at it and thanks for taking the time to write it all. ;D

Title: Re:Abandoned Armies
Post by: GI-YO on 28 Feb 2005, 20:07:00
Well i've found out who is killing Stamanov. A T-72 and a Abrams. They hit chapoi from the east just as I get there and they blow me up real good. Seems like this is going to be harder than the RPG vs Many tanks battle I had earlier. :o

GI-YO

EDIT - I killed Stamanov at range with HEAT shell and I got that same outro which is not the right one, so I don't know what i've done wrong. But this has only happened once and I always seem to break things so maybe it's just me......Cant wait for version 2. keep up the good work!

(review wordcount - 3303). Thats more than most the coursework i ever did  ::)
Title: Re:Abandoned Armies
Post by: THobson on 28 Feb 2005, 20:58:32
GI-YO
Thanks for all the effort.  I hope the noext version works better for you.  
Title: Re:Abandoned Armies
Post by: Pilot on 28 Feb 2005, 21:10:34
Here is my progress for the past few days.

I decide to put my plans about the T80 on the back burner.  I keep hearing sporadic weapon fire from somewhere in the distance.  I head to La Trinite to see if this is where it is centered.  

There is no one alive in La Trinite.  There are remnants of two convoys here, apparently one convoy from each side.  I trade my AK74 for a bizon, and head back out.  I search the mountains west of La Trinite, and around the lodge, but find nothing.  At this point I am unsure of exactly where the battle took place ???.  While I'm at the lodge, I bring the T80 down the mountain and repair it.  I then "hide" it with my men.  It is getting dark, and the rain has started up again.  

I decide to head northwest and recon the airport.  I go into the airport, and get shot by a sniper.  Retry  Instead of going into the base, I decide to observe it at different points along the hill to the west.  I run into a bush, and find I'm sharing it with a sniper :o.  I kill him with my Bizon.  I observe the fuel station, and crawl back out.  I see another sniper two feet away from me.  It seems I was sharing the bush with two snipers, well no more, three shots and he's dead (the bizon doesn't kill a good as other guns).  I head back to my men.  I stop in Larche to retrieve the fuel truck, and I fill the T80 with fuel.  When day comes around again, I intend to use the T80 to destroy the fuel station.

I have decided to check out La Pessagne, so I head back up the mountain and get in the jeep.  I drive south to just about Arudy, when suddenly a shell hits my jeep.  You are Dead  I don't know how, but that T72 gunner hit me in the fog and rain from over 500 meters, and on the first shot! :wow:  I'd say he deserves a medal! :P  Anyway, retry, I decide to head to La Pessagne on foot.  I hear a vehicle coming, and hide in a bush.  Three tanks go by, the same tanks that killed me earlier.  At least 2 of them appear to be damaged in some way, and they are heading north.  I'm not sure if they are northern tanks that are retreating, or southern tanks on the offensive.  I wait for them to pass, then head back out.  I eventually reach La Pessagne.  It is empty.  I heal myself at the field hospital (I don't know how I got injured), and head south to Stamenov's base.  I am going to wait for it to get dark, then I'll try to sneak in and kill him.  

As I sneak in, I come across several dead soldiers and a destroyed Vulcan.  I crawl into the town, and do a quick recon.  Many bodies and destroyed vehicles.   I have only seen one living soldier, and he is in the area I expect Stamenov to be.  I find one more soldier alive, a black-op.  I dispatch the blackop, and kill Stamenov.  The objective is completed.  Apparently, all that was left of Stamenov's army was him and a guard.  I guess the armoured vehicles I destroyed at the lodge were Stamenov's :P.  I shoot down the orbiting hind, and start back north.  I decide to take the abrams back, just so I don't have to walk.  About halfway there my men report seeing two tanks and a vulcan.  I hop out of the Abrams, and start out on foot.  My guess is the tanks are going south to investigate what happened to the hind.  My men report the tanks are heading south.  I start to hear the tanks, so I duck into a nearby bush.  After I hear them pass(I can't see very far in the fog), I start out again.  The rain starts up again.  I stop at the lodge.  I hope to ambush the three tanks when they come back north, if the weather clears in time. :gunman:
Title: Re:Abandoned Armies
Post by: THobson on 28 Feb 2005, 23:03:34
Thank you.  Very impressive.  It seems the northron attack on Stamenov's base is a bit too powerful.  

In the next version each vehicle group will carry a flag so you will nowwhich side they belong to.  They already do of course.

Keep going you are nearly there.
Title: Re:Abandoned Armies
Post by: Dubieman on 28 Feb 2005, 23:51:03
Soz Thobson...
After uploading my OFP files to my new computer, it didn't take the saves with it... :P Looks like all my saves are gone. But I'll prolly start over just because the mission is fun to play once you get to your lodge. ;)

Anyways, looking forward to the new version with surrendering ppl and all.  :)
Title: Re:Abandoned Armies
Post by: THobson on 01 Mar 2005, 08:43:33
@ Student Pilot:
Just a few things I have been thinking about over night:
You saw dead convoys at La Trinite - did you do anything that might have caused anything to happen there (Like putting a mine down. killing someone or even just being seen by someone)?

You had two snipers in the same bush!  If one was east and one was west they might have been discussing politics, or they might have been talking about their mutual friend Dorothy, or perhasp they were just lonely - But I did not put them both there!

You mentioned taking down the first two and the last chopper.  If that is it you might just find an empty undamaged Cobra somewhere (it is a long shot but it is just possible - and it literally could be anywhere with a slightly increased probability in the vicinity of Chapoi)

@GRK:
Well that's life.  Thanks for all your comments so far.

I have done a tonne of work on the internals of the mission, added three cutscenes etc. etc.  Actually when I say added cutscenes I have the triggers, the animation and the scenery - not yet the voices.  
Still to do:
- improve the Intro
- re-do the end scene
- re-do all the voices and get the scenes working
Then I will post the next version.  Realisitcally I will be happy if I can get that done by the end of the month.  I am slow - remember the woman walking towards the barn in the intro? and macguba's comment about her being too calm?  He is right of course.  It took me the best part of a day to do somethign that looks halfway plausible about that.  As I said - I am slow at this.

For the version after that I will be looking at things like:
- adding an Outro
- getting more activity at the lodge
etc.  In other words mostly eye candy stuff.  These last few weeks have required a lot of detailed re-working of some of the internals - especially around the behaviour of the loons when they are on their last legs, and changing the weather model.

I thought the mission was quite good when I put it on here - I am now a bit embarrassed about crappy a lot of it is.  Scripts working in the wrong order, people dieing for no reason (I am beginning to think that Malden is haunted), loons not turning up at the end etc.

Just shows the benefits of beta testing.
Title: Re:Abandoned Armies
Post by: Pilot on 01 Mar 2005, 13:23:26
Quote
You saw dead convoys at La Trinite - did you do anything that might have caused anything to happen there (Like putting a mine down. killing someone or even just being seen by someone)?
I didn't try to make my presence known.  I laid no mines there, and killed no one.  I can't tell you if I was seen or not, but I would be really surprised if I was, as I took many precautions against being seen.

Quote
You had two snipers in the same bush!  If one was east and one was west they might have been discussing politics, or they might have been talking about their mutual friend Dorothy, or perhasp they were just lonely - But I did not put them both there!
lol, I didn't actually see the second one in the bush.  When I went in the bush, I only saw the one I was laying next to.  I quickly observed the base, and crawled out of the bush.  As soon as I crawled out, I saw the other sniper in the open to the south-east, about 5 feet from me.  He was crawling away, and I assumed he was in the same bush.  He could have climbed up the hill to my right, and I probably wouldn't have seen him.  If you say you didn't place two in the same bush, then you are probably right, and it was a coincedence I saw two in the same vicinity.

Quote
You mentioned taking down the first two and the last chopper.  If that is it you might just find an empty undamaged Cobra somewhere (it is a long shot but it is just possible - and it literally could be anywhere with a slightly increased probability in the vicinity of Chapoi)
Now that would be cool! :D  I think I'll forget about ambushing the tanks as they come north, and try to find that helicopter (ambushing an M1, a T72, and a Vulcan might not be a good idea, anyway :P)

Hopefully I'll find that chopper, so I'll have the advantage of airpower when I defeat the northern tanks :joystick:
Title: Re:Abandoned Armies
Post by: macguba on 01 Mar 2005, 13:36:52
Quote
I thought the mission was quite good when I put it on here - I am now a bit embarrassed about crappy a lot of it is.
;D  That's why I wrote in the sticky topic, choosing my words carefully, "When you are convinced the mission is perfect, and have the results to prove it, it is ready for beta testing."   I thought was in pretty good nick for a first beta of a mission of that complexity - simply getting no error messages or debug hints shows it was in quite a tidy state.

Best part of a day to make the calm woman not calm?   Sounds about right.   Cutscene making is slow and very painful work.

Somewhere along the line, can't remember exactly where, I found two snipers not quite in the same bush but very adjacent to each other.  Overlooking the airfield from the west, not very far up from the main gate.  

Title: Re:Abandoned Armies
Post by: THobson on 01 Mar 2005, 14:08:45
Quote
Hopefully I'll find that chopper, so I'll have the advantage of airpower when I defeat the northern tanks  
I deliberately designed the mission so the player would not get his hands on a live chopper.  But having recently been testing the end game code for each side I realised it is just possible in very rare circumstances.  Please don't take too long looking it is a very long shot, and as I said it could be anywhere

Quote
I found two snipers not quite in the same bush but very adjacent to each other.  
Near each other is okay.

Another progress report.  I have now coded an additional means of getting the two sides fighting.  If one side has a significant numerical superiority, and knows it (defined by does it have a live chopper in the air), and if it still has a significant force of its own then it might launch an all out attack on the other base.  All parameters are randomised and the condition is checked repeatedly at intervals - so the longer the conditions apply the more likely such an attack becomes.  So that now makes four ways of getting them fighting:
- do anything at La Trinite
- kill a convoy anywhere (depends on what else you have killed)
- get the units from one side to chase you and lead them to the otherside's forces
- just battle away at one side until they are very weak, making sure you don't bring down any choppers.

I have just been looking at some of my early design notes.  One comment is:
Make sure there is not a trivial way of geting them fighting like for example, just going to La Trinite and laying a few mines.  It seems I failed on that one.


Title: Re:Abandoned Armies
Post by: Dubieman on 02 Mar 2005, 02:11:04
I'm alive! Good things do happen to bad people! :D ;D

Went scouring through my old HD and found the saves. After so sketchy copy/pasting I finally retrieved your mission's save. :)

Now I can get to the end...

Story cont.:

Turns out the save put me back before defeating Andropov's army so off to search & destroy. Find one sniper hanging out on the runway and one medic staring at a tree. They are killed and now its time to attack Stamenovs guys...

Go down south and find nothing. I blow up some M2s and move towards Sainte Marie. On a hilltop my abrams comes under RPG fire. We get damaged but blow the rpg guy and the infantry accompanying him to smithereens. But my abrams is hurting right now. I head back to the lodge and repair it and leave 6 as gunner to fend off any idiots who try to check my lodge again. BTW I've found that the lodge has shifted once more and the vehicles are either up 2 meters or underground up to their windshields. Doesn't matter, I can just jump in as driver and they go back to normal. So I journey to the west to take a JeepMG and right now I'm making my rounds down south trying to find more of Stameovs men. Its hard to find infantry in a tank because they won't shoot. In a jeep its faster and they are much more aware of your presence. Especially when I fire the M2 to get their attention. Found one dude near La Pessagne and killed him after quickly dodging behid a building...

Saved right there for now. ;)

And since I'm close to completion, I remembered that you wanted  ppl to fulfill certain conditions when they win like group members in vehicles and such... Any requests or have you solved that?
Title: Re:Abandoned Armies
Post by: THobson on 02 Mar 2005, 08:40:32
Excellent

Quote
BTW I've found that the lodge has shifted once more and the vehicles are either up 2 meters or underground up to their windshields. Doesn't matter
If you have not been changing the terrain detail settings then it matters to me.  Have you been making any changes to it?

On the end conditions:  I think I have pretty much tested each option, but basically I was looking for comments on the end scene where you have a mix of: team mates alive, and dead.  In vehicles and not in vehicles.

Let me get this right.  You have wiped out Andropov and his army and have a green tick for it.  You have also killed Stamenov and you are finding loons some distance from Chapoi.  Is that correct?  If so:  do the loons seem to be heading for Chapoi?
Title: Re:Abandoned Armies
Post by: Dubieman on 02 Mar 2005, 22:26:58
I think I have changed the terrain settings... ::)
With the new graphics card I'm able to stick to the norm to high range. Though I found using high in this mission causes a fair amount of lag... :P

And for ending conditions...
I'm got no dead squaddies in vehicles. Most if not all died at the lodge and I'll prolly win this by having me and "6" in the abrams and "3" & "2" in the T80.

And on my current status...
Andropov's army is gone and I've gotten the check for it.

And right now I'm headed for Chapoi by jeep to find any lonely souls near the road. Then I'll prolly go back to my tank and search & destroy offroad... :)

But I've learned from Andropov's last few troops that they tend to stick to places where I last engaged them. Like I killed that medic's whole team near the main airport buildings and moved on, later when I found him, he was near where the battle (if you can call it that ;D) occured.

So I went back to the hill west of Sainte Marie where I destroyed an abrams and BMP2 and found some lingering infantry.

So to sum it up, I haven't found any southerons moving towards home (even after letting it soak for an hour in Chapoi) and any that I find are generally on their "half" of the island.

I'll have to take a look at the shrubbery forest north of Chapoi because I have a feeling ppl are hiding in there. They were prolly drawn there after my failed assualt on their town, when I took my T80 madly into the mountians with RPGs landing near me... :) :P

Title: Re:Abandoned Armies
Post by: THobson on 02 Mar 2005, 23:23:04
In the version you are playing the last 5 loons could be anywhere within 500m of the centre of Chapoi (sorry).  You might usefully try the courtyard just across the road west of Stamenov's tent.

Some dead team members and some live team members in a vehcile would be good.

Best of luck.  You have earned it.

Title: Re:Abandoned Armies
Post by: Dubieman on 03 Mar 2005, 03:48:38
Well I'll try that courtyard, but I have a feeling nothing is there. There have been lots of HEAT shells thrown in there, along with grenades, roaming tanks, and a few satchels that I used to "make sure" no one was still hiding in the wreckage...

500m? Time to do some searching....

And for dead mates...
Maybe I could pay my T80  a visit and pop the gunner and leave him even though my score might go down, but if it helps beta testing, why not? ;)
Title: Re:Abandoned Armies
Post by: THobson on 03 Mar 2005, 08:25:52
No friendly fire on my behalf please ;)

It might still be worth checking that courtyard occassionally.

EDIT:

When I say anywhere within 500m I should also have said that they are each given a doMove to the centre of Chapoi every few minutes or so, but that seems not always to be reliable.
Title: Re:Abandoned Armies
Post by: Henderson on 03 Mar 2005, 23:48:35
I was lurking for a while, and I decided to start the mission again.

I discovered a bug, or maybe just a quirk in the OFP AI. After I escaped Vigny, and got the civvies,(I didn't engage anything yet), I decided to attack Vigny to get supplies. So I loaded up my men and drove there. After dismounting and getting killed a few times just for kicks I said, "I'm going to run them over." So I went straight through the town, running them over. Now here's the wierd part, I didn't get shot at not once, so it was too easy to just wipe everyone out, take their weapons, and drive away laughing. But wierdness didn't effect the two tanks who came to check on things. ;)

I don't know what caused it.
Title: Re:Abandoned Armies
Post by: macguba on 03 Mar 2005, 23:55:41
Not in this mission, but I have experience something similar.    The AI does have trouble sometimes in spotting you when you are in a vehicle, or rather working out that you are an enemy.     And if you start running them over they sometimes get so confused you can get the lot of them.
Title: Re:Abandoned Armies
Post by: THobson on 04 Mar 2005, 08:36:45
I also have experienced this in other mission.  

If I understand correctly the tanks got you so the problem only applies to infantry.

Could it be that you were in a jeep (that is a naturally western sort of vehicle) and the soldiers at Vigny are west?  I have not tried what you did but I have stolen a ural from the southron convoy and the infantry at Dourdan had no hesitation in letting rip at me.  But that is west infantry having a go at an eastern type of vehicle.

I think the odd AV mine in or around these field camps would not be at all unrealistic. ;D
Title: Re:Abandoned Armies
Post by: Henderson on 04 Mar 2005, 22:57:52
I was in the Civil truck. Maybe the AI thought I was a Civ. When I tried running people over later in the mission they blew me up.  ;D
Title: Re:Abandoned Armies
Post by: THobson on 04 Mar 2005, 23:00:41
Quote
When I tried running people over later in the mission they blew me up
That's a relief! ;D
Title: Re:Abandoned Armies
Post by: macguba on 04 Mar 2005, 23:19:34
I think with anti-player mines you need to leave clues.  Otherwise its no fun.    You don't have to say anything, but ... well for example if you have these big anti-tank fences on either side of the road with a big obvious gap for you to drive through .......

But don't put any AV mines anywhere near where one of your convoys is due to run.   That has only one end.   ;D
Title: Re:Abandoned Armies
Post by: THobson on 04 Mar 2005, 23:42:03
Quote
But don't put any AV mines anywhere near where one of your convoys is due to run.  That has only one end.
Especially as they can't be guaranteed to stick to the road.  

It seems Henderson you got your just deserts later so I will put this one down the priority list a bit, for a while.
Title: Re:Abandoned Armies
Post by: Dubieman on 05 Mar 2005, 03:28:12
Maybe another one of your "danger" areas like in Saint Marie. Only on that road that comes off of the road to St. Louis and goes to the middle of the desert area. Seemed pretty abandoned when I looked around there. Or another town that is booby trapped... :o

@random AV mines....
*shudders*
Title: Re:Abandoned Armies
Post by: THobson on 05 Mar 2005, 10:20:17
Quote
Seemed pretty abandoned when I looked around there.
If you look in the editor it is - a bit.  If you look at the scripts you will see that that cannot be guaranteed.  The waypoints of several groups of infantry are moved to random locations at intervals around that area.  If that is what it looks like in mission - well it is a large area.  

A booby trapped town might seem odd because it would be in an area controlled by one of the sides.  Saint Marie is mined because:
- Stamenov wanted to make sure there was no possibility of civilians living close to his base.
- He wanted to prevent his soldiers from going there for R&R
- He wanted to prevent it from being used as a base by any enemy, but did not wish to station and soldiers there (his forces are mostly at the front or protecting his base)
- He has certain items that he wishes to keep safe locked away in the basement of one of the buildings there - sufficiently close to his base that they are accessable
- He had a childhood romance but lost her to a rival.  They married and are living in Saint Marie (or at least they were living in one of the houses when Stamenov had his soldiers mine the place.  Whether they have been blown up or simply starved to death no one knows)

Take your pick.  I came to the conclusion that I could justify one mined town.  Not sure I could justify two though.

Keep the ideas coming.  Thanks

Title: Re:Abandoned Armies
Post by: Dubieman on 05 Mar 2005, 17:39:20
:wow:

I learned a bit of the storyline I never knew before.  :)
Now you know the curiosity factor is gonna drive me to try my luck jumping into that town. To find his special thing..... Curiosity will kill the GRK. :'(

Title: Re:Abandoned Armies
Post by: Pilot on 07 Mar 2005, 23:34:08
I thought give my progress for these last few days, before I go to my brother's place for this week.  I haven't gotten too far yet, as I have not had much time to spend on this mission.

I head south to Chapoi to see if I can't find a chopper.  I look around, but can't find it.  I think it may have been shot down early on.  I come across a few men, and kill them.  I notice the tanks are still down here, somewhere in the hills to the north.  I decide to ambush them.  I lay up to 24 satchel charges.  I intend to lure the tanks into town, and detonate the charges.  As I lay my 32nd charge.  I get killed.  Damn!  I retry back to where I had layed 20 charges, and I lay four more.  At this point I see the man who shot me, and up to 8 others.  How did I miss them?  I go into the second story of the house, and start picking them off.  About this time I realize the tanks don't appear to be in the hills anymore.  The fog has lifted, and I can see up the hills, but don't see the tanks.  I really hope I didn't lay 24 charges for nothing!  I think I did, so I head back.  I decide to scout out the airfield one more time before I attack.  It appears Andropov only has one functional tank on the airfield, and a few AT soldiers.  I attempt to take out the tank on the airfield, but every time I do, I get shot by a sniper.  So I scratch those plans, and head back.  I am going to attack the airfield in the T80 tomorrow.  
I find out the tanks from Chapoi haved moved to a position north of my camp.  I only have a Carl Gustav launcher with me, so I can only do limited damage.  I launch the Carl Gustav at the M1.  It hits the M1, but doesn't destroy it.  The tanks look for me, but never find me.  They head south, and I assume the are going back to Chapoi.
I go back to my men.  As I get back, the weather starts to worsen.  I decide to wait it out with my men.
My intentions are to destroy the three tanks before I launch my assault at the airfield.
Title: Re:Abandoned Armies
Post by: THobson on 07 Mar 2005, 23:49:03
This is the sort of situation I was trying to create.  Difficult but not impossible, where you need to think about what to do and where you have time to do the thinking and a lot of options to chose from.

I am begining to think I might have tempered the weather too much in the next version.  I quite like the idea that you decide to wait out the bad weather back at base.

Progress Report:
I believe I mentioned that I had inserted three more cutscenes.  Well I am now working on a fourth.  Then I just need to round up enough people to get in front of the microphone :-\ do a bit of tidying up and the next version should be ready

Bye the way GRK I was waiting to see if you found anything in Saint Marie ;)
Title: Re:Abandoned Armies
Post by: Dubieman on 08 Mar 2005, 02:40:32
Soz I haven't been playing this for a few days now... :P
But I now have some incentive to do so... ;D

*feels trapped and pressured to go into St. Marie* :D
Title: Re:Abandoned Armies
Post by: Planck on 08 Mar 2005, 04:40:04
If you go to St Marie......make sure you wear a tank......and don't take it off.


Planck
Title: Re:Abandoned Armies
Post by: Dubieman on 08 Mar 2005, 04:45:18
Way earlier in the mission, I went through with a jeep or something, wasn't pretty. Never went into it again, but had to laugh when one of Stamenov's assualt squads who were chasing me just happened to try to shortcut through there to get to me. Casualties were very high in that group. ;D

Title: Re:Abandoned Armies
Post by: macguba on 08 Mar 2005, 10:56:45
I've just had a look at Ste Marie which drew into looking at minefield.sqs.   Now that is an evil little script.   ;D

Two suggestions.   Firstly, make the explosion a random choice of either _killthis' postion, 12m under the ground beneath him, or at a random spot a few yards away.   This simulates different types of mine and booby trap.

Secondly, put a maximum number of explosions in there.  At the moment its infinite.

I am impressed by the use of one trigger though.   My minefield had one trigger per mine and I although I figured out several ways of doing it with one none of them were satisfactory.     Making the initiator time based rather than location based is the gordion knot moment in that little problem.
Title: Re:Abandoned Armies
Post by: THobson on 08 Mar 2005, 11:03:27
Well thank you.   :)

This was another of those little exercises I set myself - like creating the mines for the player to place
Title: Re:Abandoned Armies
Post by: macguba on 08 Mar 2005, 18:57:00
For added subtlety you could make the frequency of explosions (while still being random) proportional to the number of loons in the trigger.      More guys blundering about the place would set off more mines, whereas the player on his own would set off few.
Title: Re:Abandoned Armies
Post by: THobson on 08 Mar 2005, 20:28:28
OK:
In the Saint Marie mine field now has:
-limited number of mines
-mines that explode at a location randomly selected near its victim
- at randomly selected depths
- at a time interval that is random but also depends on the number of loons in the town.

Still not a safe place for the player or his team.

It feels better - even though I doubt any player will notice, but that hasn't stopped me doing other things like this.
Title: Re:Abandoned Armies
Post by: macguba on 09 Mar 2005, 01:32:11
This kind of detail is surprisingly important in a mission like this.   What if the player moves slightly into the town and then lies still?    As it stands, he still has a chance of being blown up even though he hasn't moved, which he will feel as slightly unfair.      It's very unlikely I know, but the plain fact is sooner or later it will happen to somebody.   The more you can do - like making the liklihood of an explosion related to the number of loons in the area - the better.

Any decent player would of course understand that the necessity of lag reduction does involve the occasional minor compromise, and I'm not suggesting that anyone who was appraised of the facts would feel hard done by.    Of course 99.9% of the players who come into the area will get blown up and feel that they deserve it.    75% of players will never even discover the minefield. and 90% of those that do will merely avoid it.     It's a phenomenal amount of trouble for a tiny, tiny minority of players.
Title: Re:Abandoned Armies
Post by: Fragorl on 09 Mar 2005, 11:26:43
That would seem to necessitate a simple '&& abs(speed player) > 1' command perhaps, to make sure the player's moving? I'm sure that's occurred to you. :)
Title: Re:Abandoned Armies
Post by: THobson on 09 Mar 2005, 15:20:15
Mac you are of course quite right,  and even if no one notices it I will still know it is a compromise.   I have already got a lot of satisfaction out of making this mission, just getting things to behave reasonably realistically within the constraints of OFP is challenge enough.

Fragori.  I will in deed put a check like that in.  Thanks  Actually that also will avoid a concern I had that the player just sit there in a tank and wait for all the mines to be exhausted.  Now at least he will need to be driving around which will also seem realistic.

Edit:
Okay I have put that in and it really does help.  I had a concern that by remaining stationary and moving forward in bursts the player could get through unscathed.  Not so ;D  The best tactic to crossing the mine field is to run and hope, well that or just go round it.

GRK I am beginign to feel a bit guilty - you do realise I did not actually hide anything in the town don't you?
Title: Re:Abandoned Armies
Post by: macguba on 09 Mar 2005, 16:17:48
You always have to remember that the player does not know how you've done it, so even if there is a tactic that defeats the script it doesn't matter.    

As you know I have a minefield in Un-Impossible and it is surrounded by danger signs.    They are blatently obvious in daylight because they have to be detectable in mist.    One of the things I would change, if I could, would be to remove the danger signs and replace them with some other warning.  The problem with danger signs is that nobody is ever going to go past them:  it's too obvious a warning.   What I should have done with Un-Impossible is put a warning in the Briefing.   By the time he get there the player probably would have forgotten, thereby making the minefield more effective and more part of the mission.
Title: Re:Abandoned Armies
Post by: THobson on 09 Mar 2005, 20:34:18
It was part of my mission when I played it!!  I crawled in to the wood and got killed.  I think you weakened your mines in some way - but perhaps because I was lying down I took more of the blast.

I don't like those signs either - the symbol on them means radioactive.  Having seen them in your mission and in Sui's Facile Ground I thought they were a recognised standard, so I just used them without thinking too much about it.  I can't really put anything in my breifing on this.  The guy starts off as a know nothing rookie.

I have been slaving over a hot microphone all afternoon.
Title: Re:Abandoned Armies
Post by: macguba on 09 Mar 2005, 21:30:05
I have a variety of mines, although they are all grenades.    12m underground is just the right depth for a toe-popper:   you get wounded in the legs but not killed.     Some appear in the trees and fall to earth.   Some explode a few yards away.    Some set off two explosions.

Actually, on reflection, I think some of those vanished when I removed some mines to reduce lag.

I used these signs because they were the best, or rather least worst, object.    My original intention was simply to deprive the player of that wood, so I didn't really care much.   Really cross with myself for not putting it in the Briefing now, though I appreciate you can't.

Looking forward to the next version!

Title: Re:Abandoned Armies
Post by: GI-YO on 09 Mar 2005, 22:28:22
When do you expect version 1.2 to be released? Can't wait! ;D
Keep up the good work

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 09 Mar 2005, 22:45:01
Lol: I think 1.2 might be a good number for it. :)  

It currently has the working version number 1.01 but given the changes I have made .01 seems too small an increment to use since the first one

Well lets see.  We have the beta testing party this weekend.  I have a few overseas business trips in the next few weeks  and I need to lean on several family members and their assorted boy and girl friends to put aside their shyness and get in front of the microphone.  Failing that you will yet again have to suffer listening to me trying to play different parts and only succeeding in sounding like I have various stages of a cold.  I have four new cutscenes to get right, more speaking parts and more speaking.  My hope is that I have the next version out by the end of the month.

But at last I feel I am getting a lot of the loose ends tied up.  Especially the mountain lodge.
Title: Re:Abandoned Armies
Post by: macguba on 09 Mar 2005, 23:25:23
Do all the speaking yourself for now.     You don't want to keep going back to folk - for a start the boyfriend in question might have changed which could be embarrassing.    Save the poor souls until you know you have the final version.
Title: Re:Abandoned Armies
Post by: THobson on 10 Mar 2005, 08:24:20
Good advice.  
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 12 Mar 2005, 03:23:14
I wanted to add something here, I had to dig to find this older post you made that, when I read it I knew what to say in return but never did, so heres nothing.

Quote
I thought the mission was quite good when I put it on here - I am now a bit embarrassed about crappy a lot of it is.  Scripts working in the wrong order, people dieing for no reason (I am beginning to think that Malden is haunted), loons not turning up at the end etc.

 Honestly I dont think even the beta version is really that bad, actually think its quite good. And although there are bugs and mistakes to fix, thats what beta testing is about.
 Seems actually aot of the stuff suggested and whatnot are not solutions to actual problems. I think that with a more 'normal' smaller style mission some suggestions would come up, and that would be it. In this case I think alot of people (inluding myself) have been very impressed with your mission and therefore cant help but see the potential of the mission in many various ways. I mean, you have the backbone of the mission pretty much done, which is always the hard part. The skies are the limit as to how immersive and real you decide to make it from there, I understand time is a huge factor. This all coming from someone who spent three years working on my WWIII mod for Ghost Recon. I found myself often in similiar scenarios where I had completed the primary goals of making a particular mission and after spending so much time just getting there I felt like I was finally done. Only after testing the missions through and through did I realize there was much more I could add to make the missions more immersive and realistic, and it was annoying because it meant more time too, but nonetheless ended up spending sometimes large amounts of extra time to really be content with the final product.

 So anyhow, I hope you take your time and whenever you get the thing the way you want it I will be there to play it, regardless of how long. Id be happy to test run any versions along the way for ya too  ;).

 Pibb

Title: Re:Abandoned Armies
Post by: THobson on 12 Mar 2005, 08:21:34
That is really wonderful.  Thank you.  

What was behind my comment was that I do pride myself on really testing each part and on thinking  - well what else could happen here?  To find that I had missed some things was a bit of a shock.

The 'take your time' advice is much appreciated.  I really enjoyed the months (well apart from the odd frustration) of getting the mission to the beta testimg stage.  Since then it has felt like a bit of a rush.  I really really have enjoyed all the comments and stories, but the mission building part has of late lost a bit of its alure

As this mission has now been bumped to the top during the beta testing party let me make a general comment to all party goers.

This mission has had a lot of excellent beta testing over the last several months (well it feels like months!).  There are many missions here that haven't so please give them a shot.  Also this mission is far too long to be played in the timeframe of the party so it would not be a good idea to try.  Having said that, if anyone wants to have look at and give me some advice on the intro then please feel free but to spend longer on this mission than that would take away from those other missions that this party is really about.
Title: Re:Abandoned Armies
Post by: Mr.Pibb on 13 Mar 2005, 20:50:25
 I can understand what you mean when you say since the beta testing you have felt rushed, especially with the combination of alot of things coming up to address and the inevitable feeling to get it done as to not leave people hanging who are now waiting for the final version. Thats why I said I hope you take your time, because as most modders know from expereince that have actual real jobs and whatnot, pushing too hard can really suck, especially when you just finished an 8 - 10 hour shift to come home and crank out mission mathematics for three more hours as fast as you can. Makes me imagine what a privaledge it must be for those who's job is to work on missions, where they can focus tons of time and energy on their work and even get paid for it too.
 I dont think you should feel pressured, in fact, maybe you should take a vacation? Barbatos maybe? ;D
 My suggestion is if you feel that burned out maybe drop the thing for a little while, come back to it when ya feel the inspiration flowing again. Really neat thing is, even with ofp being pretty old by now heck, you could someday even make a version for sayyyy, VBS1? or even ofp2 if the scripting capabilities are still kept the same. But you probably dont want to even think about that right now ;).
 
 Anyhow, thanks for your time.

 Pibb
Title: Re:Abandoned Armies
Post by: Mikero on 17 Mar 2005, 05:48:18
folks, i'm keen to play this mission, am not keen to wade thru 25 pages to find the latest version. can sum1 point me 2 the right one pls? (1st page says 1.00)
Title: Re:Abandoned Armies
Post by: Fragorl on 17 Mar 2005, 07:56:10
folks, i'm keen to play this mission, am not keen to wade thru 25 pages to find the latest version. can sum1 point me 2 the right one pls? (1st page says 1.00)

As far as I know, 1.00 is the latest version; it's great, don't let the 25 pages of comments lead you to think there is anything wrong with it. The next version sounds as though it will have a whole slew(? ;D) of new features that will be even better. :) Undoubtedly, the new version will be updated on the first page/post (if it's still beta :))
Title: Re:Abandoned Armies
Post by: THobson on 17 Mar 2005, 08:38:54
Fragori is right.  The only version out for testing is v 1.00 and that can be got from the first post in the thread.

The next version v1.10 should be ready either this weekend or next weekend.  I am out of the country all next week and feel disinclined  to put on a new version just before as I will not be able to repond to comments as they are made.

I am not sure the new version has new features so much as a smoother flow, more credible story a lot of rough edges taken off etc.  There are four new cut scenes (getting the voices is the thing that is delaying release).

It would be good have the new version looked at with fresh eyes as the people who have tested v1.00 know a lot about what is going on and so even subconsciously may make allowances for things that a fresh person would not.  So if you could hold off for say 10 days  :)   If not then the top of this thread is where to get it.
Title: Re:Abandoned Armies
Post by: macguba on 17 Mar 2005, 11:17:18
Good timing.    I'm out of the country all next week too.   You're not skiing at Val Thorens by any chance?
Title: Re:Abandoned Armies
Post by: THobson on 17 Mar 2005, 12:28:30
If only.  No I am working.  A global meeting in Aix en Provence.  The food and wine will be excellent
Title: Re:Abandoned Armies
Post by: THobson on 27 Mar 2005, 19:33:46
[size=10] ****** Version 1.10 ****** [/size]

Link disabled 10 June


Well here is version 1.10.  I think just about every beta tester has made some suggestion that has been included in this version.  Some suggestions I am still thinking about and some I may well have forgotten about.  If you made any suggestions on v1.00 and do not see it here then please don't feel offended,  it may be that I simply overlooked it rather than did not like it (it is a very long thread and it did take a long time to read all the posts again, but there were an awful lot of changes needed to the original version).  If you made a suggestion on v1.00 and you still think it is relevant then please make that suggestion again.


I am particularly interested in comments on anything that strikes you as notable but particularly:
- The new weather model
- Markers turn on, off and change colour correctly
- Objectives become active, set Done and set Failed correctly
- The behaviour of the first group of civilians if Alexi has: 1) a vehicle that is too small for all of them; 2) a vehicle that is large enough for all of them; 3) does not use a vehicle.  
- Visiting important places before the player knows about them
- The intention with this mission is to get the player to a point where they think: "Now what should I do?" and have plenty of options to choose from.  Does it succeed in your view?
- Each side gives up when their leader is dead and they are down to a loon count of 10 or less. What does this feel like?  Too many?  Too few?
- Are there any scenes where the voices don't need to be re-done?
- Any dialogue that is particularly weak
- People doing random things during cut scenes
- I am still not totally happy with the behaviour of the civis at the lodge.


Areas I know I still need to work on:
- Intro - improve
- End scene - improve
- Outro - make new
- Dialogue and voices in cutscenes - improve
- Civis at the Lodge

I have done a lot of testing in the Preview of the mission editor only find that when I save it as a pbo mission and play that, things can be different, especially the behaviour of the characters in the cutscenes.  If you spot anything strange please let me know.

Title: Re:Abandoned Armies
Post by: THobson on 27 Mar 2005, 19:36:30
========================== Changes v1.00 to 1.10 =================

---------------------------------- General: ------------------------------------------
Changed the background story line, with consequent changes to the text in the overview, briefing and intro.

Improved the Overview picture.

Made minor changes to the Intro.

Removed early references to the truce, La Trinte and the two sides trading

Removed the hints.

Gave each side a flag, put a flag at each base, each field camp and on the lead vehicle of all vehicle groups.

Removed the infinite save games.  The player now starts with a set number and then gets an additional one every 90 minutes or so.

Changed the convoy and patrol monitoring code so that damage from simple collisions will not prevent them from working.  I believe this might have been the cause for several of the stuck southron convoys detected at La Trinite (I have run a few soak tests and did observe this happening), it certainly was the cause of some of the abandoned, but only slightly damaged, jeeps some of you found.  I believe it is also the reason that SEAL84 found a jeep that had run out of fuel (another jeep in the group was damaged, the crew got out and walked, the jeep SEAL84 found slowed down to wait for them and so ran out of fuel before getting back to base - that is speculation, but I have seen it happen).  Much of this was already dealt with, but I then restructured the scripts to avoid the large savegame bug and inadvertently disabled the relevant pieces of code.

Force setTerrain detail to normal to prevent weird things happening at the lodge

Removed all fires except two (Vigny and the mountain lodge).

Removed the hard to find, and surprising if you do, little groups of tents.

Made some changes to the layout of the field camps so they each look a bit different.

Trashed a few more towns and left evidence around of the criminality and indiscipline of Stamenov's army.

Changed the weather model:  Fog intensity changes more slowly; maximum fog intensity is reduced; Maximum intensity of fog, overcast and rain now reduces as progress is made in the mission.  There will still be bad weather late in the mission, but it will not be quite so bad as at the start.

Lost the two mad women that run up and down the island.  They may yet come back if the mission can bear the load of the extra units and the extra triggers etc. needed to make them interact with the player.

Cause one side to attack the other when the strength of the forces gets significantly out of balance.  They must have a chopper in the air, and they must have a strong force.

Modified the minefield at Saint Marie - does not have infinite mines, the location and depth of the explosions is now more random, and the frequency of explosions depends on the number of loons in the minefield.

and of course I have updated the list of Beta testers!!


----------------------------------------------- Briefing: -----------------------------------------------------
Put a picture of uncle Nikolay in the Briefing to help the player recognise him.

Killing Andropov and Stamenov are now separate objectives, distinct from destroying each side's army.

Improved the sequence of the objectives to be more logical.

Improved the information provided.

Improved the markers used on the map.


----------------------------------------------- Mission: -------------------------------------------------------
Changed the starting location.

Removed the random starting locations

Instead of having to kill all the soldiers when each side gets down to a small number of loons, in one case they surrender, in the other they run away or surrender depending on where they are.

Restructured both bases and the mountain lodge area to be more realistic.

Changed Stamenov's accommodation, changed the way the females with him behave and made his bodyguard behave in a more realistic way

Created an addAction for the empty and damaged armour in each base that will now enable the player to re-arm them.

Reorganised La Trinite.

Reorganised Vigny and enabled the dead bodies there to play a more active part

Changed the mines so that: they can only be placed if you have an appropriate item in your inventory and that item is removed from inventory when you place the mine.  I am indebted to macguba for his code to do this.  I incorporated his ideas into my scripts, the need to ‘re-arm' the player is something I would never have spotted.

Changed the place mine script to prevent a mine being placed when the player is in a vehicle.

Provided a disable mine action.

Removed most of the dead vehicles and wrecks from around La Trinite

Reduced the civi groups from three to two and re-written the method by which the player finds out about each of them and interacts with them, there are now proper cut scenes at each of the civi locations.  Also, any one death of a civilian will now result in a red cross - even if it occurs after you have got them to safety at the lodge mac!

If Alexi kills a civilian he will become a renegade.

Improved the endgame code that gets the loons to the base.

Fixed the bug that sent a base on alert even if a loon was killed by being run over by one of his own trucks.

Changed the waypoints for the attack on the southron base by the northrons to reduce the likelihood of it getting stuck on the way.

Very slightly reduced the strength of the northron group that attacks the southron base.  What was 1xAbrams, 2xT80 and 1xVulcan is now 1xAbrams, 1xT80, 1xT72 and 1xVulcan.

A lot of invisible stuff to streamline the code - fewer scripts and fewer variables to help move the mission away from the large savegame bug.

Removed the NV goggles from the officer in the group that attacks you in Vigny if you hang around after the cut scene.

Strengthened the group that arrives at Vigny after the cutscene to give the player an incentive not to hang around.

Added a new location with cutscene to strengthen the story.

Removed illogicalities if the player visits the game locations in a wrong order (ie before he is told about them).


---------------------------------------------- Cut Scenes: -------------------------------------------------------------
Changed the Vigny cut scene to have two soldiers arriving by foot and also to help explain Tatyana's sudden rush out of the building

Compressed the two scenes at the mountain lodge into one.

Ensured no cutscene would be watched through NV goggles even if the player happens to be wearing them when it starts.

Added four new cutscenes.



========================== Still to do: ==============================
Rework the ‘offshore island' part of the intro.

Rework the final scene.

Improve the dialogue in some of the cutscenes

Get more voice actors

Improve the civis at the lodge


======================== Still thinking about: ======================
Modifying the mines so that if they are damaged they will explode.  This will be more realistic - but might result in a chain reaction.

Reducing the skill of some of the civis (against this is - they are a hardy people that know the island well)

Having a radio/tape player in the cab of some vehicles

Having weather forecasts

Enabling the player to reorder the group

Bringing back the mad women runners.

Forcing a specific view distance in the intro.

Having an outro that shows the fate of any surviving soldiers.

Title: Re:Abandoned Armies
Post by: THobson on 28 Mar 2005, 02:09:46
Okay, Just to say I am a bit red faced here.  

Anyone who downloaded v1.10 before I posted this will still have some debugging code active in the mission.  That code will do absolutely nothing to the mission, but it will generate an error message at the first group of civillians.  Anyone downloading after this post will have a mission with that code deactivated.  Same mission just no error message.

Sorry.
Title: Re:Abandoned Armies
Post by: Fragorl on 28 Mar 2005, 03:12:55
D/Ling now. ;D

I kind of gave up on the previous version, simply because I played for so long using ecp and then caught the savegame bug :P Editing/replacing the savegame files worked, but caused all the scripts to cease functioning (the game would come up with 'file XXX.sqs not found' as soon as the mission loaded).

About the savegame bug: I don't know too much about how it works, but from what I can see, the number of global variables has something to do with it. That includes named units. I have a couple of functions which can seriously reduce this number. Basically, it involves rolling all the global variables into a global array. This in itself isn't a new idea, but the interface is very user friendly, and I envisioned using the functions in exactly this situation.

I can explain if you're interested, or else check here (http://www.ofpec.com/yabbse/index.php?board=10;action=display;threadid=22177) if you haven't seen this already. (ignore most of my first post, its a bit verbose :P The 4th post explains it a bit better).
On the other hand, you say that you've streamlined it, so there may be fewer problems. Either way, I look forward to playing it with ecp!

EDIT: and i should mention, that's a massive number of changes you've implemented, excellent work :) I look forward to playing it
Title: Re:Abandoned Armies
Post by: Fragorl on 28 Mar 2005, 03:41:26
And to double post:

;D ;D
I've just seen the new intro. Chilling. It's a huge improvement on an already fantastic intro. And It looks as though you've included everything everyone has asked for. The change to the story makes it much better IMO. Great timing of the text with the 'The US moved in to counter this Soviet invasion' which kind of looks like a counterattack to the Soviets 'moving in to restore order'. The music matches the text, events of the intro perfectly. I can't really fault it.

Starting location/briefing
It's changed! It's always nice to see something new. Although, I don't know if this is any less of a walk.... ;D I like it better, however.

Anyway, that's all for now, back to the game.
Title: Re:Abandoned Armies
Post by: Fragorl on 28 Mar 2005, 04:21:26
And to triple post.

OK, it is now becoming apparent how much work has gone into updating the mission. I've now completed the first leg (to the mountain hideout). Here is my feedback, in no particular order

*** Caution - Spoilers ***
- The walk up the hill. Yes, it was just as long. But the change of scenery made it quite bearable.
- The cutscene with Tatyana. Much better, I noticed a few small changes, they give the whole cutscene more flow.
- After the cutscene. This is better. Nikolay wants Tatyana to wait for him, but she is very fearful of the returning soldiers, and panics, fleeing.
- Tatyana's death. The voice acting could use a little more improvement; ('Why didn't you wait for me, Tatyana?') Nikolay sounds more exasperated than shocked/distraught/furious. But it is better. It is fitting that Nikolay says something when he approaches Tatyana's body, but I think more should be done here - perhaps a short burial scene, another (short) cutscene showing Nikolay reflecting on her death. It seems a bit heartless just to drive off. Also, the comment about the other dead civvie ('Glad it's not my uncle') made me chuckle. The tone of voice is wrong; the comment seems out of place. Overall, however, there has been great improvement in this whole sequence.
- The drive to La Pessagne. I come across a whole column of soldiers. So that's what Tatyana was afraid of! I systematically run them all down in my jeep. They don't seem to mind...  :-\. On the plus side, I've already picked up a couple of RPGs and an AA launcher. Hurrah.
- La Pessagne. There are soldiers in La Pessagne; it was deserted before. This is one of those little things that improves on the original - it lends a feeling that the island is actually inhabited. I run one down in my haste to get to the mountain lodge. I do not stop to see the others' reactions.
- The lodge. This cutscene has been hugely reworked. I like it better. It explains the whole situation in a nutshell, and without being too wordy. Great work.
- 'They're following me? I expected to follow them. It must be my father's uniform....'. Thank you. I noticed this. :)

That's all for now. It's fantastic so far.
Title: Re:Abandoned Armies
Post by: THobson on 28 Mar 2005, 04:36:25
Fragorl.  It is comments like that that make it all worth while.  Thank you.

On the voice acting - everyone is trying as hard as they can but we are all crap.  I wondered about having deliberately naff voices (we could manage that) but it is not in keeping with the overall effect I want to create.  If everyting else can be got to how I want it I might start looking for some real out of work actors.  They have to be out of work or I would not be able to afford them ;D


EDIT:
I am not sure I have made enough changes to the number of variables etc to enable it to be played with ecp without hitting the large savegame bug.  Let me know how you get on.  I looked at your scripts - I may need to do something like that, but I have got the number of global variables down quite a bit.  My first step will be to remove the stuff I use for debugging that is turned off in the playable mission.  For example I must have 50+ markers used to track the locations of the main groups and units.  These are constaantly updated on the map when played in de-bug mode but just sit there as empty markers in the mission you are now playing.   There is some other stuff like that that can be taken out without impacting the mission in any way.
Title: Re:Abandoned Armies
Post by: Henderson on 28 Mar 2005, 15:25:20
The fog! THE FOG! I hatessss itssssss. ;)

The mission is great, like the new cutscenes and dialogs, and also, *gasp* an occupied Larche! The Island now has many targets to strike.

The only thing is, the player can't do anything in the fog. Even with the new and improved weather, the AI is popping me from the abyss. As I type this I'm stuck outside of La Trinite getting popped over and over and over again by guys I can't see. I know the weather is supposed to add feeling to the mission, but to me, it's unplayble when it's foggy. *cries* I don't want it to be 80 degrees and nice and sunny, but the fog, to me at least, has to go. It seems the AI isn't affected by the fog but IS affected by the time of day, hence me being able to drive up on them at night and run them over.

Having to wait out the fog isn't that fun of an idea to me.  :'(

Title: Re:Abandoned Armies
Post by: macguba on 28 Mar 2005, 15:43:59
I have d/l and will comment when I get a chance to play.  
Title: Re:Abandoned Armies
Post by: THobson on 28 Mar 2005, 15:59:10
Henderson - what time is it?  The intensity of the fog does lessen as progress is made.  I am really puzzled, I find the fog does help as a means of concealment.  Now the rain is another thing the loons seem to be able to see straight through it but it really cuts the visibility for the player.

I hope it doesn't put you off.

At the moment I am stuck outside Arudy on a bare hillside in bright clear sunlight being picked off by snipers on the other side of the valley that I didn't put there wishing the weather would turn bad.

macguba:
Thanks.  When you are ready.
Title: Re:Abandoned Armies
Post by: Planck on 28 Mar 2005, 20:21:10
Ok, I downloaded this new version (twice I might add  ::)).

I'm in two minds whether to use ecp again or not, I'm leaning towards vanilla OFP.

I'm not sure whether I can go through this at 2 - 3 fps again.


Planck
Title: Re:Abandoned Armies
Post by: Henderson on 28 Mar 2005, 20:33:59
Henderson - what time is it?  The intensity of the fog does lessen as progress is made.  I am really puzzled, I find the fog does help as a means of concealment.  Now the rain is another thing the loons seem to be able to see straight through it but it really cuts the visibility for the player.

I hope it doesn't put you off.

At the moment I am stuck outside Arudy on a bare hillside in bright clear sunlight being picked off by snipers on the other side of the valley that I didn't put there wishing the weather would turn bad.

It's about 7:40. I'm close to the enemy but not close enough to see through the fog. If I move forward, I get zapped. If I get moved backwards, I get zapped. I feel so powerless versus the A.I. I may have to restart, and this time, I guess I'll wait out the fog.  :'(
Title: Re:Abandoned Armies
Post by: THobson on 28 Mar 2005, 21:48:01
@Planck
Sorry about the need to download.  I would try vanilla OFP this time if I were you.  It would help me to have someone that has played both with and without.

@Henderson
7:40 as in 07:40 or am?  That is very early.  The fog level is still at its initial level and will stay at that level for between another 40 to 70 minutes.  If you are fighting at La Trinite so early on you will be dealing with two infantry groups that travel with, and guard, the convoy.  I am afraid you are likely to be dead meat whatever you do.  They have NVGs and they go and search the place where an enemy has been spotted.  If they have seen you they will be milling around you hidden only by the fog.  I fear if the fog were to lift you could find upto 18 loons within 50m of you.  Your only hope is to stay still and hope they don't spot you.  Once the Resistance detected by whateversideyouaretanglingwith trigger has deactivated they will then get back to their normal business.

The only tactic I have found for dealing with the convoy guard infantry is as soon as I think they have taken an interest in me - I get the hell out of there as fast as I can.  It works some of the time.

So I think the fog might actually be keeping you alive at the moment.  I am sorry if this is frustrating.

Title: Re:Abandoned Armies
Post by: dmakatra on 28 Mar 2005, 22:08:03
I was just wondering, Thob... Are you trying to top the top 10 threads (by replies) list? Because you're almost there. :wow:

:beat: *Gets Shot* :beat:
Title: Re:Abandoned Armies
Post by: THobson on 28 Mar 2005, 22:14:05
Lol :)

Actually I would prefer to have this new version on a new thread as it is so different from 1.00.  But I think I would be shot, or worse, if I tried that.
Title: Re:Abandoned Armies
Post by: Fragorl on 29 Mar 2005, 01:53:17
Hurrah. I've had my first successful game load with ecp running - half way from the mountain lodge to trinite.

I just wonder- is it likely to go downhill from here? (I can't imagine why it would though - unless you create any more variables as the game progresses) Otherwise, it looks as though i can rest easy and play this without worrying if next time, it won't start.

Great!  :toocool:

EDIT: and I saw your earlier edit. Looks like you wont have to worry. Yet (fingers crossed)
Title: Re:Abandoned Armies
Post by: THobson on 29 Mar 2005, 08:28:44
That is good news.  I did get rid of a lot of stuff now I come to think about it.  As the game progresses triggers that are no longer needed get deleted so there is some reduction in what is going on, for a while.  Once a base goes on the defensive (effectively the endgame code for one side, then two or three  more scripts come alive and run in the background until that side is finished.

One test I apply to the mission to check for the savegame bug is to start the mission and then immediately kill both leaders (by radio command).  This pretty much maximises the amount that is happening inthe mission with both sides now in their endgame and none of the early stuff deleted yet.  I then check that I can save, exit OFP and then restart.  That is fine for plain vanilla OFP, but as I don't have ECP it tells me nothing about that.

It looks like some of the restructuring I did was enough to solve the problem even for ECP users.  If things change then please let me know.

Incidentally.  ECP has some sort of random weather variable. What does that do?
Title: Re:Abandoned Armies
Post by: Fragorl on 29 Mar 2005, 10:53:56
Dammit. Oh no. The bug has reared its ugly head again. This was my third save/load sequence- I'd shut down ofp, rebooted as usual, and attempted to load the mission. This time, it failed. I've honestly no idea why it suddenly happened again, or more perplexingly why it worked the other two times.

I'm going to restart, and play with vanilla/decaf ofp this time; i'm sick of the bug destroying the game experience. Sorry for messing you about, THobson.... rrrrr.....  >:(
Title: Re:Abandoned Armies
Post by: THobson on 29 Mar 2005, 11:26:38
Not messing me about at all.  I am sorry for the problems you are having.  

I am now trying to think if anything does start in the early part of the mission.  I do have a main Housekeeping script that runs a set of scripts at defined intervals.  The chance is very low (1000s to 1), but it might be that one of the scripts was running when you saved and the local variables in the script tipped the save over into the savegame bug.  This would indicate that the mission is now on the borderline of the bug when using ECP.  A bit more work might fix it.
Title: Re:Abandoned Armies
Post by: Dubieman on 29 Mar 2005, 18:45:44
Not sure if you've done this yet, but have you defined ECP variables in the init or something?

You know, you can turn off almost every feature of ECP that way. So if you haven't done it, it might help with lag and so on... ;)
Title: Re:Abandoned Armies
Post by: THobson on 29 Mar 2005, 19:26:31
The only thing I do about ECP is to check if it is running and if it is I do not activate the custom script for burning vehicles.  I do this by:

Code: [Select]
if ECP_initialised then {goto"ECP_is_loaded"}
.
;load custom burn scripts
.
#ECP_is_loaded

this is code that runs 20+ seconds after the start of the mission.
Is this correct?  It is totally untested as I don't have ECP.

I did contemplate borrowing macguba's script from Un-Impossible and just using it.  I did not do that for two reasons:
1. I don't like using something I don't understand (scripts using the drop command being the only exception!!)
2. There is shortly to be a new version of ECP that apparently works in quite a different way so it would not be a long term fix anyway.

I am hopeful that some beta testers might tell me something about the behaviour of the mission with ECP.  So far the only effect I am aware of is the savegame bug.  

I was concerned for a while when I saw ECP had some random weather stuff, but so far I have had nobody ask "what fog?" or "what rain?"  So I guess my scripts must be overriding whatever ECP is doing in that area.

As far as turning off ECP features to help with lag I think this should be a choice for the player to make, just so long as it doesn't screw up what I am trying to achieve.  If I find that it does then I will turn it off.
Title: Re:Abandoned Armies
Post by: Dubieman on 30 Mar 2005, 00:27:43
When I get a spare minute I'll download and give it a play.

@ECP
I've attached the readme if you'd like to see how the settings apply.

Random weather... I've really never noticed the random weather from ECP. So I think your scripts are overriding some long ~'s in the ECP scripts. Maybe...
 ::) :P

And ECP problems, only savegame, I started v1.00 with ECP, but the savegame bug kept me form ever enjoying the mission so back to regular OFP I went.

And I wouldn't worry to much about the new ECP cause you can just update your mission to be ready for it if people test with it.
Title: Re:Abandoned Armies
Post by: Henderson on 30 Mar 2005, 05:44:14
No! I accidently exited deleting the first part of my post! *cries*

Basic Rundown:

Intro: Nice and new, good.

Briefing: Notes for the backround section? Maybe the nuclear exchange should start after a short war between China And Russian after the Chineese Airliner is shot down. As the U.S advance through Korea and Nato advances through Europe, the Chineese and Russians panic and push the big red button.

Mission: Ahhhh, the big hill of death! EVEN BIGGER! :P I start strafing up the hill. Once I reach the super steep incline I hear firing in the backround? Is it target practice or something? Maybe executions? Anyway, I make it to the top of hill!!!  ;D I stealthily advance towards the town and house, and aim towards my unknowing targets...

 :gunman: One drops in one shot, the second one standing near the fire tries to flee. I run up to the house and shoot him and the proning guy. All too easy. I take the baddies' M16s and stow them in the jeep, making sure to keep one for myself. I then initiate the cutscene.

Ahh, new lines, all is good. The extra stuff explaining why she is very nice. And it looks like she really got shot now, not a setdamage trigger. :) Anyway, I go outside and pop the two murderers, then jump in my jeep and drive off, making sure to deposit another m16 into the jeep. Ok, nice long country drive now. Once I get to the ruins, the new and improved cutscene is initiated. It's much better then the old one, much more stuff is explained, including where the two other civvies came from.  ;D Very nice.

After the cutscene everyone joins my squad, I like what Alexi says about his father's uniform and not letting them down. I rearm my squad with the loot from Larche, everybody but 5 has an semi automatic, I gave 5 a hunting rifle. ;) It looks like my squad can survive a basic firefight now.

Said I was unlogged when I went to preview, but I enjoyed the new radio stuff. I loaded up my whole squad, and drove to the civs only to find that three couldn't get on board. It doesn't make sense, in version 1.00 the civil truck could carry a whole squad of twelve, but now it can't? Hmmm. Luckily, I have a retry from the base camp.

That's all I feel like typing at the moment, I'll tell you the rest of the events later.  ;D
Title: Re:Abandoned Armies
Post by: THobson on 30 Mar 2005, 08:42:47
@GRK
Thanks for the ECP stuff, that will be a real help.  

I fear you will need more than a minute for the download.  It is quite a bit bigger than the original.  I use a higher quality of ogg for the voices in this one.

@Henderson
I am glad you are still talking to me after the fog and all.

Quote
I hear firing in the backround?
Really?  It wasn't me.  I am collecting evidence that Malden is haunted.  This is not my first data point.

Did you check out any bodies at Vigny?

Quote
I like what Alexi says about his father's uniform and not letting them down.
I am glad you liked that.  It seemed like a good idea but I had doubts when I heard it 'live'

Quote
I gave 5 a hunting rifle.
Great, so you found the ammo dump.  My son said he didn't see the ammo crate in the cutscene - I told him he was not supposed to.  I was wondering if others might miss it.

Quote
I loaded up my whole squad, and drove to the civs only to find that three couldn't get on board.
The civis are now quite different.  They don't join you but they do follow you and they will get into the truck if you do and if there is room.  I have never taken my whole squad to get them - I only take #2 (one of the benefits of beta testing).  So with me and one other they all get in.  I need to invetigate what is happening here.  When you say three could not get on board is that 3 loons or number 3 loon?  Did you get a message about the vehicle not being large enough for the civis?  Did your squad all get out and was it them that were having difficulty getting back in or was it the civis that couldn't get in?  Anything you can remember would be of real help to me on this.


Quote
Said I was unlogged when I went to preview,
I am sorry.  I don't understand this.

Quote
I'll tell you the rest of the events later.   ;D
Glad to see the smiley face.  I look forward to it.
Title: Re:Abandoned Armies
Post by: Fragorl on 30 Mar 2005, 12:34:16
I didn't like to comment before, because i though that it was deliberate, but i too heard gunfire as i walked up the hill. Actually, it sounded exactly like a chopper launching some missiles at armour, but who knows. Its a mystery.  ;D
Title: Re:Abandoned Armies
Post by: THobson on 30 Mar 2005, 13:24:32
Bloody hell!!

Its back to the fjord for me.
Title: Re:Abandoned Armies
Post by: Mikero on 31 Mar 2005, 05:33:34
Good Grief!

In the debased language of today where everything a bit better than good is "awesome" and 'very' has to be prepended to every adjective to make it important, I'm loathe to call this mission a masterpiece, but can't think of anything more appropriate. You have purloined an entire genre, THobson. Who now can make a mission in this theme?

This mission has MacGuba's fingerprints all over it but another author has been a creative genius to make it his own. It's neither a mission, nor a campaign. It's a game in its own right that happens to use the ofp engine. Put it in shrink wrap and it would have been a $35 CD.

24 HOURS and 5 mins play time. according to the stats. Is that a definition of engrossing, of being immersed?

Some niggles. They are so minor they ordinarily wouldn't be mentioned but this mission deserves their comment:

Intro:
People who have already played this mission will miss it. The text pace is fast (thank God) unfortunately there's a quick passage surrounding "and then nothing".  I missed it's significance, ie, i didn't take in the downed airliner, it and the entire passage, were too quick for the information content. It has considerable impact on the why / where of what you you are.

Plan or notes:

I have a jotted comment that "either of them" should be replaced with the word 'side'. It's probably because the sentence/paragraph repeats itself.

Game General:

These are not niggles, simply how the game played for me, I stress the word game, not mission.

There was some confusion with the initial civilians. Depending on what I did first they would / wouldn't get in truck. Would / couldn't get in car and eventually ended up walking (which was perfectly ok) but the vehicles (plural) loading was messy, random.

Trinite was laggy, very. In fact, anywhere larger concentrations of vehicle caused large lag. (tanks eg). I learned to avoid any built up areas in order to play the game at all. (3gig+ cpu, 512 meg ram).

I learned to avoid using vehicles at all. My squad were mostly awol with this, no matter what i tried. That T80 i snaffled sure could have been helpful though.

At one point I wanted, desperately, to reach into the video screen and rip out that goddamn ap/av mine. Every time i reloaded I would plant one and blow myself up. I have the impression this is a legacy issue, something you liked, and don't want to remove it even though you know it's not that good. The AP stuff is  lethal. On a map of this scale i am garanteed to run into them myself at a later stage.

I can see that I *could* simply use up the buggers (both av and ap) by liberally sprinkling them along the supply routes, I can see that they would be the best way of cleaning up soft vehicles, BUT, i needed to take on tanks etc too often at later stages of gameplay, and it became a damn nuisance. I am hoping you might get rid of them.

Cutscene Storylines:

Simply wonderful. Immersive, intense. Some deal of dissapointment on my part that they began to taper off towards end of game. I wish / hope, you will liberally sprinkle them elsewhere.

Had the impression i was suppposed to attack Chapoi first (via storyline). Next game I'll go for the airport instead.

Gameplay:

The game is so overwhelming in detail that no critqiue can do it justice. Only point that simpy must be mentioned is that at no time were the enemy looking for contact lenses. They were aggressive / ferocious. The few that were not were understandably so, for all the right reasons. Loved the re-arming machine gun nests. Loved the random waypoints. Beautiful.

Readme:

I believe this is now inconsistent with V1.1, it did not appear to be relevant. I truly hope you did not spawn vehicles. I'm hoping for my game play I can go hunting them 1st, before they attack me.

Addons:

Not (in my never humble opinion) necessary. If all that's stopping this game being a general release is a Kiowa, replace it.

Outro:

I'll stand by my words, this is a masterpiece. You did credit to all those mentioned as beta testers, in a sophisticated, non cheesy way. They deserved to have their names stamped on this one and are undoubtedly honoured.

Title: Re:Abandoned Armies
Post by: THobson on 31 Mar 2005, 09:42:52
I wondered what you would make of it.  Thank you so much for your comments.  I have previously referred to making missions as like cooking.  Great fun on your own, for awhile.  But what really makes it is the appreciation of others.  For that I thank you.  

If you have time I would be interested in knowing how you approached the mission.  It is amazing how many problems I have noticed that the player didn't just by reading what he did.  If you don't have time that is fine.

On your comments:
Quote
People who have already played this mission will miss it. The text pace is fast (thank God) unfortunately there's a quick passage surrounding "and then nothing".  I missed it's significance, ie, i didn't take in the downed airliner, it and the entire passage, were too quick for the information content. It has considerable impact on the why / where of what you you are.
 Another thing that is striking is that all the things I feel a little uncomfortable with get picked up by beta testers.  There is a lot of the story at his point and it is a bit of a rush.  I want the music at the end to fade out as the scene fades out so there is a limited amount of time. I even start the text before the music which I am not happy about.  What I plan to do is to shave the odd fraction of a second or so from each of the little scenes to help with this.

Quote
I have a jotted comment that "either of them" should be replaced with the word 'side'. It's probably because the sentence/paragraph repeats itself.
Thanks.

Quote
There was some confusion with the initial civilians. Depending on what I did first they would / wouldn't get in truck. Would / couldn't get in car and eventually ended up walking (which was perfectly ok) but the vehicles (plural) loading was messy, random.
This is where more information would help me.  Henderson had a similar problem - did you take your whole squad with you?  Following Henderson's comments I looked at the code again last night.  It looks okay, but maybe there is something I am missing or perhaps there is another feature of OFP that I need to work around.  I need to do something about that car, either kill it or remove it.  


Quote
Trinite was laggy, very. In fact, anywhere larger concentrations of vehicle caused large lag. (tanks eg). I learned to avoid any built up areas in order to play the game at all. (3gig+ cpu, 512 meg ram).
That is a worry.  Do you know your OFP benchmark?

Quote
I learned to avoid using vehicles at all. My squad were mostly awol with this, no matter what i tried. That T80 i snaffled sure could have been helpful though.
Again some more information on the problem would help me here.  I avoid using vehicles in the middle of the game while there are choppers about for the obvious reason, but I have had no other problems.  In my current run through I am about to attack Chapoi, I have a convoy of 1 Abrams; 1 T80; 1 BMP ambulance;1 Repair truck and 1 ammo truck.  The only problems I get are when I allow the trucks to advance without first ensuring there are no AT soldiers about, and the damned northron Hind that is buzzing Chapoi itself.

Quote
At one point I wanted, desperately, to reach into the video screen and rip out that d**n ap/av mine. Every time i reloaded I would plant one and blow myself up. I have the impression this is a legacy issue, something you liked, and don't want to remove it even though you know it's not that good. The AP stuff is  lethal. On a map of this scale i am garanteed to run into them myself at a later stage.
Originally I had quite a lot of stuff that was meant to keep the player on their toes - like vehicles running out of fuel etc.  Most of that has gone.  My preference on the mines would be to have them lower down the list of actions but I don't think that can be done, as it is they do ensure the player has to be careful with the mouse wheel click.  I have made it so you can't place one of these mines while you are in a vehicle, you do get a disable option and thanks to macguba you also need a specific item in inventory to place one.  If you double click on the map you can place a marker to show where you have placed a mine, but also I like it that the player has to bear this in mind when placing a mine.  I will wait and see what other feed back I get on this before deciding what to do about this.


Quote
Cutscene Storylines:

Simply wonderful. Immersive, intense. Some deal of dissapointment on my part that they began to taper off towards end of game. I wish / hope, you will liberally sprinkle them elsewhere.
 I have been giving thought to this.  One problem is in not knowing what the player is going to do.  It is on my list of things to think about.

Quote
Had the impression i was suppposed to attack Chapoi first (via storyline). Next game I'll go for the airport instead.
Actually there is nothing you are supposed to do first, I tried to make it so there was no right way and no wrong way to do the mission.  Attacking a base will generate a response, as a small band of fighters it might be better to take a less direct approach, or even to get others to do most of the fighting for you.

I am glad you are going to play it again.  My favourite thing about this mission will never be noticed by people who only play it once, and that is how different the middle part of the mission can be.  Sometimes you have choppers to deal with, sometime they have already been dealt with for you - it can make a big difference to the play.

Quote
The game is so overwhelming in detail that no critqiue can do it justice. Only point that simpy must be mentioned is that at no time were the enemy looking for contact lenses. They were aggressive / ferocious. The few that were not were understandably so, for all the right reasons. Loved the re-arming machine gun nests. Loved the random waypoints. Beautiful.
Music to my ears if I can use such a phrase about written text.  You can certainly come again.

Quote
Readme:
I believe this is now inconsistent with V1.1, it did not appear to be relevant. I truly hope you did not spawn vehicles. I'm hoping for my game play I can go hunting them 1st, before they attack me.
I didn't think it was out dated - I will check thanks.  I certainly do not spawn vehicles, or anything else for that matter.  My intention is that there is no trickery, it is meant to feel like a real experience.  Everything you need to deal with is already on the map at the start.

Quote
Addons:
I don't do them (it does limit my opportunities to do beta testing sometimes).  The only exception I make is General Barron's Editor Upgrade.  Any delay in releasing the mission will be down to my time spend fixing some of the problems.


Milkero let me thank you again for the encouragement your comments have provided.  I loved making this mission (most of the time) and I love playing it, but even better is to hear that others enjoy it as well and also I enjoy seeing how many different ways it is possible to approach the mission.

Thanks again



Title: Re:Abandoned Armies
Post by: Henderson on 31 Mar 2005, 11:59:35
Sorry I'm not posting as much Thobson, I'm currently on a Kotor II binge and am trying to beat that. :)

@GRK
Thanks for the ECP stuff, that will be a real help.  

I fear you will need more than a minute for the download.  It is quite a bit bigger than the original.  I use a higher quality of ogg for the voices in this one.

@Henderson
I am glad you are still talking to me after the fog and all. Really?  It wasn't me.  I am collecting evidence that Malden is haunted.  This is not my first data point.

Did you check out any bodies at Vigny?

 The only bodies I saw were the police guy's body, ("Glad it wasn't my uncle. ;)) and Tatayana's, I was too busy running to check for more, heh.

I am glad you liked that.  It seemed like a good idea but I had doubts when I heard it 'live'

Great, so you found the ammo dump.  My son said he didn't see the ammo crate in the cutscene - I told him he was not supposed to.  I was wondering if others might miss it.

The civis are now quite different.  They don't join you but they do follow you and they will get into the truck if you do and if there is room.  I have never taken my whole squad to get them - I only take #2 (one of the benefits of beta testing).  So with me and one other they all get in.  I need to invetigate what is happening here.  When you say three could not get on board is that 3 loons or number 3 loon?  Did you get a message about the vehicle not being large enough for the civis?  Did your squad all get out and was it them that were having difficulty getting back in or was it the civis that couldn't get in?  Anything you can remember would be of real help to me on this.

I had my squad in the check, and once I got one, the civs started to get in after. But, it seemed 3 of them couldn't fit into the truck for some reason.

I am sorry.  I don't understand this.

I was talking about the forums, hehe, when I went to preview my post, it said I wasn't logged in. :)

My words are in red.

Ok, now since I'm fully awake and have time to blow, back to the mission. :)

Last post left me back at base after a checkpoint. This time instead of taking my whole squad I only took number 2, you know, just in case. The ride is uneventful, and we reach the civs. The cut scene starts up, everything goes good again, and this time all the civs get into the truck. J The tide back to base is uneventful, and as I drive up, a cut scene starts? Caught me off guard the first time I played it. I like the whole thing about the civs rebuilding the ruined building and Corporal Ivanov and the other guy, (forgot his name. :P) Also, during the cutscene I heard more firing in the backround. ??? I tell my new recruit to halt, and jump back into the truck with two. As I'm driving I hear more explosions? ??? Wonder what they're firing at. The rest of the drive is uneventful and I reach where the civs are at. I like the new cut scene that says that something is going on in La Trinite without being specific.

After the cut scene I wish the men a safe journey and board my truck with #7 and 2. As I'm driving through the country towards Houdan, I drive right past a group of soldiers. They didn't make any hostile moves so I continued on. Once in Houdan I drove up to the house and activated the cutscene. I like the way you're using cut scenes to explain the story, unlike in version 1.00 the player knew everything from the very beginning. :P I also like recruiting the Russian deserter to your cause, I knew some people still had morals!

I begin the drive back to the lodge, and about 200m out I hear Pavel's voice saying he's ready for my order. He must have a real strong voice. :P I disembarked my squad and now I'm planning for my next course of action, which I think should be to get a truck that can carry everyone in my squad.

Having fun with the mission Thobson, best beta test mission I've ever played. :)
Title: Re:Abandoned Armies
Post by: THobson on 31 Mar 2005, 12:42:00
Quote
Sorry I'm not posting as much Thobson
Absolutely no problem.  When I put 1.00 up I was hit by so much in such a short space of time it took me quite a while to assimilate it.  The current pace is more manageable.


Quote
But, it seemed 3 of them couldn't fit into the truck for some reason.
So some of them got in but some didn't, and you did not get a message about the vehicle being too small for them.  Interesting that is a good clue as to what to look for.

Quote
when I went to preview my post, it said I wasn't logged in.
Oh I see.  I now do a select all, Ctrl C before going to preview - I lost too many long posts this way in the past.


Quote
Also, during the cutscene I heard more firing in the backround…. As I'm driving I hear more explosions?
This is baffling.  Have you had the "We seem to have got them fighting each other" message?  There are only two places where I use environmental sounds and that is if you approach either of the groups of civis before you know about them some environmental shooting will start and a few seconds later the player gets shot.  All other sounds of fighting are real.  Once you know about the civis the triggers that create the sounds are deleted (as is the one that shoots Alexi) so they cannot be firing by accident.

Quote
I drive right past a group of soldiers. They didn't make any hostile moves so I continued on.
This is a pain I can do little about.  If you are in a truck the footsoldiers seem to ignore you.  Get out or go near some armour and it is very different.

Quote
I also like recruiting the Russian deserter to your cause, I knew some people still had morals!
This has had a desirable effect on future game play.  I want to create an environment where the player needs to keep alert, and remember what he has done.  You certainly need to remember what you have done with 9, otherwise at some point you may see a Russian soldier coming towards you and the moment of hesitation while you consider if he is your guy can prove fatal.  I know.

Quote
I hear Pavel's voice saying he's ready for my order. He must have a real strong voice.
Maybe I should make it sound like a radio message

Quote
I disembarked my squad and now I'm planning for my next course of action
Just the sort of situation I was wanting to create.

Quote
which I think should be to get a truck that can carry everyone in my squad.
I need to check that truck.


Quote
Having fun with the mission Thobson, best beta test mission I've ever played.
I am very pleased to hear it.  Thanks again for your comments.

Title: Re:Abandoned Armies
Post by: Henderson on 31 Mar 2005, 12:50:15
This is baffling.  Have you had the "We seem to have got them fighting each other" message?  There are only two places where I use environmental sounds and that is if you approach either of the groups of civis before you know about them some environmental shooting will start and a few seconds later the player gets shot.  All other sounds of fighting are real.  Once you know about the civis the triggers that create the sounds are deleted (as is the one that shoots Alexi) so they cannot be firing by accident.


I didn't get the message, and I didn't engage anyone except those three guys, so I don't know what's going on either.
Title: Re:Abandoned Armies
Post by: Mikero on 31 Mar 2005, 14:54:35
@THobson
>a walkthru is needed.

totally absolutely understand the need for this. Even as a beta player I *enjoy* reading other's ways of getting into deep doodoo  :)

I have said that the mission is too overwhelming to give one, I will however do it as a totally separate reply, and probably in sections. I fully understand your need for it.

The following is where i hope to be helpful: It is based on what i've read in this forum:

FOG:

For me, this game/mission was like sipping good wine, you dont gulp and you dont rush. As far as I was concerned I was happy to have a cup of tea and ruminate on what the HELL i could do next. Like others I 'suspected' the ai could see thru fog/rain. Am happy to report to them, and you, this is not the case (unlike smoke grenades/broken bushes).

IF you crawl 5 meters, not 6, and look, you will just make out the silouhette target, just as the ai is doing to you. If you let your squad ping at an m2 nest, why be surprised. I've been on plenty of missions in reverse, and I shoot back! The answer for me was to crawl, shoot, crawl, the ENTIRE length of the runway.

I was content to do this because I was totally immersed in the play at hand. This was just one interlude, of a huge mission and needed a different play style. Fine by me. I did not need to rush and get it over with. I had after all just been through hell elsewhere and was more than pleased that this, while slow, was going to be a peaceful interlude. I have NO problem with your use of fog/rain, It immersed be in the belief that oh shit, another thing going wrong. It was real, realistic, not a turkey shoot. Even better, it varied. There is a discrepency in the load game where fog may or may not be present.

Vigny:

The only mission that has ever used this start is chapter 3 of PMC fury. In it's case it was meant to be, and was, hilarious. Constantly falling over, etc.

Your start was not hilarious and was not meant to be. Unlike others, I had no trouble, no frustration, at climbing that goddamn hill. I *knew* what I was in for, and I suspect the 'complaints' if they were complaints, were simply surprise at how much you meant buisiness, that this IS the tuffest mother of a hill in the game and overlooked by everyone. It would not trouble me whether you kept the original, or the current, it would trouble me greatly if you made it easy. Too boring for some players? Tough. You lead up to this entrance just right, nuclear war, hell-in-basket, atomic rain probably, and sheer utter gloom to start. You look up, when and after you can orient, and think, you gotta be kidding. Jesus!

Damaged Jeeps/Fuel.

Again, I found it more realistic that they DID run out of fuel and WERE damaged. It's chaos, this is (probably) the last standing armies. They are in the throes of losing the last of their high value equipment, it's very soon going to be clubs folks, this is all that's left, AND it's getting ruined.

Fate of soldiers outro:

don't agree. You've already mentioned it in the outro, what WILL happen to them? Stay tuned.

Disarmed soldiers:

Have to mention, disarmed soldiers rather than find-the-last-bloody-loon = clever as hell.

You might have an 'undocumented feature' here. I couldn't tell if my loons were reporting these unarmed soldiers or real ones from the north. Perhaps both. 2nd niggle same issue. Vehicles my ppl got in were red, they should have turned green. Had a hard time targetting the 'real' red ones.

savegame bug:
dunno what that is. My problem was if I restarted and resumed ofp, it 'began' at an earlier save, I had to then use load or retry to get back to where i was. Hardly a biggie. The bug others mention would be awful.

Fighting each other:

Am still at a loss what that actually meant. Couldn't determine if it was north fighting north (that's what I currently think). Trigger ocurred around about houdan. Same subject, not sure if it's clever or confusing, that the north / south tanks battle it out at chapoi. You mention only four or so, it *seemed* like many more were involved. Took awhile for it to sink in that the buggers weren't after me, I was so relieved, I think you should leave it as is <griN>

Trinite:

Unlike other reports I had no trouble with what was going on here, DEAR GOD PLEASE DONT LET THAT FOG LIFT. I understood implicitly that I would be presented with 2 million angry spetz gunning for me just metres away.

In fact, this was the best lesson learned for my game play. I had to change my thinking and turn geurilla (sp). Not Resistance, Gorilla (sp).  The rest of the game was hit, and run away as far as runny run run could take me. If I could run to other side of island, it wasn't far enough, but my tactic was very successful. My squad stayed alive. After two towns or so, I understood I was in deep doodoo if I hung around. No, trouble, just bloody exciting. The ai played fair, it didn't hunt me to extinction.

Civils:

you mention 3 civil scenes. How I wish you'd put one back.

1st civils. This is identical as reported by others. In my case i drove entire squad. Unless I got out (and it wasn't necessary to trigger cutsene, so easily fix that by trigger IN hut), the civils wouldn't get in. I get out, i order in, and everyone tries to, 3 fail.

I try to get them in car, and messages to say we'll walk. Various scenarios follow but the basics begin with overflowing truck causing all later messages to be awol. Suggestion: Let the truck run out of fuel.

Ammo stash in haystack:

With a kozlice as main armament, I'm gonna search high and wide. Keep it hidden. Had the suspicion, that I could have missed the radio, hello are you there stuff. It triggered well away from _the_ radio, which I had just passed.

ECP and Lag:

It might simply be a question of turning super ai off. It *might* not be required, I have no idea what I'm talking about, but it *would* appreciably chew up cpu cycles because celerons do not have this option as an option.

St Louis? / Minefield:

what was that about? I think enemy kept wandering into it (as did I), did it have other significance i missed? It's fine as is, I ask a curious question only.

Females and Chapoi die:

Is this intentional? Is there any way to prevent it? I sure tried. Dont answer if its a secret. If not, there was a stone tower I could not climb that would have given me a bead on the bugger. Same subject, something nasty about that church, one blackop hidden IN buliding wall, pinged me every time. Other black ops protecting big bad general could see straight thru most of it's walls and were murderous. I hope you can patch that up.

Dead Policeman:

Huh? What where? I did no such thing. Did I?


>what is your OFP benchmark.

Give me a clue. Where do i find it?

Title: Re:Abandoned Armies
Post by: macguba on 31 Mar 2005, 16:00:45
Quote
>what is your OFP benchmark.

Give me a clue. Where do i find it?

Start - Prgrammes - Codemasters - OFP - Flashpoint preferences.  
Title: Re:Abandoned Armies
Post by: THobson on 31 Mar 2005, 16:31:35
@Henderson
Quote
I didn't get the message, and I didn't engage anyone except those three guys, so I don't know what's going on either.
Utterly weird.  If there is shooting someone is getting killed and if someone gets killed by the other side you get the message.  I was thinking of putting in some executions - but I haven't done that yet!!


@mikero


FOG:

Your comments represent exactly the effect I was trying to create.  Thank you

Quote
Like others I 'suspected' the ai could see thru fog/rain. Am happy to report to them, and you, this is not the case (unlike smoke grenades/broken bushes).
Interesting.  Thanks.

Quote
The answer for me was to crawl, shoot, crawl, the ENTIRE length of the runway.
Lol I spend a lot of my time in the same position, eyeball to eyeball with the grass.

Quote
There is a discrepency in the load game where fog may or may not be present.
That is another thing I am not sure I can do something about.  I presume after restoring the game the weather returns to something like it should be after a minute or so.  If not I will need to have another look at the weather code.

Vigny:

Your comments on the hill - great thanks.  I have macguba to thank for pointing me to the specific landing point.

 
Quote
Fate of soldiers outro:

don't agree. You've already mentioned it in the outro, what WILL happen to them? Stay tuned.
 I have a dilemma.  I wanted an outro that showed a sort of epilogue.  But I like the ending the way it currently is and feel that something after the de-briefing would take away from what has gone before.  What I have in mind is an unpleasant end for the surviving soldiers delivered by Mariana (Alexi's mother)

Quote
Disarmed soldiers:

Have to mention, disarmed soldiers rather than find-the-last-bloody-loon = clever as hell.
A happy force of necessity.  In version 1.00 there was occasionally some difficulty in finding the last loon - even though I do have some scripts that make them head for the centre of their base.


Quote
You might have an 'undocumented feature' here. I couldn't tell if my loons were reporting these unarmed soldiers or real ones from the north
I am afraid your guys will report the surrendered loons in the same way they will report the active ones.  This is OFP and I cannot change it.

Quote
2nd niggle same issue. Vehicles my ppl got in were red, they should have turned green. Had a hard time targetting the 'real' red ones.
OFP again I am afraid. I cannot fix this

Quote
savegame bug:
dunno what that is.
Be happy.


Quote
Fighting each other:

Am still at a loss what that actually meant. Couldn't determine if it was north fighting north (that's what I currently think)
You get this message the first time one of the loons is killed by the other side.  Subsequently all hell breaks loose and major warfare begins between north and south.

.
Quote
Trigger ocurred around about houdan.
I don't suppose you can recall what you might have done to cause this.  It is several months since I had war break out spontaneously between the two sides but I am still very sensitive to it happening.  It would ruin the mission.

Quote
Same subject, not sure if it's clever or confusing, that the north / south tanks battle it out at chapoi.
This is one of the locations where a battle will take place after the truce between the two sides is broken.

Quote
You mention only four or so, it *seemed* like many more were
Four armoured vehicles target Chapoi, but there are others on guard. So if they are not otherwise engaged they may also have joined in.  Stamenov also has some armour based around Chapoi, they will obviously have been fighting back.


Quote
In fact, this was the best lesson learned for my game play. I had to change my thinking and turn geurilla (sp). Not Resistance, Gorilla (sp).  The rest of the game was hit, and run away as far as runny run run could take me. If I could run to other side of island, it wasn't far enough, but my tactic was very successful. My squad stayed alive. After two towns or so, I understood I was in deep doodoo if I hung around. No, trouble, just bloody exciting. The ai played fair, it didn't hunt me to extinction.
Lol, wonderful thanks.

Quote
Civils:

you mention 3 civil scenes. How I wish you'd put one back.
The three ‘scenes' in v1.00 were a bit crap to say the least.  

Quote
1st civils. This is identical as reported by others. In my case i drove entire squad. Unless I got out (and it wasn't necessary to trigger cutsene, so easily fix that by trigger IN hut), the civils wouldn't get in. I get out, i order in, and everyone tries to, 3 fail.

I try to get them in car, and messages to say we'll walk. Various scenarios follow but the basics begin with overflowing truck causing all later messages to be awol. Suggestion: Let the truck run out of fuel.
I have been thinking about the cause of this.  I move some GameLogics into the vehicle that Alexi boards and if I can get enough in I know there is room for the civis.  What seems to be happening is that the GLs are staying in the vehicle even after Itell them to get out and so are taking up space.  That would fit the symptoms perfectly, the truck holds 12.  You start with a squad of 5, I put 5 GLs in then 5 loons try to get in and 3 won't fit.  It all adds up.  I unassign the GLs from the vehicle and then setpos them elsewhere so I don't know what I am missing.  I have only just thought of this as the reason so I will need to check the code when I get home.  Your idea of having the truck run out of fuel is a neat one, fully in keeping with making life difficult for the player in a realistic way.  I will look at that if I have no joy with the GL problem.


Quote
Ammo stash in haystack:

With a kozlice as main armament, I'm gonna search high and wide. Keep it hidden.
I do show you the hiding place in the cutscene.  "We do have some weapons, but not a lot I'm afraid"

Quote
Had the suspicion, that I could have missed the radio, hello are you there stuff. It triggered well away from _the_ radio, which I had just passed.
As you realise this is an important potential bottleneck in the flow of the story.  In v1.00 the radio was next to the clearly visible ammo crate and so was very had to miss.  In v1.10 it is behind Irena - you can see it and a medicine box behind her in the cutscene.  If you don't activate the radio yourself then I have one of your team activate it for you if you get too far from the lodge.  Is that what happened for you?  Were you too far from the lodge when it happened for it to feel realistic?

Quote
ECP and Lag:

It might simply be a question of turning super ai off. It *might* not be required, I have no idea what I'm talking about, but it *would* appreciably chew up cpu cycles because celerons do not have this option as an option.
I don't use ECP.  What is the super AI?

Quote
St Louis? / Minefield:

what was that about? I think enemy kept wandering into it (as did I), did it have other significance i missed? It's fine as is, I ask a curious question only.

Quote from Reply #367:
Quote
Saint Marie is mined because:
- Stamenov wanted to make sure there was no possibility of civilians living close to his base.
- He wanted to prevent his soldiers from going there for R&R
- He wanted to prevent it from being used as a base by any enemy, but did not wish to station and soldiers there (his forces are mostly at the front or protecting his base)
- He has certain items that he wishes to keep safe locked away in the basement of one of the buildings there - sufficiently close to his base that they are accessible
- He had a childhood romance but lost her to a rival.  They married and are living in Saint Marie (or at least they were living in one of the houses when Stamenov had his soldiers mine the place.  Whether they have been blown up or simply starved to death no one knows)

Take your pick.
I made all this up at the time at the time of writing that reply. I really just wanted the exercise of making my own minefield.

Quote
Females and Chapoi die:

Is this intentional?
Yes
Quote
Is there any way to prevent it?
No
Quote
I sure tried.
You gentleman
Quote
If not, there was a stone tower I could not climb that would have given me a bead on the bugger
I have been all over Chapoi with a sniper rifle trying to see if I could get my cross hairs on him.  If there is anywhere I have not found it.  I would have moved him if I had.
Quote
Same subject, something nasty about that church, one blackop hidden IN buliding wall, pinged me every time. Other black ops protecting big bad general could see straight thru most of it's walls and were murderous. I hope you can patch that up.
I wonder if they can see through the walls because the building has been destroyed.  I will look at it.

Quote
Dead Policeman:

Huh? What where? I did no such thing. Did I?
I think that is Stamenov.  Even though he is actually a west solder looking like a civilian policeman OFP seem to report his death as a civilian policeman.  The only other policemen in the game is the body in Vigny and the dead guy in the police vehicle in St Marie.


Quote
>what is your OFP benchmark.

Give me a clue. Where do i find it?
Go to your game folder and instead of running the OperationFlashpoint.exe or whatever it is called, run the OperationFlashpoint Preferences.exe. This will display your benchmark.

EDIT:  I see macguba beat me to it.

Mikero.  Again.  Thank you so much for the comments and the pointers to improving the mission.

Are you sure you only play mission and don't make them?


Title: Re:Abandoned Armies
Post by: Mikero on 31 Mar 2005, 18:53:20
@THobson
>I assume the fog re-appears after awhile

very quickly, if not sooner.

>an unpleasant end...

how droll. Let it be. You will leave a bad taste in the mouth. You have let other ppl's imagination run wild with what you've already said in that outro, why do the thinking for them? But, I can point you no better than pilot's  outro of released prisoners in red tide. Subtle, understated. original and totally dissapointing to rambos. On the other hand, you have of course done such an amazing opus, that I'd probably be speechless with what you did come up with, so go with your gut. My opinion of how this game should *play* is worthless. That's not false modesty, I have no useful opinion on what this mission should and shouldn't 'be'. It's too unique for anyone but the author to craft.

> I have MacGuba to thank

so do we all, but I'm going round to his house with an axe for mission impossible.

> spontaneous war breakout

cannot tell you, the mission was too overwhelming to be certain of any trigger happpening anywhere, it all just flowed. There was no bug, as such. Please be aware, the game is overwhelming in intensity, it is difficult as a player to be 'certain' of what happens next/when/why. That is hardly a criticism. There's no time for introspection, should i play that differently?, your into my god, what now, the 'next' is more interesting that what just happened. You can't, well I can't, 'digest' everything that happened.

>The radio

no wasn't silly distance I was in house, and it didn't seem 'right' that it triggered where I was. A spatial issue. Left me with bloody hell, i'm gonna have to scour every inch of this turf looking for more goodies.

>in cutscene

as they should be, and only where they should be. Fine by me. Very fine indeed.

>what is super ai

it's one of the options in the difficulty panel, only present on cpus better than 1Gig4? or more. I do know it is cpu intensive (elsewise why 1gig4), I 'think' it's only effect is to make ai deadly accurate, but not smarter. This is afaik. Point being you are hunting for all cpu intensive scripts, and this, is part of the family so to speak. On some missions, super ai actually dumbs the squad down, it's so busy crunching, they, aint doin nothin. My reference to ECP was only in this context, not, the fact that you dont use it.

>cpu benchmark

5338. Is that good, bad, or indifferent?

Title: Re:Abandoned Armies
Post by: macguba on 31 Mar 2005, 19:23:06
@mikero - 5338 is good.    The maximum with top quality kit is probably a little under 7000.    My old comp (PII) was about 750, which was just adequate and no more to play Resistance.

@THobson - not a proper test yet, but some bits and pieces.


readme

Add the date.   At the start give a short description of the mission.   All those marvellous designer's notes need some context.      Change the other requirements to this:

Other requirements:  Do NOT adjust Video Options: Terrain Detail during the mission.    The mission will set it to Normal, which is necessary to prevent bad things from happening.
 

Overview

The old pic was a little too short:  now it is a little too tall.    Start the text with "Renegade US and ..."    Add your name.


Intro

In the first line of text the tense is wrong - Evil came to Malden, since it was in the past.  The original revolt has now finished, it is not in the present.

Have line spaces between the lines of text.   The new smaller text is good.

Blackout at start still not perfect.

Why and how did Malden survive the nuclear exchange?

Baddies' faces (I know they haven't changed) good.

When the three loons surrender their weapons appear on the ground.   When they die the weapons reappear on their backs and fall to the ground again.

Woman about to be raped bit ended too soon - he had just got out his rifle when the shot cut away.

The scene on the outlying island is better but still not quite right.   The fire smoke came right out of mum's mouth.  Fires are usually bad in cutscenes because you cannot predict the wind direction.   Who are these men anyway?  Why don't they go to get my uncle?   We have nice shots and speech of your sister and mum but none of you, the main character.    Have some cardboard boxes lying around, and perhaps the pistol if you can be bothered.



Briefing

Excellent speech!  And I'm delighted to see new start location.

Plan - don't use "you".   This whole thing should be in the first person, or a very vague third if that doesn't work.  In background change to "... an overzelous, frightened or drunk US naval captain shot down what turned out to be a civilian Russian airliner with the children of several Politburo members on board...."

Notes - don't use "certainly" twice.

Gear - add something about how you wish you had more ammo.


The mission[/u]


Start & Vigny

Start a few feet away from the boat, to avoid the Get in actions.   You don't want to draw the player's attention to the boat - you just want it there for the sake of completeness.   Which reminds me, there is a missing dash - somewhere in the briefing.   Boat damage and fuel spot on.

Savegame at the the top of the hill, not sure if it was scripted or me by accident.

Only two soldiers?  What happened to the third?  And both US?  We should have one of each, surely, then the player can choose M16 or AK.

Shot the girl for the mission failed.  Say your mother died of grief and hunger, and your sister of pneumonia, but somehow you survived and returned to the main island to choose which evil group to join ...

Don't put the civvy body so near the soldiers.   Why did the soldiers just stand there instead of going over to examine the girl's body and then see how she had escaped?    Got sound files over bodies: collected ammo and binocs.

__________________________________

*pause to read your original new version post, which I have not yet studied.*

Make the version 1.1 bit HUGE so that we can find it easily when running through the thread.    It's important in a long thread like this to have waymarkers.

Things being different in the mission editor and the .pbo is a real bore, its happened to me.  Remember, sod's law applies - it is the .pbo which is "right".

Briefing pic of uncle nic is good.

Strengthened group at vigny eh?  Well then I won't hang around.

Tanya's rush is better now.

But overall it looks like you have done a LOT of good stuff.  

I am playing without ECP, which is my usual way.  Vet mode obviously.

Won't read the stories yet, I like to play first.

*back to the mission*
____________________________________


I have a feeling the squad arrives too soon:  I barely had time to look around and rearm before they arrived, and in fact I was caught with a poor savegame position.  Managed to run away behind the church, but thought, "I'm buggered if I'm going to walk" so I went back into the village and dropped them, using one beta testing cheat savegame on the way.   Left in the jeep with M16 and LAW.

Don't start with 10 savegames:  its a horrible number, both to calculate with and to look at and I suspect its a bit mean as well.  12 is better.   You can legitimately use 3 around Vigny alone.


La Pessagne

Ran over a soldier in the road, turned left and parked up behind a bush.  Returned to town to drop a two man patrol and a sneaky loon under the net.  Pleased to find a field hospital as I had been slightly hurt up at Vigny somehow.      The tents and flag look good.   There should be something under the net, it should have a purpose other than sneaky loon hiding.   Bodies behind tents should be piled up, not lined up.   Lines are for bodies in front of walls.


Lodge

The drive was uneventful.   Light is good, is the mission a little later now?   If so its better, you see the dawn a lot whereas before it was just dark.     Stopped at the old signpost location with the short road but nothing there now, correct I think:  not worth the lag.    Drove all the way up and got the cutscene.   Didn't try anything fancy, I assume you have tested all combinations.

Much better cutscene.   The titletext grates after the coloured text earlier, do it all coloured.    Big tip - use stringtable.csv, deeply worth it.    Liked the characters appearing, however they should be setpossed in to join you in a little group and we should have an overhead shot of the group.   It's stupid them talking to you from inside the building.    Tatyana sequence was good but make the opening shot a static one of the dead soldiers' room; then a static shot of the bedroom and then the zoom into the body.    Perhaps even start it with a static shot of the boat.    The zoom out from the bed doesn't work, a shot like that has to start on a small object.   They are not road convoys, they are just convoys.  Convoys generally use roads and you have mentioned heavy traffic on the roads.   Liked the joining sequence at the end.

Green tick for the first objective btw and a whole bunch of new objectives and map markers.  (Which reminds me, there should be a link to La Trinite from the Background, I think it is.  Almost always link from Briefing to map, even if the marker is invisible:  its just annoying if you want to find the town and can't.)     Don't say north of these villages, make it clear that these villages are controlled by Andropov.  Similarly south.     One of the flags is a bit squashed.

The whole Lodge location is now excellent, well done.   I presume the medical box by the radio works.   Got the radio message while I was running around looking for the graves.   Three graves is plenty, and make them rougher - these people are not used to doing their own burials.   The location may not be susceptible to improvement, but if it's possible bury people with their heads higher than their feet.      The other minor gripes are that the motorbike should not block the woodpile, and the woodpile should not block the window.  Try putting it inside.    The AI has no hope at all of driving off in the yellow car, make it more accessible.   Love the weapons in the haystack but give everybody a full ammo load if they have a weapon:  if the player wants to change the last shellbox for a grenade (or vice versa) he can.    

My personal view is that titletexts are for cutscenes and the like.   Once a loon is in your group (or even if he is not) and speaks during gameplay I prefer to see the text come up as sideChat.

No lag problems so far, although you can feel the mission is heavy.

I took the hunting rifle and gave the M16 to 5.   We jumped into the lorry.


Civvies

We arrived at the civvies and the objective changed from blue to green at some point.    Make more of the fact that where they are is dangerous (near the main road, where they are sure to be found) whereas the lodge is safe.  At present there is no strong reason for them to move.

Arrived in the lorry and got the cutscene.   There are four civvies and the soldier, too many for the car.   Use of the reserved variable words "lead" and "follow" is slightly confusing - I was expecting them to join my group.    Not sure what to do.  Got back into the lorry and they said they would get in, but they haven't yet.   It's feeling like its going wonky.   I suspect you have been too cute with this bit.   Yep, there is a problem.  Everytime I got into the truck I got the "wait while we get in" and two of them would get in but the others could not.  I got my loons out and then they did get in, but my loons couldn't.   In the end I put my loons in the car and set off for the lodge.    The capacity of the lorry is not a problem (12 IIRC) so I'm not sure what was going on.

Aside: savegames.   I don't know what 's coming up but seems to me that you are entitled to a savegame on
- arrival at Vigny
- after the cutscene
- leaving Vigny
- possibly leaving La Pessagne
- approaching the lodge (long drive, dunno what will happen there)
- leaving the lodge
- leaving the civvies

so unless there are a lot more coming up 10 is going to be wholly inadequate.

Anyway, arrived back at the lodge.  Cutscene started a little early, I hadn't even spotted that we were nearly there.    Cutscene needs work as you know.   It's not at first clear who is in it.   Then the civvies just vanished.    Green tick and new objective, make it "Rescue the second group of civvies" just to change the wording from the first one.   New man joined my group.

Set off alone  in the jeep to get the other lot and had the cutscene.  Nice voice acting from the girl.    Everybody ran off except my joiner:  we set off in the jeep but broke down on the ridge.   Saw the medic but not the civvies he was supposed to be shepherding.   Returned to the lodge to see it repaired (say "shelter" in the building, not "hide":  in this weather a roof and four walls - the other buildings providing one or other but not both - is even more important than concealement.)

No sign of anybody turning up here.   It's possible they got here first but unlikely given that I passed the medic.  Will wait a little.   Oh, and give your joiners/soldiers slightly different weapon loadouts.   An extra grenade here, a mag less there, a pair of binocs or a handgun for one of them.    Ah, here they are.   8 joined, the civvies went into the chimney except one didn't quite make it - see pic.   Extra savegame.    One extra savegame after all this time seems a bit pointless.   Need at least three to make it worth the effort of adding them, or perhaps add one for each objective completed.  Actually that's a nice little reward for doing what the mission designer wants.    

3 green ticks and a full squad.    Be a bit more expansive on the new Houdan objective, either another page link or if that seems too much a simple "... for the missing women." will do.    I'm not sure I really want to though.     Lots of talk about activity at La Trinite.  (Actually we could do with another oblique mention somewhere perhaps.  I'm spoiled because I know what's there.)

Well I'm a-gonna go to Houdan anyway.
Title: Re:Abandoned Armies
Post by: macguba on 31 Mar 2005, 23:27:42
Time for a new post.

Houdan expedition

With all the comings and goings I notice my loons are not in good shape.   Stick an "aware" in at the end there, in case the player forgets.

We try to get into the wagon but 6 won't mount.   This lorry is definitely jinxed.  Wierd.   We'll have to walk, I could probably cobble together enough cars but they are too crap across country to make it worth it.   It is 8am in the game.

Decided to pop into Arudy in the hope of some action and a nice juicy truck.   Sneaked in from the NE because I got slightly lost.   Dropped a sentry and then was shot myself by a sniper on the opposite hillside, a good 200m beyond where I could see.    The AI shooting you through the fog is something you can live with to an extent - its just an annoying little "feature" in the game - but you are placing snipers to take advantage of it which isn't fun.   It's too good a mission to warrant stuff like that sniper, even without the fog problem.

Anyway, its getting late so I'm going to read the rest of the thread now.

__________________________

Comments arising from the thread so far

Don't worry too much about your voice acting.   You are not all crap:  it's all clear and of perfectly acceptable quality, which puts it straight into the top quartile of OFP user mission voices.  Better is better of course, but its a reflection on the quality of the mission as a whole that people are noticing it.

I agree with Fragorl that the Intro and Tatyana sequence are much slicker.    

My ECP script from Un-Impossible just turns off most of the ECP variables I could find in the master ECP script.    I don't really understand it either.   Borrow it by all means.   But in the end of the day, ECP is not your problem.    Either get it and spend a little time with it so you can understand how your mission relates to it, or just say in the readme "this may not work with ECP."    The new version of ECP was going to be totally different, but I and some others raised this point very seriously with the team and I think they took our concerns on board.    Consequently, unless you have new information, it is not reasonable to assume that they current system for switching effects off will not work in the future.

Cross with myself for not taking kit in the jeep from Vigny.  What was I thinking?!

Strange firing at Vigny seems more than likely to me.   AI have lots of blue on blues, not necessarily resulting in casualties.    They are common enough to make a material difference to the difficulty level of Un-Impossible.    

Got sound files over bodies at Vigny.  

No trouble finding the ammo in the haystack.  Thought it was reasonably obvious since it was shown the in cutscene and even if you missed the spot the voice said "we have weapons" so they have to be somewhere.

Liked the "officers uniform" bit, good thinking there.

I agree that the pace of text in the Intro is probably a little fast, especially for non-native English speakers.      Appreciate you only have the length of the music, but you use the second line appearing after the first trick quite a lot, possibly even too much:  putting up all the text at once makes it easier to understand, even if it isn't quite as sexy.

At the first civvy location there were no error messages or radio calls.   They just didn't get in:  stood there in a clump at the back.   It felt like there were gamelogics in the seats.   I had my whole squad with me.

Mission making is indeed a bit like cooking.    I've never managed to put that common thought into such a good analogy.

Haven't got to the new mines yet so can't comment on their effectiveness.   The top of the Action list thing is a bummer.   I deliberately put an Action in Un-Impossible partly to annoy the player, but that's a special case and it was only a morphine script.   I really do wish you could fix the order or something.

To reiterate:  blue on blues are dirt common.  That is certainly the firing people are hearing.  I haven't heard any.  I first learnt about blue on blues when playing CWC in about mission 8 I suppose.   I was shot clean through the head in broad daylight by a loon on my side from a distance of 30m.    And no I wasn't a renegade, in those days I was much to innocent to shoot my own men for fun.

Mikero is half right:  often when you are shot through fog it is from that zone where you could have seen if you looked hard enough.   However I have been shot several times in this mission from several hundred metres away - three or four times the distance you can see.

The new start position is much better than the old one.  It is closer, and because of the extra steepness you don't mind the lack of a long weapon and 4x so much because they make less difference - whatever happens, you are going very slowly.    When I first discovered this spot, a long time ago, I expected to find it in missions all the time but as mikero says it is very rare.

I've tried to let my eyes gloss over bits in the thread referring to things I haven't seen yet.  So I don't know what happens at Houdan, except that something does.

mikero didn't have to trek to the third lot of civvies, don't listen to him!

A walkthrough is IMHO a good idea for every decent mission.   You never know where or how people are going to get stuck.   You don't need it to complete the mission, it's perfectly obvious what you are supposed to do and you have already done the right thing of providing backup:  for instance all of your squad have some kind of weapon even if you don't bring stuff.

Ah-ha, so you have put GLs in the lorry!   Well they're not getting out again.   deleteVehicle the bastards.  

Radio at the lodge is easy to spot - I got the action almost as soon as I entered the building.   Distance from the buildings for automatic radio is about right - any further would be weird and only I would be looking for the graves.

SuperAI is an option that appears somewhere in the game.  It simply turns up the skill of the enemy (all units) to 1.    It shouldn't have an impact on lag.   It has nothing to do with ECP.

Whew.   As you've probably guessed I was supposed to be cleaning the house this evening.

Overall, what can I say.   So far, it is much, MUCH better.    How it is now is how you thought it was first time around, if that makes sense.    Much slicker, more professional:  a real feel of quality around the place.    Where the quality feel is absent there is a feeling of work in progress instead, which is fine.    

Excellent.   Good work.   Well done.  :thumbsup:

That's it for now.   :)


PS - given the new background, consider changing the title of the mission.
Title: Re:Abandoned Armies
Post by: Mikero on 01 Apr 2005, 04:39:22
Walthru, part one of many.
Intro:

Stunned, speechless.

Plan:

Huh? So Easy? So straightforward?

Notes:

Stunned, Readable.

Gear/Group voiceover:

Stunned, speechless, what 'game' am I playing? Diction clear, distinct, nothing mumbled.

Hint: Use radio save if you want. Ok, right now. one gone 9 to go.

Disoriented, sound of boat, look up, dear jesus, you want me to do what? Looks at briefing again. I like that boat sound, it told the truth about where I was, why I was.

Climb hill, feel like a kid with my dad's pistol. If anything's in that valley ahead, I AM going to wet myself. Rain? glorious rain. I want to look up in the sky and let it poor over me, this is tuff, man this climb is one hell of a mother. Fenceline. easy. Find the gate, what gate. where's the gate, jesus.

I get thru, I'm deeply scared, thinks, nothing can be behind me, feel safer. Can't see village, Hill, get as high as you can mikero. village slihouette. What's this, destroyed buildings, oh god, trouble, this feels authentic. Beginning to sh*t bricks. Does ofp have ghosts? looks plain evil. Feeling awful now. If it were in the engine, my pistol would be rattling, I am.

Smoke. Fire? let's look. Crawl mikero, crawl. This is evil here.

Soldiers? Hmm, friend or foe? Recalls intro, all nationalatoes, all on the rampage, they have to be baddies. Hope I'm right. Will I fire? are there others? crawled too far I want to get on with mission, head shots or you're dead. god there's 3 I nearly missed him. He *definitely* wasn't there 1st time I played this.

Put out fire, rule 101, put out fire.

collect ammo?, store in jeep?. No way, there has to be more nasties.

cutscene:

Speechless: not encountered this style before, is the rest of the game like this? Bet it will be, this is too polished to be a one off.

pay close attention mikero, you MUST listen to what's being said. Write it down, damn, forgot half of it, too stunned, reload, restart cutscene, I *know* I've missed something vital: Soldiers, mountain.

Too scared to look at map, I'll miss a patrol coming at me, feel sure of that. (Turns out I'm wrong). Two soldiers i guess. Risk a grenade (am lousy most of the time with these). Got the 'feel' right now. Just a few sporadic foragers as the intro said. Turns out I'm wrong again.

what to do? flee now? I'd be a sitting duck, wait them out and snipe mikero. Turns out to be a bad choice, restart, flee. Message triggers plural as I drive near bodies. Restart, try again and just take the patrol OUT, Vigny needs to be investigated, not fled from. Use another savegame.

Count the enemy as you shoot them mikero, keep count, whatever you do. Begin to notice enemy is random positioned on any restart. Oh god. This is tuff.

Finish of last of them, start scouring Vigny, collecting goodies, and noticing message triggers (apart from woman) are inconsistent, they appear to be things i should have triggered before heading for campfire. Not my fault. Fire was directly in front of me, I am certian to hit that 1st, voice triggers' aferwards, not good.

Now, what was that cutscene, read map, nearly miss mountain lodge because it's so far from where i'm looking.

Time for jeep, it isn't there to look pretty, author wants me to use it, ok. It is a long way after all.

Eek, sound of chopper, very very far away, collect every damn piece of hardware you can mikero. Jeep is mule.

Sh*t, Passagne's occupied. Notice no reaction if I drive over them, not very responsive if i get out and shoot. Too easy, but nasty bugger hidden in nets. Collect a bit more, another patrol, damn, I get it, hang round too long and it's good-night, thank you for playing. Ooh this town has mash tent. Store for future reference.

Not happy with myself, driving, driving, checking map, driving, driving. trying to 'figure' out' the mission style, it's changing before i can adjust. Damn what the hell? m2 jeep, 2 m2 jeeps, christ a platoon, eject. Fast

Drives back to Pessagne, looks for satchels/mines in tent area, nothing. Notices civlilian dead. notices their behind tents, out of sight.

tries again, badly disoriented and worried about those jeeps, lose direction several times. Relying on memory of island, rather than map, jeeps are benign, they think I'm one of theirs. I'd only get one if i hit them. i need help, drive mikero, drive away fast.

Very disoreinted eventually find mountain closer to camp, know *exactly* where I am, and am hopelessly lost at same time. Mist everywhere, needle in haystack stuff. I know every bush on this Island, the author is an bad man. Turn on scuba skills mikero, trust your compass, not your eyes. Fall into campsite, relief, cup of tea time.

Cutscene: Distinct, clear. Undramatic, understated. No tear jerking sillyness, no emotional claptrap. Author left my imagination intact.

Restart: missed the info content of the cutscene, this author is using audio AND text AND video to feed me info I'm on overload. Replay. Watch the barn old son, watch the barn. Spot the radio,,,,,

savegame, 7 left.

POT of tea time.
Title: Re:Abandoned Armies
Post by: Fragorl on 01 Apr 2005, 07:40:02
Before I forget that I snapped it:

This error message came up a short while after I killed Andropov. It doesn't look like anyone else has reported it, so here it is:
Title: Re:Abandoned Armies
Post by: macguba on 01 Apr 2005, 09:01:33
Reading through mikero's highly enjoyable last post, I am struck by two things.    Number of loons in Vigny house is variable?  Good.  But have 3 more likely.   The old set up was better than the new one.

Secondly, I think you should weaken the squad that comes into Vigny slightly.  "Vigny is to be investigated, not run away from".    You can't leave, it's just not what  you would do.   You need to spend a minute over Tatyana's body:  you need to search for weapons or ... or whatever else is there.   If you haven't checked the place out thorougly before the cutscene - and most people won't , we behave like moths when you show us a fire - you really want to do it afterwards.    Squad coming in is fine - you warned us about it - but at the moment it can be quite hard and slightly easier would be better.    There is no real reason to rush the player out of Vigny anyway.
Title: Re:Abandoned Armies
Post by: THobson on 01 Apr 2005, 10:02:32
There is a monstrous amount of good stuff here.  Thank you for it.  I am digesting it all and I will respond to it all.  I am tempted to respond to somethings immediately, but then that might make you wonder about the thing I left out.

But
Note the deliberately big but
I am supposed to be working today and this evening I leave the country for a week.  I will have intermittent access to the internet and no access at all to the game.  I will have access to some stuningly good food though so it is not all bad.

I have found the error with the truck and the gamelogics:


Now fixed.  Sorry.

Fragrl. Divide by zero!!  Holy moley.  Thanks for spotting it.
Title: Re:Abandoned Armies
Post by: THobson on 01 Apr 2005, 13:46:56
What the hell.  The worst they can do is fire me.

If I replied to every point this would go on for pages, so let me make some general comments and then I will deal with the specifics.

I am glad you all seem to like it.  For all the good things that you have pointed out thank you  the ego boost is helpful fom time to time.  Also if you have made a point that is not covered below then that should be taken as ‘I agree - thanks'

@macguba
Overview picture - yes indeed v1.00 everyone was squashed up. in 1.10 they are stretched out.  I did the calculations for this latest one - I clearly need to re-do them.

Intro:
Evil has come to Malden vs Evil came to Malden.  You are right of course.   Every time I see it in the Intro it jars, but when I go to edit it in the file it seems okay and I leave it.  The feeling in the Intro should swing it.

Non-perfect blackout - I am stuck on this.  It is night, the camera is in the corner of a barn (guess which one) with a tiny filed of view.  I will keep trying.

The three loons surrendering - you spotted the weapons.  It is a pain.  The switch move for them getting up into the surrender position leaves the weapon on the ground and the one for them dieing from the surrender position has them dropping their guns.  I will have to live with this unless there are some subtle switchmoves that I am not aware of.

Why no shots of me?  Well that is me standing next to Anna my sister.  How strong are your views on this - it is the second time you mention it I notice.  The problem is one of timing and the length of the music score.  I suppose I could try and stretch that out.

Briefing
Quote
"... an overzelous, frightened or drunk US naval captain shot down what turned out to be a civilian Russian airliner with the children of several Politburo members on board...."
In the Background I have tried to deal only with things that have really happened (apart from the nuclear exchange of course).  I was thinking of the Iranian airliner that was shot down by the US Navy battle cruiser Vincennes in July 1988 killing all 290 people on board.  Overzealous and frightened might fit, I can also go for incompetent but I can't go for drunk - sorry.  I also chose a Chinese airliner because (my view) whatever else can be said of the Soviet regime it was tremendously pragmatic.  If such a thing were to happen I think they would gain maximum capital out of it in the UN and then have got their retaliation in another way.  Also remember the S Korean airliner shot down by the Russians in 1983 with a US Congressman on board.  These nations can be very pragmatic.  I felt the Chinese might be less predictable.  This is not post facto rationalisation of the type I did on the St Marie minefield.  I really did go through this thought process when I dreamt up the scenario.  As always I am open to persuasion, any thoughts?

Mission
Quote
Don't put the civvy body so near the soldiers
Which body and why?  There is the woman, the man the policeman and two covered bodies.

Quote
Briefing pic of uncle nic is good.
I thought it might help the player to recognise him later

Vigny squad.  My original intention here was to keep the player off guard and get him running.  In v1.00 when I saw several of you were using this squad for target practice and as ammo crates I increased the probabilities of several of them existing (from 50 to 100%).  I did nothing with the timing.  It should still be circa 2 minutes from Tatyana biting the dust.  Seeing all the comments, I now have a different intent for that group.  So I will drop its strength and possibly delay it slightly.  My intent now is to teach the player that having hit somewhere very bad things will come your way if you stay around for too long.

10 savegames,  plus one every 90 minutes or so.  Before I saw your post I was wondering if I was too generous.  All suggestions welcome.

La Pessagne
The empty net.  There are nets at several of the camps.  Some have trucks in but I wanted some variety and so not all are occupied, La Pessagne is one of the empty ones.  As this is seems to be the first one the player comes across (it isn't when I play) it probably does seem strange.  I will put something in and empty another one.

Quote
Light is good, is the mission a little later now?
To be precise the mission starts 24 hours and 10 minutes later than v1.00.  The 10 minutes is for the light (very well spotted) the 24 hours is so the Intro is not on the 10th.  Even though it is December and not May I wanted there to be no confusion over whether I had changed the date from its default or not.  In fact I don't think there is anything in the mission that tells the player the date - apart from the watch and that doesn't have the month - but I might change something later.

stringtable.csv - This is my first attempt at using voices and before I started I posted a question about why use a stringtable.  The only arguments in favour seemed to be: All the text is in one place; if the speaker is killed you don't get the text; it makes multi language much easier.  None of these is a concern to me.  Against using a string table is that it is one text string for one sound.  Some of my sounds (the radio message for example) is one sound file synchronised with several titletexts.  Also I thought coloured text was not possible with stringtables - I have no data on which I base this.  I am a newbie to all this - how can it help me?

Lodge
Quote
Didn't try anything fancy, I assume you have tested all combinations
Multiple times.  But you still caught me out in v1.00.  I have approached the lodge on foot and in a vehicle, I have stopped and not stopped and I have sat tight in the vehicle when ordered to get out.  What I had not done was to crawl into the trigger area - that is why you got a shot of only your feet at the start of the scene.
Has anybody driven into the lodge cutscene?  I was pleased with this.

Cutscene shots of Tatyana.  Good idea - I was trying to make it clear that what had been happening on that bed was a significant part of the story Alexi was telling to Ruslan.  That can still be achieved.  Thanks.

Medical box:  Yes it works.  I don't know if it has some capacity limit - but it does heal.

Civis
GameLogic problem now fixed - what a bummer, I thought it was really neat.  I never noticed it because I only ever take one loon with me on this trip and then only for him to report status if I get lost.  

Indeed the scenes need work as does the second group returning with the medic.  I think I know what to do about that.  As for the loons getting into the lodge - yes the problem is there are too many of them and one or two usually show from the outside.  But that is where they really are.  My logic was wholly based around what you might do.  Me trying to think like mac doing a beta test: Hmm so the civis are in the lodge are they?  well let's just put a dozen or so satchel charges round it and see what happens.  Boom, two red crosses get shot - good.  I think what I will do is setPos them away once they are inside.  The only way to find I have cheated is to blow the bloody place up.

Houdan
Quote
With all the comings and goings I notice my loons are not in good shape.
I am sorry I am not with you.

Quote
The AI shooting you through the fog is something you can live with to an extent - its just an annoying little "feature" in the game - but you are placing snipers to take advantage of it which isn't fun.
Well I am not doing it deliberately.  I am putting them where it feels like they should be, but if the feature is a problem I will get rid of these.  It is meant to be difficult, but also realistic and fun

Quote
.    How it is now is how you thought it was first time around, if that makes sense.
It makes a lot of sense thanks.

Mission title - yes I was wondering about that after I changed the story line,  but then I thought  The name seems to be getting reasonably well known, and they are after all still abandoned - just not in the way they were in v1.00.

lined up or piled up bodies.  I tried piled up, but they don't - they merge into one another so what you get is a jumble of head and legs.  I will see what I can do to untidy them a bit.

@mikero:
Lol - love you descriptions.

You don't need to save at the very start.  If you play again and don't want to sit through the Intro you can just hit the escape key.

Loons in the house at Vigny - there are always three, but I have noticed that one of them always legs it as soon as one of the others is killed.  He must have got away the first time you played it.

Quote
Message triggers plural as I drive near bodies
Now fixed only the Tatyana lament can be triggered if Alexi is in a vehicle.

Quote
noticing message triggers (apart from woman) are inconsistent, they appear to be things i should have triggered before heading for campfire.
I originally had it so these messages would not be played if the bodies were visited after the scene with Tatyana.  Then I thought:  Well he still does not know whether one of them is his uncle or not.  Tatyana was kept prisoner and didn't know where here father is.  Also I thought that most players would go for the house first and so miss them.  If they feel illogical I will put them back as they were so that you get them if you visit the bodies before the cutscene but not after.

Once again.  Thank you all so much.
Title: Re:Abandoned Armies
Post by: macguba on 01 Apr 2005, 16:09:51
Lol I read your first post and though "hmm ... mid afternoon at the latest."   ;D

With overview pics you need to experiment.    Pure calculations don't cut it:  the optical effects of the page are significant so trial and error is the only way to find what looks right.

Forget the blackout, you've done what you can.

What happens if you removeWeapon in between the animations?

The problem with having a Chinese airliner (I remember well both the events you describe) is that there has been no previous mention of China.   Why should that incident have anything to do with Malden?   It needs to be something Soviet to make sense.

At Vigny the two soldiers stopped where they were after shooting the girl.   After I shot them there were three bodies, one of them a  civvy.   Either move the civvy or, better, have the soldiers come up to the girl and go into safe.

10 savegames is not sufficient.     Deep in the heart of the mission a time based rule is fine, although 90 minutes is harsh - 45 would be better (one attention span.)       The start of this mission is (rightfully) slow and as I've said before slickness is essential.    Therefore the option of a savegame after every cutscene or event is essential.    Count them up and add a couple for luck.     I'd forget about adding them and just give something like 24 or 36 at the start and leave it at that.   Nice and simple.    

If you wish to imply that the net should shelter a truck that's fine, but put some barrels in the corner or something.

I never used a stringtable till the final versions of Un-Impossible but I wish I had.      There is no problem about using it with coloured text.    The real benefit is that it just makes life MUCH easier.   All your text is in one place instead of scattered throughout the scripts and triggers.   If you want to change something it makes life much simpler because you know you have found all the instances of it.   I'll try and write you a little tute next week.    I condede that switching to it will be a little tedious.

I drove into the lodge cutscene.  It's a little surprising that you can hear the first shout, but then the "get out of that vehicle" makes up for it.  It worked fine.

Quote
My logic was wholly based around what you might do.
 ;D ;D ;D
Setpossing away is fine.   The first group of civvies should shelter in the ruin until you leave:  for me they just vanished, presumably into the lodge but they were supposed to be fixing it.   Or maybe send them to a nearby copse to wait, then setDammage a couple of trees.

Loons not in shape:  they were in safe not aware and also were no longer keeping low, although I don't think there is a commmand for that.   Formation was ok.     Not a big deal.

Snipers overlooking the airfield are fine, you're expecting trouble there.   Snipers overlooking Arudy are a bit dodgy, take them out.

Jumble of heads and legs sounds fine to me.

No harm in keeping the name:  problably not worth changing at this stage.  Just a thought.

The third loon at Vigny must have legged it.   I thought I saw three, but when there were only two I put it down to expectations.   Make him higher rank if he is fleeing.

Bodies in Vigny:  no reason why you can't have different sound files depending on whether you have had the cutscenene or not.

Title: Re:Abandoned Armies
Post by: THobson on 01 Apr 2005, 17:46:34
 ;D
All is clear and helpful as ever thanks, except one thing I am puzzled by:
Quote
The first group of civvies should shelter in the ruin until you leave:  for me they just vanished, presumably into the lodge but they were supposed to be fixing it
During the first part of the cutscene they should get out of the truck and go stand behind Yuri.  Then Yuri tells them to go get some wood and repair the lodge.  The next shot you get is a front view of Yuri with the civis running off in the background behind him - or at least you should.  They actually do go to a wood and then come back, enter the lodge and it is repaired.  They only come back when Alexi is some distance away so the player is unlikely ever to see then walking through the walls into the lodge and the lodge then magically being made whole again.

I spent a few hours playing this afternoon.  It is a relief after so long building and testing.  Things were happening I had not seen before.  We all moan about some of the 'features' of OFP, but really there is a tremendous engine there.

I am now off to pack and then head for the airport.  I will be back at the end of next week.

EDIT:
Fragol:  I found the code that was generating the error.  It is in four scripts that each run at approximately 5 minute intervals throughout the mission so I am astonished that the problem has not become apparent earlier.  It will not spoil the mission for you.  If you got to the stage of killing Andropov what this bit of code is doing is not that important.  I will fix it though.  I think the problem is that I am trying to access the -1th element of an array.  Just a guess.  Will check it out when I get back.  Thanks again.

Best of luck everyone.
Title: Re:Abandoned Armies
Post by: GI-YO on 01 Apr 2005, 19:17:13
here comes anothr long winded and slow review from my self. I have been waiting for a new version of this mission so i'm looking forward to skulking through the fog looking for loons (and I hope I dont brake it this time and get the correct ending!)

OVERVIEW - picture a bit bigger.

INTRO - I liked the fact you have explained why the soldiers are on the island, not just on their holidays  :P.I think that music is from STAR WARS! and if so greeeaaat choice (wish I had my X-wing....) The voices seem more alive this time. I'm not sure if the fiction notice at the end is nessacary, but you must have your resaons for including it.

BRIEFING - landing point has changed  ;D but by the looks of it I will still have that pesky pistol  :(. The main text has changed and it all reads well. The picture of uncle is a nice touch.

MISSION - (here go's nothing.....) oh the memories this concures slogging my way up the hill. moan over. As i crest the hill i see the houses to my right so walk across before sticking my gun into the back door of the house and killing the occupants. After grabbing an M16 and some 'nades i spot a runner so get hit in the back with my pistol. I then save my game and realise I shouldn't have done so at such an early stage. I may have missed this but you could mention you only have 10 saves. I get the cutscene with tatyana and then kill the two goons who are juist standing in the rain not doing anything. I stop here as the sun is shining and a book with pictures in beckons me. More soon.

GI-YO
Title: Re:Abandoned Armies
Post by: SEAL84 on 01 Apr 2005, 21:04:49
So I reinstalled OFP and forgot to copy the mission and my savegame, so I'll start fresh with 1.10....I'll see if I can test this weekend.

Dunno if I'll play Larry the Looter again though ;D
Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 01:59:31
Walkthru 2 of many

realise now my disorientation was due to a conviction the mountain base was occupied by enemy. I was using my old tricks of trade to get round authors and scour all around it first. Turns out I was wrong, again, and the tables were switched on me later when things that shouldn't be, were occupied. Suspicion dawning I had to forget all I knew about what authors do, and play the game, not the man.

apres Le Lodge:

5's unarmed. Oh yes, it had to be female, what a storyline. Never knew you could hodge-podge the engine to have anyone in any squad. This is becoming magic stuff.

savegame and scan the groups gear.

No good, not good at all, useless weaponry fix it Mikero. I'll use jeep mule as last resort, what has the author left me in camp?

Beginning to feel good, I'm young, I survived, I felt like i could lead this group. Cutscene told me how I felt about it too.

Sound of choppers overhead. I'm going to try and pop one, they'll fly low over here. Nope, viz too poor.

I notice how limited my squad is in law capacity. Arm them to the max I can, I take hunting rifle, I mostly use mule-jeep.

Radio option as I near radio, turn it on.... Check vehicles, civil, ok transport the civils, i need that. Got weapons? Nope, am gonna take mule jeep as well, I suspect some civils might join my squad. Turns out I was wrong. Radio msg to get any1 in my squad to turn radio on didn't work, similar to 'put out fire'. 1st play thru this game, i triggered the message by walking away, all totally fine by me.

I dismiss all ideas of using roads, direct compass bearing only, chopper is worrying me, I hope mist holds, I stop to check that flash was sound of thunder, not a missile. All ok. #2, my civil driver is having a hard time, too bad, he'll catch up or I'll waypoint him later. Still convinced enemy will be at 2nd camp.

Worrying about M2 jeeps, am trying to time their arrivals if I spot them again, trying to guess how far they patrol. Still far too weak to take them on. I need satchels, god, i need satchels.

have crossed two roads, now want a peeky boo at the camp from above I hope. Get #3 to tell me where I am. No sign of enemy at any time. Mist is driving me mad, this is fine.

cutscene triggers as I crawl towards hut.

I 'know' the undocumented features here. I try a different tack, I get my squad (4) in the mule jeep then I get in civil, soon as i do, the civils tell me to wait, i switch to 3rd person to make sure they're all in and dont need to, another msg tells me they're done, ready. No enemy sighted, I risk it and tell the jeep to go alone to base camp. I make my own way. Quick scout of hut reveals one body close by a radio, but nothing else I could see useable, except car. #2 now warns me that mule jeep is low on fuel. Hmmm, dont like the sound of that.

Am still curious about those m2 jeeps, i decide to take road, the mist is just driving me mad. My confidence is building I navigate successfully back. No enemy anywhere.

Cutscene: bad dialog, the civils won't be safe, they repair "what they can live in".

Lost it how I gained an extra member, #6. I Dont bother retry to find why, all I know is there's at least another two _possibly_ available for my squad. I'll get the civils, i want those soldiers. Am expecting, again, that this will be an ambush so decide to take all along with me. So far, not sure who's dumbed down to hell and back, I want a firefight to find out. Am intitially thinking lame mission, collect a few more civils and get a brownie point or two, then, like a thunderstorm building up, i detect lag, ever so slight, i know now this'll be bigger than Ben Hur.


Mercy me, #6 can have a LAW. I'd normally take an M2, but it doesn't 'feel' right in the mist. I rearm him top to bottom. My mule jeep was the right decision.

Worried about fuel, and, lol, #2 refuel at barrels. He gets there, but i'm not convinced he's close enough. I get in and do it myself.

All loaded in civil truck. Off we go.

The choppers bugging me again. I change my mind and load #2 with a machine gun. While he's at it, I examine map. Trinite sounds too risky, i need a firefight, Larche is marked as occupied, I'll test them out on may way to civils. Am pretty sure I'll need to run like hell afterwards. I want to see what goodies these towns have for later. Dont think the M2 jeeps are up here, I'll test that now. (wrong, wasn't i)

Savegame.6 to go.

Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 02:03:41
Walkthru part 3 of many

Larche
let civil cruise it's own way down the slopes, thinking m2 is good choice a bmp would have blapped by now, Larche looms 20 meters out of the mist, rpg hits me, goodnight. Retry

cruise down and get out at safe distance, run my way in. Fog works both ways, loons. Squad slaughtered as we crawl our way in during heavy rain. At one point my #3 (I think) got up shouldered his rifle and was cut down (all were in danger mode)

retry:

answered phone, left game running to test, squad cut down  500 meters from Larche. Enemy Patrol is randomly in area. My Squad was 'pointing' in 'wrong' direction to me, a clear indication i've missed something. Would have gone x4 to try this tactic again, but *appreciated* the author prevented me from doing so.

retry: perhaps two sentries dead, then cut down again. I'm approachinbg directly from sw, this angle is clearly wrong, the buggers are using bushes to get close to me. Gonna circle.

retry:

attack larche via west road where i can get a clear flat view of anything coming near us. No bushes in my way. spot idling M2 jeeps and take out 2 of them before the others move off (hunting rifle). They remain disinterested in me.

furious firefight with severely agressive ai taking us on. using cheatsaves like mad to progressively knock them off. lag, very very slight. As soon as ai enemy are 'detectable' in mist, they either shoot us dead, or we shoot them. The lag in fact is adding atmoshpere, it's like having another sense in the game, like smell or in this case feel. Finally notice that I am in fact slightly hurt from Vigny. I had my chance at passagne, and missed it. Silly me. Am quite prepared in *this* game to drive all the way back there, am deeply suspicious of roaming squads and want to check the area one more time (but I dont)

Seemed like 100's of enemy, which in fact turned out to be no more than a traditional squad coming at me. It's not the way it 'felt'. Mercy me, a mash tent. I heal, then spot a sentry incongrously in safe mode. Shoot him then all hell breaks loose as his 'friends' pick us off. Retry:

Do this again and realise 'safe mode' is quite ok, these guys are on the other side of town, it's not a bug. I keep count, there HAS to be four of them. Sure enough. The mist is insane. (I love it). Strange sound of G36 I want that gun badly but turns out there wasn't one. Notice NV goggles available, start loading my squad with them, not enuff to go round, expecting another patrol any moment. Sure enough, another patrol, or i think so at least, the mist prevents me knowing if I'm near stragglers or patrols. Decide my greed is killing me so race for the truck full of goodies, load #2 in a now-empty M2 jeep and race for the mountain hideout. Sound of abrahms long way away coming to Larche. I'm too undermanned, I'd normally stick around and pop it, but this mist has changed the whole dynamic of how I do things. Noticed any restart, the enemy aren't where they were last, I can't apply my usual attrition tactics. Again, I badly disorient going 'home', it's the mist, I am damn good at Nav, I can't use peripheral vision anymore to 'know' where I am. Dawning on me that mist is my friend, that the ai doesn't hunt me to extinction once it can't "detect" me. This goes in my mental notebook. This, is going to be a huge mission, I have to learn everything again.

Fall into camp, think of sending everyone out on 1km radius to 'see' how the land lies, decide no, this mist keeps me safe. Chopper again, its clearly patrolling, not hunting. Ok, another thing in the mental notebook.

Decide I'm undermanned, I have to have more squad, I'm hoping the last? civils will join me as armed soldiers.

Cup of tea time while I think trhu how to get to that last? civil area. Is it ambush, is it ok like before, are there patrols. My experience of Larche is not helping me decide.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 02:29:05
@macguba

>vigny

damn good advise. Will desist from interjecting at you because I've notcied we both look at the same mirror, you on the inside with scripts looking out at how a player plays it, me on the outside seeing my reflecltion and how I play it. We both see the same piece of glass.

@THobson

>you dont need to savegame....

to HELL WITH YOU. I feel safer doing it!!!!

ps: go on your french eating binge, a long one, this game will take ages to digest, you dont need to patch it piecemeal. There are no ShowStoppers.

Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 04:10:47
Wakthru part 4 of many

Los Civils Tres

quick note that walkthru is a chained series played in a train track game. This is wholly inadequate. My attack on Larche is just one of one squillion approaches I can take, it has simply affected my next squillion possibilites.

I check map, I want more civil-soldiers, I now know strategically I'm safe. Am thinking of the title text message in cutscene. to how can I harm them, what damage can I inflict. Am thinking, played right, I'll "own" the west side of this island. I have map markers saying so. It affects my thinking on Trinite, am not ready for it. I've knocked at both armies, do I want to ibmalance them? do i want to keep them even? What's going to work here.

Right now I'll use transport again to the civil area, I'd prefer a runwalk across mountain ridge, but my experience of truck-use has been good so far. This is my main objective, back of my mind is Goisse. let's see how far I change my mind, if at all. Decide to take a dogs leg direct east approach accross rdiges, I want to avoid Larche Valley, am severely scared of it.

savegame, 6 left (i picked up another in larche)


My navigation is again woeful. I stumble into the civil area, this was not my intent. It turns out safe, I did not expect it so.

Cutscene: excellent, of course. diction clear and distinct, no mumbling.

Info content excellent, it's affecting my decisions what-to-do, It is very clear to me that I'm in charge, the order to get the civils to safety made that clear to me. I AM the leader here.

Scrounge hut find nothing but a dead body, not sure what it was / why it was. Fits perfectly in game, just wanted a storyline behind it's discovery.

Ok, I said to girl I would only think about Houdan, That'll stay for later. I'm going back to base camp, I want that medic, I want Goisse. The thing I dont want is that forest, I seem to get cut to shreds, If I'm gonna take this enemy on, it's going to be on my terms, flat, clear, open ground with mist so deep you can drink it. Trinite is too big, I haven't the soldiers enough who can carry Laws to take on convoys, I have to believe the cutscene info. Trinite can wait. It can wait forever for all I care.

As I load up and drive back to my hideout it strikes me Arudy looks vulnerable, I can grab my new found medic if I need him. Let's have a small diversion., #7 is in safe mode, I soon change that.


Savegame, 5 to go


Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 05:00:01
Arudy

I get on west road to Arudy and decide to use it, I can out-drive any patrol I find in mist. Soon to be buggered thinking.

Just as I unload at a safe distance below Arudy skyline, a 4 jeep patrol sweeps past me. God in heaven, I 'thought' i'd crippled them. Both armies are now, so obviously in hindsight, using them as road patrols on their respective borders. Fortunately, they ignore me.


sniper 200 on my left, movement in Arudy, I'm in deep doodoo. I Erun towards mountains. I'll take them on, but it's always gonna be on my terms. My little band of guerillas cannot match this ferocious, aggressive ai. I circle to boulders above Arudy, #8, the medic becomes available. This surprised me, OF COURSE, it all 'makes sense'. Is all the scripting this good?

Half my squad are looking in opposite direction. Is this an ofp bug, is this 'natural' a squad will always protect it's flanks? I tell em to look at 12 oclock. They do.

I bag two walking sentry, my squad's not cut down, I have them under control. There's a chance they'll protect me as we crawl our way in.

2, maybe 3 more baddies around tents/mesh. The squad is doing the hard work. Squad collects nvg's and better arms as we crawl in. One of the baddies is a sniper, medic gets the M21, it's the best tool for him.

I grab the open truck just for the hell of it, I'm not hanging about, race back to mountain camp and figure this may be the main feature of my game play.

WHOA!

Inexplicably, one of the residue M2 jeeps with driver-only from Larche is there waiting for me. I shoot before thinking. Was this a defecting soldier? Dunno. Suddenly, mist is clearing and whole safety feeling goes out window. I just dunno, I have terrible feeling of committing a mortal sin.

POT of tea time

Save Game 5, maybe 4 left



Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 09:27:27
Walktrhu 5 of many

Goisse

Ok, being leader isn't enough. I'll win battles, lose wars, have to think like a General. I'm fixated on Goisse. Scenario is building where cvilians will start to occupy west and and I'll get support. Have decided to severely unbalance opposing sides, it's a win win for me. either they'll give up, join me, or fight each other. I can't keep pinging both.

I'm looking at my objectives, all are harder than tuff. Not prepared to risk my small band against entrenched enemy. I've watched #5, she's always in right place right time, and was a very bad girl during the Arudy assault. Now I need to know about #2, he's the only important one in any squad, either he can spot things i dont, or he wont. I'll test him at Goisse.


Mist is clearing, it's now 9am. back into truck people. IF i spot any M2 jeeps have decided to take them on.

I clear the mountain ridge and a T80 now parked in Larche takes me out. I forgot to remain scared of the place. Restart

I use well worn track to passagne. I decide to use roads, I want those jeeps. Enemy activity has been far less around that way. Sure enough, all the way to goisse, no enemy. Disembark at last boulder group in valley before goisse, sounds of jeeps, cant tell east or west direction take a punt they weren't behind me. Up they come from Goisee, I'd done more early damage at Larche than I thought. Only one has a gunner. My squad are magnificent, I dont fire a shot, they do, and take out a vulcan for dessert.

Sure enough one of the sentries now comes at us, I am now expecting this agressive behaviour, again the squad deals with him while I try using my hunters rifle which I now resent holding. It's not doing the job against agressive enemy, worse than sniper. If there were any more enemy around goisse they've fled. I switch my squad to Alert mode, I want them very responsive in movement now. I getting ready to run. The lag is building up, I'm nervous. I switch #2 to a LAW, the machine gun is no longer what i want. I checked him out on the attack, my squad surprised me.

New plan is cooking. The west of the island is mine, the lag is subsiding, I'm after that T80 in Larche, if it's still there, from there I'll hit St Louis, that should be enough wobble to cause the armies to change their truce, or something....

Every time I put #8 in an M2 jeep my squad kill him. I get in each position of both jeeps, finally #2 tells me he 'got' the AA guy, I load #8 again, all is ok. I take off in convoy and it's a schmozzle, #2 stuck,  #5 'somewhere',  plenty of "where are yous". Back to basics, get in the truck people.


savegame, another 5 left
Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 16:05:27
Episode 6 of many

Larche Encore

I take the roads from Goisse to Larche, I want the T80 that might be there, St Louis is my objective.

I get to the T junction west of Larche (1km) and discover for the 1st time that the bloody signposts are LYING. They are OUTRIGHT LYING. Jesus! The author is an evil man. In my case Larche is indicated as Pessagne and Lolisse!

I start my way down hill and hit a savegame (4 left) A bradley is bravely trying to climb the pass and my favorite T80 behind it. I think they're investigating goisse.

I eject out with squad too late, restart.

I pop the Bradely, and wing the T80. it retreats and 3 of my squad are ordered to go finish it off. They fail, it comes back, and then we all have a go. Chopper is overhead. Time is 9:30, mist isn't really there.

Enemy squad comes up the canyon and more or less finish us off. Restart

Enemy squad nowhere to be seen (this time, they are IN larche)

I can hear tanky noises Larche direction and decide I still have enough armamement I rearm the Law guys at the truck and down we go (walking)

From here on, the whole episode turns to mud. My squad go dumber than dumb in presence of Vulcan T72 and Abrahms. It takes a gustav and 4 laws to DAMAGE the abrahms alone. Don't care a rat's arse what the specs say, this is cheating. Bigtime. I'm pretty damn furious about this, it spoilt it for me, bigtime.

Many cheatsaves later I bludgeon my way back into Larche, as soon as those god-damned crap tanks were disposed of things came back to 'normal' my squad started hitting things they should hit, two squads of enemy hit things they should hit (me). The Vulcan was lethal at long range, crap at short, this I accept, I dont accept the Abrahms, it's not on. ****FOUR**** AT GUYS including me could not hurt it. This is big big cheaty cheat cheat. Ultimately, I'm left with my sqaud intact and a badly damaged abrahms I guess I can repair, if this is the intention, go to hell. My squad didn't respond well in M2 jeeps, they'll fare worse in a tank or two. This is bad stuff.

The T80 died 'normally' at 3, the T72 at 2.  There is no excuse for this, it must be fixed.

Title: Re:Abandoned Armies
Post by: THobson on 02 Apr 2005, 17:51:33
mikero:

It is not France this time.  I am currently in Malaysia - and about to go to bed.  

Great reading.  Thanks.  Sorry about the toughness of the Abrams.  They are just standard issue, I have done nothing with them, but I could weaken them if the general consensus is that they are too tough.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 18:33:50
Sorry about the toughness of the Abrams.  They are just standard issue, I have done nothing with them, but I could weaken them if the general consensus is that they are too tough.

Not on. I garantee you a light airplane ride from Kuala Lumpur to me: You get in the damn thing and repair it. 2 most likely, 3 at best rpg's will see you in your Jim Jams and tucked up in bed for the night. This I should know, I used the bl**dy thing in first go at this mission. No matter what the specs say, the ofp engine as minumum is interfering here if you aren't. It was smacked so hard and continously with missiles I moved it half way round Larche, to little effect. If 'them' is involved, I won't be repeating the experience.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 19:49:44
Episode 7

St Louis or bust

Must have done some deal of damage to this side, they must have been weakened at Larche. I've no evidence, but I think that.

It's 10am, rainy more than misty, I walkrun my squad towards St Louis, In my greed on the 1st Larche attack I snaffled the truck, now, I'm a foot soldier with no transport. This suits me, I play better when not terrified.

Am plotting my next move, if something doesn't give in St Louis. I'll head into Trinite and hopefully crush anything convoy. I'm a bit off balance with no machine gunner in my squad, but let's see what happens.

run thru the fuel station, all crushed buildings no opposition. My choice to destroy the M2 jeeps seems a good one, nothing's going to surprise me up the rear.

I spot the tent area in silhoette. This'll be where they are.

Savegame. 5 left again.

Oh no, how stupid. I run smack into the centre of 9 enemy warming their tootsies by the fire (if there was I fire, too dead to find out). Armed with a useless M21, no chance.

retry: Im on north road crawl in, get the guy alone in center of town two AT guys happen to patrol at same instant, get them, my squad start doing their job, we're more or less 'ok' I'm using the tactic learned, keep away from bushes, clear view, raining hard.

HOW StUPID

convoy trucks. Of course there'd be convoy trucks I'm lying in the goddamn middle of the convoy route, you IDIOT. A spectacular firefight ensues, I dont survive. Retry:

What todo? #2 starts telling me, bmp ahead (I'm on north road). I lie down well away from St louis tents. I'll smack this convoy 1st. Bmp 500 bmp 1000, the buggers aren't coming up this road. Ook? Transport noises in my ears, their NOT coming. Oook? Oh yes, of course they turn off to airport road. Now I want St Louis more than ever. Nothing then will come back up that road alive.

Circle higher, sniper stuff, long session of hit two, run like hell, go back, hit two, run like hell. I'm timing this against lack of transport noise, then, #2 does what I want a #2 to do, he whacks a vulcan i did not see. Run son, run very hard this time.

I hold up in a forest and medic evry1 that needs it. At one point the tent area came alive and my hit 2 tactic failed, my squad cut down everything that came their way. They did the same thing in the earlier bit with unloaded troop trucks but were just over-run.

I'm going back in. There might be a few stragglers, but St Louis is mine and I've learned the limits of what my squad can do with enemy in force.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Apr 2005, 21:05:42
@THobson

Gozilla the tank

you have repair scripts running
Title: Re:Abandoned Armies
Post by: THobson on 03 Apr 2005, 03:35:39
I'll take that as a question.  No
But...
the M2 jeep patrols and all the vehicles in the convoys (including the APC and Vulcan) are repaired when they return to their base (this is fair), and very occassionally enroute when the OFP engine has screwed them up - not often (also fair I think).

The armour groups are not repaired by me at all.  But I have put in a Support groups for each side (repair truck, ammo truck fuel truck bmp ambulance)  The OFP engine will send these to support units that need them.  As far as I can tell the OFP engine uses these as a one shot action.  I don't recall seeing them used twice.

If you damaged an Abrams and later found it un-dammaged, the support group repair truck is the only explanation, assuming it is the same Abrams that is.

My tactic with Abrams is to use mines and/or satchel charges.  I will occassionally take them on with tanks providing I out number it and I have at least one Abrams of my own and I can get the first shot in.  In my current run though I have and Abrams and a BMP full of infantry on the way to my position - I know because I have not survived the last couple of times.  I have 4 AT soldiers, a fully manned/womanned T80 and an Abrams with me as the gunner waiting for them.  I don't feel too confident we will get out of this unscathed.  I never take them on when all I have are foot soldiers unless there is no option.  If I have to I try to get all my shots to hit the turret in an attempt to kill the gunner.  Nasty things.

Love your story
Title: Re:Abandoned Armies
Post by: Mikero on 03 Apr 2005, 10:07:50
>love your story.

that is appreciated, thank you. I *know* how much you gain from this type of feedback.

Episode 8

Post St Louis onslaught


Turns out going back in was harder, and more exciting, than thought. A rather annoyed troop truck was with the Vulcan and they had got out. They were all in aware mode by the time I spotted them at far end of town. A very good exchange followed, good in the sense that the enemy were nasty and smart using flanking movements, hide in the bushes and other tactics to drop us. They were smart enough not to charge. My squad did equally as well. When this choreograph goes well, you dont mind a reload or two. Did notice Mikero (me) is indeed half right as MacGuba said, in rain (which it was) my squad and enemy could see through it considerably further (about 50 meters my guess) more than I could. Yet to test if mist has the same 'problem'

Lost my medic. This normally means a restart for me, can't function without em. I hadn't saved in a very long time, it meant restarting the episode. Also, this game had plenty of promise: plenty of mash tents and transport, that if we got hit bad, we'd *prabably* not have to crawl our way back to Goisse to fix it. I was interested to see if the game would replace him later, so carried on. Way out of my normal play paramaters.

Simple choice from St Louis, attack airport, attack Trinite. I chose Trinite, I'm walking the south road, I WANT a convoy to come up to me. Time 10:30 rain, then no rain, fairly clear. Chopper noises overhead. Savegame 3 left (i copied the user/temp am not confident of lack of medic)

Enter unnocupied Trinite, no enemy beforehand, move to South side and start laying those AP mines everywhere, figuring it will be the Southrons if any, who come peek a boo. At the instant I lay the last ap,  the northron convoy makes it's appearance!

I'm outblasted outgunned outmanned. Retry or flee? Retry.

I wait out the appearance of the Northrons. 1 bmp, 1 ammo, and 1 troop carrier destroyed. No further activity.

I figure I've finished the rest of North's convoys since these same vehicles were reported to me much earlier at St Louis in opposite direction. Figured only one convoy per army.

Time for the south. Rather than use AV/AP I decide to run the south road to houdan. If it looks real bad news, I'm going to backup up into Trinite and ambush them. Rain. no rain. choppers. My squad behaving strangely, as they always do, in presence of vehicles, lots of 'where are you's"

500m from Dourdan i spot the tents,dead civils and what appears to be only two walking AT sentry. They go down with sniper rifle and M2 Jeeps make an appearance moving into, then west towards Arudy. I leave them be, I'll collect them on my way back. Have hatched a plan to go as far South as Houdan to keep promise to girl, then attack airport. I figure if I do this, remaining convoys if any will have made their appearance. Have got no sense that either side is attacking other, this is surprising me. Got bushwacked coming into tents. 2 more enemy lying down in ambush positions (one in nets). There were NOT looking for contact lenses, restarted and checked again, they had a bead on me/squad all the way in. Restarted again after testing this.

Checked signposts. Now curious to know how many are lies, these weren't.

No chopper sounds. Mo rain to speak of. 11am. Skies overcast.

walk road to Houdan, halfway there sound of convoy. Turns out I'm in very bad position because I'm too close to ridge of road. It leaves enough time for the troop trucks to detect me and unload. I wont repeat that mistake. Squad knocks out every vehicle, all of them, while I'm fiddling with goddamn slippery than wet mouse controls trying to reload rpg and planting the bastards instead, i lose two precious ones this way, ultimately get killed by enemy soldiers while trying to reload m21 and planting another instead. I LOATHE THIS THING. I LOATHE LOATHE LOATHE IT. EVEN WORSE, I discover later I'm the only poor bastard in my squad that can actually use them. Pointless my view only, I can't run back and reload from ammo crates fast enough to make any sense of them. and choose mines (for squad) instead.

So badly mauled, I have to restart from pre-trinite savegame. Am sorely pissed with this ap/av stuff.
Title: Re:Abandoned Armies
Post by: Mikero on 03 Apr 2005, 13:30:06
episode 9

Trinite Encore


same experience as last time, took out Northrons as before, walk down to Dourdan, similar not same. 2 walking sentrys spot me early. Net guy charges too (or never gets to nets, not sure). Tent guy this time is INside tent. But i'm prepared for that.

Dourdan -> Houdan

Arrived much 'earlier' in Dourdan, (my guess) than before, great deal of vehicle noise, no lag. Die twice with M2 Jeep's coming at us from south (Houdan). Again, a surprise for me as I thought they were using beach road, not as it was, a full line-of-supply run. Why is everything obvious in hindsight? These guys change from dullards to deadly in seconds. Squad slaughtered.

3rd try, M2's and T80 thingos from Arudy. All were present all the time, 3rd time, they made there presence 'felt'. Serious rethink. Flee would be best option (back to Trinite) , Im wrong AGAIN coz i dont do it.

4th try: I try wait them out around Dourdan tents.

The wait is terrifying, can't see, can only hear two mechanised groups getting closer, buildings block my view. Quick splat at vulcan one pop at a T80 then I'm back in familiar territory planting AP/AV again. Retry.

5th try, race for NE mountain.

400 meters, jeeps race through Dourdan at tremendous speed. Little wonder we can't splat them with rpg any other time. They move like mosquitoes. The tanks have moved to block North road. I thought, wrong AGAIN, that they were on their way to crunch the Northrops. Pop the vulcan because it's the nastiest bastard in the pack at long range, I get lifted off my feet and land in Houdan from the T72. Woe is me.

Retry 6

I plunk the AP's in centre of town hoping to nab at least one mosquito then race for the NE mountains. Explosions behind, and then confirmatory secondary sound of two exploding jeeps (not tanks). I keep running, lag drops off, they've given up. I backtrack in time to see convoy coming in from south. One of them triggers an ap, the nasties unload, I wait for them to load up again and use a cheatsave. Basically knock them to pieces by targetting ammo truck, my squad deal with vulcan as it tries to flee (2nd retry), stragglers running about Dourdan pinging at us, we deal with them, 3rd try, Aggressive ai soldiers coming over hills from SW, 4/500 meters they get a few of us, me included before i spot what the hell's going on, Wasn't expecting this.

I back up to a savegame from just after knocking convoy to pieces. The dynamic changes slightly as T72's and friends take an interest instead. My squad do their best, but we're back in deep doodoo again. Hit retry and flee towards beach. I SHOULD HAVE REMEMBERED THIS WOULD HAPPEN. Like everytime before. Where are my brains.

I reorganise and start back towards the smoke columns in Dourdan, think maybe trinite's a better idea, we'll see. I decide to keep on mountain in my move west as the tanks wont be able to get up here easily. I keep checking the valley below and sure enought a squad of 7 are searching it. Sniper rifle knocks out 4 of them and title text tells me they're now fighting each other. Interesting. I pick off the remnants and head in, there's a limited amount of small arms fire coming from Dourdan North. At first I think the tanks have gone, and There she is, a T80 waiting for me at the Tents. I'm suspicious the others are about, I fire anyway, and sure enough my body ends up somewhere in the sea. Retry:

There's evidence that the hit on the ammo truck caused some really bad news for someone, either that, or they really are fighting each other. There's bodies littered all over south Dourdan. I start scouting for the T80's friends, a gunship is doing some awful damage somewhere, it's too far away to know where exactly. In the meantime a lone survivor of some squad comes a bit too close and we ping him.


The T80, T72, Vulcan start to move down the valley where the dead squad is (due east Dourdan). we're in a perfect spot high on mountain, they can't get at us, except that vulcan. I wait my chance in the rockline and take him out, the tanks are confused and start rolling back, i nab the T72 and sometime later the T80 is finished when i order the squad to attack it. They more or less hit him at once with three laws. Not bad.

Bullets start pinging the mountain, nothing serious, unless you get hit, i scan, and there they are, coming up south from Houdan, I suspect it's the squad I first saw on SW hills of Dourdan, they mean buisiness, I use up my few remaining M21 rounds and race for the forest. Back to Trinite for us. I've learned the lesson, never stick around.
Title: Re:Abandoned Armies
Post by: Mikero on 03 Apr 2005, 14:30:46
episode 10

Trinite Encore en Troisieme

I've lost it as a General. blown it bigtime. Events are just sweeping my little squad along. The lag is building, I don't mind it, it's adding atmosphere. I'm in forest, I'm heading for Trinite to re-arm, we're all seriously short weaponed, sure enough a squad's entering Trinite ahead of me, I pick the worst bozo moment to be in the worst place on the Island at the worst possible time. If I have to crawl to mountain hideout, i'll do it, right now we'll watch and wait.

I'm trying to adapt plans asap, Houdan's out, no point passing thru Dourdan again. Larche taught me how quickly the flies will gather, looks like the airport may have to be it.

The squad that entered Trinite is coming back, it's not really after me, but I let the squad knock out what I can see thru my unarmed sniper rifle. Most are pinged, start collecting what I can, then I hear the Godzilla Tank behind me at the forest we just came out of. No way, even worse, another squad is coming up from Dourdan (I *KNEW* not to go back there). I put everyone in alert mode, not danger, to get them moving fast and wing it straight through Trinite, I'm going nowhere near godzilla ever again.

I pause just long enough to rearm M21, and get my law people armed only when I spot a dead AT directly at 12o'clock, if they go anywhere back near Godzilla they'll end up permanently "where are you". We're out of here.

I get into forest other side, squad is pinged at but the enemy aren't really after us, we race up mountain, only chance against tanks.

All goes quiet I can more or less pick out La Trinite at 800 meters a few stragglers searching it. Have to re-arm, have to think, can't have enemy pushing the agenda. It's either mountain hideout or Larche, both, are as far away from Godzilla that I can get.

Earned another save game, god knows how we came out of that one, this game at least gives a fighting chance against terrible odds. They don't hunt you to extinction. I've gotta keep remembering that. There was no enemy airport side of Trinite, I've hurt Northrons bad, they've holed up.

Savegame 3 left, and a strong cup of tea.
Title: Re:Abandoned Armies
Post by: Mikero on 03 Apr 2005, 16:04:22
Episode 11

Base Camp


I decide to move back to camp, I'm under armed, there's hell everywhere, can't risk another squad in another town. The chopper or choppers are having a field day. Their knocking enemy troops off, but then i hear some tanks go up, If it's godzilla, my entire squad will join that chopper's army. Can't tell on mountain ridge if it's airport, Trinite, or way back south where all this booming is coming from, or all three.

Luck for me, I did a serious amount of collecting at Vigny, the mule Jeep remains full of goodies.

I can hear remote small arms fire, very sporadic, think it's coming from Arudy south and Larche north. The panic subsides I rethink. The last thing I want to do is finish off the North, am going to take a liesurely time down to Houdan, my orginal objective. The armies can battle it out as much as I need them to without me. I want the last remianing M2 jeeps, two from memory. I want the choppers to finish off all armour, everywhere.

#4 has never fired a single shot. I'll kill him myself at end of game, #8 is gone, #5 the woman, keeps running out of ammo. I know which is my weak flank.

time is 11:45 sky is blue, no mist, no rain. Transport would be dead before getting in them.

savegame 3 left

Houdan or bust


I drop down to Arudy, cross over and move west to mountain to observe Doudan / Hourdan. i remain a curious moth.

Sniper wounds #7 and squad takes him out from 200 meters, i never saw him. This is new. Heal 7 and 2, 2 i couldn't heal at medicine cabinet at base camp. Give #3 the M21. Sounds of M2 gun in Dourdan 1km away, then an explosion. It's still going on, and WE are still alive. it also means Northron remains stronger than expected.
Move up into treeline cover, new tactics needed now, open areas mean death from now on.

Another sniper south, I ignore him for now, small arms fire in Dourdan, I ignore that, I want the mountain above Houdan.

Something really vicious going on at Chapoi, suits us fine. 3 man at-ease patrol walking down from top hamlet above Houdan, I wound them, then the mist closes in. Pop a lone sentry 1st hamlet above Houdan. Take out 3 returning sentries. Unpleasant sound of Vulcan shredding Chopper. Hope you got Godzilla first, son.

Nearly got bagged coming into 1st hamlet. My strong left flank did it's job. I was protecting my right. Now getting deeply nervous, it's payback time where the buggers start coming at us. It is of course pouring from the heavens, change of tactics, quick, clear, open views, if i can't get it, we're out of here.

Clear view, no movement, I race into Houdan, as I do so am thinking escape route if anything goes bang : it will be Dourdan, snipers will be attracted to noise in mountains, I'm not going back there. Keeping my squad on stay alert, I want them fast, flexible. This is change of underwear time.

Cutscene:
Info content enormous, most salient points for me at this stage of game were that trucks never stop here, girls in Chapoi and One chopper each, that's vital, essential info. Diction was not quite as good. This is a *very* tough ask. Voice actor holding two dialogs, but the deserting Russian was mumbling.

Quickly turned my new #8 out of safe mode.

I'm going back to Dourdan, I'm marauding, I'll get back into Trinite when it suits me and the airport's on my list. I first have to be satisfied that the north / south armies have stopped shooting each other.

Savegame 2 left
Title: Re:Abandoned Armies
Post by: THobson on 03 Apr 2005, 16:51:13
mikero:

Keep at it this is wonderful stuff.  What you are describing is exactly the type of mission I hoped I had made.  Except for the difficulty with the tanks an mines.

Quote
One chopper each,
I think it was something about each side having one chopper in the air all the time.  Amounts to the same thing....at first.

I'm off to bed now.  I look forward to your next episode.
Title: Re:Abandoned Armies
Post by: Mikero on 03 Apr 2005, 17:11:33
Episode 12

Back to Dourdan head north.


Glorious sounds of armour exploding dunno where and don't care. Another one goes bang, and if I'd turned round I'd see my squad grinning, coz I am. Sutiably painful noises of various enemy ai getting smacked by other ai, and we hit road ridge above Dourdan. Two remaining soldiers come out of the pouring rain at us, they go down, we survive, and apart from wetting myself, no harm done. It is Pouring, so I dont feel any worse.

Devastation in Dourdan is very great, death everywhere and a lot of upturned wrecks. Remain convinced I did most of that damage. The fuel station seems intact, but it could have been the cause. Scout thouroughly for four M2 jeeps. Find them all. dead. Decide it's safe to take truck in Dourdan Nets, drive thru to Trinite, no enemy, all silent all rain. Devastation pretty appalling here too but this is all down to us. No sign of Godzilla, nor any of his friends. I hope they've gone to a large wreckers in the sky.

Decide to chance it into St Loius.

Devastation not quite so bad, a single burned out vulcan. Vicious things. Check the signposts to see if little fingers have been fiddling. Not this time either, except a curious reference to Lolisse again. Can't shake the feeling there's civilians, those that survived, beginning to peek out of windows.

Can't get a single thing right in this game, i turn the corner and there's dead enemy everywhere. Trucks, the lot. No armour though. Pity.

End of the road folks, we're walking.

Save game 1 left

Title: Re:Abandoned Armies
Post by: Henderson on 03 Apr 2005, 17:56:27
I'm back for another round. :)

When you last left me, or where I last left you, ;), I was back at base preparing for my next move. I decided to take # 2 and 6 with me in the civil truck south towards Arudy so I could do a quick raid and grab a 5T truck that could carry my whole squad. I saw the 5T truck through the fog and a squad of soldiers walking through the fog. Little did they know these would be their last few moments on Earth as I sped towards them. 8) After I killed them all I disembarked and ran towards one of the AT soldiers to loot their bodies, only to be sniped by an invisible guy that I couldn't see but saw me. Grrr.  >:( I fortunately had a save before I got out. I went to go run him over only to get shot by ANOTHER sniper in the bush in the dark that I couldn't see!!!

"Bah," I said. I just decided to skip getting those RPG soldier corpses guarded by the super snipers that I can't see and are everywhere and just decide to take the 5T truck. I safely take the truck and take it back to base, then order my people to board it. Hooray, they all get on board! Now it's time to head to La Trinite. I barely miss the convoy and push on. I find a safe spot a little east of La Trinitie to park my truck, behind some bushes. I tell my squad to stay low and halt, because I'm going to scout the town, alone....

I quickly enter La Trinite, seize the Ural Ammo truck, and run back to where my squad is waiting. Hehe, it seems all my ammo troubles are solved now. :) I take this time to arm my squad with all the necessities. Everyone except 7 is armed with Bizons. 7 is armed with a M60. I also made sure to stock up my 5T truck with extra weapons and ammo, no telling when I might see an ammo truck again. :) I looked out, and decided I should try to ambush the Southron convoy. There was fog yes, but not enough to stop me from trying. We ran down the hill just as the convoy came down the road, so I flanked from behind and in a matter of seconds, that whole entire convoy was in flames. Good shooting by my men if I do say so myself. :) Much better then my first try, I'll tell you that.

But now I'm thinking, "I just blew up their convoy, should I run? Or should I stick around and ambush them?" I scout south a little, and I don't see anything coming up the road, so I fall back slowly, watching the way from Dourdan. After a while I turn and beat it back towards my truck. Once I'm there we rearm on AT rockets and I plan my next move.

The northron convoy seems like a good choice, last thing I want is it popping up on me if I attack. As I moved I heard something moving, so I was on guard. But, they saw me and I got killed, so retry. This time I waited at my truck to see if they would start fighting each other. Sure enough I hear a tank fire and something blow up. Seconds later I get the, "They're fighting each other message." :) The firing seems to pick up now, La Trinitie now seems to be an unhealthy place to be. I'm so far east that they shouldn't really bother with me, but I can't take any chances.

After looking at the map for a few seconds I decide Larche is a good target. It's close to my home base and I'll be striking at the Northrons. I started to move out, making sure to full my truck with extra laws and MGs. Everyone boards up and we move out. I drive carefully cross country, watching out for any inf or armor, towards the lodge. We reach the lodge with no contact with the enemy, though I heard firing in the backround. I choose to save here then move on Larche.

I disembarked just outside Larche and move in carefully. Dropped one baddy in the fog and another that came to check things out. I moved towards the tents and then I got ambushed. No problem, had a save game there. I try again, and the two go down easily, followed by two more coming through the fog who my squad takes out, followed by ANOTHER two more coming through the fog that my men take out again. :P We begin to crawl in carefully, I don't want to take any chances. I easily kill another baddie to my left who is looking up. We advance into the town, it seems quiet. We clear block by block. I see three guys in the fog, I kill 2 and the other ran off. When I looked for him I couldn't find him. Then I hear 4 say that a Soldier is history, so I guess he got him.

Larche is now secured after this little skirmish. This should hopefully put the Northrons and Southrons on more even terms. If not, Saint Louis is my next target. I got into my truck and started to RTB. As I was riding back I got shot by a Vulcan from 1000m away, in the fog!!! How the?! Hmmmm, luckily I still had a save near. I was more careful this time and waited just in case the Vulcan was coming after me. This time I found out it was an armor patrol, a t72, Abrams, and Vulcan. :( They had my truck covered. It was them, or my driving ammo dump.

I chose them, so I decide to flank around with 2, 6, and 8, my rpg men, and take them out. First to go is the t72, I didn't even have to give the order before it's gone. Next is the vulcan, I took it down in one hit. And last of all is the Abrams. 4 rpgs later and it's gone! I did it! I defeated the armored task force!! Larche is a Heroic Victory. Not only did I destroy the garrison I destroyed the armor they sent to reinforce it. To top it all off, I get to keep my mobile ammo dump/5 ton truck! Andropov is definately going to be hurting now. :)

I got the heck out of Larche, I really didn't want to stick around for a round 2. ;) As I was escaping up the hill to the lodge, I got ambushed by infantry and killed. Next retry I decided to drive around them and made it safely back to the lodge.

*Whew* Longest playthrough for me on version 1.10, and it was pretty fun watching events unfold unscripted, and all before 8:30 gametime! ;)
Title: Re:Abandoned Armies
Post by: Mikero on 04 Apr 2005, 01:53:51
@henderson

sagely nods head in agreement, ho ho ho, been there dun that, only to find i haven't been there better and didn't do it as well as you did. I think I hit the doodoo fan somewhat sooner and more often. <huge grin>

I know *exactly* where you are game time and spatial. The author is an evil man. Laughed aloud at your description of the mobile ammo dump. Oh yes, it hurtz. Every goddamn choice we make has umm err a benefit and a cost with this mission.
Title: Re:Abandoned Armies
Post by: Mikero on 04 Apr 2005, 02:05:03
Epsiode 13 Unlucky Number

The Airport


Just too big to compress in a single reply, need to break it down, sorry for that. The materiel has significance to the author of what came in and what didn't. I am dissappointed that he hasn't added smell of burning corpses but will let that be for a moment.

I walk my way towards the south gates using the road bushes in column formation, more or less, deeply suspicious of ridgeline, 10: 1 on there's snipers up there. 100:1 on there's more than one. Had a very small taste of them around Arudy, they were miles from Chapoi and protecting it. This is the airport it's meters away.

Dead soldiers litter the road and sides, seems like hundreds but probably fewer than a dozen or so. The atmoshpere feels like a begin mission in itself. There's a long dead bmp ahead, a silouetted tank, no smoke no flames. Bit of crunched armor here and there. this was a fight I missed (thank god).

Single M2 gunner in his post, single AA soldier at the gate. Hope so anyway. Other nest has been swiped. The AA makes no attempt to get in nest, but is deadly alert. So are two guys at south building (undamaged).

No lag. Raining hard, time is 1340

I get my squad back into wedge formation. They're relaxed, they've gone into splatter formation where they alternately cover left and right. Generally means I've missed nothing. Another two nasties at small building on sothern end of runway prone and alert. Down they go. One is a black op. That's odd.

Sometimes the ai can astonish you still. I did a 3d view to check my squad, and there-they-were. The ai nasties were copying my tactics and coming in at 6'oclock. They may have been southrons. I let the outcome play its' course, in otherwords a retry was coming up. I just watched as they did what a human player would do. My squad fought it out just as nastily and I hit retry half way thru. Amazed.

Quick dash to the M2 nests at gate, put #3 in the other and waited. Was going to do this anyway, so wasn't really a cheat (well not really, OK!). Noticed wrecked MI24 on hill.

Really hated the thought of that hillside. Had to choose between a quick assault up runway to kill general, or, a protected crawl on beach side of airport. Chose the beach I wanted nothing unpleasant on that flank at least, it was my weakend side with dumbed troops.

Good decision, took out 3 sleeping enemy on beach side, an ak47 , an m16 and an AA guy (retry involved). Glorious sight of a wrecked godzilla near houses. Two in fact. No smoke, long dead. Noise of vulcan splatting something. This means they're busy. The south is inadvertently helping me. Another two AA in houses, I'm getting closer. Wreck of an apache? is on runway. General grouping of transports in complex appears undamaged. Can't be certain on that.

Mist is thick but not nearly as annoying on this eastern flank.

If a blackop is so far away from his general, and vulcan is spitting, the North is finished, the southrons will be all over me,  will have to run hard as can when time comes.

Great position where I am, mist has no significance I'm so close to buildings. Taking out M2 gunners as I edge around. Sniper a few more officers, a medic, all are slowly getting mauled. Then and of course, whatever's in the south runway has crawled up to do me in. I cheatsaved myself into a hopeless corner. I can't get over wire fence, can't back away. It's various degrees of goodnight, thank you for playing as I bungle more and more. Reload St louis.

Title: Re:Abandoned Armies
Post by: THobson on 04 Apr 2005, 02:06:27
I just got up and had a quick read before the start of my day.  Stunning stuff.  Thanks guys.

Quote
The author is an evil man.
;D
Title: Re:Abandoned Armies
Post by: Mikero on 04 Apr 2005, 03:28:50
Episode 14 less than lucky

Airport II

No changes to previous entering southern gates, I ignore knowledge of 6 o'clock southrons to my cost later. Convinced Beach side is my option. Change tactic and single file my people along beach side, inside, wire fence.

it's working. Just enough shrubbery to hide me in the lead as we stealth-crawl our way forward pinging as we go I have single backup sniper, #3. Following events happen in various retry cheatsaves, no order, not sequences of "and then":

---
A missed AT soldier at south gate gets #7.

Sniper panics and breaks cover 50 meter bush to left of us. Dead on his tippie toes.

2nd sniper in same bush not detected till too late. The author is an evil, evil man.

We collect sniper gear one is an SVD, nasty noises from M2 gunner

6 o'clock southrons make their appearance at this 'most inconvenient moment'. They aren't after us!!!! they are for god in heavens sake, copying our tactics. Holy moley shmoley, where does this engine leave off?

They detect us at same time (as I recall and can be very wrong) snipers appear on hillside, or, M2 blapping. The M2 i had of course 'killed' twice before. My squad magnificent, we are, in effect a line formation, not column, and everything goes down thud.

Really bad bastards come at us from the buildings. Ook? THEY ARE COPYING US!!! single file, along the fenceline. No hope in hades of getting sniper as he crawls, hidden from view thru bushes 12 o'clock. The loathsome rat is copying me, how dare he. Blood everywhere as my squad cannot get a bead on him, nor the Mgunner covering him. Not an m2 gunner, an Mgunner crawling in sync. I need to go outside and scream, scare the cats, come back in and toss my tea at the dog (who at least appreciated me)

---

All above scenarios repeated on cheatsaves till I get to front buildings. #5 wounded bad. She's been a very bad girl again and done great damage, she's down to her handgun.

#2/#9 take out remaining T72 or Bradley inconsequential which it was, ammo truck(s?) go up. World in flames. Sporadic interference from combination of black ops / officers / medics general riff raff as they charge out of building / transport area and trip over us. Nothing overwhelming, one's and two's separated by deep pauses. If Andropov was there he's dead, and if anything was there, it's deader than dead. Flames and smoke everywhere.

Deep pauses mean i've hung round too long. Didn't learn did i? Sure enough snipers waypointing their way down hillside. All they needed was one big bang sigh. 2 down, 3 down, 4 down and so it goes. Desperate cheatsaves to get them first. squad intact from furious cheatsaves. squad are squealing hurt, low ammo, low morale probably.

What to do? Black op at extreme south >intact< building, bundles of black op here. This author has never put the kitchen sink in because he can, black ops have significance. What do to? 2 o'clock in flames, 6 o'clock surely dealt with? No, that southern building, I back up, this is a feint, this is where they wanted me to be, you total bastard, back south you go mikero. Stops, thinks, not possible. Andropov's at that goddamn marked fuel station. Of course, of course, of course. THAT is a long way, crawl your way in here, get truck to the north road if i can.

Swap to m16, later a bizon, blast my way up to mash buildings riddle the area with 60 round bizon, riddle everything again, use up 3 magazines, grenade everything,  Title text cuts in Andropov is gone. I never saw him. I was wrong, AGAIN!

Crazed dash on stay-alert to heal re-arm, half squad cut to pieces by single blast from Bradley, two splats at T80 from remaining squad then they're all posted awol into the sea.

Restart from cheatsave, Andropov dead, heal, rearm, all is quiet.

For now.

Fido, Give me back my lunch.
Title: Re:Abandoned Armies
Post by: Mikero on 04 Apr 2005, 04:52:23
episode 15

Airport III apres Andropov

There's a meataphorical bandage around my head, I can feel it. My poor little group are hurting, I can feel that too. We're huddled up in Andropov's tent area. It's the only safe cover we've got. The smoke is drifting overhead, I'm so dazed, I'm flinching from fire sparks that will never hit me. I cannot take these buggers on again so soon. It's 13:15 mist is gone, that laggy feeling hits, makes me seasick now. Ever so faint, I can hear them, Armour is coming. Southrons? Northrons? Is it Northrons at Chapoi who've broken their siege and are coming back? Dunno. Wish I were at Chapoi now. Distant memories of a base camp where it's safe.

I can't fight if I can't examine my squad. I've got to get away and regroup. I can't lose a single one of them, no time to check their ammo count. It's getting quite personal, I care now, that they survive. Deep doodoo time again. I hit a savegame. Panic decision, but it's all I've got, can't handle the St Louis episode again i'm at my limit, I'm exhausted as a player. Better start from here, as bad as it is. I've an empty m16, I have to risk it. Hunt an M21 and watch hills. One last time squad, please, one last time.

Fate decides for me, grabbing an M21 takes me closer to the other fuel station and away from Tanky noise, one last time squad, one last time. #4 grab the svd, you can at least be a pack mule.

The large squad at fuel station detect our presence, they dont go alert, they go savage. Am so desperate to get a reprieve I empty nearly 40 rounds of M21 into them while they remain bunched up. Bodies everywhere. The squad whack stragglers, they whack an AT guy coming over NORTH runway. ok god not more? Surely not from there?

Never hang around mikero, never. Get far away from the hillside too. We race through the fuel station towards desert. Anything that comes at us in the desert has very poor odds. I'm heading for the lighthouse, boulders first. I risk re-arming my squad as we race, not sure everyone's got all they need, they've got much more than they had.

Peace, calm, quiet. I examine my squad. Not bad, not great, not bad, pretty good in fact.

Win battles lose wars Mikero. Finish off the Northrons and you're on your own. Leave 'em be. Then again that t80 was it repairable? Scope the runway, no tanky noises. Can I get more? Damn damn, another what-to-do. Someone else be Generallissimo, the pay cheque isn't there. Is everyone healed? I just dunno.

I kick Fido for some inspiration.
Title: Re:Abandoned Armies
Post by: Mikero on 04 Apr 2005, 08:41:07
Episode 16

Airport IV.


That's right I have to go back for the most embarassing reason. I have to check the #@(_(+_@#$$ flagpole. I dont know who Northrons are. Most battles I've had, could have been either. Stupid, stupid me.

No resistance coming in, an aggressive Bradley is on patrol south runway. #2 takes it out 450 meters with Gustave. This surprised me. I rearm, and generally crawl around buildings, lots of individual nasties coming from south, beach, and hillside. Singles and pairs but nothing dramatic. squad spotting everything. Wait for a quiet moment get my squad properly armed, mash tent etc, all while a few more pairs / singles making desultory runs either at, or away from us, or both. T80 is skittish and keeping way down south. It may even have gone on patrol to St louis not sure, am sure, it will return. It wont come near my 4 AT people. Have the impression enemy soldiers would form up into squads if only they could meet up. My troops never let it happen (it would explain why some enemy change course in mid-stream, and go looking for friends)

Decide to repair T80, fine, back him out of wedge and have just little time to line up a southern sweep. My squad have or are keeping enemy ai well away from me. 1st go, I get zapped, I backed out too early, too many AT soldiers or at least one, and T80 finishes me off. 2nd go, I'm ready, hit him hard while still a remote silhouette, two more shots at him vs one on me and its over.

Then, welcome to hell. The enemy come streaming over hillside in two separate waves (NE / SE) it's all i can do with heat missiles to keep up. Only protection I have is fact i'm in road between building complexes making any direct hit on me a bit hard. #8 (my russian) goes down to a sniper, I'm too busy with very unpleasant people with big long tank busting guns to worry about lone snipers. At same time, Northrons give up. I decide to leave it that way. Truth of matter is I'd just hit a cheatsave, the thought of backing up to my retry was too much.

Then they come pouring in, un armed. I am staggered, I mean I'm jaw dropped, I mean I can't believe how many there are. Perhaps as many as 2 dozen minimum, perhaps as many as 50. I don't know because right then and there the southrons come in from direct south. One retry later i'm in M2 nest looking south and waiting, we get them all. This while everyone's bleating about enemy at 50 on my right flank. They've surrendered dummies.

All goes quiet, T80 gets medicine, I wait awhile, I actually swarm the squad around the surrendered troops to stop them 'identifying'. We re-arm regroup. Load up in various vehicles, T80 in lead. Deeply unhappy about this, have bad experience and no good ones, of vehicle play.

Off to St Louis and south. I figure so much carnage that direction, unlikely to have more concentrated troops, and last thing I can do now is risk the mountains with snipers everywhere. Armour it is then. (medic bmp holding precious human cargo). Have quick thoughts of circling all way westward into goisse and dismiss it. I have no troop trucks.

Fido gets a pat on head.

Title: Re:Abandoned Armies
Post by: Mikero on 04 Apr 2005, 09:57:00
Episode 17

'Dead' South to Chapoi


I pass thru St louis, Trinite, Dourdan with no sign of enemy activity. I leave my trucks to catch me up and get as far as the Le Port/Chapoi Tjunction and wait for them. 6/7 in the bmp are doing just fine, 4 is a cretin, and 2 is miles behind.

The drive is spectacular in 3d view, i stay as commander and just watch #5 my gunner swirling around after anything that moves (I chose her because she was a very bad girl, several times when it counted)

4, the brain dead cretin get's injured (he's in repair truck) who's the cretin to let him drive that!

I figure it's him driving directly at rocks. He calls out he spots a lone soldier around dourdan but otherwise makes it ok. Not so #2, he's way back having a hard time of it, he calls out multiple contacts at dourdan, then silence.

Reload.

I wait for them at Dourdan. I'm watching #4 crash into another house and get out of tank to shoot him there and then. Just before I do, extreme east on rocks, over they come, a full squad of nasties who must have been on dourdan/houdan beach, most carrying launchers. They get one ping at the T80 which only has #5 in it, (i'm about to slaughter #4 and offer his body to any hell that would take him), when #5 opens up and gets them all. My kind of gal.

#2 is just as painful in his other repair truck. I eventually get them somewhere near me and take out 3 A/t soldiers coming down out of mountains (a cheatsave involved)

decide to put 4 in as passenger of a single repair truck, i take over driving and let #2 into tank. I scream out of there with my armour trying to catch up. T80 ambushed at Houdan in similar scenario but I leave them to pick off what they can. They do, we eventually end up at Le port turn off after agonising waits where tank / bmp cannot get their respective acts together I repair up and really can't be bothered with this vehicle stuff, it's too painfull.

I gain a savegame at this point and decide to use it. 0 left. It's 14:30, mist is closing and I'm pissed at this vehicle buisiness. (NOT authors fault)

I'm keen to use tank at Chapoi, just for the hell of it, so I will make one try and one try only to scream up to vantage point before town and take it from there. If there's any more nonsense am gonna use the retry and walk in. Bad mood. I really should have walked the south road and *enjoyed* what came.

Fido, where are you?

Title: Re:Abandoned Armies
Post by: THobson on 04 Apr 2005, 11:39:13
Late afternoon break for me.

Quote
Have the impression enemy soldiers would form up into squads if only they could meet up. My troops never let it happen (it would explain why some enemy change course in mid-stream, and go looking for friends)
Actually at this point there is a script running that is doing exactly that.  Small groups are joining to form larger ones.  That could be causing the change of direction.  

This was  (http://www.ofpec.com/editors/resource_view.php?id=788)developed from the script I wrote for this mission.

mikero:  You are making all the hours I spent thinking about it, making it and testing it all worthwhile

EDIT:

Bye the way.  The briefing should show you which flag belongs to each side.


Quote
It's getting quite personal, I care now, that they survive.
Just re-read this.  That is what it is like for me.  Whenever any of them go down I remember who they are and where I first met them.
Title: Re:Abandoned Armies
Post by: THobson on 05 Apr 2005, 01:53:56
An over night reflection on the av/ap mines.

The problem seems to be the accidental placing of the mines because these actions are top of the list.  How about if I put a 'safe' action above them?  For example I could move the mine instructions from being a radio command to being the top action of the players list.
Title: Re:Abandoned Armies
Post by: macguba on 05 Apr 2005, 02:11:22
Conceptually, that isn't good.     The radio menu is being used for "external" acts such as savegames:   you are not immersed in the game when you use the radio menu, for a second you are a rational thinking being playing a game.

The Action menu is in the game, and that's where the mines should be.    It is really annoying that the user added action is always top, but that's just a game feature.    It happens in all missions with Actions, so most people are fairly used to it, and also to the occasional cock up.  

It's one of these red herrings of beta testing:  people mention it becuase they are frustrated and annoyed at the time, but that doesn't necessarily mean that you should change anything.

If you do want to change something, then I suggest a safe Action is added first so that the mines are second.    This may involve inventing a largely pointless Action, but there's nothing wrong with that.   It could be a phone call to your mum, a healing script, get the weather forecast, a sound file giving a rousing speech to your loons or a mumble to yourself, or whatever.
Title: Re:Abandoned Armies
Post by: Planck on 05 Apr 2005, 02:48:42
Or maybe it could pop up a hint box, reminding you how many of each mine you have left.   ::)  ::)


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 05 Apr 2005, 02:53:49
Episode 18
Chapoi west

We park up, at the crop / farm area west of Chapoi. #5 immediately takes out a Vulcan that's in the area.
I'm in repair truck with #2/4 as they were quite hopeless at driving the thing

I get into T80 and with all other vehicles emptied, we 'walk' our way towards chapoi. T72 comes up over lip of ridge and he dies, whacked by one blast from the T80 and 3 from the squad!!!

I inch forward towards lip, mist is very thick, no more than 50 meter view. I get near lip and am taken out by a T80 or 72 from forest other side of chapoi. There is NO WAY i can see him. As commander, he's not even showing up on radar. I reload check again, this vehicle at least can see thru mist. I cannot, all out, retry, we're crawling in.

I assume I could have played this with #5 and crew manning the T80 'she' would have been on even footing with the other tank, they would have 'seen' each other. I chose, and will choose in future, not to play any vehicle. I wish now I had walked the southern road, it would have been a series of fantastic firefights and cunning vs cunning. Am not sore about the game, just sore with myself. This was a blunder.

As it turns out, the crazed dash to south was a strategic magnifico, In effect I've left half / three quarters? of the southron army falling in mountains and / or, on their way to the airport. This knowledge, I shall use later, to get very very very far away and come at them from elsewhere. I will use truck transport to my benefit in future, i can outrun any patrol in the mist(s). Can't wait to do this on next try of game.

More notes:

1st time I tried this game where I attacked Chapoi 1st (in effect) the southron army down weapons and walked, or stood where they were. They were walking OUT of chapoi, to at least as far as the fuel station, perhaps further. Northrons on the other hand all congregated in the airport buildings and unlike southrons, but hands behind head. Both effects were maginificent. THe southron choreograph gave me the impression of soldiers going home to mum / family (which clearly wasn't the case but that was the effect). The Northron choreograph gave the effect of enemy coming to join me if only I knew how. These both, are formidable sequencing in terms of player appeal.

I really was confused with Airport General. The game / author convinced me, he had fled.

1st time thru I attacked airport from north. The mist was the single most effect. This time, from south via beach fence, the mist played no effect at all. It had no significance. All good stuff.

---

I crawl in to west side chapoi, detect a burnt Bradley, We're taking out the odd M2 gunner in the vehicle area and a few agressive singles, no evidence of enemy in strength. Chapoi leads north to that minefield town, I *know* snipers will be on mountside. Very distressed, I make best use of mist to crawl my way in, if mist lifts, snipers will kill us all. I'm biased towards right flank because priority is M2 gunners, but any chance i get, it's 9'oclock for me and the squad. Can't fight these guys when odds are too large, I need wide open areas when mist is about, any sign of re-inforcements, we're out of here.

Have interesting exchanges with a few singles, including snipers, not pleased with some enemy IN sandbags, but there you go. At some point I lose #3, few annoying pieces follow with the broken bush problem Eg, you can never see thru them but they dont exist line of sight wise for enemy and you're always hit.

Leap in the Vulcan and re-arm it, I chose it because it was the one in front (clear view). Take out a few nasties but then the T72 which I most definitely cannot 'see' and neither can my squad, hits me from 350 meters (I saved game and ran to him to check this) I accept he may have seen vulcan tracer. Retry:

Couldn't get squad into any of these vehicles, (a bradley, a vulcan, a Godzilla) they flat refuse.

Get in a great spot to snipe the general's body guard (between buildings looking directly at church). Knock em all out. Squad doing a reasonable job. Get them to stop, lie down, because they're losing it when armour is around, going awol.

A Godzilla arrives with a Bmp, the bmp goes, one or two pathetic shots at the godzilla, then most of the squad are swiped, one at a time (the godzilla is incredibly innacurate). Godzilla came in becuase I'd picked off a T72/Vulcan some time before, this choreograph I accept. He's not there becuase I'm in Chapoi. Several retries to essentially keep out of its way, not much joy. Snipers in hills pick off a few of me, again, unconditionally cannot 'see' them. Cheatsave and run to them to check this fact.

All in all, I've had enough, The mission is a masterpiece, no doubt at all about that. I get into familiar territory of at least trying to kill off Godzilla because all other choices are now closed, and end up planting AP/AV. This is the last straw for my game play. It's not that I can't learn new tricks, it's like fighting one handed, your right arm is now, effectively useless, like holding a rifle with left hand only. You dont have time to scroll down, it's become a non-functioning part of game immersion. My left hand cannot, effectively move, slide, crawl and, additionally "R"eload. Quite some spoiler. Please give me my mines and satchels back.

So, I stop the mission here. I'm tired, emotionally exhausted in fact. Tough ask to play this mission and report it at same time. Much tougher than expected. I've learned a lot about me, in the process. Have an inkling now of why the author nearly gave up on this magnificient creation. It drains you.

Let's go for a walk, Fido.
Title: Re:Abandoned Armies
Post by: Mikero on 05 Apr 2005, 03:06:32
It's one of these red herrings of beta testing:  people mention it becuase they are frustrated and annoyed at the time, but that doesn't necessarily mean that you should change anything.

I'm 100% behind you there Mr Mac, it's not my call. It's not my mission.
Title: Re:Abandoned Armies
Post by: THobson on 05 Apr 2005, 06:51:29
I think my earlier post was mis-read.  Let me quite the relevant part:

Quote
For example I could move the mine instructions from being a radio command to being the top action of the players list.

This would result in the numer of remaining mines being reported as suggested by Planck.
Title: Re:Abandoned Armies
Post by: THobson on 05 Apr 2005, 06:59:30
mikero

Just read your last post.  Thank you. You are a hero.

If you have any thoughts about the things you don't like - mines and Abrams would feature highly I guess.  You certainly deserve to be listened to.
Title: Re:Abandoned Armies
Post by: XCess on 06 Apr 2005, 00:19:28
Hope I can get OFP working agan *crosses fingers* Damn IDE cable snapped at the same time my computer crashed and wouldn't rest6art (an it wasnt the cable causing it cos i replaced it) then had to reinstal windows. bah. damn microsoft. But if it works... I'm gonna loose my life again!!! DAMN YOU THobson!!!!!!!! Why does this mission have to be so good.

*edit: Yay!!! top of the list of beta testers  :P*
Title: Re:Abandoned Armies
Post by: THobson on 06 Apr 2005, 01:56:00
XCess:  Welcome back.  Top of the list - well you were the first.

Henderson:  I am not ignoring you

mikero: I need to give more attention to enormous run through.

I only have time to skim read this week.  I will be back home soon.

Bye the way mikero.  A lone Abrams is very vulnerable to a satchel charge, and if that is placed at its side it will get the crew out without fully destroying it, so with a rapair truck you get the tank for yourself.
Title: Re:Abandoned Armies
Post by: Mikero on 06 Apr 2005, 02:33:37
Bye the way mikero.  A lone Abrams is very vulnerable to a satchel charge, and if that is placed at its side it will get the crew out without fully destroying it, so with a rapair truck you get the tank for yourself.


3 things. After this I am going to do all I can to desist from hitting the reply button to this mission for a little while. I've swamped it. Others *must* have their say.

I have no issue with the Godzilla's, they're in the same category as "never stick around". You learn as you play.

I am reminded of MacGuba's comment that beta testers rarely report an error of fact. The Larche, and Larche only Abrahms had different characteristics to the Trinite and the Chapoi tank. I wont swallow even more board space. Basically I went back to user/temps and tried them all out. The others were 3 law/rpg. The Larche turned from white to angry red after each hit. I synchronised a larche hit (all - cease fire) and hit him with 3 at a time, he died. (cannot be 100% on last statement because i died too). I am unhappy about the Godzillas which makes the game fantastic  ::)

Finally, I do have some contribution in 'ideas', I am building up a list of them, they're staying off this board until others get a word in.

Your comments back to me have been appreciated. (especially by Fido who's now returned to 'safe' mode)
Title: Re:Abandoned Armies
Post by: macguba on 06 Apr 2005, 21:29:54
mikero I don't think you're swamping, you're just telling lots of detail.  I haven't read any of it yet, since you're ahead of me.

You may recall I was shot by a sniper overlooking Arudy who I coudn't see.    I'm really on my way to H/Dourdan.

Went after him.    8.12 convoy of four jeeps/mg pass through Arudy in good order heading west.   Boxed round to the south of Arudy and found him and his mate, both very, very well hidden.    Took several attempts:  having the SW standing up made him virtually invisible.     Brilliantly done, however I'm afraid you have to take these guys out of the mission.   You've gone to so much trouble to create the atmosphere and, even aside from the shooting through the fog thing, they spoil it.   Not consistent.    I was also disappointed to see they were both US.   You don't need to be absolutely pedantic about every single pairing being one of each, but we need more mixing and matching.  I'd have made this a Soviet sniper with an M21 and a Yank with a Dragunov - kindred spirits who swapped weapons.  

Bodies behind tents:  we don't need theme everywhere, or if we do make it different in each village.   Behind tents, under the net, in a garden somewhere.   In this case, since there is a graveyard, put them by the entrance.

Picked up one M21 and somebody took the other, then my last remaining shotgun merchant took the second M21.   Cleared four loons from the village, took their weapons (2 laws but no mg) and the truck and legged it.    The obvious approach to Houdan is from that road end farm to the west, so we headed that way.   Ambushed onthe way by a wandering squad:  tick tick tick boom!    Savegame cheat and took them out second time.   Approached the farm tactically.   Nobody at the top end.  

The weather is clearing and its 8.37, but that half hour of game time has taken me an hour and a half.   Everybody has a proper weapon, with the spare M21 still in the squad.   1 AA, 1 LAW, 1 RPG, 1M60, 2NVGs.

Covering the lower farm.  It's too quiet, there should be somebody about.  Ah, there is, a solitary soldier.   Well I doubt he's solitary but shoot him anyway.    We run south down the track, I may be daft enough to come to this place but I draw the line at approaching Houdan down the road.     I almost run up to the loon on the track before seeing him, but fortunately he doesn't see me.   I stop for a look around and a squad of three are coming up the main road to the farm.   We drop them but they saw and and shot back so we're in the shit now.   (Actually lost 6 the first time round, but retried since he was a soldier and we need the kit.)  Leg it over the skyline and "3 o'clock unknown tank 200" bloody hell what now.

Well there's nothing there, or rather I can't find it.   What is it?  Will it kill me?  Will I kill it?   Find out in the next exciting installment.

On the basis of that session this mission may be a fraction too hard.  I know I'm a bit crap these days, and was playing in devil may care betatest mode rather than properly, but even allowing for that it was slow going.   This is a very big mission:  the essence of the difficulty (apart from the big fights) is the number of contacts - sooner or later somebody is going to get you.   Therefore the contacts themselves should be pretty easy.    All these guys overlooking things and random ambushes are not easy.    

Anyway, long way to go yet.   Hope the trip isn't proving too tiresome.

Title: Re:Abandoned Armies
Post by: XCess on 07 Apr 2005, 00:39:45
F***!!!!!!!!  >:( >:( >:( >:( >:( >:(
tried running flashpoint today and it said summit bout invalid serial. Thanks to a reinstall of windows. Saw the disc the other day and there's a fat chunk taken out of it. Anyone wanna lend me a copy? lol
Title: Re:Abandoned Armies
Post by: Mikero on 07 Apr 2005, 01:10:06
F***!!!!!!!!  >:( >:( >:( >:( >:( >:(
tried running flashpoint today and it said summit bout invalid serial. Thanks to a reinstall of windows. Saw the disc the other day and there's a fat chunk taken out of it. Anyone wanna lend me a copy? lol

you dont need it. Either and both patch 1.95 and 1.96 remove it's need.

edit:

if you're running Xp consider putting OFP on a separate drive. It, and a few other games cause XP to severely fragment it's disk space. (Virtual mem issue)
Title: Re:Abandoned Armies
Post by: dmakatra on 07 Apr 2005, 01:13:20
Seems like a lot has changed... Gonna try this again someday.

:beat: *Gets Shot* :beat:
Title: Re:Abandoned Armies
Post by: XCess on 07 Apr 2005, 05:56:37
I have it patched, and I have it on a seperate drive already. But when i try and start it it says bad serial number. i think it's cos there's no registry entry anymore.. anyone know how to add them manually?
Title: Re:Abandoned Armies
Post by: THobson on 07 Apr 2005, 11:34:36
Okay I am back.  Jet lagged as hell and significantly heavier from the wonderful Malaysian food.  No chance of going into the office today - maybe tomorrow. ;)

My first priority is to test Student Pilots offering.  The poor guy put his latest version up sometime ago and no one has looked it yet.
Title: Re:Abandoned Armies
Post by: XCess on 07 Apr 2005, 19:37:33
Sent an e-mail to BIS seeing if they can help me getting registry keys back.. if they're helpful then I'll be back with ya soon THobson.
Title: Re:Abandoned Armies
Post by: THobson on 08 Apr 2005, 09:37:57
I have just re-read the whole of last week's postings.  Thanks to you all and especially mikero - that was a stunning effort.

mikero:
Quote
Inexplicably, one of the residue M2 jeeps with driver-only from Larche is there waiting for me. I shoot before thinking. Was this a defecting soldier?.
 At the mountain lodge - I have never seen that before.  In the previous post you did say:-
Quote
load #2 in a now-empty M2 jeep and race for the mountain hideout.
The only explanation I can think of is that the empty M2 jeep still had living crew that re-boarded the vehicle once it was unoccupied.  A long shot but the best I can think of.

Quote
Every time I put #8 in an M2 jeep my squad kill him. I get in each position of both jeeps, finally #2 tells me he 'got' the AA guy, I load #8 again, all is ok.
What a pain.  I cannot think of anything I can do about this.
Quote
signposts are LYING. They are OUTRIGHT LYING. Jesus! The author is an evil man.
Lol I may well be, but I am not fiddling with the signposts, it is the map.

Quote
I am reminded of MacGuba's comment that beta testers rarely report an error of fact. The Larche, and Larche only Abrahms had different characteristics to the Trinite and the Chapoi tank
This is a real puzzle.  I have just used standard units and don't do anything sneaky in the background.  Could it be where the tank is being hit?  I know a satchel in front or behind an Abrams will kill it, but place it to one side it will force the crew out but will not kill it.

Quote
Couldn't get squad into any of these vehicles, (a bradley, a vulcan, a Godzilla) they flat refuse.
The state of damage to the armour in for repair at each base is random.  In some cases they will be so damaged the AI will refuse to board.  If you repair them then all should be fine.

Quote
I am unhappy about the Godzillas which makes the game fantastic  
I gathered you were unhappy, it was the last bit that puzzled me.

Quote
Finally, I do have some contribution in 'ideas', I am building up a list of them, they're staying off this board until others get a word in.
I would like your thoughts as soon as you feel able to put them up.  What I find best is not to react immediately to ideas but to let them soak for a while, so the sooner the better for me.

General Thoughts:  
Reading your story again all at once I am struck by the change of tone.  I did not notice this before when I read them almost as you wrote them.  You got so close to finishing but then gave up when another Abrams turned up and the av/ap mines bit.  Also on v 1.00 Student Pilot gave up on realising the side he was attacking had another Abrams.  This is most definitely not the effect I want to create.  I want it tough and I want people to give in, but not so far into the mission.  I have tried not to do anything that specifically makes it hard or easy, rather I have tried to think of what might be realistic and then just let the player loose.  Perhaps I should modify that a bit and take out some of the Abrams - all thoughts welcome and all opinions valid.

macguba
Quote
having the SW standing up made him virtually invisible.    Brilliantly done, however I'm afraid you have to take these guys out of the mission.  You've gone to so much trouble to create the atmosphere and, even aside from the shooting through the fog thing, they spoil it.  Not consistent.    I was also disappointed to see they were both US.  You don't need to be absolutely pedantic about every single pairing being one of each, but we need more mixing and matching.  I'd have made this a Soviet sniper with an M21 and a Yank with a Dragunov - kindred spirits who swapped weapons.
SW=?
Quote
having the SW standing up made him virtually invisible.    Brilliantly done
Is this irony I detect?

I have removed both snipers for v1.11.  The view of the campsite from the hillside was just too tempting.  It seemed to shout ‘sniper' at me.  I had done some mixing of weapons but for 1.11 there will be a bit more, somewhere between 10 and 20% of units will have weapons belonging to the other army.

Quote
Bodies behind tents:  we don't need theme everywhere,
This was my attempt at being obvious about something subtle - or whatever the phrase was.  I take the point though that it should not look like a cookie cutter has been used.

Quote
On the basis of that session this mission may be a fraction too hard.
Well I have taken out the Arudy snipers for v 1.11.  The loons west of Houdan I felt were fair.  One guy on look out, one guy at the lower farm and 2 or 3 walking between the upper farm and the outskirts of Houdan.  The fact that they are all in the same group I think makes their behaviour more realistic.  I have not tried to play the player I just tried to make an environment that is realistic with realistic things happening but as you say it is the obvious approach to Houdan and if the player is going to for the obvious then well… ::)

Quote
random ambushes are not easy.  
The location of many of the infantry groups is random, in the sense that that they have S&D/Cycle waypoint combinations that are moved around randomly.  Each camp has only a small squad in permanent residence - ie they don't go off to fight the war they stay there until their base is in desperate need of their help.  Similar pattern to the group W of Houdan, one group some stationary and some on patrol.

Quote
Anyway, long way to go yet.  Hope the trip isn't proving too tiresome.
Thanks.  It was more fun than I expected.

Other:
I have slowed down the speed with which the fog changes - I think I have over done it.  The most noticeable feature of the weather is now the rain - and it seems AI can see through this better than the player.  Fog seems to be different, it seems to affect AI and player equally, or at least similarly

My own run through - I was in the mountains knowing that an Abrams and a BMP full of infantry were heading my way.  One time the badly damaged Abrams repaired itself at my repair truck.  Retry.  Next time I got them all but lost 3 of my 4 LAW carrying soldiers in the process.  Decided to press on (a decision I now regret).  I got my fully crewed T80 on to the hill over looking Chapoi.  I crawled into the town and spent an age hiding in houses, sneaking round killing a few loons then hiding again.  I was quite pleased with the behaviour of the baddies, only occasionally would I see a group standing still, but as soon as I started shooting they were after me (and I was using a bizon).  In the end I think Stamenov was the last Southron alive.

I now have an ammo truck and a repair truck just north of La Trinite with the medic (Pavel Ivanov is his name by the way) close by.  I am now heading north with two Abrams each with a gunner and a driver, and a T80 with me as the sole occupant alternating between driver and gunner.  Encounters with enemy infantry do not go well in that we are invariably damaged before we see them, fortunately there are enough of us take them out before returning to La Trinite for repair.  Encounters with enemy armour go less well.  Same pattern as with the infantry, except we don't survive.


Title: Re:Abandoned Armies
Post by: hobson_matt on 08 Apr 2005, 14:47:58
OK.. This is the first time I have officially Beta Tested anything, but I have been updated with the progress of this mission so far, so I thought I would throw in my comments.  I am not a great editor myself and so will base the mission mainly on realism and playability.

I have posted this without reading too many of the comments above, played without ECP, in Veteran mode and benchmarked at 4792.

Mission

Starts well, nice atmosphere from the briefing… looked as expected but much darker and more rain.  Used this fjord before in missions, good for starting the mission, but after about 20 seconds realised why I never used it that much.  A mix of sidestep-running and my 3rd can of Budweiser got me up to the top…

I approached the lodge carefully, saw 2 soldiers in the house.  Was not sure what to assume so got as close as I could.. One dropped to the ground, so I killed him, then got the other before he had time to weapon his M16.  Upon entering the house I saw a 3rd soldier on the floor, put 2 bullets in his head and entered the cut scene.

Went outside, shot both soldiers with newly equipped M16, and loaded up on ammo.. Saw the usable jeep, so loaded M16 into it and grabbed another one, filling up on ammo again, I must now have at least 10 mags to help me.  Searched others, didn't want to hang around so nicked bino's off a corpse, ran to the jeep and headed East-North-East out of the town and up the hill.

**PAUSED GAME TO WRITE UP THIS FAR**

A tidy bit of map reading gets me to the lodge, nice cut scenes!

Spend 5 mins mucking about with the weapons to make the most of my arsenal.. If u can call it that..

Hear the radio message, and head for DD46 to get the civvies out, make a mental note to stop by a town to "pick" up some weapons at nearest point.

Got to the civvies easily, I got back in the truck and heard them say to wait until they were aboard.. Unfortunately they did not board the truck, just stood outside, despite the obvious space in the truck.  So I gave n02 the driver spot, and I ran outside the truck back to the lodge, having others made navigation much easier!

Whilst the civvies started to repair the building (and me with one extra), I decided to head near La Trinite to get the 2nd lot..

Got to the end of the hills, and left 5 and 6 to guard the truck whilst the remaining 4 (including me) headed for the 2nd group of civilians.  We got there with no problems, and received the message about Houdan.. After checking the map I got 5 & 6 to board the truck and RV with us on the way to Houdan…  I hid the truck North of Dourdan, crossed the road on foot, and headed South to Houdan.

8 Got the civilians to the lodge and joined me.  I ordered him to go to the hidden truck to wait therefore us to return.

On the way into Houdan I hide my men in the bushes to the East, this way I can sneak round the town alone.  I get into the town and see the undamaged hut, so I head inside.  I get the cut scene with the Russian soldier, (the text did not match the words at one point, when I asked where the traffic was heading)

I now have a decision to make.. I have 9 men, but one is still north of Dourdan.  I could do with getting some better weapons, so I can think about hitting one of the bases.  I save the game and take a breather.. then spend 5 mins checking the map.

I take a break and resume after a few hours.. When I click "Resume" it takes me back to before I was near Dourdan! At least 2 saves ago!  I then click "Retry" and it takes me to Houdan, my latest save  ;D

I head back and RV with the rest of my squad (minus number 8 ). Then go North-West towards Arundy.  I approach from the south, take out 2 snipers (both standing in bushes to the south), then I hit the town.  I get new weapons for my whole squad, and steal the US Truck, then head to the mountain lodge, and tell 8 to RV with us there.  I noticed that the barn with the hidden ammo crate (which I have only just seen!) is floating a few feet up in the air, how strange (see screenshot).  I crawl underneath and load up on pistol ammo, then steal more M16 mags and law's off the US truck.  I now have a relatively well armed squad, no machine gunners and only 2 RPG's, but I do have 2 snipers, and enough ammo to destroy a small island, how convenient.

Now I have a decision, Fuel Bases? Convoys? Main Bases?  Or La Trinite?  It is getting lighter and the fog is lifting, it is now 08:40, and so I decide to head to La Trinite to see what I can play with there.  I approach from the forest to the North-West, leving my guys to the back of the forest.  I see a convoy approach from the North, search the town and leave.  So I head in alone.  I find all the weapons in the centre, and nick the ammo truck, leaving it at the back of the forest with the rest of my guys.  I load up on satchel charges, and an empty bison and lay the charges where I saw the Northern convoy stop.  As I head out the town is searched by a Southern Convoy, just got out in time!  I wait for the Northern guys to come back, and they stop at the same point while their guys get out.  I wait until most are in the town, and I blow the charges.  I then run to the far end of the forest, and get my guys to head South out of the way.  As the weather was lifting I moved in to watch the reaction.  Just as I hoped they were sat beside their destroyed vehicles, just waiting.  After 15 mins the Southern Convoy came back, and saw the Northern guys, and fighting kicked off.  Suddenly I could hear tanks and choppers coming in, so I move back a bit, and pause to write up this far.

All I can say is wow!  Its great to have a "mission" like this.  Its not really a mission though, more of a dynamic campaign, as I feel that I have complete freedom on what to do next.  I have a full squad, 4 silenced weapons, 2 machine gunners, and 3 snipers.  I am ready to hit anything!

The fog and rain really create a fantastic atmosphere, although it has made it quite hard to comment on the realism as I have not really had that many contacts with either side.  I will mention a few possible ideas, although a lot of it may just be down to personal preference:

1) The snipers covering Arundy seemed a bit odd.  It was a relatively quiet place with no obvious reason to have covert cover.  Maybe they were rogues?
2) Something is very funny with the positioning of units, as I mentioned some buildings and vehicles have taken to hovering after I load the game, where some others are sinking.  Any ideas why  ???

Hope the comments help!
Title: Re:Abandoned Armies
Post by: macguba on 08 Apr 2005, 17:00:46
Welcome home matey!

Quote
having the SW standing up made him virtually invisible.    Brilliantly done
Is this irony I detect?
Not irony, if it was delibarate it was very well done.    Sad to see them go but its the right thing.    SW = southwest.

The guys above the farm are fair.   I had forgotten, when I wrote the too hard comment, that I deliberately chosen what I thought would/should be the hardest way.    Taking out the Arudy snipers is (in the context of this area of the mission) all that is required I think.   May change my mind later of course.   ;D


@northener, I've only read the first part of your report  since I haven't got to Houdan yet but it seems to me that you've taken to beta testing like a duck to water. :thumbsup:

Title: Re:Abandoned Armies
Post by: THobson on 08 Apr 2005, 18:03:08
@northerner
Quote
Got to the civvies easily, I got back in the truck and heard them say to wait until they were aboard.. Unfortunately they did not board the truck, just stood outside, despite the obvious space in the truck.
Sorry about that,  I have some stuck GameLogics in v1.10 - now fixed.

Quote
text did not match the words at one point, when I asked where the traffic was heading
I checked this so often I would have put money on it not happening.  Thanks.  I will check all the messages again.

Quote
When I click "Resume" it takes me back to before I was near Dourdan! At least 2 saves ago!  I then click "Retry" and it takes me to Houdan, my latest save
I have no idea what causes this.  If your run through is anything like mine the initial ‘Resume' will always take you to the same place.  â€˜Retry' and ‘Load' work okay for me though.

Quote
Then go North-West towards Arundy.  I approach from the south, take out 2 snipers (both standing in bushes to the south
This is a touch embarrassing.  I grouped the snipers with the small group that patrols the town.  That group is set to Safe and so the snipers stand up!  But that is more than made up for by the fact that if any of the loons on patrol know where you are then so do the snipers.

Quote
I noticed that the barn with the hidden ammo crate (which I have only just seen!) is floating a few feet up in the air, how strange (see screenshot).
What a bummer!  v1.00 had problems like this, but not so extreme.  It seems to be caused by the level of terrain detail.  This mission needs to be played at terrain detail set to normal.  I set this in init.sqs and then I keep reminding it every 5 minutes or so in a housekeeping script.  Having seen your screenshot I have experimented a bit.  

The code I use is:
setTerrainGrid 12.5
This sets the mission to normal terrain detail but it does not change the user's settings.  Given your benchmark I suspect you might have your terrain detail set to high.  What I have found is that if the user's settings are for high detail and I then run the code setTerrainGrid 12.5 then the two buildings you show in your screenshot appear to rise up a few feet.  My theory is that constant saving and resuming will keep putting the mission back to high detail and then the housekeeping script re-sets it to normal so lifting the buildings a few feet each time.  If I am right this means I will need to require the player to set his video options to normal - what a pain.  It also means that if you continue as you are you might be able to bring down some choppers by hitting them with a French Barn - I think AA buildings must be a first.

Quote
All I can say is wow!  Its great to have a "mission" like this.  Its not really a mission though, more of a dynamic campaign, as I feel that I have complete freedom on what to do next
Glad you like it.

Quote
1) The snipers covering Arundy seemed a bit odd.  It was a relatively quiet place with no obvious reason to have covert cover.  Maybe they were rogues?
These snipers are missing from the next version.  
Thanks for your comments and help.  Please let me know how you progress.

@macguba
Quote
Welcome home matey!
Thanks.

Quote
having the SW standing up made him virtually invisible.    Brilliantly done
Is this irony I detect?
Not irony, if it was delibarate it was very well done.
I originally had them lying down in a bush each.  It took ages to get them just right, then I go and group them with some loons that are patrolling in SAFE mode so they stand up.  I thought that would have made them more visible - hence my reference to irony.

EDIT:

I should not have claimed that it was a mistake.  I have just checked the snipers in my readonly version of 1.10.  Having the snipers stand up in a bush is an absolutely stunning way to hide them.  Even knowing where they were I could not see them if I was more than a few feet away.  I must be honest - this was a happy accident.  One I will repeat deliberately in future.
Title: Re:Abandoned Armies
Post by: XCess on 08 Apr 2005, 22:16:59
YEEEEESS!!! THANKYOU THANKYOU THANKYOU!!! I'll be playing the mission in a couple of days when I get my replacement disc through from BIS. Yay.  ;D
Title: Re:Abandoned Armies
Post by: THobson on 08 Apr 2005, 23:51:04
Excellent
Title: Re:Abandoned Armies
Post by: Mikero on 09 Apr 2005, 01:39:41
@Northerner

welcome. Nice piece of writing btw. I shall be pinching some of it.

It's clear this mission is having the same effect on you as most of us, it's very fluid, what you call dynamic, if you ever get into a quiet spot, thinking the mission's gone lame, well,,,, hee hee.

HAW, giggle, snort, snigger....

when this happens, truly, be afraid. At 4792, the tiny amount of lag is your best friend.

what does RV mean please?

Title: Re:Abandoned Armies
Post by: Planck on 09 Apr 2005, 02:14:10
Possibly RV = Rendezvous   ;D


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 09 Apr 2005, 04:39:21
>comments welcome.

There's a true trory of a French Archeologist who started chipping away inside the great pyramid because it didn't fit his 'idea' of how the maths all worked out.

here are my ideas


Flags:

I do not want 'x' marks the spot. By all means have them in the briefing, do not, hold my hand. Just show them for candy, I'm a 16 y/o with my dad's revolver, twenty something at best. I wouldn't analyze their significance other than they mean death, or, they probably didn't even exist during my flight to the small island. I would use them as the overview pic. Drawing attention to the fact that this wont be Nato vs Russians. I should 'learn' this, just as I learned to never stick around. There are many things i 'learned' and this became thematic of the mission.

Bodies:

cookie cutter is a good description. They need to be splunked elsewhere. But I want more than this. I want a reward for finding them. The all important, often missed, player feedback. I want a voiceover as minimum as i discover them. My view, they are great devices for optional objectives. Le Port eg is a long way away and there's a mysterious roadblock at the Tjunction already. (I know what it's there for at that angle Thob).

A fiction:

Of course it is. And a marvellous bit of inspiration to include it. Adds understated authenticity. I loved this more than anything else, no bull.

Cutscenes:

More please. Much more. Much much much more. Percentage wise they are pitiful in number. There's a balance that needs to be struck, right now it's severely the wrong way. Diversionary optional objectives as bodies are discovered eg.

Savegames:

Imagine, i've just been through hell. I am somewhere safe, licking my wounds, or grieving over the lost Russian in my squad and this idiotic 'there you are, a reward'. Oh, thank you, thank you so much. Why didn't I get one when i 'deserved' or 'needed' it.

I'm in the middle of a firefight and this message comes up. Ook?

I want a savegame from destroying each of the marked towns, and so on. It's player feedback. In truth, you are too cute by half. Let me decide how many retries i want. They're not the same as cheatsaves. Don't bother limiting the number at all, OR, put them in as feedback mechanisms.

Cheatsaves:

no-one's mentioned it. If you prevent them, this mission is unplayable. Period. Anyone who says they don't need them on this mission is smoking something illegal.

x4 crippler:

excellent. Make the player learn. Never stick around, especially at x4.

Godzilla:

I enjoyed him in the same vein as never stick around. I would *never* confront one again in this mission. I resent it also, you the author have played unfair. A T80 is a bad enough mongrel as it is, these leviathans make any contact with them unplayable.

AP/AV

I've had my 2 cents. But, putting a safe option isn't the issue for me. My left arm is now dead.

Vehicles:

My brain dead drivers run into walls, boulders, and all. I want a message "we're exhausted #1" but I also need feedback after that msg to either get them out, or keep going.

Goisse:

not good enough by half. I have to have a reward for going that far. I encountered one soldier. (yes, and jeeps). You have to maintain a squad sentry thing in these towns, _despite_ the need to re-inforce elsewhere. the player must have a feedback reward for bothering.

Westrons:

The location of base camp is , well, at worst! perfect.

What happens when I accidentally shoot my Russian? Do the rest of my squad/some of my squad desert? Why can't I learn to defend the west, and civils enter the area, why cant one/ two of them, start replacing my dead medic if I 'learn' to go back to passagne. (repopulating means dead ai can be put in graves and buried from cpu cycles)

airport:

What happens if, sorely tempted, I start executing them, what does my Russian do?

why didn't some of the losers join my squad and fill out my losses? That's not a technical question btw.

why aren't they bolstering me for the last, final, big push south?

Houdan:

wrong. It's too far away, you've pushed me too far south, I will attack chapoi, especially with what Russian tells me.

You need to change this to Dourdan I realise you have a St Louis balance issue.

I need an Airport counter wobble to the Russian's conversation, I need a quest to the airport, to leave me undecided. Add another woman to the pack who tells me this. The one i've got is a token. I want a fleshed out squad of misfits.

Arudy Snipers:

This was 'ok' by me only because they had no direct influence in the Arudy attack (for me). I strayed too far. If you remove them you must replace with marauding troops on the mountain skyline. It must be as it became, a clear distinct warning that south of road was southron. If i went into mountains to get at Chapoi, it would be at my peril, and a choice i had to decide. The sniper effect enhanced my westron safety zone. North mountains were my territory. You enter my space at your peril.


Tough / Too hard:

Yes.

This is a XXX rated hardcore ofp mission. It can only be played by people with an eye patch and 3 teeth missing. My conservative estimate is you would had to have played 100+ missions before this one to have any chance of 'understanding' what tools to use. Mgun vs rpg vs Snipe vs use terrain, vs vehicles. Buildings are both friend and foe. What do black ops really mean. You need to know what chopper + truck + clear skies mean. You especially need to know the differences between rpg/law/gustav and AA. You would not introduce a friend to ofp via this black hole.

It's the strongest malt wiskey out there, you wouldn't dream of diluting such a thing, and can only sip and gasp for breath.

But it is too tough. I met it at Larche, MacGuba at Arudy. All of us at airport / chapoi. The saving grace is that ai wont hunt you to extinction. When you 'learn' this, it's manageable.

I dont know what you can do about the Abrahms godzillas (correction, think I do). They introduce a very unfair element into it. My idea would be to minefield areas, plural. Once war breaks out, these mongrel things destroy themselves. Scenario wise it would make sense that the only safe corridor between north and south is Trinite. I would 'learn' as player that if i chose to use a tank, this is my only route thru. You haven't played the minefiled card anywhere near enough.
Title: Re:Abandoned Armies
Post by: Mikero on 09 Apr 2005, 06:12:33
rushes back to computer, trips into keyboard, qwerty indelibly printed on foreheaad.

The Russian can't be alone. He's atoning for his sins, nursing badly wounded civilian, probably female. She can't speak till medic'd. She tells player the airport wobble, the thing to stop the Chapoi assault being a certainty. She joins the squad if numbers are 'right'. Civilian must be in crawl mode, transport needed. And, they can be safely left where they were found in mad rush for ambulance bmp at trinite (eg).

Title: Re:Abandoned Armies
Post by: General Barron on 09 Apr 2005, 10:07:17
WOW! I suppose I'm 'getting on board' with this mission a little late in the game, but god damn, its good! The intro sucked me right into the mission like you wouldn't believe. By the time I saw whats-her-name get shot, I was ready for blood. I'm ready to kick every damn ruskie and yank off of this island! Take back the land for the dozen-or-so remaining civillians! YEAH! Then SOMEONE will have to repopulate the human race...  ;D  ;D  ;D

The camera technique for the intro could have been better, but then again I'm not that great myself with cutscenes, so I don't have much to suggest!

I rescue the first batch of civillians, but some of them decide they don't want to get into the truck. After fiddling around for a while, I kick out two of my allies, and tell them to grab a Skoda. Right as I start pulling away, I notice an enemy squad about 50 meters away! I decide to just gas it, and I plow thru a good 3 or 4 of them in my escape. HAHAHAHAHA! I better turn on the windshield wipers to clean off the blood.  :o

Funny, I would have expected them to react quicker and send some bullets my way, but they didn't. Nor do they shoot my friends in the Skoda, thank Jeebus. Nor did they shoot me when I was escaping from the very first town... I'm beginning to think their blinders may be on just a bit too tight. Then again, I suspect I'll need all the help I can get in this fight.  :-\

Later, I reach the second batch of civilians. I tell corporal whats-his-name to take the civies back to our mountain hangout, and after the cutscene I see a few people running off into the fog. I guess they would rather go by foot? Oh well, I hope they don't get shot along the way...

I suppose I should rescue that little girl's parents... problem is, I've got ADD, so I've forgotten where she said they were! I check my briefing, but no marker, nor any notes! What the heck am I supposed to do? How come I got a nicely updated objectives page for the first two 'rescue missions', but not for this latest one? ???

Oh well, I suppose I'll head for the town to the NW (forgot the name). I hop into my truck with my newfound sidekick (the rest of my squad being back at home base), and start driving. I happen to check the 'group' tab of my notebook, and it looks like there are about 6 people in my truck! I thought they went off on foot?!?!

Now I'm really confused, because I don't want to take civillians into battle with me.... After sitting around for a little bit, I get a message that all the civvies are safely back at camp! Well who the heck is in my truck?!?! Ah well, I'll sort it out later. Right now I've got some rescuing to do.

I arrive at the town, which was closer than I expected. Good thing there weren't any soldiers on the outskirts of it, or else I would have been an easy target. I disembark and do a sweep of the town with the corporal. I see Ivan up ahead... perhaps I should save now. Right after I finish saving, the dung starts hitting the fan, as an enemy patrol squad waltzes right into town, while my buddy is right in the middle of the road. He dies no matter how many times I retry, but I take out the rest of the soldiers pretty easily.

I decide to stick around for a bit afterwards, and extract a little vengance on anyone else that wanders by. Another squad comes in--they never know what hits them. I pick up a Strela launcher off of one of them, and hope to take out that damn bird I hear flying around all the time. It's all in vain, because I can't see a darn thing. At this point I've searched the town, and I don't think her parents are in it... I guess they were in another town?! Damn ADD! Oh well, I'll have to pick it up again later.

Issues summary:

:hmm: No updating of the briefing for the 'rescue the parents' sub-mission
:hmm: Civvies don't wanna get in my truck in the first sub-mission
:hmm: Some civvies run to safety by foot in second sub-mission, but some of them are also in my truck. Objective completes while I've still got them in my truck

Damn fun mission! It totally reminds me of an old Amiga game I always wanted to remake in OFP: "Midwinter". Its plot is somewhat similar to this, only on an arctic island, and with only one enemy army. This mission truly makes the most out of OFP, and I look forward to continuing it! :thumbsup:

Title: Re:Abandoned Armies
Post by: THobson on 09 Apr 2005, 10:30:21
@mikero
Great thank you.

Flags:
When you say don't hold your hand - do you think I am doing that?  Is there too much use of flags from your perspective?  I have one at each base and one for the leader of each vehicle group.  I can see why you suggest using them as the overview picture, the trouble is I really like my current one.  

Bodies:
Great suggestion, some voice over and maybe a savegame.  The bodies only feature in Stamenov's part of the island.  He is evil, Andropov is just ruthless.

A Fiction:
I am really glad someone liked that.  I had the idea when I realised I was basing the names in the mission on real people.

Leon Stamenov, from Leon Trotsky;

Vladimir Ilich Andropov from Vladimir Ilich Lenin

Andropov from the former head of the KGB

Other names I got by looking in telephone directories and selecting combinations that pleased me.  In the end I don't think the extent to which the key players have names comes out very much.

Cutscenes:
I agree.  I have already spent more time at the keyboard on these than all the rest of the mission put together (and believe me that is saying something!), and the main factor driving the size of the download is the cumulative size of all the voice files, but it does need more.  This was meant to be a tip the toe in the water exercise for me.  This is my first ever attempt at cutscenes with voices but some leviathan got its tentacles around that toe and I am now in deep ocean.

Savegames:
In v1.00 the player had an infinite number available.  There was push back from beta testers about this, so I limited the number and then added a new one every 90 minutes or so.

Your logic is powerful.  I will take out the 90 minute ‘reward', but add them elsewhere when the player has done something worthy of one.  As you say it would improve player feedback which I agree does need boosting

Cheatsaves:
I don't know if they can be prevented, the player can always <Alt><Tab> out and rename the savefile.  That is what I do when I am testing, but I really do want to get the number of savegames sufficiently well balanced that it is not necessary.  Vain hope maybe.

x4 crippler:
My hero.  If you read the early posts on v1.00 you will see that this was hotly debated. My instinct was always that to create the type of atmosphere I wanted accelerated time had to be prevented.

Godzilla:
The Abrams are real bastards, but paradoxically they are some of the easiest armour to capture.  A mine or satchel charge will kill anything else but with an Abrams a well placed mine or satchel charge together with a repair truck gives you your very own battle tank.

I have some concerns here that I need to think on.  The mission is pretty well balanced as it is and so to start swapping M1A1s with T80s might have some other unfortunate consequences.  Set against that is the effect the tank had on your enjoyment and also Student Pilot also stopped when he saw Andropov still had one active.

I have made a change between v1.00 and v1.10 that might be an influence here.  In v1.00 all the armour on both sides was committed either to the north/south battle, or to defending their base when it is attacked.  In v1.10 each side has one armour group that is only committed when that side enters its endgame (<50 living loons left or leader killed or Alexi detected in the base).  This significantly increases the likelihood of the player having to deal with it.  â€˜It' being a T80 + Bradley with onboard infantry in the north and an Abrams + BMP with on board infantry in the south.  Perhaps as a minimum I need to go back to the set up used in v1.00.

There is also a huge amount of variability.  Sometimes the choppers rule the island blasting all the armour away, other time they are taken out so quickly there is a lot of armour left.

The simple act of writing this has helped me clear some thoughts.  My current inclination is:

- Reinstate the arrangement in v1.00.  That way there is a high probability that all the armour of each side will have contact with armour and possibly air units of the other side before the player needs to deal with them.

- Otherwise leave them in to reinforce the need to hit and then run away.

This is not a ‘decision' it is meant to be a suggestion for comment.

AV/AP:
I think this was a good idea that might just not be good enough.  In v1.00 these mines were a mess.  You could place them at anytime, you did not need specific items of inventory {you could even place them when you were in a vehicle!) and there was no disarm option.  Yet they were useful and fun.

In v1.10 all that has been fixed, but they are now worse than useless.  I have just completed my run through of v1.10 (you will understand I don't do a full run through that often!).  I placed two AV mines deliberately and several accidentally.  Of the two I placed deliberately one destroyed three M2 jeeps and the other remained un-detonated at the end of the mission.  I did not place a single AP mine.

Options I am thinking about, and on which I would welcome comment, are:

Option 1: Just get rid of them

Option 2: Put a safe option as the top action (I like Planck's suggestion of a hint giving the number left) and remove the need to have some specific items in inventory - this is what makes the AP mines useless and the AV mines so annoying when placed accidentally.  But this change does reduce the realism significantly.

Option 3: At La Trinite instead of forcing them on the player, give the player the option to take them or not and also give him a radio command that lets him throw them away.

Option 4:  Option 2 and Option 3 combined.

Vehicles:
I understand what you want.  The scripting challenge is immense, I would have to be monitoring and fixing problems with the OFP engine (I am already doing that a lot just to keep the convoys and jeep patrols running).  That was difficult enough and I know what they are supposed to be doing.  Monitoring units that may or may not be in a vehicle, and may or may not be trying to get somewhere is a task that is currently beyond my energy level.

Goisse:
In v1.00 all the towns were empty once the fighting started and the soldiers there went off to war.  In v1.10 Goisse is the one border town I forgot to put in some permanent guards.  Sorry, now fixed for v1.11.  I have no idea where the solitary soldier came from.

Westrons:
Quote
The location of base camp is , well, at worst! perfect.
Thanks.  In the earlier threads there was a lot of discussion about this also, mostly not supportive.  Your comments help reinforce my view to go with my instinct.

Quote
What happens when I accidentally shoot my Russian? Do the rest of my squad/some of my squad desert?
It is just the same as accidentally shooting anyone in your squad in any standard OFP mission.  Do it too often and you get shot.  Killing one of the civis you rescue though is different - killing one is one too many.  Also killing anyone at the mountain lodge before the cutscene is also fatal.  Otherwise I have just gone with standard OFP.

Quote
civils enter the area, why cant one/ two of them, start replacing my dead medic if I 'learn' to go back to passagne. (repopulating means dead ai can be put in graves and buried from cpu cycles)
That is a tough challenge.  I don't want just to have random people there, if I have them they will need to interact with the player.  The closest I got was in v1.00 I had a couple of mad women running around the island.  At the time I did not have the energy to make them interact with the player so took them out.  I am certainly thinking of bringing them back.  They seemed quite popular.

I do like your concept of the player learning things.  That needs more thought on my part.

airport:
There is no consequence to the player if he starts killing surrendered soldiers ( or escaping soldiers at Chapoi).  This was one of those - I will do it later - tasks that I didn't get round to for v1.10.

Houdan:
Dourdan is a border town and so must contain a significant presence.  Houdan is the sort of place a deserter might go to.

On the counterbalance issue with the airport:
Quote
The Russian can't be alone. He's atoning for his sins, nursing badly wounded civilian, probably female. She can't speak till medic'd. She tells player the airport wobble, the thing to stop the Chapoi assault being a certainty. She joins the squad if numbers are 'right'. Civilian must be in crawl mode, transport needed. And, they can be safely left where they were found in mad rush for ambulance bmp at trinite (eg).
Is a stunning idea.  Thanks.

Arudy Snipers:
They are gone in v1.11.  On the suggestion of having more infantry groups in the mountains - I too was wondering about that, not in the context of the Arudy snipers, but just generally.  You make an excellent case that would improve the atmosphere of the mission.  The mission certainly has the capacity.  Would you believe that excluding the small groups that guard the towns, but including all the soldiers in each base and the soldiers that travel with each convoy I only use 18 infantry groups for each side?  I laugh when I see people complaining that the OFP limit of 63 groups per side is too small!

The thing that stopped me doing this earlier was a concern about lag, but that seems not to be a serious problem.

There are somethings I need to give thought to:
- Are they to be a force early on or throughout the mission?  In other words do they join the general north/south war (and so get neutralised) or do they stay put so requiring the player to deal with them.
- Their location - I don't want them getting in the way of the armoured groups that attack each others base.

Tough / Too hard:
Quote
Yes
If the yes refers to Tough - fine; if it refers to Too Hard - then not fine.

Quote
My conservative estimate is you would had to have played 100+ missions before this one to have any chance of 'understanding' what tools to use. Mgun vs rpg vs Snipe vs use terrain, vs vehicles. Buildings are both friend and foe. What do black ops really mean. You need to know what chopper + truck + clear skies mean. You especially need to know the differences between rpg/law/gustav and AA. You would not introduce a friend to ofp via this black hole.
That is what I want.  I started building this mission thinking there might be one or, if I was very lucky, three people in the whole world that would enjoy and finish this mission.  I have been thrilled by how wrong I was.  

Quote
But it is too tough. I met it at Larche, MacGuba at Arudy. All of us at airport / chapoi. The saving grace is that ai wont hunt you to extinction. When you 'learn' this, it's manageable.
I have tried very hard not to play the player, not to make assumptions about what he will or will not do and to make it easy or difficult for him.  I have just tried to create a realistic island and then give the player an impossible task.  I mean - you arrive on the island that has two large and well organised armies (each with a head count of 280+ in v1.10) all you have is a pistol and a couple of magazines and your objective is to ‘kill them all' or as near as damn it.  It forces the player to learn new ways of playing.

It is still a huge regret of mine that I could not keep the size of the squad down to seven.  Then I could have made oblique references to medieval Japanese samurai.

I do like your idea of multiple minefields - with real mines this time so the player can see them.  Concerns I have about this are:
- They could seriously inhibit the north/south war
- They must not get in the way of the armoured assault each side makes on the other's base - and this then makes me feel like I am making a map that is deliberately contrived.
- It would not be realistic for armour to be oblivious to the location of their own minefield.  The way the mission works the armour goes where it sees fit.

This is another idea I need to soak on.


mikero - you have really ‘done me proud' as they say where I come from.  Huge ego boosts balanced with comments that bring me back to earth and some excellent ideas for the next version.  I am truly grateful.


Title: Re:Abandoned Armies
Post by: THobson on 09 Apr 2005, 11:03:24
My test.  You will I hope understand that I do a lot of testing by running through individual parts of the mission separately and only occasionally do I do a complete run through of the whole thing.

I have just done a run through of v1.10 and I have a long list of little things to change but there are some other more significant ones that deserve comment and discussion - several raised by mikero above.  A couple more are:

I believe I should remove all the vehicles from La Trinite - or at least remove their fuel.  Most of you seem to have fun by scavenging for weapons.  I don't, I just steal the ammo truck at La Trinite when the town is empty.

I am not happy with the fog.  I think I have diluted its impact far too much.  As I think we are all seeing - rain cuts down the player's visibility without seeming to impact that of the AI.  Fog seems to work on both player and AI.  In my run through I finished at about 5pm mission time and apart from the early morning fog it was never an obvious feature.  The fog level should peak somewhere between 11:30 and 14:30 and I never noticed it.  I think my code that reduces the maximum intensity of the fog depending on the loon count of the smallest side is doing its job too well.  The fog is on a 5 to 6 hour cycle, the overcast (and hence rain) is on an approx. 2+ hour cycle.  I plan to change this - I am just not sure to what yet.  I think more fog will make the snipers easier to deal with in a way that the rain does not.

Anyway just a couple of thoughts for comment.

@General Barron:
Welcome.  I will reply shortly I just need to help my other half move multiple bags of compost for the garden.
Title: Re:Abandoned Armies
Post by: THobson on 09 Apr 2005, 12:25:41
@General Barron

Okay chore done.

Quote
No updating of the briefing for the 'rescue the parents' sub-mission
The briefing should now have an objective to ‘Search Houdan'  Houdan is where she said she lived.  If not then you have stumbled on a big problem.

Quote
Civvies don't wanna get in my truck in the first sub-mission
Entirely my fault.  I use Game Logics to check that the vehicle the player is in has enough space for the civilian group.  But as a result of a typo on my part the GLs are stuck in the vehicle.  Now fixed for the next version.

Quote
Some civvies run to safety by foot in second sub-mission, but some of them are also in my truck. Objective completes while I've still got them in my truck
At the mountain lodge you are joined by one soldier and three civilians, after you get the first group of civilians to the lodge you are then joined by one more soldier, then at the second group of civilians you are joined by another soldier.  So at this point your squad consists of: you, three soldiers and three civilians.  The two groups of civilians are not of the fighting variety

Quote
I don't want to take civilians into battle with me....
I suggest you do, they are all you have got.  Reports from other beta testers are that Irena is particularly formidable especially as a sniper or as a tank gunner.

On the apparent reluctance of the soldiers to fire on you early on, I put that down to two things:
- fog seems to reduce their ability to react
- infantry do sometime seem to ignore you when you are in a light vehicle (armour units have no such problem)

On the first group of civilians:
Quote
as I start pulling away, I notice an enemy squad about 50 meters away!
That I cannot explain.  I have had so many strange things happen in and around Dd46 that I am beginning to think the place is haunted.  

Quote
This mission truly makes the most out of OFP, and I look forward to continuing it!
Thank you.  I hope you enjoy it.  

But you will need to do something about that ADD ;)
Title: Re:Abandoned Armies
Post by: Pilot on 09 Apr 2005, 16:25:44
Quote
and also Student Pilot also stopped when he saw Andropov still had one active.
Yeah, the Abrams are tough.  I am sorry I didn't complete it, though.  I do intend to come back and test Abandoned Armies again, maybe when V1.11 comes out.

EDIT:
About the mines, I like option 3.
Title: Re:Abandoned Armies
Post by: GI-YO on 09 Apr 2005, 17:17:53
A small update on my minimal progress. I spent an age finding the lodge (again). I thought there was an autosave at this point? I would have liked to seen one act as a good launching place for the rest of the mission. The new cutscene at the lodge is very good. Explains more of the background story and introduces my band of men and women, and explains why I am leading them :thumbsup: . I've been busy at work this week but tomorow should be a good time for me to give this mission a right good work out. More soon

GI-YO
Title: Re:Abandoned Armies
Post by: THobson on 09 Apr 2005, 17:56:39
GI-Yo
Thanks for the comments.  There are no autosaves in the mission.   I did think of putting some in but decided to leave it to the player to decide when to save.  Best of luck this time.  I hope it doesn't break.
Title: Re:Abandoned Armies
Post by: Mikero on 10 Apr 2005, 00:52:05
Quote
When you say don't hold your hand - do you think I am doing that?  


glaringly obvious during mission play that you will not. Example: you miss the info content of a cutscene, you miss a mission,

Therefore I never assumed for a moment you would crass it up by putting this flag stuff n breifing. In my never humble opinion only. Others who want it there would also be righter than right.

Quote
the trouble is I really like my current (picture).  


keep your current picture.

Quote
I have one (flag) at each base and one for the leader of each vehicle group.  Too much?

I have never seen this technique before. There are many 'techniques' i've not seen before in this mission.

First time I encountered it 'in full' was in a chapoi squad. The effect was General Lee at Appamatox, really did have to check i was playing an ofp engine. More, not less, please.
The significance of which flag is who only comes into play when you decide, among 100 other decisions you can make, to stabilise / destabalise one of the sides. Let me learn.

On that theme, assuming you agree with the sentiment, then flags at the garrisoned towns would be helpful to the player. It's quite hard to know which army is attacking you at any point. Depends on which bit of doodoo you stepped in at the time.


The bodies only feature in Stamenov's part of the island.  He is evil, Andropov is just ruthless.

O wow, o wowwwie wow, wow. I NEVER noticed that. Oh fool is me. lifting jaw from table

thinks, pauses, analyzes.... In that case, the cookie cutter must go. I never noticed because one more mash tent anywhere meant another clump of orderly bodies so NEVER LOOKED. Flesh this out, cutscene showing Andropov executing southrons, he's ruthless.


Quote
Cutscenes:

As a player, you leave me with tongue hanging out wanting more. The English accent is a pleasant one to hear for most people, you are using it's best qualities.

Quote
deep ocean.

Keep swimming, it's your reward for this mission. Something you can revel in for all the other hard work.


Quote
Cheatsaves:
Vain hope maybe.

you are smoking something illegal. However, this should remain your primary goal because every tweak moves the mission into better balance. Imagine the opposite, that you dont care about the Abrahms.


Quote
Godzilla:

You are biasing your comments on your fondness for getting in the things. My game play experience (would not be alone here) is that vehicles are a mess for your squad to drive. I can see however, the theme of attacking the airport with several of them. Would make that episode less 'unfair'. To take out use-vehicles in this mission would be a crime, not only is it yet-another option for player choice, it's part of the change of theme you are doing so well. You kept me permanently off balance which way I should play this mission.

Quote
AV/AP:

we need someone here to say what they like about them, rather than all this negativity.

I cannot use the ap, ever. It prevents me from ever going to that part of the map ever again. Others will use that fact to their benefit, i cannot. I will in fact sprinkle them in a town, probably Trinite, next time I play.

I like 2 things about AV, two very important, very fundamental things.

They destroy trucks, which mines won't.

They are a great balance between that awful decision to carry either rpg, or mine (but not satchel).

I am fighting one handed.

One theme you have done is this is standard-issue ofp. The ap/av tips it into addon territory, something you might not have wanted. They are not, standard issue.


Quote
Killing this that the other

Am fairly au fait with what the engine will do with each consequence, these were more along the lines of where, if you wanted to, you could expand outwards.

Quote
Mad women

what posessed you to take them out!!!

Quote
I do like your concept ...

Many people prefer the pyramids un doctored.

Quote
Arudy

A (sandbagged) tank silouette would have the same effect for me. This is southron. But why not have un-aligned troops up there. I may 'learn' to use them.

Title: Re:Abandoned Armies
Post by: macguba on 10 Apr 2005, 01:06:38
I'm skipping through posts because I haven't had time to play and I'm desperately behind.   However, you MUST make MORE of a difference between the two baddies' armies.

I like that you want them to have different characters:  that is unarguabely a good thing for the mission.   But remember what I said about small things needing to be overemphasised and big things played down?    This is a small thing so you need to beat the player over the head about it.   The bodies distinction is good but totally missable, even with the flags.    

When you are in a base, it should be BLATENTLY obvious which side held the base.   Everything about it should SCREAM one side or the other.     One has bodies, one doesn't.  One has nice ordered rows of tents, the other has tents all over the place.   One has the flagpole in a nice sensible place in the open space between the hospital and the (vehicle) net, the other has it who knows where.    One has ammo and fuel stored together, the other doesn't.   Etc., etc., etc., etc., etc., etc..   Either bin this distinction, or make a BIG OSTENTATIOUS deal of it in terms of static objects.    I mean SERIOUSLY obvious to an unusually dim redneck, not a sophisticated Parisien with a PhD in Advanced Observation.

Do everthing you possibly can to make the two sides different.   For example, one side has an officer unit in every squad:  the other never has.    And other things as well.   Maybe machine gunners on one side always have 1 mag short with two grenades instead.   Or they always have binocs/NVGs on one side.    Or LAW/RPG loons always have pistols.     The more stupid little differences like that the better.    In other words, if you are totally lost and for some reason don't see the flag, it should be SPECTACULARLY obvious (if you have been paying attention) to which side a squad or base belongs.     By that I mean EMBARRASSINGLY obvious from any angle, in any weather, in any circumstances, from any distance.   Providing you can see the bulk/whole of the squad/base/convoy of course.    

If it doesn't leap out at you (in at least as obvious a way as the difference between East and West units leap out at you in an ordinary mission) then it's not clear that there is any real value - in pure gameplay terms - in having two sides at all.   Flags are valuable, but as conveyers of confirmation, not information.   Clearly it will take the player a few contacts/CTRs to appreciate the differences, but once he has done it it will add significantly to the feel of the mission.    You really will understand and believe that there is a difference between one side and the other.
Title: Re:Abandoned Armies
Post by: Planck on 10 Apr 2005, 01:18:04
The way I see it there is only two sides....you and them.

When I played it the first time, I wasn't concerned about which side a squad or a vehicle belonged to, as far as I was concerned either side was the enemy, so, they died whoever their boss was.   ::)


Planck
Title: Re:Abandoned Armies
Post by: macguba on 10 Apr 2005, 01:22:15
Quote
The way I see it there is only two sides....you and them.
Exactly.    That is how we see it, and that is the problem.    There is enormous scope here for adding a really interesting aspect to the gameplay.   "I can trash this convoy/base/squad, but I'n not going to becuase it's Stamenov's and I want him to beat Andropov."    At the moment you don't think that, you just trash it.

I would go so far as to say that you should consider making one of the baddies less bad than the other:  you still have to and want to destroy them both, but in moments whe you think you can't win you are clear in your mind about which baddy you would like to be boss of the island.   At the moment you don't care, which means that, as Planck said, the two enemy sides are really just one enemy side with some internal disputes that are no concern of yours except insofar as they wipe each other out.
Title: Re:Abandoned Armies
Post by: Mikero on 10 Apr 2005, 02:09:14
@macguba

best bit of writing you've ever done Mr Mac.

Quote
small things needing to be overemphasised and big things played down

this is pinched, filched, purloined, snaffled and stolen into my armory of phrases.

The author is British, his natural inclination is to understate everything. He needs to overdo the small things, the non obvious.

@Thob

cutscene in grey

a memory flashback to the 3 soldiers he saw being executed. Probably triggered by a walk-over-dead-body. This 'style' is in a brilliant inter-active misson (a Sui style) that i'll point you to as soon as I can find it. memory jog cut-scenes are an answer to your prayers, more cutscenes, copy and paste, less sweat.

@MacGuba

Your definitions of army distinction are inspired. One of those "can't quite put my finger on it" problems.


Title: Re:Abandoned Armies
Post by: Mikero on 10 Apr 2005, 02:58:27
To the tune of rawhide, I shall endeavour to be a redneck. Being a Parisienne with a  PHD in stupidity wont cut it anymore.

How the [flash=http://200,200]hell [/flash] did I miss the message content of what's-her-name civilian being shot in Vigny, not goisse, vigny.
----

There are some missions that steal an entire genre, they cannot be emulated. This is one, Student Pilot's shows promise, and "Silent Night, Deadly Night" is the other.

@Thob

I've lost the url. I will take all steps necessary if you don't "know" about this mission. The theme is not yours, the constructs are. I think it will part answer your cutscene issues. Not technically, construct wise. It's Student Pilot's surrender on amphetamines.

Title: Re:Abandoned Armies
Post by: THobson on 10 Apr 2005, 09:48:41
So it was Vigny you went back to.  That is helpful for me to know.  I had not expected anyone to go as far as Goisse - that of course is no reason for me not to put some guards there, as I said it was a complete oversight on my part.  The lone soldier you saw I will remove from my ‘Malden is haunted' data points.

Which brings us back to you being unhappy about getting there and finding no one there.  If that was Vigny then this could represent a bug.  After Tatyana is killed a squad of soldiers turns up.  If you start killing them guard units from elsewhere will head for the place.  If you don't kill them all they will hang around the town.  In the Mountain Lodge cutscene there is a shot of Tatyana.  In v1.00 the soldiers could be seen in shot as well and the beta testers rightly objected to this.  I now move any soldiers out of Vigny before that part of the cutscene, but they should come back of their own accord.  I have not checked that they do this: 1. it is not that easy to check; 2. it is something I have done elsewhere and it worked there.

On the ‘only Stamenov's territory has bodies' point there is one exception the little hamlet at the NW corner of the island - I will remove these for v1.11

Quote
The author is British, his natural inclination is to understate everything.
Lol.  I can't explain it but I do observe an ‘understate for emphasis' characteristic in many of my countrymen and women, to the point of saying the opposite of what you mean on the really important stuff.  Sometimes.

Quote
Many people prefer the pyramids un doctored.
In this case I am the only one that can do the doctoring.   Your comments have been exceptionally helpful in giving me insights into parts of the pyramid that I had not appreciated.  Is your story true about someone making changes to real pyramids because he thought they were wrong?

This is a beta site and the mission is a beta version - in other words I put the mission here knowing that it had some weak areas, many times you all pounce on the things I was doubtful about, very rarely something I was doubtful about doesn't get a mention but also many times you raise things I was not aware of.  That is the real power of this site - also it is fun.  I do regret not putting all my missions here - but then I though beta testing was about bug fixing.

There is a lot here for me to think about.  Some of the things suggested are a huge amount of work, not that that is a problem in itself, I just want to avoid creating bugs with the change.  What I am doing at the moment is fixing the obvious stuff, like the error message fragorl found, aligning a miss-aligned building I found when crawling round trying the get a bead on a black op, etc.  The really big stuff is sitting in the back of my mind soaking.  I am also waiting for others to comment also.

Thoughts I do have on one of the recent ideas are:
- there are a lot of crappy missions about
- at the first sight of something crappy the natural assumption is that it is a crappy mission
- I can't bring myself to make crappy bases for Stamenov's army, only partly because of the above.  
What I will do though it to try and make Andropov's bases better, and certainly different.

Another thought:
Flags (another one of mac's ideas bye the way) - how about one for each group of foot soldiers?  I am not sure the mission could stand the resource drain this would entail so it might come to a choice.

mikero:  Your problems with getting AI to use tanks.  Do you have anything specific?
Title: Re:Abandoned Armies
Post by: Mikero on 11 Apr 2005, 00:14:19
Quote
I had not expected anyone to go as far as Goisse


I was exploring the westron theme

I have not been to hamlet extreme NW, I went as far as the lighthouse trying to 'locate' where you may have stored some armor and such. (I now know you don't do that). I was going to use that hamlet as a defensive base if my mountain base was over-run. (You would need odds of 10:1 to beat my game play in a desert). I thought highly possible with strange appearance of jeep.

no, to answer previous Q, 2 jeeps were there.

Goisse soldier *could* have been a single off jeep, he was law or AA i believe.

vigny goisse

never went back. In context to the evil southrons, it NOW makes sense that girl-on-bed got shot by who she got shot by. The total lack of enemy activity anywhere west of mountain base made me assume no loons anywhere. Sole exception being I was scared out of Vigny and would not go back.

The contrast could be, that the 'mad women' are encountered by player in northron territory and are clearly evidently, NOT, shot.

---
reading other posts, we all experience same thing, the *percieved* lameness of the collect-the-civil-episodes. I have heart in mouth each time i read them because I think the next sentence from the tester will be, "and so i stopped there, this mission sucks", I'm mentally willing them on, to feel the lag. The jeeps change that. My opinion. They have to have a much shorter, eg more-often-encountered, appearance on those journeys to civils. My opinion, roadblock sentries at each intersection would make sense to me (gives player something to do in 'fair' contest), *providing* no reinforcements are attracted to noise.
----
Quote
to the point of saying the opposite of what you mean on the really important stuff

Then your mother is Australian.

>Pyramids

it's true. Napoleonic era.

>MacGuba flags.

he's right, and, he's deliberately pushing the envelope to get you to see a distinction. Only you would know how far you can actually distort it, it's your mission. He's very very right about we dont care who's what. This deserves changing to we hate one more than we hate the other. My response was I didn't care to the point that i wanted to keep both armies in balance.

>tough/too hard.
Forgot to mention what we all dont mention. Broken buildings, 100+ mission players 'know' to avoid them.

Silent Knight:

Please let me know about this, it's worth your game time. It's about the only theme you haven't introduced other than the smell of burning bodies.

Title: Re:Abandoned Armies
Post by: THobson on 11 Apr 2005, 07:51:36
I am now back at work so this has to be a very short response, apologies if it seems terse, not meant to be.

Quote
The jeeps change that. My opinion. They have to have a much shorter, eg more-often-encountered, appearance on those journeys to civils.
From a game play point of view you are absolutely right, but the main underlying design premise of this mission is not to play the player rather it is to do what is realistic and then just let the player loose on the island - I wanted to see if the idea works.  Like mac's Unimpossible mission - how hard can you make a mission that is fair but still do able, the concept I am trying for here is how realistic can you make a situation and it still be fun. When I started I recognised that my target audience was going to be very small.


Quote
My opinion, roadblock sentries at each intersection would make sense to me (gives player something to do in 'fair' contest), *providing* no reinforcements are attracted to noise.
I have started putting some in, but: I am already concerned about the lag this is creating; having any obstacle on a road near any of the patrols or convoys can seriously screw up the AI's ability to keep to the road; and attracting reinforcements is something I do not want to turn off just for game play reasons.

Quote
Silent Knight:
Sorry, my brain is slow this morning. What do you mean?

EDIT:
Okay found a bit more time.
Quote
to the point of saying the opposite of what you mean on the really important stuff

Then your mother is Australian.
Lol.  Nearly - Durham in fact.  You see I did it with my first word.  An example of the confusion this can sometimes cause - it occurs in this thread.  I hide snipers carefully lying down in a bush.  I then in a quick edit group them with units that are SAFE and did not go in to see the effect.  macguba reports seeing snipers standing up bushes.  His comment was that this was billiant - I then had to check that this was not a friendly leg pull.  It wasn't, it seems that snipers in SAFE mode in the middle of a bush are virtually invisible from more than a few feet even if you know they are there.

Must go.  Work calls.
Title: Re:Abandoned Armies
Post by: SEAL84 on 11 Apr 2005, 23:44:25
Back again ;D

Just a few quick notes on what I've noticed regarding changes...

- Parking the boat justifies the positioning of your insertion well, though I haven't checked to see if I could actually use that boat...if it's unlocked, prepare for SEAL/SBS operations 8)  Knowing your thoroughness though, I bet it's locked or out of gas.

- Nicked an M16, binocs and CZ75 mags and took off in my jeep.  As I approached the lodge I figured I'd get out of the jeep and go on foot based on some other testers getting shot in the vehicle...I was ordered to halt twice, but when I slung the rifle the cutscene started.  The cutscene itself is far better, as it gets everyone talking and advances the story.  The layout of the camp is also a little better, though based on what's been established about the mountains as a neutral ground, I can't imagine how the house was destroyed.  Also incredibly clever, putting the ammo in the haystack.

- Does that medikit on the wall actually work?  If it does, fantastic.

- No savegame when reaching the lodge?  Damn...none after trying the radio either, although the radio cutscene was nice.

- Went and fetched the first group of civvies with my jeep, but to my dismay they merely follow me and don't join me...too many of them to fit in the jeep so we walk...and walk right into the jeep convoy.  I think for a moment that they haven't seen me, but no, they did, and I'm riddled with .50 cal rounds.  Why is the soldier in the civvy group in safe mode?  Maybe we could have returned fire and blasted our way out...

Well, I'll take it from the top later tonight, hopefully...without a total lapse of tactical sense, if all goes well...

 :P

**EDIT**

Played more...

Cleared vigny, but this time I loaded the jeep before I talked to the girl, so when she died I shot those two guys who kill her, drove the jeep over to them and looted their corpses.  Made the short and by now well-practiced drive to the camp.  Stashed my loot and started off to find the first civvies.

Got to the group of civvies with the PV3S and they all dutifully hopped in and disembarked when I got back to base camp.  Time to head off and rescue the second group.  I do like how now they have names and there are little cutscenes to watch...makes them feel more important somehow.

The only thing that confuses me is why civvies are broadcasting their locations over unsecure radios...if Captain Bloodthirsty and friends are so intent on capturing and shooting people, it seems like they'd have no problem at all finding these guys.

I love how we get rid of the first load of civvies...get to work, you slack asses!  Find some wood and fix this house!  

Anyhow, it's off to rescue the next batch.  While the shed does look better than the shack that was there before, maybe plop another house down or something so it doesn't look so out of place by the edge of a forest.  The medic heads off to camp on foot - take the truck, fool, and save yourself the walking! - and I take 7 with me to Houdan.

Creeping up on that little cluster of houses West of Houdan, I note with terror the location of an armored platoon.  I didn't stick around long enough to see if the crew was outside the vehicles - the sight of the T-80 was enough to send me running frantically back the way I came.

But I approach Houdan on my own from another angle and slip in...one dead civvy body lays behind a house, but he has no goodies to pilfer.  I note the one undestroyed building and charge in, Kozlice at the ready, and find a Russian who is apparantly living the good life, since he has a nice chair and a little shack all to himself.  I nearly kill him but I get a nice little cutscene.  Good to see all the hints worked more smoothly into the mission.  I tell him to pick up his weapon but as luck would have it, at that very instant a machinegun jeep drives by.  

Dammit.

As soon as it's gone we jump up and run like hell back to where I left 7 and we start back to where I left the truck at civvy position #2.  Along the way we run into an alert infantry squad which appeared to be heading to Houdan (did the jeep report our position without stopping to engage us?) and a firefight ensues - somebody reported an approaching APC, which I assumed to be the Vulcan, and so I knew we were dead anyway...we put up a fight and kill about half of them but are eventually shot.

Good thing I saved.

Ah yes, almost forgot - that boat might just come in handy, since to my surprise it still works.
Title: Re:Abandoned Armies
Post by: THobson on 12 Apr 2005, 08:01:22
SEAL84

Good to see you back and thank you for your comments.  A quick answer to the points you make:

Boat:  No it is not locked, it is badly damaged, has no ammo and just over ½ tank of fuel

Quote
Also incredibly clever, putting the ammo in the haystack
Thanks

Quote
Does that medikit on the wall actually work
Yes.  But for it work on AI you have to get them inside the ruin first.

Quote
No savegame when reaching the lodge
I am re-thinking the savegames.

Quote
but to my dismay they merely follow me and don't join me
Having them join you in v1.00 created all sorts of problems, this is better in the long run.  Sorry.

Quote
Why is the soldier in the civvy group in safe mode?
Good point

Quote
The only thing that confuses me is why civvies are broadcasting their locations over unsecure radios
It bothers me also - any ideas?

Houdan seems to be working for you the way I hoped it would.

I would be very interested if you find a use for the boat.  I have never tried using it.  I think it would be wrong to lock it.  You have just arrived in it so I think you should be allowed to get back in.

Thanks again.  Glad to see you are enjoying the newer version - so far.
Title: Re:Abandoned Armies
Post by: Mikero on 12 Apr 2005, 10:14:02
>>unsecure radios

>It bothers me also - any ideas?

Oh goodie. he's not speaking ot me so I'll butt in

1) get them to speak in Pongolian with english subtext, or vice versa

2) the msg says 'we're at old what's is names hunting lodge, no specifics, but the map happens to be in the player's dad's army jacket.

3) change radio to a tape recorder found just before you arrive, or then.

4) best 1. (you will hate this Thob, I can hear the screams now)

the message says we can't stick around any one spot, give player 10 minutes to get to them, otherwise, they've moved elsewhere, and so on...

>savegame bug

this was officially 'fixed' as of release 1.96

Title: Re:Abandoned Armies
Post by: THobson on 12 Apr 2005, 11:26:56
Quote
I'll butt in
Please feel free.

Quote
best 1. (you will hate this Thob, I can hear the screams now)
Lol.  As I was reading 1. I was thinking - does he know what he is asking from us novices?

Your 2) has given me an idea.  Thanks.

This site is incredible.  This was a niggle in the back of my mind for so long I forgot about it.  SEAL reminded me and now I have a solution :) :)

Quote
we can't stick around any one spot, give player 10 minutes to get to them
Nice idea - a swine to implement
Title: Re:Abandoned Armies
Post by: macguba on 12 Apr 2005, 11:30:45
"Get off the radio you fool!   What if Andropov hears you?  Shit, right stay where you are, we'll get there as fast as we can."

Or

"You know my voice, right?   You remember that girlfriend I had?  The one with ... well, they were different sizes.  Well you remember where she lived?   We're in the lodge about 2km north of there.    Hidden in the trees.  You know the one I mean?"
Title: Re:Abandoned Armies
Post by: THobson on 12 Apr 2005, 12:59:26
 ;D ;D
So many answers.  I ask my self why didn't I think of these - answer (or justification more like) I had many other things that were niggling me more.  Like - I have over done the attenuation of the fog etc.

Quote
savegame bug

this was officially 'fixed' as of release 1.96
Someone needs to 'officially' tell my computer then.  It doesn't know yet.
 
Title: Re:Abandoned Armies
Post by: Henderson on 12 Apr 2005, 21:10:50
Haven't played OFP in a little while,  :(, been doing other stuff, but I should be back with another report soon. Soon meaning sometime this year of course.  ;)
Title: Re:Abandoned Armies
Post by: SEAL84 on 13 Apr 2005, 05:57:18
Hmmmm...remember this:

?!?!?!?!?!

Am I missing something or are we actually suggesting that the building is moving? :o :o :o

I can assure you, sirs, that it is not.  I've been entering on the west side, on the right side of that wall...it appears to be a door that you can run through, although given that the building is on a bit of a slope, it is sunken into the ground.  As we all know, buildings in OFP don't contour to fit the landscape, so it is a bit wierd when you're inside it.

and this:

I have suspected buildings of sinking during missions in the past, though I've never managed to prove it.    I haven't got the energy to run back there and check at the moment, unfortunately.      Even if it is happening to me that doesn't mean its happening to you.

It's happening to me.  I can't even get into the ruins anymore.  It seems that my terrain detail settings are set to "normal" every time I load a savegame, although I usually leave it on "very low" because my laptop sucks.

Like I said, I can't even enter the ruins anymore as the entire ground floor has sunken into the ground.  The ammo crate in the haystack seems to be staying at ground level while the rest of the shed is slowly disappearing into the ground.

VERY troublesome :-\
Title: Re:Abandoned Armies
Post by: Mikero on 13 Apr 2005, 07:13:11
@THobson

I have the answer to the airport wobbler. I have ideas on better pyramids too, but....


The mad women are the key, the further south you push the player, the better the "oh my god"

Northrons have a Scud. It's the reason the mad womed are, well, mad women.

Scud does not have to be active or play much furhter part, it cannot be introduced 'earlier' because it would be overkill. At this point however, player has formed cunning plans and getting 'into' mission.

Cutscene showing sattelite drop, or even just a white-out, while the information is told to player.

Done right it would have the same effect on player as Basil Faulty in The Psychatrist, total cringe mode, jacket over head, desperately trying to get a handle back on sanity, and how the hell to play this game.
Title: Re:Abandoned Armies
Post by: THobson on 13 Apr 2005, 08:17:55
SEAL:
That confirms my suspicion.  To play this mission the player needs to have his video options set to Normal by default - it is no good just me doing it in the mission.  northener has his default options set to high, and after a few exits and restarts his buildings are flying.  See the picture attached to his post above (reply #487)

My theory is:
Anything other than normal confuses the hell out of OFP when any objects are in contact with the ground, but providing the settings are not changed then there is no cumulative effect.  v1.10 sets, and repeatedly re-sets the terrain detail to normal, so repeated saves and re-starts creates a cumulative effect if the player does not have his settings set to normal by default.  

Moving the location of the lodge is not the answer either - this 'feature' of OFP hits anything that in not on perfectly flat ground.

You will probably find that other things are either sinking or flying, even vehicles that have been stationary for a long time.  Is the mission playable?   The loss of the ruin is not a mission stopper and you may find that some of the bases have sandbags that have sunk - or risen - so they might look odd.

I am sorry about this.  I will remove the terrain setting code from future versions so there should be no cumulative effect.


mikero.  A SCUD is an interesting idea - I suppose I subconsciously avoided them because my last mission over dosed on them.  I don't know how I can make that fit with the idea that the two sides are balanced, but I agree it could be really unsettling for the player.   Anyway all ideas are always welcome.  My experience over the last several months of making this mission is to let ideas soak for a while and it is surprising how often many of them join up to make a integrated whole.  Currently I have just scripted a mass prison break of the citizens of Sainte Marie from their prison in Chapoi.  This happens - the player may or may not see it.  I am not sure how much of it should be explained to the player.  I don't have to worry about scripting player interaction with these people, they have no idea what those signs around Sainte Marie mean so any that manage to get away (yes they are shot at as they try to escape) don't last long.  This may not survive the final cut - it is one of quite a series of thoughts I have had many of which have not made it - like the north and south border guards I used to have that monitored proceeding at La Trinite - they are long gone.

@ALL At random times of the day or night I remember a comment that has been made here that I have not responded to.  So just because I have not mentioned it please don't think it has been ignored.  

I appreciate the hours that many of you have already spent on this mission so I am hesitant to ask for more, but if you have views I would welcome comments:
- av/ap mines
- too much armour?
- now too little impact of fog? too much impact of rain?
- vehicles of no at La Trinite

I have my views and will play around with options but if any have strong view I would welcome them.

These are things I can work on.  The story line requires time to soak.

I am currently working on establishing tangible differences between the two armies and increasing the evidence of Stamenov's villany and lack of discipline in his army.  
Title: Re:Abandoned Armies
Post by: macguba on 13 Apr 2005, 11:55:22
Quote
I am not sure how much of it should be explained to the player.

There are two principles of good mission design here which are relevant.   The first you have already satisfied:  namely if something is happening it should be logical, consistent, explainable and so on.   This is a fundamental of this mission - you don't use createUnit and so on to make impossible things happen.

The second principle is player understanding.  Will the player understand what is going on?    A good way to approach this is to imagine that the player sees the whole proceedings, which in this case is actually possible.   See the prisoners in the cage, see the breakout and so on.    Again, in this case you will do it all realistically so if the player is watching he will understand exactly what has happened.  

Consequently, I don' t think you have anything to worry about.    If the player sees the whole thing, no problem.  If he sees only the aftermath it will make sense because it all happened realistically.    (What you often find in inferior missions is that, because the mission designer has fixed it so that the player cannot see the tricky bits - which is a legitimate mission making technique - the designer forgets to put in the details afterwards.   So for example you find "escaped prisoners" but no hole in the wire.

There is no need to tell the player anything, he either notices it or he doesn't.    However, another secret to good mission making is to squeeze every last drop of fun out of every event.   You are very constrained by CPU power in this mission, so you really have to work your assets.   If you have a great thing like a prison break going on, you should bring it to the player's attention.    You have already established the principle of wild radio messages from strangers, so maybe that is the answer.  

Similarly with the scud.    Introducing a scud halfway through and linking it to the mad women is a great idea.   Needs lots of work (on the idea) though.   Balance can easily be restored - one side has the launcher, the other side the crew and launch codes.

I really really want to give this a proper session but recenly I've been unable to cobble together the time.   Working on it.
Title: Re:Abandoned Armies
Post by: macguba on 13 Apr 2005, 13:00:37
Fuck it, this is more fun.   ;D

You may recall I attacked the farm west of Houdan.   We went south down the track and armour was called.      It turned out to be an Abrams and a BMP, with an infanty squad.    They were stationery:  cold in the mist.   I was planning the ambush when I heard tracks and somebody reported a T80.   There had beena chopper in the distance too (never close enough for a shot) so we withdrew south and east then through the woods to Houdan.    9am:  a convoy of Bradley, three trucks and Vulcan passes along the road heading south:  we let them go.

I can't remember why I have to search Houdan.   I noticed this before.  There are a lot of cutscenes with information.   The critical bit - like search houdan - is recorded on the map.   Non critical bits are lost, which is good if you are playing the mission in a wunner but bad if it's a week since your last session.    Possible solutions are links to other pages obviously, or slightly more exansive marker text, or a hint to suggest you create a "diary" using markers in the corner of the map.  (It is a flaw in the game that you cannot write notes to yourself except in this way, and that only objectives and not other text can be hidden.)

In any event its going to have to be the stealth approach because of all that armour at the top of the hill.   Oh for a GlockS!

Left my squad in the woods and searched the village - nice dead bodies - and while hiding in a bush got the option to take an M16 and grenades.  Ah ha, thinks I, there must be something on the other side of this wall.    Sure enough I get the cutscene.    Dialogue is fine but obviously some more shots required.    I assume you've tested what happens if you kill him, and I assume its nothing except you don't get the cutscene.   This is a MUCH better way of learnng about the trading.    I assume there is a backup way of finding out in case this goes wrong.     The loon joins you in safe - put him into aware.  Green tick.   I suppose it doesn't really matter why you have to search houdan - glad to see a reminder of the plot in the cutscene.     Since we didn't find the women there should be a follow up cutscene or radio message when I tell whoever it is that wanted to know about them.  That may be coming.

I'm sticking to the really obvious on this run (not my usual playing style) so its obvoiusly off to La Trinite.   Run east and north, finding airborne trees in teh woods east of 3.  
Title: Re:Abandoned Armies
Post by: macguba on 13 Apr 2005, 13:48:30
It's almost 9.30.    The weather is good with  light mist, visibiliy about 300m.    It is my intention to sneak into 3 and have a look around.    More after lunch.

Ahh, that's better.  *pats ever growing belly*

The layout in 3 is much better now, much classier.   I hope the fuel drums are full.   There seemed to be HKs and bizons in the southron shed but not the northron one, which is confusing.   Either make the two things identical or more different.   The fuse hint is now an anachronism:  it should obviously be a sound file "what's this?  mine fuses?  well these might come in handy" supported by a hint with details.    I got it in the middle of the square - it should be in a shed, ideally the first you go into although I appreciate that might mean another precious trigger.

The northron convoy arrived while I was mincing around and the loons who came into the square - after a very long interval - shot me.

(Aside:  over lunch I was pondering what to do next, since I've played this mission before and knew roughly what I'd find and what the consequences of various acts would be.  I've decided to keep it simple:   Stamenov probably killed my uncle; he certainly killed Tatyana; he is the brutal murderer of the two baddies (although I don't really know that, not havin gbeen to the north); he is the guy who disgusted my no. 9.    He is the bad guy, so I'm going to nibble at his strength until he is sufficiently weak that the northrons attack him.  

I can't remember if you can start the war that way, but the cutscene with 9 suggests that you can.   I may change this plan later, but that's my idea at the moment.   The point is that the baddies are not equal to me - the southrons are worse because they have had more effect on me.)

In the middle of exploring the town I got another savegame.   I know we've established this already but its completely unsatisfactory.

Picked up the savegame and waited for the convoy to depart.   They spend about ten minutes in the area, which is fine if its necessary or accidental but if you have delays trim it down a little.    Ran in, simply collected the fuses and the three vehicles, and legged it along the ridge back to the mountain lodge.   There wasn't much of a welcome.   :'(   A fire and some friendly faces would have been nice.  

The fuse instructions are not satsifactory for a mission of this quality.   Use the old coloured text and fill the screen.   More detail:  its not clear whether AP mines are detonated by vehicles.    Can you disarm mines?     Suggest marking positions on your map.    Can your loons use them or is it just you?    All stuff which you can figure out, but its nicer just to be told.

Evenutally the other two vehicles turned up at the lodge.   It's about 10.10 and the weather is closing in, its started to rain.   We rearm:  its an overcomplex and highly personal loadout but we have 10 rockets, 4 satchels, 1 M60, M21 and GlockS for me and silenced longs for the civvies and medic.    No AA because we're not going to be shooting down any choppers:  I want them to be able to report back and also trash each other's armour.   I remember reading something about being able to rearrange the squad but maybe that's wishful thinking or the next version.

So I'm left at the lodge, fully armed.   That seems like a stopping place.
Title: Re:Abandoned Armies
Post by: THobson on 13 Apr 2005, 18:13:12
Quote
so I'm going to nibble at his strength until he is sufficiently weak that the northrons attack him...I can't remember if you can start the war that way,
There is certainly to code there to do make it happen but it will not be easy.  I did not think - what would be a fair amout of damage the player could do to get this reward. I though what might be the numerical superiority that one side might want before contemplating an attack.  All random of course.  

If you do manage to weaken Stamenov sufficiently to cause Andropov to attack I would be very interested in your views on how it plays.

Quote
The point is that the baddies are not equal to me - the southrons are worse because they have had more effect on me.
I am currently working making this even stronger.

All other comments are adding to the 'to do' list
 :)

Quote
They spend about ten minutes in the area,
That is unusual.

Quote
I remember reading something about being able to rearrange the squad but maybe that's wishful thinking or the next version.
It is on the list of things to think about.  I liked the idea for the reason you outlined.  I didn't like the idea because I want the player to get to know these people and I do it by where they are in the list by when they joined me.  

The comment I made in a post earlier applies here - if you let ideas soak then several of them will join up.  I would like to get the player more involved with the team members as individuals, and make more of their names.  (Currently the first time the player is told Erik's and Karl's surnames is in the final scene).

So I could combine this.  Cutscene/roll call in which Alexi re-arranges them into something like:
player, soldier, soldier, medic, soldier, soldier, civi, civi, civi with each of them being addressed by name.

I think I know where this is leading - I will need to learn dialogs so the player can decide how he wants them :P
Title: Re:Abandoned Armies
Post by: macguba on 13 Apr 2005, 20:30:04
OK, well I'll go with that plan then and see if I can make it work.     Can you give me a clue as to what roughly what amount of destruction might be required?

Dialogue where the player gets to organise the squad is very good, not least because it will help you to get to know them.   (There is a good dialogue tute and a handy dialogue maker in the Ed Depot.)    Better than just a cutscene because the interactivity will make you care more.

On with the story.

Took 5 vehicles:  me on point with m/c, ambulance, repair, ammo and the haunted civvy truck.    I reccied ahead and we crossed the road at Arudy, which I wanted to check really was clear.    While the slowcoaches made their way across country I went ahead and approached Dourdan from the SW.   Bang you're dead ... I had forgotten about the covering snipers.  Oh, its not a sniper, its a lone loon.  Interesting.   Not far behind him come a squad of 5, very aware - its as if they are pursuing him.  He's certainly vanished to the SW.  The squad settle down to  S&D waypoint to my left.    I'm in dreadful spot, right in the open like a fly on a bald man's bonce.    Sneak to a bush while they're over the skyline and it's actually just the right spot for a bit of fun in the direction of the village.    A nice mixture of safe and aware loons there and I drop five or six.    Turn back to the squad:  I really am crap these days, and much too reliant on cheat savegames.  All these years of beta testing are taking their total.   Eventually I drop them and bang!  the lone loon comes back over the skyline and shoots me in the back.   Oops no, it's actually a small squad, presumably on guard since they're standing still.  I reposition and shoot two of three:  a few moments later I find two in some trees so I suppose there were four.   They never saw me so I doubt there will be comeback.    All this time btw the choppers have been coming and going.

It's 11.10 and the weather is fine.    The jeep convoy comes through in good order.    I'm going down to the village - I want to make sure its clear and more importantly get that lorry, we still don't have a wagon that will carry everyone.

The village is clear, apart from one idiot loon standing in safe beside the lorry.    He gets a bullet in the back of the head, which he deserves.   I jump in and the ground boils with fire from an armoured group which is sitting on the hillside where I dropped that squad of four - you remember, the one that didn't see me so weren't calling up the cavalry.    Well I deserved that.    Next time I gave the idiot loon the good news and started placing mines using laws from bodies.     I was halfway to the third when boom the first went off:  the trade convoy coming back from 3.   Oh shit shit shit I'm in the shit now.   Hurridly find a bush.  The armour from the hill comes to sit on top of me:   a vulcan and two T72s I think.

The rest of the convoy try to leave and of course the lead truck gets blown on the other mine I placed.  ;D   Eventually it staggers off and I get an angle on the vulcan with a rocket.  Sadly the rocket explodes prematurely - ofp graphics again, the ruined fence and building obviously weren't quite ruined enough.   I am toast.

Dilemma now:  the savegame is before I placed the mines and I'm concerned that blowing the convoy here might be a war trigger, though it should be far enough away from 3 not to be.  I think I'll wait till its gone through to be on the safe side.

Waited, planted four AV mines (one on each approach road and one on the crossroads) each flanked by AP mines.   Ran up the hill to hunt the armour and heard a mine going off followed by secondary explosions.    Gave a satchel to one tank and a rocket to the vulcan, and after a bit the second tank minced off.   Went back to look at the village - that mine had taken out the whole of the jeep convoy.   Possibly one AP mine went off too, but the other appears still to be there.

Which reminds me, the AP and AT mines should have different objects.   I know there is a shortage of suitable objects to use, but have another look - it would really help.    Also, following on from a remark earlier, I know you can't use format commands in coloured text - you can't change the number of mines.   Use another radio call instead, once the text is fancy.    The other thing I've being meaning to mention is ammo crates in towns.  There aren't any, and it feels odd.    The ideal would be one composite crate, nearly empty but with the standards like hand grenades, grenades, perahps a rocket or two, maybe even the odd mine or satchel and of course Ak74 and M16 mags.   Possibly a couple of more specialised things too, if you wanted to be kind.

I was about to get back on my motorbike - which, conveniently, was not 20 yards from the burning vulcan - when I remembered why I came in the first place.   Muttering, I ran all the way down to the village (again), picked up some rockets and went tank hunting.    The tank and recovered from his cowardice and had returned to his original position, so I plugged one rocket into him and he legged it again.  

The next bit is a little confused because it all happened so fast.   There was a "whump" and I hit the dirt in automatic reaction .....   Looked around, not dead, of course it was another of my mines!   The tank was in dead ground now so I reloaded the launcher and he appeared right in front of me.    Got two rockets off in close succession as he came past me - I managed to reload faster than he could swing the turret as he sped downhill almost out of control but on the third hit he didn't blow up ... bloody T80s .... muttering, I ran over to the body of one of the gang of 5 in this area (remember them) picked up his two rockets - I like that some of these guys are one short - when "whump" another mine.   Along the way I had established that the trade convoy was blowing itself to bits but I only just picked up the fresh rockets when a vulcan appeared, crossing at speed only 100m away.   A brilliant deflection shot took care of him and them "whump" as (I think) the wretched T80 hit the remaining mine.    

I only wanted to borrow a lorry.  :P

Anyway ... ran down to the village for the third?  fourth?  time and borrowed an AK and some more rockets.   Took out the crews of two lorries with automatic fire, but I suspected the third lorry had a squad in the back (it did) so it got a rocket.   The tank was driveable so after all that I didn't even get a bloody lorry, driving the tank back to my laager where it was repaired just as a chopper flew right overhead.  It still has the southron flag but I like that.     From where would we get a flag to change it?


Sitrep

It is noon and the weather is fine.    My whole squad is alive (to my delight, I was convinced my fun in Dourdan was going to be ruined by something happening to them) and well equiped and we are on the edge of the trees at Ef49.  

No sign of the war starting yet - certainly nothing came through Dourdan.    I've done all the collecting of bodies, including Houdan.    We have cleared Arudy and Dourdan, destroyed the jeep convoy and the trade convoy, cleared the farm west of Houdan, destroyed at least three roving infantry squads, destroyed an armoured group of vulcan, T72 and T80.    This strikes me as enough to warrant an attack by the north:  the border is wide open with the jeep patrol gone and two villages empty.   Also an armoured group and other stuff destroyed.   However I would not say it is enough to guarantee an attack:  we should be in the random zone.
Title: Re:Abandoned Armies
Post by: SEAL84 on 13 Apr 2005, 20:44:31
Well, I reset my video settings to normal and things seem to have straightened themselves out in the floating architecture department.  

Anyhow, I retry from just north of the armor team near Houdan - I charge into town, grab #9, and hoof it back to base with him and 7.  No sign of enemy infantry patrols this time.

I head down to 3 by my lonesome and with glee I note that the town is empty - nice to see the custom flags and weapons crates put inside shacks.  I peruse the crates but end up making off with the ammo truck.  On the way back to base I notice that I've been awarded a savegame - is this for stealing the truck or do you award one every half hour / 45 minutes or so?

I get the truck back to base and look in the back - holy shit, there's a LOT of guns in this thing  :o ;D

Grab an HK, hop into the jeep and drive around a bit - I take the boat out for a spin and notice that the island that I presumably came from is deserted.  Not that it matters though.  I drive around in the jeep some more and recon Goisse, finding an Abrams there...head back to base, go nick the repair truck from 3 as I wait for the weather to improve.

Finally the rain lets up and I head back to Vigny with an HK and a pair of nades...from the hillside overlooking the town I HK-snipe ten guys who are standing around in wedge formation...they have no idea where I am and even though I wait around for about 15 minutes, nobody shows up to investigate.  Having gone there on foot to be on the safe side, I have to go back to base and fetch my jeep.  When I return, I casually load up the jeep with their weapons, return to base, and rearm my team.

Time to head to class for the afternoon, but I when I get back I think I'll take Irena (who I've given an MP5) and go assasinate some random people in preparation for starting the big war.

Oh, almost forgot...given the rediculous amount of mines you have in the ammo crates in 3, why bother with AV mines at all?  Granted the BIS mines won't take out jeeps, but that hardly matters as you can just as easily shoot them up with small arms anyhow.  Methinks only the AP mines would be useful...

On that note, how about instead of saying "fuses for AP mines," why not say you found some trip wires in 3?  A hand grenade stuck in a tin can with the pin removed and a trip wire attached makes a hell of a booby trap.
Title: Re:Abandoned Armies
Post by: THobson on 13 Apr 2005, 22:08:15
Quote
Can you give me a clue as to what roughly what amount of destruction might be required?
It can be a bit complicated and it is random but  assuming you only damage one side and not both then:
above a 2.75 to 1 ratio war is certain
below a 1.75 to 1 ratio war is not possible.

Between those ratios war is possible depending on a random number.  As this is checked repeatedly at intervals once the 1.75 ratio is achived the likelihood of war increases with time.

To achieve a 1.75 ratio you need to kill somewhere in the region of 120 loons from one side
a ratio of 2.75 will require you to kill around 180.

My intention was not that someone would deliberately start a war this way, but that if someone were to decide on dealing with one side and leave the other alone at some point they may get some unwelcome help.

You are correct that killing a convoy will result in war - the side that has lost its convoy will occupy 3 in retaliation.  War is then inevitable.

Dialogue it is then.  Soon there will be nothing left to learn ::)  
Oh excpet for drop - that is still Black Magic.

SEAL
Glad the video setting seem to have solved the problem.  Is the number of mines ridiculous?  I want to make 3 a very desirable, but dangerous place.  Also as this is where they are trading there would be a heavy concentration of goodies.

AV mines - I actually find these more useful than the AP mines.  They take out anything from an APC down, and you don't need to be there to do it.  Good to see an alternative view.

Extra savegames come every 90 minutes or so.  This will change as a result of comments by mikero and mac.

Silenced weapons are great for not giving your position away.

EDIT:

Mines - From an earlier post of mine that you may not have read:

Options I am thinking about, and on which I would welcome comment, are:

Option 1: Just get rid of them

Option 2: Put a safe option as the top action (I like Planck's suggestion of a hint giving the number left) and remove the need to have some specific items in inventory - this is what makes the AP mines useless and the AV mines so annoying when placed accidentally.  But this change does reduce the realism significantly.

Option 3: At La Trinite instead of forcing them on the player, give the player the option to take them or not and also give him a radio command that lets him throw them away.

Option 4:  Option 2 and Option 3 combined.

The problem is the accidental placing of mines when you don't want to.
Title: Re:Abandoned Armies
Post by: THobson on 13 Apr 2005, 22:23:47
Quote
I only wanted to borrow a lorry.  
I laughed so much I had tears in my eyes.

If you have killed a convoy then you will have started a war.  Don't worry about it.  Play on it sounds fun.  I will check what I need to know about the other route to starting the war.
Title: Re:Abandoned Armies
Post by: macguba on 13 Apr 2005, 22:55:59
 ;D

120 loons to start the war?   That's a lot.  I doubt I've done that many yet.   To kill that many and not trash the convoy you'd pretty much have to be avoiding it.   I know it's only a backup, but in view of the fact that it was what I thought was supposed to happen I'd make it more likely.  Worth thinking about anyway.

Mines:  keep them.   I love having a mine that actually works on all vehicles rather than only some.  The numbers I think are reasonable.    A safe Action on top, count mines, is not merely an excellent idea but essential.

Now that I've used them I like that you have to have them inventory.  However, it does have an annoying aspect and that is that you have to have the right kit.   consider expanding the AV mine to be any rocket, satchel or grenade.   AP is trickier, really has to be handgrenade doesn't it.    M16 or other mag just doesn't seem dangerous enough.

Do force them on the player, you're not in a position to make an informed choice.   However, I don't suppose there is any harm in giving a radio option to throw them away.

Reduce the number of ammo crates at 3.   You don't need that many and every little reduction helps.    I had some lag above Dourdan when the weather cleared, though dropping viewdistance to 900 brought it back within limits.

Rethinking my kills.  Very approximate and I've probably forgotten some:

Vigny - 8
La Pessagne - 4
Arudy - 6
loose squad - 6
farm - 4
Dourdan - 6
loose squad - 5
loose squad - 4
jeeps - 12
convoy - 20
armour - 9

Call it 90 assuming I've forgotten somebody.   That should be enough to make a war possible.   Ideally it would be a more sophisticated sum:  recce choppers are going much more aware of armour and convoys than infantry, and the oppostion will probably care more too.   If the enemy lost all their armour you'd attack even if all their infantry was alive.

Edit:  I'm supposed to be stopped for tonight but I couldn't resist a recce run.  Went back to the farm:  of course the armour was long gone but I forgotten that I'd left a lorry there.   We drove south down the track to the end, a spot that isn't overly familiar I'm pleased to say.   It started raining again, went very fast from fair to overcast to rain.    A propos of nothing I got the "hmm they're fighting each other taht should be interesting" sound file.  Which felt a bit odd.

Remember the Resistance campaign?   Remember the unknown character who was constantly warnng you by radio that the Russians were coming at you from the south?   Well I've long had it in the back of my mind that you should have something like that in this mission, but only now has the idea begun to crystallise.    You could perhaps have one of the civvies at the lodge on the radio to you:  he gets news from monitoring enemy radio broadcasts, radio messages from other civvy and resistance groups, perhaps an OP somewhere.    It gives you a "narrator" character, which allows you the mission designer to give information to the player while making it feel part of the mission.    "The radio has gone wild!  I can't understand anything!   I think ... I think ... I think the truce is over - they are fighting each other!"

It is always the case in beta testing that people suggest adding things:  they rarely suggest taking them away.      The things you might consider removing from my experience this session are

The 4 man guard squad above Dourdan, who contributed nothing.   (Who was that solo runner btw?  Any idea?  I'm sure he didn't have a squad.)    

The pile of bodies behind the tent at Dourdan - you don't need four every time.   Three well placed would be better.  (As a rule work with odd numbers rather than even for making things look good.)  

The loon under the net with the lorry and/or the loon in the open tent at Dourdan.   (Traps like that aren't going to catch many people these days, and they are not worth a whole extra group plus triggers just for one loon.)

Choppers.  Seemed like there were a lot, although maybe I just happened to be under flight paths.   They are real lagdemons, choppers, so trim them to the minimum.

The fourth jeep in the convoy.  Three would be just as effective and they were all killed by one mine (and secondary explosions) anyway.

One or more loons from the 5t lorry in the trade convoy.   Which reminds me, one of them came back to life after I shot him in the cab.


Title: Re:Abandoned Armies
Post by: THobson on 13 Apr 2005, 23:35:16
Quote
It still has the southron flag but I like that.
Interesting.  The flag is 'attached' to the group leader.  Do you happen to still have a dead commander in the tank?
Quote
From where would we get a flag to change it?
I have a flag in mind, I just have not done anything about this yet.  Jut so much to do - and at the moment I am still trying to earn a living.

Quote
Call it 90 assuming I've forgotten somebody.  That should be enough to make a war possible.
That is barely 1.5 to 1.  I do like the idea of giving much more weight to the armour.  I will work on that, also the reduction in the front line troops looks worth including as well.

If there is no war then the task is immense.  Kill the convoy and war is certain, but the player will not know that.  The 'weaken one side to start a war' is really a longshot back up.  As you say you would need to deliberately avoid the convoys to activate the code.  I will test it.  I think I have been a bit crude here anyway and perhaps a bit more subtlety is required.

Quote
Reduce the number of ammo crates at 3.
Later if I have to.  I wanted to create a feeling of super abundance and I have already gone from 16 ammo crates to 8.  Let's say I went to 4, 2 in each hut.  It would feel like arriving at a friends birthday party where the table was proudly laid with their best crockery but all they had was a couple of chipolatas and a bag of crisps - embarrassing.

Bye the way - yes the barrels have fuel in them.
Title: Re:Abandoned Armies
Post by: macguba on 13 Apr 2005, 23:47:27
I've just checked and yes there was a dead commander in the tank.    Regarding the player's flag, I meant where would the player have the physical flag.   Or is he wearing union jack underpants that could be converted?

90 random loons probably isn't enough to justify a war per se.   Yes, I think this trigger needs to be a bit more sophisticated.

The ammo crates at 3 are fine if you want them.   The impression of superabundance is created.  I know what you mean about the crisps.

OK I really am done now.   G'night.
Title: Re:Abandoned Armies
Post by: Henderson on 13 Apr 2005, 23:52:12
Hehehe, just me and OFP now.  :)

Where I last left off I had just gotten back from Larche. I decide my next target should be Arudy. Just as I was about to leave my base I heard a large fireight somewhere east. After a while the firing stopped and I was off to Arudy. The drive was uneventful, and arudy looked quiet, but I didn't trust it. I scouted around, looking for the snipers who had killed me so many times before. I walked around, everything was looking good.....then 7 got sniped. I killed the sniper but decided to reload from the last save. This time I run into the other sniper and get killed. Grrr. THREE retries later I finally kill the first one. Just as I'm about to finish the second one off, Southrons arrive and pop me. Next retry I pop him through the bushes. :) Finally, the two annoying snipers were gone.

Now it was time to deal with the guys who shot me. I crawled down the hill and popped one, but got shot by some others. It turned out it was a whole squad down there. :/ I decided to take them out though, to even the odds. :) I attacked again, this time prepared, only to get stuck in a foggy shoot out, which of course, the A.I won. :( I tried again, letting the MG jeep patrol pass through Arudy. I looked through my binocs as the fog interfered with my visuals. I saw some enemies, but decided to get close and take them down. They saw me, and killed me. After many retries I decided to flank them. I told my squad to hold fire and flanked left. I crawled through the bushes, got the enemy in my sights, and told my squad to open fire just as I did.

It was a slaughter, the whole enemy squad was down in moments. Arudy was cleared. I regrouped my squad on the west side of the town. I had seen the MG jeep patrol going west towards Vigny, so I decided to chase them down. La Passenge was my next stop. I stop and disembarked a safe distance away from town, so no one could see me. I used my binocs of the town, it looked quiet,  but looks can be decieving. Visibility was starting to get better. My squad moved in and saw some baddies on patrol in safe mode. I saw another dead body there so they must of repulsed an attack and switched back. Anyway, I took them down easily. #3 called out another target and 8 took him down. I sweeped the town but other then those three guys it was empty. I then decided to walk to Vigny. I heard some Shilka firing and helicopter sounds in the backround as I walked.

Ahhh Vigny, where it all began. I approached it carefully. Soon, contacts were called, and the fight was on. I told my men to hit the dirt and they started picking off badies. Most of the enemy seemed to be trying to run somewhere, not stay and fight. One officer got stuck in a house, I had to run up and kill him. Just as I was about to sweep the town, more baddies came from the east. I was out of bizon ammo by this time and had to grab a m16 to help take them down. I couldn't tell if they were northrons or southrons but there was a whole squad of them. I sweeped the town, killed an AA guy who was stuck in the barbed wire at the house Tatyana was in, and prepared to move out. I wished I had found the patrol jeeps.

Now I don't know to attack even though it's sunny. I don't want to tip the scales too much in one side's favor.
Title: Re:Abandoned Armies
Post by: Mikero on 14 Apr 2005, 00:58:09
"macguba"

Quote
A fire and some friendly faces would have been nice.


This dissapointed me too. Particularly the hiding of the civils in the lodge thing. I was expecting, indeed wanting, a feeling of home base here and didn't get it sufficiently, if at all.

Fires while a 'good idea' (tm) are moths to flames stuff, there'll be an expectiation on the players part that some interaction will happen. But, certainly, in the context of rain, drizzle, general misery of what's going on, a player feedback Thob is needed here that the player is doing the 'right' thing.

squad re-arrangement

and why the hell not! It's just another lovely piece of immersion. As a device, there's nothing wrong with romance here, a whinge (dialog lead in) from one of them, that they want to be near / protect, one of the others, brother/sister/mother/lover

Quote
I only wanted to borrow a lorry.  


Falls off chair, rotfml.

Quote
where do we get  a flag from?

from the civies hiding in the lodge, now at new campfires, the moment any purloined vehicle comes into camp.

@seal84

"fuses' confused the crap out of me. trip wire is correct.

@macguba

>ammo boxes.

don't agree.

Edit:

sorry. I dont agree that ammo boxes are required at all, anywhere.

@Thob
>Trinite is appealing.

Not for me. It is the last town I ever wanted to go near, no amount of 'goodies' would make me go near the place. av/ap has a little to do with that.

>war triggers.

Dissapointed now that I know is all it takes is a convoy. For me, your ratios sounded perfect, with perfect hysteresis. HOWEVER, i ultimately cleaned out all occupied towns other than the 2 centrals. THAT was dissapointing that nothing further happened as consequence. My view? Occupy them with opposite troops, I clean Goisse, southrons move in. It's called player feedback <grin>

Title: Re:Abandoned Armies
Post by: SEAL84 on 14 Apr 2005, 01:04:42
Since we were discussing mines earlier, I went ahead and grabbed 8 frags and headed to the T-junction where the North-South road just west of the camp meets the winding road that comes West out of Larche - two pairs of AP mines on the Larche road and the main road, then off to a bush to wait for the machinegun jeeps.

Why?

Because they piss me off.

Anyway, I watch with horror as they approach from the South and turn towards Larche, apparantly missing the mines I laid - but suddenly the lead jeep trips one, then another, then all the jeeps get all tangled up and start backing over grenades.  Six guys escape on foot as one jeep blew up completely, but three are "merely damaged."  Time to fetch that repair truck ;D
Title: Re:Abandoned Armies
Post by: Mikero on 14 Apr 2005, 07:03:20
@THobson

ap/av

I think we missed the obvious, it's a modificatiion of option 3.

keep the ap/av mines exactly as they are with same wrist action,

add a radio msg to TOGGLE them on and off.

you're doing this already for hint, it's not part of game immersion. At the time the toggle would be used is when the player is licking her wounds, looking over gear selection, and planning cunning plans.

flags:

I'm uneasy about introducing them to westrons. They would blurr the distinction of armies. If they appear *only* on civilian objects, they would sharpen the distinction. Another potential use would be to bring them out in towns freed from enemy *after* player returns there if at all. In my attack on the airport, I had the distinct feeling civilians were peeping from windows because the armies had gone.

resistance:

it's not clear why they're there at all. I think you fudged it. Can't figure out why they survived) why they aren't part of one of the army's). There doesn't seem a plausible reason for resistance troops being there at all. Think you should work that a bit.

Abrahms

I learned never to stick around. Learning to avoid tanks is fatal. I need a lone resistance soldier at one of the meetings to tell me

"stay away from the tanks, I'm all that's left of my squad"

or

"If we meet tanks, sir, I will flee"

This would alleviate the 'unfairness' of them. If we're silly enough to go after them, we have been warned, and NOT in a briefing.

Title: Re:Abandoned Armies
Post by: THobson on 14 Apr 2005, 07:56:39
Lots of good stuff.  Thanks all.
mikero:
Quote
resistance:

it's not clear why they're there at all. I think you fudged it. Can't figure out why they survived) why they aren't part of one of the army's). There doesn't seem a plausible reason for resistance troops being there at all. Think you should work that a bit.
The background in the briefing tells the story of the resistance movement starting when the Russians invaded and then being crushed by both sides once Andropv and Stamenov reach a stalemate.  Could that do with reinforcement during the mission?

I like the idea of an av/ap mine toggle.  Like I said, these ideas just need time to soak and they just get better and better.  It saves on re-programming the code everytime I change my mind.

Abrams comment - that would certainly add to the atmosphere.  Does a 100+ player need to be told this though?

In my early design notes there is the comment:
Quote
Make sure there is no trivial way to start the war, for example by a player in the know just going to La Trinite and killing a convoy.
I have failed on this.  I spent a long time in the early stages of building this when a war would happen spontaneously, eventually putting a stop to that resulted in a war being very difficult to make happen.  I now have, I hope, some realistic consequences for things happeneing.  If a convoy is killed then that side will send an infantry group to La Trinite and occuppy it in retaliation and the next time the other side's convoy arrive they will have a warm welcome.  If the player has wiped that infantry group out before then of course a war will not result just from killing a convoy and more will be needed.  If I remember correctly Student Pilot started a war by having southons on guard chase him into a town occuppied by the northrons.


SEAL: You may not realise it but your story has helped to confirm for me that something I had a concern about is not a problem.  Thanks.
Title: Re:Abandoned Armies
Post by: macguba on 14 Apr 2005, 10:40:52
@SEAL84 - I've watched that jeep convoy blow itself up in a tangle a couple of times now.  It's fun.  ;D


@THobson
Quote
Could that do with reinforcement during the mission?
Yes.   The situation of the Resistance in the mission is currently not entirely satisfactory.      The player at present is kinda expecting a little more resistance help:  I know you were told they were squashed, but you have your dad's kit and the second person you meet is a semi-organised resistance leader.   He has a hideout, people and weapons.   Then you meet groups of civvies being led by the Resistance.  

What I think is actually happening is that the resistance has been crushed and scattered.   You are the leader and focal point of a new resistance movement, born from the ashes of the old one and growing as the mission progresses.    You could take that aspect of the story in other directions, but I suspect this the the most satisfying.

Mine toggle - nice idea.   Better than the throwaway approach.

Abrams comment.   Classic example of soaking and joining up.   The comment itself is, as you say, not that important to the kind of player who is going to play, enjoy or complete this mission.   However, it is ideal for developing the character of the loon in question.   When you meet him, he gives you clues about running away from tanks.   Later in the mission, if you give him a rocket launcher, he will complain.   He is the non-anti-tank man.    Give him a machine gun and he's happy.  

Trip wire?  Fuses?  I'm not bothered.   I think that whole little thing needs a little expansion anyway.

Ammo boxes in towns - I don't think they are required - you can manage fine without them - but they will help a little with inventory for mines and also help improve the look and feel.    May not be worth it given the lag constraints.

Border towns being occupied by the other side if garrison dead, jeep patrol dead and your own chopper (to spot it) alive?   Very nice idea, we like that.

Now, the biggie, starting the war.    Having slept on it I believe this needs a rethink.    I don't think that trashing a convoy in its own area should (in all likelihood) start the war.    I agree that it should make a war more likely - it increases tension - but not as likely as is currently the case.    

Why?   Two reasons.   First the player reason:  you don't know it will start the war.  It isn't what you expect.  From my current playing the way the mission is currently set up you are told (obliquely) to start the war by creating an inbalance of sides.   (I think that is a good way of starting it, as already mentioned, and I think you should develop it into a normal and reasonable way of starting the fighting.)    

Secondly, why should it?   If you wanted to trash the enemy's convoy you would do it at 3, so as to capture its contents.   If your convoy was trashed in your own area, with no warnings from your border guards, you would not necessarily assume that the other lot had done it.  (You know there are remnants of the resistance left.)

I propose a points system.   Certain acts attract points.  Get enough points and the war starts.   Something like:-

Killing a loon - 1
Destroying an armoured vehicle - 10
Clearing a border village - 20
Destroying the jeep convoy - 20
Shooting down a chopper  - 30
Destroying the trade convoy in its own area - 30
Destroying the trade convoy in the neutral zone - 100
Destroying the ammo dump in La Trinite - 100
Killing a faction leader - 100

Or something.

Do 100 points of damage to one side and the war starts.   Do 150 points in total and the war starts.     This is just a sketch at this stage, you'd need to work on the numbers and details.    (Including double counting - how many points do you get for hitting the convoy vulcan?   10? 12?  30? 42?)   I am NOT proposing a major rehash of the mission:  just a rearrangement of probabilities.   Obviously if there is a contact between the sides the war starts immediately.

In the last version the instructions were simple - go to 3 and kill a convoy and then the war will start.   That was too simplisitic and we are quite rightly getting more sophisticated.  



Title: Re:Abandoned Armies
Post by: hobson_matt on 14 Apr 2005, 17:01:45
Thanks for the earlier respones guys, sorry I have been really slow to reply.  I am currently at the business end of my degree, and have my finals in 3 weeks time.  To say that I am a little busy at the moment would be a major understatement!

I shall complete this mission and upload my progression, but i dont think that i will have time until I finish university now.  I also hope to start this mission again, keeping my terrain mode on normal all the way through to see if it has an impact on the floating buildings.

Thanks everyone and keep up the editing, i hope to have lots to play when i finish  ;) ;)

Matt
Title: Re:Abandoned Armies
Post by: SEAL84 on 14 Apr 2005, 17:25:40
Abrams comment.   Classic example of soaking and joining up.   The comment itself is, as you say, not that important to the kind of player who is going to play, enjoy or complete this mission.   However, it is ideal for developing the character of the loon in question.   When you meet him, he gives you clues about running away from tanks.   Later in the mission, if you give him a rocket launcher, he will complain.   He is the non-anti-tank man.    Give him a machine gun and he's happy.

Agreed.  Nobody needs to be told to stay away from an Abrams if you're on foot.  I'm thinking you could make the character who warns you about them the token whiner of the group - he's always complaining about something, which if done properly could give you a moment or two of humor in an otherwise serious mission.  Then again, it might just be irritating, I dunno ;D

As far as restructuring the conditions to go to war, I agree...playing this mission for the third time seems a little...stale.  Having stolen the ammo truck from 3, I really don't need to go foraging for weapons as I did before, and since attacking 3 is the "approved" way of starting the war there doesn't seem like there's as much to do.

Allowing the player to weaken one side manually and incite the war would make things a hell of a lot more interesting, that's for sure.

And as for 3, maybe you could make it a little more dangerous since there's such a big prize?  Perhaps mines around the town (save for the north-south roads), or small groups of Spetznaz and Black Ops nearby monitoring things, since the two sides don't trust each other as it is.  If I was one of the commanders, I'd want a recon team watching to see if the other side was plotting to ambush me when my convoy got there...

As always, just suggestions.
Title: Re:Abandoned Armies
Post by: macguba on 14 Apr 2005, 20:56:39
Whinging character, like it.

I did once think that 3 should have a permanent garrison of mixed, unarmed troops from both sides.    Or perhaps pistols only.   SetCaptive true, then perhaps combining against you when you appeared or something.

I was, if you recall, at my secret laager in the hills.   Went down to the farm to pick up the lorry - the one I'd forgotten about and which I could have collected instead of going to all that trouble in Dourdan - and, since I was in passing and it would have been churlish not to, put four ordinary mines in the road at Houdan.

Returned to laager, getting warstarting message on the way.  Put everybody in the truck and set off but killed almost at once by a wandering squad.   This is the second time in the mission I have been killed while driving a truck from A to B.    Things like this are why I didn't bother at all with vehicles when playing v1.00.    I know it can't always be helped, but I do think you should try and reduce the random squads.    They just make the mission more boring.

Dropped them without trouble on the next attempt - there were about 7 - and then headed by truck to Vigny.   I want to check that the boat is ok and Ruslan wants to bury his wife.   (*sigh* ... another trigger.  Would be a nice touch though.)   Took a chance and drove through La Pessagne which which I cleared last time I was here, but approached Vigny tactically - I was never really positive I'd got them all.

Ah!   Remember I was whinging about the one of the bodies being too near the two loons who shot?   This is what I meant.

And there was one loon in a garden: stuck I suspect.   We gave him the good news.    It was too dreich to see down to the boat and I didn't fancy the walk down, or rather back up.     The carnage to the west of the village, where that loon's squad had died, was dreadful.   We left Vigny:  there's nothing for us here.   I have a feeling I won't be using that boat anyway.

Drove back to La Pessagne and got the map out.     Stamenov knows about me now:  he knows that all his village garrisons are dead.   He knows that Andropov is attacking him.    There is nothing left to do except to head for Chapoi.

But not now,sadly.
Title: Re:Abandoned Armies
Post by: THobson on 14 Apr 2005, 21:06:58
@SEAL
Quote
Having stolen the ammo truck from 3, I really don't need to go foraging for weapons as I did before,
I plan to lose the vehicles at 3

Quote
playing this mission for the third time seems a little...stale
I know what you mean, and I agree.

Quote
Allowing the player to weaken one side manually and incite the war would make things a hell of a lot more interesting, that's for sure.
This is my next big soak.


Quote
small groups of Spetznaz and Black Ops nearby monitoring things, since the two sides don't trust each other as it is.  If I was one of the commanders, I'd want a recon team watching to see if the other side was plotting to ambush me when my convoy got there
There are in fact groups like this - not special units just standard infantry - but to prevent the war starting spontaneously they are some distance away.  Also I originally had north and south border guards at 3 to make it difficult for the player, but it didn't work - they caused a war.  I will think on this more.

You guys must be masochists.

@northener
Best of luck with your finals, see youwhen you can get back.

EDIT:
@mac
Quote
I did once think that 3 should have a permanent garrison of mixed, unarmed troops from both sides.    Or perhaps pistols only.  SetCaptive true, then perhaps combining against you when you appeared or something.
I started the mission with exactly this.  Problem is captive units trigger guard units so when I extended the mission to include others a war always started.  

Quote
Ah!  Remember I was whinging about the one of the bodies being too near the two loons who shot?  This is what I meant.
Fixed

Quote
I know it can't always be helped, but I do think you should try and reduce the random squads.  
 If you meet them in no-man's-land they are guard units going somewhere.
Title: Re:Abandoned Armies
Post by: THobson on 14 Apr 2005, 21:31:08
Re-ordering the team:

Rather than wait for v1.11 or whatever the next version is - are there any comments on the attached?

Just use your radio to activate the scripts for re-ordering the team.
Title: Re:Abandoned Armies
Post by: SEAL84 on 14 Apr 2005, 22:19:24
Attacked Arudy all by my lonesome with an HK and a pair of frags...two guys wandering around, one standing near the mash tent and another in some bushes taking an extended leak or something...HK the bush man and the small patrol, head towards the tent from the side and get dropped by a sniper.  Death cam reveals that he's about 20 feet away, laying in a bush.  Not the best sniper spot if you ask me.

Retry...attack again, this time HKing that sniper first off, then the patrol, then the bush man, then head for mash tent...shot by ANOTHER sniper again laying down in a bush about 50 feet away.

Retry...this time take the M21, circle around Arudy to the West and come in from the Southwest...can't see the damn snipers (even though the weather has cleared somewhat) so I snipe the guys in the town save for bush man, who I can't see, and then start looking for the snipers.  Luckily the terrain blocked their LOS on me so I peek over a small rise and chuck a frag at one, then shoot the other guy in the melon with the M21.  Crawl into position to shoot bush man and do so.

I take cover at sniper #2's position, which is in a bush next to two small trees, and wait, because I hear something coming.  Another jeep convoy drives up - forgot each side had one - and they seem to get all screwed up when passing through the town.  I don't think any of them disembarked upon seeing the carnage, but another infantry squad arrived from the SW as well...sniped the crew of the last jeep in line and the rest of them seemed to be content to sit in between the houses where I couldn't shoot them.  I think one, however, did drive off.  Dealt with the infantry from the safety of my bush with the M21/CZ75 combo and sniped the crew of a second jeep which appeared to be untangling itself from a tree.  A third slowly crept out of the town heading West.  He wasn't moving very fast so I shot the driver in the face and as it rolled to a halt I took care of the rest of his passengers.  Three confirmed jeep kills in the town and I do belive that the lead one was the one that got away.

Meanwhile my men have reported an infantry squad at the lodge - two of my men were killed but they take care of the enemies.  I jump in one of my liberated jeeps and speed back to base to find that two of the soldiers are dead - dammit, shoot the civillians if you want but leave my soldiers alone! - and the two in question were armed with a LAW launcher and a Pig (M60).  I angrily try to figure out how an infantry squad got within 50m of our position without anybody noticing - especially when the officer is carrying a fecking yellow flag on his shoulder - but then ANOTHER infantry squad materializes and shoots me in the back.  My men didn't say a word.

Dammit.

More later.
Title: Re:Abandoned Armies
Post by: macguba on 14 Apr 2005, 23:30:27
Quote
I plan to lose the vehicles at 3
That's quite a big change.    What's the compensation?


Just tried the wee download.   My, you have learnt dialogues quickly!

Well it certainly works, and it certainly does what we need.   Sadly, for some reason, I am too befuddled at present to add any more useful comments.     You could make it slightly more beautiful, and add fancy features, but it already does what it says on the tin so well done.

The best part is that, assuming you can use it througout the mission (no reason why not) you can take certain people with you in a reasonable formation, and leave others behind.    Actually the more I think about this little thing the more I like it.  Would be handy in many missions.

Title: Re:Abandoned Armies
Post by: THobson on 15 Apr 2005, 00:37:28
Quote
That's quite a big change.    What's the compensation?
A longer mission that takes more thinking about. :)

Quote
Just tried the wee download.  My, you have learnt dialogues quickly!
Vektorboson's turorial showed me some of the posibilities, then razorwings18's dialog maker got me most of the way there and then back to Vektorboson for his superb Dialog Commands Reference.  Plus natural talent of course ::)

Quote
You could make it slightly more beautiful
- and somewhat less noisy.  Have already made progress on both of these.

Quote
The best part is that, assuming you can use it througout the mission (no reason why not) you can take certain people with you in a reasonable formation, and leave others behind.  
It will become available as soon as you get a team and remain available to the end (I have added code that deals with the situation of all your team biting the dust).  Your last comment is interesting.  As I wrote it originally any team members that you did not chose were left out of your squad (you could get them back by running the script again), but then I thought - I would not want to leave people around that could not report back to me - so I made it add any un-allocated units to the end of the squad.  As I write this (through a haze of red wine) I realise that this was a mistake.  If the player chooses not to select everyone then so be it.  He should get the squad he selects.

A couple of drawbacks I see in this:
1) It might lead to less involvement with them as individuals. Without this script 5 is Irena - for every body, at all times.  9 is Sergei etc. etc.  I know who they are by thinking about when they joined.  With the script I lose that.
2) Part of my intention was to have the player uncomfortable.  Having resistance soldiers and civis mixed up helped with that.  This script gives the player the chance to tidy things up and so make it easier for himself.  I am not yet sure I approve

As an aside,  I said earlier that I chose name combinations that pleased me.  It was not until running this script that I realsied I had named Sergei after a handgun!  I suppose Tokarev is an equivalent to Smith or Weston.
Title: Re:Abandoned Armies
Post by: Planck on 15 Apr 2005, 01:37:51
Sorry I haven't managed to get around to playing this again yet, I haven't had the time.

If I don't get to play soon I might just wait for the next version.

BTW

The name Tokarev is used by BIS in the game config as well.

In the cfgWorlds section....class East....class Soldiers:

Georgi Tokarev
Maksim Tokarev

 ;D ;D


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 15 Apr 2005, 03:18:18
The holes in this mission for me are as follows

lameness during collect all the civils / Trinite

godzilla

ap/av

extreme imbalance (lack of) of dialog  / cutscene / interactiveness.

I don't address them specifically, it colors my thinking in all my many  replies.


---
@Thobson

resistance

A background briefing does not work for me in *this* mission. There are two reasons for this

the stark, start here, attack Vigny. Nothing more.

The dramatic affect of learning as I go. No amount of briefing immerses me so hard into this mission as your currently beautiful cutscene information content. I am expecting here, o wow, oh wow o wow, of course, as I read some titletext.

What I need here (opinion) is a stark obviousness that the resistance troops are of this Island, they WILL defend their family, it is the reason why they cannot, would not dream of, joining the two FOREIGN armies. I need a like-minded-souls stuff. People who defended their Island while as a kid, I was escaping with my mum. I am, the next generation. These are, the Resistance, what remains of them. And great caution here, we are not Resistance at all, we are guerillas.

War trigger.

My game plan involved keeping the armies balanced. The last thing i wanted, in my game plan, was a trigger (convoys) to start a war. However, my game plan is wrong, and, the trigger is too easy. One thing I AM going to do before a war starts, is to hurt the enemy anywhere i can. >>YOU<< told me to do that in a titletext.

Please dont do anything that suggests to the player he SHOULD imbalance the sides to cause a war. This masterpiece is built around the so many options theme. I got it wrong, you can bet I'll replay to get it right.

>Abrahms

Quote
wouldn't a 100+ plus player know that.

No, she would not (But i understand what you said, and initially had an immediate backdown here).

I have played a conservative 1,000 missions, probably much more, whatever number it is, it's the number where you stop counting. In all those missions, I have never been at the pointy end of a Godzilla. This is in fact logical, statistically, missions are mostly the good guys, nato, against the baddies. Some few missions against Godzilla are satchel charges. I never knew they were tougher than a T80.

Fairness wise Thob, if FOUR AT people cannot destroy them, something is out of whack. You would not be using so many of them if Nato had the equivalent of a T72.

@Macguba

I bow to your knowledge of ammo boxes if they cause lag. This surprised me. You are spot on, they are not required, which is very diffent to not having or using them. Cange of mind here, they would reinforce the difference theme, if only one army had them.

@Seal

Quote
And as for 3, maybe you could make it a little more dangerous since there's such a big prize?

The first time I played this mission I headed straight for Trinite. My experience there was TWO full convoys of troops at same time. Hunting me in mist IN THE TOWN. I never went back.

I mention that for author feedback.

It made no sense to me that the town was a ghost on 2nd mission play. No sense at all that I could waltz right in and plunder anything I wanted. M2 nests face to face, and spetz singles (eg) guarding assets, all of them, make sense. There's no way a truck can drive through center road. It's barricaded.

Seal, you've touched on the 'lameness' I felt post mountain lodge. The general run around and shoot nothing, followed by an obvious attack Trinite first, which again, is often, lame. The answer Thob might be that sentries only have handguns (which hopefully don't start a blue on blue)

@MacGuba

Quote
lose the random squads against truck drives.

Cannot agree with you here Mr Mac. This pig is ordinarily a mortal sin from an author. In this mission, you 'learn' that because of the mist, you can outdrive anything. Five meters of petrol only, and they can't shoot you.

Secondly, it's thematic of the mission. The randomness is why you had so much 'fun' borrowing the truck and brought tears to our eyes, I'm still repairing my chair. Losing this, alters majorly, game play.

@THobson

Quote
I am not yet sure I approve

I strongly dissaprove. The uncomfortableness, the misery, is the mission.

You have forgotten, Thob, you've no longer noticed the WOW, a woman in my pack. The total, god-awful jumble. You've immuned yourself from the dramatic wow, this hodge-podge has had. I never knew you could mix and match to this degree, don't lose it.

Title: Re:Abandoned Armies
Post by: THobson on 15 Apr 2005, 07:38:56
@Planck
As you can see I am getting a lot of help on v1.10.  Some major changes are likely for the next version (war trigger; fog; vehicles @ 3?; more immersive story; more NPCs?; av/ap mines etc.).  Someone with fresh eyes would be really helpful then.  So please feel free to play this version if you wish, but don't feel bad about not doing - you will be helping me in the long run.
Quote
The name Tokarev is used by BIS in the game config as well.
I believe that is where I got it from.  I couldn't face any more telephone directories.

@All, but particularly in response to mikero's latest post:

3 is a complicated place that I have spent hours on, it has seen more overhauls than any other part of the island.  The theme of having soldiers there was where this mission started.  NeverFire; setCaptive true; border guards from each side facing each other down the main street. I tried everywhich way to make it work before giving up and re-thinking the whole set up.  Believe me, a single loon at 3 even if he has no weapons and is setCaptive true will cause a war.  The problem is that captive units still trigger guard units (this is a significant flaw in OFP in my view). The sequence of events for one loon is: opposite convoy turns up; they see each other; guard units from both sides turn up -> war.  I briefly toyed with the idea of having these border guards as civilians dressed up as soldiers, but that will not work because they will then not shoot at the player or his team and his team will not shoot at them.  While I am reminiscing - at one point I even had a female civilian spy in one of the buildings sending the player radio messages about the arrival and departure of the convoys.  What memories!

mikero is of course correct the central road of 3 should be barricaded.  The problem here is that vehicles seem not to notice these barricades.  They drive straight into them and when it stops them they just keep trying.  What I definitely want to avoid is for the player to return to 3 after starting a war and be faced with the awful noise and sight of a tank stupidly bashing itself against the blockage in the road.  I believe I have chosen the lesser of two evils.

The resistance theme - I can see that this could be developed considerably through additional dialog in the existing cut scenes - that is before I even add any more and it looks like I will need to.

Injured woman being nursed by Sergei.  His hut now has a bed and I can get her to lie down, but I can't get her to lie on the bed!!  I have not tried a fast loop to hold her there - but I would not want to do that anyway.  This is one of those cases where if OFP cannot not do what you want it do you have to change what you want until it can.  I need to think more on this.

One problem with the West tanks is the enormous difference between the M60 and the Abrams.  You are right, if West had something similar to a T72 I would not have so many Abrams.  On whether the player would know about the Abrams without being told - I recall you saying you don't make missions you just play them (which by the way makes the insightfulness of your comments even more impressive).  One of the first things I did when I discovered the mission editor was to set up some shooting galleries so I could train myself on long range LAW/RPG and AT shots; bringing down choppers with a LAW etc.  It was here that I learned the relative strengths of the armour, not when playing full missions.  So you are right, someone can play a lot of missions and still not have experience of being on the wrong end of an Abrams.  There is a strange phenomenon I find with with Abrams.  When I am in one it seems much more vulnerable to AT soldiers than it does when I am the AT soldier.

Re-ordering the team:  Even if I say so myself the re-ordering script is quite elegant and I am very pleased with it.  My concern is that it is an elegant solution to a problem I don't think I want to solve.

You are right (again) having a mixed team of civis including females is something I have not seen before - but over the last few months it has become normal to me.  I have tried to do some things that don't often get done - you may have missed it, it was in an early post, but at one point the mission started with the player in Le Port with only a bicycle for transport!

The whole war trigger thing is a change that needs to be made - but it is non-trivial both in execution and in impact on game play.  I need to think long and hard on this.


Same comment applies to the fog (except for the execution bit)
Title: Re:Abandoned Armies
Post by: Mikero on 15 Apr 2005, 08:04:44
@Thobson

after the hell you have put me through, severely and severally, After all the pain, misery and anguish you have supplied to other players, after reducing MacGuba to a mere grunt, after reducing all of us into gibbering wrecks when the theme and mood style changes faster than we can reload, I have to say there's much more than a touch of satisfaction in reading about the hell you're going through in making things work that wont.

>barricades

put a building there.

>re-ordering

I have nothing against the re-ordering, per se, I have yet to test your snapshot. I made comment what you forgot, and you recocginsed it. 2cents paid for.

>Bicycles.

I nearly swooned when I read that.

Put it back in.

boat to hamlet extreme NW because it has something to do with scud, boat sinks just as you get out, lose all equipment (basil fawlty cringe mode). Bicycle ride all the way back to mountain lodge. Ok, not that far, but,,,  :o ;D

Title: Re:Abandoned Armies
Post by: THobson on 15 Apr 2005, 08:58:38
 Your hell is as nothing compared with my hell ;D
Title: Re:Abandoned Armies
Post by: Mikero on 15 Apr 2005, 09:15:12
>snapshot thingo

Oh wow. Instant bereavement, instant homesickeness, how much I wanna get back there and play it again. I miss that Russian, and every woman likes flowers dont they? How dare you do this to me Thob, in the middle of my dinner. Here, Fido.

This tool has nothing to do with squad hodge podge, it's just an excellent, yet another, excellent, addition to the game. Why on earth wouldn't you let me adjust stuff. It's even MORE choices to make.

I dont like the loudness of the panel, I hope you can tone that down.

Got no idea what ADD means, I know what it does, but whatever...

Terrified I might delete one or two of my new friends, the people I care about now, so make sure I know I wont hurt me. Or warn me of sticky fingers.

Nice, but tone it down, and please put a squeal from one of the gang that they wanna be close to one of the others.


Title: Re:Abandoned Armies
Post by: macguba on 15 Apr 2005, 09:18:29
Quote
after reducing MacGuba to a mere grunt
;D


@Planck - consider waiting for the next version.   I will certainly play it, but I'm not sure I'll play it for real since by then I will have done it twice and others may feel the same way.   It's important that somebody plays it straight.



The reason you played Un-Impossible as East was the Abrams.     It has the same gun as the T80 and the T72 but is much harder to kill.    For details see this tutorial. (http://www.ofpec.com/editors/resource_view.php?id=61)    Sadly, the OFP community seems to regards west units as "goodies" and east units as "baddies".    Consequently you play far more missions as west.

And yeah, we all wish west had a T72 equivalent.

Ammo crates for one side only - obviously correct

Reordering - you should always have the full squad at the end of the dialogue:  there is no virtue in having loons leave your squad.

Having beta testers refer to loons as 5 (which you know is Irena) is part of the problem:   the objective is a mission where the beta testers subconsiously refer to her as Irina.

Guards in 3 - as I wrote that I thought there might be problems with it.    Deserted it shall be.

I've attempted to drive across country on three trips.   On two of them I've been shot by random squads.  I cheat save like crazy while beta testing so its not a big deal, but with limited saves it should be.   I love the randomness aspect, and appreciate that this kind of thing in this kind of mission is completely unavoidable.   All I'm suggesting is a perhaps a minor rethink of guard groups positions to make them choose more obvious routes.  Or perhaps put more of the guard groups in lorries themselves.

You're not going to get somebody lying on a bed without a fast loop.   You could run it only when the player is close.

Team reordering is going to be a big help.    Part of the problem is that your squad is so unbalanced - two civvies and the medic on the evens side for example.    Also the strength of the opposition:  you daren't go anywhere without at least 9 rockets, which even after picking up the deserter leaves you only 6 slots for AA, satchels, machine gun mags, spare rockets to use as mines and so on.   (Actually I gave the civvies bizons, which have big mags, and made them carry some stuff.)     The consequence of that is that you really have two squads, each of four loons.   One heavy, one light, but at present the arrangement is the heavy one on your left and the light one on your right.    Reordering takes all of these constraints and makes them fun rather than frustrating.    It also opens up a new area of the game:   now you really can organise fire teams that make sense without spending hours having loons drop all their kit and pick up each others'.  

Oh, and it will give the player far more involvment with the team.   During reordering, the squad is in front of you not behind you.   They are listed by name so you become much more familar with the names.    I would suggest having a couple of the names changed to nicknames.     Not Alex Tokarev but "Plunger" Tokarev.

The reordering interface is an ideal place for whinging from the squad as mikero suggests.    You can organise it all from the script so no need for extra triggers.     I suspect the more detail you put into that interface the better.   More informatoin about each loon would certainly help, for example skill level and one interesting fact.  ("Tatyana's husband"   "The Emperor of Houdan")

Title: Re:Abandoned Armies
Post by: Mikero on 15 Apr 2005, 09:48:21
@MacGuba

>Abrahms

I dont have the ready made solution to their 'unfairness'. As you probably realise I'm throwing ideas into the wind. Someone will pick up on this, possibly Planck, and get it right. This is the right place right time to keep chipping away at them. But I'm spent. I'll stop mentioning them for awhile.

>we all wish west had a T72

last throw of the dice. Supply FIA T72's to this side.

Quote
Having beta testers refer to loons as 5 (which you know is Irena) is part of the problem:  the objective is a mission where the beta testers subconsiously refer to her as Irina.

Too bloody right. I'm going to marry her. I only fell hopelessly in love 2nd time through to reinforce the message that caring about them didn't come as soon as it should have. 'Personality' is needed, a whingeing (sp) npc will do this. Just one is needed, for the player to be alert to,  to pay attention, look out for, other npc's to do similar.

>Reordering

You may have noticed, I did all I did do in my 'episodes', to inform the author of my constant checking of which flank was my weakest, was #2 (any #2 btw) *the* #2 that I needed, and etc. This was part of my game play, and the new addition is brilliant for me. I play this flank buisiness very well, which is why i dont normally park bits of my squad somewhere safe. That's my game play, and this addition will bring others to that table. It's added at least an extra hours enjoyment to the game.

>Guards in Trinite

Mac, does your comment stand if they only have handguns?

>npc details

you're on the money, Mr Mac.

Title: Re:Abandoned Armies
Post by: macguba on 15 Apr 2005, 10:00:22
It doesn't matter how the guards in 3 are armed.   They still spot each other which is what screws things up.    THobson is right that units that are setCaptive true still attract enemy guard groups, which is indeed a flaw in the game.

Quote
>npc details

you're on the money, Mr Mac.

I've missed something.   :-[ npc?


Oh, and mikero is right:  don't try to make all of your loons characters, it's too much to absorb.   Ruslan obviously, Irina, the deserter and one or two others.   The medic is just the medic and you need a couple of others for cannon fodder.
Title: Re:Abandoned Armies
Post by: macguba on 15 Apr 2005, 12:41:24
Like the single ruined car at La Riviere.     Found a large squad on the road outside Cancon but a couple got away.   Didn't there used to be a scene in Cancon?   The bus is good though.

Going away for w/e, more next week.
Title: Re:Abandoned Armies
Post by: Mikero on 15 Apr 2005, 12:54:14
>I've missed something, npc?

Thought I'd talk the talk, and walk the walk, of the big boys. non player character(s)

You're on the money. This is the place where, if author doesn't feel he's built enough interest into some of them, interesting 'bios' (hmmm, let's try that again, interesting, CV's there you are), this is where it can all happen. More, and more, immersion.
Title: Re:Abandoned Armies
Post by: Mikero on 15 Apr 2005, 13:01:56
Trinite:

would it be 'ok' to have a separate group of armed civilians? People who are surviving because they are the intermediaries, the traders, between the armies. Would they not spark a war. And, would my group be able to be attacked by them and vice versa.

If they're singles, not groups, then the occaisional death of one of them, an execution by north or south, would not cause an all out fragfest. Am i right?

Title: Re:Abandoned Armies
Post by: THobson on 15 Apr 2005, 13:09:04
If they really are civilians and armed, they will not attack the player's team, but they will attack each of the other armies.  If they are soldiers that just look like civis then we are back where we started.

So you like the script to re-order the team :)
Title: Re:Abandoned Armies
Post by: Mikero on 15 Apr 2005, 13:13:25
Quote
So you like the script to re-order the team  


Your mother is an Australian.
Title: Re:Abandoned Armies
Post by: THobson on 15 Apr 2005, 13:22:02
 ;D


Have a good weekend mac.

Well have a good weekend all
Title: Re:Abandoned Armies
Post by: Planck on 15 Apr 2005, 19:15:29
Ok, I'll wait for the next version to play.   ;D

Abrams
---------

I have never really had a lot of problems dealing with these beasts.

If it is stopped on guard I usually sneak up behind it and plant a satchel.  Now often one stachel does not always do the necessary damage, so I usually follow this immediately after the satchel with a LAW or RPG aimed at the turret, depending on what I have at the time.

If it isn't destroyed after that, but only badly damaged, chances are that the crew is dead or badly injured.
If it is badly damaged the crew usually get out anyway if any of them are still alive.

If it isn't on guard, but patrolling, I use mines or satchels and wait for it to return.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 15 Apr 2005, 19:34:20
But your patience would make a meditating Tibetan monk seem like a man in a hurry
Title: Re:Abandoned Armies
Post by: Mikero on 16 Apr 2005, 00:33:01
@Planck

Like you, I've not had problems with the blunt end of a Godzilla, more or less same experience as you viz 1 satchel and etc.

It's the pointy end I've not encountered before. If four AT guys cannot destroy the thing, something is amiss. Correction, I used a user/temp and syncronised a hit, all, hold fire, and blam, turret disabled, (but not destroyed)

I have same experience as Thob that if I drive the things (any mission) 3 rockets will see me cooked. Again, might be wrong perception here, on recollection, the tank becomes undriveable, not destroyed. Not sure on this.

So, in the washup, it isn't a question of cheating, perhaps not even unfairness, it's a lack of balance. We dont as a squad have the capacity to take them on. I think most would agree with that, and I'm not interested if a lone rambella tells me she can. We, cannot. (you did not say that btw, you aint no rambo)

The answer, which is no answer at all, is to give the player easy access to  tanks of her own, that would alter the game too much (my view)

Removing the Abrahms isn't an answer either. Pehaps and maybe, what we need is sandbagged godzillas that can be got at,  they use too much fuel eg, with mobile fia T72's to put back the patrol aspect.

Or, just 'learn' to avoid them.

Or supply squad with really big bad firecrackers AT / Gustavs in abundance.

The nice thing about all this is it's Thobson's hell, not mine

<slap>

Title: Re:Abandoned Armies
Post by: THobson on 16 Apr 2005, 09:16:24
Quote
The nice thing about all this is it's Thobson's hell, not mine
I admire your tolerance for my pain. ;D

Quote
Or, just 'learn' to avoid them.
In this mission that has to be the answer.  These are two big bad armies and you are small group of misfits.  You will - realistically - run (or hide) like hell from armour.   That is assuming you can 'hide like hell'.
Title: Re:Abandoned Armies
Post by: Mikero on 17 Apr 2005, 06:19:57
Les Spectres de La Trinite

The reason why Trinite only has ghosts is because it has (false) radiation signs surrounding it.

This will stop the player entering, first off, which will be a better outcome when she learns that they are false in Houdan, and therefore pulling her away, back, from Chapoi with the enticement of goodies.

It's the Russian who lets the player know as part of his convoy speech. Only a few members of each army know this 'secret' to prevent raids occuring on the convoys by the others. It is, after all a secret to the player too.

The reason why the Russian knows so much is because he was a convoy driver, which explains why he knows the routes, and why he's squeamish about shooting things. He's not a frontline soldier.

BTW, the statement that the convoys dont' stop here is highly misleading. It is irrelevant to the player, since they dont stop anywhere else either. We are conditioned to getting onfo from these cutscenes. It's a plausible reason why the Russian is here, but doesn't work.
Title: Re:Abandoned Armies
Post by: Mikero on 17 Apr 2005, 06:29:05
Godzilla

>just learn to avoid them.

which, is the plausible reason and puts 'balance' back into the mission. Any other outcome is either unfair, or cheating.

The way you phrase it re the tremendous odds to begin with, is the (now) obvious bit.

However, contrast this: Faced with a handgun, you know all about the impossible odds, and take account.

Faced with four Laws, you are not. The obviousness isn't there.

(opinion) You need to use your classic understatements, probably more than once, to re-inforce the 'idea' into the player, that the odds are immensely out of whack. What we choose to do from then on, saves you from screams from us.

Neither Pilot nor I will go near them again, in fact, we would both take steps to keep well out of their way. It's the last bit, you should build into the storyline. Opinion only.

Title: Re:Abandoned Armies
Post by: THobson on 17 Apr 2005, 10:23:19
Fragorl:
I thought I had fixed the bug you found but when I was testing it yesterday I saw it too, just after Anropov was dead (I did it by radio control ;D).  I now understand what was happening and have completely re-written that part of the code it is now much simpler.  It will not happen again.  

Did you get any further after that.  The bug does not effect gameplay, it was part of the code used to sort out the vehicles if they got into a mess and by that stage of the game this is not really relevant.

mikero:  
While I was fixing the bug mentioned above I spotted why you acquired a second jeep at the mountain lodge.  It will not happen again.  Storyline ideas - please keep them coming, but please also understand that the next version may not have them all there.  I have lost count of the stories I have thrown away because I could not make them fit.  One was that Chapoi had a compound of ‘comfort women' that broke out when Stamenov's army was weak, grabbed any available weapons and started to blast the surviving soldiers.  I also spent some time looking for civilian units that looked like children or old people to add more poignancy to the piles of dead bodies.

Bye the way I was not joking about the bicycle at Le Port.  I have spent many hours cycling round that part of the island in the dark.  At the time it seemed like a good idea to get the player into contact with some of the road traffic before (s)he had a clue about what it was all about.  I only fully abandoned the idea when I decided that the dawn looked so wonderful I had to have the player travelling east during the early part of the mission.


Henderson:
Checking back I see I have not responded directly to your posts.  I apologise, the last few days has been hectic.  I am particularly interested in the views of people who played v1.00 on the fog (not the poor visibility caused by the rain) in v1.10.  I think I have toned it down too much.

SEAL:
Interesting.  Guys carrying flags can only have come from a vehicle, if it was red/yellow then it must have been one of Stamenov's lot.  Survivors from the jeep patrol perhaps?

If you had fighting at the lodge then you are likely to get more.  In my last run through I was spotted in the open and got pinned down by some infantry.  Their chopper was circling overhead and I knew that every second I stayed there bought their reinforcements closer - quite tense and annoying in a realistic way, how could I have been so stupid to get seen in the open.  Eventually an Abrams and a Vulcan turned up.  Fortunately they had previously been in some contact with the northrons because the gun of the Abrams was out of action.

After any contact I find it best just to run.

mikero - again.  The turret is my preferred target for any attack on a serious tank.  You might just knock out the gun or kill the gunner.  Unfortunately you can't tell the AI to do this.
Title: Re:Abandoned Armies
Post by: Planck on 17 Apr 2005, 13:09:48
Regarding the fog in version 1.0.

Whether the fog was there or not didn't stop me from going where I wanted to go, the only difference it made was to force me to be more careful when it was foggy.

Whether the fog reduces the visibility for AI or not I cannot say, but it seemed to do so and even if it didn't it did impart a level of security.....false or not.

During the times the fog had lifted it was easier to see any enemy but it also meant you had to make sure you had scanned the area well before moving.

So, in essence, your tactics had to change depending on whether fog was present and also on how much fog was present.  Getting disoriented was always a possibility too, as it would be in real life.

I didn't get disoriented, but then I know this island well personally.
I even have a version of this island where I have 'fixed' some of the glitches, like false signs and vegetation in buildings.....etc etc.  I call this island Similia, because it is 'similar' to Malden.

I would have left the fog the way it was or maybe only very slightly reduced the frequency of fog......only very slightly mind, the fog adds a lot of atmosphere to the experience.

BTW
I will definitely be playing the next version and now that I have 2 eyes again it might be even better than last time.


Planck
Title: Re:Abandoned Armies
Post by: macguba on 17 Apr 2005, 15:31:11
Abrams and other tanks:  it does feel as if they are harder to kill when you are shooting at them than when you are inside them.  In fact it isn't.

When you are shooting at a tank most players keep going until the tank is a smoldering ruin.   Sometimes you stop when you can clearly see that the gun is u/s, but you can never know if the gunner is dead.

However, when you are in a tank you sometimes get killed before the tank is destroyed.   You also feel you have been defeated if the gun is useless.  Consequently you get the impression that tanks are easier to kill if you are inside them.

It is also the case that the AI can reload rocket launchers slightly faster than the player, which does make you slightly more vulnerable inside a tank than the AI are.

Your squad can carry 15 rockets with a normal loadout, which is enough to kill two Abrams with enough left over for a T72.   Note that the Abrams armour is slightly stronger to the rear, against LAWs/RPGs at least.  Bit of a cockup in the armour model I'd say.  
Title: Re:Abandoned Armies
Post by: THobson on 17 Apr 2005, 16:05:42
And the AI in the tanks are a damned sight better at spotting a soldier that has just hit them with a LAW than I am.

mikero:
Civilians peeping from behind the windows heh?  Watch this space.
Title: Re:Abandoned Armies
Post by: Mikero on 17 Apr 2005, 18:38:32
Quote
Your squad can carry 15 rockets

Oook? I coun t 4 x 3.

Quote
Bit of a cockup in the armour model I'd say.  


read somewhere that a real life godzilla has 100 tons at front and 70 tons at the blunt end.

>fog/mist

fix the ratios / denstities as only an author would know how to , but I hope you don't dramatically reduce / remove this 'feature'. It was part of game immersion for me. I *particularly* liked it turning ON, just as I had laid my well laid plans


Title: Re:Abandoned Armies
Post by: THobson on 17 Apr 2005, 19:41:58
Alexi, Karl, Yuri, Marek and Sergei are all AT capable.

Ruslan, Erik, Irena and Pavel are not.

Quote
but I hope you don't dramatically reduce / remove this 'feature'. It was part of game immersion for me
My intention is to increase the impact of the fog but not to the serious level it was at in v1.00

Title: Re:Abandoned Armies
Post by: Mikero on 19 Apr 2005, 03:25:23
>watch this space.

At this point in the game Irena and I felt like bloody heros, or heroines, take your pick.

It was a street parade without the ticker tape. Treading over dead bodies, rubble everywhere, wrecks, smoke CLEARING. (St Louis was particularly powerful)

It was that magic moment, where you 'knew', the enemy weren't coming back, you felt like saying here people, have your homes back. A definite stake in the ground that no matter what these two armies were going to do in the future, the Island was no longer theirs to loot.

Suggestion: an ambient sound of dog barking, or possibly one of the bird chirps, providing the bird doesn't sound syruppy.

The effect was further enhanced by the clearing, almost sunshine, lack of fog.
Title: Re:Abandoned Armies
Post by: THobson on 19 Apr 2005, 07:32:43
Nice one.  I understand the feeling.  Some good ideas there.  You should make some missions of your own.  (btw this is not British irony it is a genuine comment) :)  

Quote
St Louis was particularly powerful
I think the fact that the town had not been destroyed might have helped with this - another thing to separate the two sides.  I will shortly be getting the contractors in to repair Larche.
Title: Re:Abandoned Armies
Post by: Mikero on 19 Apr 2005, 07:57:15
>contractors in

Apart from army distinctions get civilians to do it, progressively as towns are cleared, one building only stuff. Civils dont necessarily have to be 'seen' for this to work.

YAY! I've found another hell for Thob
Title: Re:Abandoned Armies
Post by: Henderson on 20 Apr 2005, 03:03:25
Seems I've missed a lot. ;) I haven't touched OFP in a while, hopefully once I'm done with the other game I got I'll be back playing it.
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 10:29:19
I'm so befuddled this morning that, to find out where I've got up to in this mission, I've just scrolled back through the thread.  ::)  Rather than just picking up the mission and figuring it out that way .... anyway .... the answer is that we are all at Cancon, in good order.   It's 13:05 and the weather is overcast.    There are runners in the woods to the north but the war has started so whether anybody much will come to look for us remains a moot point.

13:25.   We moved north through the woods and dropped one runner.     Heard explosions in the distance, sounded like a small tank battle.    Approached the fuel station very cautiously and found one squad standing still nearby, facing Chapoi.   They were "hull down" to use and I suspect my loons couldn't register a shot.   It was just a like a target range:  I'd snipe one and they'd all drop out of site.   Then a bit laterthey'd all stand up, I'd shoot another one and they'd all drop down again.     We crawled up to finish off the last couple, who seemed to have worked out the not-standing-up thing.   Fuel station was deserted other then them and with no vehicles either looked a bit bare.    Consider losing the tents and adding something more interesting.     Sky has cleared a lot but the fog is coming in.    The mission is a feeling a little heavy again, presumably since we're close to Chapoi.   In Un-Impossible I combined fog and viewDistanc commands to help keep the lag down.   It may not be possible to do that here but think about it.   Anyway its totally playable, not a problem.

Reckoning that a direct approach from the fuel station to the town is likely to end in tears, we circle round to the south.  (I've keeping south of Chapoi to avoid getting trapped between two armies, since I know the war started only recently.)     At long range I spot a patrolling infantry squad and I can't resist popping off, since I know they'll never spot me at this range and foggyness.   I drop two or three but the rest run off into the mist and the town.    We wait in case there is a response:  in the distance, tank tracks.   We move to the cover of some bushes and suddenly, there before us on the plain on the south side of Chapoi, there is a full scale tank battle.    What I think was a northron battlegroup of vulcan, Abrams and others came in from the west, so lucky we didn't stay in the fuel station area they would have run over us.    A southron T72 just sat there and valiently blew several northron vehicles to bits, but the abrams got him in the end.    The melee continued - see pic.   We just sat their on hold fire, laughing.
Title: Re:Abandoned Armies
Post by: THobson on 22 Apr 2005, 11:33:20
Nice picture.  

I did have a repair truck at the fuel station - I can't remember why I took it away.  I shouldn't have.  That is where the jeep patrol get repaired. Good spot.  Thanks.

On the fog:  I have looked again at the fog script.  After a bit of experimenting I decided not to change the max or min levels from the version you are playing but I have changed the cycle time from 5 to 6 hours to approx. 3  (it was approx. 2 in version 1.00, also version 1.00 had a max level of 1 now it is less than that, and the max level decreases as the smallest side gets smaller - if you see what I mean)

EDIT: I would be interested in any reports of choppers, or absence thereof.
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 11:47:16
Had this been for real at that point we would have retired to the woods for brew while the two armies sorted themselves - or rather, each out - out.    Since OFP, unaccountably, does not have a tea making facility I considered leaving the mission running and having one in RL ... but we all know how that would end.

Intermittant MG fire and explosions from around the village.   We retreat to the fuel station so I can pick up a rocket.    Move slowly towards the village down the road - no opposition now of course.    There appears to be a battle going on on the east side of the village, though there are two many houses and mist to see.   Assuming everybody is looking that way, we stand up and run to the bushline coming into the village from the WNW.     Sure enough a sniper is watching the battle so we give him the good news.   The northern gate M2 gunner is alive, which tells me what I really need to know - the southrons have not been defeated.   I've been watching for flags but seen only one, a northron one on a burnt out tank on the western side of the village.   Shame they don't transfer to the new group leader.

I'm not convinced by the size of the line of barracks to the west of the village.  I can see another line to the east.     Adding buildings is good, but you don't need so many, particularly in a heavy mission.    One, orientated the other way, might be much more effective.  

We crawl up to the sandbags and I peer over:  there is one loon in the road who  I shoot but it brings all hell down on us.  Blackops run right up to us, a T72 comes nosing around.    We lose 8, the medic on the wing.    I could pick up a save but its about time I accpted a casualty so on we go.   A tank shell explodes right in the compound but Stamenov is still alive.

We wait.    It is clear that there are more baddies on the way and moving would not be a virtue.    Sure enough they straggle in and it eventually dawns on me that the "everybody come home" trigger has fired.    A cobra is getting annoying but we have (deliberately) no AA:  must find a loon.  But then a long blast of cannon fire and the cobra comes down near us - no wait, there are two dead choppers smoking.   They must have shot each other down:   I saw parachutes from one so I don't think they collided.   However, with their smoke and all the static objects round here the lag is too bad and we have a disaster or two.  I decide to wait till at least the smoke clears.     I know my benchmark is technically 3000 but its worth nearer 6000 for gameplay, assuming my old 5660 was right.   It's just about playable but not in the snap-shooting environment of a town with occasional runners just coming round the corner at you from all directions.
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 12:27:26
Just seen your post.     I have no complaints about the weather in this version, although it does change quite fast sometimes.

Choppers:   see above.   Haven't seen or heard any for quite a while till now.   There were none around during the recent big tank battle.

Time for a spot of lunch I think.
Title: Re:Abandoned Armies
Post by: Mikero on 22 Apr 2005, 12:56:26
Quote
know my benchmark is technically 3000 but its worth nearer 6000 for gameplay, assuming my old 5660 was right.


Mac,, could you explain whcih part of the lunch you were having at the time you wrote this? Can't make head nor tail of it.

 :D
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 13:10:26
My comp used to have a benchmark of 5660 or thereabouts.   Then it went wonky and I ended up with a new motherboard (better) and a new chip (sempron rather than athlon).    From these changes I would have expected the benchmark to go up sightly:  some things were worse but gameplay performance while actually playing ofp was slightly better.   However, the benchmark dropped to 3000.    

I suspect this is because benchmark is a blunt instrument which measures only the speed of the processor.   However, other things in your setup can be just as important.    

My point is that my setup is better than you would expect for a benchmark of 3000.   If you assume my old benchmark was "correct", then my new one is worth 5770 or something.


Continuing the tale ....

We keep still and dropped a few loose loons.    6 claimed to have destroyed a Bradley at 500m but I'm not sure I believe him.    The lag falls off even though the choppers are still smoking, but I wait till they stop anyway.       Leave the tailenders of the squad where they are around the sandbags at end of the northern street and take 2-5 with me as we sneak through the town.    One enemy dropped.    The little bit of fence at the crossroads isn't neat, there is a loose end.   Either shift the fence along a bit so more if it is buried in the house, or use a diagonal.     These loose ends without poles can be a nuisance as they are quite hard to see sometimes.

M2 on the north road still manned, and a loose loon.    We have been clearing from west and south, but they are all facing east and north.     There is a battle somewhere in the distance:  long bursts of cannon fire, occasional stutter of small arms and what sounds like FFARs, so maybe there is still a chopper up.   Yup, Mi24 flies over.

A damaged Abrams turns up.   Somebody - no idea who - blasts it as I take aim.     There is an exchange of infantry fire and 4 is down.     More infantry arrive and we lose more loons.   I've played this very badly, we should have legged it when we had the chance.

Time for a little judicious cheating.  I pick up the last savegame and order everybody to crawl out of town while I pick off the loons who we got in the last attempt.   I take them out no trouble, but the compound gate beckons ... rashly I move in, shoot the one remaining black op then hear more firing as my loons take out some stragglers.    I run into the building, catching a glimpse of a woman upstairs as I do so and then hear the "No" file.    Sneak upstairs, shoot him (he was prone), get the thinking aloud and then, aware that I shouldn't be here and that there is probably trouble on the way, I jump off the balcony and leg it.    My squad are having more contacts but, as they are prone and in bushes, are not taking casualties.   After a few nervous moments we meet up and head southwest.    9 can't walk so we have to go back for him.  there is firing in the middle distance.

Got my green tick though the army is not dead yet.   We'll make a new assault on the town in a wee while, at which point I'll have time to observe the new layout.   I want to pick up some armour if possible too.   (We have a T80 already in stock in the hills.)

It's 14:20 and the weather is still foggy.   Visibility has been about 300-400m for this whole episode.
Title: Re:Abandoned Armies
Post by: THobson on 22 Apr 2005, 13:47:10
How on earth did you get that screen shot of the choppers?

EDIT:

I found the untidy fence - I can't imagine what I was thinking of.
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 14:07:22
Chopper screenie was using good old command view.    I don't use it much (not even beta testing) but its occasionally useful.

Waited a few minutes and there was a contact northeast of the village with a vehicle explosion.   Shortly afterwards I got the "running away" away sound file.     These musings are good, except when they are based on observations that the player has not made.     I'm more and more leaning towards the idea of a narrator-cum-papa-bear character to tell you these things.

An unarmed solder comes towards us but I shoot him anyway.  Bastard.   That chopper is still around and there is armour in the village, I suspect that damaged abrams I saw on the aborted run.

It seems to me that Andropov's army, thanks to the head start we gave him, has simply won.     If Stamenov's lot lose their weapons and run for a distant point when they get down to the last few, then that's a cool idea.    I plead regularly in beta reports for the use of unarmed soldiers, but bizarrely nobody ever does it.
Title: Re:Abandoned Armies
Post by: THobson on 22 Apr 2005, 14:35:05
It looked too high for the command view.  I had just been playing with camera.sqs (would you believe I have only just found out about it?)  so was tuned in to having cameras in strange places - and to there being a lot of things I still don't know.

Quote
Stamenov's lot lose their weapons and run for a distant point when they get down to the last few, then that's a cool idea.
That is eaxctly what happens.  Andropov's lot do something better - but you won't see it because the final scene will kick in before it happens - they run into the base (unarmed) and then surreneder.
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 15:14:25
You've only just discovered camera.sqs?   Oh you poor sod, Sorry, I should have told you.   Transforms cutscene making.

Good that the two sides do different things.     Where do the southrons go?

I've had one quick recce by death (I have to stop now) and there is a definite nortron force holding Chapoi now.   I was right to get of there and come back afresh.
Title: Re:Abandoned Armies
Post by: THobson on 22 Apr 2005, 16:25:43
Quote
Transforms cutscene making.
You're telling me.  You would not believe how much of my long forgotten geometry I had to dig out before.
Quote
Where do the southrons go?
Random locations in the wood at Dc80 - De82

Quote
there is a definite nortron force holding Chapoi now.
This will be really interesting, I have not seen this before.  Usually the northrons do a terrific amount of damage to the southrons at Chapoi but I have never actually seen them win.  All sorts of possibilities open up - as others close.
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 20:28:52
Plenty of northrons at Chapoi now.    Abrams, T72 and at least one infantry squad.     9, who can't walk, is left covering the village from short of the fuel station.   I sneak in and pick up an M21 from a sniper (recently deceased) and, since the angles of attack round this place are all horrible, head out to Ste Marie to see what's there.     You could still save a sign or two I think, especially if you made the trigger slightly smaller.   There were 5 or 6 dead loons, in two groups:  one at the southwest of the village and one at the east.    I sent my boys in, in two waves but by the same route.   I followed.   Nobody got past the jeep.    Too many explosions I feel.  (About seven, all in the quadrant immediately southeast of the jeep:  we had come up the road.)    No sense of mystery, or can I get out of this.   Just death.

Back to the savegame.

I'll give this section in some detail since it is not something you have encountered before.    We are in the bushes at the end of the bushline running WNW from the village, everybody on hold fire.    We run northeast to the road.    9 reports infantry and armoured contacts and I give him permission to fire:  no sense in him getting killed without taking a few with him.     We reach the road and follow it back towards the village, reaching bushes 50m short of the fence.    9 fires two rockets and there is an explosion.   Somebody reports an Abrams so I suspect he has destroyed an already damaged T72:  I can see the pillar of smoke but not the vehicle.    I order him back towards the fuel station, where there is a dead squad.   He will be able to get at least one rocket there.   On the way he drops at least one loon.     Savegame.

We move up to the fence and I go through the gate.   Suddenly the ground to our front right, just outside the sandbag fence, is alive with enemy soldiers.    There is a puff of engine smoke in the middle of the village.   We drop several enemy but one of them gets me, I suspect through a fallen tree.

Try again but the game goes into megalag - one frame every 4 or 5 seconds.  Never seen that before.   Well we'll give it minute to sort itself out.   Picked up the savegame and it was fine.  Wierd.

Moved forward and right, wounded one loon as he came over the rise but the others didn't follow:  they never figured out where the shot came from.   The Abrams moved right to left across us, close to the houses.   Damaged gun so no problem there.   We moved forward and I saw this in the middle of the town.

Prisoners, with armed loons around them.
Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 21:07:02
The main squad moved out into the open on the left and I start dropping them.     There's a bit of coming and going.   From the movment I would say that there are elements of at least two infantry squads here, and possibly three or even four.   Hard to tell because of the buildings, which disrupt formation so much.   The large squad had at least 8 members.      I was concentrating so hard I forgot save, which proved irritating when it transpired I had also forgotten to reload at an appropriate and necessary moment.  ::)

(It's drizzling btw, should have said right at the start of this session.)     We try again and have a fight with the squad over the sandbag fence.   Miraculously we drop the lot without casualties, since we don't stand up and they do.    No sign of the second squad:  I suspected they had run in from the southeast and either they haven't showed up this time, or there really was only one squad all the time.    The abrams is milling about and I don't want it calling in more guard groups on his, so it gets a few rockets.  One crew bails out and I suspect the secondary explosion doesn't get him.   Sure enough, a few minutes later he crawls out dragging his flag.    Well he's got more guts than 9, who doesn't appear to want to move.    Savegame.

Next the chopper.   Can't find an AA loon but eventually work out to get the kit from the lorry.   Two rockets required of course, then parachutes.   How dull.   I run over and shoot them both.     Back to town, no interaction with the prisoners, they just stand there.     Try to change the flag but no luck.    Run around looking for trouble but there is none, it looks like Chapoi is clear at last.   Time for a tour.

The biggest problem with Chapoi is that there are too many static objects.   They eat memory, and although I played this without major problems it was a bit sticky once or twice and I did have to play with my settings.   Everybody is dead now and it still feels heavy.

In a classic case of overcompensation, the general's compound is now too empty.   You must have the fence of course, but I'd lose the barracks, add back some tents, add a flash sports car or something, hide the bodies a bit more and try and make the whole compound smaller to save on fencing.   The fence must have a recognisable purpose.    Consider moving the big house to the middle or something.  

I know you need space for vehicle turning but the big sandbag fence enclosure is awfully big.   Consider moving the hospital to where the barracks on the west side of town now are, and fencing closer to the road.      The layout on the north side is not good, its all cramped up.   Given that you have this space, divide it more clearly into ammo; fuel, and repairs.   You can lose the barracks altogether, the houses would have been requisitioned and the locals turfed out.      You don't really need all those ammo crates (I know balance with 3 is required) and you're getting no value at all, for example, from the fuel barrels.     The ammo lorry should be facing in to make it easier to get stuff out of it:   one of my loons got slightly stuck, I think.    I like the camo net over the fuel station though, that works.   As does the little repair shed.  Not convinced by the big one, looks too permanent.    (Like the barracks.)

Rearmed the wagons without even getting into them, and refueld.   No chance to repair, the repair truck had been trashed, not by us.

[time passed]

Grrrr hours of pain later. .... still not fully reorganised.    Endless loons getting stuck and other stupid problems.  

We left the village with the armour.   I went ahead in a jeep to see if my mines had caught anything at Houdan and hooray!   A wrecked T80 and an immovable but enterable Abrams.   Noticed on the way that the buildings at Fi71 are undamaged.
Title: Re:Abandoned Armies
Post by: THobson on 22 Apr 2005, 22:26:18
Another neat picture.  It is theoretcially possible for this to happen but I have never seen it.

I had wondered if you would be bothered by northron guard units, it seems not - or they are still on their way!

The base does need to be looked at I agree.  A comment on v1.00 by one of the beta testers was the wish for the first sight of the base to have an OMG impact - so I probably did over do the buildings a bit.

You are right about the turning circle for the convoy, but more can be done with the space being used by the barracks.

Oh well - I had better the contractors in.

Quote
Rearmed the wagons without even getting into them  
Does this feel wrong?  It seems that a tank that is out of ammo cannot rearm at an ammo truck.  I have written my own script to rearm them and it is activated an 'Action' that I have added to each tank, so of course it becomes available as soon as the player is close.  I suppose I could go the whole hog and make my script work exactly like the OFP standard (only work when you are in the tank and near an ammo truck)

So the repair truck is trashed and the ammo truck next to it is fine.  Well that's an interesting development.  The previous version had, and the next will have, a repair truck at the fuel station out of town.

Title: Re:Abandoned Armies
Post by: macguba on 22 Apr 2005, 23:19:15
Timewise I got to my little basette in the woods northwest of the farm at about 15:30.    After we brought down the chopper there were no enemy around Chapoi, except a couple of stragglers.     No sign of guard groups although as you say they could still be on their way.      I'm sure we were seen:  they certainly knew they were under fire.   In all the retries I slightly lost track of what happened on which run.

I don't really want you to do more with Chapoi base:  it's already pretty good.   What I'd like more than anything is for it to be smaller to avoid the lag.  

Note additions to last post since you posted.

Rearming the wagons definitely feels wrong.    I know its tedious but I would recommend replicating the normal procedure.       Everything in that area was fine except the repair truck which was totally trashed.   It looked so odd I suspected you had done it deliberately.    Oh, and fuel truck right in front of the fuel station looks a little odd.

If the zero ammo thing is the problem you could just leave a few rounds of mg ammo:  that wouldn't feel particularly odd, even if you noticed.

Oh yes, shot the POWs of course.   Two went down but the other two, who had their hands behind their heads, stayed up in spite of being covered with blood.   Trapped in their switchmoves, I suppose.   Not a big deal.  I'd have run them over if I'd really cared.


It's no good, I've lost the will to live.    How can 2, driving a pristine T80, get stuck between two tents 500m from his route?     And then do it again when I give him a different route?    Hrmph.   Nothing to do with the mission, just AI routefinding nightmare.

It's all a bit confused but I think there was an infantry squad moving south through Dourdan and Houdan, as if it was on Guard and moving towards Chapoi for the northrons.    Very far north though, you would have expected it to have got further south.
Title: Re:Abandoned Armies
Post by: Mikero on 23 Apr 2005, 01:07:29
>choppers

In the twice that I've played this same version, i have never encountered the choppers. The perception for me is that there is only one of them, and it's always in the sky passing over mountain hideout. I know this not to be true. I also know, design wise, the choppers may or may not be alive at the end.

When war breaks out, there are atmospherics, the choppers are making all shorts of horrible crunchy noises to all sorts of armour. In my case (because I kept armies in balance) the crunchy noises were coming from everywhere, ie not just Chapoi eg. No amount of loon shooting loon is as significant, player wise, as hearing all this stuff go bang, you really know, you've started something, rather than an isolated incident in one town. Thob should, I hope, stay aware of the significant difference between a fistfight among loons in a town, and the awareness that this is global.

My gut tells me the reason why Chapoi was overrun was because of a chopper staying alive. More significant, I think, than any amount of squadies making an attack, and more significant than any of the damage you as player might have caused (750 + enemy is a big task). In the wash up, it doesn't matter, does it, because a lot of sequences here border on illusion.

I am surprised by that jpg of yours Mac, I wasn't aware southrons would surrender in that way (as described for Northrons)

Your description of tank vs tank is similar to mine. It had same effect Thob on both of us, we were relieved, and in my case surprised and thankful, that they weren't after us. That fact only dawned sometime later, I'm not as fast on my feet as Mac. Again, tanks were coming from west, and their battle occurred west, not south, of Chapoi. Just to fill more detail out here, the survivors, probably Northrons, chased me into South forest.

The fenced compound you mention was a pain for me, AFTER the smoke had cleared. Moving vehicles out of that was close to impossible on ai.

Quote
How can 2, driving a T80, get stuck between two tents 500m from his route?

This is an area of game play, where i get the feeling Thobson has not done any homework. And I also have to say I have no clue what I'm talking about.

The perception, true or false, is the author has made scripts to get round all sorts of issues with ai loons and not touched any tweaks to get ai-driving working 'properly'. I would not know if you can get them working, 'properly'.

I had an awful time getting my buggers to drive a simple road, Dourdan to Tjunction (Le Port). That's a straight line, they couldn't achieve it. Engine wise, their inability to do anything 'correctly' was identical to the scene you often see when your squad fall back and start a lot of 'where are yous'. It's a garanteed indication that you, the player, have missed something in the rush, ie a large concentration of nasties that block your squad from joining you. Perhaps this is the clue why the ai-driving is so erratic.

The end result for me was that I 'learned' to use a single troop truck and outdrive >anything< in the mist. Fine by me, fine thematic, I mention that ai-driving is a nightmare. I imagine that many players like being tank crew, for me, it became a nogo area (particularly the enemy T72's seeing thru mist fog or whatever it was)

Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 09:08:54
Tank drivers in OFP are notorious for being drunken, incompetant, insubordinate swine.

Chapoi was overrun by the northrons because I had attacked only southron units.    All of the southron villages had been cleared, as well as both convoys, several guard groups and one armoured group.   Frankly the southrons didn't have much left, except the Chapoi garrison and I took out some of that too.      However, you are partly right:  if the southrons had won the air war their remaining chopper would have taken out the final northron attack.   As it was the armour in that last attack was badly damaged.
Title: Re:Abandoned Armies
Post by: THobson on 23 Apr 2005, 09:28:00
I see mac posted while Iwas writing - I will still post it in its original form:

Stamenov's compound.  In v1.00 I didn't like the repair facility and Stamenov's tent in the same place but  if I took out any of the stuff that was already there then I had to take it all out for it to make sense.  As you can see I did struggle to fill the space it left

Fi71:  Strewth you're thorough.

Quote
Rearming the wagons definitely feels wrong.    I know its tedious but I would recommend replicating the normal procedure
It was a case of finding a solution to a big problem and then being happy with it without going the next step.  I am quite pleased with my script for this.  It detects what type of tank it is dealing with and re-arms it accordingly.  I was so pleased to have any sort of solution to a very strange problem (see below) that I just moved on to the next problem, which if I remember correctly was your last loon not turning up in v1.00.  That led the to surrender/run away scripts

Quote
If the zero ammo thing is the problem you could just leave a few rounds of mg ammo:  that wouldn't feel particularly odd, even if you noticed
The problem is a strange one.  Take an Abrams as an example: it starts with HEAT, Sabot and mg rounds.  The HEAT and Sabots come in ‘magazines' of 35, so remove one magazine and all the rounds are gone - now here is the killer - any tank that has run out of HEAT rounds or Sabot rounds cannot get any more from an ammo truck!!.  This is standard OFP!!  Create a missionette and try it - I couldn't believe it.  The standard OFP Rearm at Ammo Truck only tops up the ammo that is finds in a tank already.  I mean… even my script is more intelligent than that.  I will have a look at this if it feels wrong.  The irony is that the better I make the script replicate what OFP does the more it looks like I have done nothing at all - I bet few people know about this rearming ‘feature' of OFP.

Quote
Everything in that area was fine except the repair truck which was totally trashed.  It looked so odd I suspected you had done it deliberately
Not me.  The repair truck and the repairable tanks are meant to enable you to have a different experience for the next battle - should you chose to do so.  But if anything gets trashed in the battles then, well, tough. I have seen the northron Hind attack the nearby M2, miss and completely destroy that whole complex.  I was not amused.

Quote
Oh, and fuel truck right in front of the fuel station looks a little odd.
I will look at that.  It seemed logical at the time to have a fuel truck parked near a fuel station, ready to go as it were.

 
Quote
Oh yes, shot the POWs of course.  Two went down but the other two, who had their hands behind their heads, stayed up in spite of being covered with blood.  Trapped in their switchmoves, I suppose.  Not a big deal.  I'd have run them over if I'd really cared.
Thanks.  I thought I had dealt with all the places this could happen - but then I added the surrender feature.

Quote
In the twice that I've played this same version, i have never encountered the choppers. The perception for me is that there is only one of them, and it's always in the sky passing over mountain hideout.
Interesting.  Sometimes they are a significant factor and others they get neutralised early on in the war.  I like that very much.  In fact each side has one Hind and one Cobra, but there will never be more than two in the air at anyone time and often only one.

Quote
My gut tells me the reason why Chapoi was overrun was because of a chopper staying alive
I'm not sure about that.  I frequently encounter a badly damaged Chapoi that is still in the hands of the southrons with the northron attack force completely destroyed - but with a northron Hind buzzing the town.  From mac's description it looks to me like he might have sufficiently unbalanced the forces that the northrons launched an all out attack.  The result I fear might be a pretty lame defence of the northern airbase when he gets there - this is clearly something I need to work on.  I await his story about the northern attack with bated breath.

Quote
because a lot of sequences here border on illusion
I am not sure I understand this.  At one level the whole of this, and every game, is an illusion, but leaving aside deep philosophy - I am puzzled by the comment.

Quote
I wasn't aware southrons would surrender in that way
This is force of circumstance giving a good result.  Loons in the wire compound cannot seem to find their way out when ordered to do so, so any loons that are in/or near there when the army downs tools will surrender and not attempt to run away.  I didn't think anyone would see this - I have never got Stamenov without first killing everything in the compound.  I do not think it is realistic for the escaping soldiers to run past Alexi completely ignoring him so in the next version if any of those running away pass close to Alexi they will surrender also.  In the north everyone surrenders.

Quote
Your description of tank vs tank is similar to mine.
Sorry, but this is standard OFP - and I wouldn't know where to start to fix it.

Quote
The perception, true or false, is the author has made scripts to get round all sorts of issues with ai loons and not touched any tweaks to get ai-driving working 'properly'
There are two really big issues I spent most of my time on in making this mission:

1. The convoys and jeep patrols.  I wanted these to only refuel and repair at their base (no cheat scripts in the background to repair and refuel them regularly), and I wanted them to run forever if the player left everything alone.  And I do mean forever.  I would often get a flawless 20+ hour run and then something would screw up.  I eventually got it so I could set it all running on Sunday evening, go away for one of my trips and when I got back Friday morning everything was still ticking along fine.  Even the choppers visit their fuel station to re-fuel.  I spent days as a gunner in each of the jeep patrols, and days as the gunner of the Vulcan in each of the convoys.  If the mission is run in ‘debug' mode then the location of all the key units are displayed continuously on the map.  I have spent hours watching this.  I even had my wife ring me at work with status reports.  Why am I saying all this?  The problem is so simple.  Two groups of 4 jeeps each follow a circular path, two groups of 5 vehicles follow a linear path, turn round and go back.  What could be simpler?  Yet it took months of my life to get it working the way I wanted it.  (Then the player comes along with a LAW or a mine or two and it is all gone!)

2. The last loon problem.  This is a real irritation when it happens in a normal mission, it brings on homicidal feelings when it happens in a mission that you have spent 20 or so hour on.  I experienced this with a beta version of mac's Un-Impossible mission.  In the end it turned out the last loon was actually 2 in a jeep in a place they should not have been.  So I have done a lot of scripting around this.  Yet despite my best efforts to get all the surviving loons to their base in a realsitic and orderly fashion mac experienced a missing last loon at the northern airbase with v1.00.  Hence the surrender/runaway solution.  OFP might lose one loon but I doubt it can lose ten.

Anyway that is where most of the time was spent - though the cutscenes are now catching up fast.  Fixing OFPs vehicle handling AI, when I don't know where a unit is supposed to be going, what it is supposed to be doing etc. is not something I wish to tackle.  All vehicle movements except for the patrols, the convoys and the refuelling of the choppers is pure OFP.
Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 10:22:47
 ;D Fi71 is an interesting location and I often pop in when I'm passing.   It turns up in missions with just about the right frequency.   It's intersting because it has a jetty, the turn off is marked by a burnt out house - very unusual on Malden - and it's very close to the main road.

The ammo problem is weird and, once fixed, its the kind of thing you need to bring to the attention of the reviewer and the player - otherwise you would never notice.    If it was me, I'd probably use the ammo slider to leave a few rounds in.    Given that you've done half the scripting already, you might as well finish the job.

I'm not complaing at all about the repair truck being smashed - just one of those things.  

Anyway, it's been a really tedious job but I am at last organised.   The main problem was the T80, which repeatedly got stuck next to the field hospital in Houdan.   Needless to say his orders, certainly by the third or fourth attempt, were to stay well clear of Houdan.   It is an OFP issue, not a mission issue, but I'd still recommend rearranging the tents there.   It may be to do with battle debris but there is clearly something there working like fly paper, or should I say tank paper.

We are south of Houdan.    Two Abrams, T80 and Bradley.     Just behind us are a repair truck and a vulcan.     Up at my old base in the woods, to the west of us, are several more vehicles I can't even remember exactly what.     During our repairs two small squads of infantry approached from the north.    The second group could I suppose have been rallying fleeers from the first group:  I wasn't involved in the contacts.    I was orchestrating things from near the repair truck, with all the armour except the vehicle actually repairing in a skirmish line facing north.

I know that three choppers are down and I haven't seen hide nor hair of the fourth:  I suspect it was shot down a long time ago.  It may even have been my, I did shoot down a chopper once but not sure if that run ended up being saved.

I don't know what the each side started with, armourwise, so I don't know what armoured opposition awaits.   The northron convoy armour should still be alive, plus any base patrol vehicles.   I believe two northron armoured groups were destroyed at Chapoi.   I don't know who was the owner of the armour wrecked at Hourdan.  I do know that there will be plenty of infantry waiting for me.

Off we go.  After one careless, disastrous run common sense prevailed and I left the Bradley behind, with a view to bringing it and the repair truck up as required.   Oh that 8 wasn't dead!    That extra man would have been so useful.      

There was a squad in Dourdan and another at La Trinite, where there was also a wrecked chopper.
Title: Re:Abandoned Armies
Post by: THobson on 23 Apr 2005, 10:29:20
Quote
I do know that there will be plenty of infantry waiting for me.
I hope so.  I might have over committed the northrons in their attack on Chapoi.

I have never seen a tank do anything other than ignor a tent, that and flatten it.

Quote
If it was me, I'd probably use the ammo slider to leave a few rounds in.
That would fit with the sloppyness I am trying to cretae for the southrons - leaving live rounds up the spout when a vehicle is sent for repair.  Not sure it fits with Anropov's image though.
Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 10:52:39
Another difference between the factions then.   You need to do everything you possibly can to differentiate between them, although this is yet another one the player probably won't notice since he is unlikely to borrow tanks from both.

We swung left from 3 towards Larche - don't want to keep going straight into the opposition.   The two lads in the Bradley, next to the repair truck between the 'dans, calls occasional contacts.    Stragglers or guard I'm not sure, I suspect stragglers because a whole squad has a good chance of taking out a single brad, assuming it has a LAW.

At Larche we found two soldiers, one of them with 3 rockets all of which hit.    I had to switch to the other abrams and send mine back for repair.  Accompanied by the T80 I headed to Saint Louis, the scene of such difficulty in v1-00.    There has been a battle here:  dead soldiers and a burnt out Vulcan.    The T80 takes out one or two (not sure) jeep/mgs and I hit some infantry, all of whom have come in from the airfield road.

It's 16:20 and the weather recently has been good.    The light is getting difficult now and I think the fog is starting reappear.    The sun appeared for a little while a while ago, which was really, really nice.    Since we can't have full daylight - which would have been nice - I'm now waiting for dark when we'll have an advantage with NVGs.   Presumably at least some of the infantry don't have them.

We moved north and then east towards the airfield gate:  I wanted to keep the hillside between me and any armour at the northern end of the airfield.   That part of the plan worked, but two law loons combined first to kill my driver - always a depressing moment - and then me.

Oh ya beauty!   Repair convoy abandoned south of Saint Louis - was that you?   Gonna make life much easier anyway.    Dammit, killed again.    I'm in an Abrams but still the rockets toasted me before I even had time to swing the turret.
Title: Re:Abandoned Armies
Post by: Mikero on 23 Apr 2005, 11:28:47
>Illusion

is where you see 3 soldiers on a ridge skyline and think there's 3 squads up there.

when you think tanks coming out of the mist at you are actually gunning for the tanks you didn't see behind. You don't even know their number, could be 20 of them.

The illussion that an entire squad, possibly an army, wiped you out, when all it was, was one nasty M2 and a sniper from behind.

mist = smoke and mirrors.
Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 11:50:54
Quote
is where you see 3 soldiers on a ridge skyline and think there's 3 squads up there.

Which reminds me of the old joke ..... The English army are invading Scotland.    Suddenly, on a nearby ridge, a hairy Scots warrior appears:  waving, mooning and shouting insults.     "Sergeant," says King Edward, "take half a dozen men and deal with that ruffian."    So off the sergeant goes.   When he approaches the dancing figure the watching army hear a distant shout of "oh shit" as the warrior vanishes over the skyline.    The sergeant and his gang follow him.

Shortly, the hairy Scotsman reappears.  "Ya boo sucks is that the best ye can do?"     Irritated, the King says "Captain, take a couple of dozen men and deal with that squalid pest."    So off the captain goes with his troop, there is another distant "oh shit" and Scotsman, Captain and troop all disappear over the skyline.

Some time later, the Scotsman is back again.   "Ha ha ha have ye got any more captains?"    "Right," says the King.   "I've had enough of this.  Colonel, take your regiment and put paid to this nonsense."     So off they go.   This time the cry of "Oh shit" has some real panic about it.    

Anyway, after a verrrrrry long time, a lone figure staggers onto the skyline.   It's not the Scotsman, its the colonel.   There is no sign of his regiment.    He crawls up the King ... his clothes in ruins, a dagger still sticking out of his leg, blood everywhere.     "It was a trap." he gasps.    "A trap?" said the King.   "Yes," replied the Colonel.   "There was two of them."
Title: Re:Abandoned Armies
Post by: THobson on 23 Apr 2005, 12:11:13
 ;D No prizes for guessing where you come from.

Quote
Repair convoy abandoned south of Saint Louis - was that you?  
Each side has a fully equiped support convoy: repair, ammo, fuel, ambulance - I think - I can't remember now if I kept in some probabilities of presence for some of the vehicles (certainly 100% for the repair truck).  After the fighting starts I just let the OFP engine decide what to do with them.  So in answer to your question: in part.  They turn up all over the place, sometimes I never find them.

Mikero - Illusion.  I understand, thanks.  I thought you thought I was playing sounds to simulate battles.  I actually do do this in two places.  If the player approaches either of the two civi groups before being told about them there will be sounds of M16s and AKs, then after a few second the sound of a bullet hitting a body (randomly selected of course) and the player dies.  It was the only way I could think of dealing with this without having yet another cutscene that no one will see.  All the other battle sounds are 'real'.
Title: Re:Abandoned Armies
Post by: Mikero on 23 Apr 2005, 15:07:31
Quote
No prizes for guessing where you come from.

His mother was a potato? Or a haggis?

<slap>

Mac, first heard that joke in use for the Arab Israeli war. You tell it better.
Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 19:11:32
Och aye d'noo, it's a braw bricht moonlit nicht the nicht, east fife four, forfar five, billy connelly for pope, etc..

Never mind arab-israeli, I'm pretty sure that one was current when it was romans and hebrews.

Anyway ... we found this support convoy.    In perfect order, just completely abandoned.   I had, if you recall, the T80 with me.   We were in good order but took the opportunity of tidying up.    On attempting to leave the area, we got trashed.   Twice.    The third time we just waited for them and a squad of three (yes three) law loons, an officer and a machine gunner came over the skyline 100m.   And yes, I did get out of my tank to count the bodies.    I feel this is a little excessive.   Had we been in tank, apc and vulcan we would have been completely wiped out.     A little moderation on the numbers, skill, or ammo of random anti tank loons would be helpful here.

Regina Proeliorum, my next mission, is a tank mission and I spent a great deal of time playtesting it.    It turns out that you need surprisingly little opposition to make a tank mission fun.    Other tanks are no problem, that's what it all should be about.   (I wrote my armour strenghts spreadsheet to investigate all that:  it turns out that the data in that sheet, plus first shot advantage, pretty much define how tank battles turn out.)  

However, LAW and AT loons are different.   A few posts ago we discussed how tanks seem like godzilla when you fight them and wet paper backs when you are in them.   That, combined with the fact that your own tank crews are such vipers,  means that a very few law loons go a very long way.   Particularly when they are unexpected places.     (I deserved to get whacked at Larche.)    Remember too that AI rocket loons can reload faster than human, and AI tank commanders are much better at spotting rocket launches.    

Remember too that a law is nearly as powerful as a sabot round.    And a solder is a much smaller target than a tank.    If you look at some numbers and make a few reasonable assumptions, an rpg/law loon is about the same opposition as a T72.   Three law loons coming over the skyline is much the same as three T72s coming over the skyline.    


Meanwhile, I've trying to reorganise the rest of the squad.   One Abrams went south for repair, which it had, and I tried to bring it back along with the repair truck and the bradley, each with only a driver.   Both of those got stuck, the repair truck I suspect in the same place as the T80 always used to get stuck, so I ordered those lads to jump out and get into the vulcan we had left behind.   Meanwhile, the abrams joined us and healed at the bmp ambulance.   During this time the T80, on guard while I had my head buried in the map, reported and shot the occasional soldier.   Suddenly he blew up the repair truck ... these loons must have been the crews coming back.... AAAAARRRRGGGGGGGG.

Of course, from the retry, those wretched loons never turned up.     Brought 5 and 9 in the Vulcan up and left them at the convoy while the rest of us approached the airfield.   I took out the M2s at the gate from long range, then we tried to approach from the south.    We made seven attempts, using slightly different approaches and tactics each time.     Only once did I survive long enough to fire more than two rounds, and that was only because both of my other tanks were destroyed.    When I reversed a bit then tried to run due east towards the sea, so that we could approach closely from the beach ... we never even made it across the plain.    I don't even know how we made it in to the gateway (the save point for these attempts):    we were lucky to make it back to the convoy with all three wagons still moving.
Title: Re:Abandoned Armies
Post by: THobson on 23 Apr 2005, 19:47:53
LAW Loon count is clearly a problem at this stage of the game.  The initial squads are randomised, but this time the southrons have attacked the airport with armour and possibly also by now small groups of loons are joing up to make larger groups, but I do agree three together would take a lot of dealing with, especially if they are all fully armed.

If you get back that way I would appreciate a picture of something stuck in the 'tank paper'.  This is not something I have any recollection of seeing.


east fife and forfar athletic.  It is a long time since I heard those.
Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 20:00:07
I tried to snap that was killed first.    It is my intention to try and get a good savegame just before the end so that I can go an explore anything you want me to check.

Meanwhile, here's a weird one.    The Bradley is still extant, but a couple of km to the south of us and unmanned.    
Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 20:12:41
Oh fucking hell its getting worse.    We completed the repair operation no bother, then I put 5 and 9 from the vulcan into the repair truck and bmp ambulance.   The plan was to drive all the way round and come at the airfield from the north.    (we can't get to the east without a long drive anyway, and that's not a good approach really.   From the southwest will be just the same as the south.)     5, in the bmp ambulance, went mad.    He is driving south, just got past Houdan in spite of repeated orders to drive to various points a little bit nearer our location near Saint Louis.    Bizarre.

I tried again and he did the same thing.   The instant he got into that bmp he was off.   Put him in the ammo truck and he did what he was told.   Put 9 in the bmp and, as soon as he was given a move order, he was beetling away too.   That bmp is obviously haunted.

Well I put him in the ammo truck instead, but while we were faffing about getting into formation I was killed again by a law.    

I have to say I'm deeply frustrated now.   I've basically made no progress since last night (real time) other than get the armour from Chapoi to Saint Marie in one piece.    It's 17:00 in the game and the weather is overcast.   I would have given up on the armour long ago were I not testing:  I want to finish the mission in the tanks if I possibly can.      Are there still snipers in the woods overlooking the airfield?
Title: Re:Abandoned Armies
Post by: THobson on 23 Apr 2005, 20:47:20
The 'Rearm at Ammo crates' actions are added to the relevant wagon and removed when it is actioned.  Having it as an action for one of your team in the circumstances you describe is not acceptable, I really will have to deal with that, but I fear it will mean giving each wagon a name.  I do hope that the Bradley had not already been re-armed, otherwise I will have a real problem.

I now recall having times (not specifically with this mission) when I would give an order to a loon to go somewhere and they would head off in almost the opposite direction.  I didn't notice that it was related to them being in vehicles (but I didn't notice that was not either).  I just assumed it was OFP getting its sums wrong.  I don't recall the problem persisting in the way it seems to be here.

I apologise for the frustration and I do appreciate your perseverance
 :)

Quote
Are there still snipers in the woods overlooking the airfield?
Fraid so.
Title: Re:Abandoned Armies
Post by: macguba on 23 Apr 2005, 20:57:25
The Bradley was rearmed when I picked it up.   At least I presume it was, I did do it more than once but I suppose its possible in the saved run it wasn't.


In the end I gave up trying to reorganise and get out in one piece.   I just ordered everybody to leg it and as it transpired we lost only 5, driving the ammo truck.    Good riddance.    The frustration was threefold:  the usually trauma of loons and vehicles;  the extra weird stuff;  and the loose loons.   On one run, for instance, 5 was wounded and his wagon damaged by a lone officer who turned up, lay right beside my tank, and started shovelling bursts of AK fire into the lorry from 20m away.

We got clear and left 9 in the repair truck west of the fuel depot, which we cleared without trouble:  one law loon I saw, who got off one round which I think missed.    Moved up to the airfield and dealt with the T72.   Moved forward very slowly and started taking out loons.    There was a re-man script on the M2s which was very handy, I just used the machine gun on each new chap.    We got established on the airfield and took down the law loons as they ran towards us.   Well most of them anyway.  I was killed by the first hit on several occasions, presumably by CGs, but infinite savegames allowed slow progress.   The two Vulcans and another T72 provided a little amusement.    Eventually there was a burst of activity and my T80 was roasted.    Both the Abrams were still in good nick, so we circled around the buildings and took out the remaining infantry.   When all was quiet, and had been for a while, I drove myself from the south into the nest of buildings wherein I knew lurked Andropov.    As I was about to disembarque, 6 in the abrams called a T80 and a Bradley.    I rushed back out to help, but the abrams was was toast and although I got the tank somebody got me.    

The save point was awkward but after three attempts I got them.    The abrams gunner was killed but I was able to send teh driver back to the repair truck.   The two loons then crewed the tank but they hit trouble on the way back and 2 was killed.    Meanwhile I, having been wounded somewhere along the way, was crawing up to the tent where I dealt with the boss and two guards without trouble using my GlockS.   I think the boss was outside the tent on the runway side.   3 had to bail out of my tank because it was hit, then I was shot by a spetz natz just as I came out of the healing animation.

Just to put this all in context, I saved:

- short of the fuel depot
- after the fuel depot
- on getting onto the airfield safely
- twice (I think) more on the airfield
- before attempting to disembark
- before actually disembarking

I've gone back to most of them two or three times.     The biggest problem here has been the one hit wonders:  I'm almost always killed by the first hit, and being lead tank of course I'm usually first hit.   I'm dying almost every time the enemy fires.    So much for godzilla.




Title: Re:Abandoned Armies
Post by: THobson on 23 Apr 2005, 23:03:38
So Andopov didn't over commit in his attack on Chapoi then? ;D

Quote
There was a re-man script on the M2s which was very handy
It is handy, but it's not a script.  I just grouped the M2 with an infantry squad and that is what you get.  It's handy if you are in a tank - but it can be a real swine if you are on foot.

Quote
The biggest problem here has been the one hit wonders:  I'm almost always killed by the first hit, and being lead tank of course I'm usually first hit.  I'm dying almost every time the enemy fires.
 Even in an Abrams?  As soon as I take a hit I get it into reverse and hope that someone is sharp enought to get the bastard that hit me.

V1.11 currently has 44 saves available.  36 as starters plus 8 given along the way for doing things (not time related).  Even that might not be enough.

I think you are going to tell me this is too hard.

EDIT:
Just re-read your last post.  That really is a lot of effort mac.  Thank you.
Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 00:12:48
Quote
So Andopov didn't over commit in his attack on Chapoi then?
;D ;D ;D

Picked up the retry just before the T80 and Bradley appeared.    The Brad dismounts get out and in again btw.   Tried it a few times till we all survived, and they didn't.    Ran north to pick up 9 and repair both vehicles.     Ran back onto the airfield and drove right up to the hospital.   The first heat did the trick.    At the second attempt we got off the airfield and back to the remains of the convoy.   I had hoped to heal but the bmp ambulance was gone!    Fuel truck still there.    Ammo truck (presumably still with 5's body was just north of Saint Marie so we rearmed there and tried to heal at the field hospital.   My driver got his medicine, but just after I'd got mine he decided to swing the tank round, destroying the tent and nearly crushing me.   Entirely my fault for parking too close but symptomatic of the day I've had.    We drive to Larche to find a field hospital in working order.    Nice arrangement of tents here btw.

So there we are.   There are five of us left.    2, 3, 6, 9 and me.   We are all well and we have two fully armed and repaired Abrams.  (Which reminds me, the other one needs gas.)     All objectives are ticked except destroy Andropov's army, but there can't be many left now.    This retry is at your disposal.    Andropov kicked the bucket at 17:50.   The weather is clear and its fully dark.     I'm now going back to the airfield to see if anybody has turned up.
Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 00:27:09
Well that was easy.     A whole gang of loons running around.   None of them had laws so I just swung the mg back and forth till the surrender animations and text kicked in.   Sweet.

Cutscene:   very weak at the start but you know that.   We need shots of your family.    Take NVGs and binocs away from your squad and make them setUnitPos up.     Coloured text if it can be done.    Don't make the shot looking up Tatyana's skirt.     The big overview shots are mostly too far back.   Try a little movement to cover the whole scene, rather than being miles away.    Consider having shots of each character when saying who did the voice.

Casualties - 8 was around Chapoi I think, can't even remember.    5 above Saint Marie, a wandering loon/squad got her.   The other two in the T80 on the airfield.

As for the last part of the mission, yes it is too difficult.    On a technical level there were three problems.    Firstly the lack of a medic.  I know it was my fault because I got him killed, but he was killed because he was out on the wing.      Secondly, the weird stuff.   I suspect the length of the mission may be contributing towards this.    Thirdly just the cussedness of loons in general.    Fourthly the horrifying number of law/at loons.    

To be fair, I only stayed with the wagons because I was testing.   In a real play I would have taken them but abandoned them somewhere around Houdan, which was when it really started getting arsy.    The rest would not have been too hard:  I would have approached the airfield much as I did with v1, probably finding a vulcan on the way, then some snipers, doing a great deal of sniping myself and then sniping with laws at the remaining armour.     So it's not too hard per se, it's just too hard to use the wagons.   At least the way I played it.    Without tanks it would be impossible - you would have no hope at all in APCs.
Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 00:42:09
Here is where the T80 always got stuck at Dourdan.    I'm put the Abrams in the right place and orientation.  Hope its not too dark to see.  

It was very strange because there is space for a tank to get through the gap, even without having to knock down the tents.

I suspect 44 saves will be about right.    I did various calculations and reckoned that it should be somewhere between 24 and 48.    It took me 12 hours or so of game time, which wasn't fast - I did some exploring and deliberately didn't start the war until I had to.    48 would be one every 15 minutes which you can't really complain about.

Oh yes, I forgot to say one of the reasons the end was hard.   It was the randomness.     You were never safe.  At any moment you could be attacked from any direction.   Sure, this is fine to an extent, but you can't keep an all round defence the whole time so you simply are going to get bushwhacked regularly.   Which eventually ceases to be amusing.   It's fine if y ou are on foot - you can huddle in some bushes while you look at the map - but when you are in vehicles, which are very obvious, very vulnerable and constantly require repairs, ammo or fuel (and from which it's hard to get chaps healed) it's no good at all.      This is a point I've made before.   These random squads running from A to B because of their guard waypoints or whatever should be constrained, if its at all possible, to more obvious routes or places.   Have a think about that.    It will certainly be impossible to remove the random contacts completely - and I'm not sure that would be a good thing anyway - but if you can cut them down a bit ....

If you really want the player to be able to tank the end - and it's a nice idea - you will have to reduce the law loons considerably.   This will obviously have implications for the force balance of the war, unless you have a removeWeapon/Mag script which kicks in once one side has been defeated.   The player will never know.

I don't really know what to say in overall comments.    From reading them you probably have a better impression of my overall view than I do.    The most important thing is that your objective of creating a world has been a resounding success.    Such work as remains to be done - and there is plenty of it because it is such a big mission - is now mainly cosmetic.   The changes from v1 have considerably improved things.  

Having played it twice you will appreciate that I'm not necessarily in a rush to play it again when the next version comes out.   I will test it of course, but in the misson editor and perhaps running a cheated version (invincible or something, with 4x) if you make one.   Also I'll be happy to run around this savegame and look at anything that needs checking.     I haven't commented on northron bases but maybe that should wait till next version anyway.

I tend to say well done and so one when noobs need encouragement.    But this really is well done.   This is a remarkable mission.   :thumbsup:
Title: Re:Abandoned Armies
Post by: Mikero on 24 Apr 2005, 02:35:13
>tanks

I dont enjoy them as gameplay, almost all missions. They're either very one sided against the loons, or, my squad goes wobbly. Only time I've played them enjoyably is tank on tank.

In this misson it's otherwayround, too many rocket loons to save my backside from roasting / visibility question marks with ai armour in fog.mist / and woeful navigation skills from my ai

But, thematically, i think they should be used by player at the last battle Northron or Southron. Without them, I'm left in a repeat experience of crawling my poor battered body through just-another, heavily armed camp.

For me, it would have been a change of pace, theme, (which is done everywhere else in this mission), to clean out the airport using them.

A sort of refreshing finale where things were becoming easier and easier to accomplish.

Just my thoughts, now.

For me, what I actually thought during game play was the author was a cunning man. Everyone rushes to these beasts to play them as if they are the answer to the universe, it's traditional gameplay. I thought the author had deliberately introduced a crippler to discourage me from doing so.



Title: Re:Abandoned Armies
Post by: THobson on 24 Apr 2005, 09:38:35
mac
Quote
This is a remarkable mission.
You have made my day/week/month/year.  Thank you.

Bloody well done.  Thanks.  I guess I do have a good understanding of how you were feeling about it.  I think up to clearing Chapoi you were enjoying it, after that it steadily became less fun and more a duty to complete.  The fact that you continued I very much appreciate.  In fact you and mikero are both bloody heroes.  You both have done the mission twice, in deliberately different ways and have come up with a lot of issues and ideas that have really challenged me.  The result will be a much better mission.  What more could a mission maker ask for?
Indeed I do understand that playing it twice would reduce your appetite for playing it again.  Testing the next version in the mission editor, or in some sort of cheat mode would probably be more help to me at that stage anyway, so if you would do that, that would be great.

Quote
one of the reasons the end was hard.  It was the randomness
You understand the benefits and the difficulties here.  By this stage there has been an unscripted war between two large armies that stared off with randomly located groups each with a random make up of loons, and while the armies are battling it out there is also the irritation of a tiny band of lunatics plugging away at them and pulling their forces in different directions.  But then I think: wouldn't it really be like that towards the end, the complete chaos of war?  On the balance of the units - I will certainly look again at the law/rpg/at numbers.  I think the AA is about right - sometimes the choppers play a significant role, other times they don't.

I'm sorry mac the picture of the stuck tank is a bit dark,  I put it in Photoshop and boosted the levels and couldn't make anything out.   It's fine - if you are puzzled about what is happening there then the picture probably wouldn't help me anyway.  I have had a scout round the tents at Dourdan and can find nothing obvious. - The ai wouldn't be squeamish about running over the corpses of dead civilians I suppose?

You are right I am aware of the need to improve the Intro and the final scene - there were just so many other changes from v1.00 that I did not want to wait until I had done all that as well.  And now I know about camera.sqs I may re-look at all the scenes.  Did the zoom out from the dead members of your squad work?  I know you suggested to put them all together somewhere as if it were a few hours later, but I felt would be more poignant to see them where they fell, and as I have no idea where that will be any static shot could have a wall, tree, vehicle in fact anything in the way so could be crap.  I make all the living ones CARELESS before they are seen - I guess after what they have been through they can't believe it is all over.  They still seem AWARE for me.

I appreciate the offer to do some exploring to see what is where, but honestly I can't think of anything that is more than idle curiosity on my part - I have no preconceived ides about what should be anywhere.  I have appreciated your screenshots.  I am glad you captured what must be a very rare event southron POWs surrounded by armed northron soldiers.  The shot of the two dead choppers was a puzzle, I take your word for it that they shot each other down, I hope so, the only other times I have seen two together like that is when they have collided and I thought I had stopped that happening by giving them different heights to fly at.  But heh if in the height of battle they bumped into each other - so be it.  I do know they can fly around for days if necessary without a collision.

Any comments on the previously hot issue of the av/ap mines?  I will keep them in for the next version and see if they cut the mustard then, if not then they are out.  Changes already made for the next version:
A nice full screen dialog page of instructions
The safety feature of an action at the top of the player's list that will give a hint telling the player how many of each type are left.
A voiceover explanation when they are found, and they are now only found inside the first hut the player enters.
AV mines can now be created out of any of: any anti-tank, anti-air missile/satchel charge/mortar/grenade.  AP mines can still only be made from a Handgrenade

mikero
tanks
Quote
For me, it would have been a change of pace, theme, (which is done everywhere else in this mission), to clean out the airport using them.
I was trying to give the player exactly that option should they choose to use it.  I certainly wanted to avoid forcing :
Quote
a repeat experience of crawling my poor battered body through just-another, heavily armed camp.

Quote
For me, what I actually thought during game play was the author was a cunning man. Everyone rushes to these beasts to play them as if they are the answer to the universe, it's traditional gameplay. I thought the author had deliberately introduced a crippler to discourage me from doing so.
Well as you now know - not so cunning I'm afraid.  At no stage in this mission do I attempt to second guess the player.  What I have tried to do is to create a realistic environment, have things behave realistically, give the player lots of options - and then just get out of the way and not interfere.  (I adopt the same approach to my garden btw - though I now suspect my wife of paying people to come and work on it.)

There are a lot of scripts for this mission but take away the cutscenes, the fixes (keeping the convoys and patrols running, re-arming empty tanks etc.) and ensuring the loons behave sensibly towards the end - there is very little left.  What I wanted was the randomness and chaos of war.  There is a downside to this and that is, in a random world just about anything is possible, so the wonderful battle noises you had with choppers doing good stuff on your behalf - that may not happen for some other player and they might walk away from the mission with a very different view.

I have been thinking on the tank issue.  I recall when doing mac's Un-Impossible mission that shortly after I had captured an Abrams the mission immediately became very difficult - to the extent that I joked in one of my posts that if mac wanted to make the mission truly impossible he could have given me an Abrams from the start.  Not difficult because it wouldn't do what I wanted it to do (I was the only occupant most of the time so there would be no excuse for that), but difficult because of all the AT/AA loons about (as an aside it was here that I found out that OFP is sufficiently smart that it will use AA rockets against armour).  Then I realised that the main advantage of the tank was its long range weapon and there was I getting killed in short range melees with infantry.  Once I changed my tactics and kept my distance it then became much less painful.  So at first I admit I wondered if the problems were down to tactics.  I now see that they are not, but I don't know what I can do about it.  I have taken tanks from Chapoi to attack the northern airbase and I have taken tanks down to attack Chapoi and not had any of the problems described here so the problem has a random element to it as well.

What would help me is knowing how serious this is.  Mission killer/major re-think serious? or just pain in the backside serious?  I can adopt mac's suggestion of removing AT ammo from the loons for the final battle - what I have no idea how to fix is the loony routefinding of the ai.

mac and mike
When ever I reply to either of you I usually fell it is not adequate and doesn't reflect the time and energy you have put in.  All I can say is that I really do appreciate it all.  Thanks you have both been fantastic.

Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 11:12:01
@mikero - I agree with you about tanks.   They are fun tank on tank, but otherwise not so great.      It is my view, however, that they should be a good option for the second base to avoid the feeling of repetition.

@THobson - leaving aside the questions of difficulty for a second, there is a potential problem of pace in this mission.    The climax for most people (there are so many ways to play this you can never be sure) will be the destruction of the first base.    That is what you have been working towards.    Consequently, in order to have a really satisfactory "mission experience", the rest of the mission should be a glorified coda:  a mopping up operation.    Of course you should still have to work a bit, but you have a very long way to go and some nastiness at the other end (hidden snipers and so on).    Therefore, anything you can do to make this last section of the mission easier would be welcome.    It should be, as a matter of mission design, deliberately slightly easier than the meat of the mission.     I think mikero and I are in agreement on this.

@Both - I must read mikero's story, I avoided it since he was ahead of me.

@THobson - I enjoyed the beginning.     Got a bit bored and frustrated occasionally collecting everybody.   Enjoyed Dourdan obviously.    Enjoyed Chapoi.    From then on it was like cleaning out a byre with a broken shovel.  In the rain.  

However I think the general structure is now about right, and we have proved that bugs are not a major problem.   Most of what needs to be done is polishing and rebalancing, and we can't test the rebalancing very well anyway because we know the mission.

AA - yes I think that is about right, it certainly all worked fine for me.

Random squads appearing - yes you are right that towards the end the island would be a shambles of roving bands.   However, remember your job - you are a mission designer:  an author.   A creator of smoke and mirrors.   It is your job to make the player feel that the island is a shambles of roving bands, while still ensuring that he has fun.    Just letting the AI handle it is a cop out.   And in any case, this was a problem even before the war started.   In v1 I didn't waste my time with vehicles at all, knowing that in the long run its quicker to walk.   In 1.1 I used vehicles as much as possible to provide contrast, but it was miserable work.     I was ambushed and killed myself two or three times in soft vehicles, and near the end when I was trying to reorganise the convoy I had to give up after 8 or 9 attempts, partly because the AI was mad but partly under the pressure of a devastating attack by three squads ... one of which definitely consisted of a single loon (no rockets) and a second which I suspect had the same composition.    The third - about 5 with at least one and possibly two law loons - we managed to deal with every time with no more than one hit.

What I'm suggesting is a minor/medium rethink of the way the guard groups are used.    I'm suggesting that you control them a little more rather than just letting the AI do it.    Random ambushes will always be a part of it and that's fine, and the affair at the end was because it was near the end, but in the heart of the mission their frequency should be reduced.

Far too many LAW/AT loons at the end, I think we've established that.

Sorry about the dark pic.   The tank is facing south, between the field hospital and the hooped tent immediately to the FH's west.    In all cases the T80 was somewhere on the hillside/woods to the southwest of Dourdan, and was being ordered in the direction of Houdan.    He had no reason to go anywhere near Dourdan.   There is no reason why anybody should ever go there, and no reason why he should get stuck if he did.   It's obviously some invisible thing (which will be impossible to replicate) so just jiggle things around a little and hope for the best.

Now that you know about camera.sqs you should relook at all of your cutscenes.   Most can be improved.  I know you've done a lot of work already, but that's a sunk cost.    The zoom out from the dead members did work but it was slightly too fast.     It is fine to leave them where they are - even if some are hidden by walls or something people understand that's unavoidable, and in most cases it will be fine anyway - all of mine worked.   The living were all safe, except one who was prone.

Idle curiosity is fine.   I don't mind a bit of exploring although remember it has just got dark and there's no 4x.   I may try letting it run overnight tonight if there is anything you need to see in daylight.

I thought the mines were good anyway, although open to improvement as you are doing.    I only used them in one area but they were absolutely superb.   It's great having the ability to use a handgrenade to make an AP mine, I've alwys wanted that - felt it was an ommission in the game.   I never placed one accidentally.

Quote
I adopt the same approach to my garden btw - though I now suspect my wife of paying people to come and work on it.)
Lol twice!

I remember your comment about the Abrams in Un-Impossible.   And you are absolutely right about tactics.   The problem here is that you cannot use the correct tactics.   Partly because you are always being caught in short range ambushes, and partly because of the weather.

It isn't mission killer serious, it is only pain in the butt serious.   You have the option of doing it on foot after all.    I think you should try and reduce the original number of law loons altogether, and make many of them very low skill.   This will mean lots of missiles flying about but not too many of them hitting you.    When looking at, for example, the defences of the airfield, remember that (in armour terms) the closest approximation to a law loon is a T72.  (Actually it's probably slightly weaker, but noticeably stronger than T55/M60.)    Replace all you law loons with T72s and see how the player would feel attacking the airfield now.  

Also, as I said before, greater control of guard groups.   I haven't looked into how these work but, for example, you could make them zonal, so that each one only responded in a certain area.    Use more waypoints and more switch triggers so that if they are called out and find no battle, they search the area (at the moment they mostly just stand there) then return to their base.    It is their cross country maneuvres (from one callout point to another) that make them so dangerous.     Un-Impossible uses "infinite waypoint loops" if you want to see an example.    The armoured groups use them.   I suspect at the moment your chaps just have a guard waypoint which is maybe moved from time to time, but that's it.   More sophistication would be better.   But again, this is pain in the butt serious its not a mission killer.

Overall the difficulty level has scope for reduction - after all, you have an awful lot of loons to kills.    I often say for long missions that if you have a lot of contacts, then each contact should be pretty easy and that rule of thumb applies here.   Nothing major required, but as your tweaking tweak toward easier rather than harder.

AI routefinding is not your concern, that's a game issue.

Your replies are adequate, do not fear.   :)



(I have to post as I write in case a bloody cat stands on the keyboard, since Mr Gates has decreed that virtually any random key combination deletes your work.   What a clever man he is.)

Title: Re:Abandoned Armies
Post by: Mikero on 24 Apr 2005, 11:40:43
Perhaps unlike Mr Mac, I am itching to get back into this world (as he says) you created (good one mac).  I *will* marry Irena this time round,  instant homesickness with that small pbo you uploaded.

The mission is immense, for that reason, I'd rather conserve my energy, and selfishly, conserve my enjoyment, for the next version. 24 hours + is a long time off the internet !!! I really can't wait to get up that damn hill again, I have all sorts of cunning plans up my sleeve that I want to explore, moving entire truck contingents to Le Port, a sneaky plan brewing to get godzilla, all sorts of things

I also want to smack one side so hard and do a MacGuba, but to the Northrons. Hours and hours of possibilities here.

BTW, i did notice, my 1st go thru to airport was done 'differently' to the standard St Louis approach. I came in off the beach. The scenario was remarkably different as a result, niether better nor worse, but not as many nasties. You might want to beef that end up. Attack the fuel station and lotsa horrible things come running there eg.

If you attack chapoi fuel station, this is what does happen. (tanks from north)

As far as ap/av, i'd hate safety features just as much, providing you can give me a toggle so that I can use my wrist 'normally', I wont have anything to complain about. If not, I will never enter that hut (and I didnt, for a very long time, 2nd go)

The only BAD experience I have had with vehicles your mission, is vehicles in general and not a tank specifically. Me driving a tank, fine, Irena blasting away, fine. It's just general vehicle issues, that you already recognise. Whether you tweak them doesn't trouble me greatly.

as far as using tanks in general, I would, certainly, have done so, irrespective of poor ai, but, a second problem reared it's head. The ability of ai to see thru "mist" (i dunno if mist fog rain, can't remember) THAT killed it stone motherless dead.

I dont agree with you removing ANY rocket guys. You reduce them, then ALL ai looks for contact lenses. This is my experience speaking as a player. Am not interested in a turkey shoot.

Your description of firing from range is fine, but for that to happen, and I would suggest the flat long huge wide airport is 'perfect' for that, you clear the fog and let the battle commence. Eg us vs other tanks. Dont  mind, dont care if you never do that, just a suggestion. It would change the final theme nicely for me.

Finally, please have a look back at my suggestion for Trinite and why it is a ghost. I knew by your reply, you were snowed under at the time and didn't pay too much attention to it.
Title: Re:Abandoned Armies
Post by: Mikero on 24 Apr 2005, 11:53:17
@MacGuba

Quote
I think mikero and I are in agreement on this.

yes, and in spades. Particularly the reference to repeating it all again. (I too mentioned that)

I think your definition of a beginning, a middle and an end, sums it up very well.

>Rockets.

I'd have to think a bit on that one, because unlike you, I wasn't keen to touch armour (you did so for honorable reasons). I'd have to experience them in the numbers you did to have any opinion at all.

The one thing i DO know is once you remove rockets,, then any Tank turns Loons dumb (for obvious reasons), and if that happened, it would destroy the mission.

Quote
It isn't mission killer serious, it is only pain in the butt serious.  You have the option of doing it on foot after all.


precisely.

>random squads

you touched on something there I wanted for my game play. To keep it short and to exagerate greatly, if I attacked Goisse, I wanted the entire Northron army converging on the spot while I went off to Le Port. One of my cunning plans was to totally confuse the enemy dragging him to places I was not, and thus wealening evrything else for a time. If Chapoi rushed out, and I rushed in, well !!

Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 11:55:26
No sense in removing rockets from loons at the end, but maybe run a check so that if a new combined squad has several law loons some of them lose their launchers in a puff of code.

Upon completing v1 I mentioned a lack of slickness.   This has been much improved, but again, it's one of these things to think about as you're tweaking.   Always go for the slickest way.   When you're placing a vehicle in a base, sure think about looks and how it would really be and so on, but also think "what makes it quickest and easiest for the player?"   For example, ordinary trucks should face out of nets, so you can drive away.   Ammo and repair trucks should face in, so that they are useable easily.


Quote
- The intention with this mission is to get the player to a point where they think: "Now what should I do?" and have plenty of options to choose from.  Does it succeed in your view?
Basically yes.      The more you can develop the story and characters teh better from this point of view.    The information the deserter gives you is absolutley critical:   the script of that scene must written very carefully indeed, as it is the transition point from prescriptive play (rescue him now him) to imaginative (what will I do now?)

Quote
- Each side gives up when their leader is dead and they are down to a loon count of 10 or less. What does this feel like?  Too many?  Too few?
Didn't really notice it at either end, so I presume its fine.    At the airfield (when I went back after Andropov was dead) there were an awful lot of loons just milling around in the middle.    Having them on two or three groups might be better.

Groups of bodies in Stamenov's area:  make them more diverse.  Different numbers, cramped up or spread out - they are too similar.

Bring back the mad women if you can.

Sequence of objectives is now fine.

Replay value.   An interesting one this.   It is the kind of mission that many people will really want to play twice.    It doesn't need random starting locations (which I know you've taken out) becuase the replay value is not in the randomness:   it is in the player's choices.   Do I rescue all these civvies?  Do I start the war?  Do I go to La Trinite?    The more randomness you can take out, the better.    You want it to start off identically each time you play, so that you can try different things.    Petty randomness, like the number of loons guarding Tatyana, is obviously good.

Combine rating, time passing and objective completion with setSkill commands to increase the skill of all of your squad throughout the mission.  This will provide a reward for keeping your loons alive.   Perhaps a sound file or two of conversation to bring the player's attention to this.

I did look out for the cd player in vehicles but never found one, or never noticed it if I did.   Add it to more vehicles.

Starting to read mikero's comments.    Most of the remaining lag in the mission is mostly caused by static objects, have another trim.   (I know I've mentioned this before.)

I recommend again, if you haven't done it already, to convert to stringtable.csv.  Gets everything in one place so you won't miss andythng and can change stuff.  Makes life much easier.

It's very noticeable that about the only weapons not in the mission are G36 and Steyr.   The ones you really want.   It feels harsh:  don't put them in, but take out some of the others.  Uzi for example.  Keep it to the standards:  HK, bizon, AK, M16, MGs, snipers.

Mikero felt the need to have a firefight before colleciting all teh civvies.  I did too, although I managed to restrain myself.   I think most players will.

@mikero yes a squad will protect its flanks.  Annoyingly, most of a squad in wedge look behind you, rather than at least some looking the same way as you.

I believe one or two of the signposts on the island are just wrong.  Not sure though.

Quote
I'm a bit off balance with no machine gunner in my squad,
It is a real problem.   In fact I had a machine gunner (carrying a satchel instead of one mag) for  most of the mission but it occurs to me that in fact my squad didn't do much of the shooting, it was mostly me.    With a normal squad of 8 or 9 you could easily carry what you need but with these three civvies you are very short.    Consider having one of the civvies changing into uniform and becoming a soldier during one of the cutscenes.   (i.e. replace one unit with another.)   Preferably the girl.  

(sorry this section is a bit confusing as to whether I'm talking to Thobson or mikero, but I'm kind of betting you'll both read it and will be smart enough to figure out what's what.)

Consider putting a field hospital at the fuel depot northeast of the airfield.   You have Saint louis in the south.    The problem at both bases is the hospital is unusable until you have completely cleared the area, and apart from Saint Louis neither of them has a hospital anywhere nearby.  

Consider having the second civvy pickup deep in the heart of the mission.    You could add back the medic at that point if he has been lost.   This would depend on getting a radio message from somewhere, but you know my views on that.

You're an unlucky bastard mikero ... you're constantly making reasonable assumptions that turn out to be wrong.  ;D

Interesting that  you feel lag adds atmosphere.   I don't entirely agree but I do know exactly what you mean.

You're right about the left flank (odds) being stronger than the right. (evens)   It wasn't so pronounced for me but I did notice it.

If it's possible, we need more flags.  I did see one or two, but not many.

Keep the armour that arrives in the end game, although in may case at the airport it was too late.    Mitigate the Abrams problem by committing all Abrams to the war, if you havn't already.

Quote
I laugh when I see people complaining that the OFP limit of 63 groups per side is too small!
So do I.    Or rather I cry, since those folk have no conception of how powerful triggers and waypoints are.  

Big AT minefields are very difficult.    I've thought about them and its not clear how to make them really effective and really fun without buckets of triggers to keep the home team out.    

Leave the wagons in La Trinite.   There is just time to have a quick look round and steal them between convoys, but only just.    Your second attempt, after the retry, keeps your heart pumping.    I was even caught when I tried to grab them in 1.1.

Yeah, take the flags out of the Briefing.   At least at first.   But have more in the mission maybe, yes why not for infantry if the game can take it.   Let the player work it out.    Choose a different flag for the north, its ugly and too similar to the southron one - both are three solid blocks.   Have one that is fundamentally different.
Title: Re:Abandoned Armies
Post by: THobson on 24 Apr 2005, 12:46:33
Lots for me to think about here guys.  Thanks.  I have copied and pasted many more points into my to do list than I have commened on in this thread, so yes I was a bit snowed under when mike you were commenting on La Trinite.  But it did get copied and pasted so will not be lost.

Quote
I suspect at the moment your chaps just have a guard waypoint which is maybe moved from time to time, but that's it.  
Well actually it is a bit more sophisticated than that.  Most of the roaming groups have S&D/Cycle waypoint combinations that get moved about randomly.  Then under certain circumstances they switch trigger to a guard waypoint, and not all trigger under the same conditions.  Some go to guard when any of their side are killed by either resistance or the other side; some go on guard when the war breaks out; and some only go on guard when their side is entering its endgame position.

At the moment I am completely knackered and everywhere I look there are things to do.  But I do feel to have made some progress, to use building a house as an analogy, at this stage with v1.00 I was relocating load bearing structures, now it feels more like putting up some internal walls, and putting in the wiring.

Keep the comments coming, they are all going onto the list.  Thanks.
Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 14:06:07
May have added more random comments to my last post since you read it.

Your house analogy is good, that's exactly how it feels.   Much still to do but foundations are solid and the roof is on.  :thumbsup:
Title: Re:Abandoned Armies
Post by: Mikero on 24 Apr 2005, 14:31:52
@Mac

forgive the butt in, some of your stuff is too good to go unsupported, and some, not so.

Quote
Sequence of objectives is now fine.

Nope. There is a definite lean to Chapoi. It begins with the girls, last civils, and made worse with the Russian who basically, HINT HINT, giant HINT mentions rescuing them. I remain convinced that this in fact, was, the authors initial storyline, the airport is an add on.

>rockets

You are right, they could be, perhaps should be, reduced, but not by much. I am scared witless of dumbed down ai if it happend to this misson.

>puff of code.

and, what's more, I would LOVE the player to see this. Because, it is EXACTLY what a player does !!!! We already see re-arming M2.

>3rd civilians

it would make a huge difference to the lameness of collecting them all. God forbid Thob deletes them, but to move them to another time would be excellent. Next stop after them is an also often lame Trinite.

I need that firefight, and I'd hoped this would be covered with a roadblock or three, apparently, a bad idea(tm)
Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 14:34:52
I just meant that the objective sequence was no longer a bit screwy, which it was in v1.    I suspect it will be tweaked again anyway.

puff of code - yes good point, I suppose you're right.
Title: Re:Abandoned Armies
Post by: THobson on 24 Apr 2005, 16:26:58
Just spent a frustrating hour or so - my cable connection died and I have now resurected my old dial up.  
Just a few comments:
- the mad women are back - no interaction yet
- mikero even though it will cost me another trigger and another radio slot you will have your mine toggle
- there is no way I am going to swap Irena for a soldier
- changing the skill through the mission is a great idea
- I am pissed off with the rain, yes is adds atmosphere and cut visibility - but only for the player
- I am in the process of adding another scene after Dourdan.  The player only finds out about this new scene if Sergei is clicked on in the reorganise screen, nothing gets added to the briefing, but other members of the squad keep reminding Alexi when they are clicked on in the reorganise screen - sometimes.  But it is begining to feel a bit linear, especially since the person you meet there gives you a map of Larche with a house marked, on arriving at the house the player gets a voice over, so weening down from full blown mission objectives.  The thought of something like this deep in the mission not directly linked to the thing before is appealing.  Basically I am trying to move the story and the player to the north.
- I am not going to make any serious decisions on the mission for a while.  I have been focussed on it too much for too long I am becoming fuddled (I am begining to ask some stupidly basic questions in the editing board, things I know the answer to because I have already used them extensively).  I need to take a break.
 
Title: Re:Abandoned Armies
Post by: macguba on 24 Apr 2005, 18:10:39
Irena would stay Irena, just in soldier's uniform.

Glad the mad are back.

Use the rain a lot early on, when you're not in combat much.   Use fog later on.

You need breaks.   I had several several month long breaks on Un-Impossible.
Title: Re:Abandoned Armies
Post by: Mikero on 25 Apr 2005, 02:47:04
Quote
I need to teak a break

yes.

Quote
I'm asking questions I know the answer to

I got the merest sniff of how exhausted you might be from playing and reporting on this mission. I was drained. And all I did was play the bloody thing. If you read Macs comments about borrowing the truck another way, he too, leaned back and went phew!

There are no showstoppers in this current version. There is no reason why you must breathlessly jump in and supply us all with something 'better' that works, it works, already.

I know from early 1.0 messages you got to this same point. Took a break, and turned a pigs's ear into a purse.

Do the same.

Title: Re:Abandoned Armies
Post by: THobson on 25 Apr 2005, 07:22:05
Thanks both.  I will take a bit of a break.  I found I was making changes 'That'll do' rather than 'That's right', and it stopped being fun.

Back soon ;D
Title: Re:Abandoned Armies
Post by: THobson on 26 Apr 2005, 00:40:09
Okay - I now have a script that rearms any armoured unit that has no ammunition of any particular type.  It works exactly like standard OFP - you have to be in the amoured unit and the amoured unit has to be near an ammo truck (5t or Ural it doesn't matter - just like standard OFP).  It even has the same sound as standard OFP.  The are two differences between my script and the standard:

1.  Standard OFP will not rearm an armoured vehicle that has completley run out of any one of its types of ammo (except machine gun) - mine will.
2. Just so I can tell it is working my script gives the player the action to: 'Re-arm at Ammo Truck'  standard OFP is 'Rearm at Ammo Truck'  look for the hyphen

This has a 'That's right' feeling to it.

Short break ;D ;D ;D

Jee I was knackered yesterday.
 
Title: Re:Abandoned Armies
Post by: macguba on 26 Apr 2005, 11:31:26
Lol ... It's true I didn't expect you to be gone for long, but 17 hours ....
Title: Re:Abandoned Armies
Post by: THobson on 26 Apr 2005, 14:06:18
Lol.  Actually it was less than that because it took me some time to get the re-arm script working.

The psychology of it is strange.  When I started making this mission I realised it was a huge mountain of work, but I took it bit by bit.  At each stage I took my time, thought about what I wanted, learnt what I needed to know and then did it right, so that I wouldn't need to come back to it unless I wanted.  I didn't look at the mountain I looked at what I wanted to do just then.  I certainly did not think about how long it was taking and if I didn't know something I researched it - I only asked when I was really stuck.  Then each round of beta testing suddenly opens up a whole new mountain.  This is right and proper but the suddenness of it made it feel urgent.  I just needed sometime away to get my head back to how it was.

Anyway - in addition to a much improved amour re-arm script and a neat way of dealing with surrendered soldiers the player decides to kill, I also have music players in all my vehicles.  I am not sure if I will keep it in the Vigny jeep.  I will have a run through and see how it feels.
Title: Re:Abandoned Armies
Post by: macguba on 26 Apr 2005, 15:35:26
Not the jeep.   Too early for stuff like that.    

The task you are undertaking has changed.  I did not fully appreciate this with Un-Impossible and the mission suffered because of it.   Originally, you wanted to make a working island.   You have achieved that with v1.1.    Congratulations - your OBE is in the post.    That whole exercise is now finished.  Kaput.   Deceased.   It is an ex-exercise.

You are now working on a new and entirely unrelated exercise, which is creating a really great mission.    Your starting point for this exercise is of course the finishing point for the previous one, but be very clear in your mind that you are doing something new.  

I did not get that clear in my mind:  subconsciously I was tarting up the old exercise.   This meant, for example, that Un-Impossible is stuck with that absurd change the flag objective.   It should have been changed to destroy the radio station or something, but it never was because it never occurred to me to rethink it because I was stuck in the groove of tarting up.    I should have rethought the whole mission:  not that a great deal would have changed of course, (and nothing that would have compromised the origina intention) it's just a question of psychology.
Title: Re:Abandoned Armies
Post by: THobson on 26 Apr 2005, 15:56:20
That's an insightful way of looking at it.  It makes great sense.  

On the Vigny jeep - I have the same feeling - it is just that it will seem strange later in the mission.  On balance I think better not.

I am not entirely with you on the flag changing objective in Un-Impossible.  One of the things I really liked was the quirky humour throughout the mission, and that was just part of it.
Title: Re:Abandoned Armies
Post by: macguba on 26 Apr 2005, 16:17:15
Quote
insightful
"Perceptive" dear boy, "perceptive".    ;)

I take your point about the flag.   I don't know whether I would have changed it or not, not that it really matters:  the point is that it didn't occur to me and it should have done.

Perhaps make all northron vehicles CD equipped and all southrons not.   Or pehaps all lorries but not jeeps.  It won't seem strange:  that jeep is special anyway.   And of course not all players will use it.   And half of those that do will just assume they didn't notice the CD.
Title: Re:Abandoned Armies
Post by: THobson on 26 Apr 2005, 20:26:14
It has been a long time since anyone called me a boy - you can come again. ;D  I suppose it is safe to discuss spoilers here - after all it is where the mission is taken apart and dissected.  A couple of things I have done and am thinking about:

Done:
Larche is now, almost, undamaged whereas all the towns in the south are trashed or, in one case, mined.

Prompted by mikero's comment about civis peeping from behind the windows, there are now some civilians that are randomly moved to certain buildingPos locations - which are generally behind windows, it happens infrequently and not close enough to the player for them to get to the location before the civis are gone.  The intention is that maybe one player in ten might see something and then doubt their own eye sight.

Prompted by SEAL going off exploring in the boat:  I don't want to lock the boat and there is certainly plenty of fuel for it to get anywhere on the map, so of course someone will visit the islands eventually and find the usual stuff waiting to be setPosed into the action, empty flag poles and all that.  Not anymore.  Periodically the speed of the boat is checked and if it is moving a fully crewed chopper is created in the air that ensures it doesn't go far.  I suppose I could have wound the fuel level right down but the chopper solution looks and feels realistic.  This is the only object that is created in the mission and as it represents certain death for the player it doesn't impact long term game play so I feel okay about it.

I have mentioned the escape by the civis from Chapoi.  I plan not to explain this to the player, but there may be enough clues in dialoge elsewhere that enables the connection to be made - in the same way that some players may connect the request by the woman in the barn to find her mother and sister with what they are told in Houdan and hence with the shooting that takes place in Stamenov's HQ - or maybe not.

Thinking about:
Having the flags change when northrons or southrons over run each other's towns.  Also thinking about having Alexi change the flags in the towns and bases when he has the chance, I know the flag I want to use.  Also flags for the front line infantry groups.  Nothing very difficult, but cumulatively resource consuming.

I do like mikero's idea of barking dogs.  Cows and chicken might work also.  Ditto comment on resource consumption.

Title: Re:Abandoned Armies
Post by: macguba on 26 Apr 2005, 23:20:35
All good ideas.

The boat must have at least half fuel, otherwise how would Alexi get back?   Choppers have been established so createUniting one in is not a big deal, particularly since it only happens if the player is being arsy.   If you can, add a script to allow the player to visit his mum, camcreating the scene only if it is needed.    On one level a very subtle detail, very much the sort of thing you need to bring to the reviewer's attention.   On another level vital if you are to realise your dream of a working island.   Either your mum is real, or she isn't.

Don't be too subtle about explaining the escape from/massacre at Chapoi.    For many players (including me) it might be a week or more between one session and the next, you're not going to remember tiny subtleties.    This whole hint thing is a very hard thing to get right in mission editing:   it's rarely done well.    Ususally its too obvious or too obscure.      The first thing to get right is to ensure that all your text, dialogue and events can, logically, only have one possible explanation.   Much harder than it sounds.     The second thing is to make sure the player actually receives the clues - well you're going to be fine on that.   The third thing is to make sure that the clues are of the right level of obscurity/obviousness.   Also hard.

Flags in towns should change northron/southron to reflect current owner.    Better if somebody actually changes the flag but not essential as it is very unlikely that player will notices.    Fake to some extent with ten seconds of no flag.

Flags for at least some infantry groups would be good.   Many do not need them, such as those in towns.    Give flags to half of those groups that will actually benefit and see what it does to the performance.      Remember that your constraint on performance at present is static objects:  take away the sandbag fences at Chapoi and a whole world opens up.  (I'm not saying you should.)

A few atmospheric sound files would be good.    Use sound files and call then from existing player present triggers:   make a distant bush "say" the sound.    Sound objects and triggers are probably too resource intensive.     You're already over 5meg or whatever it is, nobody cares about download size now.   You may even be able to call the sounds from within ofp, if you specify the path in description.ext.  Dunno.

Alexi says, "I'm sure my father kept an old flag in his jacket ... so many pockets ... ah, here it is.   Oh, there are a couple in here.    What's that Bruno, you've got one too?  Well let's start making our presence felt."

Tip:  add what you want.   When the mission gets too laggy, delete that which is least important.   You may, when it gets down to it, be surprised at what is least important.

An idea which you probably have had already is to have a slow looping script.  It checks the player's distance from cerain objects, and fires consequences accordingly.    Instead of ten triggers each checking every frame or every 0.5s, you have a script checking every 30s.  Sorry, 31s, if it hasn't already gone.  
Title: Re:Abandoned Armies
Post by: Mikero on 27 Apr 2005, 01:07:46
>briefing

keep the magic, explain nothing.

NEVER over-rule a player's own imagination. If she thinks it's Thursday afternoon and snowing, and the Northrons are the good guys, there's magic in that. I 'think' there's another army in the south south. Never explain that there isn't.

Attack Vigny. Period, full stop.


>Jeep

Get rid of that jeep entirely, make it the Police one and only used / seen as we trip over the dead guys. As it is, i was torn between leaping in, and getting shot. Using the Police, it will make me stick around Vigny to investigate it.

>flags

The westrons are different, they don't have flags (yet), half of them are true civilians, use that Police vehicle to accentuate the difference immediately. I would be dissapointed if you allowed my >military< vehicles to have flags

Quote
"Well let's start making our presence felt."

bingo

I also agree with Mac, the distinctions between the flags are currently not there.


Scenicly (sp) it would make sense to me to see *any* roving group racing round with a flag attached, this is emphatic for me because of the intro execution scene, they're ALL running round like headless chickens identifying each other and who their allegiences are with. A squad or two of Northrons, lost, and near Chapoi

The battle scene btwn north south, chapoi, tanks, lacks this element of them vs them. For all I know, they're fighting themselves. The fighting there is scenicly dramatic, it's wide open, visually, spectacular, and lacks that element of who's who. This is particularly re-inforced when I didn't realise the tank on my right was shooting at tank on my left, not, both tanks shooting me. Rememeber player enjoyment. Mac *enjoyed* sitting on the ledge, watching it all. I want to cheer for one side or the other.

>World

you've built a world here Thob. I want richness. I dont mind if I never see the chapoi civilians, I want it's detail in there for when and if I ever do. Make me wonder, make me ask if I've actually played this game. Stop me from saying

"so, I did blah, mission complete". Let me think that maybe, umm, maybe I just didn't actually complete ALL of it. I dont need crude hidden objectives, just feelings that I really should have looked at Le Port.

Title: Re:Abandoned Armies
Post by: THobson on 27 Apr 2005, 09:08:54
I think we are all broadly on the same wavelength in terms of storyline and atmosphere.  Everything logical and connected, but not obviously signposted, the feeling, even after 20+hours of playing time, that ‘I might not have seen everything'.  Also I don't mind the player being puzzled by somethings as long as they are capable of thinking of a plausible explanation.  Did I really hear music drifting out of Sainte Marie? Could someone have left a music system on when the population were dragged away?  (New for v1.11 by the way)

I still have some underlying work to do on improving the war trigger.  Then I think the mission per se is about complete, it is then on to balance (LAWs etc), storyline, cutscenes and atmospherics.

On the technical side I only use triggers when what I want to happen is time or spatially critical, and when I have finished with a trigger I delete it.  Slow looping scripts using random, prime number based delays is where the mission started.  The large savegame bug forced me to make some changes to this (local variables in scripts that are running when the game is saved seem to contribute to the problem) so I now have a single, local variable light, housekeeping script that calls many of the scripts at time intervals that are prime number based (61 and 2.3 are current favourites).

I also have a growing suspicion that a script that is pausing at a ~ line still slows the game down.

Anyway - it is in that context I am puzzling over how to implement changing the flag when a location is overrun by the other side.  It is trivially easy to implement by giving each flagpole a name and using triggers.  I may just do it that way at the start but what I would prefer is something less resource intensive.  This is not a request for help by the way, it is finding these solutions that is giving me the most fun out of making this mission.  For example creating an armed, crewed, flying helicopter is not trivial - I could have just locked the boat or camcreated a shell when I wanted to kill it.

Anyway - it is back to work now - I mean RL work.
Title: Re:Abandoned Armies
Post by: Goettschwan on 29 Apr 2005, 20:26:25
Hello Thobson, i have started to play your mission.
Your mission is a great thing, and i don't mean the download size ;)
Although i only fastread the thread, i consider much of my viewpoints on this mission already expressed by someone so i will skip a bit on some stuff.
I use OFP 1.96, benchmark around 4500-4800, first few tries HiSky Pack, Sanctuary Anim Patrol Pack and DxDll enabled, later tries Hisky and Anim pack off, see below.
I have restarted several times to check some things, and i will now start again and fresh to try and finish the mission.
Things i found out in random order:
I used the boat to move quite a distance from the island, no chopper came. (maybe i didn't do it long enough, i only did it until i got bored -> about two or three minutes)
You can destroy the table in the house with tatyana by shooting on it but the bottles will be floating in the air afterwards, maybe there is a way to make the table behave like other furniture, i.e. not destructible?
I like the voiceacting very much so far, but i'd advise to rerecord some of the phrases tatyana says because they start to clip on my system. Also, make her(the woman speaking) not talk directly into the microphone to avoid P,B and S letters to sound overblown. Nonewithstanding you could insert a bit of pause between the first two phrases tayana says to make the first phrase stand out better.
As it is she is barely breathing inbetween.
I'd rather have here say a very wary "oh, not again, just leave me alone" followed by a pause and "oh, who are you".
I am opposed to changing her vocal expression here by the way, as somewhere earlier suggested, because i think thats about the right way considering she has been enduring her situation for -weeks? more?
I was very surprised by the rest of the voiceacting(e.g. your voice, if i am not mistaken) so far, i regard it as being in surprisingly high audio quality compared to some missions i played from the missions depot.
Making the character say "I will kill them all" makes him look like a - whats the expression, well, he looks very stupid saying it in front of two armys on the island.
I don't know if it is intended like this but it made my day in surprise to see later that thats exactly what the mission seems to be about ! (although i didn't read too far in this thread to avoid spoilers)
I speak from experience to tell you that damaging the jeep when you bombard the incoming enemies with grenades makes one long trek to the mountain lodge on Foot AND in Fog. Started to hate no 2x/4x. Thats the only moment btw., i have accustomed pretty well to it. Its good training for me, i have been too ramboish in its using lately.
But please consider moving the jeep somewhere further away from this house, as it is the point where the enemies will go apparently. Too dangerous for the jeep.
One MAJOR point i want to point out is that i started playing with the hisky pack enabled, and as i am using DxDll only for making the water reflective and overriding the night shader thingy i can tell you that you can BARELY see through the rain. Is this rain not from the original OFp ? I never had this problem and i played through all three BIS campaigns and then some.
Effectively the hisky pack does something to your rain which makes it look like a wall of grey static or something, and the nightshader override of dxdll colors it blue.
As an index, after tatyana gets killed, if you go outside there are two evergreen trees to your left,and if you advance to the second you are barely able to see the two guards that shot tayana. I even wonder i did play until after finding the lodge like this,
all the time thinking, "man, this mission is way too hard with the rain"  ::)
Now all addons are off, except dxdll, whose nightshader override is back in place because it seems to make the rain less grey and therefore less annoying.
But now seeing what i should see i can go off and restart the mission.
I can only repeat others in saying that this is already a very nice world to be in.
Thanks,
StG


Title: Re:Abandoned Armies
Post by: THobson on 29 Apr 2005, 20:55:07
StG

Thank you for your helpful comments and I am glad you like my world.  

On the boat: in the version you have you can take it anywhere, it is the next version where a chopper will get you - but probably not after only 3 minutes.  

I don't have any of the add-ons you describe.  I have build and tested it in plain vanilla OFP so some of the add-ons you have may indeed spoil the effect I want to create.

Your comments on the first cutscene are helpful.  This is my first attempt at using voices.  The voice of Tatyana is that of my 16 yr old daughter - I must admit I thought hard about asking her to do it given what it is all about, but she was fine with it, but only on condition she is on her own  in the room with the computer, headphone and microphone.  None of the people doing the voices has done anything like this before so getting any change to expressiveness, accents and the like just won't happen I'm afraid.  At one point I even considered having voices that were deliberately naff (if that has any meaning in French) but decided against it.  I know what you mean about the sound clipping.  What I have found is that amateurs like us start each phrase very loud and then the volume tails off.  It is difficult to get an even balance - especially if I am not in the room at the time to spot it.  We will keep trying.

@All
As this has now been bumped to the top I could mention that in the next version if a town is captured (or re-captured) by one side then one of the capturing loons will run to the flagpole, the old flag will come down the pole and then the new one will be unfurled at the top.  It has cost me two triggers for each flagpole each of which has a name - and one player in a 100 might see it!  This feature is high on the list of things to come out if the version is too laggy.
Title: Re:Abandoned Armies
Post by: macguba on 29 Apr 2005, 21:18:45
The boys are right:  the jeep in Vigny is not quite right.   I like the idea of your transport being a police jeep and the location of the current one I was never especially happy with although I never said anything because I couldn't put my finger on it.

Don't worry if we're not on the same wavelength (although we are).   It's your mission, you just do whatever you dayum well like.

StG is right, the quality of the sound files - both techinically and of the acting - is well above average.    Open to improvement perhaps, but as StG suggests the weak point in that whole area (insofar as their is one)  is probably the script.  In places its excellent but in places its quite weak.    You can tell your daughter from me that her acting is good.   (Considerably better, I may say, than the lassie who did Un-Impossible.   ::)   You wouldn't believe it but I spent a whole day editing together different takes and adding and subtracting silence to get the rhythm right.)

(Another common problem with amateurs is very significant variation in volume.    Hard consonants and words get much louder.      Combined with the diminuendo effect you have observed (which is also common) it's very hard to edit.   Practice makes perfect.)

For the flags, is there anyway of checking whether the player is close?  If not, just change the flag by magic.     If the two triggers are north present and south not present, consider combining them into one by using an anybody present trigger and countside thislist commands.
Title: Re:Abandoned Armies
Post by: THobson on 29 Apr 2005, 22:45:18
I had a 'EUREKA' moment when I read mikero's suggesiton to lose the jeep and use the police vehicle instead.  It has the twin benefits of being unusual and also the lack of music will not be so obvious.  Ideas joining up again.  I too cannot put my finger on what is not right about the location of the police jeep, but I keep fiddling with it.  

Thanks for the comments about the sound and the acting.  This my first attempt at script wrting also - as you can tell.

Having a loon change the flag contributes close to zero to the lag, it's just a bit of scripting (doMove and a small amount of distance checking until he reaches the pole).  The resource consumption comes from have 2 triggers and each having a name.  The two triggers are North present and South present and in both triggers the same script is called in both the activation and the deactivation fields.  So north arriving, north leaving, south arriving and south leaving will all call the script that checks to see if the flag should change, and if it should then it changes it.  So the same script works for all flags and also it will handle a successful counter attack when a town might be retaken. Nice idea about the anyone present trigger.  I am due my hard earned glass or several of red wine soon so I won't be able to think about it until tomorrow.  At first sight I am not sure it would deal with the situation of both N and S being in the trigger area and then the last of one side being killed, unless I were to have a script running all the time there are loons in the trigger area, and that might not be better than a trigger.  I may be wrong - off now to 'relax'
Title: Re:Abandoned Armies
Post by: macguba on 29 Apr 2005, 22:59:49
The anybody present trigger may not help, it was just an idle thought.

Funny how it turns out that you, mikero and me were all unhappy about the jeep.    Part of the problem is that you wouldn't park it there:  a common source of unease on vehicle placement.   We are all well attuned to the mores and subtleties of where you do and do not park.   A good example of how mission making is much more difficult than it looks.   It order to make it feel realistic you have to have the jeep where somebody would actually have parked it.    Drive into the village in order to use the woman in that building a few times and see where you actually park.   It may be different in daylight and at night.

If it's going to be a police jeep of course it may be somewhere else altogether.

I'll edit the script if you like.
Title: Re:Abandoned Armies
Post by: Mikero on 29 Apr 2005, 23:55:41
>jeeps

apart from the fact that the military jeep should't be there (for gameplay distinctions) it was too square on to buildings. It was planted, not parked.

I didn't notice the police jeep being 'wrong'. Just didn't notice,. that's all. It *might* be because it too is planted too square on to buildings perhaps?

Pehaps put the dead policeman in the thinng, he was shot as he comes up road, that way. player will almost certainly see the thing and think about using it, on the road, in the road as one of the last things she does before leaving town. Another one of those "damn, original plan foiled, have to think again" things. This continual rethink of what to do was a great theme in the game, constantly having to adapt.

>flags

you're gonna hate me Thob

the southrons have to trash buildings if they take over a town. IF the player spots it, it will dramatically reinforce the difference btwn sides. Use of ambient gun noise here would be 'ok', but only just.

As far as ai walking to flagpole, I want that for the richness to detail, and the reason I want the richness, is, sooner or later, player will 'discover' one of these little extras. It will leave a permanent impression that 'mission complete' isn't quite truthfull 8).

Title: Re:Abandoned Armies
Post by: Mikero on 29 Apr 2005, 23:58:36
>triggers

not being a scripter, can someone explain why they're evil? Did I get it right that these things cause lag? What's the issue with them?
Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 00:09:48
I am well onto my way to the first bottle and I just snuck out - my other half will have something to say soon.  So I will be quick and the typing will be crap.

Triggers just sit there and are checked many time a second.  In most missions it is no problem.  In big ones it causes lag.  I delete them when I can.  With these they have to sit there all through the mission.  Also these have to have names.  Names cause the savegame bug.

I worked quite hard - but clearly not hard enough - to park the jeep as if is were parked by blokes in a hurry - if you see what I mean.  Anyway its gone now.

I had in mind that the dead policeman in Vigny was 'good and decent' he was trying to do what was right and that is why he got shot.

I too want the detail - even if no one sees it.  

Have to go.  Duty calls.

By the way, trashing buildings is not a problem.
Title: Re:Abandoned Armies
Post by: macguba on 30 Apr 2005, 01:06:32
Lol.   ;D   *Scribbles picture of large thumbprint on THobson's forehead.*

Triggers are not evil, they are good.   You can't make a decent mission without triggers.   (Well ok I supposes its theoretically possible to replace all of them with scripts.)    However, like all good things, if you eat too many they make you sick.   Sick of the lag, in this case.    

Everything in the game causes lag, by definition, and that includes triggers.    However, even when you are close to the limit (as this misson is) adding one simple trigger is not that big a deal.   The trouble here is that there are a dozen or so towns and each one needs two triggers.    Those two dozen checks the computer now has to do every frame constitute a non-trivial workload given the amount the comp has to do already..

I wrote a tute on lag once .... here. (http://www.ofpec.com/editors/resource_view.php?id=512)

I don't know for sure, but I suspect you are right to delete triggers.   You can still use list triggerName commands after they have fired, which suggests that fired/not fired is treated sort of like another element in the Condition line.   In other words I suspect that fired triggers still poll, and consequently deleting them will help.   And information on this appreciated, I can add it to the tute.
Title: Re:Abandoned Armies
Post by: Mikero on 30 Apr 2005, 02:03:20
Quote
I had in mind that the dead policeman in Vigny was 'good and decent' he was trying to do what was right and that is why he got shot.

I understood that implicitly. It was one of those 'richness' things, which in this case needed no triggers and blah ;)
Title: Re:Abandoned Armies
Post by: Mikero on 30 Apr 2005, 02:24:10
Quote
I suspect that fired triggers still poll

While I don't know diddly squat about scripting in ofp, I do know programming techniques and languages reasonably well.

The triggers would be intitally 'registered' by the engine.

The engine builds a dynamic queue in a frame event handler.

If an author can interrogate *a* specific trigger to find out if it's fired, then that status will be part of the trigger, rarely, part of the queue, and the answer therefore would be that the engine still polls the trigger to find out it doesn't have to do anything! (just like the author can)

If you can't interrogate 'this' (type of) status, it's because the trigger has been removed from the queue (but not deleted)

The clue, programming wise, to the answer is whether you can address a trigger by a 'this' style inference (queue) or only by specific name (a deregistered trigger). Btw, I don't know what 'this' means in ofp, just educated guessing.

OFF TOPIC

@Mac, I know your reading this thread and are a busy man, so may have missed my returns on the editorupgradeONE.pbo, would you mind looking at it please in the relevant thread.

Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 09:37:12
Each trigger has an array associated with it.  That array contains all the units that cause the trigger to fire.  Interogating the contents of this array shows that it changes dynamically even after the trigger has fired.  I see two options:
- the trigger is continually checked by the engine irrespective of whether or not it has fired
- the act of interogating the trigger's array causes it to be up-dated.

The second seem like a long shot, the first one seem much more likely.

In which case fire once triggers continue to consume CPU time even after they have fired.  This is my assumption and so I now delete fire once triggers after they have been used - but that does mean that they have to have a name - which for most missions without ECP will cause no problem at all.

Attached is the flag change.  Just stand and watch.  You will see a flagpole with Andropov's new flag flying.  Then one of Stamenov's loons will turn up carrying his new flag. and will change the flag on the pole.  Keep watching and some of Anropvo's loons will re-take the area.  It may be that it is the guy carrying the flag that goes to the flagpole to do the change - but it need not be.

It is still work in progress.  It has two issues currently:
- the flag changer does not go to CARELESS when changing the flag
- if an attack is successfully repelled then one of the defenders will go to the pole, bring down his own flag, and then put it back up again.

As I said this is WIP
Title: Re:Abandoned Armies
Post by: Mikero on 30 Apr 2005, 10:18:54
No intro

no overview

no brefing


<slap>

umm to test 'proper' I'd need one side nato, one side russkie. Seemed overwhelmingly blue side.

apart from several tests:

shot red guy before he made it. Pole stayed blue

shot next blue before he made it
blue flag went down, blue flag went up

later on, inexplicably, pole went red. all blue around pole and no-one near it.

I think you will have to prevent any loon with a flag from raising the flag, it jars that he's still carrying 'it' afterwards. Doesn't matter that he's got a spare in his pocket, just doesn't look 'right'



Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 10:28:45
Did I say there were only two issues with it?  I had better count again.  Thanks.  I was just so pleased to get it working I didn't get involved with the shooting.  Good test.  Thanks.
Title: Re:Abandoned Armies
Post by: macguba on 30 Apr 2005, 10:43:35
mikero, which thread?   Do you mean the Comment on the submission in the Ed Depot?    No I haven't seen your reply anyway.

Much better flags.

In the script in #setflag there is a missing _ in front of flagpole.   At least I presume it's missing.

I tried a couple of tests and its not robust but you know that.

An animation to make it look like he is changing the flag would be good.   In Un-Impossible I used waypoints so you'll need to play with the delays, but the critical part is:-

yank1 switchMove "FXShow3"
flag1 setFlagTexture ""
yank1 switchMove "FXShow3"

Try safe rather than careless.

How did you get the flag to descend the flagpole?   Looks great.

I don't think there is a problem with the group leader doing the change.  However, it would look better if somebody else did it.
Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 11:55:49
Thanks - now working on robustness.

If you give a flag an owner using setFlagOwner the the flag comes down the pole.

I actually tried safe before I tried careless

Actually I like the group leader changing the flag - but the script could select anyone

Title: Re:Abandoned Armies
Post by: Mikero on 30 Apr 2005, 12:15:36
@mac

yes, the editor stuff, sorry for the totally off topic.
Title: Re:Abandoned Armies
Post by: macguba on 30 Apr 2005, 12:21:09
Quote
Actually I like the group leader changing the flag
Well keep it then.  :)

mikero - checking now ... I'm assuming you are freda.
Title: Re:Abandoned Armies
Post by: Goettschwan on 30 Apr 2005, 13:22:20
Morning.  ;)

Thobson, i did not mean to criticise so much if it came through like that.
I agree with macguba on the script, or, rather, on what i think he wanted to say.
If you cannot or are not willing to redo some takes please consider the spacing of the dialogue.
You have done a magnificent work on those audios, and i don't even add "for an amateur".  Short of pro experience or maybe musicians in the team thats as good as it can get.
I'm not french :D, so i don't know if "naff" means anything. Don't know the word, though.

I mentioned the problems with the addons as a caveat for other testers, maybe even to  establish a "not compatible with" or a "not recommended with". Maybe others could look into the same problem. It would be sad to lose players with an issue like this.

I found out another thing this morning i'd like to discuss, the dxdll i mentioned will show you the speed of the game in fps in the above left corner.  So i know i play the mission at about 15-25 fps depending on situation. But as soon as i take out the map the game drops to 6 fps. Is this a known OFp problem, anybody?  I find it strange to have the frame rate drop although there is nothing to draw anymore?

Thanks, StG
Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 13:44:05
Break this one then.  

If you kill the flag changer when he is changing the flag he will be replaced by someone else - if there is no one else then the pole stays empty.

Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 13:49:29
StG

I did not feel you were criticising,  I was just trying to make excuses in case the next version doesn't have much better sounds.  We have re done them all quite a few times, but it is surprising how often the one we started with is the best quality.  That is a real problem if I change the words though ;D

Please keep the comments coming - I do like to be told good things (I am only human) but the mission will only get better of people also tell me what they don't like.

I really have no idea about the impact of the map on fps, sorry.
Title: Re:Abandoned Armies
Post by: Mikero on 30 Apr 2005, 14:45:53
>flags

goes down nicely but never goes up. It just appears at top

tried all combinations i could think of shooting loons not shooting etc, all combos worked in the sense that eventually each loon attempted to put flag back. All were russian blues apart from the initial red m16

@mac

yes, freda is my login and fred was my password, These mental abberations I now have to live with. ::)

PS thank you for replying, I know, you're a busy boy.
Title: Re:Abandoned Armies
Post by: macguba on 30 Apr 2005, 15:23:08
@mikero - My pleasure.  :)

@StG - beta tests always sound a bit negative.  It is in their nature so don't worry about it.

FPS going down while map displays?   Explains a lot.  I bet its deliberate.   Give the comp a wee rest while there isn't much to do.

Tried very briefly to break new version but failed.     What happens if the flagpole is destroyed/damaged?
Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 17:28:09
Quote
goes down nicely but never goes up. It just appears at top
Some people are never happy.  Going down the flag pole is more than you would get in most missions.   ;)  Going up would require some convoluted scripting and even then I am not sure I could get it to work.  I don't think that matters, I remember as a boy scout pulling the flag to the top of the pole all rolled up and then pulling a cord to unfurl it at the top - so the whole combination is quite realistic.

Odd thing about flagpoles - it seems they are impossible to kill or damage.

setDammage 1 does nothing, driving through it (yes throught it) with a tank does nothing and multiple artillery rounds do nothing.

I think I am done on this one.

By the way mac - Yes the missing _ was an error, and thanks for pointing me to the switchmove

Intriguing side conversation - would I be interested?
Title: Re:Abandoned Armies
Post by: Planck on 30 Apr 2005, 17:40:38
Quote
setDammage 1 does nothing, driving through it (yes throught it) with a tank does nothing and multiple artillery rounds do nothing.

Well, I suspect that is because the model has the named property of:

dammage = no

I never have been able to destroy a flagpole.



Planck

Title: Re:Abandoned Armies
Post by: macguba on 30 Apr 2005, 21:53:44
Quote
Intriguing side conversation - would I be interested?
No ... it is not an interesting subject, merely a frustrating one.   If you want to join in check the Ed Depot Pending list for a new tute by mikero.    You'll wish you hadn't.   ;D

Flags going down is a bonus.  Flags going up is not worth the trouble.

I put 3 satchels on the flagpole and then gave up.   They obviously couldn't be bothered doing a trashed pole texture.
Title: Re:Abandoned Armies
Post by: THobson on 30 Apr 2005, 22:09:00
Quote
I put 3 satchels on the flagpole and then gave up
Well who wouldn't
Title: Re:Abandoned Armies
Post by: Goettschwan on 01 May 2005, 21:34:04
Okay, so i have played a bit more than last time and actually found the second civilians.
My team was rather well equipped this time because i used the jeep from vigny after an accident with a tree to block the road and got myself a nice ambush on one of the MG-Jeeps.  Mission went well until near la trinite, not too difficult.
Found la trinite and all the stuff, do a quick check on the village, nobody home.
Load up the bmp, put all the squad in the three vehicles, and hear tracks. Oops.
I used a savegame, and then, after my nice savegame, found out that there is really not much time until that convoy arrives. I speed like hell to put a mine up front and two satchel charges near the trees a bit down the road, and after some attemps really overcome all this.
I recognised the accuracy of the vulcan as long as somebody sees me(e.g. a truck driver) and the blindfolded patrol mode if this is not the case. Is this something you built into the mission ?
After defeating the convoy(letting everbody in their vehicles because of the short time)
i save the game. several attempts were necessary for the AI to figure out road movements and the shortest way to do them  ::), all the while i did a back cover in case there are others. There were, but we were already out of town.
Happily returning to the lodge, Message "we have got them fighting each other", didn't know why (but i read this thread...)
In the middle of preparing a small squad for my prized MG-Jeep to scout Houdan, while looking at the map and giving new weapon loadout to everybody, i hear lots of fighting.
It sounds way too close, i patrol a bit on my own, but i don't see anything.
I return to the lodge, and take it slow to finish the loadouts, when
2:"M1A1, 6 o'Clock, 200".  Thanks, Thobson. ;D
Should have posted some guards, didn't I...
Needless to say i will restart from the last savegame.

I found out that when you leave the game after you are dead, and reload the mission with resume, the mission restarts at the last "scriptcontrolled" save point, which in my case is just after tayana is dead. (i don't even remember if its me that done that save)
You have to press Escape and click Retry to load the correct last savegame.

I had this problem with unimpossible mission, too, so i suppose that this is a problem not to be overcome?

Thanks, StG
Title: Re:Abandoned Armies
Post by: macguba on 01 May 2005, 21:38:22
When you Abort, the mission saves automatically.   When you return, you get that savegame.     However, if you subsequently die, quit and return, you pick up at the previous Abort save if there is one.    This can be well before your last regular save, so yes, you have to Load to get to the right place.   This is a "feature".
Title: Re:Abandoned Armies
Post by: THobson on 01 May 2005, 23:51:38
Quote
:"M1A1, 6 o'Clock, 200".  Thanks, Thobson
An Abrams at the lodge - aren't you a lucky guy.  ;D  Nothing to do with me, he must have followed you - or maybe a little chopper told him where you were. ;)  Can you recall what direction it was coming from?  (It is surprising what details can be helpful)

Maybe I should reword that message about 'we have got them fighting each other'.  It is meant to indicate that the north and south armies are now fighting.  Perhaps it isn't clear enough.

Keep at it - a fair bit to go yet.
Title: Re:Abandoned Armies
Post by: Dubieman on 02 May 2005, 01:21:31
Okay I'm definately going to play this or start it this week. I liked your first version, so this should be awesome. Plus I haven't been very active lately. Also I congratulate you on 600+ posts. Wow... ;D
Title: Re:Abandoned Armies
Post by: Mikero on 02 May 2005, 02:17:07
Quote
'we have got them fighting each other'

It didn't do it for me either Thob. 1st time thru I assumed it was a reference to the SAME enemy squad in Dourdan who at that point did indeed stop fighting me and went after other people around me in the area. I had every reason to believe it was the Southron Army fighting the Southron Army, every visual and audio clue told me that. To the point where I assumed the same squad was fighting the same squad and I wondered in amazement how you managed to do that  :D

2nd time thru it came out as incongruous. Very much like the savegame hint appearing for no apparent reason. I was holed up licking wounds so wasn't directly responsible for the 'effect'.

So, I don't think merely changing the wording will be effective. It will have to be a change of structure. Perhaps the war starts and perhaps we meet a civlilian who tells us what he saw somewhere.



Title: Re:Abandoned Armies
Post by: THobson on 02 May 2005, 08:37:05
Welcome back GRK.

mikero I think you are right.  The fighting message needs to be re-thought.  When I am testing the mission it is a great help to know when it starts, and because I know what is going on it never felt incongruous.  I want to avoid the player being puzzled by the sounds of battle that then start up.  One of the mad women would be a good candidate to explain it, but they are so random they cannot be releid on.  Maybe one of the team (Karl from choice) should tell the player and be explicit that Andropov's and Stamenov's armies are now fighting.

mac:  You mentioned a while ago that one of the convoys took 15 minutes to clear La Trinite.  My reply might have seemed a bit dismissive, but I did not dismiss it.  It was niggling away at the back of my mind.  Anyway I have now started to write a ‘spoiler file' that explains in much more detail how things work than I include in the readme file.  It was while writing about the collision avoidance I have built in to the mission that I realised there are times when the south convoy will be held at La Trinite while the Mg jeep patrol speed north to Dourdan.  The convoy is released to travel south when the jeep patrol has time to get to Dourdan and turn left before the convoy reaches the town.  I am surprised it was 15 minutes though - I didn't see such a long delay when I was watching it, and believe me I have watched this all until I went bog-eyed, so it might have just been an aberration.  I now see that I should have allowed the convoy to leave La Trinite but hold it just outside Dourdan.  I haven't touched the mechanics of the convoys and patrols for months and am a little hesitant to start messing with it.  I am also convinced that this issue will niggle away at me until I do.
Title: Re:Abandoned Armies
Post by: Mikero on 02 May 2005, 08:52:17
>war starts

a bit of richness perhaps. would this be too far fetched?

the radio we first encounter, it's kept by the medic, or by Irena, it listens in to army traffic. or, Our Russian has one , it, the radio, sends a msg from andropov eg to samenov eg "prepare to die you evil bastard" eg.

?

it could thicken out events after either general dies, and after an army gives up?
Title: Re:Abandoned Armies
Post by: macguba on 02 May 2005, 09:43:03
Quote
I want to avoid the player being puzzled by the sounds of battle that then start up.
Why?    Let him puzzle.  At least for a while.   You may have seen another thread where I was talking about After Montignac being the best mission I ever played.   Well I had a crack at it in the mission editor and before I was killed I heard two separate blue on blues.    Boy do they add to the atmosphere.

Some kind of radio idea is the way to go for these nuggets of information.  Whether its intercepts, or a "narrator" or something else.     The mumbling to yourself is excellent when it refers to things that are actually happening to you, but no good when referring to external events.   The problem is very simple:  the player suddenly knows that the two sides are fighting, but how does he know?   You must add a mechanism whereby he finds out.      What you have at the moment is just a debug hint in the form of a sound file.

Convoy delayed at La Trinite was not a big deal.   (I didn't think your reply was dismissive.)  If that's the time that naturally falls out of the mission then I wouldn't mess with it.   I was just concerned that you had put a simple delay in, and if you had I felt it was a little too long for fun gameplay purposes.    (The slickness thing again.)   There was no problem about it from a realism perspective.


Edit:  the deserter having a radio on which you can listen in is a good idea.
Title: Re:Abandoned Armies
Post by: THobson on 02 May 2005, 10:36:18
Quote
I wouldn't mess with it.
I just have!

Quote
the deserter having a radio on which you can listen in is a good idea.
Neat idea, have a gold star.
Title: Re:Abandoned Armies
Post by: Goettschwan on 02 May 2005, 17:23:33
@Thobson, i don't know who invited the abrams, but he came from the direction of the north-south road exactly east of the lodge. He drove between the mountaintops which are there, so i could only notice him after he emerged out of nowhere.

Thanks telling me about the "feature", i was rather puzzled by it, and not the first time either.

La trinite could use a final hint to move the player in a good direction.
This should imho be given when inside la trinite or when touching the ammo or something like that.  "What is this, some kind of marketplace ?"
" So there is some trade going on here ...  "
After that, a good part of the players should be able to figure out some doublecrossing,
and then, well, they fight each other. As it is, i abushed their convoy, and i got the message about halfway back to the lodge. Not bad, but i wouldn't have made the connection to myself at that moment.

Thanks, StG
Title: Re:Abandoned Armies
Post by: THobson on 02 May 2005, 19:10:07
Interesting.  Going to La Trinite before Houdan.  I will have to re-look at the dilogue
Title: Re:Abandoned Armies
Post by: macguba on 02 May 2005, 19:13:34
It's not the dialogue.     I nearly did the same thing.   By the time you get the instruction to go to Houdan, you are fed up of running errands.     Ideally there needs to be a break somewhere.   The mission certainly needs to be able to cope with the player turning up at Houdan at almost any stage.
Title: Re:Abandoned Armies
Post by: THobson on 02 May 2005, 20:36:38
I think it is okay.  It just means that the player might be puzzled for a while until they get to Houdan when more of the jogsaw is put into place.  In fact the new briefing activiely discourages the player from going to Houdan.  I will have a look at whether I need different dialogue at Houdan depending on whether the player has been to La Trinite and/or war has broken out.
Title: Re:Abandoned Armies
Post by: Mikero on 03 May 2005, 01:03:23
>war starts

Quote
What you have at the moment is just a debug hint in the form of a sound file.

voila

>tank in base camp.

This may be the same 'undocumented feature', since fixed, where I encontered one of the jeeps at the base on my return.

the feeling of security at the base must be maintained Thob, if the player doesn't get relief, she will -endmisssion.

>marketplace

at moment, the town is a ghost, and that is the major issue, an unexplained feeling of why? Stumbling into all of these goodies should be explained somehow.

Quote
Going to La Trinite before Houdan

Everybody goes there first. It's direct line of fire from the last civilian collection. Where on earth else would you go? The strong hint at that point to attack Chapoi, won't stop a sticky beack at Trinite. In my view, this is central to the mission that you DO go to Trinite 'first'.  The entire credibility of what is happening at this moment, and what is going to happen soon, rests with those convoys at that specific geographical balance point. In my view, (again) I would place intriguiging to the player, radiation signs around T3. This would be consistent with the very slow build up to the general firefights to come later. Eg, nothing much (other than Vigny) has been happening to player. To move her on into T3, which again, *might* not result in a firefight is consistent.

T3 is the key, Thob, to your next release. All your other posts indicate commendable improvements patches and fixes to the mission general, but it is T3 which will be the jaw dropper.

Quote
By the time you get the instruction to go to Houdan, you are fed up of running errands.  


Voila again.

Quote
Ideally there needs to be a break somewhere.


or, as I put it, I needed a firefight to test my hodge-podge.

Assuming we're all agreed on this is eye-patch, 3 teeth missing, 100+ player territory, I along with all the other broken teeth veterans KNOW that we have to check who does what in our squad, that left and right flanks are never in balance. We should learn early Thob to care greatly about the individuals in our pack (another thing we agree  on). I suggested road blocks. They don't need barriers as such. Campfire outposts would do.

apologies in advance for sounding so dogmatic
Title: Re:Abandoned Armies
Post by: THobson on 03 May 2005, 08:08:03
Quote
apologies in advance for sounding so dogmatic
Why chose now to start apologising? ;D

The challenge is a good one.  I have got used to treating 3 like eggshells.  The least little mistake there and war starts on its own - which would be a disaster to the mission.  It does need something, preferably not involving people.  I have thought lot about having a barrier across the main road, but am concerned this will trap either armour or infantry, to the detriment of the mission.

One of the problems with this errand running is that convention has it that these need to be "objectives" which psychologically seems to drive some linearity of thinking.  I am trying to get away from this in the next version.  The challenge is how to remind the player of what there is to do, should he chose to do so, with out making them all full blown objectives.  I have a couple of solutions.

My biggest challenge at the moment is something that has had very little air time here.

No - the tank at the base camp got there by other means than your jeep.  It was genuinely looking for baddies.

EDIT:
On the security of the lodge.  These are two big bad armies and you are a little group.  If you lead them back to your base you sholdn't be surprised at getting hammered there.

EDIT EDIT:
By the way I will be away for a few days so communicaiton will be intermittent.
Title: Re:Abandoned Armies
Post by: macguba on 03 May 2005, 09:58:19
La Trinite is indeed a bit of a ghost town, unexplained if you get there "early".   However I'm not convinced that's a bad thing, not least because the odds are that a convoy will turn up while your puzzling over it.     mikero is right though, it is key and it probably would benefit from something though since I'm not entirely clear in my mind on what's wrong it's hard to suggest anything.

Forget the "objectives".   We have a couple at the start - Vigny then the lodge - and that's enough to get us underway.   If you really need a rigid linear series of objectives you're playing the wrong mission anyway.    The problem is more that you have a linear series of objectives and need to disguise it in some way.

What's the big challenge?

Title: Re:Abandoned Armies
Post by: Mikero on 03 May 2005, 13:58:42
Quote
What's the big challenge?

god, thought that would be obvious Mac,

that THobson actually play this bloody mission himself!

<slap>

Title: Re:Abandoned Armies
Post by: Planck on 03 May 2005, 19:29:25
Quote
In my view, this is central to the mission that you DO go to Trinite 'first'.

I must disagree here....

I thought the whole idea was to have a free hand on where you went first and what you did when you got there.

It's the way I have viewed this mission anyway.

The locations you would decide to visit first will probably be decided from any information you manage to garner from various sources at the time.

So, when you find out about the civilians needing rescued you can set about doing that, on the other hand, you can't count on the player doing that first.

The player might decide to go 'walkabout' and explore this world.


Planck

Title: Re:Abandoned Armies
Post by: Mikero on 04 May 2005, 07:32:46
Your logic's hard to argue with Planck.

I'll reword it another way (just as arguable)

T3 is neutral ground geographically, it doesn't contribute to bias one side vs the other (until that is you kill one of the convoys, if you kill one of the convoys). The natural lean is to go to T3 because we are at that point closer to it than anywhere else. If Thob was trying to maintain a neutral, give-no-clues-or-suggestions, what to do next, then T3 would be his bend into the player. (unfoturtunately the conversation about captured women does bias it south)

it is also the only place left where he can develop a major theme which doesn't cause bias, eg we can't go to Le port, or anywhere else. And, the  major theme is needed, to rid T3 of ghosts.

Apart from that, cant do anything more than agree with you 110% of everything you've pointed out.
Title: Re:Abandoned Armies
Post by: Sir Test-A-Lot on 04 May 2005, 21:09:54
Downloaded OK….

Wow…that's the best overview I have ever seen. Great picture, dramatic and gives an all-encompassing look into the situation. Text summary is perfect. I'm no authority on mission making so maybe my opinion doesn't count for much- but that's the best overview I've ever seen.

Intro

Couldn't view it. I got a missing addon error. However, this is not a fault of your mission, this is a problem in my game…it's happened before and I haven't been able to fix it in a while because I'm lazy.

Briefing

Since this is not a conventional mission many rules for briefings go out the window. No spelling errors….everything looks good. I hope there isn't anything important that I missed in the Intro.

OK, I took a closer look at the briefing. This is one of the best I have ever seen. Frankly, it made me want to play this mission. I won't even go into the details of how this was good or that was great.

Mission

Well I can't see anything so I don't bother watching my back for patrols.
The town is destroyed, but either by script or my FlashFX all the homes are burning and seriously slowing down my PC. I wait a while for the fires to burn low and my computer to speed up.

Great voice work. Great sound effects. I see a woman in the building with soldiers. They see me. I hide under a truck. Oh, of course my bullets bounce off the truck, but theirs have no trouble finding my head. Restart.

Then OFP crashes. This might be my computer's fault because, it has a lot of problems. If it does this every time I try to restart, I'm going to be very put out.

Well it appears that it IS going to do that. Every time. I get an error, ("no entry at ‘/GameState/Variables/Item146/data.value'). I think this is a problem on my end though, not yours. Or else this is the "savegame bug" that you were talking about. Is it?

This vexes me. I'm terribly vexed.

EDIT: Ok, I read up a bit at the begining of the topic and there was a savegame bug that affected people with ECP? I use FlashFX, maybe that is my problem. I'll try disabling it and playing again.

Well I managed to get to the lodge without dying this time. I went myself on foot to get the first bunch of civvies. They followed me (they didn't join me though, which doesn't bother me) but the resistance guy walked in safe mode the whole way back.

I got them all back to the lodge, but nothing happened. The objective didn't tick, no cutscene, nothing. I tried herding them into the house. Nothing. I dragged them all over the area but nothing happened. Then I tried shooting their resistance leader. He's invincible for some reason.  ???  I fired three rounds into his head.....either this is an odd bug or you meant to have it that way, but I can't imagine why. Maybe it's just me.

Killed some of the civvies and got a big red x on the objective and then was shot (as I expected) by my guys. That's all I've done so far.

Title: Re:Abandoned Armies
Post by: Mikero on 05 May 2005, 02:42:59
Quote
I'm no authority on mission making so maybe my opinion doesn't count for much

NON scripters are valuable people here. We are the only ones who can say "The Emperor has no clothes"
Title: Re:Abandoned Armies
Post by: macguba on 05 May 2005, 09:08:38
Quote
I'm no authority on mission making so maybe my opinion doesn't count for much- but that's the best overview I've ever seen.
I think that's a pretty helpful remark.    The vital bit is the qualification, which gives it context.  An embittered old hack like me saying something is the best I've ever seen is one thing, and you saying it is another.    Both would be helpful.

However IMHO the qualification is a bit too self-deprecating:  your opinion counts for as much as anybody else's.   :)  But non-mission editor, relatively new beta testers are extremely valuable, particularly in a long running mission like this where the regular testers like mikero and me know the mission almost as well as the THobson.

Try and get the Intro to work, it's good and sets up the story.

I've never had the savegame bug so I'm not sure if that's it.  Could well be.   Certainly try playing with as clean an OFP installation as possible - it is a very big mission.
Title: Re:Abandoned Armies
Post by: THobson on 05 May 2005, 20:25:41
Due to a stupid cock-up on my part I have just spent nearly three days without a computer.  The first two were the worst, after that is was just cold sweats, headaches and dizzy spells.

Sir Test-a-lot:
Your opinion certainly does carry as much weight as others. I say that not because you were so complementary - but it is true of all who come here.  All I really ask is that if people realy like or don't like something they say why.  Anyway, just for the avoidance of doubt you seem to have found a serious bug.  One that I thought I had dealt with but clearly had not.  In fact there are two:

Quote
but the resistance guy walked in safe mode the whole way back.

I got them all back to the lodge, but nothing happened. The objective didn't tick, no cutscene, nothing. I tried herding them into the house. Nothing
Bloody good catch on your part and bloody stupid of me.  Next time take a truck with only one of your squad with you and all should be fine.  In the next version I will make sure it works however you get there - even if you crawl all the way.

Quote
got a missing addon error
I do not do addons, in part so that I know my misisons will not cause this problem.

Quote
no entry at ‘/GameState/Variables/Item146/data.value'
That is indeed the large savegame bug.  There are two solutions
- turn off all addons
- change the name of your save file, restart the mission from the beginning, when you are in the mission <alt><tab> out change the file name back to what it was, open Flashpoint and you should then be able to Resume from your save file.

I hope you have not been put off by all this.  I cannot imagine how slow the mission must have been with most of the buildings on the island in flames!


Quote
What's the big challenge?
Not a challenge anymore - with lots of time on my hands with paper and pencil (an amazing user interface bye the way, you can take it anywhere, it doesn't need power, the memory is not volatile and with the optional addon 'erazer' you can reuse the display indefinitely - I am sure it will catch on in a big way) I now have an answer.  I don't want to sound coy but I would rather not discuss it publicly.  I am not sure why I mentioned it.  Now I sound coy.

I also have a solution to the linerarity of the objectives.

Mac I am taking your advice and piling it all in - when I find the misison is too heavy I will thenstart winding stuff out.  There is still a huge amount to do berfore the next issue - and that is assuming I don't touch the Intro and enscene which we are all agreed needs work.


EDIT:
Quote
NON scripters are valuable people here. We are the only ones who can say "The Emperor has no clothes"
Having been on the receiving end of suggesitons from mikero I have to say I whole heartedly agree, but for a different reason.  If you are unaware of the constraints imposed by what seems to be possible in OFP you can make quite outlandish suggestions that can act as a challenge to the mission builder to think differently and to try something new.
Title: Re:Abandoned Armies
Post by: Sir Test-A-Lot on 05 May 2005, 21:14:17
Quote
I do not do addons, in part so that I know my misisons will not cause this problem.

Yeah, the problem's on my end.

Quote
That is indeed the large savegame bug.  There are two solutions
- turn off all addons
- change the name of your save file, restart the mission from the beginning, when you are in the mission <alt><tab> out change the file name back to what it was, open Flashpoint and you should then be able to Resume from your save file.

I had a couple of mods running. I turned them all off and that bug seems to be gone now.
Title: Re:Abandoned Armies
Post by: THobson on 05 May 2005, 21:51:06
Quote
I had a couple of mods running. I turned them all off and that bug seems to be gone now.
Excellent.  If you tell me what they are I could put a warning in the readme file.  You mentioned FlashFX, is there another?

@mikero: There are some emperors here but I am not one of them, I only joined this site just over a year ago and if you look at my missions in the mission dept you will see that my 'early works' were not well regarded - and quite rightly so in my view.
Title: Re:Abandoned Armies
Post by: Sir Test-A-Lot on 05 May 2005, 22:00:44
Thobson- Yes, FlashFX is the first. The other is "SANCANIM", which converts the BIS animations to new ones.

Well I tried to get the civvies with the truck this time- put a squaddie in the praga and drove down...they all got in....and got out at the lodge, but nothing happened.  ??? Everything else seemed to work, the sound files and all.

Well, determined to play this, and not wanting these civvies following me everywhere, I lured them into the lodge and then blocked the exits with the car and the praga. I hope the mission still works.
Title: Re:Abandoned Armies
Post by: THobson on 05 May 2005, 22:30:33
So you got the conversation about getting the civis to repair the lodge etc. but no scene and the civis are still following you. ???

Did you get any text to go with the voices? Do you now have a green tick for the first group of civis?  Did the soldier with the first group of civis join you?

Do you now have an objective to find a second group of civis?  If you have then the mission will still work, let them follow you, they may get killed and give you a red cross but only if you kill them will there be any serious consequence.  I wonder if SANCANIM is doing something to my cutscenes.  This fits with you not being able to see the intro.  Did you get a cutscene when you picked up the first group of civis? when you arrived at the lodge? when you spoke with Tatyana?

If you do not have an objective to find a second set of civis then the mission is not playable in anything like the form I built it.

When I read your first post about the problem I assumed I had screwed up and not allowed for the possibility of Alexi doing the journey to the first group of civis on foot.  I have just checked the script and I had in fact taken that possibility into account.  So this is begining to look very wierd indeed.

Title: Re:Abandoned Armies
Post by: Sir Test-A-Lot on 05 May 2005, 22:46:57
Quote
So you got the conversation about getting the civis to repair the lodge etc. but no scene and the civis are still following you.

No....nothing about the civvies repairing the lodge.

When I go to get the civvies, I get the cutscene, the voices work fine, the text works fine.

When I go to drop them at the lodge, we all get out and that's it. No green tick. I do get a red x if I kill them. They disembark, and continue following me.

Quote
Do you now have an objective to find a second group of civis?

Nope.

The problem with the Intro is not your fault. That's a serious screw-up with my ofp somewhere. It happens all the time, even with the simplest missions that don't even have Kegety's addons at minimum.

You didn't use BAS_OPFOR or fml_civilians in your mission, correct?  ;) These two addons are trouble for me, but it isn't the fault of your mission.

I've been playing your mission the last few times without any mods, so I don't think SANCANIM is the problem.

I could just be the fact that my PC is full of holes, as it where.  :-\

Title: Re:Abandoned Armies
Post by: THobson on 05 May 2005, 23:08:54
Quote
You didn't use BAS_OPFOR or fml_civilians in your mission, correct?
I have no idea what these are.  Me and addons are like maiden aunts and sex.  Holding hands makes babies right?  I have a chastity belt on my hard drive.

What version of OFP are you running?  I have looked through the scripts to see what instruction might be causing that script to fail but which has not occurred in earlier scripts.

My prime candidate at the moment is the while command.  I am not sure in which version of OFP this became a valid instruction but if you have an earlier version that would explain the current situation - but to the inability to see the intro.
Title: Re:Abandoned Armies
Post by: Sir Test-A-Lot on 05 May 2005, 23:16:23
Quote
What version of OFP are you running?

1.96.  ;)


 :-\ I'd like to know if this has happened to anyone else?
Title: Re:Abandoned Armies
Post by: Goettschwan on 06 May 2005, 00:33:16
I played a good part of the mission with Sanctuary Anim Patrol Pack (SANCANIM) enabled and had no problems with it. 1.96 Ofp here, too. However there seem to be three different anim packs of sancanim,nowadays, and i can't say if there is another that doesn't do it right.
I have tried several times with tatyana and three times with the lodge, in different approaches, and had no problems whatsoever neither getting the cutscene nor inside the cutscene.

But due to a nice doubleclick on the missions name :-[ i had to play all the way again, and as i am now where i was i have seen new things :

Is there a moment when the two sides will attack each other without my intervention ?
I ask this because i went carstealing in La trinite, and jogged down to clean doudan, down to houdan with the doudan truck , and when i returned to la trinite i heard the engines of the northron convoy. I waited out of sight until they left, and let 9 get to the stolen truck we parked outside the city.
I went on foot, and 9 tells me that there is a LAW Soldier near the church and slots him.
Now,after that i checked the village, and there was not one soul inside it as usual.
I got some message about another savegame, and i went outside the city, sending 9 home with the ammo truck.
Now after waiting outside the side for the arrival and departure of he southron convoy i went inside the city , and,  Tadaa,  a whole squad in company of some tank and a bradley is waiting on the south side of the city (and i hear the northron convoy approaching). I will watch this a bit, it could end up funny :D (i am actually watching the buildup of forces here, ain't I ?)

Whenever i get into a jeep/MG as gunner and the car is stopped the car starts bouncing heavily up and down , pivoting around the axis going through the doors.
This makes it near impossible to correctly aim the MG. I will look into it to determine if this is in conjunction with Sancanim Pack.

The Bungalow at the lodge, after repairing, has a problem with the placement,
if i walk onto the veranda instead the character walks until he is waisthigh in the concrete. If i go prone i can even see all the civies under the house. Also something i will look into without the sancanim pack.

Found out the hard way that enemy tanks can see and are able to kill you inside the market houses in La trinite. I don't know if this is planned like this. I would understand it because its a 50cal and the building is of wood, but the fact that he knows you are inside and targets you precisely makes me think the wall does not exist for him.

Thanks, StG
Title: Re:Abandoned Armies
Post by: Mikero on 06 May 2005, 02:59:42
>I am not an Emporer

then you misread? my quote from a famous fable.

The Emporer's courtiers design him a new costume, full of feathers, gold, jewellry, stunning satins. The Emporer has doubts, but all the 'expert's, all the 'knowledgeable' people of the court wax lyrical over the new designs, how good it looks. "If we just add a peacock feather here,,,," It's all in their imagination, it's not real. They became engrossed in the detail and forget to look in the mirror.

On the day of the Inauguration (or whatever) out steps the Emporer in his new clothes, stark naked. The populace and crowd are too cowed to mention, so they go along with this, until a small boy points out the obvious.

It's the innocence of not knowing better that makes NON scripters valuable. Fussing over flagpoles until someone points out, there is no flag!

But, your earlier post is the right one, I'm not concerned with pre-knowledge that you cant (tm) wobble a handgun. I just want the handgun to wobble and shake.
Title: Re:Abandoned Armies
Post by: THobson on 06 May 2005, 08:01:40
Test-A-Lot:  I am afraid I am stuck.  I have no idea what is causing your problem - sorry.  1.96 is what I am running and the mission has had quiet a few beta testers none of whim had this particular problem.  I am very interested in knowing about this issue.  If you do find a solution please let me know.

StG:
Quote
Is there a moment when the two sides will attack each other without my intervention
There should not be.  I have let it run for nearly a week to check that it doesn't.  So you have the southern convy at La Trinite and the northern convoy is approaching?  That should only happen if the southern convoy has been badly damaged.  I would be interested in any details on this that you can remember.

mikero:  I know the story, but in the version I know no one dares tell the emperor because they are frightenend of his importance and reputation.  It was in that context I made my comment.
Title: Re:Abandoned Armies
Post by: macguba on 06 May 2005, 10:53:49
Quote
But due to a nice doubleclick on the missions name  i had to play all the way again
That's happened to me a few times ... VERY annoying.

Quote
but the fact that he knows you are inside and targets you precisely makes me think the wall does not exist for him.
It probably doesn't.   There is a recurring problem in OFP of the AI being able to see through walls.    There is nothing much you can do about this except to remember that it is very dangerous to be inside a building.    I console myself with the the thought that this fault is the price we have to pay for the scale and openness of the game.

@Sir-Test-A-Lot.   I think you should clean up your addons folder and play this mission with no mods.   I suspect everything will then work.    This stuff about the civvies and the lodge is critical to the mission so if there is a real problem which nobody else has found then THobson needs to know about.   On the other hand if its a combination of the game going mad, your computer being evil and some mods being less than robust, then it all be put down to experience.
Title: Re:Abandoned Armies
Post by: THobson on 06 May 2005, 11:45:02
StG
Quote
squad in company of some tank and a bradley is waiting on the south side of the city
I have been thinking about this.

This sounds like one of the guard group that have turned up - presumable the LAW guy spotted your team before they dropped him and the guard group has turned up to investigate.  It sounds to me though that this is a northron guard group so I don't expect any action when the northron convoy arrives, if the guard group sticks around long enough to meet the soutron convoy then the war will start.  On the face of it that is okay, but what puzzles me is why there was a lone LAW soldier in La Trinite in the first place.
Title: Re:Abandoned Armies
Post by: Goettschwan on 06 May 2005, 13:49:02
Well, you asked for details.
What i have done before the LAW gunner incident :
Stealing the bmp and the repair truck from La trinite
Jogging to dourdan. Eliminating the garrison and stealing their truck (no kills until here)
Via truck to Houdan. After picking up the guy returning via dourdan to
La trinite. I hear engines north, so i stop well before the south of the city, and get me an the guy out to hide.  After a while there are engine sounds going farther and farther, so i recon: the northrons left.  I tell 9 to get back in the truck, he tells me there is a law soldier at the church. (I investigated, it seems it has been an AA soldier with a strela, i cannot find another body here but then i investigated after the showdown, see below)
After some time there are sounds from the south (in the meantime 9 has left with the ammo truck) and i thought its the southron convoy, but it wasn't the convoy like i know it.  I have seen minimum 8 soldiers,  one with AA, two with LAW/RPG, i have seen  a tank but ducked away too fast to be positive about any type, I am positive about the bradley though. They stopped at the south end of the city (at the level of the church; on the road or near it) and did nothing.
Thats when i heared the northron convoy and did my post. I am positive about it due to the flag and i have seen it very good from my position, it is the habitual convoy. (BMP2,Trucks, Vulcan at the end)
I have lain in wait to watch and take screenshots ever since  my last post because they didn't like each other  ;D got the we've got them fighting message as soon as they made contact.

Theory of mine is that if it was the strela soldier he was awfully close to the wall of the church, could it be he got stuck in the wall like it happens to me all the time in La Trinite ?
Theory two, its the guard group en route to dourdan, and then when they arrived in dourdan the law gunner told them i was there, so they went to inspect.

Thanks, StG

edit: if i say tank i do mean a main battle tank, just to be clear it is not a vulcan that came from the south but imho an abrams.
Title: Re:Abandoned Armies
Post by: Hawkins on 06 May 2005, 14:13:14
Hmm, this one has been sitting on my HD for sometime. I downloaded the newest one and took a spin. :)

I didn't complete it (obviously since I only played a bit over an hour :P ) but so far I've been so amazed of the wideness of the mission. THIS is what OFP was built for and THIS is something that has been waiting to get done since the game was released. :)
Now that I've got that off, here's a few pointers.
I didn't read any of the replies mentioned above (duh, would have taken sometime ;D ) so these might have been fixed/reworked, but here goes.
When I get to the lodge to get the first group of civies (was it sgt. Vasiek who was with them?) and start humping back to the mountain hideout, some of the civies refuse to board my truck. Two of them just stand at the back of it and Vasiek stands a bit further away, his gun still on his back. He continues to keep his gun on his back throughout the way back to the hideout.
Once I come back to the hideout once more, I go looking for the corporals. I find them, and number 8 (sorry forgot his name, he was the medic) gets sent back to the hideout. The rest of use continue towards Houdan to look for the two MIA civies. On the way we have ran into a group of soldiers. The poor bastards were taken down before they knew what hit them. :) I grab whatever I find might be useful (LAW's, RPG's and a stinger) and move on.
A few minutes later, when we're almost at Houdan, I get reports of a Abrams and a BMP2. Reaction force? I let them go, we can't handle the Abrams.
I get to the abandoned farm west of Houdan. Since I have a nasty habit of being very curious, we check it out. A lone soldier guards the road leading up to the barn. You can count him out, and then 3 more come up from the road. Quickly take them out, I think they didn't really realise I was there. Excellent. :)
Then the most unexpected happen. When I move along to check out the dead bodies of the 3-man patrol, I get shot. Now, that was bound to happen at some point, but what amazed me was that the loon had an AK and shot me from around 500m on the hill through thick fog! Well, there's the way it ought to be and there's the way it is, I revert back to my last savegame (just before I killed the lone guard at the farm) and try again. I execute everything as I did before, but this time I leave the darn bodies alone. ;D
At this point, I saved and called it for the moment, I will most definitely go back and continue, so you probably haven't heard the last of me. ;D

Oh, forgot to say, but somehow this reminds me of the Mad Max series. I don't know why, but it does. :) The story which was well displayed on the intro kinda made me feel that it has some similiarities. But anyway, so far I've loved every minute of it. :)
Title: Re:Abandoned Armies
Post by: THobson on 06 May 2005, 15:18:05
StG
Thank you very helpful.  I think I now understand.  You stired something up in Dourdan and they came looking for you - why it was only one LAW guy I don't know - maybe you killed all the rest.  He saw you and some guard units turn up just in time to give the northron convoy the good news.

Quote
Theory of mine is that if it was the strela soldier he was awfully close to the wall of the church, could it be he got stuck in the wall like it happens to me all the time in La Trinite ?
Theory two, its the guard group en route to dourdan, and then when they arrived in dourdan the law gunner told them i was there, so they went to inspect.
The first of these cannot happen, and if it did the convoy would be stuck until the guy got on board - it would certainly not leave without him.  I am with you on theory two.

Hawkins:
Quote
some of the civies refuse to board my truck.
My apologies.  It was a typo on my part - fixed for the new version.  The reason I did not spot it when was testing is that I only ever took one of my squad with me so there was plenty of room in the truck - even after taking into account the 5 game logics I inadvertently left there.

An AK from 500m?  I can only apologise on behalf of BIS.  I have done nothing special to these units.

Quote
At this point, I saved and called it for the moment, I will most definitely go back and continue, so you probably haven't heard the last of me.
I hope I haven't and I hope you enjoy it.

I don't know anything about Mad Max - all this has come out of my sick mind.

Quote
But anyway, so far I've loved every minute of it.
Wonderful.  Thanks
Title: Re:Abandoned Armies
Post by: macguba on 06 May 2005, 15:47:56
A long time ago I also had the Mad Max thought.   (Series of films set in a post-apocalyptic near future.   Lots of custom made dune buggies with mounted machine guns.)   I'm not quite sure why - it's nothing to do with the post apocaptic thing per se.   I think it's more to do with scope and the fact that nowhere is safe.

Regarding versions.   I think you should post a new version before tackling the cutscenes again.   They will change anyway, as a result of comments.    No point in redoing them time after time.
Title: Re:Abandoned Armies
Post by: Goettschwan on 06 May 2005, 23:08:34
I played a bit more. I borrowed myself a T80 from the northrons, apparently they thought it was not anymore in running condition after some RPGs.  ;D
 Next thing on the list is pay the airport a visit.
I just got the message "You have got another savegame" another time, this is the second time. Its actually me, too, who destroyed the southron convoy, it was totally intact and coming to la trinite.
Fighting has nearly stopped around me, only occasional firefights and tank guns.
Thobson, exactly how many helicopters are in the mission?
Because the man in Houdan said "each side has one", so , well , i shot one down, i think i heard the other go down, and now theres another one audible ? Maybe i didn't hear it go down and something else exploded.

But when i returned to the mountaintop (just west of the lodge, the beginning of the plateau, see photo) where i have told my men to park the stolen repair truck, ammo truck and medic bmp i found something which i would like to show you,  
Hence the photo, i don't know how to explain it shorter.
Getting in and driving a bit forward helped, there are all normal now.
Thobson, you are not using some kind of Quicksand script, aren't you ? ? ?
 :o

Thanks, StG
Title: Re:Abandoned Armies
Post by: Goettschwan on 06 May 2005, 23:23:09
I just used the SAVE function from the pause screen menu, and the book with the objectives from the map screen has disappeared ? I used one of the radio savegames shortly afterwards, and after a retry to that savegame everything was okay (i.e. the book returned to its old place)
 ???
Title: Re:Abandoned Armies
Post by: Mikero on 07 May 2005, 01:58:57
@Thob

You're probably too deep into the next release to do this, but is it possibly to supply a patched version to get round the everyone report of the problem with the 1st load of civvies? Most of us wont load it but newcomers will get relief.

Serious question:

can I have some ambient sounds please

flies around dead civilian bodies

the sound of a generator in a town any town that never got switched off? Could this be an invisible vehicle eg with it's motor on?

Radios in houses producing nothing but static?

Title: Re:Abandoned Armies
Post by: Mikero on 07 May 2005, 02:07:36
@TestALot

it would be dramatically helpful to many mission designers if you were able to spend a little time with your addons by iteravely playing this mission up to (say) the end of Vigny and reporting the bugz introduced individually by php , y2k3 and the flashFX addon.

Even if it were just a statement that Russian snipers turn green yellow would be a future reference mark for all of us. That way, when testers like you and I encounter this in other missions, we can report why.

Title: Re:Abandoned Armies
Post by: THobson on 07 May 2005, 06:07:38
StG:
Quote
You have got another savegame
In the version you have this happens at approximately 90 minute intervals.  This has been changed for the next version.  In the next version you start with 36 savegames and then some more are added as objectives are completed.

Quote
exactly how many helicopters are in the mission?
Because the man in Houdan said "each side has one", so , well , i shot one down, i think i heard the other go down, and now theres another one audible ? Maybe i didn't hear it go down and something else exploded.
 Actually he says
"each side has one helicopter patrolling all the time"
That comment only applies before the war starts and he doesn't say anything about how many each side has in total.  In fact each side has one Hind and one Cobra.

Vehicles sinking underground.  There have been other beta testers that have shown me the lodge buildings up in the air!  I suspect that if you go to Options Video settings your will see your ‘Terrain detail' setting is not set to Normal - in fact I would guess it is set to Low but I might be wrong.  It is becoming clear that OFP really does need to be played with terrain detail set to normal.  The problems of not doing this are not apparent on most missions because they are relatively short.  This one is a long one and so there is more time for the problems to develop.  The readme file for the next version makes the need to have terrain detail set to normal clear.  How are the buildings at the lodge?
BTW what's with the surrendering soldier?  How did he get there?  It looks like Sergei.  The position he is in is only used by Sergei in the cutscene at Houdan - no one else is given that move anywhere in the mission.

Missing objectives from the briefing after loading a SAVE game.  I have not seen this happen this way - I have seen the objectives disappear when I linked back to that page from other pages in the briefing.  Clicking on the Plan tab usually fixes that.  I took out all my links back to that page because of this, I really don't know what I can do about he problem you have identified.


Mikero:
Patched version that fixes the first group of civis:  Good idea.  It has been along time since there were new beta testers so it seemed not to matter. (EDIT:  Now done.  The overview will indicate this as v1.10b)

Quote
can I have some ambient sounds please

flies around dead civilian bodies

the sound of a generator in a town any town that never got switched off? Could this be an invisible vehicle eg with it's motor on?

Radios in houses producing nothing but static?

Ambient sounds are on the list, but in my early experimentation with them I was disappointed by how they are implemented in OFP.  The next version does have some but more would be good.
-flies - I have not thought about how to do this and honestly I may not get round to it.
-generator - that would be good to have in each of the bases.  I can't make a vehicle invisible but I will experiment with one inside a building or underground.
-radios with static - not difficult, just consumption of more CPU cycles.

Title: Re:Abandoned Armies
Post by: XCess on 07 May 2005, 07:13:59
Sergei's climbing in the sunken truck, not surrendering.

BTW... still awaiting my replacement, they send "end of next week" that was last saturday i think but i have the foggiest memory of all time. Soon i hope!
Title: Re:Abandoned Armies
Post by: macguba on 07 May 2005, 11:10:48
Quote
can I have some ambient sounds please
Yes!   That's partly where the mad max thing comes from.   It's too quiet.   (I don't mean "It's quiet.  Too quiet."   I just mean "It's too quiet.")

ECP does the flies so either don't bother or nick their script and give credit.    Generators and so on are much better, consistent with the civvies at the windows and that sort of thing.

Ambient sounds will lend them selves very much to the Sui school of editing, which makes the mission different every time.    Create a dozen or more ambient sounds.    Use a very slow looping script to check the player's position (and the state of relevant variables) and make the sound happen.   This is a legitimate use of camCreate or whatever, as long as it is done correctly.
Title: Re:Abandoned Armies
Post by: THobson on 07 May 2005, 12:38:39
Quote
Sergei's climbing in the sunken truck, not surrendering
That's a relief.  I feared he had spent the whole mission walking round like that.

Quote
I don't mean "It's quiet.  Too quiet."  I just mean "It's too quiet."
;D

Ambient sounds:
This is certainly on the list.  I would have done more already but my first attempts were stymied a bit.  The game comes with a lot of animal and other sounds and it is not difficult to put them in a mission, but the sound objects and the environment sounds linked to triggers are very clever, they select a range of sound files and play them in random order, forever.  The problems are: the sound objects cannot be moved or turned on and off, and triggers are, well triggers.  The condition checking that I won't need all adds to the CPU load.    Anyway finding there was no instant solution I moved on to other things while I thought about it a bit.

A bit of care is needed so it doesn't look contrived. For example: static from a radio - easy.  But the radio can't be on the floor, it should look realistic and so be on a table of of some sort, but you can't just have a house with a table and a radio, so more furniture is needed.  Then why only that house? and before you know where I am I have furnished a whole town.  Then why just that town? - All for one radio and a bit of static.
Title: Re:Abandoned Armies
Post by: Mikero on 07 May 2005, 12:44:27
Quote
Then why just that town? - All for one radio and a bit of static.


you got the idea Thob, well done. Have a biscuit.

Anytime I can make your life a misery, please feel free to call.

Title: Re:Abandoned Armies
Post by: macguba on 07 May 2005, 13:23:50
 ;D  

These should be mystery sounds.   You go and look for the radio, you can't find it.   You stop to listen and you can't hear it any more either.

People are used to this to some extent.  Before discovering the mission editor I once spent a LOT of time trying to find that wretched dog.
Title: Re:Abandoned Armies
Post by: Goettschwan on 07 May 2005, 16:46:03
@Thobson, my graphics details are set to high, i can provide more details if you want.
The photo makes those settings look awful because of the 50k limit.
Sorry for not explaining the photos, it is me who finds the two cars underground, the driver sergei who gets in the truck and then finds himself driver of the underground truck.
What does OFP do wrong when you set the graphics to not normal ?
(just for reference, i might start building missions, too 8) )

I am glad you augmented the number of savegames, i am a bit short and i think a have a lot more to go.  
The buildings at the lodge are okay in position but as i stated some time ago i can walk inside the concrete of the lodge, and when i get prone there i can look under the house.
I thought this is caused by the sancanim pack and so i wanted to check again without.

It would be nice to have sound with the existing decorative elements at least, dropping water somewhere in some inaccessible house, a sound like air sorting somewhere for the fuel stations, dogs or cats wouldn't be bad, too.
Something i never heard in ofp is the wood cracking you have inside forests, that would be nice, too.

Thanks for your work, Thobson!
StG

Title: Re:Abandoned Armies
Post by: THobson on 07 May 2005, 18:09:49
I should know by now that nothing is quick with OFP.  I though I would stop what Iwas doing and quickly knock up some generators.  I found the sound file I wanted, wrote a script that would place a GL in a chosen building and say the sound in a continuous loop.  Easy ::)

Well it seems that with the say command if the player is only a few meters away it switches off the sound, so the sound is either off or on quite loud, and because of all the other things going on in the mission there is often a pause in the sound.  None are insurmountable (I expect), just not as simple as I first thought.

StG:
There are others that know better than I what is going wrong when OFP is not set to normal terrain detail.   It is something to do with how many polygons it uses to create the terrain and how it connects them.  This problem was discovering v1.00 and I thought I had solved it in v1.10.  In this version the terrain detail is set at the start and reset every 5 minutes.  I now think this might be making things worse, creating a cumulative build up of the effects as players load saved missions and then save them again.

I checked the house some time ago but not recently.  I will have another look at it soon.

Quote
never heard in ofp is the wood cracking you have inside forests, that would be nice, too.
In deed it would,  BIS could do it easily - they already have different sounds for the left and right foot on different surfaces.  Dripping water is also a very cool idea.

Quote
just for reference, i might start building missions, too
I encourage you to do just that.  It is the best fun you can have with your clothes on.
Title: Re:Abandoned Armies
Post by: XCess on 07 May 2005, 20:31:50
Lol. goin over the top a bit i think.
Title: Re:Abandoned Armies
Post by: Goettschwan on 07 May 2005, 21:58:46
Hi all,
I have changed my video settings from high to normal. I don't think this made an immediate effect, but well. So your mission continually sets them but the setting in the pause screen remain as they did ?
So it is set by the mission,too, that i can see only that far? Because i have doubled my visible area from 800 to 1600, but i do not see more even without the constant fog. Problem is, i am being really limited in my movements at the moment because the enemies attack from beyond my visible range, e.g. somewhere out of the fog (its foggy and raining at the moment). On the other hand this is maybe designed not to be cake,
so its maybe okay.
Btw. the tank was not such a good idea because the mission designer made sure there are enough RPGs running around to save his face  ;D , no seriously, i have played some missions where the mission designers never thought of the possibility that you could steal a tank somewhere they didn't place as empty. So here it is well done.

Back to the sound; at the moment your empty cities feel a bit like old ruins, long ago left.  This is maybe planned that way, but if we look at it as "recently emptied" it sure needs a bit more audio. On the other hand, the immersion factor will go through the roof.  ;)

StG
Title: Re:Abandoned Armies
Post by: THobson on 07 May 2005, 23:29:13
StG:

Your comments are superb.  Thank you.  Clearly more sounds are needed.  At the moment I am busy with making the additional cutscenes  that the next version will have, but I have already noticed that the stuff I have added has really slowed the mission down (sorry Planck).  Sounds must be the next thing - but I fear will have to lose some of the other stuff to keep it playable.  It would be a pity to lose the flag changing - but that is taking up 16 triggers and 16 names.  A bit expensive for what you get.

My experience is that tanks are terrifying when you are on the outside, and terrifying when you are on the inside.

Quote
So your mission continually sets them but the setting in the pause screen remain as they did
Yes that surprised me when I first saw it.  I think that is part of the problem that results in a cummulative effect.

How are you doing in the mission bye the way - apart from realising tanks are not an easy solution?
Title: Re:Abandoned Armies
Post by: Goettschwan on 08 May 2005, 15:14:58
Well, i have played the mission solo so far, leaving my team on hide at the lodge,
i completed the three civilians, northron and southron convoy are no more, southron guard group is no more, cleared the garrison in dourdan and the two cities northeast of the lodge. Shot down a cobra helicopter. Am in possession of a repair truck, an ammo truck, a bmp ambulance, a truck and a t80 plus the vehicles at the lodge. I have so many weapons i will never use all :D Have not yet laid one of your mines, the mine stock at la trinite was quite large.  Have used all but two savegames. (Will expedition somewhere really lonely and let the computer run for half a day, that should solve that problem ;D

I want to move north to the airport but am a bit stuck because there are investigating platoons coming from roughly north to my position which is east of the lodge. Have to try other tactics to solve that problem. I am shure that if i had a squad of four humans the map would be no more, but then again i have that feeling quite often.  ;)  

Just to know, roughly how many triggers are in use now ?
Is it possible to script a loop which tests the position of the player (or anybody) every half minute or so and replace a trigger with it ? One could use that then to activate environment sounds, because it would use less CPU then a trigger.

Thanks, StG
Title: Re:Abandoned Armies
Post by: Acecombat on 08 May 2005, 15:20:07
I liked what i read in the first page of this thread so i decided to give this mission a go (funny how after 24 pages the beta testing is still actively going on  :o :P) , anyway i d/lded it started it.

Got the intro , nicely done , read the briefing and clicked START and then *BOOM* CTD i got thrown out of OFP for no reason?

I am running the latest version of ECP btw could that be the cause or what?
Title: Re:Abandoned Armies
Post by: THobson on 08 May 2005, 15:37:27
Well no one else has reported this problem and no one else has mentioned running the latest version of ECP.  Have you tried it without ECP?  Did you get any sort of error message?

Title: Re:Abandoned Armies
Post by: Planck on 08 May 2005, 17:13:55
Well, I ran this mission using the current version of ECP, everything worked......just veeeeeeeeeeeeeery slowly......  2 - 3 fps.

I imagine it might be the new ECP version, but, as I don't have that yet  ;D  I can't say for sure.  Doesn't the new version store all it's variables in one big array?


Planck
Title: Re:Abandoned Armies
Post by: Fragorl on 09 May 2005, 00:37:30
Do you mean v 1.071 or 1.075?
Title: Re:Abandoned Armies
Post by: Dubieman on 09 May 2005, 00:58:28
Joy, downloading now and I'm preparing to lose lots of my spare time to this mission. Damn you THobson.... ;D ;)

Took me a little while to find the 1.10 version, but read some interesting things along the way.
Title: Re:Abandoned Armies
Post by: THobson on 09 May 2005, 07:47:58
GRK:

I hope you enjoy it.  The top of the thread also has the link to the latest version - it saves having to hunt through all the posts.

All:
Communication will be a bit sporadic again this week - I will be out of the country for most of it - and hopefully will not forget to take my laptop this time!

I have plans to reimplement the flag changing routine without using triggers or names.  I have got to get that lag down.

Acecombat:
I would be interested to know if ECP is causing the crash so if you get a chance to test it I would be very grateful.  Is this  pre-release version of ECP?
Title: Re:Abandoned Armies
Post by: sim on 10 May 2005, 19:28:20
Okay I noticed this a while back but never really had much of a chance to get it but after seeing 49 pages  :o I thought, damn sim you muppet download it  :toocool:

So I am now and will report back later  :)

sim
Title: Re:Abandoned Armies
Post by: THobson on 10 May 2005, 22:13:29
Sim:  welcome.  I composed part of what follows before going out for a wonderful dinner in deepest Provence, I came back from dinner to find your post.

@all potential testers.

First let me say that I am not presuming that more people will test this mission, or even that those that tested v1.00 will want to test it again but just in case:

If you have not yet tested this mission and are thinking that maybe you will try, or if you tested the first version but not yet this one and are wondering about giving this latest version a try I would not want to stop you…. but you would be doing me a great favour if you didn't.  

I already have a tonne of work to do on the mission here based on the testing done so far and there are some very big changes between the latest version here and the next one.  It would be a real help to me to have fresh eyes look at the next version.  What I want to avoid is creating something that has meaning to those that have followed the development of the mission from the beginning but is totally incomprehensible to anyone coming new to it.

Sim/anyone.  If you have found things you want to tell me - please do.  If you have not got far it would help me in the long run if you could wait for the next version.  I promise it will be a significant improvement on the current version.


Title: Re:Abandoned Armies
Post by: Dubieman on 10 May 2005, 22:19:26
Well, seeing as I haven't got the latest ECP nor have I gotten far, I'll wait for your new version as suggested. I've only just released the first civvies closest to Vigny. So I'll wait and hopefully soon, you'll see a semi new mission I'm working on before another project I'd like to finish. ::) :P ;D
Title: Re:Abandoned Armies
Post by: sim on 10 May 2005, 22:25:26
Was just about to load it up but then I saw your post Thobson  :'(
Ok I'll wait for the next version  :P
Title: Re:Abandoned Armies
Post by: THobson on 10 May 2005, 22:32:41
GRK, sim

I really appreciate it.  Thank you.  The next version is sooo much better (I think anyway) and I really do need people to look at this without being tainted by the earlier versions.   I have two cutscenes to finish and several cutscens to re-record.  I am targetting the end of the month for the next version.  I really do appreciate this.  Thanks.
Title: Re:Abandoned Armies
Post by: sim on 10 May 2005, 22:37:39
It better be good  ;D :P
Title: Re:Abandoned Armies
Post by: THobson on 10 May 2005, 22:39:51
No pressure then :)
Title: Re:Abandoned Armies
Post by: sim on 10 May 2005, 22:41:13
lol none at all ;D

good luck  ;)
Title: Re:Abandoned Armies
Post by: Mikero on 11 May 2005, 00:12:31
@Thob

put a post in your 1st msg 1st page to that effect, it needn't be long winded, possibly a one liner is sufficient. I agree that fresh eyes are important. You need 'untainted' opinion.

I will put a similar msg in the beta news.
Title: Re:Abandoned Armies
Post by: Dubieman on 11 May 2005, 02:09:56
Quote
It better be good
He's got this far. ;) ;D
Title: Re:Abandoned Armies
Post by: Goettschwan on 12 May 2005, 16:12:24
Actually i will be available,too, for testing your new version from the start because i doubleclicked a second time on the missions name :noo: . Anybody has a link for me telling me how the savegame files work, because undeleting the last mission save didn't do it and so i'd like to secure them somewhere.
OFp is storing save info only in that folder? (user/name/saved/missions/missionname)
Thanks, StG
Title: Re:Abandoned Armies
Post by: THobson on 12 May 2005, 16:31:13
What a pain!.  What you could do is <alt><tab> out of the game and either copy your save file, or rename it to keep it safe.

I didn't realise a double click would do that so just watch I will probably be double clicking into missions from now on. ::)

Still look on the bright side, having a mixture of new and old testers will be a real help for me in the long run :)

As far as I am aware the only place the save file is saved is in the folder you mention.
Title: Re:Abandoned Armies
Post by: Goettschwan on 12 May 2005, 18:11:07
Double clicking on the missions name is apparently a "feature", which resets the mission to zero, deletes your previous savegame, and restarts fresh.
Why on earth they did this when all it does is imitate the restart button is a total mystery to me. Its dangerous  :'(

But then again i get to watch your new cutscenes and everything  :D

Thanks for your info !
StG
Title: Re:Abandoned Armies
Post by: XCess on 16 May 2005, 19:47:51
YES!!!!!!!!! I got my replacement disc...... found Resistance completely missing... I think someone stole it, there has been a smashed window and a few other things missing. But thank god to my Flashpoint hard drve I managed to get it working with just the orginal disc and the files from my OFP HDD!!!!! So. Thob. When ya ready.. waiting eagerly for the next release! Damn I'm happy  :D
Title: Re:Abandoned Armies
Post by: XCess on 16 May 2005, 20:50:12
Ok.... I think I'ved been FADEd... My menu's have just dissapeared. Damn copyright laws.
Title: Re:Abandoned Armies
Post by: macguba on 16 May 2005, 20:55:55
Bad luck you, not a happy situation ... doesn't sound like FADE though - IIRC that affects gameplay, not things like menus.   Tech support on the official forums or the Avon Lady's FAQ.

Anyway, do not even think about straying into possibly illegal areas.

The good news is that GOTY appears to have been re-released and you can get it on play.com for a reasonable price.   So if all else fails at least you can buy it.

THobson, have you any idea when the next version might come out?  
Title: Re:Abandoned Armies
Post by: XCess on 16 May 2005, 21:13:51
Copying files from a my own legal install of Res shouldn't be illegal... ANyway.. seems to be working now after I removed the Addons folder... So confused  ???
Title: Re:Abandoned Armies
Post by: macguba on 16 May 2005, 21:29:33
Lol  ;D it's an addon issue ... it's ALWAYS an addon issue.  ::)

Faulty addons can do really weird stuff to your OFP.   Add them back one at a time and see how you get on.
Title: Re:Abandoned Armies
Post by: XCess on 16 May 2005, 21:33:54
Lol yeah was doing that. Workin great now ;D Plus, I get to clear out my unit list a bit  ::)
Title: Re:Abandoned Armies
Post by: Mikero on 17 May 2005, 00:33:54
@Xcess

borrowing, nay, downright stealing of AvonLady's Faq, if you hit deep doodoo, wipe out your ENTIRE user directory. OFP will fill in the blanks with default values for you to start again.

Title: Re:Abandoned Armies
Post by: THobson on 17 May 2005, 09:11:50
Quote
THobson, have you any idea when the next version might come out?  
I am aiming to beat the release of OFP2 :)

Seriously - I have had to dismantle most of the cutscenes to change the story and the flow so what I have at the moment is a mission that doesn't work, it is not like I have a working mission that I am tweaking a bit.  My personal target is 3 weeks - but that will be a stretch given I am away the last week on May.  Even then I will not have done much to the intro or the end scene.

The changes from v1.10 will be at least as great as the changes from v1.00 to v1.10  I expect the release after that might be the final (but I thought that last time ::))
Title: Re:Abandoned Armies
Post by: XCess on 17 May 2005, 15:59:58
 :'( No Fair!!!! *does childish tantrum*
Title: Re:Abandoned Armies
Post by: Mikero on 18 May 2005, 01:23:39
Hey, I love childish tantrums, join the queue. Now MacGuba has two of us to keep an eye on.
Title: Re:Abandoned Armies
Post by: THobson on 10 Jun 2005, 20:46:55
 [size=10] *****Get v1.20 here***** [/size]  (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-20.zip) [/b][/url]

Notes for beta testers of v1.20:

Well here it is, v1.20.  It was going to be v1.11 but there were too many changes to limit the increment to the second decimal place.  

See Post #762 below
Title: Re:Abandoned Armies
Post by: Pilot on 10 Jun 2005, 22:06:31
I can't wait to give this version a test.  Downloading now (14 meg?!  I guess I'll have to wait a while.  Maybe I'll study for that written test I'm supposed to take tommorrow...)

-Student Pilot

P.S. This time I'll try to finish it, THobson. ::)
Title: Re:Abandoned Armies
Post by: THobson on 10 Jun 2005, 22:32:18
I hope you do.  Best of luck in your test.

Sorry about the size - it is all the voice files.
Title: Re:Abandoned Armies
Post by: Planck on 10 Jun 2005, 22:39:03
I have the new version......twice now.

I lied about not getting it tonight.........I thought you might run out of stock, so I grabbed a copy.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 11 Jun 2005, 00:19:30
Oh yay, oh joy of joys, there *is* a God.

swoon

as soon as I've recovered from my public orgasms, I'll host this mission on the  beta site  (http://andrew.nf/ofp/missions) too. Eta as soon as I can stop you lot melting the cables...

Done, this version, 1.2 and V1.1 are both available at the beta hosting site.

Christmas has come early people.


Title: Re:Abandoned Armies
Post by: XCess on 11 Jun 2005, 02:57:53
OOOOOMMMMMMMMGGGGGGGGG MY DREAMS ARE TRUE. So.... That means I don't need to dream anymore. Which means I can afford not to sleep!!! I can play this instead!!  ;D Now.. just wait foer the girlfriend to toddle off to bed n I'll have my fun  ;D Lol different to the usual meaning that sentencwe would have but YAAAAYY JOOOYYYY nonsenical celebrations abound if that made sense!! Abandoned Armies is here people! Heaven's gate is open and I've lost my sanity with sheer joy!
Title: Re:Abandoned Armies
Post by: Fragorl on 11 Jun 2005, 03:44:50
What he said ;D

Great timing THob, just finished exams and all.

I have a strategy for completing this mission this time- a little, often...

You may recall that the last i posted in this thread was an error message in Andropov's hideout... well basically a short while after that, i'd slaughtered, i don't know, between 30 and 40 of Andropov's men. Effectively I was pinned down in his tent not 5 yards from his corpse, and every time I ventured out, another group would come dashing past and i'd dive for cover once more, spraying the intruders with bullets. After several hours' combined game play in this spot, and many a cheat save, I ventured out only to bump into Stamenov's invasion force, in the process of mopping  up what was left of Andropov's forces.

Knee deep in the dead is an accurate description.

Anyhow, after lying there waiting for the right time to flee for almost half an hour, I finally made it out of the base, managing to save 1 of the three I had brought with me on this pseudo-special ops mission. It was a long crawl to safety; my jeep had been thoroughly perforated by a cobra on the way in. I just didn't have the heart to take on a force of that size, but was reasonably happy to have completed ~1/2 the mission... or maybe that's an overestimate...

THobson, i have never seen so many units in an operation flashpoint mission, ever.

Anyhow, I think I will change my focus/strategy in this version, taking more of a partisan/gueriila approach instead of an all out assault with 4 men vs. and entire army. That sort of thing works in the movies, but not in abandoned armies unfortunately.

BTW, once or twice i saw the cobra actually land, and it's crew get out. This was bout two times in 50 or so restarts. I died each time before I could reach it, but tell me, would there have been any way i could have hijacked the cobra? The cobra would be an invaluable tool... although i do remember you saying you have taken every precaution against the player ever getting hold of it.
Title: Re:Abandoned Armies
Post by: Mikero on 11 Jun 2005, 03:53:11
Quote
I have a strategy


BWAH HAH HAH HAH

ROTFML

wipes tears from eyes, can barely type a sentence

Haaaaaaaha

giggle

<slap>

Title: Re:Abandoned Armies
Post by: THobson on 11 Jun 2005, 09:10:00
Quote
have never seen so many units in an operation flashpoint mission, ever.
Well I am a long way from the 63 groups per side limit and the size of most groups is random so not the full 12 units per group.  Having two sides helps get the numbers up.  If anyone wants to know how many loons you will be facing then IM me.  Some people might not want to know.

Quote
more of a partisan/gueriila approach instead of an all out assault with 4 men vs. and entire army.
Coincidentally you will find in the new readme file a warning about this exact point.  In most OFP missions you can go for the jugular straight away.  That could create a very frustrating result in this mission - you don't appear to have been frustrated, I think the mission was probably finishable from that point, but would not have been easy.

Quote
i saw the cobra actually land, and it's crew get out
I can think of only one situation that would cause that to happen, and as you indicate, other factors would mean that the player's life expectancy under those conditions would be very short.  Nevertheless I will now add to my to do list a need to look at the coding for the choppers, not to prevent the player from hijacking one if they are able (that is fair if they can get one they should be able to use it), but to ensure that all the other stuff works correctly in that situation.

@mikero  ;D

EDIT:
fragorl:  I remember your screen shot of the error message - it was quite dark.  I remember thinking, jee the guy played all through the day, I now realise it was still morning.  That is a stunning piece of special ops work to get in and kill Andropov so quickly.  But as you realised - getting away with it was another matter!
Title: Re:Abandoned Armies
Post by: THobson on 11 Jun 2005, 13:39:37
Really wierd.

So far I have done most of my testing in the mission editor.  I am now playing the pbo version and some things are not the same.  Reorganising the team sometimes seems to change the formation leader and the wolves seem to get stuck.  I don't want to rush in to fixing these (assuming I could figure out how) - that is how errors are intorduced - but if any of you find it unplayable as a result please let me know.
Title: Re:Abandoned Armies
Post by: Commando on 11 Jun 2005, 15:33:04
the link 1.20 is dead, it says the page has been moved or is missing  ???
damn i really want to try out the new version  :beat:
Title: Re:Abandoned Armies
Post by: XCess on 11 Jun 2005, 15:40:16
K So I've done the civilians and spoke to my Russian matey in Houdan. Here's how I went:

Climb up the ultra steep hill but it seemed quicker than the first one somehow.. Killled the three soldiers, put 2 of their weapons in the police jeep and kept one and some grenades for myself (also stole the binocs of the cop), then went to speak to Tatyana.
Was kind of confused when he said "wait here while I go find some transport" considering I'd just laoded up a jeep with weapons right outside the front door  ??? Then she goes runs off and gets shot.
I got to my jeep and see "Take handgrenade".. thinking the cop had some  ::) So I pick up two and while I'm doing that get shot by the same soldiers as Tatyana.. and guess what.... I DIDN'T SAVE!!! Please oh please save stupid people like me from having to redo the cliff climb with a saveGame either when u approach Vigny or after the cutscene.

So I go through it all again (including that damned climb) and park the jeep right at the door and made sure my inventory slots were all full so I didn't get tempted to make the same mistake, and drive ff down the road.. running the lons over as I go.

Then I got to a roadblack in the next village and just drove straight past it with my lights on.. well not straight past it.. I got stuck in a tree for about 30 seconds not 5 meters away from the dude guarding the checkpoint. Oh well I think.. saved me some time reloading I spose.

Keep on driving and see a very nice lil bit of eye candy/story piece. LOVED it, Thanks THob.. almost lost my jeep  :P Drawing me into the mission quite well.

Reached the camp and the improvement in the cutscence was just tremendous. Getting to know the characters! One's I never used before  ;D
So me and Res friend drive of in the truck to pick up civilians while listening to the OFP theme  :D

Pick up other group of civilians and then feel you're reading my mind as one of the resistance guys takes them back to base letting me go search Houdan with the other one.

So we drive down the main road  ;D to Houadan pull up by a house and jump out with three enemy stood right infront of me. "Oh sh**" I think, "I'mgonna die." But nope. to my luck they just look at me. So I throw a grenade. Miss. And then shoot them all. Put 7 on stealth and then run around for a second or two til iI see one of your civilian hut thingies and run in. Now we got a russian (with a very english accent :p (best voice acting so far with this character even though the accent doesnt fit uniform)) working for us. YAY.

While we were talking I heard a few explosions and gun shots so I guessed 7 was dead. When we finished the convo I found he wasnt but there was a destroyed Ural and half a squad of corpses surrounding it. Well done good chap! I noticed a few survivors so I took cover next to a building and threw a grenade trying to keep my position unknown... but oops.. I blow myself up. I REALLY wish u didn't have the destroyed buildings thing sometimes.

So reload pick up friendly red and this time 7 is killed by a lil burst of Vulcan just after the cutscene ends. SO I pick up a law from the group of stupid three I shot again when I got there again when they just sat there and looked at me again. And sprinted down the road after the vulcan and put a LAW in it's ass.

Then I hid in a bush next to it and saved (the convoy carried on without it).

Will play more later if I get the chance. I hope to god I do.
 
Title: Re:Abandoned Armies
Post by: THobson on 11 Jun 2005, 16:03:37
@Commando:
Quote
the link 1.20 is dead, it says the page has been moved or is missing  
Yes it is but it will be back up soon.  I thought I had tested this to death, but a last minute change to fix a problem created another.  That is now fixed.  Version 1.21 will be here soon.

Plank what can I say? :-[ :-[ :-[ :-[ :-[

@XCess
Tell me.  Does #1 have a 'Move' instruction over him?
If you do a `11 does it give the instruction 'all follow all' instead of 'all fall back into formation'?

On the accent - well I don't know any Russians - well actually I do but none that I would ask to act for me.  My logic is this.  To me Sergei's accent  sounds normal, to a Russian a Russian voice would sound normal also.  So he sounds exactly as a Russian would sound to another Russian, if you get my meaning ???



Title: Re:Abandoned Armies
Post by: XCess on 11 Jun 2005, 16:09:44
I haven't noticed a move order over #1 but then I didn't pay too much attention lol. I haven't used fall back into formation yet either but I'll tell you what I see when I do.

GOod logic btw  :P
Title: Re:Abandoned Armies
Post by: THobson on 11 Jun 2005, 16:16:39
 [size=10] *****Get v1.21 here*****[/size]  (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-21.zip) [/b][/url]

Notes for beta testers of v1.21:

Rather than refer you to the post above I will repeat here.  

Since a key element of this mission is about atmosphere and surprise I cannot give a list of all the changes - readers of this thread will already know about some that I now regret mentioning, but there are others.  In fact the changes from v1.10 are much more significant and visible (if you notice them that is) than the changes from v1.00 to v1.10.  (See - I still persist in the belief that I will be making second decimal place changes to this mission at some point.).

Changes I can mention are:
1.   There are more cutscenes in this version than in the previous one, the exact number depends on what you do and the order you do it in.  The dialogue in many of the scenes is dynamic in that it will be different depending on what the player has or has not done, who is or is not still alive, etc.  There are over 260 sound files in the mission but to hear them all you would need to play the mission many times in lots of different ways.
2.   The skill levels of your team increase during the mission.  I would welcome comments on whether the starting levels seem appropriate and whether the rate of increase is too fast or too slow.
3.   If one side initiates an all out attack on the other then their plan will be more subtle than in the previous version of this mission - they will not now ignore the border towns.  Also it is now possible that if one side attacks and suffers significant losses then the other side may initiate their own counter attack.
4.   Causing a war (not to be confused with an all out attack) is now a bit less easy.


I would welcome several different types of beta tester:

1.   People who will play the mission straight as it is intended.  In other words no cheat saves, no running around trying to break it.  Just simple straightforward play.  How does it feel, what was the atmosphere like?  Were there enough/too many savegames?  What surprises did you find? etc.
2.   People that will try everything they can think of to break the mission.  You are not worried about the atmosphere, you are determined to find a bug.
3.   People that are using ECP and similar addons.  I now have the view that these addons do things to the workings of OFP that make them not compatible with large missions such as this.  I am happy to be proved wrong on this.

In many missions a beta tester might play a mission several times to fulfil each of these roles.  I can't expect that here, the mission is just too long for that.  So just choose one and have a go.

If you find things that you think may spoil the playing experience of other testers then please IM me with the details, what you experienced, what you thought about it etc.

The usual war stories of what you did and what you saw are immensely helpful, even if you think there is nothing of interest it helps me to understand what is going on.  You many not think you are telling me about bugs but often you are.  So even if you think you have nothing to tell me, please just tell me what you did and what happened.  

This is a heavier mission than the previous version.  Comments on CPU speed, Benchmark and lag would be greatly appreciated.

This is not a finished version.  There are things I still need to change, for example:
-   I need to do more work on the Intro
-   I have hardly touched the end scene
-   I have made no significant changes to the layout of the main bases
-   etc. etc.
So if you have made comments on earlier versions and do not see them reflected here it does not necessarily mean that I will not be acting on them.  I just needed to get what I have done so far tested by you guys.


@Mikero: you have your mine toggle so it is safe to enter the huts.


@macguba: I promised a cheat version.  My website is not large enough to hold two versions of this mission so I will IM you with ways to cheat.  Just let me know when you are ready.


@All:  What more can I say?  All of my spare time (and a lot more besides) has gone into this.  I hope you enjoy playing it as much as I enjoy making it.

Note: You must have your Video Options/Terrain Detail set to normal
If you don't have your Terrain detail set to normal some very strange things will happen to the objects placed on the map.  This is a problem with Flashpoint.  In most missions it is not noticable but because of the size and duration of this mission it can become a problem.


Title: Re:Abandoned Armies
Post by: XCess on 11 Jun 2005, 17:00:12
Um.. so do I download this or keep with v1.20? You just wanted that second decimal place didnt you  ::). Will my save work if I d/l this.. I'm guessing no.
Title: Re:Abandoned Armies
Post by: THobson on 11 Jun 2005, 20:30:07
 :-[ :-[ :-[ :-[ :-[ :-[ :-[ :-[

Profound apologies to everyone.

Anyone that has downloaded a version before this post will have a mission where there is a constant howling of wolves - once it starts it never stops.  It might get less but it will not stop.

I have now found the problem and am up loading a new file (still v1.21) as I type this.

It is these bloody last minute fixes that are the killer.

XCess.  If you can live with the howling and Alexi doesn't have a Move or Stop instruction over his head then this version is the same as v1.20.   I am sorry but it doesn't seem possible to use an old save game with a new version of the mission.

I really am truly embarassed  about all this.

I am now going to go away and hide.
Title: Re:Abandoned Armies
Post by: XCess on 11 Jun 2005, 20:38:47
LOL. Looks like I'll have to climb the hill again then...  confused at where the wolves are from though..

And i KNOW this wasnt a mistakeTHob! You did it just for that second decimal place didn't you!!  :P
Title: Re:Abandoned Armies
Post by: Mikero on 11 Jun 2005, 21:36:15
>I am now going to go away and hide.

Good thing too. We are all pleased to see pain has visited you early Thob

Each time I try new strategy for myself doesn't work, I shall recall this.

BWAHHA

slap,,,,
Title: Re:Abandoned Armies
Post by: THobson on 11 Jun 2005, 23:12:41
Quote
You did it just for that second decimal place didn't you!!  
Lol - If only.

Quote
confused at where the wolves are from though
Did you not hear them or is the sound of them confusing?

Quote
Good thing too. We are all pleased to see pain has visited you early Thob
You are so kind.

Well that's one little surprise down the toilet. :(

Just to be on the safe side - The latest pbo has a date/time of:
11/06/05 20:05
Title: Re:Abandoned Armies
Post by: XCess on 11 Jun 2005, 23:40:36
I didn't hear the wolves at all.... Hallucinating Thobson?
Title: Re:Abandoned Armies
Post by: MachoMan on 12 Jun 2005, 00:42:20
Yep, I didn't hear them either.
Title: Re:Abandoned Armies
Post by: Fragorl on 12 Jun 2005, 03:34:26
And neither did I.

Testing under ecp 1.071 as always, and having just got the latest catalyst drivers; the mission is lagging like hell, but *just* playable. This is interesting since my pc is no lightweight, and I was running terrain detail at normal instead of the usual high. Fps were between 5 and 15. Not sure if this is actually ecp's fault or the drivers' since the models were garbled when I started flashpoint up. Either way I took a dislike to them (the drivers) and rolled back to my perfectly fine, functioning previous set.

You might wonder why I'm continuing to inflict the possibility of the savegame bug on myself. This is for a couple of reasons-
1.) Planck played through it fine if i remember correctly, without any savegame problems. Also, I seem to remember that you requested that we turn of ecp random weather, since you had the weather planned out in scripts, and I've realised that I didn't. Recently I saw a post in some thread or other about how 'turning off random weather stopped ctd's on loading some missions'. Putting two and two together I guessed that that might be where the problem was.
2.) In terms of global variables, you were on the cusp in the last version, with my ofp doing a bit of a 'will I, won't I' when loading missions. Presumably this has been improved on still more in this version. Nice to see that v1.080 ecp has elimintated this problem altogether.

Either way, that's me for this version.
Title: Re:Abandoned Armies
Post by: XCess on 12 Jun 2005, 05:55:47
5-15fps klagging like hell? bah.. that's standard!
Title: Re:Abandoned Armies
Post by: THobson on 12 Jun 2005, 08:17:24
Wolves:

Every 15 minutes or so a script runs.  One of the first lines is:

if (50 > random 100) then {exit}

another line checks to see if the player has done a specific thing yet (I didn't want them to be too early)

After that several other things are checked such as:
- time of day
- Alexi's current height above sealevel
- level of fog
- rain intensity

and a wolf pack may or may not be created, the number of wolves and distance of the wolves from Alexi are random factors based on time of day, fog level and rain level.

In other words I can't tell you were or when they will make an appearance, but what I can tell you is if you have a pbo time dated earlier than :11/06/05 20:05 then once they appear they will never go away, and in fact they will be added to whenever a new pack is created.

FPS:
How do you guys find out your fps?

ECP:
Fragorl - yes I also read that bit about the random weather and ctd somewhere recently.  It is really helpful for me to know how this mission performs with those exotic addons so I can include comments in the readme file.

Quote
Nice to see that v1.080 ecp has elimintated this problem altogether.
But maybe at a price.  Acecombat tried this mission with I think a pre-release of the upcoming ecp version and it ctd immediately.  Now I know that is not because of any strange addons I might have - because I don't have any.
Title: Re:Abandoned Armies
Post by: Fragorl on 12 Jun 2005, 10:16:22
Wolves? Nice!

FPS: using dxdll. Which I'm also sure is not the source of the lag, because i've tried it without dxdll and there's little difference- which is obvious; the large unit count/large number of scripts running is the more likely culprit. At the moment am playing using non-ecp because the lag is somewhat improved upon by using vanilla ofp. However, the lag really is noticeably worse in 1.20 than 1.10. May switch back to ecp later; that's the thing with ecp- you can load non-ecp saves, but you can't load ecp saves in normal ofp.

Progress report so far- after having a nasty experience at the mountain lodge, involving me failing to stop fast enough and sudden death (;D), i decided to forsake the hideout and Alexii's trigger-happy relatives, and take to the highways to see what I could see.

Couple of things which i remember as i type: tatyana's killers walking to her corpse/chuckling- i think i recognise that voice :) - a nice touch, plus it makes them easier to kill.
Soldier at roadblock at la pessagne - i almost ran him down, got out, made as if to shoot him, stopped, walked up to him, waved my hands in front of his eyes- nothing. He smiles vacantly back at me. I give up, hop back into my jeep, reverse over him and drive off. Dunno what's up with that guy.
Roadblock somewhere between la pessagne and the mountain hideout. Also a nice touch. I wonder who did this/what the significance is.

Cruising along the main road in central Malden, looking for trouble. I'm approaching chapoi. Lights up ahead cause me to pull over and investigate on foot. It's a fuel station with 2 MGs, and a small group of soldiers stationed. Decide to attack, feeling belligerent. Stealthily take down the east MG. I'm now beginning to think of using the area as staging ground for an ambush. I crawl over to near the west MG, pop up, nail the gunner, fall back prone against the sand bag. Several soldiers are rudely awakened. Being daft AI, they have no idea where I am and run past me in twos and threes. I shoot them in the back, and soon the entire group is history. Salvage an RPG from the corpses.

I don't have time to prepare my next move, as in the middle distance a column of soldiers march towards me, at ease. I duck under the sandbags near the east machine gun, wait for them to march by, then once again shoot them unawares. They dont stand a chance. More weapons for the pickings; a nice assortment of machine guns, anti-air, light and heavy anti-tank weaponry. I deposit the AA gear in my jeep, and create a couple of caches of anti-tank launchers.

The main targets for me are the motorised convoys, and not long after this I get an excellent opportunity to test my ambush setup. A light patrol of 4 jeep MGs approaches, which is good news considering my previous successes with these types of convoy. There is a repair and an ammo truck by a med tent next to the fuel station itself; i pull the ammo truck out to cover the MG's left flank from any premature fire directed at me by the jeep column, and wait. First jeep drives past. I have visual contact and open fire. Machine gunner dies and the driver pulls to a halt, and is also killed. The passenger hops out. The second and third jeeps pull into view and are similarly dealt with. Fourth jeep has got wise, and stopped a way off; it's gunner and passenger are out and hunting for me. Manage to get them after being killed myself once.

In terms of armaments christmas has come early- I've a nice selection of all the AT weaponry you could ever hope for. Plus 3 fully functioning jeeps plus one with a flat tyre. I distribute the weapons between my two caches, do some rearranging and make a nice roadblock using the jeeps and the ammo truck. I take a short break from this activity to get rid of an annoying vulcan some way off, whose presence becomes known to me when he converts one of my jeeps - with me inside it - into a tangled, charred and smoking wreck.

One final thing of note, on my way back from the vulcan, I see a man in the distance sprinting towards me. I head back to base, thinking him to be the leader of yet another armed patrol. I retire to my trusty sandbags and observe. The solider as i can now make out runs into the bush, and doesnt come out. 2 minutes pass, no sign of anyone else. I cautiously approach the bush. It's a sniper, facing away from me. A lucky break; i amd now up one sniper rifle and a pair of binoculars. However, this whole encounter struck me as rather random. Hm.

All in all, a good start to the game. I'm looking forward to when an armoured convoy turns up. It should be fun ;)

Fragorl
Title: Re:Abandoned Armies
Post by: Fragorl on 12 Jun 2005, 10:21:24
My ambush spot:
Title: Re:Abandoned Armies
Post by: THobson on 12 Jun 2005, 10:30:46
And all this on your own?  I think you might get some company, which direction it will come from I can't predict.

I think the myopic behaviour of some loons is to do with me giving them a doWatch so they are pointing in the right direction.  I will change that.

I don't know why the snipers are moving around.  I just put them in a bush and give them a doStop.
Title: Re:Abandoned Armies
Post by: Planck on 12 Jun 2005, 13:03:23
Quote
1.) Planck played through it fine if i remember correctly, without any savegame problems.

Actually when I played this mission first, I did indeed suffer from the savegame bug, but I had my own little routine to follow to get by it.

So, I probably didn't mention it too much.

The fastest fps I was getting was an occasional burst of 3 - 4 fps for a few seconds on the odd occasion.  Normally I was playing with about 2 fps on average, with occasional pauses (lag).   ;D ;D


Planck
Title: Re:Abandoned Armies
Post by: Uber-Pea on 12 Jun 2005, 18:08:29
When I leave the camp it says go listen to the radio in the ruin. But theres none. Now I cant continue the mission without every 30 seconds "Alexi, dont leave yet, thereas an important message..." Bug, or am I doing wrong? the old ruin is the house where the truck and the barrels stand at, right?
Title: Re:Abandoned Armies
Post by: XCess on 12 Jun 2005, 20:57:31
@Uber-Pea- Look inside near the medical cabinet.. you should be able to see them through the windows. it's easy to spot, it's the only stone building on the mountain!!

@Fragorl- I thought you were going to take it slow  ::)
Title: Re:Abandoned Armies
Post by: THobson on 12 Jun 2005, 21:37:52
Uber-Pea:  XCess is right.  Go inside the ruin and you will see the radio on the table.  If you have not got your video options/terrain detail set to normal the ruin may have sunk so deep that you can't get in and the radio maybe under ground.  The Action to turn on the radio should still work though, walk round the back of the building and check your actions.  

The message should be every 42 seconds while you are more than a specificed distance from the lodge.
Title: Re:Abandoned Armies
Post by: Mikero on 13 Jun 2005, 17:14:21
The ReadMe alone is worth the download. Fascinating stuff.

'undocumented features' so far.

Minor. But irritating. #2 who raises the flag in captured towns has a 'move' attached to him, which I guess is understandable, but after flag change, he then goes 'ready'. Bit nasty when you're desperately racing out of there to get away from you-know-what's-coming.

Base camp. After using civil truck to get 1st load of civilians. There's a mysterious driver (see jpg). Don't know who this ghost is but it renders truck unusable. I have then a long walk to 2nd lot, and a really really desperate Erun to get away from 3 squads that come after me. (admittedly I made a bit of noise in Trinite while wolves were howling)

Soldier at barricade in La Passagne stands there, as others report, only a shot or two makes him do something, and then not much. We sorta lay together playing marbles and shooting at everything except each other. I believe this would also be true of the guy left, at wooden hut.  This general apathy of the enemy is very marked around Vigny / Passagne, a few
are aggressive, but most can't "see" you when you fire at them. Red soldiers (northrons) are vicious, southrons are statues. In v1.1 I had to work to save my backside from the ai. In this version, it's fairly, not always, but fairly safe to wait for them to walk right up to you. (saves bullets). It was severely unpleasant in 1.1 but this, has become a cakewalk by comparison.

The lag now is dreadfull. So bad, I nearly stopped in tears. (anywhere around Trinite). Admittedly I hung round too long, and had both armies come to investigate, but I had to cheatsave my way back to mountain to (basically) avoid all possible contact to get the lag off my back.

There's a distinct difference to my troops, partly lag, or perhaps their skill level set low (even though marked expert?). I assume you're building their ai through the mission. Unfortunately for me, at the beginning stuff (where I am now) I 'm losing several because they're SO DUMB! In this mission, I can't afford to lose any, not a single one of them, so have to keep going back to a save and try again. It's exasperating because in many fights (passagne, Audy) there's only 5 against us. With the seriously long load times this is getting tedious. If I'm right that the've been dumbed down to dangerous, then (imho) this is a mistake for this mission. They're too valuable to lose. It is of course a great theme idea, but the consquences are deadly for later mission play.

Re-arranging troops and the way it was done, is  lovely stuff Thob. There is a lot more that's good too, but the above is hurting.

Title: Re:Abandoned Armies
Post by: THobson on 13 Jun 2005, 18:32:09
Quote
Base camp. After using civil truck to get 1st load of civilians. There's a mysterious driver (see jpg). Don't know who this ghost is but it renders truck unusable. I have then a long walk to 2nd lot,
??? I am dumbfounded.  Where and when did this happen?  He is in the driver's seat?  Seriously - I do the mounatin scene, collect the first civis, then just get back in the truck and go for the second lot.  I have never seen anything like this.  Anything you can tell me about where when what happened before this etc. would be of great help.

I have done nothing to the enemy ai - but I have given them some doWatch instructions that I think are taking up too much of their attention.  I will try it without.

On the ai of your team.  I start them off low skill but their skill level builds quickly (I had thought too quickly).  It may be that increasing their skill during the mission does not get them to where they would be if they were given a high skill at the outset.

The flag changer - I will see what I can do.  Maybe a doFollow - but I thiught I had tried that.

Lag: There are now quite a few more triggers than in the previous version - hardly any to do with the mission, mostly for atmospheric voiceovers.  All use once triggers are deleted after they are used so things should improve.  I may need to lose some of these though.  There are also a few more groups - again not really relevant to the mission just to the atmosphere.  They may need to go also.  Perhaps I could delete some of this stuff in the init file based on the player's benchmark.

Did the wolves stop howling?

Glad you liked the readme at least.  I also have a 'spoiler' document that describes in more detail what is going on (nearly 20 A4 pages).  Maybe I should just publish that and forget about the mission. :)

I am playing this version as well.  Mostly I test the mission in pieces and only occassionally do a full run though.  I have noticed the lag but not yet found it a pain.  I am doing the mission in a way I have never done it before - not starting a war but just concentrating on one side.  I set myself the task of capturing the ammo truck that is in one of the convoys - 2 standard issue mines, a LAW and a few Bizon rounds and it was mine.  

EDIT:
Stupid soldiers at La Pessagne - I think this might be a lag issue.  I can't replicate it not in the mission editor anyway.  I try to walk around the place and even with all the fog and the dark I am dead in seconds.

EDIT EDIT:
The guy in the truck is Yuri - or his clone.  I use two of them because if I setPos a unit out of a vehcile then some very strange things can happen later.  YuriClone is used for the scene in the hut and the journey to the lodge.  When there he is deleted while in the truck and the real Yuri takes his place for the cutscene and everything after than.  It seems that the delete did not work in your case (more lag screwing up a script?) and that while the cutscene was going on he got back in the truck as the driver.  You could just kill him - but that is not the point.

If I am right he was sat there as the driver immediately after the second cutscene at the lodge - the one after you rescue the first lot of civilians.  I have no idea how to fix this apart from deleting him several times - but that is just dealing with the symptoms, not the problem.

Some very strange things are happening with this version.  I now have a ladder that doesn't work - but it was fine in all the rehearals - and there were a lot of those.  I have thought of a solution to that one but Yuri in the truck is a worry.
Title: Re:Abandoned Armies
Post by: 456820 on 13 Jun 2005, 20:11:34
okay im going to give this another go

Readme
Interesting anyway why do you care how to improve your readme onto the game

Overview
Good nice desctiption and pic but the border could of been abit smaller

Intro
Fine some good shots nice use of hanging the civiallians.
But i did every so often miss out the odd ending of a sentence

Briefing
Fine tells me what i need to do and of course im not working for an army so there wouldnt be huge intell reports good work

Mission
First imperssions are grreat very good atmosphere already with the owl hooting to what sounds like custom rain sounds good very good.
Anyway i run up the mountain hoping not to run into any patrols and hoping im going the right way
I see a fence and i advance around it and see a house with a fire hlaf in and half out the wall, anyway i see a russain shoot him then one wich is behind him runs off likke alittle sissy so im hoping he wont sound an alarm or something
I go and talk to that civiallian in the house and have alittle cut scene very nice then she runs of and gets herself killed.
Anyway radio savegame, and i get in the polic jeep and ride of over the mountains to find that house trying not to go near the road
okay i get to the lodge and am gretted with a cutscene very nice but 2 things
1) they keep saying were going to kill soldiers couldnt it be phrased a bit better they sound like 2 year olds playing army
2) that guy says hes going to show me on the map where the fuel stations are why not forcemap and actually show me using the map.

Anyway savegame why not since i got a new one.
Reorganise team everyone join me because i want a nice big squad who cares what they think there bound to die because im a useless leader.
Okay i check the map and decide im going to Chapoi first or actually maybe the air base as they might have choppers and planes then i can rain hell from above but wait its an airbase its bound to be more defended i will need more men so i go to Chapoi hoping to find more men on the way.
i take about 2 steps forward and BANG im dead so i rety look who did it i relise in the end it was one of my men who 2 things
1) why shoot me
2) Why was he shooting in the air and when he did how did i get caught in the cross fire ??
anyway i think i will rety and shoot the bugger right i did and when i started running they opened fire on me ?? i know i shot a team mate but he was going to shoot me.
And in the readme you say there are no tricks whats this then i didnt do anything for a teamate to randomly shoot in the air and somehow kill me ????? im confused
What am i suposed to do apart from stand there ?
so therefore i must end
plases i would love to know why that guy keeps shooting at me
Title: Re:Abandoned Armies
Post by: THobson on 13 Jun 2005, 22:35:33
I have had this but only once.  There is some discussion much higher up this thread between macguba and I about hearing shooting when there was no fighting.  It seems that OFP does that sometimes - just randomly a piece of blue on blue.  If you restart and just carry on does he always shoot you? and is it always him?  It really would help me to know.  There is no trick it is an OFP bug.  What I can do for the next version is give the player a high rating from the start to see if that helps.  If you always get shot after restarting all I can suggest is to re-start from the beginning  ::)  Sorry

So you plan to ignore the poor civilians do you?

Quote
they keep saying were going to kill soldiers couldnt it be phrased a bit better they sound like 2 year olds playing army
I had hoped they sounded like desperate people cheerfully embarking on an impossible task.  Last throw of the dice sort of thing.
Title: Re:Abandoned Armies
Post by: Mikero on 14 Jun 2005, 01:12:19
>Glad you liked the readme at least.

Hmm 'fraid you might say that. Reporting bugz is a negative excercise. There's a lot of marvellous new stuff in here, wolves, roadblocks, tightened cutscenes, new (and terrifying) routes for the jeeps. But, bugz is bugz.

Wolves stopped howling, no probs. Frightening, alarming, scary, thematic. They hit me just at the right time, the ghost town of Trinite, what more??? could you ask for, to realise that town was OCCUPIED !!. Convinced if I walk into a buiding there one would tear me to pieces. Doesn't matter if that wasn't your intention. 2nd wolf hit happened in forest, need I say more to how frightening that can be? try disorientation for a start, you lose a sense of getting away, there isn't a diretion to get away to. Marvellous.

The wolves were generally accompanied by a squad or three coming to greet me a little time later, gave another impression of radioactive mutation. Northrons had mutated into something I wasn't going to appreciate :)

>YuriClone

I'll put my hand up. I collected 1st civilians and decided this was the opportunity, right now, to go collect La Passagne weaponry. I had knocked off the sleeping zombies long ago. Was wary of doing so because of the warning not to go back to Vigny.

As I got out, they got out, and etc. I think I may have got in-out several times ::) because a few desperate counter moves by me when northrons came at us. Their aggression incidentally was severe compared to south.

This in -out and voiceovers were accompanied by mixes of change the flag stuff, and all seemed to work 'ok'. (But it's here that the move, ready, of #2 first surfaced, and looked like a monstrous bug until i figured out the why)

>Stupid soldiers at La Pessagne - I think this might be a lag issue.

Lag is insignificant to non existent (yes, I know about the Vigny walk up the hill) It''s not detectable until Trinite and I suspect it's going to hit me big time if I stick around any town too long where vehicles are present. My take is, it's a vehicle issue, not a numbers game. But your meaning of lag might be additional to mine, meaning engine is working overtime in the background, visually, there's no lag.

>dumbed friendly ai.

It's possibly too early to say, others may / may not detect it. For me, this version, my tactics have to be different. I am 'used to' using my precious and beloved troops to help me raid towns. Will have a crack at Arudy and see if they remain as dissapointing, or, there's some other factor at play. The reason why I think it was a good-idea-at-the-time problem, is this mission, you learned fast, to rely on your people as the only means of survival. That, has now gone. What is your estimation of when ai = 1.0 ?? And, do I have to have them with me, or can I park them somewhere until it happens?

Title: Re:Abandoned Armies
Post by: THobson on 14 Jun 2005, 08:44:03
Glad you liked the wolves.  I don't specifically control when they appear, or I would force them to do so at La Trinite.  I know I need to know about problems - but it is also good to know what is good especially so I don't get rid of it in the trimming that will have to happen now.

Quote
The wolves were generally accompanied by a squad or three coming to greet me a little time later, gave another impression of radioactive mutation.
Pure coincidence, but a neat idea.

At La Passagne you were probably still dealing with southrons (red flag)

Quote
move, ready, of #2 first surfaced, and looked like a monstrous bug
Now fixed - all I needed to do was give the guy a final instruction of doFollow his leader.

Quote
As I got out, they got out, and etc. I think I may have got in-out several times
The code should be fully capable of handling this, but taking the civis (that you cannot control) to a potentially hostile area might be seen as a bit risky.  Nevertheless the problem should not have occurred.  I really need more details on this one if possible.  So you got in and out several times and each time you were the driver?  When you got to the lodge you had a cutscene and Yuri joined you then you found his clone sitting in the driver's seat of the truck?  Is that how it happened? And as far as you can tell the cutscene was okay - you got told about the other civis, and Houdan and your team mates disagreed about what to do next?

I do think there is a sort of ‘internal lag' that may not be visible but does result in the OFP engine doing things less crisply than desirable.  I think I will have to remove the voice overs from the little of atrocities I have scattered around, I may even have to remove the atrocities themselves.  I think the triggers are killing me - either delete them or figure out a way to use one trigger and just move it about - that should be possible.

Skill levels:  I will IM you with some details.


Could the poor ai performance at LeP be put down to incompetence and simply not expecting anyone to bother them, after all they have a knocking shop just up the road.  Their team mates certainly make up for it later - in my run through I have not yet engaged the northrons, and I am not having an easy time of it.  In other words does it spoil things?

Title: Re:Abandoned Armies
Post by: tudders on 14 Jun 2005, 10:35:04
First off - wow!  What an idea and what execution  :)

I love it but is there a way to change it so that accelerated time is allowed? (Short off repeatedly pressing + over and over again which is sure to be giving me rsi  ;D).

I know that i'll lose some of the atmosphere by acc. time but i reckon the sky effects do enough to compensate and i hate spending ages to get to a terget and then die or lose a squad member and have to do it all over again.

Asise from that though this has gotta be the greatest mission ever!
Title: Re:Abandoned Armies
Post by: THobson on 14 Jun 2005, 11:02:17
tudders:  sorry, the mission is all about atmosphere, and terror.  I can't generate the terror you would get from beign really killed - but seeing a group of units on its way to attack you and then remembering how far back you last saved comes close enough.

Don't get rsi, just go with it, soak up the atmosphere, be there.
Title: Re:Abandoned Armies
Post by: Mikero on 14 Jun 2005, 11:55:26
It's turning into another magical experience Thob.

I've got to the point in the game where all towns are now cleared with lots of retaliatory counter flag raising occurences  :o Don't know if you realise the extra dimension you now added. I can now spot if nasties have re-entered the town by this method.

You've introduced some wonderful stuff, one in particular I don't want to spoil for others, let's say the synonym for Houdan. I can't get up the ladder, it wont let me. I believe this is either an undocumented feature, or, I can't do it till something else I'm not aware of, but my people are constantly bleating about it. That group rearrangement thingo has to be the most wonderful new experience so far. The voicovers are fascinating. So to the salute after raising a flag.

The wolves are 'just right' typically English of you with understatement, just three times in game so far, not, now, then and lots.

>Yuri Clone

All as you describe, I cannot recall anything strange or amiss EXCEPT there was no map when it was being discussed by my troops, just black screen voiceover and titles.

Am severely worried that I missed something in that fabulous cutscene dialog, something about 'other' civilians western side of T3. Hunted, but found nothing so far.

Everything has tightened up in this version Thob, you might have introduced new elements, but the storyline has more bang for buck with things happening when they should, and of course, always when i don't want them to.

Hope you dont delete the bodies voicovers, they're great.

My people hit expert / veteran very early shortly after T3. The lag was caused by me starting the war inadvertently, a convoy got in my way to T3 and that was that.

It remains heavy whenever a tank is near, and, specifically, a tank, not a truck or vulcan.

There remains a mist/fog issue, I came down with my people towards Larche (the nasties occupied it three times !!!). Everyone except me could see each other, my guess, 20 to meters further.

Have noticed several smaller things like a new time of day and considerably reduced fog/mist.

Spotted a civilian, a girl, when I cleaned out St Louis. Nice.

Title: Re:Abandoned Armies
Post by: THobson on 14 Jun 2005, 13:57:24
Quote
I can now spot if nasties have re-entered the town by this method.
I like that too.  Not just that it helps you, I think it adds to the atmosphere - and the indignation

The bloody ladder!!!  It looks like an OFP bug.  I can get up the ladder in the mission editor and during testing.  In this version for some reason the player is not given the option.  I am afraid your team mates will bleat about it until you get up it - but you can't.  In the next version I will not have the cutscene dependant on the ladder.  It is a pity I think you would have appreciated what you would have found there.  It is not mission critical, it is just pure atmosphere - and directions to another location that is also just atmosphere.

The wolves might be just a little too understated - I didn't get them once and it is now broad daylight, the sun is shining and I am in the lowlands so I won't have much chance for awhile yet.

Saluting the flag - well I thought why not?  Any infantry unit that changes the flag will go through the same routine whether they are north, south or resistance.

Quote
I cannot recall anything strange or amiss EXCEPT there was no map when it was being discussed by my troops, just black screen voiceover and titles.
I do not display the map, but equally I only have a black screen between scenes and apart from the  "…how can we do them the most damage…but first we need weapons" I never have a voiceover on a black screen.  I am totally stuck on the Yuri problem.  I will resort to deleting him twice, checking if he is still there and doing it again.  Not very satisfactory.

Quote
Am severely worried that I missed something in that fabulous cutscene dialog, something about 'other' civilians western side of T3. Hunted, but found nothing so far.
Veterans of v 1.00 will have an edge on you there.  I can just imagine macguba's heart sinking if he ever hears those words.  He hated that third group.  Don't worry, not mission critical.  You heard about them you went to investigate but found nothing, you now have an uneasy fealing of having missed something.  I suppose that is a pretty realistic result. ;D

Quote
It remains heavy whenever a tank is near
I have not yet experienced having a tank near, I have taken to leaving a few standard issue mines as calling cards when I clear any of the locations - with some success.


Quote
Spotted a civilian, a girl, when I cleaned out St Louis.
In a house?

Quote
That group rearrangement thingo has to be the most wonderful new experience so far. The voicovers are fascinating.
Thanks.  There is some randomisation of the messages and as you have noticed (bleating about going somewhere) there is some context sensitivity as well.

I am really irritated about the ladder.

As for my own run through.  I am much slower than you.  Cleared Arudy, left some mines (T80, T72, and a Vulcan - T80 and T72 are repairable).  Left an AV mine near a road junction - it took out the whole of the jeep patrol.  Cleared Vigny (left Ruslan on the outskirts), started attacking LeP but some nasty armour (Abrams and BMP full of soldiers) turned up.  Dropped a couple of standard issue mines and legged it (well actually it was broad daylight and the sun was shining so I crawled from bush to bush all the way back to Vigny and beyond).  The mines nicely disabled the Abrams, but I couldn't get the BMP and get away alive.  Over to the road between Dourdan and Houdan.  Two standard mines took out all the convoy except the ammo truck and the infantry truck.  Next trip I hit the infantry truck with a LAW.  Next trip, while I was clearing Dourdan, the ammo truck was taking its time getting past the dead ural so I took out the occupants, as I was getting to the truck - someone else got in!  Eventually I was driving away with my new ammo truck.

Went back to have a look at Dourdan - it had been reoccupied.  I sniped a few, left an AP mine at my position and re-located.  Sure enough they came looking for me ;D.  I think I have now cleared Dourdan again.  My strategy is to use up all the guard units, then go round taking out the outlying groups - which unfortunately I already know about but I think they are logical - with the intent of weakening Stamenov so much that Andropov is prompted to attack.  If necessary I might have to venture to Chapoi to achieve this, but there are bound to be a lot of nasties there.  It is taking a while but I am enjoying it.  I'm not sure how long I will be able to resist the temptation to start work on v1.22 though, there is already a lot I need to do.
Title: Re:Abandoned Armies
Post by: 456820 on 14 Jun 2005, 15:57:40
its always the same soldier and he does actually shoot in the air if you look to the right you see him look up and fire then i drop dead its neverhappened before in any other mission, its very weird he does it every time i restart from the save game by any chance could he be the gut who said he doesnt want to go or something like that because he might of felt angry (even though ai dont have feelings) and then shot me or the air
Title: Re:Abandoned Armies
Post by: THobson on 14 Jun 2005, 16:37:15
Okay.  I know what is happening, I just don't know why yet.  It isn't blue on blue.  Remember when you arrive at the lodge and you are told to Halt, and then to get out of the vehicle (if you are in one)?  Well it seems that the script that makes you get killed if you don't do what you are told is not exiting.  How that can be I have no clue.  Can you remember exactly when this killing takes place?  Is it after the cutcene with all the 'we are going to kill soldiers' that you don't like?  Is it as soon as you move after the end of the scene?  If you stand still do you remain safe?

This is really wierd.

@ all:

So far I have two very strange things
1. Mikero's phantom driver caused by a deleteVehcile in a scrpt not working
2. 456820's problem where a script is not exiting when it should and results in him being killed.

Well three actually a damned ladder that doesn't allow anyone to climb - well not me or Mikero anyway.  I would be interested if others do get up the ladder.  f you don't know what I mean it doesn't matter - you know as soon as you get there.

Does anyone else have anything similar?

Does anyone have any ideas?
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 14 Jun 2005, 17:37:33
Well, I sure picked a fine time to get back into playing OFP :o

Been off the radar some time and something got me back into my OFP gaming. WOW, this is a impressive undertaking and it doesn't feel like a mission, but a whole new game.

3 hours last night and it was a blast, I haven't read into what the previous play problems or versions where like so 1.21 is fresh for me.

To this point, Vigny situation, save some civs in different locations, and find a Russkie in Houdan. That was where I ended last night. I had to sleep on it. I've never played a game where I just plain decided I didn't know if I should trust the guy and decided to sleep on it hoping whatever the mission designer's reasoning would pop into my head. Very cool.  I just feel his staying alive may come back to haunt me.


Threw all this no play problems, no lag issues. Meet some convoys and patrols but never engaged. Want to do some Recon first, see if I pick up on patterns and enemy weaknesses and size. My base of operations is filling up with troops. My weapon stock is growing and I think I may engage some hostiles soon  ;D

Again, great mission and I will be playing the heck out of it for a loooong time.
Title: Re:Abandoned Armies
Post by: THobson on 14 Jun 2005, 17:53:11
lilwillie_WI:

Quote
Threw all this no play problems, no lag issues
That is great to hear.

I won't comment so as not to spoil anything.

Quote
Meet some convoys and patrols but never engaged. Want to do some Recon first, see if I pick up on patterns and enemy weaknesses and size
There is no right way to play this mission, but this is the sort of thing I had in mind when I was making it.

Let me know how you get on.  Even seemingly small things can tell me a lot about how the mission is working.


456820:
I have been thinking about your problem, well not your problem it is my problem but you know what I mean.  This is code that has remained unchanged since way before v1.00 so it is obviously not a predictable problem.  I think it might be that something delayed one of the running scripts - how or why I don't know.  If I am right I do know how to fix it, but only for the next version I'm afraid.  If you can face it, it might be sufficiently random that it would not re-occur if you were to start again.  I can't promise that all I can say is that no one has reported this problem.  Sorry.
Title: Re:Abandoned Armies
Post by: 456820 on 14 Jun 2005, 17:55:16
no problem i might restart and have another test later on if i feel like it
Also do you actually use custom rain sounds because it sounds like it just curious
Title: Re:Abandoned Armies
Post by: THobson on 14 Jun 2005, 17:59:08
No, the rain is standard OFP stuff, complete with the sound.  I did think of using a sound of thunder to open the mission, but decided against it, in part because there is silence during the first few seconds of the mission so the player can't hear all the building being trashed.  Now I have him starting at the bottom of the fjord he might not hear them anyway, so I might resurect that idea.  Thanks.
Title: Re:Abandoned Armies
Post by: Pilot on 14 Jun 2005, 21:09:25
Ok, I finally found some time to start testing

Overview:
Good

Intro:
Good

Briefing:
I liked it

Mission:
I do what everyone has to do and climb up that damn hill.  I kill the three soldiers in the house, and move their weapons to the jeep.  I then go inside.  The cutscene is good.  I congratulate you, your family, your friends, anyone who has done voice acting for this mission.  It is all done well.  As I go outside I hear laughing, evil bastards.  I notice that they're in safe mode.  This suprised me a bit, considering Tatyana had gotten away.  Maybe they were too drunk to make the connection.  I quickly dispatch them and load their weapons in the jeep.  I then get out of Dodge.  Fast forward 15-20 minutes, and me getting lost several times, and I arrive at the lodge.  Again that voice startles me.  I know it's coming, but it startles me anyway.  I get the cutscene.  Again, it's well done, and the voices are good.  I give Irena an M16, replace 4's Kozlice with an M16, and replace 3's? kozlice with a hunting rifle.  I go in the lodge and turn on the radio.  I get the message, nice job with the static btw, and get ready to rescue them.

/more later
Title: Re:Abandoned Armies
Post by: THobson on 14 Jun 2005, 22:33:14
Welcome back Pilot:
Quote
I notice that they're in safe mode.  This suprised me a bit, considering Tatyana had gotten away.  Maybe they were too drunk to make the connection
They are aware unitl the reach her body and then go to safe.  Sloppy bastards these southrons, they probably thought she escaped while her guards were sleeping it off.

Thank you for the comment about the voices.  I suspect the English (ish) accents are letting us get away with more than we should with the non-Brits amongst you.  To me some are good some akay and some are naff, but heh its the best we can do.

Best of luck
Title: Re:Abandoned Armies
Post by: Mikero on 14 Jun 2005, 23:54:37
Serious BUG

Irena won't marry me.

>flag, indignation.

yessssssssss. You do ALL of these things so well. Multi layered.

>2 x not mission critical comments.

Who cares? Imagine now, how much I want to restart.
again, and again, and again.

>potentially too understated (wolves)

always a hard one to measure because right now, it is, at the very least understated, that magic threshold is difficult to measure. Perhaps tied more closely to fog might be a good idea(tm). But, it ties nicely with the 2 objectives I can't now do. Who cares? I'll be back in like many players WANTING to trigger that sound, and trying to figure out how to (and we can't). It is all bundled with that majestic feeling that no matter how you 'win', you can't be certain you covered it all. In fact, I now know, that is an almost impossibility. Wonderful.

>The uneasy feeling of having missed something.

Truly, thank you for that.

> I never have a voiceover on a black screen.

there is or was a 'black screen' at the point where towns are being discusssed. North, vs South. It 'looked' abundandtly clear to me you were doing a map scan, without the map scan.


Quickly here, the savegames now are magnificent. They are tied to percieved objectives. A sort of easter egg reward without the loudness of titletext, voicovers, nor indeed the immersion breaking looking back at the 'plan'

>Girl at St Louis

was running south out of the town, not in house that I am aware of. Tried severally, to engage her in conversation.

Will of course get back in and re-create this Yuri business AFTER I finish at least one go of this Thob. I also intend 'investigating' the ai dumbness. I believe I am wrong on this, you have created a marvellous added bit with improving ai. I dont' think their dumbness was directly relevent, I think it more that the engine itself sacrifices all other cpu crunch in favour of non-staggery graphics.

>you are further ahead

Ha! By your own definition of 'no right way', I am jealous of where you are, I too wanted to wear down one side only. I mistakenly took on a convoy too early resulting in the armies doing most of the work for me, hence, perception wise, I am further ahead, ha, bloody , ha.

The lag now is non-existent, am having a wonderful time just driving the back roads and taking on groups of nasties that are stupid enough to wander into the westron corridor.

severely miss my sniper rifle, thank you for not letting me near one.

Another quick comment. Cd music player is *marvellous* I actually (yes, gulp, me) turned it on during battle play. Good grief.

Ap/av

would you believe reverse phsycology has now happened? Thinking about that, yes, you would. I NOW want to use the things because I normally cant with the toggle. less of an in your face forced use, and more of, yet another play option. Wonderful.
Title: Re:Abandoned Armies
Post by: Captain Winters on 15 Jun 2005, 00:38:01
well i just reinstalled ofp  to play this mission lol and what a run of luck,

i get an error

NO entry config.BIN/CFGVehicles.KEGres_Tree023.

wtf? i tried putting it in my res and regular addon folders!! whats goin on?

thanks
Title: Re:Abandoned Armies
Post by: Planck on 15 Jun 2005, 00:40:34
@ Captain Winters

Do you have the editorupgrade?


Planck


Title: Re:Abandoned Armies
Post by: Captain Winters on 15 Jun 2005, 00:43:08
yes sir i sure do
Title: Re:Abandoned Armies
Post by: Planck on 15 Jun 2005, 00:45:44
Hmmmm......well KEGres_Tree023 is part of the editorupgrade102.......either Kegetys version or General Barrons.

Can't think why it isn't working for you.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 15 Jun 2005, 00:50:46
@Captain

you're message shows perhaps some confusion, having just returned to the fold so to speak.

abandoned armies goes in your missions/ folder

editorUPGRADE102.pbo goes in your standard Addons/ folder

If you have editorUPDATE remove it, that one is for 1.46 and below.


Or, of course, you're not playing the resistance version of ofp.


Title: Re:Abandoned Armies
Post by: Captain Winters on 15 Jun 2005, 01:37:35
i have editor upgrade and i am running res 1.96. its in my missions folder as well.

hmmmmmm =\
Title: Re:Abandoned Armies
Post by: Mikero on 15 Jun 2005, 02:03:59
read the post

Quote
editorUPGRADE102.pbo goes in your standard Addons/ folder

this is getting a bit off topic, but welcome back :wave:
Title: Re:Abandoned Armies
Post by: Henderson on 15 Jun 2005, 05:10:34
Woah, sorry I kind of bailed for like a month or so. I forgot about OFP for so long.   :'( I read the thread and now that version 1.21 is out I'm going to have to give it another try.
Title: Re:Abandoned Armies
Post by: Mikero on 15 Jun 2005, 07:11:35
>Could the poor ai performance at LeP be put down to incompetence and simply not expecting anyone to bother them,

definitely. And only now, because you have mentioned it.

>does it spoil things?

Not sure on that. There were a few, similar, let's say, non-functional nasties coming into Vigny, others not so and unpleasant.

Coupled with LeP it *should* have resemembled an "oh yes, one of those lame-arsed missions" but it wasn't and frankly was confusing. Keep you on your toes stuff not sure whether >you< can be bold , or >you< should be severely frightened, cautious, timid. A real wobbler as to how to play this mission, part of it's magic.

But, going back to your first comment, this is something you have definitely not mentioned in the thread before, it's something you are aware of, and we are not, because this same LeP 'poorness' has been mentioned 1.1 and nothing that side, has changed (the bodies have, extra jeeps, blah) but not the nastiness, or lack of it.

This is a 'vodka' moment. This is what's lacking. An awareness on the player's part that she's fallen over, stumbled into, incompetent troops. About the only time she will ever get that pleasure, so I'd be hamming this one up big time. I'd even put the classic vodka voiceover in. It would 'all make sense' from then on. Truly, Thob, it's only apparent to you.

Group changes.

Always want more don't I? But it is your fault. I'd be introducing a total flee merchant, someone hopeless beyond salvation. My adorable Irena tells me she wants to be near her 'little' brother. I'd be making him utterly hopeless in the mission, with a persistent warning from Irena that if he dies, she goes.

Make the player struggle here. We all now know the only way to to 'win' this mission is to keep your people alive. To care deeply that #4 (eg) is hidden and protected behind a bush, the medic, or whoever, pick a number, but player can learn to really, as in *really* think through an attack on Arudy rather than a macho charge.

Had tremendous success Thob with real mines. Every town I took over, I planted them liberally on the roads. To see a smoking Godzilla when I returned 2 hours later, was a joy worth treasuring.

Another 'bug', you can't disable these mines or use them again. Have seen some missions where that's possible. Also no apparent means of putting satchels in trucks. You can only drop them. Considering my hatred for Godzilla you can imagine my overdosing on these items.

Also, thank you so much for your advice to shoot YuriClone to use the truck, I was dead within seconds. >:(  I had neglected to save for quite some time. :-\ Now that, is the definition of terror. :D

Have crept up to the airport took away their fuel station and crawled all the way to snipers and finally got my toy (and my unmarriable naughty girl)

The atmosphere was out of this world. You could hear the snipers, and occaisonal splats of machine gun, zit zit from the southrons. Left, right, behind you. Am heading for Chapoi and leaving this lot to their fun.

Man, I want to bag that bugger in the south.

Have learned Thob, have learned again, to use my beloved troops differently. Staggered column is working well, with all of the heavy dudes up front. Have even kept some out of the fight, which is an entirely different game play for me (which is why i suggest making a hopeless case for one of these ai friendlies).

Sporadic singles are appearing in the T3 <> Dourdan corridor. They rarely get a chance to be anything but lonely :D

How diffiuclt would it be to supply a pool of civilians if player starts losing what he has?

Edit
OH MAN

Don't bother answering above Q Hobson, I just earned TWO savegames. You're a stark raving genius.
Title: Re:Abandoned Armies
Post by: THobson on 15 Jun 2005, 08:41:06
Mikero:
Quote
Serious BUG

Irena won't marry me.
Lol - don't do that to me.

Wolves are not actually linked to objectives - just visibility (ie time of day, fog level and rain intensity) and height above sea level.  I don't think that information will spoil it for anyone - after all I just tried to be realistic about them.

Quote
The uneasy feeling of having missed something.

Truly, thank you for that..
Lol again.  By the way - you have.  I said I didn't play tricks on the player.

Quote
there is or was a 'black screen' at the point where towns are being discusssed. North, vs South. It 'looked' abundandtly clear to me you were doing a map scan, without the map scan.
This is a concern.  Was it in the first or second scene at the lodge?  Could it be that it was just dark (did you turn the fire out?).  Again anything you can do to narrow this down to a particular statement within a particular scene would be of real help.

Quote
Girl at St Louis

was running south out of the town, not in house that I am aware of. Tried severally, to engage her in conversation
Congratulations you have met your first mad woman.


Lack of nastiness at LeP.  I am really confused.  I have done nothing special to these guys, and certainly when I get there (which is usually much later in the mission) they are anything but lame.  Something I will need to think about, but because I don't know what is causing it I am not immediately sure what to do.  I like the Vodka idea by the way.  

Quote
Another 'bug', you can't disable these mines or use them again. Have seen some missions where that's possible. Also no apparent means of putting satchels in trucks. You can only drop them.
I too have seen missions where the standard mines can be disabled - I thought this was standard OFP and have done nothing to remove it.  Also the satchel charges in trucks is something I also thought was standard.  I wonder if this is falling into the same category as the ladder we can't climb?

Quote
Also, thank you so much for your advice to shoot YuriClone to use the truck, I was dead within seconds
Sorry.  I had better check my code, I don't think I built this in - for him.

Quote
How diffiuclt would it be to supply a pool of civilians if player starts losing what he has?
Possible - but not going to be an option I am afraid.  You need to cherish these guys.

By the way I thought I put sniper rifles in the huts at T3 as well as in the ammo trucks.

Next time I will play it your way and get them fighting - I don't have the atmospheric battles going on.  Just a big silent island with an army looking for me.


As ever.  Thank you for the encouragement and for the areas I need to look at.



Captain Winters:
I hope you have solved your problem.  I have no suggestion other than what has already been given to you about where the files should be put.  I would be very concerned if you don't get it working - but I would need to know.  I would also be very interested in hearing about how you get on, and what you thought about it.  I really do need comments from people that have not played earlier versions.

Best of Luck.

Title: Re:Abandoned Armies
Post by: lilwillie_WI on 15 Jun 2005, 13:51:59
My update.

Having cleared Houdan, even though it was empty ;) and gaining my Russkie comrade we decided to venture north to Dourdan(sp?,it's early,no coffee) and recon saving this injured woman since the russkia and Irena seem very concerned with her safety.

Came in from the NE and low crawled to a good OP. Counted out my nastys below and came up with a attack plan. I to the NW hillside, 60' gunner to the NE and the remainder just East to give cover fire for anyone thinking to head South. Gave the "fire at will" call sign and the 60' had 4 down before I even clipped off my first kill with the M21. In a span of 15 seconds the town was cleared and I was happy to see my 60' man was a good shot.

Now, where I hit a "bug". We cleaned the town out, sent the russkie truck home full of weapons and I proceeded to assist the injured woman but couldn't get up the ladder for the life of me. Tried many times, many weapons configs, brought the russkie as close as I could thinking she would only come out if she saw him. Since he helped her and I looked like a mad killer with some blood on my arm. (damn wild shot in the 15 seconds) Changed the flag to let her know that the nasty's where gone. Nope, she wouldn't come out to play. Got just enough up the ladder to see she was face down. Hmmm, maybe she is dead?

Gave up on that, returned to HQ and redid everyones weapon packs. Reconed Arudy and Larche and then called it a night.

What did I miss with the injured woman?

*edit*, I did want to mention, reconing Dourdan a convoy did pass, and it was almost at the moment when I called for fire. Very cool that I didn't, and very cool that these roving convoys come around just to keep you from letting your guard down in built up areas.
Title: Re:Abandoned Armies
Post by: XCess on 15 Jun 2005, 13:53:41
Got as far as the second group of civilians in my restart... and I have YuriClone bug too... Luckily he's in the passeger side so  I can still use the truck.
Title: Re:Abandoned Armies
Post by: Mikero on 15 Jun 2005, 14:29:35
>black screen

this was also reported to you by another player, he suggested you put a map briefing in, wheras I think you did, and didn't. It was 1st cutscene I think, when they're arguing how much damage can be done and how to. Basically during the voiceovers that northrons hold the north southrons the south etc. Seemed like the speech was timed to various, non-existent,  map views.

>I get to LeP much later in the mission.

No sir, you do not. You pass the three people we are all mentioning when you come out of Vigny with the police jeep. it is these three I am referring to as vodka, and yes, 'later in the mission' the southrons who re-occupy it are savage.

(The flashing blue light in 3d view on the jeep is wunderbar)

Also, don't know if you or any have tried it, but using an open truck for travel, you get to see the varying personalities of your team. Irena is constantly fidgeting with rifle, my Russian is stolid, like a statue, and one of the others appears to me permanently chatting (mostly to the medic). Always waving his arms about. It's a marvellous atmospheric.

Finally took on Chapoi after removing their fuel supply. Evidence of big battles throughout. Occaisonal, single trucks destroyed on road to chapoi. Two concentrations of convoy trucks, all vacant, on at fuel station, other one between it and chapoi proper.

I have been SIX HOURS trying to win against Chapoi!!!!

Took a detour to Canton, nice bus wreck btw, 3 loons guarding it, dissapointed couldn't put a flag up. One Godzilla, and one bmp were parked there, twitched and became active after that, rampaging all around Chapoi (not Canton). They never showed their presence until I tickled them in Canton.

One lone apache ultimately parks itself above Chapoi. It only came about 1hour into attack time after I'd reduced much to rubble. Tested this severally, and approx 40 mins after attack, in it comes. I have the impression that the place is swarmed by Southrons coming back from the north if and when troop strength in Chapoi is low. My first go, I eradicated everything pretty much and was just about to finish off the 'evil bastard' when my squad got nailed. I've never been able to get that far into town again, and this, is due to my severe paranoia about losing any of them. A rush attack would work, each time, every time, but with casualties.

The 'mist' is an absolute pain, I have to tell you. It is bordering on dreadful. Ai can always see each other, I cannot. 20 meters is making all the difference. I hope you consider replacing it with rain instead.

Town above Chapoi remains mined. Would be nice if you gave us a way to crawl in and disarm.

I've had enough of the 'evil bastard' and am retreating. Considering the easter egg of 2 savegames I got 'somewhere' <grin>. I'm off to explore a bit more.
Title: Re:Abandoned Armies
Post by: XCess on 15 Jun 2005, 15:43:55
So... me so far... from 2nd group of civilians.
8 ran off with the civs up to mountains, I left 7 with Yuri Clone at the hut, inside the Civil and my my way on foot to Trinite. Stole myself an m21 from the crates and put two standard AT mines on each side of the town, north and south, on the roads. Then I hopped in the ammo truck and drove off.

Then decided it was time to go pick up Rusky, so I jumped in the jeep drove down the hill... and hit a rock  ::)  Proceeded on foot to Dourdan where I knew I could find some transport. On the way I sent 7 to the east side of the forest on hold fire orders to keep watch for the northron convoy.

got to Dourdan and started sooting anyone I saw to clear my way to the truck so i could use it to evac Rusky when I got the report from 7 of a BMP and two truck north of Trinite. So I started to go north to take a look.

Started hearing shots and one explosionn on my way and suddenly dropped dead. There was a southron squad behind me.

On reload I managed to keep myjeep alive and evac Rusky without any trouble... Heard some vehicles (maybe only one) during the cutscene but when it was over they were nowehre to be seen so we just drove back to base. 7 reported the BMP again and I took the jeep to the west of Trinite and hid in a bush. After some very boring waiting, about 10minutes or so I think (during which I heard on or two 3 shot bursts) I reported without seeing an Abrams, 7 reported soldiers to the north and a Vulcan. They started fighting and then I got shot by an AA soldier... wasn't in my bush properly  ::)

Next tme I decided not to take the risk. I had saved after getting Rusky home, so i pulled back 7 and waited. After a short wait I heard the unmistakable sound of FFARs and tank cannons.. They're at war.. but no message or anything yet. After a little time of hearing this curiosity got the better of me again and I decided to make my way on foot to Trinite to see how the battle would turn out.. As I neared Trinite the game started lagging terribly.. 1-3FPS. So I jumped in a bush and quit.. for now.

More soon.
Title: Re:Abandoned Armies
Post by: THobson on 15 Jun 2005, 16:49:07
Lilwillie_WI:
Give up on the woman at Dourdan.  There is a bug that did not appear in testing.  I have made some enquiries on the official forum and one suggestion is that it might be being caused by something that happens in the second cutscene at the lodge (I can give the details if anyone is interested).  Getting to her is atmospheric but not mission critical.  I am afraid you will have to suffer from listening to your team mate bleat on about her though.

Quote
Got just enough up the ladder to see she was face down. Hmmm, maybe she is dead?
How did you do that!?  Not dead, just ill.  Yes how did you do that?

Quote
letting your guard down in built up areas
My advice is don't let your guard down wherever you are. :)


Xcess:
Quote
I have YuriClone bug too
You too!  Well don't shoot him. :)  This is just amazing.  I have a script that checks to see if he is alive and if he is he gets a deleteVehicle and this code is unchanged from v1.1.  I will fix this but it is going to take some thinking about.

Mikero:
Black screen:  I am stumped.  It sounds like the point at which Irena is telling you about the two sides of the island.  You should see Irena telling you this!!

Quote
You pass the three people we are all mentioning when you come out of Vigny with the police jeep.
When I come out of Vigny in the jeep I do a sharp left and head off E.N.E across country.  I had better have a look.

I like the idea of them all behaving differently in the truck.  I can't claim any credit for this though.

Quote
dissapointed couldn't put a flag up
I thought about it but left it for the border towns and main bases only.


Quote
The 'mist' is an absolute pain, I have to tell you. It is bordering on dreadful. Ai can always see each other, I cannot. 20 meters is making all the difference. I hope you consider replacing it with rain instead.
I think what is happening is that genuine fog impacts the ability of ai units to see, but the low visibility that comes with rain seems not to have the same impact on them.

Town above Chapoi:  Did you hear anything?


So you found it.  Well done.  That was quite complex to set up - so many options.


XCess: again

Excellent:  We now have a chance to test something.  Many of the cutscenes are dynamic in the sense that the dialogue depends on the situation.  I have tested it all but given some of the other things you guys are finding I am beginning to doubt my own sanity.  So you collected Sergie after the northrons and southrons had started fighting.  (Mikero I think you did it this way also)

Sergei should have made a comment about them fighting already

You also visited La Trinite before you collected Sergie.  When Sergei mentions the trading at La Trinite - Alexi should say something about this explaining something about the place.  He doesn't say this if you have not already been there.

As no one has mentioned the dialogue being illogical I presume all this worked.

Has anyone collected the 2nd civis after the fighting had started?

Quote
After some very boring waiting, about 10minutes
.  Boring? - it took me 90 minutes to capture the ammo truck in the southron convoy and I spent most of the time terrified, nearly 30 minutes was spent lying beside a bush with my LAW ready to take out the infantry ural.  Interesting experience.  If the truck had come along at the outset I would have done it easily, but the longer I waited the more I thought about what I had to do and the more nervous I became. I only just got him in the end.

Quote
They're at war.. but no message or anything yet
I was persuaded to remove that message, the problem was how would Alexi know, so I left it for the player to figure out.  Have you reorganized your team lately?  Did Sergei not mention it in the cutscene at Houdan?


Lag at La Trinite:  Others have mentioned this as well.  It is not something I noticed in testing.  Is it a town related issue - or are there a lot of loons close by?


Title: Re:Abandoned Armies
Post by: XCess on 15 Jun 2005, 17:16:20
The fighting had not quite started when I picked up Sergei... A vehicle was heading north and I'd taken out the BMP of the convoy.. but no actual war.
I was really paying close attnetion to the scene since I'd seen it a few times already but I don't remember hearing the exclamation of "They trade?!" which sort of sticks out so I guess the dialogue did change.. to be honest, I'm not sure. If I could go back on old saves I'd go and have a look... any more dynamic cutscnese I can look at.

Also, when I got back and told my group to fall in I got a small cutscene showing Yuri talking about tanks.. Abrams being the biggest and a dialogue (I think it was the formation dialogue) but I closed that becuse I just wanted to check around with my squad cos they reported some units nearby.. Either they were wrong or I heard it wrong cos there were none.
Title: Re:Abandoned Armies
Post by: THobson on 15 Jun 2005, 18:22:09
Dynamic cutscenes:
Rather than give you a list that might spoil things, just let me know of any anomalies that you come across.   Thanks.

@All
Incidentally if it is correct then the problem that is causing the ladder to be un-usable mihgt also be removing the ability to disarme the standard OFP mines

Title: Re:Abandoned Armies
Post by: XCess on 15 Jun 2005, 18:28:38
I remember somebody saying before that only enginerr classes could disarm the standard mines.. not sure  how true it is.
Title: Re:Abandoned Armies
Post by: Planck on 15 Jun 2005, 19:49:53
Anyone can disarm a mine, provided they are the one who laid it, otherwise only an engineer can disarm it.

On the ladder issue, I remember way back in the mists of time, before I discovered the action menu item to climb ladders, that I managed to run up the ladder in question.

It took a few tries but I eventually made it.
Some time later I noticed the option in the action menu.  ::)


Planck
Title: Re:Abandoned Armies
Post by: THobson on 15 Jun 2005, 20:32:02
 ;DPlanck that is wonderful ;D

Okay I stil have no idea what is causing the YuriClone problem - but I have fixed it.  I can be certain about this because I do not use a clone any more, it is the genuine Yuri from the start.  I introduced the clone to get round a strange problem that was caused when Yuri was setPosed out of a vehicle and then joined my group.  I thought the clone idea was rock solid fool proof - clearly I was wrong.  I have now solved the original problem by allowing Yuri to get out of the vehicle on his own and only then do I setPos him.

The ladder is proving more difficult.  I cannot yet replicate the problem in the mission editor.
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 15 Jun 2005, 21:36:45
How did you do that!?  Not dead, just ill.  Yes how did you do that?

stupid persistance ;) I just keeped trying the ladder and if I stayed to the left and only tried to walk up, while looking down, I could make it a few steps up and just turn a little and see she was wearing I think blue clothes. Then I would fall into the next room below.

After seeing her face down and bloodied I gave up thinking she had died.  

I doubt I will listen to my Russkie much more, so apt to draw down on him whenever he comes to view. Habit of always shoting the russkies.

Title: Re:Abandoned Armies
Post by: THobson on 15 Jun 2005, 22:00:50
You might want to try Planck's method until I can get it fixed.  I hope you change your mind about Sergei
Title: Re:Abandoned Armies
Post by: Pilot on 15 Jun 2005, 22:17:53
From my last progress report, I was at the lodge ready to get the civilians.  I make my way out, being careful crossing the road, and finally make it to the civilians.  I can't believe the resistance had an HQ here.  There's even a road that comes up to the house!  Anyway, I rescue them, and we head back to the lodge.  I get there and get the cutscene.  I decide to check out Houdan right away.  I take 2 with me and we head out.  Just as I am about to reach the road to the southeast of the lodge, my group at the lodge reports seeing a man.  I quickly hike back up the hill to check it out.  I see nothing.  No shots were exchanged, all my men are in good health, and there are no bodies anywhere.  It is my guess that my men reported the civilians in the house.  I continue back to Houdan and finally get there.  I sneak into town, and kill a three man patrol.  I do a further search of the town and discover a lone soviet soldier in a house with an M16 at his feet.  I walk up to him, but nothing happens.  I then proceed to kill him.  I don't want him shooting me in the back as I leave town.  I leave town, and am now considering what to do next.  I noticed another "Rescue the civilians" objective in the briefing.  I guess I'll get them.

more later

P.S. That soldier in the house, was I supposed to kill him?
Title: Re:Abandoned Armies
Post by: Henderson on 15 Jun 2005, 23:38:38
I'm at Dourdan, everything in this new version is great. I kind of walked up the ladder to get to the woman there. My main question is though, how do I change flags in the cities I capture?
Title: Re:Abandoned Armies
Post by: THobson on 15 Jun 2005, 23:51:36
Pilot:
Quote
It is my guess that my men reported the civilians in the house.
That is my guess too.

Quote
That soldier in the house, was I supposed to kill him?
Well you are allowed to.  How close did you get to him?  Please don't say you walked right up to him inside the hut - you should have got a cutscene.

Henderson:  So you got up the ladder!!!!  How?  Planck's persistence or some other way?  

To change the flags just clear the area and have at least one of your team with you.  I am going to change this so you can change the flag yourself.
Title: Re:Abandoned Armies
Post by: Pilot on 15 Jun 2005, 23:54:37
Quote
Please don't say you walked right up to him.
Yeah, I did walk up to him.  I was probably within a meter or two of him.
Title: Re:Abandoned Armies
Post by: THobson on 15 Jun 2005, 23:55:18
Inside the hut?

EDIT: Probably.  Sorry just checked the code, I now understand - not to worry. not mission critical for you.  Once again Pilot you have flushed out a great cock up on my part.  Thanks.
Title: Re:Abandoned Armies
Post by: Pilot on 15 Jun 2005, 23:57:59
Yeah

BTW, I am using V1.2.  Does this have anything to do with it?
Title: Re:Abandoned Armies
Post by: Henderson on 15 Jun 2005, 23:58:42
Henderson:  So you got up the ladder!!!!  How?  Planck's persistence or some other way?  

I..uh...walked I guess. :P I just turned walked morde on, and went up very slowly up the ladder kind of at the edge. When I made it to the top I almost fell through the floor but I ran and made it up. Was kind of wierd, and took me a few tries, heh. But, something funky happened with the cut scene. Me and the lady suddenly warped down stairs when we had the convo, but the camera was still focused on the attic.
Title: Re:Abandoned Armies
Post by: THobson on 16 Jun 2005, 00:02:52
Quote
But, something funky happened with the cut scene. Me and the lady suddenly warped down stairs when we had the convo, but the camera was still focused on the attic
Bollocks.  I think I should just go away and shoot myself.

Pilot: see post 825.  I was typing slowly while you all were relplying,

The only difference between v1.2 and v1.21 is that in v1.2 if the wolves start howling - they never stop.  No this screw up has been  in there for a long time.

EDIT:  If you have a save before you get to Houdan - go to the 2nd civis first.  That is how stupid I was.
Title: Re:Abandoned Armies
Post by: Mikero on 16 Jun 2005, 00:05:51
@PIlot

You rotten evil mongrel. You killed my Russian !!!!!

No doubt Thob will fix this choreograph, but you needed to drop civils off to trigger next phase (afaik)

@Hob

>Trinite lag

No. It is war starts lag, coupled with standard T3 lag that's always been there with large 2 x concentrations of convoy. A sort of triple whammy. No lag when I attack a single convoy. Lag if both make an appearance AND get out. Tripple whammy if I destroy a convoy. This lag persists at Larche, war is on, AND a presence of vehicles looking for me in that area. In version 1.1 this was a 'gentle heaviness' a sixth sense feeling to get the hell away. At 1.21 it is lag.

Sergei context voicovers are all correct (afaik), he mentions trinite, and/or mentions war has started, contextually. (MUCH better than the strange "they're fighting each other")

My Russian knows they started fighting already, because he has a radio. He uses it to help him sneak to Houdan at night for the old woman.

>Bleating team-mates

forget it Thob, it's thouroughly fine, this contextual stuff you've put into team selection all works and is excellent.

>You should see Irena telling you

I did, then a brief switch to black screen. What you aren't saying to us, Thob, is whether there is, or isn't a map scene or not.

>I can't claim credit for (personalities)

Actually, you can. The choice of a woman, civilians, mixed in with standard troops, causes this effect to be distinct. You wouldn't spot the glaring differences if all of them were one type only.

>No added troops from losses.

is this also true of the umm err "person who heals pow's?" I got a contextually correct voiceover btw.

>dissapointed I couldn't put up flag

for me, it made sense that I couldn't and would have made sense if i could. I think most would consider a bug if you could, as it's not 'part of' the map-briefing, and should not be. It's just a lovely piece of added authenticity as you have it right now or any way you want to mix it.

>Mist

can you state the one that causes the problem of ai seeing each other?. Is it mist, fog, or rain. I'm never quite sure. The worst, is any 'vehicle' that has zoom, sniper, tank, or Mgun nest. Technically fair, that they can see further, but I cannot ever see them. They already have a zoom advantage against us.

>Town above chapoi.

There was an 'indication' of firing at Chapoi down in the valley, and sporadic. No noises in around this area. Two dead soldiers on west side IN town. I suspect if I'd stayed long enough, Northrons would have 'made a sound' as they blew up <>. Certainly this was true of 1.1 . Snipers had been dealt with by me much earlier.

>Sniper rifles in T3.

I have a dread of that arsenal cabin, didn't stick around. Wolves assisted me in this decision <> (*very* nice radiation signs btw, and nice roadblocks)

Your warnings about tanks and etceteras are *excellent*. I cannot think of a better (tm) way of immersing this information other than the way you did it.

@Plank.

Nope. I lay the mine, I can't disarm it. Satchel, yes, not the mine.


@Thob

Delays.

I think the engine staggers in background. This would explain for me yuriclone and some other details where things happen after the event.

The Worst for me is a Godzilla at Chapoi we nailed the bugger with 4 x AT. It blew to pieces, some lovely fire script. And THEN a soldier jumped out and grenaded us all (one with a red flag). I reloaded severally on this, each time, tank blew up so hard all bushes in vicinity were shredded, and THEN a soldier leaps out of burning wreck.

Similarly a Vulcan in Dourdan <> Houdan corridor. It was damaged, no crew. On the two separate occaisions (game time wise) I got into it, 'magically' an enemy squad appeared near it. There was a dead troop truck parked next to it, and I suspect the engine spawned these soldiers out of that truck (all visuals indicated they were dead inside). No amount of waiting around would make these people appear, but getting into the vulcan meant curtains for us. Hardly worth fixing but in your scripts, if there is engine delay this construct 'works'

if <condition> then
  if <same identical condition> then
Title: Re:Abandoned Armies
Post by: Mikero on 16 Jun 2005, 00:12:53
Quote
Bollocks.  I think I should just go away and shoot myself.

Good. A relief to us all.
Title: Re:Abandoned Armies
Post by: Henderson on 16 Jun 2005, 01:09:35
To change the flags just clear the area and have at least one of your team with you.  I am going to change this so you can change the flag yourself.


Hmmm, I've been in Dourdan for so long now I've defeated 5 counterattacks, but none of my guys have changed the flag. :(
Title: Re:Abandoned Armies
Post by: Pilot on 16 Jun 2005, 02:26:30
Oh great, do you mean I killed the russian who tells me what's going on?  Fan-friggin-tastic! :P  

Oh well, shit happens

Unfortunately, I don't have a savegame before my venture into Houdan.  Oh well...
Title: Re:Abandoned Armies
Post by: Mikero on 16 Jun 2005, 02:27:37
@Henderson

Yep, Dourdan is one of the corridor focal points, chances are, you will never hold the village long enough to change the flag, or even be given an opportunity to do so, pick arudy eg or larche or somewhere 'out of the way'

@Pilot

>oh well I dont have a savegame

Good. I hope pestilence and the death of a thousand curses descend on you for killing my favorite team mate. ;D
How dare you find a bug no-one has ever discovered before.

Title: Re:Abandoned Armies
Post by: XCess on 16 Jun 2005, 03:24:13
@Mikero: Lol

Thob, this damn fog is p***in me off now. I keep getting shot by unseen gunmen even though i'm spinnin 360  a lot out of paranoia of unseen gunmen. Agh. Guess I should crawl more... but then I got shot laying in a bush at Trinite so maybe it won't help... and I WAS in he bush properly this tme  ::)

@Boring wait- I was waiting in Trinite to watch the fireworks.. I too know the tenseness of waiting to spring death on a convoy. I remember it fondly from my experience in Dourdan on the first version. Hiding from that t80 was fun :)

...and... why did you do it THob.. why couldn't I have had a little more time  to save those civilians! Lol.. I found them wearing lots of red and hugging floorboards, and I got the relevant voice over.
Title: Re:Abandoned Armies
Post by: THobson on 16 Jun 2005, 07:00:59
Mikero:
 
Quote
>You should see Irena telling you

I did, then a brief switch to black screen. What you aren't saying to us, Thob, is whether there is, or isn't a map scene or not.
Sorry.  At no time in any of the scenes  do I force the map, so the bit where Irena says: "Yes Andropov has control of the north of the island…." should have the camera looking at her the whole time

As you have guessed, there is a possibility of getting a replacement for one member of your team

All:
Mist/Fog/Rain:  I fear this is going to have to be a feature of OFP that I cannot work round.  My understanding is:  There is no mist, only varying levels of fog and rain.  Rain especially heavy rain reduces the visibility of the player significantly - but I suspect has no or little effect on AI's visibility.  Fog seems to reduce the AI's visibility even more than it reduces the player's visibility.  I may be wrong, but this would explain what I have noticed and what I understand you all have been telling me.

There does appear to be too much going on in the background that is causing the engine to be less crisp than it needs to be.  I will try and use fewer triggers for a start.

Henderson:
Flag at Dourdan, I have changed it in testing.  I am still struggling to get into an unoccupied Dourdan myself (it keeps being re-occupied) - I will check the parameters in the script.  It is probabaly as Mikero suggested that other enemy are still close enough to prevent it happening, but maybe I have set the range too wide.

Pilot:
Don't worry about the Russian.  He is not mission critical.  If he were I would have made it impossible to kill him.   This is just another way to do the mission.

Xcess:
Quote
why couldn't I have had a little more time  to save those civilians!
Because in v1.00 I got a lot of complaints about having to take a third lot of civis back to the lodge.  Well done.  Glad you liked it.  I suspect it is the triggers for these voiceovers that is killing the mission.  I will try and use one trigger but move it about depending on where Alexi is, currently each trigger is a precise shape and size, of course I would lose that.
Title: Re:Abandoned Armies
Post by: Mikero on 16 Jun 2005, 12:01:31
Bah, gloom, I finished the mission, sob.

Cannot tell you about outro because I had a crash to desktop.

Took an age to clean out Chapoi, I ended up getting bored witless with this fog thing so took a break and walked to La Riviere. Took out three nasties and lo and behold that godawful sneaky Godzilla either followed me, or came hunting the noise. Took him out with X many AT launchers.  He was the same Godzilla at Chapoi and, that red flag soldier leapt out again AFTER the bang.
A bmp minced up to look at its friend and 3 soldiers too. All went down, but not happy that three loons appeared to follow my footsteps.

Went back and snapped and zipped and banged everything that was crawling. Not much by this time. Had thoughts of leaving blackops alone and going over to investigate how the North was doing, but black ops made the decision for me. By the time I got the evil bastard, there were no troops to surrender, and at no time did i ever see any again. Dissapointing for me, only because that visual was terrific last version.

Nice voiceover on officer's bodies. Back of my mind stuff, that I'd been told about them. Absolutely necessary to re-authenicate that with another message. Nice.

Think you will have an undocumented feature here with the flag. #2 never quite managed it. I had to drive over all the fences first to let him in.

Initially I was going to do my airport crawl but watch was already 5 pm and i didn't fancy Nvg. since I was sick to death of this fog and wanted no more poor visibility.

Armed up all the fighting tanks, repaired them and all. Nasty bit where one ran out of fuel when i tried to drive it to tanker 5 meters away. This looks like another engine bug Thob, once empty, you cannot refill. I sure tried.

This was a nice touch, and I suspect you've done similar at airport. As in giving the player an opportunity to finally use heavy armour, providing that is, he takes the care to repair etc. That bit took some time, to re-organising the rowdy mob.

No dramas back to airport, no loons anywhere, stopped at each hamlet and got #2 to put our flag back on. Went to Vigny just to see, no voiceover for sister. Would have liked to have gone to extreme North West, suspect you had a little present waiting there, but darkness was closing in and mountain climb prevented me. Magic atmosphere as we drive through all the old battles, each wreck and each body of loons re-called, ah the memories. Hard to concentrate and realise all these things were in THIS mission, not other missions plural.

(spotted another 'mad women' blistered and bleeidng in Chapoi)

My AI is driving well and barely misses a beat (except medic in a repair truck) I just let him do the best he could and didn't need it.

Drove, or rather rammed straight into airport from St Louis as a 3 x 3. Same magic atmosphere Thob, of we not they, are going to win this. Nothing stops us now. A feeling of sorrow for the Northrons, a feeling they're shitting themselves.

Carefullly crawled up last few meters and blew any rocket guys away before they had much chance. By good fortune, a heat missile took out andropov. I think he was doing a runner, not sure.

As per Chapoi, moment leader dies, they all give up. I wasn't aware I had done that much attrition to the north. Perhaps the southrons did it for me.

All in all, end was an anti-climax because it was all over red rover, quick and fast. Am certain it would have been anything but fast had I done the airport crawl. Personally, I like this bit, giving player a chance to change the tempo rather than a repeat of Chapoi or a repeat of the Airport (depending on who goes belly up first)

But, the depressing bit Thobson is this version is unplayable. The Mgunners and the Snipers have an unbeatable advantage of about 5 meters visual. No player can last against them. I was dead, often, long before I could see them. They just shot out of the 'fog'. It's depressing when you cannot shoot back because there's nothing to shoot. Am convinced I would have done better just letting my entire squad die and leave me to crawl around. Timewise I would have finished it faster sooner better, without the reloading against dead friendlies. You have to do something here, sadly, perhaps as dreadful as removing the fog altogether. It's just not playable. Perhaps and hopefully rain doesn't cause this issue.

In version 1.1 mist/fog/rain was our friend. It protected us against them. Now, its reversed. Perhaps we could 'learn' like so many other things to avoid it, in the few parts of the island where it happens. It's happening everywhere at moment.

Title: Re:Abandoned Armies
Post by: THobson on 16 Jun 2005, 15:07:09
Mikero:
First of all - Well Done.
Quote
I had a crash to desktop
That concerns me.  I would be interested in knowing at what point this happened if you can recall.  Also I would very much like know if others experience anything similar.

I have had loons lie down right next to me in the fog and not see me.  I think it is the rain that the AI can see through - unless you all have a different experience.

Interesting how different things can be, macguba dealt with things in a very similar way and yet when he got to the airport he had a torrid time.

So tanks with no fuel cannot be refuelled!!  I am getting a bit sick of having to write scripts to deal with this sort of OFP issue.  I have already had to do it for the rearming.

On the flag changing at Chapoi,  With all that wire about loons just can't find their way in or out.  I have a timer on the flag changing and if the guy is not close enough after a certain time the flag changes anyway.  I will have a look to see if the delay is too long, or if I can do it in a different way.

If you have a recent save game and have the time and inclination I would be interested to know if you are able to repair and rearm any of the damaged tanks that must be littering the place.  That is those tanks that started off operational not those in for repair.  What I need to know is: have the standard rearm/repair/refuel actions gone the same way as the climb ladder and disable mine actions.  Only if you get the chance.  I am now alternating my time between a full run through and fixing all the issues you guys have found.  In my version I have several candidate tanks I just need to get rid of a few unfriendlies.

There are quite a few things you have not mentioned so I think I might have overdone some of my understatements.  At least that is better than making things too obvious.

Thanks again for the input and the effort.  Already I have another mountainous to-do list.

EDIT:
I have just run a test in which I ran a tank to zero fuel.  I then drove a fuel truck up to is and was able to refuel it.  I presume you were able to refuel the other tanks?  So it looks like it might be a sporadic problem.
Title: Re:Abandoned Armies
Post by: XCess on 16 Jun 2005, 18:22:55
Quick thought -  the ultra heavy rain/fog make the mission 100% unplayabe with llauma sky pack.. not your fault but a shame. Damn that llauma  for putting the rain mod in :(

Also.. I REALLY don't like the destryed buildings... they look like sh*t, they cause extra clipping problems and i suspect they cause lag too.. Probably gonna have a thousand people disagreeing with me on this but it's just my opinion. Are they destroyed in scripts? I  guess so lol... If it's only me thast hates em I'll just remove the script I spose.
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 16 Jun 2005, 19:07:14
well, some extra time playing last night.

Larche. Setup on the south ridge with the team spread at the base. snuck in and laid some AP mines along the flanks knowing the usual strageler would pop someone on a flank move.

Clipped off a sniper round and everyone came running. Had a tough time, getting smoked myself for hanging around the same place to long to just not picking up guys coming the way the came.

Did manage a kill with AP, one guy did the run around on me. Was about ready to enter the village when a 3 jeep patrol sped threw, with that I said screw it and waited a moment, then a convoy passed. Finally rolled in about 9:30 am and cleaned the place out. Back at camp have two trucks fully stocked with weapons, sent russkie to scout posistions out and refitted the team to take Arudy.

Arudy, what a disastear. After getting sick of lucky shots ::) from the enemy I setup my team around the rocks. creeped in and fired off some rounds into the patrol. Then played with them some and lead them to a ambush. And managed to be killed by friendly fire ::) The rain is heavy again and the fog has the sight line down. It's about 10:15 am and after another assualt on the town I let it go to long and a jeep patrol entered town and proceeded to give me a large .50 hole in the mid section.

No play problems or bugs threw this time in the morning. The fog makes fighting tough but challenging. I've learned to only fire a few rounds and seak a new OP. Fire again and move.

Don't know what the "Yuriclone" bug people are talking about is because my trucks are empty and never have had a problem with getting in or out.

The Russkie is turning out to be a great scout. He seems to pick up vehicles further out then the resistance soldiers. but maybe that's just me thinking up a reason to not off him.

Once i clear Arudy and pillage it's belongings i am going to setup a ambush to get a trio of jeeps. Thinking three snipers on a ridge somewhere, me on a flank with a HK and once the snipers engage and the jeeps hopefully halt in my area I will come from the rear and take the gunners down fast and hard. Maybe give a 60 gunner to my rear to cover fire anyone jumping out, if he refrains from pasting the jeeps....

Also contemplating a boat run to the island with the airstrip, if I have enough fuel. Wonder if it is inhabited? Maybe even to the military base island..

Glad for savegames :)
Title: Re:Abandoned Armies
Post by: Henderson on 16 Jun 2005, 21:46:53
After a while, I gave up on Dourdan, but not before taking out a Vulcan and Abrams from the Northrons, and a BMP and another Abrams the Southrons sent up. I made sure neither side made any headway in Dourdan.  ;D I got into my driving ammo dump/ural, and drove just south of Larche and got out. I got out my sniper rifle and looked into the town. There seemed to have been no fighting there, and the soldiers were in safe. When I took aim at one, it seemed he looked right at me and went into Combat. Heh, I still blew him away. :gunman: I sniped the rest of the soldiers with no return fire, then moved my squad in. Right after I heard one of my people say, "Let's change the flag," I heard the Northron jeep patrol coming! I told my people to wait safely out of town, then moved in. I saw the lead jeep come up the main road and Larche, so I readied my Law, fired, and hid. Hilariously the lead jeep flew into the jeep behind it blowing that one up too. Two jeeps down. ;) I then got a M16 from a dead soldier and gunned the people in the last two jeeps down.

After that I got my people together and changed the flag. Then I saw some soldiers moving in from the North. Using my last two laws to help out, my squad and I took down the whole twelve man squad. Larche was mines. :) I then investigated the house, good dialogue there. :)
Title: Re:Abandoned Armies
Post by: THobson on 16 Jun 2005, 22:07:48
Xcess:
Quote
Also.. I REALLY don't like the destryed buildings... they look like sh*t,
I agree, but that is what OFP has decided destroyed buildings should look like - I have been looking at them for so long they have stopped being strange to me.
Yes they are destroyed by a script

Well even the un-modified rain seems to be causing problems on its own.

lilwillie_WI:
Quote
No play problems or bugs threw this time in the morning
That is very good to hear.

Quote
The fog makes fighting tough but challenging. I've learned to only fire a few rounds and seak a new OP. Fire again and move.
The number of times that has saved me is incredible.

Quote
Don't know what the "Yuriclone" bug people are talking about is because my trucks are empty and never have had a problem with getting in or out
Well I know what it is, I have never seen it.  My guess is that something is causing OFP to miss a beat at certain points.  Why exactly there I don't know.  Anyway the next version already has the YuriClone removed.

Quote
The Russkie is turning out to be a great scout. He seems to pick up vehicles further out then the resistance soldiers. but maybe that's just me thinking up a reason to not off him.
I like him, especially his baby face and big eyes.

I am interested in knowing how your plan for an ambush at Arudy goes.

A boat trip heh?  Should be interesting.


Mikero:
I need to understand some of the things you found.  Are you running any add-ons?
Title: Re:Abandoned Armies
Post by: THobson on 16 Jun 2005, 22:14:27
Henderson:
You were posting while I was typing the previous post.  It is quite incredible how differently people play this mission.  Your description makes me realise there is a possible problem with the flag changing, but it didn't seem to effect you.  Your guy says he is going to change the flag and then some enemy turn up.  I think he will continue changing the flag even with enemy near - possibly with fatal consequences for him.  I will check this.  Glad you liked the house.
Title: Re:Abandoned Armies
Post by: Uber-Pea on 16 Jun 2005, 22:50:57
Guess Im doing something wrong. Lost about my whole squad in the first fight I did. Engaged Larche from eastern direction. carefully positioned my squad a huge distance from the town itself.
at first i infiltrated, stole mines and placed them on the streets...unfortunately only one turned out to be well positioned, it destroyed a vulcan some time later.
the infantry was taken out without probs. the tanks moving in after decimated my men to 4 including me. I got a truck full of ammunition, carl G.'s, everything i need...but the squads too small to go on. i forgot to do the standard save at the lodge; it would be most rational to restart the mission right?

oh btw, i took a lot of m16s and AKs from the first 5 enemies, and the patrol and guards at the checkpoint. also m60 and law i  could get, killing them easily all alone (AK-AutoFire ;) ). so my squad was well-equipeed engaging. i myself used the hunting rifle and an law during the assault on larche. guess i should begin with the smaller towns ^^.

Questions:
Will there be personnel-reinforments during the game? i had an idea sth like this: after the civilians have repaired their hut, you can go there and resupply your squad w/ human personnel ^^ . quit irrealistic, as theyre noncombatants though.

after i seized any town, do the tanks and patrol simply spawn near and move in?? seemed to me in several attempts of the mission.

those tanks are tough...goddamn...nice mission ;)
oh yeah, what i absolutely dislike is the fog. cause the enemy units arent affected by it as much as you are. they still kill you from 1-300 metres, you hardly see em at 50'. was pretty strange when my loon, "covering" me infiltrating the town, shot an enemy just before my eyes...being 179 metres behind me...
Title: Re:Abandoned Armies
Post by: XCess on 16 Jun 2005, 23:09:52
Thanks Uber. you just gave me an idea to p*** THob off with  ;D
How about every so often.. hour or so? you get one extra person to optionally add to your squad.. and have an extra res person stay back to train them with the use of a rifle.. ofcourse you have the option to use that res member but then you don't get any extra troops.

Also it would be nice to be able to change your character's "clothes" into camo.. maybe steal a truck or raid a town and find uniforms... or have uniforms at the civil hut east of Trinite. Would be a problem with the women though.. but it would solve the problem of not having enough ammo slots for your ppl and keep the idea of them being civilians.
Title: Re:Abandoned Armies
Post by: Henderson on 16 Jun 2005, 23:27:06
This is the situation in my game, from what I've seen and heard.

After I left Dourdan I heard and saw the Southron jeep convoy get amubushed and destroyed. Must of been the northrons on the way to Larche. After I began the war at La Trinitie there was lots of firing, but it all seems to have died down. I think all the helicopters are destroyed on both sides, I saw two go down my self and heard some others get destroyed by AA fire. I also think armor has become a non factor. At first when the war started I could hear tank tracks and tanks firing, but after a few trademark explosions, they went silent. That's not counting the other armor I destroyed in Dourdan. Neither side from what I've seen has launched an all out attack.

With the northron jeep convoy down, the war should be nice and even, just like I like it. Hopefully in the infantry slugfest I might be able to take a few more targets. :)
Title: Re:Abandoned Armies
Post by: Mikero on 17 Jun 2005, 01:02:18
Crash to desktop is almost certainly me. Have had a devil of a time getting the right mix of ram sticks up to 1 gig at the correct speeds and blah. Solved all issues with them and your mission is the only thing in last month that has found a hole, but it's your mission doing the testing for me, I doubt it's you're problem.

>Tank repairs.

Yep, went back and grabbed a sorrowful Godzilla at Larche (he hit 'several' mines) repaired just fine. Immediately hit another mine (umm do you think I might have over done my hatred a bit?) and he repaired ok again. Hit another mine.... But a great way of testing, right? Had brief flashbacks of how much this author hates me with his devilish twists. Saw myself repairing all the way to St Louis ::) I think we can successfully say Thobson that tanks are repairable. 8)

>Flag changing specifically at Chapoi

spotted your time delay, pole changed to a glorious St George without 'assistance'. Very fine by me. By this time in game, player has seen looked watched so many times before, she probably wont notice the fiddle.

>Tanks refueling.

my specific issue was a Bradley. It ran out of benzine, game over for it. I must admit that I could have tried several more different approaches by the refuel truck, i know there's a limited target zone, but i tried severally and convinced myself we had a empty re-arm issue. Still think that's true, and maybe just maybe, it is not.

>MacGuba had a different experience with tanks at Airport.

You reduced MacGuba to a mere grunt. He was put off balance in this mission, like the rest of us ;D. Nah, to be fair to that grizzled Scotsman, he had to deal with OTHER armour. I had none against me, just an unoccupied T72. I have zero doubt that with that bloody 'mist', had armour been watching us, we'd be in deep doodoo.

I even LET a law hit me. Couldn't care less, no way they could hurt TWO Godzilla's and a Bradley firing from behind us. In fact it became humorous, the bradley was waypointing behind our two massive godzillas and poking it's head out to splat anything that twitched.

>Well done

In fact Thobson, I've approached this missiuon from the arse end. I'm in the wrong here almost totally because I've treated it as if it was simply version 1.1 with no changes and gone about looking for more bugs. Perception wise it is just 1.1 with 'things' I never noticed before and am reporting them as if they were part of 1.1. But in truth, it's a whole new mission that I should have approached with awe and wonder and reported on it with a good deal more respect.I've obviously tripped over and ignored some changes that I didn't notice, part of, yeah yeah, been there last time, it wont have changed. Like hell.

But, you have a serious issue with 'mist'. And for what it's worth, I think the reverse of you, that rain is 'ok' and fog, is not.

Shock and horror, am going to hack your pbo and get rid of the mist script to see how it plays. Wish me luck and a thousand curses.
Title: Re:Abandoned Armies
Post by: Mikero on 17 Jun 2005, 01:25:28
Unbelievable. Do you folks realise what you're reading here?

I've looked at the posts and there are THREE separate missions described on Larche, each a mission in itself, each one an entirely different experience for the player with entirely different outcomes. And this is *only* Larche. An insignificant oupost. Jaw dropping, incredible.

@Thob

Outro: Outstanding, magnificient. You just watch and watch and watch. Please see attached, 'interesting' civil casualties. The play time indicates my abysmal performance on this, should have taken me twice as long as this, not your fault.

Niggle: Beethoven is abrubtly stopped with switch to funeral music, for me, it jarred horribly. Suggestiion, fade out, fade in, with mixture of two sounds (if that's possible)

@all

damaged buildings.

from the first time I ever played, as a young teenager with my dad's pistol, I peeked my head over that cliff and saw the damage, instant evil, i wet myself. I have loved that sceneric ever since. Are you all just 'complaining' about the difficulty of extracting yourselves from them? Visually, they are 'just right' for me.

Title: Re:Abandoned Armies
Post by: XCess on 17 Jun 2005, 03:15:26
>Destroyed buildings

All? I thought it was just me?  :o My main problem is clipping.. getting stuck on them, especially in Trinite, and that damn annoying time in Houdan.. My number two managed to kill a whole truck full of soldiers, except 2 or three, I was near one of the destroyed builsings and decided to throw a grenade at the survivors.. the grenade hit a clipping error and killed me.. sending me back to my save at the lodge.
Also I have the view it causes lag.. but that could just be my mind playig tricks on me.. it does that a lot...  ::)
Title: Re:Abandoned Armies
Post by: Mikero on 17 Jun 2005, 06:53:13
@Xcess

think this is personal choice stuff. There was a discussion about this 1.1 where it was estimated you'd need to have played god knows how many missions just to be aware of this 'feature', let alone extract. :D For me, as annoying as it can be, the eye candy visual is too good to remove.

@Thob

YuriClone, 2nd run through missin, whole new start.

There are clones, or ghosts, in back of truck. I loaded 2,3,4 in front so I'd be forced to mount, rear, and sure enough, Yuri was there along with my precious girlfriend Irena.
If you've just deleted him, then I guess this 'problem' will appear with a different ghost at some time. (You haven't had much luck with this vehicle have you 8) Make it run out of fuel.

> 1st civilians.

It jarred for me that there was a body bag. This is inconsistent with the cutscene of my dead uncle. Think you should change it to a grave to re-inforce the message that we, not they, bury our dead. Particularly as my character keeps uttering surprises at all the bodies 'just left there' My character would insist it's buried. (Opportunity for a triggered cutscene if I see the body?)

Also, whenever we go back to lodge (which is the only safe and consistent place to do this) could we have a cutscene of burying any of our fallen? If we lose Sergei eg? Would be nice and consistent with the initial 3 graves.


Title: Re:Abandoned Armies
Post by: THobson on 17 Jun 2005, 09:03:28
Uber-Pea:
You are doing nothing 'wrong'.  I suggest you don't think of this as an OFP mission where you can just wade in and slaughter the enemy.  There are a lot of them and you are weak.  Have you checked the skill levels of your team?  They are pretty inexperienced at the beginning, but they do become more skilful as progress is made.  My tactic at that stage of the mission is - kill a few and run like hell - and if the few is only one then it is still one less to worry about later.  Actually that is my tactic for most stages of the mission.

Quote
after i seized any town, do the tanks and patrol simply spawn near and move in?? seemed to me in several attempts of the mission.
Absolutely and utterly NOT!!  All the units that come to attack you start off on the island in realistic places and travel from there to get you.  I am not playing games or setting traps for the player.  In the readme I warn the player that if they find themselves in an impossible situation, it is because they got themselves into it.  Not that I set a trap for them.


Quote
Thanks Uber. you just gave me an idea to p*** THob off
Why is it that I attract such sympathy and support? :)

Quote
How about every so often.. hour or so? you get one extra person to optionally add to your squad.
No way - sorry.  This dates back to when I was beta testing macguba's Un-Impossible mission.  I was very pleased to finish the mission with no casualties to my squad.  He and others seemed indifferent to that, it was as if the survival of the player was paramount and the rest of the squad were just cannon fodder.  In this mission I try to put a different angle on things.


Quote
Also it would be nice to be able to change your character's "clothes" into camo.. maybe steal a truck or raid a town and find uniforms...
I would love to do that if I could have a female soldier - but I can't, and I am not going to upgrade Ruslan and Erik leaving Irena as some sort of second class soldier - she deserves better.


Henderson:
Keep up the good work.


Mikero:

Good news (for me) about the ctd.

Thanks for the repair test :)

Quote
but i tried severally and convinced myself we had a empty re-arm issue. Still think that's true, and maybe just maybe, it is not.
Tanks that are completely empty of ammo of a particular type cannot get more from an ammo truck - this is standard OFP!!  There are some tanks that I have placed in the mission that deliberately have no ammo.  I have also written a script for these units that will enable them to re-arm at an ammo truck.  Does your experience contradict this?

If you de-pbo the mission:
In init.sqs near the top is a Boolean called setEnvironment.  It is currently set to true.  If you change that to false it will turn off the fog, the overcast, the rain and will not set the time of day.  If you want to keep the time of day then leave that variable alone and just kill the scripts weather.sqs and fog.sqs.  Either put an exit instruction as their first line - or just delete then from init.sqs.

Civilian casualties:  Did you kill a fuel station?  The Policeman is Stamenov, even though I have him as a west soldier OFP still counts him as civi for the purposes of the de-briefing.


Quote
Niggle: Beethoven is abrubtly stopped with switch to funeral music, for me, it jarred horribly. Suggestiion, fade out, fade in, with mixture of two sounds (if that's possible)
I can't merge the sounds.  The music you get at that point depends on how many casualties you took.  You got funeral music because you took no casualties and so the scene only needed to show the player Tatyana and uncle Nik.  If you took casualties in your squad then you are shown these also - where they fell (try it with a save game).  That takes longer and so a longer music track needs to be chosen.  I will look at doing a fade in and out.

All (but especially XCess):
Damaged buildings.  Getting stuck in them is a pain.  The first time it happened to me I thought the whole idea was down the toilet, but if you hit the deck and crawl forwards or sideways you can always get away.  Not realistic, but it is only a game, and there are some limitations we have to live with.  I like the impression of mayhem that they create.

Mikero (again):
YuriClone.  I need to be precise about this.  There are actually two clones.  One is Yuri and the other is the woman that tells you about Houdan.  When you got back in the truck the only person you did not expect to see there was YuriClone?  There was no additional woman right?

I introduced YuriClone to solve a problem.  I have now solved that problem another way and so have completely removed YuriClone from the mission.  I had better check HoudanWomanClone though


Quote
It jarred for me that there was a body bag. This is inconsistent with the cutscene of my dead uncle. Think you should change it to a grave to re-inforce the message that we, not they, bury our dead. Particularly as my character keeps uttering surprises at all the bodies 'just left there' My character would insist it's buried
Excellent point.  Thanks


Quote
Also, whenever we go back to lodge (which is the only safe and consistent place to do this) could we have a cutscene of burying any of our fallen? If we lose Sergei eg? Would be nice and consistent with the initial 3 graves.
Another good idea.  I won't be doing it though, sorry.  The reason is that in the final scene if you have taken any casualties you get a shot of them where they fell.  It can be quite poignant and powerful.


One  again.  Thank you all for the time and effort you are putting into this.  It is really helpful.
Title: Re:Abandoned Armies
Post by: LukieTee on 17 Jun 2005, 16:14:23
wow im new to ofpec and i though what the hell i'll beta the mission  :) I get up the hill with slight lag, knock off the soldiers in the house (in my trigger happy moment i cap the girl in the head)

restart

kill em all then talk to her. watch her get shot like a muppet and take an m16 and gun down the laughing soldiers. I have to say the way that you speak about the bodies really buit my enjoyment of the game. got in police jeep and drove off. i accidently run over a few soldiers heading to Vigny and the one at the nearby town and get to the lodge. i follow the game, get the civvies then i thnk lets kill some soldiers (ill get the other civvies later so i get in truck and head south 2 look 4 a patrol. i find one and cap em all as they ran away then wolfs started howling  ??? sh****g my pants i lay down and tell my women to walk around a bit BANG
"4 is down"
a group of 12 runs out of the mist guns blazing at my squad. i cap the leader and my squad finish the rest with a few stolen m60's. slightly scared i run away to the lodge. i get their and yet again more howling??? right beside the ruins another group of 12 come running past like cannon fodder and add a few extra pieces of ammo to the cause. Then scared that more would come i saved and quit but so far no bugs a few destroyed buildings getting a bit strange but i have not even seen Yuriclone or anyother man oh and the fog adds more realism to the game and a challenge i think that it evens out the ai to my beautifull aiming so ive got to think of where im going .

so far VERY VERY fun i would say its probably one of the best games out their keep up the good work and i hope theirs gonna be a sequel  ;D  ;D
Title: Re:Abandoned Armies
Post by: Mikero on 17 Jun 2005, 16:29:41
>i hope theirs gonna be a sequel  

There sure is.

Larche, Arudy, Goisse,  St Louis, Doudan, Houdan,...... 8)

And if you ever finish those sequels, you might, just might, start the REAL mission halfway thru.

Then of course there's the epilogue of Chapoi, perhaps the airport,,,

ok ok I'll shut up.

<slap>

Title: Re:Abandoned Armies
Post by: 456820 on 17 Jun 2005, 17:22:26
hey Thobson ive decided that i will restart this mission well i decided a while a go but my brother kept telling me to get of the computer so ill test very soon hope the problem doesnt happen again
Title: Re:Abandoned Armies
Post by: THobson on 17 Jun 2005, 18:40:48
456820:
I hope so too.  I can see what must have happened - even though it should not have.  It cannot happen in the next version.  Try stopping as soon as you can when you ate told to at the lodge.
Title: Re:Abandoned Armies
Post by: 456820 on 17 Jun 2005, 18:51:55
oh yeah i forgot i was going to test this lol i got carried away in the scripting part of ofp ive just made a jam scpipt now my poor rifles can get jammed anyway i stopped when i could at the lodge i even swung my weapon on my back because i noticed i was told to 'halt' so i did after about 10 seconds nothing hapend so i stepped forward and then he said 'halt or ill fire' then the cut scene happend
NOTE - have the unit fire up in the air (without killing the player) to make it seem he means buisness
Title: Re:Abandoned Armies
Post by: THobson on 17 Jun 2005, 19:35:27
Quote
anyway i stopped when i could at the lodge i even swung my weapon on my back because i noticed i was told to 'halt' so i did after about 10 seconds nothing hapend so i stepped forward and then he said 'halt or ill fire' then the cut scene happend
Is this what happened when you kept dieing?

Quote
NOTE - have the unit fire up in the air (without killing the player) to make it seem he means buisness
Nice idea.

@All:
I am now updating my list of Beta testers to ensure you all get a mention.  A couple of points:

MachoMan: Not hearing the wolves I feel is not quite enough to qualify - but if you have anythiing else to report I will happily add you as well.

Captain Winters: Equally
Title: Re:Abandoned Armies
Post by: 456820 on 17 Jun 2005, 19:52:06
all the way back to the begining

Mission
this time at the begining i noticed no noise for about 10 seconds then after it i hear a tank battle well more like a tank shooting at a target with some small explosions ?
anyway get up the hill through the fence (why not a small patrol at the fence ?) i get to the town shoot the men get the cutscene, everyone else seems to see these 2 killers who killed that girl but the thing is i dont i just ride down the road nd no one to be seen ?
At the lodge fingers crossed YAY NO KABOOM im alive so i sorted out my squad and saved the game
And i think ill tackle this tommorow
Title: Re:Abandoned Armies
Post by: XCess on 17 Jun 2005, 21:55:53
>Patrol at the fence
Imagine that... you spend ages trying to get up the hill and then you get shot in the back by a patrolling loon. Fun.
Title: Re:Abandoned Armies
Post by: Pilot on 17 Jun 2005, 21:59:36
I would say no to the patrol at the fence.  This mission is hard enough without having to dodge patrols that early in the game

I'm sorry I haven't done much lately.  I am still testing, but not very much.  Other OFP projects, as well as real life, have gotten in the way.

-Student Pilot
Title: Re:Abandoned Armies
Post by: SEAL84 on 18 Jun 2005, 02:59:35
Grabbing latest version...time to take it from the top yet again ;D
Title: Re:Abandoned Armies
Post by: Uber-Pea on 18 Jun 2005, 11:56:36
i will restart the mission soon, as too many of my loons have been killed imo. friggin tanks. the standard save i will do at the lodge and then i will fist take out a few jeep patrols etc for my squad to rise in experience, but mainly for not getting annoyed by em later. maybe you should add a delete body script after 1 hour or so...the missions uber-laggy :)

btw, i got a P4 2500 GhZ, 512 MB DDR RAM, only a geforce 4 Ti 4800 SE, thats it mainly. only get a benchmark of about 5000. what to be done, couldnt find a site to get support for this :/
Title: Re:Abandoned Armies
Post by: 456820 on 18 Jun 2005, 14:03:37
okay im going to carry on and so far ive found this very easy even though i know its going to change but anyway i turn on the radio and get the message for help from the civillians and i bord my men in the truck and set off i reach there no trouble get a cutscene wich is quite nice but how about having that man kneel instead of standing up in that hut ?
nice touch with the music player but how about being able to chose a track?
anyway i set off back hom hoping i can get there with as much trouble as i got here (basically none) at this moment im already thinking of a plan (wich is good like a real situation requires tactics) hopefully mine will work save as many civillians and get as many men and attack one of the least guarded fuel bases and hope they have some good equipment such as tanks, choppers, or maybe even weapons will do me.
anyway back to the game ohh i think i hear a tank or a truck im not sure so i hop out of my truck hoping the radar will become useless with out a driver and it worked so i get back in once its clear and set off again

i get home and i am greeted with another cutscene again nice, i then relised in the briefing some civillians so i decide to reorganisemy team so ive only got me and one more soldier and then we can search for the second group near the forest so i do but relise im not aloud to take people out of my squad ? what a shame so i have to keep them in my group so i leave them at the lodge and take a guy to help and boar that jeep and set off

Okay i get to their camp and am greeted with yet another great cutscene and am told some things and i tell the medic to go to our camp why dont they board my truck ??

Anyway i love the way you create such a good atmosphere after no fighting i think that about 100 loons are going to bombard me but yet they dont, so far this is a great mission even though i havent even fired a whole magazine yet lol.

AHH what to do now. im thinking of attacking but i only have 7 men not really good enough so i go to my radio and relise theirs no turn on option so i cant see if there are any more civi groups, and ive rescued all the groups so far apart from the objective didnt tick off maybe cause the civillians arent here yet from the second journey and ive also noticed that 2 choppers are circulin our little camp so i decide to sit back and wait for the choppers to clear off and the second group to get here

okay now that medic guy gets hear that was fast as he was on foot but no civillians so no cutscene wich tells me more info persumibly that there is one
right now im hearing one of the most anoying noises in the world okaysecond the crazy frog is worse anyway it sounded at first like a monkey wich is screeming and losing its voice at the same time then it sounded like someone yawning then i rememeber something about wolves and from the a mount of what ever that noise is it sounds like im surrounded.

right civillians get here and objective ticks im now wondering what to do now.
dont have enough men to fight
cant be bothered going all the way to houdan
i decide to look at my men's stats on the goup section of the briefing and they are alll experts ?? i thought the more we fight the better we get ?

i decide to take the odds and attack Larche, hoping i wont lose any men, and find some civillians also what do the civillians help do they fixed that house and thats it do they do anything else ?
I zoom in on the map and have a good look at where abouts to attack from, somewhere with plenty of shrubbery and plants and on the oposite side alot less shrubs and plants so the enemy cant hide aha i shall attack from the south west

Okay i line them all up and give them targets and then when there all ready 9,5,3,3 all fire bang bang bang aload of men drop dead all report status all alive now aload of men just apear from no where an we lose a few men i think ive cleared the town but a team mate reports an M1a1 so i order everyone to get at weapons and line them up we take out the M1 and i just miss the vulcan then the vulcan wipes the whole squad out including me.

So i think that wasnt the best idea so im going to rethink my plan and restart later on today

Overall so far
excellent no bugs just a few things that could be added like some dead civillians in larce and also how about a few alive civillians in larche when its secure ??
good voices good use of using the different kind of font for voices, good cut scenes and everything is great

ill continue later
Title: Re:Abandoned Armies
Post by: THobson on 18 Jun 2005, 15:51:07
Quote
So i think that wasnt the best idea so im going to rethink my plan and restart later on today
Lol ;D

Quote
Overall so far
excellent
Thank you

Quote
few things that could be added like some dead civillians in larce
The soldiers in the north are tidier than  those in the south.  They don't leave bodies about.

Quote
and also how about a few alive civillians in larche when its secure ??
How do you know there arn't any?

As for my run though.  It is now 5pm and the Northrons have just launched an all out attack on Chapoi (I will make that easier to make happen in the next version).  I am now back to trying to capture Dourdan.  This time from the Northrons - in the dark


Title: Re:Abandoned Armies
Post by: 456820 on 18 Jun 2005, 16:35:23
Quote
How do you know there arn't any?
i dont im just guessing

just a few things
1) do you have a day script in it
2) Why didnt i see a single convoy on the road ? or is that for later
3) what do the black arrows mean on the map is that were the enemy is moving if so ive got a good idea but i still need to capture larche for the mines and satchel carges
4) a good idea have an action to 'put crate in vechile'
like i could put an ammo crate in a truck so i can take it home then unload it at my weapon stash
Title: Re:Abandoned Armies
Post by: THobson on 18 Jun 2005, 18:15:40

Quote
1) do you have a day script in it
What is a day script?

Quote
2) Why didnt i see a single convoy on the road ?
Maybe a different road.  The convoys and jeep patrols are moving almost continuously.

Quote
3) what do the black arrows mean on the map
In the briefing it is explained that these are the front line towns, the arrows show the direction the armies are facing at that point - and the direction they will move in of they attack

Quote
4) a good idea have an action to 'put crate in vechile'
That is a good idea.  Not difficult to do - but I think the mission is already too laggy.  I am really looking to cut things out.
Title: Re:Abandoned Armies
Post by: 456820 on 18 Jun 2005, 18:22:16
Quote
What is a day script?
like a script wich makes the sun rise and sun set basically make the day go forward.

anyway ill try to get back to this later on
Title: Re:Abandoned Armies
Post by: tudders on 18 Jun 2005, 18:43:07
What a great mission this is  ;D  I went lone wolf in La Trinite and picked up an hk and saved.  Big mistake, a huge squad from the north descended on me.  Many retrys later i finally eliminate the squad but cant make an escape as a m1a1, a t72 and a vulcan roll into town.  Use a satchel charge on the m1a1 which kills the crew and then i use the abrams to take out the t72 and vulcan before im jumped by a t80 and m2a2.  Damage the t80 and take at the bradley so im now left with a m1a1 and a t80.  So now im gonna go on a rampage with my new tank platoon, houdan doesnt stand a chance  :)

Just 1 question, does the war between the north and south start automatically or does the player have to trigger it?
Title: Re:Abandoned Armies
Post by: THobson on 18 Jun 2005, 19:14:27
456820:
No.  The day progresses at one second per second.

tudders:
Well you seem to have got into an interesting situation. ::)

If the player does nothing there will be no war.  I spent weeks making sure. this would happen every time.
Title: Re:Abandoned Armies
Post by: 456820 on 18 Jun 2005, 20:34:38
Quote
No.  The day progresses at one second per second.
really like that wow just like real life well i meant a slight bit faster so you can tell a slight difference but anyway again with the mission

ive got new tactics this time but i had to save those 2 groups of civi's again becuase i forgot to save anyway im back to where i started so i decide to attack Arudy because its small and shouldnt  have as biger dences hopefully im right

Question why do i constant hear weird noises like tanks and people firing laws and m16 shots when none of my squad has fired a round yet ??

We took the town and got some message saying put up the malden flag to show them weve arived, okay so i did how about an action like erm the medic one to make it look like your winching up and down the flag ?

oh yes we lst soldier 3 who i think is that gut who was going to get married to tatyana and wanted to kill soldier so well for that lol.

now im not to sure what to do i cant attack larch due to ive lost one man and i couldnt do it before so what am i to do

A) i could take out the fuel base near Chapoi (also i noticed a mis prenounciation of chapoi look on the official campaign it has it there.
B) i could take my odds and take larche
C) i could search for more men wich i doubt ill find any apart from that forest near la trinite but i heard firing from that direction so they might of been compromised and dead
D) Try destroying some convoys hoping for some heavy weaponry such as jeeps with machine guns, or maybe even a tank

ill have a good think and get back to this
Keep up the great mission
Title: Re:Abandoned Armies
Post by: THobson on 18 Jun 2005, 20:49:18
Quote
Question why do i constant hear weird noises like tanks and people firing laws and m16 shots when none of my squad has fired a round yet ??
I have no idea.  Others have heard this as well.  It was suggested that this is just some blue on blue.  Unless you have done something they should not be fighting each other.

Quote
got some message saying put up the malden flag to show them weve arived, okay so i did how about an action like erm the medic one to make it look like your winching up and down the flag ?
Well if you had not been in such a hurry and rushed to the flagpole yourself you would have seen one of your team mates do exactly that.

Quote
i noticed a mis prenounciation of chapoi look on the official campaign it has it there
I think in the official campaign they prounce the town names in the way soldiers the world over pronounce them.  The people in the team are locals to the island, I prefer their pronunciation ;).  Seriously - thanks for spotting this, but I am unlikely to change it.  Before I started recording any of the voices I posted a question about pronuncialtions and no one really cared.

Is there not one other objective that might be achievable?
Title: Re:Abandoned Armies
Post by: Mikero on 18 Jun 2005, 20:51:57
>there are no bodies at Larche

It's fascinating to read how we all, automatically tune our antenna into bug mode, looking for the inconsistencies and 'errors'. things that don't gel. We just assume, almost 100% rightly that if it don't look right, it's an oversight by the author. In *this* mission nearly all those apparent inconsistencies are intentional, it's only later, the light goes on, AAH! now, I get it, The more towns you visit, the more, subtle differences kick in. Sometimes they glare, and look like newbie author bugs, they aint. Sometimes they're very subtle and we think we've spotted something Hobson hasn't. And mostly, I miss them all. ::) But anything I've spotted becomes clear and 'oh yes of course' a few hours later.

@uber_pea

at a Benchmark of 5000 and 2gig6 you should be 'ok'. The 'trick' is, the moment you detect 'heaviness'. Run like hell. As in get the hell out of there because almost for certain, two armies are on their way to your position. Even without lag, you would not survive.  While the lag is not Hobson's deliberate choice, one of his many 'methods' of tackling this mission for the player is to hit and run as far away as possible. At no time in this mission will you ever survive as Rambo.

@Hobson.

Everyone asks this question, sooner or later. How do I?, can I?, trigger a war. I think you should change the dialog about "how can we hurt them most". I don't think you should give any clues away how to (and I was dissapointed as you know, when I found out how easy it was), simply a statement (in effect) that clearly indicates, you can. That's what a player needs to know, whether or not there's any point even trying to.

Title: Re:Abandoned Armies
Post by: 456820 on 18 Jun 2005, 20:55:06
Quote
I posted a question about pronuncialtions and no one really cared
i remeber that but i didnt know about the way they pronounce it on the official campaign

Quote
Is there not one other objective that might be achievable?
there is but that would be very very hard to snipe one of the leader's actually ill take the hunting rifle and have a go i doubt i will get very far

also when i have rescued the civillians both of them that is my team are now all experts even though they havent had any combat experience wich is kind of good but not real you cant gain combat experience if your getting driven in a truck from one place to another
Title: Re:Abandoned Armies
Post by: qqqqqq on 19 Jun 2005, 01:53:28
Quote
It was suggested that this is just some blue on blue.

Flat wrong.    

It's red on red.    ;D  ;)     (think about it)

Common as muck in OFP btw.
Title: Re:Abandoned Armies
Post by: 456820 on 19 Jun 2005, 08:31:39
i just thought of something both of the main bases will be heavily secured with tanks, men, 50cals and other things so how would only 12 of us men experts or no experts be able to attack both of these bases with having enough men left over if you attack the south base it will be very unlikely to find more fighters as the south just kill all the civillians but the north is an air base bigger so it will need more defense so well find that harder im basically saying it will be nerly impossible to attack these 2 bases and survive unless you have one of those multiple squad control scripts ?
Title: Re:Abandoned Armies
Post by: THobson on 19 Jun 2005, 08:46:01
Quote
But anything I've spotted becomes clear and 'oh yes of course' a few hours later
This is exactly the sort of thing I want to have happen.

I am not sure benchmark is a good measure of a machines performance.  Benchmark can be quite different for machines with different specs - but with the more powerful machine scoring the lowest.  Macguba has some recent experience of this but I can't remember the details.  My benchmark is 4000 by the way.  CPU 32.GHz.  I run Windows XP Pro with two users permanently logged on and one of them running a background program that is matching molecular structures of possible drugs to protein from cancer cells - part of one of these massive parallel processing schemes involving large numbers of private pc's - but I get off the topic.  With that set up v1.21 is on the heavy side of what I would like and so some trimming back is needed.

Quote
Everyone asks this question, sooner or later. How do I?, can I?, trigger a war. I think you should change the dialog about "how can we hurt them most". I don't think you should give any clues away how to (and I was dissapointed as you know, when I found out how easy it was), simply a statement (in effect) that clearly indicates, you can. That's what a player needs to know, whether or not there's any point even trying to.
It is now harder to start a war.  Killing a convoy anywhere on the map is now not sufficient.  (In earlier versions I had each side retaliate to the destruction of their convoy by occupying La Trinite).  This is one of those things where I would like the player to wake up in the middle of the night thinking - "I wonder if I can get them to fight each other?" and then figure out how to do it.  It is logical.  Just get them to where they come into contact with each other, or (and the player is told about this explicitly by Sergei if they are listening) weaken one side so much that the other side decides to launch an unprovoked all out attack (this will be made a bit easier to do in the next version).  How to get them into contact? - you could get some of them to chase you and lead them into the other side's territory - very difficult to do safely, but isn't it funny how when one vehicle in the convoy is killed or put out of action a group of infantry arrive to investigate and continue to search around the wreck?  There are many ways to do this mission, getting the two sides fighting early on is only one of them and I don't want to point the player in that direction at the expense of them missing out on the other ways to do it.

Quote
there is but that would be very very hard to snipe one of the leader's actually ill take the hunting rifle and have a go i doubt i will get very far
I had Houdan in mind.

Quote
both of them that is my team are now all experts even though they havent had any combat experience wich is kind of good but not real you cant gain combat experience if your getting driven in a truck from one place to another
They shouldn't be experts if that is all they have done - I will check.  This is not a standard RPG where you get skill points for killing units - I still have in mind that I might add this.  But they do increase their skill by accomplishing certain tasks, also simply spending time together helps the better ones to train the less skilled, and also increases general morale - all reflected in the increase of skill level.

Multi q:
You are absolutely right.  I hope they don't kill all of themselves 456 needs someone to play with. ;D

Title: Re:Abandoned Armies
Post by: THobson on 19 Jun 2005, 08:49:57
456:
We were posting at the same time.  You are absolutely correct about how dangerous the bases will be - good thinking.  No multi squad scripts - just you, your father's pistol and your little band.
Title: Re:Abandoned Armies
Post by: 456820 on 19 Jun 2005, 09:38:12
lets search houdan hopefully those women will have a few fighters or know of any were with a few
anyway by any chace is it possible to select a certain save game ?
anyway im no where near houdan bacuase half my squad crawled down a hil
and is it possible to make it so you can drive an m1a1 abram and the rest think its an allied patrol ? so you can become undercover
i wait for the others to catch up but one of my men report a tank 200 at 12oclock so i order my law soldier not to fire and target the tank incase it becomes a trouble then it sounded like the chopper attacked the tank ?? i though these people are ment to be allies.
We come across a jeep about 300metres from any road so whats it doing there ? luckily it didnt notice us so we slipped past and carried on to Houdan
Okay i get to houdan and meet a russian i put a bullet in his head and an objective ticked okay no one to be seen apart from him what a dissapointment so i get my squad into formation and set of home

Now i wish i brought something to come in but no i had to decide to walk all the way on foot
Okay i get back and no cutscene of me telling that girl that her mother is not there
now i need to re think my plan
Title: Re:Abandoned Armies
Post by: Uber-Pea on 19 Jun 2005, 10:29:25
Maybe you shouldnt have shot that guy that fast...i wont spoil anything but i can say he will not attack you.
Title: Re:Abandoned Armies
Post by: 456820 on 19 Jun 2005, 10:31:20
i know he wouldnt attack he had no weapon.
and let me guess i have to start that bit again dont i he tells me some info, hopefully i can get to the right place by any chance are they near one of those roads that come of from houdan ?
Title: Re:Abandoned Armies
Post by: Mikero on 19 Jun 2005, 17:24:50
Had another crack at this amazing mission.

This time i started a war *before* I got to the lodge!!! (not a bug). I took on a jeep from each of the sides on my way there and they chased me, then, each other. By the time I got to lodge there was scrunched armour everywhere near the 1st civilians. Made an 'interesting' journey to go get them  :o

Am just suggesting Thob that via cutscene, you confirm for the player that she can, if she wants to, start a war. It's not obvious to a player that it's possible. Considering it could take forever to start one, they need reassuring that thier efforts wont be wasted. But I wouldn't give any clue 'howto'. When I played this mission 1st time ever, I thought you might have designed it with scripts to prevent a war (wasn't aware of blue on blue etc)


----------
Small irritations with engine.

Police jeep. You can load everything into this vehicle *except* a pk ???
Ditto you can put an AT4 shell inside, but not, the AT4 itself. All other weapons went in 'ok'

I cannot bury (hide) bodies. No action to do so. This is a bit distressing because I hoped by doing so the war going on 200 meters from the lodge would not spill into us.

Radation signs at T3 often prevent friendly ai from getting at the goodies. M21 eg. Or, they frequently get stuck because of them. Not good.

For the 'easter egg' I cannot open the big wire gates. This leaves them trapped. (unless I run thru the fencing)

At least one machine gun front entrance to airport is fired on even though it's empty (from memory there are 4 that side). Unable to tell which of the four it is.


Title: Re:Abandoned Armies
Post by: tudders on 19 Jun 2005, 17:42:52
Just a word on starting the war - why not have it so that you can pick up a Stamenov or Andropov flag from a dead soldier and then kill one of the opposing soldiers - resulting in a war?

I dunno if this is possible or if anyone else likes the idea but this was my first idea on starting the war but it kinda went out the window when i cudnt pick the flag up  ;D

EDIT: Of course i realise you're in a resistance uniform so the idea kinda breaks down, unless the russian (sergei?)  in you squad carries it.
Title: Re:Abandoned Armies
Post by: THobson on 19 Jun 2005, 17:45:37
Mikero:
Quote
This time i started a war *before* I got to the lodge!!! (not a bug). I took on a jeep from each of the sides on my way there and they chased me, then, each other. By the time I got to lodge there was scrunched armour everywhere near the 1st civilians. Made an 'interesting' journey to go get them
Neat.  I am interested in knowing what effect, if any, this had on the convoys.  If you get chance.

Burying bodies - I wonder if the OFP turns things off deliberately when a mission is consuming a lot of resources.  

Quote
Radation signs at T3 often prevent friendly ai from getting at the goodies. M21 eg. Or, they frequently get stuck because of them. Not good.
Thanks.  It is now on the list

Quote
I cannot open the big wire gates
You can't.  He can and will only do so when you need him (permanently)

Quote
At least one machine gun front entrance to airport is fired on even though it's empty
This is a known OFP issue.  To fix it here would consume CPU resources that I don't have


456820:
It sounds like you have started the war somehow.  And as for the Russian - there is a saying - Don't judge a book by its cover.  I wondered how many people would do this, surprisingly few in fact. :)

EDIT:
tudders:
It is possible and is in fact a neat idea.  It is just more coding and more pressure on the cpu.  I will now need to slim the misson down rather than add new things I'm afraid.
Title: Re:Abandoned Armies
Post by: 456820 on 19 Jun 2005, 18:16:53
okay now im kinda stuck in this game there arent any objectives i could complete or any towns i could destoroy a convoy but i wouldnt see hoe i would gain from this my men are already full skill and i cant find those women as i shot that russian so by any chace could you just give us a hint on what to do ??
great mission though, but i would hate to start again
Title: Re:Abandoned Armies
Post by: Planck on 19 Jun 2005, 18:25:15
Well..........there is no set 'what to do'.

It is a completely open mission, you are free to do what you want whilst working towards the downfall of the enemy.

This is not a standard mission type...

Do this objective
Now do this objective
Good boy.....now do this objective and go to extraction.

You are free to do whatever really.


Planck
Title: Re:Abandoned Armies
Post by: 456820 on 19 Jun 2005, 18:37:41
erm okay let me rephrase it what would you advise me to do next ive got 7 men collected both groups of civillians and have siezed arudy
Title: Re:Abandoned Armies
Post by: Planck on 19 Jun 2005, 18:40:30
Do whatever you can to decimate the enemy whilst not getting killed.

See if you can acquire some armour.....it might need repaired first, so, maybe look for a repair truck you can steal.


Planck
Title: Re:Abandoned Armies
Post by: Goettschwan on 19 Jun 2005, 18:40:35
Hello. I started the mission again in its version 1.21.
I am using a 1.96 Resistance version, benchmark around 4400. No addons except Dxdll.
Disabled HIsky pack because of severe interference with the rain in the mission (as in you don't see even that far anymore because behind of rain you see an opaque kind of wall)
I am currently at the lodge. The changes i have seen until now are excellent.
Good things first:
The police jeep is a very nice idea.
Tatyanas dialogue is nicely spaced now on the first two sentences. Exactly the pause it needs imho to provide a "surprise" reaction.
The two tatyana killers are moving to a good position, somebody mentioned it makes it easier to kill them but i think it makes them more dangerous and more likely to notice you. Very good.
Roadblocks : ran into them a bit unaware. Very nice.
Regroup script: fine idea, and very good use of the citations that are used to display a bit more of character.
Things i didn't like that much:
The two squads arriving at vigny are overarmed, i am a proud owner of two pks, one M60, AA,LAW and AT4 launcher,NV Goggles,Binocs and enough M16 mags to go start a mess somewhere alone. Everything is nicely stuffed away in the jeep.  Not that its bad, but the step from "your fathers pistol" to armed to the teeth is a bit sudden. Maybe dunk a pk and the AA/AT4 launchers in favor of something more -common- like an AK?
They are less aggressive than in 1.1, it seems to me at least.
The next garrison was already mentioned to be smoking too much, you can run around in front of the guard with no reaction. The patrol will notice you after a while, though.
Your regroup script does not leave you with a two man group if you select only two men. I had thought that other than rearranging the goal was to leave people somewhere so that they would not be affected by the "all" button? Ruslan even specifically asks to be left in case we go to vigny.
Arriving at the lodge  could you maybe add a "put that gun away". I would find a guy with an assault rifle pointed at me rather suspicious after having called a Halt.
Roadblocks: They are really blocking the road ? I thought the point of a roadblock was some left space right positioning to provide a slowdown (some surpressing positions added in the middle), not a complete blocking?
Or have i not yet noticed a pattern in the roadblocks?
Audio Comments: Every time there are dead he sounds surprised,why is this?
I personally would not be so much surprised about dead in a war zone.

@mikero : a PK fits fine into the jeep, as did anything else lying around in vigny. But it seems to have sort of inventory spaces like soldiers, and so at one moment it won't let you put anything into it. I tried to cut down on space by putting only one weapon of a type into it and clicking "put XYZ mag to jeep" afterwards. In total i was able to cram more gear into it, which suits me fine.

Will try to advance more or less according to the way the mission is planned, more or less that is. Nice work Thobson, keep it up.
StG
Title: Re:Abandoned Armies
Post by: THobson on 19 Jun 2005, 20:22:10
456820:
I think Planck says it well.  Just imagine you are in an island with two huge armies.  What do you think would be a good thing to do at that point?

StG:
Quote
The two squads arriving at vigny are overarmed,
Two squads?  There should only be one - together or one after the other?  Do you recall the approx size of each?  Good point about them being over armed.  I meant to do something about that and see it is still on the to do list.  Incidentally I get out of Vigny as quickly as possible and so arrive at the lodge with only a few rifles.

Quote
They are less aggressive than in 1.1, it seems to me at least
Maybe - but I have done nothing to them other than cut down the number of units.

Quote
The next garrison was already mentioned to be smoking too much, you can run around in front of the guard with no reaction. The patrol will notice you after a while, though
On the list - though I am not sure what to do about it.

Quote
Your regroup script does not leave you with a two man group if you select only two men.
An early version of the script did exactly that.  I felt it better to keep the whole group intact - you can decide to park some of them somewhere - but you can still give them instructions.

Quote
Arriving at the lodge  could you maybe add a "put that gun away". I would find a guy with an assault rifle pointed at me rather suspicious after having called a Halt.
That is an excellent suggestion.  The problem is that putting the gun away involves the player moving and that will trigger the kill him bit of the code.  Did you arrive on foot or in a vehicle?

Quote
Roadblocks: They are really blocking the road ? I thought the point of a roadblock was some left space right positioning to provide a slowdown (some surpressing positions added in the middle), not a complete blocking?
Or have i not yet noticed a pattern in the roadblocks?
These are schematic road blocks I wanted to create the impression of a road block using the minimum of objects.  Also - there is a pattern to some of them.

Quote
Every time there are dead he sounds surprised,why is this?
I was trying to mix in some anger and indignation - but the real problem is: I have absolutely no idea which of these the player will find first and in what order he will come across them.

Quote
I personally would not be so much surprised about dead in a war zone.
There is more of a pattern to the bodies than there is to the road blocks.

Thank you for your kind words.  Best of luck.

EDIT:
456820:
I have just re-read your post.  You have captured Arudy.  One piece of advice:  Get the hell out of there.
Title: Re:Abandoned Armies
Post by: 456820 on 19 Jun 2005, 20:35:17
Quote
Get the hell out of there
very good advice but i took that when i hear several tanks coming luckily my 5t truck wasnt blown to bits hehe
or do you mean get the hell out of th lodge if so why ? i havent been attacked yet but im going to try and capture larche again as im surrounded with them there well not surrounded just in a difficult position
Title: Re:Abandoned Armies
Post by: Goettschwan on 19 Jun 2005, 20:53:39
I arrived in a vehicle. Stopped when he said halt. Got out when he said so. Thought it would be a good idea to put away the weapon, he said halt or i shoot. The thing about moving explains this. Anyway, the cutscene started some miliseconds after he finished "or i'll shoot", so there was no problem.

Found out that after they join you shooting one of them doesn't trigger any reponse from  them, effectivly i shot the team one by one very slowly without any answer. Is this planned like this ?

Well, everytime i play your mission 1.1 or 1.21 there are the two guys at vigny, a pause, a squad of about five, a pause, and a squad of about five. The pause is such that there is ample time to load all interesting weapons into the jeep and go somewhere into ambush for the next. I never lingered for long after the second group. They are all coming from roughly south. Incidentally when i stalked the garrison at the village south of vigny (is it la pessagne?) there where three people in fixed guard positions and a patrol of three. I heard a tank from roughly the vigny direction at that point moving into a position and stopping its engine, but i didn't feel like searching.

StG
Title: Re:Abandoned Armies
Post by: Goettschwan on 19 Jun 2005, 23:01:45
Reverted to last savegame after the tryout in TKing. Stalked the garrison at la pessagne again and then took a law launcher and waited next to the roadblock.
Took out the whole MGjeep convoy with a law in the second and fourth car just before the curve west in la pessagne. Eventually had to toss two grenades and fire a burst, and after that there was silence.
Heard the tank engine as before.Took the AT4 launcher up to vigny and got a lucky shot on a MBT. Didn't see he brought company, a t-80 and a vulcan. Retreated twice to La Pessagne to get LAW rockets and finally managed a kill on the t-80 which tried to drive through the house  where tatyana was. The Last Law lifted it up, so it exploded in the air and came to rest on top of the house. Quite hilarious to see the physics of the OfP engine in action like  this. Took maybe five minutes for the tank to come down. Didn't find vulcan, went off to the lodge.
I find that tactic of yours is working very well for stalking those tanks. One Law, and in the time the tank needs to "wake up" and be fully aware what hit him you can usually reload and move to another position, which is very much needed. I saw somebody post something about leaving AP mines at your last position, i suppose this works equally well against foot soldiers :joystick:
StG
Title: Re:Abandoned Armies
Post by: Uber-Pea on 19 Jun 2005, 23:26:53
OK, restarted the mission.
first i drove to the lodge and got the civilians together to optimize my squad. then got for la pessagne, as ive seen to mg jeeps standin round there when i got from vigny. went very fine, had my own convoy consisting of two mg-jeeps and the P3S getting back to the lodge. meanwhile 8, the medic, arrived. looks like youve set the jeeps to be pretty dammaged. one of them cant be fired by a loon, and when i try, the view "hops", actually, the whole jeep does (like a low-rider omg...), which makes aiming hard and bots dont shoot. the view only keeps still DURING you fire the machinegun. ok, thought i take 6 men with me and the 2 jeeps to engage arudy. tried from south and east yet, went never fine. even if i did a hella lot of dammged, either me or at least 1 squad-member got killed (what I dont accept-retry).
will be happy about having captured arudy when ive done.
fix the jeep-issue, its damn annoying having loons not shooting, without knowing why ^^
im extremely bad equipped when it comes to special eq. one law, one pk. and the pk gunner always has his pistol out for some reason. dammit. but irena is doing quite well with her hunting rifle :P
Title: Re:Abandoned Armies
Post by: Mikero on 20 Jun 2005, 00:18:00
> early war start

>I am interested in knowing what effect, if any, this had on the convoys.

Southrons zilch, what was left of them by the time I got to T3 was an ammo truck and a single troop truck but they remained in formation waypointing perfectly.

not so the northrons. Bmp and two troop trucks had got themselves totally 'stuck' just outside T3

Also had a fascinating effect Thob at end of mission, Chapoi, grief, i will *never* take the bad guys out early, you chased me with a T80 and bmp all the way up the mountain, i do mean , ALL the way !!!

But the interesting effect was I then returned a little later, and the crews of both had got out and joined their friends in the valley. They got lonely with your rejoin script. It was a marvellous scene.

> I wonder how many people would shoot sergie?

Once. Throughout the beginning mission you persistently re-inforce with voicovers the difference between us and the armies, our disgust at the unarmed civilians eg. If anything, rather than shoot the player for doing so (which you already do if I hit a team member), I would make it that the squad abandons him there and then. Powerful message.

Edit:

The two groups StG is talking about at Vigny: One is 'standard', aka it's coming up from La Pessage, the other is from the roadblock / 2nd civil area. I've encountered this lot as per StG, once half way up valley, and once where (imHo) they really deserve to be, and that's at that marvellous hut with dead resistance and civils. This is as crow flies stuff. You do it in reverse avoiding La Pessage as you do. That was a very nice touch Thob, these attention to detail things immerse you. Doesn't matter if player only sees 30% of them. I agree with StG, the weaponry is over the top. These guys are the crap troops, kept out of the front line corridor, and aren't that well armed. I'd also knock out any chance of the player getting anything, other than from dead bodies. T3 lag would be reduced as a result right?

More niggles:

La Riviere inconsistently has 2 x undamaged buildings at water's edge. A small campfire with guard troops would 'make sense' rather than yet-more-damage.

Ditto small harbour town or whatever it is halfway Le Port <> Chapoi. I would have expected an ambush roadbloack at the very least. Perhaps some scuttled boats here too.

Ditto small fort near Le Port, scuttled boats make nice eye candy.

Hut & house on small turn off to lodge is inconsistent, it's totally empty.

Extreme north west hamlet is empty, but this one 'makes sense'. (found where you parked the armour you evil man)

----

Mission plays far far better this version, with reduced Godzilla's. We even have half a chance against the 2 active ones. Thank you.

>YuriClone

You say you fixed it. I found the reason. It happens if ever you disembark with civils before getting to the lodge (and getting back in again). WomanClone remains in back of truck, she looks awfully like my girlfriend, #5.
---
#5 as others report remains a very bad girl (my kind of woman). I suspect it has a lot to do with her position in the team, she's always right place, right time, and not carrying heavy stuff to slow her down. Damn, I'm in love.

Is there any more hunting rifle ammo anywhere?
Title: Re:Abandoned Armies
Post by: XCess on 20 Jun 2005, 03:27:48
Quote
>YuriClone

You say you fixed it. I found the reason. It happens if ever you disembark with civils before getting to the lodge (and getting back in again). WomanClone remains in back of truck, she looks awfully like my girlfriend, #5

Wrong. I did NOT disembark but I still had Yuri in passenger side at the civils west of trinite even tho I'd left him at the lodge.
Title: Re:Abandoned Armies
Post by: Mikero on 20 Jun 2005, 05:36:58
Wrong is a bit strong. I may happen at other times, but it has *always* happened when i disembark/re-embarked. Having been thru this section 5 separate times so far, it hasn't happened for me 'normally'
Title: Re:Abandoned Armies
Post by: THobson on 20 Jun 2005, 09:42:33
StG:
Quote
Found out that after they join you shooting one of them doesn't trigger any reponse from  them, effectivly i shot the team one by one very slowly without any answer. Is this planned like this ?
I had thought of making Alexi a renegade if he did this (set his rating to -100000 or some such).  The problem with that is I can think of no way of distinguishing between Alexi deliberately killing one of his team and him doing it accidentally (for example by hitting a tank with a LAW when there are team mates about).  So I decided to just use what standard OFP does.  Try killing one of the civis though and it is a different matter.

Glad you are enjoying it.  I am still puzzled by the second group that arrive at Vigny from the south - see below.


Uber-Pea:
The jeeps are generally kept in good repair, they will occasionally become damaged on their journey but will be repaired once they get back to base.

Quote
the pk gunner always has his pistol out for some reason. Dammit
I give some of the resistance soldiers a handgun for effect, it is realistic for them to have some when you meet them.  But for game play it is better the get the guys to drop their hand guns as soon as you can.

Mikero:
Quote
not so the northrons. Bmp and two troop trucks had got themselves totally 'stuck' just outside T3
Convoys getting themselves into a mess was the bane of my life in the early stages of making this mission.  Providing the player keeps away they will eventually sort themselves out.

Quote
and the crews of both had got out and joined their friends in the valley. They got lonely with your rejoin script. It was a marvellous scene.
It is certainly true that in the end game crew will get out of their vehicles and join with other infantry groups.  It is also true that there is not much in the way of organization in the south so you might find crew and pilots mixed in with infantry even at the start of the mission.

Consequences for killing Sergei:  Very neat idea.  I will need to think about that.  It does have the effect of brining back some linearity to the game by corralling the player into doing something in a specific way.  The mission is doable even if the player kills Sergei before talking to him.  It is just a different mission.  

Quote
The two groups StG is talking about at Vigny: One is 'standard', aka it's coming up from La Pessage, the other is from the roadblock / 2nd civil area.
This is another data point in my ‘2nd civi area is haunted' theory.  There are no soldiers at the roadblock / 2nd civil area.  I can't have them there becasue if the player engages them, guard units will turn up eventually spot the northron jeep patrol and a war will start.  

Quote
I'd also knock out any chance of the player getting anything, other than from dead bodies.
This is a major change.  It would be realistic, but I think it would add significantly to the mission duration.  I would be interested in hearing what others think about this:  Basically: No ammo crates and no ammo trucks in the mission.

Quote
La Riviere inconsistently has 2 x undamaged buildings at water's edge. A small campfire with guard troops would 'make sense' rather than yet-more-damage.

Ditto small harbour town or whatever it is halfway Le Port <> Chapoi. I would have expected an ambush roadbloack at the very least. Perhaps some scuttled boats here too.

Ditto small fort near Le Port, scuttled boats make nice eye candy.

Hut & house on small turn off to lodge is inconsistent, it's totally empty.

Extreme north west hamlet is empty, but this one 'makes sense'. (found where you parked the armour you evil man)
I did have some things in some of these, NW hamlet had bodies (not now consistent with the ethos of Andropov) and Cancon and La Riviere had small infantry patrols.  They went to try and cut down on lag.

Good ideas though.  I will see what I can do.

Quote
Is there any more hunting rifle ammo anywhere?
No.  The armies have no need for it.  But it has given me an idea.


Mikero & XCess:
I have no idea what is causing the YuriClone issue for some of you.  There is a deleteVehicle line in the script that should get rid of him.  Next version does not have a clone for Yuri - just for HoudanWoman (I had better check her similarity to Irena).  I do a deleteVehcile on her, and I setPos her to [0,0,0] just to be sure.

Title: Re:Abandoned Armies
Post by: dmakatra on 20 Jun 2005, 11:19:15
I've gotten really, really tired the last few months of OFP. I've allowed myself to fall into the trap of more, shall we say, less delicate computer games as well as this mysterical cult ritual socializing with other humans. Sometimes I've even been outside, if you know of such a foul place. :o

Let's see if this 'ere new 1.2 thingy can get me back on the right track.

:beat: *Gets Shot* :beat:
Title: Re:Abandoned Armies
Post by: Mikero on 20 Jun 2005, 12:44:12
>no ammo crates would add significantly to the mission duration.

 ;D ;D ;D

>The mission is doable even if the player kills Sergei before talking to him.  It is just a different mission.  

leave exactly as is then, on the basis of there's no "right way"

@dmakatra  :wave:
Title: Re:Abandoned Armies
Post by: XCess on 20 Jun 2005, 15:24:05
I left the mission to roll on for a bit, see if the lag would die down a bit. Went for a cigarette and came back to find my medic dead by the hands of a lone PK gunner... Damn you THob. So I go through the team reorganise thing... what does it actually do??  I just selected everyone ::) On the second go through of that Irena was begging me to go to Dourdan to check on Sergei's girlfriend. As the only vehicles I had were a BMP ambulance (I got this when I went to check on the war in Trinite.. I didn't actually see anyone, just heard them)  and Ural Ammo (i chose the Ural) I could only take two people with me.. Sergei and Yuri it is.  

As we approached Dourdan I was getting reports of units moving into the lodge, from the south I think.. the machinegunner came from the north. Me Sergei and Yuri took Dourdan with no problems.. Except at one point i had to crawl right up to on soldier and shoot him point blank,, he wasnt even moving, just led down looking towards the tents. I tried getting up the ladder Planck style but ended up about 10metres on the other side of the building  :-\.

By the time this was done. EVERYONE at the lodge was dead.
Title: Re:Abandoned Armies
Post by: Pilot on 20 Jun 2005, 15:59:04
Quote
Basically: No ammo crates and no ammo trucks in the mission.
This might not be a bad idea, although I think the convoys should still have ammo trucks.  I think you should also keep a few ammo crates at Trinite, but then only put M16s or AK74s in them with only a few rocket launchers.  I always thought Trinite to be a trading center, so any good weapons dropped off by one army would immediately be snatched up by the other.  Also, removing most, if not all, of the ammo crates from Trinite should reduce some lag.

My two cents

-Student Pilot
Title: Re:Abandoned Armies
Post by: THobson on 20 Jun 2005, 16:39:52
XCess:
Reorganising with units in a vehicle does just give you a shot of the vehicle.  It was that or something infinitely more complicated, they could be sat in any seat in the vehicle.

Sorry about the ladder.  It is a problem I have not been able to replicate.  I now have a workround but there is still a small problem if the action to climb the ladder comes back and people use it while my workround is kicking in ???  So now I want to turn off the action so it doesn't happen  ???

The lodge is not specifically targetted by the enemy - that would be cheating on my part.  But if a unit knows where you are (even if it gets killed shortly afterwards - and remember a unit that is hit immediately knows about the unit that did the hitting, assuming it is still alive) then the OFP engine will send some guard units there.  And it will keep on sending them, so if you get one visit you can count on getting many.  I find it best not to lead the enemy towards the lodge.  Actually the way I play I don't use the lodge as a base, in fact I don't have a base.  I grab what ammo trucks I can, scatter them about the island and I just keep on the move.

All:
I cannot imagine how difficult this mission would become without ammo crates and ammo trucks.  The crates in the northern towns help to establish Andopov's army as well organised unlike the shower in the south.  One possibility I suggested before was to lose the vehicles at La Trinite but there was not much support for that.  So let's think about that again.  No vehicles at LaT and reduce the goodies in the ammo crates there.  So the only way to get an ammo truck is to capture one.  I could go for that. The concern I would have is that would this make this mission virtually unplayable by anyone not in the know?  It would also remove a lot of the reason for going to LaT, which for me is a highlight.  Well not going there so much as seaking in when the town is empty.
Title: Re:Abandoned Armies
Post by: XCess on 20 Jun 2005, 17:54:05
The problem with LaT and the crates is there's no challenge whatsoever in getting the weapons. Now i think about it and remember my first play.. I was picking up every weapon I saw and throwing it in the back of a truck because I didn't know about the weapons stash LaT. It's not really much harder but a hell of a lot more enjoyable, with those unprotected crates .. well.. they're basically yours.

I think I might restart the mission and see if i can just go odff and assasinate the leaders from the start. Will be fun :)
Title: Re:Abandoned Armies
Post by: XCess on 20 Jun 2005, 18:06:49
AHHHHHHHHHHHHHHHHHH!!!!!!!! I was getting to the north of the island in the boat.. Just thinking about disembarking and moving from the west through the bushes to the northern most hamlet to see if I could aquir weapons and transport when a Hind open fire on me with it's cannon, The boat survived the burst by one single shot and I managed to get on the beach and disembark. Two steps aand.. BOOM. I think it was a mine as the you are dead screen didn't show me a helo.

Damn you THob. But dont worry. I WILL try again!!!!!!


***EDIT***
Tried again and the same thing happened.... Little bit of cheating the player then THob?
I was quit fdar out to sea this time when the helo engaged me, and Walkng up rock when I suddenly exploded.. Couldn't SEE any mines I just went bang. Do you by any chance knowsAbout the helo on if I go to far north before going to Vigny?
Title: Re:Abandoned Armies
Post by: THobson on 20 Jun 2005, 18:59:37
It is the only cheat in the game.  I don't want the player to go investigate any of the offshore islands, and I didn't want to lock the boat - after all you have only just got out of it.  But using the boat is fatal.  Guaranteed.

Not crudely done either I think.  Creating a fully crewed chooper in the air is not a trivial task.

I think I should reduce the amount of fuel drastically and have some comment about it in the briefing.
Title: Re:Abandoned Armies
Post by: Goettschwan on 20 Jun 2005, 19:50:55
Mikero, on behalf of the two teams at vigny, you are talking about the 2nd Civies, if you are referring to the second civil group near La Trinite i seriously doubt they came from that far.
It is maybe from the first civil group, the one you are called to by radio, and i remember from version 1.1 that my curiousity had made me a very short and final contact in that area as i tried to look before going to the lodge ?
StG
Title: Re:Abandoned Armies
Post by: Mikero on 21 Jun 2005, 00:10:17
@Stg

the 2nd team you encountered was coming at you from the 1st civilians. They are vectored SW Lodge to Vigny. (after I figured their waypoint out, it all made sense) They only get as far as you (Vigny) if, like me, you spend every available minute collecting every available weapon, and stashing it in the jeep.  If you spent 'time' just investigating all the dead bodies, timing wise, you'd encounter them on the road past LaPassagne, or in Passagne. If you're quicker than that, you will encounter them when you investigate the hut near the first civilians which many players, including me, often miss. Where and when you meet them makes for a fascinating, dynamic game difference. Part of the magic.

@Xcess
I wont quote you, I would have said precisely what you have said about ammo crates.

@Thob

I am not a particularly hotshot player. Afaik, the only weapons I have ever used from crates is Larche. And now that I know M21 is available at T3 i go there. But, for me, and I trust many, many others, one huge enjoyment in this mission is planning, what-to-do-next. There is immense satisfaction in grabbing a good weapon out of a dead squad, it is a reward mechanism for bothering to attack them at all. Part of that all important player feedback that she's doing the right thing.

For starters, it's un-thematic that all these nasties are fully loaded. Most, the majority, would not have 6 pk mags. 2 would have been used up. I would be most surprised if anyone agreed with you that playing this mission without crates would be any tougher than it already is. There's an abundance of everything on any firefight. make the player work, it's enjoyable and immersive. Exception: the haystack is wondefully done. Basically Thob we have an abundance of formerly mobile ammo crates littered across the entire island, beginning at Vigny. I also had the enjoyable immersive experience of having to 'remember' where the hell an AA was located. 17 firefights ago. And had to withdraw and collect it, with all the ongoing ambushes that that entailed.

Keep the convoy ammo. It's a huge easter egg for a player.

If ammo crates cause lag, get rid of them. In fact, they are almost entirely useless since you cannot stick around to keep them.

Title: Re:Abandoned Armies
Post by: Fragorl on 21 Jun 2005, 01:13:29
Muh... I blinked and another 6 pages have appeared in this thread... :o

Expect an update from me soon. And how's this for an idea- take all of the content/anecdotes/stories from this thread, and roll them into a small novel  entitled 'Abandoned Armies: Memoirs from a post-apocalyptic Malden'. Then sell!

Btw, got anything special planned for the 1000th post(er)? ;D
Title: Re:Abandoned Armies
Post by: THobson on 21 Jun 2005, 08:55:29
Okay:  I am listening.  I started off by thinking the mission was already too difficult and so I felt generous to the player.  Reducing the ‘stuff' that is freely available at LaT will significantly increase the player's desire to capture one of the convoy ammo trucks.  I think that is a very good thing.  A hell of a lot of design and development work and huge amount of testing went into those convoys but most players will not notice, they will just drop a few mines or hit them with a few LAWs and the whole thing is up in smoke.  I think this is looking good.  Thanks.


Nasties being fully loaded.  The only thing I have done here is that some (I forget the fraction) of the LAW/RPG units only have two rockets and a hand grenade instead of three rockets.  You are right this would be thematic, but it is something to be done with care, it is on the list.


Quote
Btw, got anything special planned for the 1000th post(er)?
Just their own personal satisfaction. :)


Some might consider what follows as a spoiler, but in the interests of testing the mission there is something I need to know.  Please don't read if you don't want some pointers:

Mikero mentioned the hut near the first civis.  I assume all have found the piles of bodies in many of Stamenov's towns.  Several of you have referred to the bus at the road block and I know at least one of you has found the civis east of LaT.  I am interested in what other things might have been found that are of that nature.  They all cause lag and if they do nothing then they might have to go.  In particular there are three that have not been mentioned.  These are places you get voice-overs not cutscenes so if you think you have found one and you either get no voice over, or you get a cutscene then that is not what I am referring to.  I refer to the three as: The Truck; The Prison; and The Barn (remember the barn in the intro?).  They are, I think, in logical places, though none can be got to easily or quickly.
Title: Re:Abandoned Armies
Post by: Mikero on 21 Jun 2005, 13:56:20
#Thob

the prison you refer to is terrific, it has already been mentioned by someone else as being unfair, it is, you can't save them, and I think it's in line with the impossibility of saving the two women, I assume / think you just want to reinforce revulsion of Southrons with these two devices. However, as far as voicover goes, you have to be prepared to die or lose some of your squad to get it. It comes at a very desperate point in the game and few are going to make a 180 degree detour. I only got it because, typically, I was desperate to hide from your loons.

But, it is, an inter-active cutscene, one that occurs as part of play, not separate to it, and frankly is marvellous. It is wasted where it is. The escape is not, but the voicover could probably go. Sadly.

Always wanting more, not less, I would have put a hole in the wall on fuel station side, it's a natural trajectory for a player coming from that direction.

Title: Re:Abandoned Armies
Post by: THobson on 21 Jun 2005, 15:28:41
The voiceover is for the escape or the prison?  For the escape I did not want a voice over that happens everytime.  The player needs to spot the escaping civis.  Through some experimentation I settled on a knowsabout level of 0.000001!!  So if Alexi knows about any of the escaping units to this level you will get a voice over.  The voiceover at the prison is just a standard go there and hear it.  You will not fully understand the all the connections until I get that bloody ladder fixed.

I set the knowsaboutlevel based on the value I got from watching it through a sniper scope at a distance.  I still seem to get the voiceover too easily sometimes, even given the low knowsabout value I use.

Quote
and frankly is marvellous. It is wasted where it is. The escape is not, but the voicover could probably go. Sadly.
Sorry but I am confused by what you mean here.

You want a hole in the wall?  Easy to do.  Much easier in fact than the nicely lined up, destroyed gate at the entrance!
Title: Re:Abandoned Armies
Post by: Henderson on 21 Jun 2005, 15:51:26
Okay:  I am listening.  I started off by thinking the mission was already too difficult and so I felt generous to the player.  Reducing the ‘stuff' that is freely available at LaT will significantly increase the player's desire to capture one of the convoy ammo trucks.  I think that is a very good thing.  A hell of a lot of design and development work and huge amount of testing went into those convoys but most players will not notice, they will just drop a few mines or hit them with a few LAWs and the whole thing is up in smoke.  I think this is looking good.  Thanks.

NO! Having the ammo truck in La Trinitie gave me the choice to do what I want.  The player shouldn't be forced to go through a whole big thing of ambushing a convoy and trying to keep the ammo truck intact just to get the weapons he needs.
Title: Re:Abandoned Armies
Post by: XCess on 21 Jun 2005, 16:41:37
There are other ways of getting the ammo and weapons... small ambushes on patrols, town raids etc. It's not JUST the convoy that holds weapons, so do he soldiers.
Title: Re:Abandoned Armies
Post by: Henderson on 21 Jun 2005, 16:58:23
There are other ways of getting the ammo and weapons... small ambushes on patrols, town raids etc. It's not JUST the convoy that holds weapons, so do he soldiers.

Then the player can do that. But, if the player wants weapons quickly, let him sieze the ammo truck in La Trinitie. It's not like it's sitting right at your lodge. You have to sneak in between convoys to get it and take it our safely.
Title: Re:Abandoned Armies
Post by: XCess on 21 Jun 2005, 17:42:38
Everytime I've stolen the ammo truck from LaT there has been no opposition. I just run in, jump in the truck and drive off. Even when I could hear shots going off all around me there was no problem.

Believe me. If you played the mission having to scavenge every resource you will enjoy it atleast ten times more.  Weapons at LaT well.. they sort of standardise the mission too much. You feel more like a special forces squad than a resistance group.

***EDIT***

Tommorrow I'm gonna have a quick run through without damaged buildings and with less or no fog.. also cut the rain down a bit so I can use Llauma sky.
Title: Re:Abandoned Armies
Post by: Mikero on 21 Jun 2005, 18:05:16
@Henderson.

Thob is trying to reduce objects to reduce lag. Frankly, I'm surprised that static objects like ammo crates produce any lag at all. If they don't I'd keep them 'as is' to re-inforce the difference btwn north and south. But, as far as usabilty is concerned, they're useless. You can't stick around long enough to take advantage of them any more (or less) than you can stick around to collect from bodies. Time, and command wise (getting ppl to pick things up) is identical for both, so they aren't a bonus to player, just another lag object who's real purpose is to provide eye-candy.

To reduce lag further, some of the mobile ammo crates, eg the ammo trucks, *could* go. A compromise would be to still be able to access and capture the convoy ammo truck and remove the vacant ones at T3 (eg). Not much effort, frankly, is required to sneak in and race out with a T3 vehicle. Tough only once in ten attempts. (I should know, I've been sitting in T3 for ten hours now for a little excercise that bloody author wants me to check)

>But, if the player wants weapons quickly...

that's the point, some of us don't feel that's a 'good idea' (tm)

@Xcess: agreed with you again. But I must say having played this and 1.1 a few times now, i'm looking for more than yer standard battle tactics, so I enjoy scavenging.

@Thob: voiceover for the prison, not the escape.

The escape voicover occured for me only once, and I was hidden behind building 'in the vicinity'. I did not get a visual on them, my troops did, i was very close by. It is in fact the first time I noticed this visual happening.

>confused
why? I think it's a marvellous scene, and I think it is wasted because so few will spot it. I think more to the point I would have liked to have saved them, so perhaps that's what I *really* mean about wasted. Now I'm confused, thank you THob. Why do you always do this to me!
Title: Re:Abandoned Armies
Post by: THobson on 21 Jun 2005, 20:13:31
XCess:
Mikero has experimented at some length with fog and rain.  I believe the conclusion he came to was that rain is what causes the unfairness between the player and ai, not the fog.  If you are going to have a try you might try the settings I am planning for the next version which is:

Leave the fog as it is.

In weather.sqs don't change the rain settings during the inital period at the start, but once the overcast starts to cycle change:

Code: [Select]
if (_overcast >= 0.9) then {60 setRain 1;RainLevel = 1}
if ((_overcast >= 0.8) and (_overcast < 0.9)) then {60 setRain 0.75;RainLevel = 0.75}
if ((_overcast >= 0.7) and (_overcast < 0.8)) then {60 setRain 0.5;RainLevel = 0.5}
Ugly I know.  To:

Code: [Select]
if (_overcast >= 0.9) then {RainLevel = 0.5;60 setRain RainLevel}

All:
On the ammo situation, I balance might be:  Goodies in the ammo crates at LaT, but no ammo truck.  So you can get most of what you want, but it isn't mobile, and you have dodge the convoys.

One thing about the 'previously mobile ammo crates' is they don't carry mines or satchel charges.  I could make them but that might cut down their normal ammo too much.

Escape scene.  It's a bummer that you got the voiceover but didn't see them.  You knew about them because your team mates spotted them.  I have no solution to that.


Quote
I've been sitting in T3 for ten hours now for a little excercise that bloody author wants me to check
;D Lol.  Thanks.  You can stop listening now.  I suspect the problem is that triggers that generate sounds stop after a  while.  I have a solution to that.

Some good news and some less good.
The good: By moving triggers around depending on where Alexi is I have taken 9 triggers out of the mission and reduced the complexity of the condition field of two more, all with no change of functionality.

The less good:  I don't notice any improvement in lag.

EDIT:

Sorry meant to comment on this also:
Quote
it is wasted because so few will spot it.
It is all part of trying to make the experience different every time.  The down side is that some things I have spent ages creating will be missed - that's life I suppose.

Thank you for kind words bye the way


EDIT: EDIT:
I have been meaning to ask.  Is it just me that finds the music in the vehicles too loud?  I spent ages getting the levels right in a test mission.  Some vehicles have louder engines than others so the volume of the music depends on the vehicle the player is in.  When I come to listen in the main mission it seems over powering.
Title: Re:Abandoned Armies
Post by: Mikero on 22 Jun 2005, 00:20:09
>music

I was wondering why it sounded 'picture perfect' no matter which vehicle I was in. You'd never guess, but i DETEST battle music (umm perhaps I've already mentioned that, often) 8)

For me, the volumes were Goldilocks standard, just right.

Don't tell anyone, but I enjoyed having them, immensely.

>ammo crates.

as usual, you turn out righter than right in the end Thob, the ammo crates have to stay at T3, in fact, that's the perfect location, for satchels and mines. That *is* the reason for including them (other than eye candy). Always one step ahead of the rest of us, aren't you! It makes for great game play for those players determined to take the tanks on, despite the warnings, make 'em work for it.

>escaping prisoner voiceover

on the contrary, the speech was perfect because it made me L ::) ::)K

without it, I would have missed the significance, I was only on corner of building and because of it, i poked my head around. Otherwise I would not have, so it worked, perfectly.
----
Have had a skim read of some tutes in here and sqf files are mentioned as being faster than sqs. The justification being that they are permanenltly resident in memory which sqs are not. This happens to be a lie, both are in memory, and both are interpreted, not compiled, but would they make your game faster if you used them?

also, you're not using csv. Any reason?
Title: Re:Abandoned Armies
Post by: Henderson on 22 Jun 2005, 00:28:59
@Henderson.

Thob is trying to reduce objects to reduce lag. Frankly, I'm surprised that static objects like ammo crates produce any lag at all. If they don't I'd keep them 'as is' to re-inforce the difference btwn north and south. But, as far as usabilty is concerned, they're useless. You can't stick around long enough to take advantage of them any more (or less) than you can stick around to collect from bodies. Time, and command wise (getting ppl to pick things up) is identical for both, so they aren't a bonus to player, just another lag object who's real purpose is to provide eye-candy.

To reduce lag further, some of the mobile ammo crates, eg the ammo trucks, *could* go. A compromise would be to still be able to access and capture the convoy ammo truck and remove the vacant ones at T3 (eg). Not much effort, frankly, is required to sneak in and race out with a T3 vehicle. Tough only once in ten attempts. (I should know, I've been sitting in T3 for ten hours now for a little excercise that bloody author wants me to check)

>But, if the player wants weapons quickly...

that's the point, some of us don't feel that's a 'good idea' (tm)

I agree that some objects should be taken out because of lag, but as far as I aw in La Trinitie, there was only one ammo truck. I know it isn't a James Bond escape to get out with the ammo truck, that is true, but to me, that isn't the point.
 Now about what you said about it not being a good idea(the player getting weapons quickly), why? The mission is all about choice. If the player wants the "easy mode" he can go to La Trinitie and take the ammo truck. If the player wants the "hardcore" mode, he doesn't have to take the ammo truck, he can go around ambushing people and taking their weapons.
Title: Re:Abandoned Armies
Post by: XCess on 22 Jun 2005, 01:00:55
Its no more difficult to get the weapons from the truck han it is to ambush for them. I quite easily halted and slaughter the southron convoy in my first attermpt, driving off with both the ammo and repair trucks.  But why would there be an amoo truck in the trading zone? crates have justification, truck doesnt. Empty vehicles like this in enemy bases.. now that would make more sense.
Title: Re:Abandoned Armies
Post by: sharkyjoe on 22 Jun 2005, 02:24:16
Ok I've been testing Your Mission for a while Now. Lets see almost a week of on and off playing. Summer here In the States 8)
Overview-good
Loved the Intro
Briefing very fun
Mission-loved the premise.
I got to the third civy area saved it by radio game save you provided. Shut down OFP and then came back to the game the next day and I started from atop of the Lodge from previous save(not where I saved it before).?? As anyone else run into this problem?? ???

Otherwise Love the cut scenes and Great voice/voices of characters.
Wild ride of random troops
Still playing From the Soggy Foggy Feilds of Malden and Alexi says "Hi" :D
Title: Re:Abandoned Armies
Post by: Mikero on 22 Jun 2005, 04:29:10
Hi Sharky :wave:

the restart issue is a documented feature of ofp :), it's the autosave.fps in your users folder. To get over it all you have to do is load from the retry option.

You wouldn't have encountered it very often because very very few missions out there need DAYS to finish :P
Title: Re:Abandoned Armies
Post by: THobson on 22 Jun 2005, 08:48:54
Mikero:
Sqf files faster than sqs.  I have only ever seen sqf used as functions not as scripts that effect things in the mission.  They must work that way though, so it must be possible.  My immediate thought is that when constructing the scripts I have been conscious of the need to spread out the processing load.  I suspect the main causes of lag are triggers (especially those with complicated conditions); @statements and anything generating a visual effect using the drop command (fires; burning vehicles).  I have been concentrating on these.  There are now only two permanent fires in the mission, I have used a lot of scripts instead of triggers.  An overnight flash of inspiration has led to an idea that will remove another three triggers with no loss of functionality.

Other sources of lag, I am told, are groups of units; static objects; and waypoint.  I have used very few waypoints in the mission and feel there is little scope for reduction.  There are surprisingly few groups in the mission.  I presume the lag from static objects is the need for the engine to keep checking for units colliding with them.  Probably small for each object, but cumulatively large if there are a lot of objects as there are in this mission.  This will be my next area to look at.

csv - that is the string table?  Before embarking on the dialogue I posted a question about what the benefits are of using this.  The conclusion was: (1) to make multi-lingual versions; (2) to get all the text together in one place.

I have achieved the second of these.  All the text is in description.ext and having seen how long it took macguba and Student Pilot to create multi-lingual versions of their missions I have absolutely no appetite for that with this one.  The script runs to over a dozen pages and you have seen the size of the readme file.  Also when I stared on the dialogue I didn't know how to do coloured text and have it in a string table - I do now, but can see no benefit it changing it.


Henerson:
I am really sorry. I am now persuaded that the LaT ammo truck should go.  This has been in the back of my mind for some time and the recent exchange has confirmed it for me.


Sharkyjoe:
Glad you are enjoying it.
The pattern I have noticed is that when you go back into a mission it takes you to where you last exited the mission alive, irrespective of any saves you might have made in the meantime.  Knowing that I now find it much less confusing.

Title: Re:Abandoned Armies
Post by: XCess on 22 Jun 2005, 15:49:43
Had a quick go just now with the different fg settings and have hardly been troubled at all lol. Walked up the hill and didn't see a hole this time (I changed the islandInit.sqs at the kill all part and changed setDammage to 0 so I guess that's why). Skipped Tatyana and just drove off in the police jeep to LaT. Arrived from the south and nearly crashed into the ass of a Bradley, turn off to the left and led in bushes for a while when the infantry came into the town. When my route was clear I ran into the hut and grabbed a bizon a mine and a LAW. Ran back to the jeep which was parked near the Jeep and saw lights were wtill on from the convoy... Peeked round the corner and saw two trucks next to each other facing opposite directions, closest was the Ural Ammo. Put a LAW into the side of the ammop truck, saw a massive explosion (I think two other vehicles got caught) and drove off in the Jeep not wanting to take the risk of assesing damage.
Drove quickly down to Houdan where I saw no Sergei.
Carried on going south, further down the road I spotted a single dead soldier with a PK. Got out to investigate and saw ... something. One question,.. If there's dead soldiers how did they not stand a chance at defending themselves?
Kept going south and nearly crashed into a BMP but just kept on driving. Parked at the south of the village, shot a guard in a tower and continued to the fences. Shot a rifleman grenadier and went to the gate. Cutscene. "We're a small group of resistance soldiers" or something similar... I was alone. After the cutscene I was quickly killed by a guy with an AK.

That's all for now.
Title: Re:Abandoned Armies
Post by: THobson on 22 Jun 2005, 17:05:05
Quote
If there's dead soldiers how did they not stand a chance at defending themselves?
Only two of them were armed.


EDIT:
I have just carried out a bit of a test on lag.  I used an empty Malden map and I put on it 5,000 empty BMPs each running the smoke script I use in Abandoned Armies.  So that is 5,000 @(getDammage _this > 0.98) commands all running simultaneously.

Providing I was on a part of the island where the BMPs were not visible then I experienced no discernable lag.  If I could see them the lag was sever.

I tried the same with 5,000 ammo crates.  Again - as long as I could not see them there was no problem, but if they were in view then again there was sever lag.

I then wanted to check how much lag my white walls around the bases were causing.
I could not put enough on to cause any discernable lag.  I gave up at 30,000.  It may be though that I had them so far apart that not many of them were in view at anyone time.

I tried something similar with triggers.  Even 10,000 did not generate any discernable lag.  So me saving the odd one or two is unlikely to be noticeable

So I am coming to the view that it is not collision avoidance that is a main cause of lag, it is creating the visual image for the player to see.  Two, four, eight or even the original 16 ammo crates at LaT are un-likely to be a big issue


Incidentally I also tested the 5,000 BMPs that instead of the @ command had
#loop
~0.5
if (getDammage _this < 0.98) then {goto"loop"}
and the lag was horrendous even when I could not see them.



EDIT: EDIT:
It just occurred to me I need to be more scientific than I have been. The 10,000 triggers were all West Present, with only one west unit on the map.  It could be different with more units to check
Title: Re:Abandoned Armies
Post by: Fragorl on 23 Jun 2005, 00:57:45
Interesting. Yes, the number of units on screen at any one time is probably the largest 'lag factor' you will run into. Ofp tends to prioritise scripts quite poorly; that is, when you place a ~0.01 or a @ in one of your scripts, it will loop at that speed but only if everything else is running optimally. Introduce even the tiniest bit of lag and ofp will immediately cut down on the rate of looping drastically, even to the point where your scripts don't function as you expect them to.

For examle, place 30 or so BMPs on the map, and run the script on one of them, with say a hint in the body of the loop:
#loop
~0.02
hint "hello"
if (getDammage _this < 0.98) then {goto"loop"}
you might find that when you are far away from the bmps, you get a 0.02 second looping hint. But move close enough to the BMPs to get noticeable lag, and you will probably see the hints dropping off quite markedly. I can barely imagine what 5000 BMPs would do, but i doubt it would be pretty.

Also, scripts jockey for priority, so more scripts running means a reduced frequency too. With your five thousand scripts, i'd say that whilst there may be little lag, they aren't looping as fast as you think. Of course, you can test that too.
Title: Re:Abandoned Armies
Post by: Mikero on 23 Jun 2005, 05:25:05
adding to the commentary while adding little to the knowledge :-[, what has been said re visuals would explain why, even though the 'sound' of battles can be horrendous (4 x choppers eg) those battles do nothing to the lag. This would make sense to me that once an audio card has been triggered it loops independently.

I can also confirm that while at the lodge, a total of 6 tanks were destroyed 'all at the same time' and god knows how many loons immediately to my north, in fact, litterally on other side of hill, mapwise, some 500 meters. The noises were furious, but zero lag.

>loop scipts

this helps to confirm suspicion that the engine is geared to sacrifice all background housekeeping, as much as required, before it will sacrifice visual. I have seen this, *very* occaisonally on a loon moving eg, long after the explosion that destoyed him went off. But I think you could safely assume that if there's a lot going on, your scripts aren't running at that point.

Functions (as opposed to scripts) cannot work in the above manner, once started, they must end. The engine sets a timer to crash the game if the function doesn't exit in 'x' amount of time. What the x is, i don't know but suspect 2 or 3 seconds. This would be a great method of ensuring certain, critical scripts, actually did run. (re-written as functions). By their nature, they have a higher priority than a visual.

Title: Re:Abandoned Armies
Post by: THobson on 23 Jun 2005, 08:39:30
Fragorl:
Quote
even to the point where your scripts don't function as you expect them to.
Hence 456 being shot and the YuriClone problem.  It all begins to fit.

Quote
With your five thousand scripts, i'd say that whilst there may be little lag
Lol:  Yes I have a lot of scripts, but I carefully spread them out.  Instead of having most of them running all the time I have a master script that calls many of them at spaced intervals.

Mikero:
I had forgotten that about functions, that they run to the end.  None of my scripts are that critical that they should take priority over the visuals, in fact it is improving these visuals that I am concentrating on now.  I will check my scripts again for any interactions I have assumed to happen but the only one I can think of is the one discovered by 456, but I need to check for others.

In my run through - I am going slowly.  To recap.  I concentrated exclusively on the southrons.  At around 5pm the southrons were so weak that the northrons attacked.  After multiple flag changing at the border towns and a bit of fighting around LaT I headed for the airbase.  I was at Saint Louis at about 9pm when I heard some southron armour attack the airbase.  A bit of sniping and a bit of crawling and Andropov was dead.  On making my getaway we were attacked by a T80 and a Bradley.  The T80 took multiple hits and I killed the Bradley.  We lost Marek and Sergei.

Then to Chapoi, now the choppers were out of the way I was able to use our armour: Abrams, T80 and T72.  Reaching the hill overlooking Chapoi the lag was terrible.  A few HEATs into Chapoi reduced the lag immensely.  It is now about 10:30 pm

Things I have noticed:
NVGs cut through the rain and fog wonderfully.  I hardly notice them

I am concerned about the Chapoi lag, especially since there were not that many loons in the town.

One of the attacking northron armour units was destroyed near the Chapoi repair facility destroying the empty armour units there.  Lucky I got some from elsewhere, pity the player that doesn't.

There can be a lot of AT soldiers left alive in the end game.  This concerns me less that it concerned macguba.  It just means that you still have to be very careful even if by then you are all in Godzillas.

Title: Re:Abandoned Armies
Post by: Planck on 23 Jun 2005, 20:02:40
Running 1.96, not using ECP this time, benchmark 2235, 2-3 FPS rising at times to 3-4 FPS but also dropping at other times to 0-1 FPS.

I'm going to try and play this according to the information available to my character as and when he gets it, so, although I know a lot of things about the mission, I will only play according to what my character learns as the plot unfolds.


Ok, trudging up the mountain to get to Vigny, it is very dark, so I have to use my compass to keep on track.
Eventually I reach the top and see the light from one house.
I make my way towards it, passing bodies on the way and getting the comments of outrage from my character as I go.

I can see 2 soldiers in the house, so after finding the best position I shoot them both, after a minute or two a third soldier makes a break and runs from the house.

I 'borrow' an M16 from one of the dead soldiers and hunt him down, he didn't go very far and it was easy enough to find him and shoot him.

Entering the house I meet Tatyana and the cutscene goes fine and she leaves in a hurry.
Of course, she gets shot and I was easily able to kill her 2 killers.

I start gathering all the weapons and putting them in the police jeep, I had just finished doing this when a group of soldiers arrived.
My first instinct was to make myself scarce, but I decided to try and follow what the character would feel he needed to do in the circumstances considering what they had done to Tatyana etc etc.
So, I hid and picked them off, one by one til they were all dead.
I then collected their weapons and also placed them in the jeep.
Time to go to the Lodge.


I reached the lodge and got the order to halt, which I did promptly.
Cutscene worked fine, after which I had my own group.
I changed everyones weapons for the better ones I had brought and told them all to stay there.
The girl I gave the hunting rifle, she seems to be good with that, or an M21.
I was planning to scout around a bit, but first I tried leaving to see if I got the message about the radio......I did.

Checked the radio, jumped in the civvy truck and made my way SW to the first group of civvies.
I reached them with no incidents, cutscene worked fine, they boarded the truck and we went back to the lodge.
Cutscene, civvies are going to repair the lodge...goody goody.
Also told about the women I must try and find in Houdan.

OK, so I now had a new member of my group and I changed his weapon also.
The second group of civvies, who's location was revealed once I rescued the first group, was next on my list of things to do.
I reached the second group, also with no incidents, cutscene also worked ok and they set off on foot for the lodge accompanied by the medic, whilst I and the corporal go in search of the third group of civvies which he had mentioned.
We found them....all dead
Ok back to the lodge we go.

We arrived back at the lodge and I told the corporal to disembark.
We arrived at the same time as the medic and the second group of civvies.
So now I have another 2 members to my group, so I give them better weapons also.
I decided to park the civvy truck in amongst the trees, out of the way, thats when I noticed that I still had a passenger in the truck.....YuriClone??
I just left him there.

I still intend to scout about on my own, so everyone is told to stay.
As the corporal who was with me mentioned La Trinite a lot, I decided to go there first.


I got to La Trinite on foot and it was deserted.....nobody about at all.
Found the 2 huts, 1 ammo truck, 1 repair truck, 1 BMP Ambulance.
I checked the 2 huts and then changed my M16 for a Bizon, I also grabbed some NVG's.
Shortly after that I could hear vehicles approaching, so I jumped in the nearest truck and zoomed off back to the lodge.
It was the ammo truck, so that wasn't too bad at all.
Once back at the lodge, I changed everyones weapons again, the girl now has a nice shiny M21. :)

As Stamenov was the one who was clearly more of a threat to the civilians I decided to concentrate on decimating his forces first.
I moved my group out of the lodge area, south to a clump of trees with a large rock, just in case anyone had followed me back.
My next move was to scout out Arudy.


I changed my weapon for an M21 and headed off alone again, this time to Arudy, approaching from the north and finding a nice vantage point with a bush.
I observed for a while, there was a garrison and a group patrolling about....a guard group I suppose.
I picked the guard group off one by one over a period of time, changing bushes now and then.
Eventually they were all dead, so I switched my attention to the garrison and killed them all as well.
At this point a jeep arrived and the 4 soldiers in it jumped out and started searching.
All they found were some bullets.
Ok, I entered Arudy and checked it for anything useful.
There was just a truck which I jumped into and used to get back to the lodge.
At the lodge I now had a police jeep, an ammo truck, a 5t truck as well as the civvy truck, car and motorbike that was there already.


My next move was to go to Houdan and search for these women, I decided to go alone again as it was easier travelling that sort of distance alone rather than trying to shepherd the whole group.
Being alone has its advantages, but it also has its disadvantages.

You get used to playing at 2 FPS after a while, it can still be annoying though.
Luckily I haven't been killed yet, only slightly wounded once at Arudy.
Fog is my friend, rain is also my friend.

Tune in another day for more to the story. :)


Planck
Title: Re:Abandoned Armies
Post by: THobson on 23 Jun 2005, 21:10:29
That is wonderful Planck.  There is one thing you are missing that is fixed in the next version - you cannot change the flag in any of these towns if you are on your own.

I just can't play at those sorts of fps.
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 23 Jun 2005, 22:53:13
ok, few days of playing.

Arudy, cleared, for the most part. One lone gunman hiding in the buildings. I was about to go in and take him down the hard way (up close and personal) but the jeep patrol came threw. I entered the town and put a bullet in my last man, began loading the truck with weapons and the call came in "T-80 12' o'clock 200 meters." Oh boy. laid low, they cruised into town and setup to the SW. I low crawled out and went back to base.

There, headed by bike south along the road, found more bodies. After that my russkie was calling in tons of action at La Trinitte. I headed back to base, then west. Ran into a tank platoon setup on the ridge. Went around them and off to the woods along La trinnite. Then north. Checked out the fuel station.

That's when I could here a ton of action. My home base trio called in a patrol north of the base. I hauled ass back just in time to see a 5 man patrol move threw the base. I left my crew to guard and followed them, staying 150 meters back. We got close to Arudy when I saw smoke, and they hit the dirt. I thought at first someone spotted me but then witnessed two Abrams coming chasing out thrashing each other. WOW, they both put kill shots on each other, crews bailed and some small arms fire exchanged with the patrol I followed. Not to be left out I smoked whoever was left over. Low crawled to the rocks north of Arudy and watched some action. When things felt slow I moved back to base. Where I am now. It is 12:15pm and wondering what I can do to have more fun ;D

Alot of dieing threw all that, which was fun, and alot of trying things, which was fun. I am so hooked on this mission.

zero play bugs to this point, maybe I am just not as picky checking things over. I just play as I think it is the best to play it. Which is snoop around, attack when I have a overwhelming advantage, and do little raids harrassing both sides. I can't believe the AI's reaction to it's surroundings. Bravo on scripts and triggers or whatever you did. Now I'll catch up on reading I missed in here and hope to report back more later.
Title: Re:Abandoned Armies
Post by: wcrvieira on 23 Jun 2005, 23:54:25
THobson   :cheers:

Great Great Great Great Great Great Great Great MISSION!!!!!

I only played it until I must go to the mountains after Tatyana died...
For now I am loving it!
Too bad i cant play much or my graphics card can fry... too hot in Portugal to play PC (almost 37º).

So when I finish it (if I ever do), which is hard because I play in Veteran and with Super AI ill tell ya what I think!!!
It is my pc or this mission is a bit laggy sometimes?

Cya
NBR
Title: Re:Abandoned Armies
Post by: THobson on 24 Jun 2005, 08:11:08
Lilwillie_WI:
I am glad you are enjoying it.  What you are doing is exactly what I had in mind for the player to do, don't rush, just think about what you would really do.  There are of course other ways to play it.

Ptnbrvieira:
Yes there is some lag, but I would have hoped not much at the point where you are now (apart from the first 20-30 seconds that is).  Why was it not 37C when I was in Portugal on holiday a few years ago?  Best of luck and let me know how you get on.

ALL:
Is anyone getting CTDs?  Mikero mentioned one, and I have had a couple.  I do have some problems with my video drivers I think.  The two CTDs I have had were:
1. Shortly after killing Stamenov
2. Shortly after destroying the last army (Andropov's)

The first one repeated a couple of times.  The third time I did not kill the last loon before entering the building and it worked fine (I don't think this was because the last loon was not dead, just that something was different).  I have not yet attempted to repeat the final CTD.

As you will appreciate a lot of the testing I have done on this mission has been by simulating events.  For example I use radio commands to kill the leaders, and to kill all or most of one or both sides.  That way I can play the endgame without having to play the many hours that precede it.  In all that simulated testing the mission works fine, but I am wondering if the act of playing the mission through is causing some problems.

It may just be my video drivers or it may be something I need to look at in the mission, so I am very interested to know if there are any patterns to the CTDs.

It is now about 23:00 in my full run through and I am wondering if the length of mission might be an issue

Title: Re:Abandoned Armies
Post by: Mikero on 24 Jun 2005, 10:25:40
@plank

For me, I 'discovered' I was better off leaving most trucks exactly where

they were for much later game play when I really needed transport frome there

<> there

I have *never* found the 3rd civilians. Am assuming now from all the reports

that only those who played 1.0 'know' where they are. Thob might want to make

that a little easier for non 1.0 players.

@Thob

>Chapoi lag

I have never experienced lag here *except* with large vehicle concentrations

(Tanks > 4). I have never experienced lag from large quantities of loon, not

ever, afaik.

I hope you don't remove your rocket loons. For me they put back balance for

those players who want to use armor. Without them, I shredded the airport

with a Godzilla. Rocket loons make it 'fair'. Also, I need them as dead

bodies in my early attempts to defend ourselves against the tanks.

Your AA loons are Goldilocks standard, just enough, if you need them.

>NVG and Rain

this then would remain consistent, rain in morning darkness, rain at night.

But rain during daylight gives loons a 5->30 meter visual advantage against

us. Unlike lag, where we can win by getting round it, there's no way round an

Mgunner / sniper / tank  who can see you on zoom and you can't see him.

@lillwillie

loved what you wrote. The intelligence of the AI drops my jaw too.

@Thob

>ctd

fairly certain it's a combination of drivers and video card my end. Greatest crashes for me were around outro time.

>Mission is too long

nonsense.
Title: Re:Abandoned Armies
Post by: THobson on 24 Jun 2005, 16:49:44
Quote
I have never experienced lag here *except* with large vehicle concentrations

(Tanks > 4). I have never experienced lag from large quantities of loon, not

ever, afaik.
If that includes dead tanks then that would fit with my experience at Chopi.  Although killing the loons there did help somewhat it was still pretty laggy around Chapoi.  There were about a dozen dead armour units in the area.

I agree on the rocket loons.  They force you to keep a distance even if you are in an Abrams.

Third civis - well the second civis are in a hut on the edge of a wood, they mention the other groups as being in the wood east of LaT.  Perhaps the edge of the wood is a place to look first.  Anyway I don't want every player to find everything, so I am okay with it as it is - there is a throwaway comment that the player may pick up on or may not, and if they pick up on it they my find them or they may not.  Perfect.
Title: Re:Abandoned Armies
Post by: wcrvieira on 24 Jun 2005, 19:08:49
OK this is totally off-topic so please moderators don't shoot me!!  :P

@THobson

You came to Portugal? Nice... Well here is hot because I am in a valley in a middle of 3 mountains...If you go to the beach it isn't so hot.
And now I am sleeping in an attic so it means I cant sleep so hot it is...

@Topic
Well the lag is not too big... and for now I love the ambience and environment.
The intro was great, briefing too, notes idem idem...

Well Ill get back to game when pc gets a bit colder!
OFP makes my pc work at high temperatures...

Cya
NBR
Title: Re:Abandoned Armies
Post by: Planck on 24 Jun 2005, 19:16:20
I changed my M21 for a Bizon and headed towards Houdan.

I crossed the road to Arudy and continued on towards Houdan.
I noticed a group running about near Dourdan to the east, so I took a few shots at them, but they were too far away really, I only succeeded in annoying them, I gave up eventually and carried on with my journey.

I decided to visit the small group of cottages and farm building west of Houdan first, just to check it out.
There was 3 or 4 guys walking up and down the road in safe mode, so I made them even safer.
There was also a T72, T80 and a Bradley sitting here.
The T80 caught my interest, as the crew were turned out, I decided to shoot the gunner.
At 2 FPS there was really no chance of shooting all the crew, anyway I shot the gunner and the rest turned in, then all 3 moved off further up the hill, searching
I left them to it, and trotted down to Houdan to search for these women.

Ok, so I found the russian soldier instead, cutscene played ok and he joined me.
I got him to pick up his gun.
I now know all about the 'trading' in La Trinite.
I search the house with the infamous ladder, even though I have never been told to look for this woman in the attic.
I wanted to see if I got the option to climb the ladder.
And.........I can, the option appears for me just fine.
I've been up that ladder twice and nothing.
My character merely says "This woman is resting, I better not disturb her" whilst looking at an empty space on the attic floor.
Then I warp downstairs, and lo and behold there she is lying downstairs.

I give it up and me and my new buddy go back to the lodge where I re-arm him and put him with the rest of the group amongst the trees.
Another trip to La Trinite is in order thinketh my character.


So, off I go again alone.
As I got the tripwires, AV and AP mines last time I was here, this time I picked up some satchel charges and mined the southern approach to La Trinite with carefully placed AV mines.
I was going to do the northern approach also, but I could hear vehicles coming from the north, so I jumped in the repair truck and headed back to my vehicle park.
After parking the truck with the rest of the trucks I took a small soujourn to look at Larche from a safe distance....on top of the mountain.
I didn't see much, a guard group moving about on patrol was about all I could see, visibility was rapidly deteriorating.

I minced my way down to Arudy again to see if anyone else had turned up, but the place was deserted still.
I now decided it was time to return to La Trinite to see if my traps had caught anything.
Visibility was pretty bad, and so I was able to get quite close to La Trinite and hid myself in a bush just outside near the southern end of town.

My traps had caught a bradley, no other vehicles were in sight, they had obviously left again.
There was a group of southern soldiers running about near the Bradley and many bodies scattered near it also.
I decided to wait and see if fighting was ever going to start.
I waited a good 30 minutes and nothing was happening.
I had just decided to leave again when I heard the sound of gunfire. :)
The northern convoy had arrived and they were getting attacked by the southern troops.
Eventually the southern troops retreated south of town closely followed by the northern troops.
The southern troops were eventually all killed and it went quiet for a time.

I sneaked into town to watch any further developments at a closer range.
I found a nice bush near the church to watch from.
In due course some armour from the south arrived, a T80 and a T72.
They cruised around the outskirts of the town picking off northern troops when they saw them, but eventually the T72 was destroyed by a volley of RPG's or LAW's.
The T80 was hit as well, but it was not badly damaged.
The arrival of a T72 and an Abrams from the north finally put paid to the southern T80.
They were joined by a northern T80 after a bit.
It went quiet for a while till the armour started pounding something out of my sight in a southern direction.
I guessed they were dealing with approaching armour from the south.

The T72 was destroyed by LAW's. meaning southern troops were about somewhere again.
The remaining armour stood firm and used their machine guns to polish of any troops they saw.
I didn't see the troops they were shooting at, but, the T80 was hit by several LAW's, it was not destroyed, but, had its turret badly damaged.
I imagine all the troops were dead now because it went quiet for a long time.

A Bradley arrived from the north and positioned itself on the southern approach to the town, very close to the church, it found one of my AV mines and was destroyed.
Ok, it is very quiet now nothing is happening at all.
I go to the huts and grab a couple of satchel charges, intending to place one beside the damaged T80 and destroy it.
However, once I get there I am able to board the T80 as the crew is dead.
I very very quickly depart with my damaged tank, heading back to base.
If the Abrams noticed, he didn't do anything to stop me, I suspect he didn't notice as he was on the other side of town at the time.
I didn't take the tank back to base I hid it in some trees about half way there, intending to get it later and repair it.


So, the war has started and I will probably come across many more battle wrecks on my journey.
I head back to my group on foot.

Part three sometime soon  :)



Planck
 
Title: Re:Abandoned Armies
Post by: THobson on 24 Jun 2005, 19:52:46
Quote
My character merely says "This woman is resting, I better not disturb her"
Well he would.  He doesn't know about her yet.
Quote
whilst looking at an empty space on the attic floor.
Then I warp downstairs, and lo and behold there she is lying downstairs.
Bugger.  This doesn't happen to me, but I had better make sure it doesn't happen to you either.  It is now on the list.

As every - a great read.  Thanks.


EDIT:
When you say you warp downstairs - could be a bit more explicit about what happenes and when.  Is it during the cutscene or after?  I cannot replicate this problem so anything you can remember would be of a great help.
Title: Re:Abandoned Armies
Post by: XCess on 25 Jun 2005, 16:08:52
~SPOILERS~

And a lil more linearity reveals.

I continued from my save behind one of the buildings on the south side of Le Port. Moved out a lil... and what do I see? A damn Abrams not five feet away. I run quickly back into the bushes, cap two loons in the road and set a BMP looking for me.. I the the BMP drove off through the walls of the big house on the West. I snuck on to the road and placed my mine. Wwent back to the southern building and Mr Abram was gone into thin air. Shot the guard in the tower and move to the fuel station on the east to see if there was any ammo around.. hoping for some LAWS.
Nothing.
So back towards the camp on the north side, shot the guard at the gate in the back, crawled foward a bit more and shot the last remaining loon in the town, a guard at the roadblock. Started cutsene and noticed the medic opened the gate himself... not much of a prison... So.. we jumped in my Jeep and headed on the long drive for the lodge. When I arrived.. I was blown to pieces by a Kozlice shel and about 1000Ak rounds  ::)

***EDIT***
Just to remind you.. I skipped the Tatyana scene at the beggining.
Title: Re:Abandoned Armies
Post by: THobson on 25 Jun 2005, 17:08:09
Of course he can get out.  The gates are not locked - that would be too much trouble for the guards.  But the place is guarded.

Quote
Just to remind you.. I skipped the Tatyana scene at the beggining.
I noticed that when you first posted about this location.  I thought - should I change the dialogue for the one in a thousand delinquent player that doesn't follow what is after all a very light plot.  And then I thought naah - I'll just kill the bastard instead.  ;D

Bye the way, your comment about the Abrams vanishing into thin air - I can't explain that.  I had something similar with a T80.  It was hit several times by my team mates, it didn't explode but I couldn't find it.  It was dark and I was having to deal with a Bradley and its infantry at the time so I didn't look too hard.  Odd.
Title: Re:Abandoned Armies
Post by: XCess on 25 Jun 2005, 17:29:39
Quote
And then I thought naah - I'll just kill the bastard instead.  

Evil bastard  :P
Title: Re:Abandoned Armies
Post by: Planck on 25 Jun 2005, 18:13:20
Quote
so anything you can remember would be of a great help

When the cutscene starts the screen fades out and then back in for the cutscene.
When the cutscene finishes it fades out again and when the screen fades back in I am on the ground floor instead of the attic and the woman is lying there.......about where she would be if she was in the appointed position in the attic.    ;D ;D


Planck
Title: Re:Abandoned Armies
Post by: THobson on 25 Jun 2005, 19:28:58
Planck:
Making a cutscene on anything other than the ground floor of a building is proving to be an astonishing pain.  The ladder works for you but no one else, but you get this wierd stuff happening but those that somehow manage to run up the ladder don't.  

Once you find out about her and the full cutscene becomes available I would be interested to know if you get the same problem.  

Are you happy with the ordering of your group by the way?

XCess:
Quote
Evil bastard  
You are not the first to say that.
Title: Re:Abandoned Armies
Post by: Planck on 25 Jun 2005, 19:37:07
Quote
Are you happy with the ordering of your group by the way?

Ummm.......I never changed it, it is still as it was from the beginning.
I didn't use the reorder thingy yet.   ::) ::)
I'm too busy wrestling with 2 FPS.....hehehehe



Planck
Title: Re:Abandoned Armies
Post by: wcrvieira on 26 Jun 2005, 01:12:33
Well I recently used fraps while playing your mission and saw I played it around 10 FPS...
The problem is I can't play OFP because If I do so I must shut the laptop down before it melts... due to the heat...

But again... this mission is great...
And I wanna finish it... btw is there in the mission any G3A4 around?

PS: An advise for all players of this mission, put FPS to the minimun in video options...it helped me a lot!

Cya
BV
Title: Re:Abandoned Armies
Post by: XCess on 26 Jun 2005, 01:24:48
@PT
So are you saying it increases the FPS having it set low in video options or it's just easier to play?
Title: Re:Abandoned Armies
Post by: THobson on 26 Jun 2005, 07:42:48
Just a reminder:  the Terrain Detail should be set to Normal and left there
Title: Re:Abandoned Armies
Post by: Goettschwan on 26 Jun 2005, 14:28:51
After reaching the lodge i got the first and second civilians, found the third, they are not that hard to find given that the civilians like wood huts  ;).
Ambushed another mgjeep convoy, used an intersection west of the hut where they change direction to do it which led me to use my ammo sparsely, only three handgrenades and two bursts for the lot :-)
Found the russian, wondered when he will tell me about the woman as i had read it here. Found out a bit later.

I appreciate the idea of reducing existing ammo trucks and crates, there are enough weapons everywhere, and this is not the "Me and my fifteen tanks"-Resistance expansion, this is a real resistance group. Have to go with what you've got.
I really really like that idea :-) For once i am not Jake the supersoldier with his chosen arsenal of doomsday devices  8)

It would actually be neat to limit, reduce(!) and then, from time to time, change the content of the ammo cases in la trinite  to have some "trading" going on. This way an M21 or any special weapons for that matter are a great prize and not something to collect on a known position. I have not been in chapoi or the airport, but being their HQ the weapons stock there has to be humongous seen how much they can leave in la trinite to trade.
As it is, i just collect my favourite loadout between two convoys.
I'd rather like to be rewarded for something with my favourite loadout after hours of using weapons i don't really like. I do not consider this forcing the player to do something he doesn't want. The strategy remains the same. The tactics may change, but Colonel fog and General Mud and Rain already limit the options pretty much to assault with silenced weapons or assault without 8).
Use handgrenades if you got no silencers.

@planck : as you are the only one to have a functioning ladder are you in a position to go back there after finding out about the woman and looking if the ladder still works ?
Me i found out about her, but i can't go back to that save as i did others in the meantime.
Would have liked to know if i can repeat this and use the ladder because i do NOT know about the woman.
@thobson :
Out of three wolf occasions i got one that repeated endlessly, the other two worked.
May it be that there is another error?

Your regroup script does not retain the commands like wait issued before, and a regroup will use fireteams according to the numbers, not the people.
This leads to the following: I got team read with me, team white is at the lodge.
I get the russian into the team, he has a white number. team read is 234, team white the rest. I tell the russian at the originial position (8) to be part of team red. if i group the team to have the russian in fifth position he will be a member of team white after the regroup, because 5 was a member of it. Hope i explained this comprehensively.
The problem is not that big, but as your regroup script erases my wait commands issued the teams try to reform immediatly, which has members of both teams running for the respective other position.
Can we have either the wait command if it was issued before regrouping, or a correct attribution to fireteam by character and not by number ? pleaaase  ;)
I really like the little comments and stories they tell you in the regroup screen. Love to see some buildup of a binding to those people.

I find that ofp behaves strange : if the AI goes to the haystack at the lodge they will be luckily until their hips in the concrete. The russian actually left his hut by walking through the wall and reentering through the wall behind me. I suppose this is Ofp as it is. Hope this will get better with BISs new projects.

On the map screen my radio has one entry first line and then others at the bottom. The gaps in-between click as if there would be something to click, is this planned or just Ofp as above ?

The medic calls to say he delivered everybody to the lodge; shouldn't this be radio talk and not an invisible voice next to me ?

I just survived three handgrenades at less than 10 meters distance, i had been on top of a slope, the grenades hit the slope and didn't do damage whatsoever, not even a "crater decal".


Thobson, i sure hope you are motivated and have enough time  ;)
Keep up the work, we all love it !
StG
Title: Re:Abandoned Armies
Post by: CAS_Daniel on 26 Jun 2005, 15:37:52
Hi, just tried the mission, and its really cool!
Its obvious how much work you've put into it.
The only little niggles I've got is the painfully low FPS even with graphics on low (terrain on normal  ;)), and the weather settings - the depressing sky, low view distance and rain. Also, the tank scripts lag horribly.
But it can be very fun to play, and the mission idea is awesome!
Good job. I'll give a better update when I'm further on.  :)

EDIT: My specs are:
1.9GHz CPU
128Mb GeForce FX
1024Mb RAM
Title: Re:Abandoned Armies
Post by: Mikero on 26 Jun 2005, 15:38:31
>and this is not the "Me and my fifteen tanks"-Resistance expansion, this is a real resistance group.....

another two paragraphs of excellent reasoning...

I love it StG. Am with you 100% on this. I can repeat this mission over and over and over and over, again, based solely on my ability to spend HOURS collecting what *we* need.

Edit:

the more I think on this, the harder it is for me to reconcile that immense fragility we first encounter with a popgun and two magazines, against very rapidly attaining AT launchers or three. If Thob were to do anything here, I would immediately reduce the amount of ammo in the 3 loons killed at Tatyana, and continue from there, as in, ok, i get an m16 but it only has a single mag, and etc. Currently we have a very contradictory statement that 'each side doesn't have everything it needs'. Like hell. It's in abundance.


Title: Re:Abandoned Armies
Post by: THobson on 26 Jun 2005, 20:15:38
StG:
I certainly need to give more thought to the ammo position - and I will.

Quote
Out of three wolf occasions i got one that repeated endlessly, the other two worked.
May it be that there is another error?
 You mean it never ended or it went on for a long time?  It is possible for some to go on for a long time, but they should all finish eventually.  It is possible that two groups are there at the same time - could it have been that?

Quote
Your regroup script does not retain the commands like wait issued before, and a regroup will use fireteams according to the numbers, not the people.
It wil not retain instructions.  Basically what happens at the start of the script is all of Alexi's team leave the group and are only added back as you select them.  Interesting about the fireteams.  I am sorry but I will not be able to do anything about that.  I have no way of knowing even if fireteams have been set up so I can't keep units in the correct team.

Quote
I find that ofp behaves strange : if the AI goes to the haystack at the lodge they will be luckily until their hips in the concrete. The russian actually left his hut by walking through the wall and reentering through the wall behind me. I suppose this is Ofp as it is. Hope this will get better with BISs new projects.
If this were the worst of it I woul dbe Okay - it is the damned ladders that work and don't work, units that refuse to stay on the top floor of a building etc. that really annoy me.  Even setPosing units doesn't work repeatably.

Quote
On the map screen my radio has one entry first line and then others at the bottom. The gaps in-between click as if there would be something to click, is this planned or just Ofp as above ?
There are 10 radio slots 1 to 10 (you get the 10th by selecting 0).  The first line is radio 1 (Reorganise team), then there is a gap the size of which depends on what you have available to you.  But let us say you have already got the trip wires and fuses from LaT, then the next radion slot is 8 (toggle mines), then 9 (Mine Instructions) and 10 (save game).  The empty slots are 2 to 7 inclusive ( under this scenario)

Quote
he medic calls to say he delivered everybody to the lodge; shouldn't this be radio talk and not an invisible voice next to me ?
Yes.  This should have been a sideRadio so the text of the message should have appeared as a coloured bar at the lower left of your screen and then faded out over time.  Did it definitely not happen?  Could you have missed it?

Quote
Thobson, i sure hope you are motivated and have enough time
Thank you.  I must admit to a sense of humour failure today when units that are setPosed to locations for a cut scene seem to go to different places as the mood takes them.

CAS_Daniel
I am nit sure what you mean about the tank scripts.  At 1.9GHz CPU I am afraid you are in for a torrid time with this mission.  I have a 3.2Ghz CPU and at one stage on my latest run through I got as low as 4fps at one point.


Mikero:
Quote
the more I think on this, the harder it is for me to reconcile that immense fragility we first encounter with a popgun and two magazines, against very rapidly attaining AT launchers or three. If Thob were to do anything here, I would immediately reduce the amount of ammo in the 3 loons killed at Tatyana, and continue from there, as in, ok, i get an m16 but it only has a single mag, and etc. Currently we have a very contradictory statement that 'each side doesn't have everything it needs'. Like hell. It's in abundance.
You are quite right.  I need to think on it.


ALL:
I was going to issue v1.22 today.  The main changes being:
The ladder
The rain
Environmental sounds problems fixed
A long list of other stuff.

But guess what?  The bloody cutscene where the first lot of civis get back to the lodge is now screwed up.  People don't stand where they used to so camera shots can be blocked when bodies that should not be there are now in the way.  I might get it to work and the next time it is screwed up.

Title: Re:Abandoned Armies
Post by: CAS_Daniel on 26 Jun 2005, 21:52:49
Quote
I have a 3.2Ghz CPU and at one stage on my latest run through I got as low as 4fps at one point.
Ah ok, hadn't realised how demanding the mission could would be. How about a version for lower end PCs without rain and tank fire scripts?  ;)
Title: Re:Abandoned Armies
Post by: THobson on 26 Jun 2005, 22:16:12
CAS_Daniel:
What is your OFP benchmark?  I can certainly turn those effects off for low benchmark levels.

The time I got 4fps was pretty unusual and I am trying to make sure It doesn't happen again.

All:
I like the idea of simulating the trading.  So the contents of the ammo crates at LaT depend on who was last there, and the ammo trucks in the convoys have different contents on their northern and southern journeys.  For example all sniper weaponry moves south and all silenced weaponry moves north.  This could get very complicated - and very confusing.  Most players will visit LaT and based on what they find there they will assume there are no sniper rifles or silenced weapons (in this example) and not think to look there again.  If they do go there again and find things different they will assume some glitch in the mission (or their memeory).

I could even make it so the player stealing things at LaT looks like a short delivery from one side and repeated short deliveries prompt a reaction from the side being cheated.  The result would be realistic - but I fear utterly confusing to the player.
Title: Re:Abandoned Armies
Post by: wcrvieira on 26 Jun 2005, 23:21:03
Well...

@XCess - Well it helps my pc! At least now I don't play with 4FPS!


@Topic

Current Status:

Reviewing Mission "Abandoned Armies":

Specs - OFP 1.96 pure (no mods), benchmark 5338, Veteran mode with Super AI

Intro - Loved it, pretty nice those letters, nice background story I really loved it. Speechless!

Briefing - Ok. Links worked. Background link only said what was said in intro. Liked sound.

Notes - :D Nice...sound and text

Gear - Of course you can't choose. OK! (no HKG3A4 for me this time)


Mission - Started mission and as many ofpec people complained about lag I left fraps on. But the bastard didn't work.
Restarted... fraps did work in the first minute I had a average FPS of 20. Damn I am in Cadet mode.
Restart.
OK now in veteran and fraps not working... haaa the mutha fu****!! Ignored.
Started climbing that hill, weather is perfect, noticed it will be hard to be spotted and to spot enemies. Don't really care.
As I use this game as a true military simulator it will be good to prepare myself.
Oh..no 4x speed. Ok I understand.
Heared tanks and explosions maybe from East...as they where too far didn't care.
What a climb here...
Fence, rounded it and found a hole in it... more 5 steps and found a house with a fire in it. I suspected enemy presence around so I was careful... used my CZ75 and neutralised those 2 buggies.
Watched cutscene..nice voice work and dialogue... she was a bit stupid but ok.
Killed those 2 enemies and took AK74 as it has automatic fire option and I hate M16.
Took police jeep and rearmed my CZ75. Headed at full throttle to SE by road (suicide move I guess). Passed by a squad with a guy with a banner or flag or whatever. They didn't shoot me I didn't care bout them. Ran over AT soldier though.
Full throttle in road, a bit of lag made me loose track and then when I get back on track BAM! Crashed jeep against road block! Saw american soldier in safe mode looking at me...he didn't react. As I got off the jeep killed him but in 2 seconds a soldier killed me from west. [DEAD]

[RETRY 1]
Again with jeep headed to SE to lodge but this time off-road. With my wonderful guide system...a compass and a watch (lol).
Nice...storm and foggy. I really like the weather in OFP.
Wow a high mountain...and I hit my jeep against a tree. Why is that all trees are in my way? OK! Now on foot!
Now I am lost. Must have missed the lodge with the fog. So I decided to continue headed SE and head to La Trinite to find a ride. Or I am near Larche or La Trinite. But I have no idea where the fu** I am!
OK! No fear I continue running for 35 minutes (real time) and no roads or stuff like that.
A thunder... then other... in the flash I saw a patrols of around 10 guys running towards me. [Time to think. Hit ESC button... Shoot them? me against 10. Don't shoot?hmmm...decided not to shoot...terrible odds to me]
Didn't shoot they didn't see me... good! With Super AI we must be always with 2x more care.
Saw a road. MG with light... he didn't see me. Good!
Prone went to a bush, when I was going to shoot it...he saw me and BAM! I was dead! [DEAD]

[RETRY 2]
Jesus my pc is too hot. Almost burning.
So when heat here in Portugal "calms" down I'll try again. Don't wanan fry my motherboard or stuff like that.
But this mission is straight to the "BEST MISSIONS EVER" folder in OFP/mission!!! Great stuff here THobson! I am Loving it!

I'll report back when I can!
Cya
NBR
Title: Re:Abandoned Armies
Post by: Mikero on 27 Jun 2005, 00:48:46
>reorganise problems.

Compared with the sheer ability to reorganise at all, the niggles are (excuse me) inconsequential. Considering that most players who use it, will use it, about 4 times max in the game. The need to additionally set up previous conditions that they established is 'ok'. It's not tediously repetetive 'must do' stuff, every 5 minutes. I also believe that at the time of re-organsing is the quiet, reflective times, the what-to-do-next stuff. Where it's highly likely that in addition to reorganising you'll be re-arming, setting white and blue groups and etc's. A bug yes, but imho, can be safely ignored.

>ladders

I did a race through Thob to try and emulate StG? (forget who) who managed to get up the ladder _before_ Sergei. No such luck. It would seem that anyone who manages to achieve it is simply on the clipping wall. I've fallen out of the building plenty, but at the right vector, I guess I'd wing it and get to the top. Important bit, imho, is that it's not buggy, works sometimes, doesn't other. It just, doesn't work, period.

>Medic side radio,

worked as you described. There's so much going on in this mission that many things are illusionary, appearing to appear when they actually occurred some time later or before. (I should bloody well know, had to go back a savegame or three to check what I thought happenned, didn't! I wont be alone there!)

@Thob

Quote
I must admit to a sense of humour failure today


good, you've made my day. ;D

Quote
seem to go to different places as the mood takes them

Good. Now you know what you've done to all of us with this creation of yours. Feel OUR pain Thob. I think I've encountered every god-damn enemy squad of yours in different places 'as the mood takes them'

Sergei as you know is 'red'. Would it be possible to use a GCivilianFakeE to get round this? Or, do you like the thematic, the making player aware stuff, that he's got a mixed bag.

@Xcess

(gee I hope I've got the right person)

>the 3rd civilians are in their favorite building

There are no buildings "east of the woods on the other side of Trinite"

@Thob

another undocumented feature.

I can drive all over the island and kill as many loons that suit me with the police jeep, they never respond. Big bad trouble however if the Vulcan or a Tank spot me. My road-kills are unceremoniously stopped.
Title: Re:Abandoned Armies
Post by: Mikero on 27 Jun 2005, 01:13:59
@PT

Quote
THE BEST MISSION EVER

Nah. It's better than that.

>My PC is frying

Damn Thobson, how did he do that? We've asked him to put in the smell of rotting corpses too, but so far, no luck.

@Thob

>Confusion with changing ammo contents

Easily fixed.

Alter the lodge cutscene text where the troops are describing the army arangements, They already mention T3, already mention their 'limited' weapons, and it would be 'easy' for them to say they've been to T3 once or twice on raids and found different weapons at different times. Quite sure you can be much more subtle than that, but this is where player confusion can be killed stone dead. Btw, I'd be evil enough to randomly load in Kozlice's !!!!!. make the player scream.

Edit:

on reflection, the voiceovers should be done at 2nd civil time when it's the most likeliest time the player will inspect T3 and the 'conversation' will be fresh in the mind.


Title: Re:Abandoned Armies
Post by: wcrvieira on 27 Jun 2005, 02:12:27
@Mikero

Hey I didnt say it is the best mission ever. It is one of the best.
I have a folder that is named... BEST MISSIONS EVER
And this mission is there. Only 4 have that status!

>pc is frying

It is not THobson fault... here in Portugal are 35º and more... so my laptop cant play much OFP straight!


Cya
NBR
Title: Re:Abandoned Armies
Post by: Mikero on 27 Jun 2005, 02:24:47
>It is not THobsons fault.

it is *always* Thobson's fault.

I could be out in the real world if it weren't for this mission of his.
Title: Re:Abandoned Armies
Post by: XCess on 27 Jun 2005, 02:52:57
Quote
There are no buildings "east of the woods on the other side of Trinite"

Shed not a building?It's there.
Title: Re:Abandoned Armies
Post by: Planck on 27 Jun 2005, 03:01:07
Quote
There are no buildings "east of the woods on the other side of Trinite"

Emmmmm......yes Mikero, there is a hut near the woods east of La Trinite..........full of ex-civilians.   ;D


Planck
Title: Re:Abandoned Armies
Post by: THobson on 27 Jun 2005, 08:35:47
Gee you guys hit me with all this first thing Monday morning.

PTnbrvieira:
Thanks for tip about using fraps.  It works for me.

Glad you are enjoying it.

Yes we went to the Algarve on holiday a few years ago.  We nearly got blown of the cliffs.  The sardines were wonderful

Everybody is keen to know: What are your four?

Mikero:
Quote
I must admit to a sense of humour failure today


good, you've made my day.
You are so kind. :)

Quote
Sergei as you know is 'red'. Would it be possible to use a GCivilianFakeE to get round this? Or, do you like the thematic, the making player aware stuff, that he's got a mixed bag.
I had not given this any thought.  But now you mention it, I think I do prefer to keep it as it is.

Quote
I can drive all over the island and kill as many loons that suit me with the police jeep, they never respond. Big bad trouble however if the Vulcan or a Tank spot me. My road-kills are unceremoniously stopped
This also applies to the civi truck as well.  This is a pain in the butt.


Quote
Confusion with changing ammo contents
I think I will make the contents change totally extreme, a player capable of getting that far and wanting to go further (ie not your Sunday driver types) should figure it out.  The thing I though might create too much confusion would be to have some soldiers come and investigate if the player steals too much ‘stuff'.  The thing against this is that the player could start a war without knowing what they are doing.  I might make it that destruction of the ammo crates would generate such a response.  The player would then need to think about what they are doing.  Keep collecting the goodies - or blow the stuff up and get them fighting.

Also I am doing all I can (until Sergei) to warn the player away from the place.  The warning signs serve to reinforce this.  (I have moved them a bit - and checked the ai can get past on their own)

Quote
I could be out in the real world if it weren't for this mission of his
Share my pain.  I have not had contact with the real world since I started making this mission last September.

Not only is there building east of LaT there is a car as well. ;D
Title: Re:Abandoned Armies
Post by: Mikero on 27 Jun 2005, 12:42:06
@Xcess
>Shed not a building?It's there.

Rubbish.

@Planck

>full of ex-civilians

Nonsense

@Thob

>Not only is there building east of LaT

Bull.

>there is a car as well.

Momentary stunned silence.

Ook? Blink.

@#)(*&)@#) @$##)  @#@#$#$_)*(@ !

so there, and furthermore....

Title: Re:Abandoned Armies
Post by: wcrvieira on 27 Jun 2005, 13:49:19
@THobson

Quote
Yes we went to the Algarve on holiday a few years ago.  We nearly got blown of the cliffs.  The sardines were wonderful

Everybody is keen to know: What are your four?

Well now Portugal is hotter than some years ago, thanks to our Sahara friends. Their winds of temperatures bigger then 40º suck big arse when you wanna sleep in an attic where are already almost 35º.

What are what??? Didn't understand. btw is it for me?

Cya
NBR
Title: Re:Abandoned Armies
Post by: THobson on 27 Jun 2005, 20:37:30
PTnbrviera:
Quote
Only 4 have that status!
Which four?


Mikero:
Found them yet? ;D
Title: Re:Abandoned Armies
Post by: wcrvieira on 27 Jun 2005, 21:08:29
@THobson

HAAAAAAAAAA OK!

They are:
Stalk by Onion (I guess)
Realistic Combat Patrol by General Barron (my favourite)
Un-Impossible Mission by Macguba
Abandoned Armies by THobson

Cya
NBR
Title: Re:Abandoned Armies
Post by: Goettschwan on 27 Jun 2005, 21:53:23
Medic: i was not referring to the sideradio but rather to the voice sample itself, it is in plain voice as opposed to distorted radio, which was strange as he was a good time away.

I am sure i can live without any additional features in your reorganize script. It just gave me the little WTF experience with some convoy approaching Houdan as we were there and sergei running off  to rejoin the lodge  ;D Its like mikero said, its too rare an occasion to do something about it even if possible.

Lag: I don't think that the processor is in for much, my rig runs inofficial 1,6Mhz (one of these AMD XXX+) but 512 megs Ram and a Geforce 4800 maybe make up for some of it. I play fine on about 15fps.

Wolves: Well, i rather have the position that they all were quite long, i can't say if they were endless because i died everytime :-[ But it is not what i call understatement:
Last time it occured it repeated maybe thirty or forty times, i don't know if thats long? Intervals were under five seconds, and as i had a lot of time hearing your different wolf samples may i suggest a minimum approach distance for your random positioning because it sometimes fires the sample right besides you. (Under the idea that you want some faraway wolf to have some mountain feeling)

Radio: That clears it up. It looked rather like something that was not yet there.

@Mikero: How, apart ctrl/tab and copying the savegame somewhere else, do you go back three savegames ? I would be very interested in copying your technique if possible because i was stuck for a moment on the return to the lodge with an enemy team approching the lodge on short notice (but after the savegame point  ::) ) As i had left the non-uniforms there i would have wanted to go back to the save before my save. Do not know what took the enemy to go to the lodge, but i saw an abrams taking quite a beating from somebody. maybe the war had started. Anyway i managed to get them to walk out of there as they were outgunned without me 8) , but it would be helpful for the future.

Noticed also soundwise that you can hear the shooting at the lodge if you are in arudy. Didn't quite register that before, but it sheds a new light on battle sound and the distance i think they are. Was way too close in my estimations everytime.

StG
Title: Re:Abandoned Armies
Post by: THobson on 27 Jun 2005, 22:30:11
StG:

The medic calls in using sideRadio so the sound has the same hiss and click that you get when anyone in your group talks to you.  I may have the volume of the voice a bit too high so that this is not apparent.

Wolves, the number of wolves in a pack, how close they are to the player and the length of time they howl for are random but depend on things like - level of fog, rain, day or night, height above sea level.  Basically the worse the visibility the more of an effect they will have.  Possibly.

Quote
How, apart ctrl/tab and copying the savegame somewhere else, do you go back three savegames
What I do is alt/tab out of the mission and change the name of the save file - you don't need to copy it anywhere, just change its name.

Quote
Noticed also soundwise that you can hear the shooting at the lodge if you are in arudy. Didn't quite register that before, but it sheds a new light on battle sound and the distance i think they are. Was way too close in my estimations every time.
The physics of the game seem to be incorrect for sound attenuation.  I have seen some comment that the sound volume is inversely proportional to the distance from the sound source, when in fact it should be inversely proportional to the cube of the distance (asuming no reflections).  I have not been able to verify this but it would explain why you can hear things such a long way away,
Title: Re:Abandoned Armies
Post by: Mikero on 28 Jun 2005, 00:22:21
@Stg It's as Thob (and you) quote. alt tab and rename save file. I only use this 'technique' on specific tests. Last one was an attempt to get up that ladder before this before that before the other. While you could simply vector in, in the editor, that will never be 'as the player did it', so I don't.

As dissapointed as Thob will be, the only way I win this war is a judicious use of cheat-saves and retry points. But, the author has achieved his aim. It strikes terror in my heart each time I use a savegame. I'm convinced mostly I did it at the worst of times. Like when it's totally quiet and 'safe' to do so. Ha bloody Ha!

You have a great 'eye' StG. Your comments on the radio are thought provoking.

>Sounds

the worst thing you can do (afaik) is to set the audio options to use hardware acceleration and EAX. I have never fussed muchly to the cause, only that using these 'features' causes all sorts of irrational noise coming from irrational areas. The biggest one is chopper, you can hear it 30 meters distant even though the actual chopper is probably on Nogova.

I have not experienced your wolves StG. I have a clear idea of what you say, but it aint happened. You might check your audio settings and see.

>Frames, Bench and cpu

For everybody's benefit my bench is around 5685 and an fps of 12, using a P4 at 3gig something and lots of ram. MacGuba, correctly I believe, points out that you can effectively double the stated benchmark for Athlon cpu's. Your fps of 15 neatly fits my figures.

I have noticed (thanks to Xcess) my game runs smoother with Kegety's dxdll but I wont use it when testing.

@Thob
>Found them yet.

This is a conspiracy. They dont exist 8) It is a figment of all your imaginations.
Title: Re:Abandoned Armies
Post by: Goettschwan on 28 Jun 2005, 17:43:36
@Mikero: Thanks. Your comments and reviews are at least as apt, thought provoking and to the point as you think of mine with the added plus that you do them more regularly and that you did more betatesting.


But thobson, what i wanted to say is not that you randomize the sounds, i saw that you did well on that with all the samples firing, what i wanted to say is that if you want to achieve some kind of background wolfpack sound, then you should maybe look to it that the sample does not go off somewhere lets say less than a hundred meters around the player. This of course unless you don't mind having the wolves howl inside my groups current perimeter.

Will try to have a go on my sound settings.
I may be seeing ghosts, but the medic talked to me in a normal voice without the crackleTextCrackle used on all radio communications. I found this strange myself.

StG
Title: Re:Abandoned Armies
Post by: Planck on 28 Jun 2005, 18:56:26
I decided to take the rest of my group with me this time.

We started off for Dourdan, as I wanted to use the truck there for transport.
First we dealt with the garrison there, there was no guard patrol anywhere, I suspect they had thrown themselves against the tanks in La Trinite.

There was a cobra wreck just outside Doudan, just beyond the garrison camp.
Ok, Dourdan was clear and I was just about to order everyone into the truck when someone reported unknown vehicle from the south.
I whipped out my binoculars and had a quick look......2 jeeps with machine guns and 4 men running along.
I suspect they had lost their jeep somewhere.

I ran to the Arudy road and laid a AV mine, actually I laid a AP mine by accident, so I moved up a bit further and laid an AV mine.
I told all my guys to go prone and hold fire.
Then I waited.

The first jeep hit the mine, but everyone was not killed, they were probably injured a bit, but they got out and I shot them.
The second jeep stopped further up the road and the troops disembarked.
I left them for now, and concentrated on the 4 loose guys.
Once they were dead I dealt with the crew of the second jeep.
The AP mine was not set off, so it still remains.

I ordered everyone up and was about to order everyone into the truck when the change flag thing happened. :)
I also tried the attic ladder thing again, but with the same results as before.  I still hadn't been told about this woman yet anyway.
Before going anywhere I decided to take my group to La Trinite, I wanted them to have NVG's as the light was beginning to fail. We went on foot.
La Trinite was deserted, not a soul in sight, the Abrams that was here when I left with my damaged T80 was now dead.
I got my group equipped with NVG's and also took another 2 satchels for me, then we went back to Doudan.

We got in the truck, I wasn't driving, I ordered the driver to go to Arudy.
BIG MISTAKE......It took 20 mins for us to arrive at Arudy.
The truck spent more time off the road than it did on the road.
Even at 2 FPS I could have done it in a couple of minutes.  Thats AI for you.
Never mind it gave me time to make some coffee and have a fag.
Almost at Arudy someone spotted a tank, it was damaged and abandoned.....great another tank for my collection.....a T72 this time.

We disembarked and searched the place, it was empty.
Then I got the change flag thing again.  I had 2 towns now.
Ok, everyone back into truck, I'm driving this time....next target is La Pessagne.
We came across a road block near the road junction, there was a wrecked bus there and a few bodies.

About 800 metres south of La Pessagne I pulled the truck off the road and deep into the countryside and stopped.
I disembarked and told everyone to wait for me, they were still in the truck.
I wanted to go scout out the town first.
On getting close to the town I noticed a T80 fully crewed and trying desperately to climb a mountain........up.........slide down.......up........slide down etc etc.

I went prone, but decided to try and help it up the mountain with the aid of my last satchel charge.
I crawled up close to the side of the T80 and plonked my satchel down and I was about to crawl back when I noticed this civilian walking about in front of the tank.
Well, he was wearing NVG's and he also had a gun.......hey, there is another one he has NVG's and also has a gun.
Well look at that a resistance soldier there also with similar equipment.....and by golly a woman with an M21 and NVG's.......then it clicked........this was my group.......the ones that were in the truck and were supposed to be waiting for me.

I quickly ordered them to a safe location, why the tank didn't fire on them I don't know, they were in full view.
I crawled to a safe distance and set off the satchel charge.
The tank was destroyed and the crew were killed even though they abandoned it before it blew up.
There was a refuel truck, repair truck, an ammo truck and 2 jeeps in town......more transport.  :)
Taking the town was easy there were 3 in a guard group and 4 in the garrison, it didn't take very long to dispatch them.
I ordered my guys into the town, whilst I was waiting for them I zipped off up to Vigny to see if there was anyone there.

Vigny was empty so I returned to La Pessagne and almost immediately got the change flag thing........3 towns now.
I ordered everyone into the trucks, I planned to take them to Arudy, from there I could repair the 2 tanks I had so I could use them.
I made sure the repair truck and the ammo truck were all fuelled up and we set off, I was driving the refuel truck.
About half way there I got a low fuel warning for the truck I was driving.
Isn't it strange a fuel truck full of fuel and you can't refuel it when it gets low, same goes for a repair truck when it is damaged I suppose.
I got to Arudy ok though, but I had to wait 30 minutes for the other trucks to arrive.

Once the repair truck arrived I ordered the driver out and drove it myself to the damaged T72, jumped out and then into the tank and repaired it, then I ordered the driver of the repair truck back in as driver again.
I jumped out of the tank, I was going to run across country and fetch my other tank for repair.
I ordered everyone to wait for me and off I went.
After running for a minute or so, I stopped and looked back, sure enough, the 2 guys that were in the repair truck were running along with me.
It seems, if you tell them to wait for you when they are in a vehicle, they jump out and follow you instead. :(

I ordered them back into the truck and told them again to wait, this time they did.
I got the T80 back to Arudy and repaired it.
I crewed the T72 with 3, The T80 with 3 (me included) and the last three I ordered back near Dourdan......on foot, no more truck driving for them for now. I made sure they went nowhere near my AP mine.
On the way to Dourdan we (tanks) came across 4 northern troops, on their way to Arudy, they might have spotted me taking the T80 and followed.
Anyway, as my gunner (the woman) was busy doing her nails at the time, I just ran them over and carried on.
In other words, no matter what I told my gunner to do or target, she kept the turret pointing rearwards and fired on nobody.
Occasionally she would turn the turret to look forwards but 80% of the time she kept it pointing rearwards or north.

I planned next to make my way south, first stop Houdan.......no flag there, but it was the next destination anyway.


More another time. :)



Planck
 
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 28 Jun 2005, 18:58:36
A extensive journey.

I have finally ventured into enemy territory. South, solo, creeping along all the coastal and southern towns to clear them of enemy. Light resistance at all of them, did meet up with the medic stuck in jail. Curious as to the reasoning of not releasing them. Could only wonder with the ruthlessness of the enemy that when and if they return to find the guards all capped and the prisoners still there that a gruesome death would fall on them. I really pondered leaving a guy behind to let me know if a patrol is near there. Anyway, with all the southern towns cleared except Vigny, the one just south(names escape me this morning) and Chapoi I proceed to recon Chapoi,.

It was now mid afternoon, around 2pm with plenty of clear skies allowing a good recon of the town. Marking my map with points of interest I was happy I could do some late night sneak and peek and slowly widdle the enemy down with a silenced HK. WIth that I proceeded directly north from Chapoi to Arudy to see if the battle had ended. Did run into some scattered patrols and small conflicts. Watched some North and South patrols kill each other off then I was glad to snipe them from far away.

Threw Arudy, which is a waste land of destroyed tanks and dead bodies and back to base. Grabbed a loaded Ural and headed to the great ambush site south of Houdan. Setup shop and took down the jeep patrol. It was now getting close to 4pm. We slow moved along the southern mountain face until we where about 700 meters East of Chapoi. Setup defensive positions and solo crawled to find snipers with my HK. Took down 4 snipers and it is now dark as heck and raining so bad I cannot see much more than 100 meters.

Into Chapoi and slowly took down most everyone on the west end of town. Stuck in a building in the middle of town with my last save (I have used the savegame cheat at times, just a tough mission) and pondering if I will get out in one piece. Hoping for clear weather so I can have my troops to the east with NG and a good weapon loadout storm in and save my ass.

Title: Re:Abandoned Armies
Post by: THobson on 28 Jun 2005, 22:06:20
Guys - reading these stories really makes my day.   So many different ways to do it.

Planck - Sorry about your female gunner.  Others have a different experience of her.

I really think you should try reoganising your team.  Best results come when they are all out of their vehicles.  Go on.  You will not regret it.

You mention it getting dark what time is it?

Although the weather has a random pattern to it I have it so you get good weather to enjoy an attractive sunset.  Did you?
Title: Re:Abandoned Armies
Post by: Planck on 28 Jun 2005, 22:10:31
My female gunner.......or male gunner works very well as a tank gunner in any tank..........apart from mine.

I didn't notice the time......sorry.......I am further on now.

But, it was a rosy red sky anyway.  ;D ;D


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 01:14:26
>Female Gunner

My experience of her when left to her own tank, or at the least I'm not in it, is that she's a very bad girl. My kind of woman :-*

As far as _the_ tank the one you are in, it's gunner, irrespective of who, is *always* aiming at > your < convoy. Ie you in the lead and a few support vehicles behind, they are always targetted. This because, afaik, they remain enemy vehicles.

This 'constantly pointing behind' behaviour alters the moment a larger concentration of real enemy is (say) in front of you and is particularly pronounced at obvious spots like an airport attack. Until you get there, they point 'behind'.

I'm not sure if Thob could do anything about this, but it's tied up with the fact that all your convoy is 'red'. If that marker can be removed, as in side=2 in the scripts, then it would go away. I imagine that might be possible to do because he's already doing similar to flags.

It's fascinating to read other people's journeys. Truly. The number of differing scenarios is fascinating. For any of you writing your travelouges, believe me, they are of great interest to everyone. I noted the chopper in one. I've encountered crashed wrecks in entirely different scenes (Goisse vs Doudan for heavens sake). Identical vehicles, identical results, but entirely different scene-visual dependent solely on the merest twitch of your finger and a decision to move south not south east in earlier game play. For this, Thobson should be applauded. It borders on a dynamic campaign mission where the same scenario is never repeated twice. Brilliant stuff.

>extra medic

since a few people now know about this, i hope I'm not a spoiler. The scene, everything about it, is great. The ending, is not. Some have commented, correctly imho, that leaving them all locked behind the wire is very peculiar. I too felt the need to leave 3 of my people to guard them. I fully expected Thob had designed something very nasty there if I did not.

Also, these standing civils should be wounded, and, probably not standing at all. Nothing wrong with  my medic going to assist. If nothing further develops here, themewise, I think they all should gradually dematerialise into buildings. It's very typical of you Thobson to develop another richness into this mission. You've sparked more tangents for all of us where our imaginations haven't been satisfied.

Title: Re:Abandoned Armies
Post by: Pilot on 29 Jun 2005, 02:58:35
I finally found some time to continue.

Ok, from where I left off I was at Houdan ready to head north to rescue the second group of civies.  2 and I made our way north.  Just as we were passing Dourdan 2 spotted a bad guy, 100 meters to our left.  I imediately hop in a bush and tell 2 to hop in  one as well.  It turns out it is a whole southron squad.  I wait for them to go, but the squad wants to stay in the area.  They will go away, but not too far away, then they will come back.  It's as if they know I'm in the area, but don't know where and are searching for me.  I decide to end their searching.  I tell 2 to open fire and I myself shoot at them.  After two tries we finally kill them all.  I then get out of there as fast as I can with 2 following close behind.  I make it to the civies, get the cutscene, and return to the base.  I now decide to investigate La Trinite and see if I can't find a better weapon for me.  I decide to take a Kozlice with me as a trading weapon (why trade a perfectly good M16 for another weapon.  I may as well get rid of the crap weapons when I can).  I am thinking of attacking some smaller towns and outposts if I am able to get a better weapon (I am looking for an HK or a Bizon).

I know my progress isn't that great, but I wanted you to know I'm still testing when I can.

-Student Pilot
Title: Re:Abandoned Armies
Post by: THobson on 29 Jun 2005, 09:25:00
Vehicles showing as red on the radar and resultant targeting:
Quote
I'm not sure if Thob could do anything about this, but it's tied up with the fact that all your convoy is 'red'. If that marker can be removed, as in side=2 in the scripts, then it would go away
I can think of no way to do this.  I think it will have to remain a feature I'm afraid.

The concentration camp.  Clearly some changes are needed here.  As part of getting to what that should be let me give my logic for you all to comment on and add your own:  
What I was trying to do here was: (1) reward the player for venturing beyond the road block leading to Le Port even though no clues are given to the player to do such a thing.  My expectation was that few players would do that, but on reflection the hardcore players that venture beyond the obvious objectives and really appreciate the mission will almost always find the place.  (2) bolster the story line and explain where all the men had gone. (3) provide the player with a replacement medic should he need one.

The civis are meant to be traumatized - hence the reason they are just staring into space and do not interact with the player.  If any of them had been injured then Viktor would have healed them already. Leaving some of your people to guard them is a compassionate and possibly realistic thing to do (though a different leader might leave them to their fate and not risk weakening his team - sacrifice a few for the good of the whole type of logic).  I tried to get some of the civis to sit down, but there is an OFP feature that causes sitting units with no rifle to stand up, and I certainly can't give them rifles.  I could get some to lie down, but I felt that would look odd.  Something bad happening to them if any soldiers turn up is not a bad idea (but will require some work on my part and probably some dialogue if the player ever goes back there).  I did contemplate having them all escape and join the fight as an independent group - but their fate would be horrible.  I cannot have them join Alexi's group because that would reduce the need for the player to look after his original team.  I thought that leaving them in the camp would be the safest place for them until they are able to come home and that Alexi really would think that.  All the dialogue is already making this quite a large file, so I am not looking to add to it.

All comments welcome.


Quote
dependent solely on the merest twitch of your finger and a decision to move south not south east in earlier game play
This has been a wonderful revelation for me.  I tend not to vary too much how I play missions but you guys are doing it in all sorts of different ways, and the results are great.  I have deliberately not over scripted the behaviour of the soldiers and I am really pleased at how fluid the result is.  If any of you are aware of Chaos theory I think this is a good example.  There is nothing complicated in this mission, just lots of simple things that interact in simple ways but all combining to give a quite complex result.



Pilot:  Good to hear you are still plugging away in there.  Progress reports always appreciated.

All:
I now have proper trading going on reflected in the contents of the convoys and the ammo crates at LaT.

I am keen to get the next version out soon so you guys can get past the ladder at Dourdan but I would not want to distract any of you that are still working through v1.21

Planck:
Reorganised your team yet?

Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 18:31:59
>Chaos theory

The 2nd group of 'reinforcements' that some of us report encountering at

Vigny
La Pessagne
Hut near civils
Bus road block
anywhere in between

is proof positive of this.

In one encounter they double backed on me and one hell of a fight happened two nanoseconds after I'd got the 1st civilian cutscene, with predicable results i might add (sigh)

I might also add that since they shot yuri-clone and ruined both my savegame and my hairdo, I took on the entire northron army in a rage. ;D

(ps this battle tactic doesn't work folks)

But, it's an indicator that you just don't need 1 squillion enemy nasties to give the impression that there are 1 squillion of them, that the encounter is random, and, all eventualties are covered. This one single group of seven loons takes care of nearly all game play in the west and promotes the essentials, never, stick around. They also cause the war to start, if you're that lucky or treacherous.

>pows. Reasons 1,2,3

for me, 1,2,3 was exactly as experienced. I think it more likely that what's happened here is just another immersive, tangential storyline, something not quite finished about it, leaving a player wanting more. Maybe that alone is good enough.

But, you take great pains to force us to help the 1st two groups by essentially, retrieving them. These ones are left in limbo (depending on how you interpret the voiceovers which is, as usual, excellent btw). By this time in the game we are so conditioned to information content, that there has to be more, something hidden in the message stuff.

It's no biggie Thob, you could leave it as is, you could dissapear them into buildings, or you could get them to arm themselves from crates at the village and defend themselves. I like this latter choice because by this time in the game, WE are taking the island back. If the nasties come down this way, and the player has, effectively two groups of friendlies, well, ......

>hardcore players

These people wont be found until the 3rd run thru this mission. Along with the ones at 3 x other out of the way locations (I know of) that I'm not going to spoil. Two other locations cause a new game experience btw, because the reserve tanks (for want of a better expression) change the dynamic again. These are easter eggs. I wouldn't assume that *any* of them will be discovered, think you're wrong about that (the way you phrased it).

Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 19:26:19
Quote
Planck:
Reorganised your team yet?

No TH .....I left my team as they are.    ;D ;D




My T80 and the T72, reached Houdan without meeting any enemies.
I called up my 3 footsoldiers and told them to make for Houdan.

The tanks were pressing on south.
I planned to scout out Chapoi next, but the soldiers at the roadblock to Le Port persuaded me to do otherwise.
I was hit by an RPG, and my gunner flat refused to do anything, despite being ordered to target the RPG soldier.
She just carried on watching north and occasionally swinging round to face forward.
It didn't matter how many times I told her to target the enemy soldiers she just did nothing.
It was a waste of time carrying a gunner.

I had a brilliant idea, I switched to gunner position and she took driver position.
Bad move........as soon as she got the drivers seat we zoomed off across country in a general north westerly direction.
Telling her to halt was ignored and you can't switch positions again whilst moving.
I told her to go back to where we were......she ignored me.
So, I told her to disembark, this she did, by this time we were about 1.5 km from where we were and the T72 was wondering where we were.
I switched to driver again and got her back in as gunner.
I went back to the roadblock and just crushed the soldiers there.......you could tell they were impressed.

Change of plan, I decided to visit Le Port.
There wasn't many guarding Le Port, the T72 took care of most of them and I crushed one or two.
There was a guard in the guardtower and a compound of some sort with civilians it it, up near the fuel station.
There was also one soldier lying prone in front of the compound.
I didn't want to risk firing at these two soldiers in case the civvies got hit, so I elected to crush the guy on the ground and demolish the guard tower and hopefully the guard would fall out and I could crush him too.
So I carefully got into a good position and moved forward slowly to crush the one on the ground......I was just about to crush him......almost there......when THobson killed me.

A cutscene started and I was outside my tank talking to a medic, when the cutscene ended the guard in the tower shot me.

Ok, started again from Houdan, but this time when I got to the roadblock I didn't let my gunner anywhere near the driver position.
I just crushed the soldiers and moved on to Le Port.
The guards in town were dealt with more or less as before, but the last two I decided I would disembark and kill by myself.
So, I got out, and my gunner immediately advertised our position by switching on the vehicle lights, even though we are all in "stealth" mode.
There was a bonus, she immediately shot the guy in the tower with her machine gun.
I got the guy lying prone and the town was now clear.
I moved to the compound and got the cutscene again.
I then ordered my 3 footsoldiers to Le Port, we waited for them, time for a fag and coffee, it's a long walk from Houdan.

When they arrived I moved them to a position amongst some bushes north of town and told them to go prone and wait for me.
I got my gunner and commander to disembark and join them there.
They were told to watch north.
Whilst they were doing this the T72 reported troops approaching from the west of town and he killed most of them with machine gun fire.
Two of them made it into town and one of them killed '6', my first casualty. :(
I crushed them both.
I positioned the T72 to watch that approach to town and told him to wait for me as well.

I went off to scout out Chapoi.
I followed the coast till I was south of Chapoi and then moved slowly north till I could see the town and its surroundings.
I saw a few M2 machine guns guarding the approaches from various directions, I didn't see many troops, but I didn't doubt they were there.
There were a couple of armour wrecks south of Chapoi, so, there had been a battle here earlier.
there was also a T72 standing guard near these wreck, it was facing north.
There was no more armour about, apart from a vulcan further north of town which I wasn't worried about for now.

I fired at the T72, it was damaged and the crew, ejected.
I killed them with a heat shell as they were running for town.
There was only 2 M2's that I could see well enough to fire at from here and I destroyed both of them with heat shells.
I moved to a position east of town from where I could see another 2 m2's well enough to fire at them, I destroyed them also.
There were a lot of troops either running around or crawling around, I used heat shells extensively to decimate their numbers.
Then I moved round to the west of town and took out more m2's, although one of them didn't blow up, but the gunner was killed.
It was eventually crewed by someone else, the second shot destroyed it.

I moved off to the fuel station just outside town to the west.
There was a whole heap of soldiers here, a lot of them were AT types.
There was also 2 m2's.
I got hit 4 times in the process of crushing them all.
Eventually I stopped at the repair truck which was parked there and repaired my tank.
I was also hurt so I stopped at the medical tent which was also there and got healed.
By this time troops had made their way from town to the fuel station and I had more crushing to do.
Once it went quiet again I went back to town and just basically crushed any troops I came across.
A lot of them were black ops and snipers.
I also went and found the vulcan and rammed it causing it to tip over on its side, the crew jumped out and I crushed them.


Now and then more troops turned up from....somewhere......and I was getting hit every so often, but, there was a repair truck in their compound that I stopped at now and then for repairs and also a hospital that I used for healing when necessary.
There was also a fuel truck and an ammo truck there.
I decided to visit Stamenov, I cruised around town for a little to kill any troops I saw then I stopped at Stamenovs HQ and disembarked.

There was nobody about to stop me, the ground floor was clear, apart from the black op waiting on the stairs.....I shot him.
The heard a woman pleading not to shoot, so I went upstairs....second room there was Stamenov prone on the floor and womens bodies lying near him.
I shot him, no problem, but decided I needed to get back to my tank, before his remnant army turned up.


More below.........


Planck
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 19:26:46
Back in my tank and almost immediately was hit by 2 RPG's or LAW's.
Found the troops and crushed them.
Now I know that crushing all these soldiers doesn't count towards your score, but really I wasn't worried about that. :)
I waited about for any troops to arrive, switching to gunner position when I could, but moving to driver when there were lots of AT types.
Eventually it went quiet.

Then a BMP arrived with some troops, I destroyed the BMP with sabot and was hit twice by RPG's, I decided to go for repairs at the fuel station.
Whilst I was there I destroyed the 2 m2's that I had left before.
I got back to town and there was a battle going on, some northern troops had arrived.
They had brought a vulcan with them, I did the same with this vulcan as I did with the first one, rammed it and disabled it.
I crushed any troops I came across....it went quiet again.
My T72 reported an Abrams approaching Le Port from his position, I told him to engage.
I watched on the map screen, they both passed each other and nobody engaged anybody.
Meanwhile, another bunch of northern troops turned up, as before I went about crushing again......I know just call me 'Crusher'.
I was in the process of crushing troops when Stamenovs remaining troops surrendered.

I decided to go look for this Abrams and deal with it, I found it empty on the road, it had been on its way to Chapoi when Stamenovs men surrendered, so , it must have been a southern tank.
So, I now had an Abrams to play with.
I ordered everyone to my position and I changed to the Abrams.
When everyone arrived I ordered 2 of them into the T80, the girl as gunner. :)
I ordered the remaning 2 into my tank and we set off for Chapoi again.
I did a quick run around town to crush any troops I saw and then I disembarked and boarded the repair truck and took it to the damaged T72, south of town.
I repaired the T72 then took the repair truck back to its parking spot.
There was a damaged Abrams and a damaged Bradley here too and I decided to repair the Abrams, so, after moving the Bradley, I got the Abrams out and moved it close to the repair truck and then repaired it.
I decided to keep this tank and ordered the commander in the other Abrams to disembark and get in again as driver.
I now had 2 Abrams, 1 T80 and 1 T72......with an option for a second T72 if I wanted.

Someone fired an RPG at the Abrams, but it missed and hit the repair truck, or maybe they were aiming for the repair truck, anyway it was destroyed.
So, there must still be some northern troops about.
I searched about, but only found 2 soldiers to crush, then I moved off to the fuel station again.
I got the commander of the T72 to disembark and board the repair truck there and told him to drive it into the woods away south east of town.
I got him to disembark and move to a location to watch for any troops.
I went back to town, disembarked and boarded the ammo truck which by some miracle wasn't destroyed when the repair truck was blown up.
I took it to the same location as the repair truck.
I went back to town and boarded my Abrams again.

I was just cruising around the town when someone reported a helicopter 'FAR'.
I ordered all tanks well south of town, parking amongst some trees and everyone disembarked.
We all moved off to the same woods that the ammo truck was in, I was hoping it had some AA Launchers I could use on this chopper if it came this way.
I got myself an AA launcher from the ammo truck and dropped the ammo for it on the ground near a tree, then I went back to get another round.
I waited by that tree for 10 minutes, nothing was coming, and I was about ready to order everone back to their tanks when the girl reported 'enemy hind 11 'oclock'.

Now, thay hind first targeted and destroyed the T72 south of town that I had earlier repaired, but never used.
It then turned its attention on the empty tanks parked in the woods where we left them......about 400 metres to our west.
The T80 was destroyed, before I could fire the first AA missile at the hind, I hit it and it moved off, but I knew it would come in for another run.
So I picked up my second round, it always takes about 2 to down a chopper.
I reloaded and waited.
It came in from the West this time and it didnt target the tanks it targeted and destroyed the ammo truck behid me.
I let it pass my position and then fired my second missile.
I hit it again and it started going down.
It was quite low at the time, so I didn't think any crew would survive an ejection, I didn't see any parachutes anyway.

We all went back to the tanks, except 7 and 8 (the medic), who I ordered to stay and wait.
One of the Abrams had a badly damaged gun so I took that tank and everyone else boarded the other Abrams and the T72.
The T72 was fully crewed, and the girl (5) was gunner in the other Abrams.
They moved back to town whilst I went to check the chopper wreck and repair my Abrams at the repair truck.
I didn't find any pilots and so I eventually went back to town and cruised about looking for soldiers.
I eventually found 3 soldiers which I crushed and I parked by the flag area and waited to see if more arrived.
'Unknown Man' was reported by 7, followed by 'I got him'.
I presume it was a pilot that survived the chopper crash.
After 20 minutes I decided there would be no more troops, I disembarked and got 4 to disembark and get healed at the hospital, he had been injured previously when the ammo truck blew up.
Whilst he was getting healed I got the change flag thing again. :)

I left everyone there and went to check out Cancon and La Riviere, both were empty and as they had no flags were not worth any further attention.

It was time to think about moving north to 'crush',,,,,,,,hehehehe,,,,, Andropov.


More next time folks.



"Crusher" Planck
Title: Re:Abandoned Armies
Post by: THobson on 29 Jun 2005, 20:09:13
Planck:

Your two wonderful posts have just saved me from topping myself.

Remember the cutscene at Dourdan where you are the only person that gets the ‘Climb Ladder' action?  Well I got a solution.  The bottom of the ladder is very near BuildingPos 3.  So as soon as the player goes into the building I create a Game Logic and move it to BuildingPos 3.  Then when the player gets close the cutscene starts and the player is teleported to the top floor.  Neat or what?  Works perfectly in the mission editor.

I just created a new pbo file that was to be the next beta version I was going to up load.  I played the mission from the beginning.  Vigny; Mountain lodge; Civis 1; Civis 2; Houdan etc.  Nearly an hour it took.  Then I get to Dourdan.  Up to the first floor (if you are British - 2nd floor if you are American) get to the ladder and there is no action to climb the ladder - and there is no bloody cut scene either!!!

Serious sense of humour failure followed.  I rechecked in the mission editor and another pbo file and I cannot replicate the problem without playing all the way through. ???

I am not a happy camper at the moment.

I must look at the Concentration camp cutscene - not good getting killed like that.


PLEASE reorganise your team.  I need you to.  I need you to test something.


Mikero:
So you got attacked at the first civi hut? - well you must have upset someone earlier.  ;D
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 20:20:45
Well........ummmm.......I finished the mission, I'm just feeding the details as I write them up.

I could always return to my last save and do some re-organising.

Any particular re-organisation you wanted me to try?


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 20:38:29
@Crusher

Looks like I'm wrong (like many things) about hardcore players not finding Thobson's easter eggs, first time thru.

You should have been 'entertained' by 3x sentries at both towns with no flags.

You don't mention visibilty. Has the rain made no difference? You only encountered one live tank (a T72) but for me, the rain gives an unfair advantage to the opposition, they can see me 30 meters sooner.

The decrewed southron abrahms came twitching from Cancon, my opinion? you were lucky not to encounter it on your journey. It would have 'seen' you 50 meters sooner if it were on stationary alert. On that point umm errr, i should know >:( >:(

@Thob
>well you must have upset ....

I have depbo'd your mission and am grepping all the scripts looking for the command exec ChaseMikero
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 20:53:04
@Thob

>ladder

If it helps at all (which i doubt), I have played this mission from Vigny to ladder depbo'd and the results are same, = no ladder.

>chased at 1st civilians.

again, if it helps, I went back (after I recovered my hair). I took a sneaky jeep path to where i 'thought' these vicious buggers would be found. Sure enough, they gave me the impression that their start point, game wise, was v close to the civiln's because there was a momentary lag on their part from inactivity, at-ease, to movement. As if i'd startled them into some sort of trigger action.
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 20:53:09
Quote
The decrewed southron abrahms came twitching from Cancon

I don't think so, I think it came from up north on it's way back to base after the 'boss' was killed by me.

If it had come from Cancon I would have noticed it before it got to Le Port.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 20:57:12
@Crusher

yep, should have put a ? mark instead of a statement of fact. I assumed Cancon (still do via a circuitous route), but I'm keen to know if other players are finding rain as devastatingly bad for play, as much as I am. It's particularly pronounced on any 'vehicle' that has zoom view. Sniper, Mgun nest, Vulcan eg.

edit:
rain and specifically rain, not 'mist', not fog, not overcast, rain.
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 21:08:12
Rain does cut visibility a bit, but I didn't find it much of a problem.

I didn't perceive that AI had any advantage because of it either.   8) ::)

I preferred low visibility, I found it helped me to get about better.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 29 Jun 2005, 21:13:14
Planck:  If you wouldn't mind it would help me if you would go back to one of your saves - the later the better, and reorganise your team.  Did Sergei survive by the way - it would be a better test if he didn't but don't worry about it.  Well actually if you could  send him on a suicide mission first.  I have no particular preference for a team configuration.  Just get your team to talk to you, several times.  Then you will know what I want you to do.

I now have a suspicion that as time passes things move on the map - we have seen things move vertically if terrain detail is not set to normal.  I think they move horizonatlly as well, so that over time whatever it is that causes the player to get an action to climb the ladder parts company from the ladder.  It may well be several feet away just outside the building by the time we get there.  If I am correct then after the many mission hours you have taken the action and the ladder should now be a long way apart.  So if you wouldn't mind - a trip to Dourdan from your last save would help me check that theory.

Mikero:
So you haven't found the script:

#keepTrying
~5
if (player == Mikero) then {KTB}
goto "keepTrying"

 ;D ;D ;D

Quote
If it helps at all (which i doubt), I have played this mission from Vigny to ladder depbo'd and the results are same, = no ladder.
Thanks.  Actually it does help - a lot.  It is consistent with my theory of objects moving over time.

This might screw up the peeping civis as well.  What a bummer.
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 21:25:01
Hmmmm.......in my next installment of the epic journey you will hear how, on the way north I tried the ladder again, except, there was no 'climb ladder' option any more.

So, it has disappeared from my action menu altogether.


I will have a play with my last save, the one before I attack the airfield........re-organise my team send poor Sergei to do it instead........alone.   ::)


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 21:25:37
Quote
I preferred low visibility, I found it helped me to get about better.

Oh, definately. It's about the only weapon in our arsenal against the odds. On V1.1 it was my best friend, but in 1.21 it has been my worst enemy. I played crusher (like you) against the airport, and, like you, had no real difficulty with visibility, nor the mission itself. It played similarly to you, only in reverse kinda thing.

But, on subsequent attempts both Chapoi, and Airport, where I wasn't lucky enough that most of 'their' armour had been scrunched, I was swiped off the battlefield before even starting. I'm crap in tanks, but not that crap.

I also encountered it at Chapoi, times two sessions, most of us armed as snipers, and the opposition just took us out long before, 5 to 30 meters before, we had any visual on them. I subsequently removed the rain out of the mission, and, although the fog and the overcast were just as visibilty-poor (and great because of that). This 'advantage' of the enemy dissapeared, we were about equal. The only thing I haven't tried as Thobson has, is NVG. If it really does make the difference, I'll have to find my favorite rock to go hide under.

Have also noticed that Chapoi is murderous. It's flies to flypaper stuff. The longer you stick around, the larger the enemy count. You can either rush in and take out the big bad general, real quick, or suffer assaults from every direction. This isn't quite as pronounced using a tank, because lots of nasty things to crush is basically what you want. You waited for them to appear from time to time, wheras all I could thing of was how to escape :D
Title: Re:Abandoned Armies
Post by: THobson on 29 Jun 2005, 21:36:53
Quote
So, it has disappeared from my action menu altogether.
Itis all falling into place now.   Knowing the problem and finding the solution are two very different things - but at least it is a start.

No need to reorganise now - unless you want to know why you weren't told about the woman.
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 21:39:18
I already guessed......... ;D ;D

EDIT:
With reference to the ladder problem.
Might it be that your game logic, or previously your trigger are in some way negating the climb ladder option.

It might just be coincidence that you place a game logic, or trigger close to the ladder, but, it might also have some bearing on the problem.



Planck
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 21:55:25
@thob

would a car blocking entrance achieve similar?
Title: Re:Abandoned Armies
Post by: THobson on 29 Jun 2005, 22:02:03
Mikero:
Quote
or you could get them to arm themselves from crates at the village and defend themselves
Of the previously mobile variety?

Planck:
Quote
Might it be that your game logic, or previously your trigger are in some way negating the climb ladder option.
I don't think so.  In the version you are playing the Game Logic is 999.8 m directly above the building.  You have to climb the ladder to get close enough for the cutscene to trigger (< 1000).  My way round the problem of not getting the action was to put the GL near the foot of the ladder.

The mental image I now have is that buildings have an invisible structure - the location of BuildingPos, actions to climb ladders etc and a visible structure and that over time these move apart.  This would explain why I also had difficulty going up and down the stairs in the building and why Planck - your woman was on the ground floor after the cutscene - but not before.  It is all beginning to make a sort of sense.


EDIT:
Quote
would a car blocking entrance achieve similar?
Not quite sure what you mean.  Anyway the road outside the door is a part of the route followed by the mg jeeps so I couldn't block it.

What I am testing now is - acually quite difficult to explain.  There are places in buildings called BuildingPos n where n is a number.  It seems that buildings and BuildingPos move apart over time.  What I am now testing is if I put a Game Logic at a BuildingPos will it move with the building or with the buildingPos.  If that makes sense. If the former I can think of a solution (ugly but it should work)
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 22:09:23
Buildings do indeed have an invisible structure, several in fact.
The main one being the Geometry LOD.
The Resolution LODs, of which there can be a few are the ones you see.
The building positions are in a separate LOD called the Pathway LOD.
The ladder start and end points are in the Memory LOD.

These things shouldn't really be able to move, as they are part of the overall building.......but you never can tell with OFP.  ::)

I think the woman just falls through the roadway lod down to the ground floor, much the same as being able to walk through walls at times.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 22:09:37
@Thob

friendly ai intelligence gains

knowing you're onto other things at moment, I now think it might be unnecessarily generous. My experience of it was marred because of terrible lag (my fault) and poor visibility. My people have never been that bad since that once only, one off.

It's either about right as is, or could be a little harder to gain. Most players (unlike me) seem to prefer to keep them out of harm's way for the early bits anyway. The gain is so quick (imho) that most players? wont have noticed that they dont all start as experts. It's a nice game experience and a very nice touch you added there Thob, I'd make more of it. Relative to the entire game time, it's less than 5% before they're savage.

edit:
>previously mobile variety

damn good idea. Another one of those player feedback things where she did the right thing killing them off in the first place.
Title: Re:Abandoned Armies
Post by: THobson on 29 Jun 2005, 22:27:53
Planck:
I knew I should have just asked you inthe first place ::)  Can you think of an easy way of checking if these structures do move appart over time?  I could report on the getPos of the building and the getPos of one of the Building Pos.  Can you think of anything else?

Mikero:
Quote
The gain is so quick (imho) that most players? wont have noticed that they dont all start as experts
I agree.  The trouble is that most of the things that raise skill levels happen early.  It is on the list to look at.
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 22:37:31
I can think of no way that any LOD from the model can move away from the rest of the model, it just doesn't seem possible to me, it is after all one complete model, it just has several component parts for different purposes.

I don't know either if any of your custom actions are somehow hiding the buildings actions in some way.
However you would expect that to manifest itself earlier anyway.

Emmmm.....anyway, its getting a little off-topic now.....someone call a moderator.   ::)


Planck
Title: Re:Abandoned Armies
Post by: THobson on 29 Jun 2005, 22:49:31
What's off topic about it?  I have a problem that I need help on.

Quote
I can think of no way that any LOD from the model can move away from the rest of the model, it just doesn't seem possible to me, it is after all one complete model, it just has several component parts for different purposes.
Can you think of any reason objects would move vertically?  Take care as you answer I have you covered - sorry wrong script.  Just take a look at the picture attached to reply 487 first.
Title: Re:Abandoned Armies
Post by: Planck on 29 Jun 2005, 22:56:46
Objects do move vertically, but this is more down to the terrain it is sitting on and possibly the detail level that is being used.

If the object is set on the ground in normal detail level and then you switch to high detail level and reload the mission, you may find the object has sunk a bit into the terrain.

It's just some OFPness.

EDIT: I was only joking about the off-topic.........sorry   ;D ;D


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 29 Jun 2005, 22:59:43
My money is on the cutscene trigger blocking the ladder action thob. Get rid of it for testing purposes. Or, if you tell me how, I'll test it for you while you do other thingz.
Title: Re:Abandoned Armies
Post by: XCess on 29 Jun 2005, 23:07:02
1000th post is MINE!!!! ;D

On topic. I'm going to try and play the mission WITHOUT the squad. as they shot me to death. I'll keep the medic with me as a mobile mash and nothing more. See if it can be completed without the lodge civs.
Title: Re:Abandoned Armies
Post by: Pilot on 30 Jun 2005, 00:03:51
I know you are busy with other problems, but I want to suggest something anyways.

@Red-tagged vehicles
One possible fix for these vehicles could be to write a script that, when the crew are dead or out of the vehicle, creates a similar vehicle on an outlying island, applies fuel and damage levels to it, and set it in the same direction as the original vehicle.  The script can then set the new tank in the position of the old one and delete the old tank.  The script can loop slowly, wouldn't require any global variables, and is a one time use script for each vehicle.  I don't think it would contribute to the lag very much, and it would solve a problem that is annoying at the least.  There are two things I an unsure of though: How, if possible, to transfer the ammo levels to the new tank.  And how, if possible (I don't think so), to set the damage levels to specific parts of the tank.

-Student Pilot
Title: Re:Abandoned Armies
Post by: XCess on 30 Jun 2005, 04:42:44
Haha. THob... you're gonna love this one  ;D

7:30 game time. Andrpov is dead.
So I decided to let the medic be at Le Port for now and waited until there was no sign of the Abrams... after having some fun with his tracks with the use of a mine. Didn't do significant damage as you'd expect.
Once the BMP and Abrams drove off (looking for the cause of the explosion i suppose) to the west (which is strange since a LAW could NOT have hit from the west.. the Abrams was on the east side of the chapel or whatever. I jumped in the Jeep and headed north to the airbase, with a little supply stop at LaT.

Drove up the east coast and parked in shurbbery just SE of the buildings on the airbase. Ran towards some trees and found a Vulcan sitting around so I hit it with a LAW and ran to a bush closer to the airbase. Out came a T80 a  Bradley and I think two squads of Infantry. Ilet them do their search for a bit until the T80 parked up right in front of my bush looking to the south. Crawled up and placed two AV mines hoping the crew would disembark. No luck so I made a made dash for my jeep.

Reached it with no trouble (thank god for fog) jumped in and decided to do a suicide run. Drove due east and too my luck there was an open gate. So I drove through and on to the road headiing to the buildings. Ran down about five people in one group half way there and stopped right next to one of the bushes in front of the building at  the end of the road. Crawled through the bush until I spotted some Black Ops and a couple of Spetz Natz. Shot them all in the head with my Bizon. Crawled about a metre east in the bush and looked at the tent where there were two Spetz Natz. Shot them to pieces with the Bizon and got the "Andropov is dead" voiceover.. strange... nobody ever mentioned his name yet  :P

Jumped back in the Jeep and went back the way I came.

I'm now on my way to Vigny to go see Tatyana and then to Houdan to see what Sergei has to say about the death of Andropov as he wasn't there last time I checked.
Title: Re:Abandoned Armies
Post by: THobson on 30 Jun 2005, 08:29:32
Mikero:
Quote
My money is on the cutscene trigger blocking the ladder action thob. .
I don't think so.  Let me tell you why.  To get the cutscene to trigger only at the top of the ladder is not easy.  In the version you are playing there is a trigger that fires when the player gets near the house and there is a Game Logic suspended 999.8 m above the house (in OFP terms this means 999.8 above the top floor) and all I do is fire the cutscene when the player is within 1000m of the GL.  (Why so high? - so that the whole of the top floor of the house is contained within the sphere radius 1000).  I ‘solved' the problem of having no Climb Ladder action by putting the GL at a BuildingPos that is located near the foot of the ladder - but this is in the version I have not yet uploaded.


Quote
Get rid of it for testing purposes. Or, if you tell me how, I'll test it for you while you do other thingz.
Thanks.  I have a test set up that I just need to run over night.  At the start of the mission I move a GL to the required place and I have a radio trigger that reports on the location of: the building; the buildingPos that the GL was placed at; and the GL itself.  Over time I expect the GL and the buildingPos to part company.  One very simple test you could do is: in the Mission Editor go into an empty map of Malden.  Put a single unit down in a town.  Larche might be better than Dourdan as it has many buildings of this type.  Check you can climb the ladders.  Go back into the street, leave it to soak for a few hours and then see if you can climb the ladders.  I predict you will be able to cliomb the ladders initially but not after time has passed.


XCess:
Your first post:
I am pleased for you (1000th post).  I believe doing it on your own should be possible - but quite a challenge.  If it is too easy I may need to make some changes.

Your second post:
Well you are certainly sorting out my continuity issues.  You are actually told about Andropov in the intro and in the briefing so I don't think getting a message about him being dead is a problem even if it is before you go to Tatyana and the lodge.  What might be strange is the absence of any mention of his demise in the dialogues there.  Sergei also is not a problem, he is a restless soul and goes walkabout a lot of the time.  How likely do you think your approach to this mission will be followed by others?  I can easily stop others taking this approach, but is it really necessary?


Pilot:
I have a very simple way of dealing with this mission - actually it is the way I deal with life the universe and everything - but that is another matter.  Being a bloke I can't parallel process but I do simulate parallel processing by using lists.  So any thought even if not relevant to the current discussion is good - if I can't deal with it then it goes on the list.  In this case: I agree with the difficulties you identify.  (1) I have not found a way to damage a vehicle by script that will only damage specific parts; (2) Ditto for setting the number of rounds.  One mag of HEAT adds 35 rounds of Sabots to a tank (and one mag of Shell adds 35 rounds of HEAT!!)  I don't know how to add smaller quantities.  But the big BUT is - are you sure it will work?  I have not tested it but it seems to me that it is not the original owner of a vehicle that determines its colour, but that it is associated with the model of the tank.  As I said I have not tested it but if you put an empty T80 and an empty Abrams on the map and then get into each I predict that the other tank will show red (maybe you need to put some of your team mates into the other tank first to make it live)



Planck:
As ever - I love your stories. Doing the write up after you have finished indicates an amazing ability to recall details - but I suppose at 3fps every step is etched in your memory.
Title: Re:Abandoned Armies
Post by: Bonko on 30 Jun 2005, 10:13:51
dunno if my experience is of any use, but the first time i played this wonderful mission i didnt get the climb ladder action, tried it several times, then i replayed the mission but i removed from my generic addons mod folder the editorupgrade175 and a few objects# pbos and it worked, still, the cutscene started on top floor but it ended on the ground floor.
Title: Re:Abandoned Armies
Post by: THobson on 30 Jun 2005, 10:21:59
Bonko:

Thank you.  That is helpful.  I have always tested this cutscene by starting Alexi just outside the building, but what seems to be happening is that locations within the building move over time relative to the building (I don't know if this is exactly what is happening yet but it does explain all known facts) so some of the re-location stuff doesn't work correctly later in the mission.

Do you recall at what point the cutscene moved from the attic to the ground floor?
Title: Re:Abandoned Armies
Post by: XCess on 30 Jun 2005, 15:30:02
First play through I don't think anyone will take my approah, unless they're dedicated to finding holes in the mission. I'm finding my approach fun anyway, and last night was the greatest piece of spec ops I have ever done.

>Andropov voiceover
The strange thing about it is Alexi hasn't heard about him yet... but then I didn't talk to ANYONE by that point.

I'll backup my save before I see Tatyana and go back after I've completed the mission and do it without any contact  of the lodge people.
Title: Re:Abandoned Armies
Post by: THobson on 30 Jun 2005, 15:52:58
It's a good test.  I did ask for someone to deliberately try to break the mission and you have found a couple of places I need to make some changes.  Many of the dialogues are dynamic in that they are different depending on what has or has not been done, but there is a limit to my energy to extend this to deal with the occasional delinquent player. So for example when collecting the second civis or talking with Sergei the dialogues will be different depending on whether the player has visited LaT or not and whether north and south are fighting or not.  These are reasonably likely possibilities.  Killing Andropov or going to the concentration camp before talking with Tatyana and visiting the mountain lodge are likely to be very rare (and shortly to become very fatal) occurrences.
Title: Re:Abandoned Armies
Post by: Mikero on 30 Jun 2005, 16:02:55
Quote
and shortly to become very fatal) occurrences

aw shucks, you didn't have to do that just for me. Eep!

btw, could you take out the code fragment that says

if mikero then Irena=isMarried;

edit:

>red tanks

found one thing that might interest you, Sergie can =WesternSpy / ResistanceSpy(eg)

Title: Re:Abandoned Armies
Post by: THobson on 30 Jun 2005, 16:17:02
Quote
Sergie can =WesternSpy / ResistanceSpy
I did spot those - after I had put Sergei in.  I decided to leave it because I have no idea what is going on in the background behind those units.  For example Civilians with weapons seem to attack anyone that resistance is not friendly with - but they don't get shot at back.  I was concerned there may be somethign smilar behind these spys so I stucjk with what I knew.  On a similar vein I can't define it fully but there is something different about the way Irena behaves compared with some of the others.  When I am testing she is often the odd one out.

I reall am sorry but Irena is spoken for - but if Erik gets the chop you might be in with a chance though.

Title: Re:Abandoned Armies
Post by: Mikero on 30 Jun 2005, 16:31:57
>Segei

as you know, I am no scripter and never intend to be. But you also know I'm taking a deep interest in the addons, how they're knitted into the classes. I can tell you that spywise, they point to a 'russian' picture model but have the characteristics, eg side= set to west east or whoever they really are.

Broken down, the derived class between a western soldier and a western spy is solely the model picture and, that they are only 'visible' to the editor via editor102 because it unprotects (unhides) them.

have had no luck changing a bmp to the resistance, dynamically, because I don't the commands to do so mission.sqm wise, but made a small 6 line addon that achieves it. Not what you want or need tho.

>Erik

I have other plans. I'm going to rescue Tatyana and marry her instead.
Title: Re:Abandoned Armies
Post by: LukieTee on 30 Jun 2005, 19:11:45
lol go for it so far ive been able to last quite long but i hang around after killing squads quite a lot so i keep losing half of my team.  ::)

btw im having loads of fun with this mission and it has inspired me to create missions because i never knew it was possible to get a mission of this quality made on OFP so thnks.  ;D
Title: Re:Abandoned Armies
Post by: Planck on 30 Jun 2005, 19:37:11
It was time to move north to deal with Andropov.

But first I went to Sainte Marie, nobody here except a few dead troops, a dead policeman and a police jeep.
I had just started back towards Chapoi when I got the message about all these civilians running from Chapoi.
Now I had forgotten to mention this in my previous posts.
I had killed all the m2's with heat shells previously and also killed a lot of the troops in town in a similar manner, I was then charging about crushing troops, when I got this message for the first time.
And indeed there were civilians running about and leaving town, I just left them to it.
I don't know why I got this message a second time, a redundant trigger maybe?

I ordered the other 2 tanks to go to the junction near the roadblock to Le Port.
I took my tank over to where the repair truck and the destroyed ammo truck were hidden amongst the trees SW of town in order to pick up 7 and 8.
I had just stopped when I could here tanks approaching.......yes, it was my other 2 tanks, instead of going where they were ordered they decided to follow me instead.
I ordered them again to go to the junction, this time they actually went.
I picked up 7 and 8 and we set off for the junction also.

From there we went to Houdan......clear still.
Next stop was Dourdan, the flag needed changing again so we hopped out changed the flag and hopped back in again.
We went to Arudy next, I dropped 7 and 8 off here so they could grab the repair truck and ammo truck I left here previously.
My flag was still flying here. :)
I left everyone here whilst I checked La Pessagne.
I observed it from the mountain south of town......my flag was still flying here too. :)
I next ordered the other tanks to the road junction for Goisse.
I made my way there also.

A word here about ordering.
I hardly ever tell others in my group to fall back into formation in order to get them to follow me, reason being, if you go too fast they nearly always get left behind and you get the constant 'where are you's?'.
I usually order them to a location then go there myself.
Similarly, if you don't tell your soldiers to 'wait for me', they will also keep asking 'where are you?'.

Once we all got there I ordered them to wait, I wanted to scout out Goisse.
I started out for Goisse but I hadn't gone more than about 200 metres when I could see lights coming up from below, so I pulled off the road and waited in the bushes for whatever was coming, whatever it was it wasn't going slow, so I suspected a truck or possibly a jeep, maybe two.
I switched to HEAT.

It turned out to be 4 jeeps.
I destroyed 2 of them and killed their occupants with heat shells before the other 2 drove off the road and the crews got out.
I merely switched to machine gun and dagadagadagadga.......dagadagadagadga........they were all dead.
I carried on to Goisse, I also ordered the other tanks there.
There were 3 or 4 of a garrison there which didn't take long to clear and everything went quiet.
After a while the silence was broken by a LAW hitting my tank, so there was a guard group about somewhere.
My other tanks arrived about this time, and they spotted a few and took care of them.
I eventually found the rest, including the officer and ...emmm......crushed them all.

We all waited for a little while, but nothing else happened.
I got 4 to disembark and I got out and we searched about the town, then I got the change flag thing again.
I had 5 flags now.
Whilst here I ordered 7 ahd 8 into the repair truck and the ammo truck, respectively, and ordered them to the Goisse junction.
Me and 4 got back in our tanks and we all went back to the junction too.

I knew it would take 7 and 8 ages to get there so, we carried on northwards, destination Larche.
At the Larche junction, I told the other tanks to wait and I went off to take a peek at Larche.
About half way down the hillside I found a nice vantage point from which to observe.
I didn't see anything much, no armour, 1 ural truck, and a handfull of soldiers.
I gave the soldiers a heat shell and steamed on into town.
I ordered the other tanks to Larche as well.
Cruising around town I found one soldier, prone, so I made it a permanent condition.
I couldn't find anyone else and by this time my other tanks had arrived.

7 and 8 reported 'ready', so I next ordered them to go to the lodge.
I and 4 disembarked and very soon after I got the flag change thing again.
Of course, the next town is St Louis, very close to the airfield and Andropov.
I had second thoughts about 7 and 8 so I changed their orders I told them to go to St Louis.
I would surely have it cleared long before they ever got there.

As I usually do I went off to scout out the town first.
It was a little disappointing, there was only 3 soldiers there, it only took seconds to crush them.
I suspect any other soldiers had gone off to fight elsewhere previously and maybe got killed.
I ordered the other tanks to St Louis and sat and waited.
When they arrived we disembarked and got the change flag thingamajig again.....7 flags now.

I checked the map to see how 7 and 8 were doing.
Instead of taking the junction to Larche and then on to St Louis, they had elected to carry on north and loop round the top and come into St Louis from the north.
This was going to take a while.
I went off to make a sandwich, some coffee, and have a fag or two.
I could have switched them to 'safe' mode and they might have stuck more to the road, but I left them as they were.

I positioned the other tanks to watch the east whilst I had my coffee and sandwiches......nice cheese. :)
7 and 8 arrived after about 40 mins and I got them to park and disembark and go prone.
I repaired my tank and re-armed.
I decided to go and check out the small hamlet on the far north eastern corner of the island.
I didn't expect to find anything, but you never know with THobson.
I turned left at the junction with the coast road and carried on towards the hamlet.
About halfway there...........whuuuuump......someone was shooting at me, and missed.....a tank.
I carried on.......whuuuuuump.....another miss.
I was just entering town when.......cruuuunch.....the third shot hit a building.
I slide to a stop in town and turned to wait, switching to sabot.
Nothing happened, no tank appeared after 5 mins.

I left town again and went south to climb the hill for a better view, I suspected it was near the coast somewhere, probably near the lighthouse.
I followed the hill tops eastwards for a bit, then crawled slowly north to peek over the edge.
Boooom......I was hit this time and my gun was slightly damaged, but I now knew for sure where he was.....the lighthouse.
I backed off again and went back the way I had come.......and back to town.

I now went north to the coast and follwed the coastline east towards the lighthouse.
Once I got close I noticed a Bradley also, so the tank wasn't alone.
I gave the bradley a sabot, but it didn't destroy him, probably only damaged him.
He started spewing forth troops.
I charged in and started crushing them.
I was chasing one when I noticed the tank, it was a T80.
I gave it a sabot and carried on chasing the soldier.
I crushed him eventually and turned to give the T80 another shell.
Immediately after he was hit by a LAW, probably intended for me, but it missed and hit him instead.
I gave him another shell and he blew up.
I was hit by 3 LAW's or RPG's before I managed to crush the AT soldiers.
I took care of any other soldiers then turned my attention to the Bradley which was attenpting to run.
One sabot took care of him.

My tank was a bit ragged round the edges now....it was time to get back to St Louis for repairs and re-arming.....I was also injured.
My gun was almost dead and one track was badly damaged.
I made it back to St Louis and got repaired, re-armed and healed......in that order.
I joined my other tanks watching east.

Next objective.......the airfield.



Planck
Title: Re:Abandoned Armies
Post by: Planck on 30 Jun 2005, 19:40:21
I'll be interested in your results for your building tests THobson.

Buildings that are embedded in a .wrp file shouldn't be able to move about like buildings placed via the editor.

But I await what you find out anyway.  ;D


Planck
Title: Re:Abandoned Armies
Post by: THobson on 30 Jun 2005, 22:06:38
Mikero:
Quote
I have other plans. I'm going to rescue Tatyana and marry her instead.
Just keep taking those pills. ;D
 
LukieTee:
Quote
btw im having loads of fun with this mission and it has inspired me to create missions because i never knew it was possible to get a mission of this quality made on OFP so thnks.
No.  Thank you.  That is one of the best compliments you could give.

Planck:
I love it.

EDIT
Now I am totally stuck.  I put a game logic at the buildingPos that is atthe bottom of the ladder.  I created a radio hint message that reported on the position of the GL, the buildingPos and the building itself.  I noted these postions at the start of the mission and then waited about 11 hours - and they had not moved.  What is more when I got the ladder I got the action to climb it and the cutscene started.  

Maybe the fact that I stayed in the vicinity of Dourdan was the reason.  Next test I will not start there but will arrive as I would in the real mission.


EDIT: EDIT:
Got it!!
If you exit and then resume the mission the location of buildingPos will have changed in fact they could be a looooong way away.  I was going to test it with a save and restore - but the buildingPos I was moved to was over in one of the open tents at Dourdan (yes that far away) that just happened to be occuppied by soldiers.  Now I know the problem I can fix it.
Title: Re:Abandoned Armies
Post by: THobson on 01 Jul 2005, 16:53:31
 [size=10] *****Get v1.22 here*****[/size]  (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-22.zip) [/b][/url]


Main changes from v1.21 to 1.22:
Bug fixes:

-YuriClone problem removed.  Houdan_WomanClone - pre-emptive action taken to prevent a similar bug.
-Dourdan, do not need to climb the ladder.  Changes made to try to ensure that Alexi and the woman stay on the top floor.
-All continuity problems (doing things in the wrong order) should now have been resolved.
-Resolved issues with certain environmental sounds.
-Fixed the bug that very occasionally would kill Alexi after the first cutscene at the mountain lodge.
-Alexi can now change the flags even when he is on his own.
-Flags cannot now be changed by a defeated army.
-Chopper scripts now operate correctly even if one of them has been captured.

NB:  There is a bug I cannot fix.  If you collect the first civilians using a truck and Alexi is not the driver when you return to the lodge then OFP will have set some other member of your team to be the formation leader.  I have tried but I can find no way of fixing this.  This is a problem with OFP


Improvements:
-The contents of the ammo crates at La Trinite and the contents of the ammo trucks in the convoy change to reflect the trade that is taking place between the two sides.
-There is less in the way of weaponry for the player to pick up at the start of the mission.
-Changed the weather model to significantly reduce the rain level after the initial wait period.
-Changed the parameters that determine whether one side will launch an all out attack on the other.  This is now easier to accomplish.
-Made some changes to the behaviour of the infantry garrison at La Pessagne to make them more attentive.  My first test of this indicates these changes have not done much - I am still thinking about his one
-Moved the signs at La Trinite to prevent AI getting stuck on them
-Reduced the number of triggers by using the same trigger multiple times and moving it according to where the player is.
-Increased the fuel in the tanks in for repair (from 0.001 to 0.005)
-Changed various parameters relating the creation of the sound of the wolf packs.
-The player is unlikely to get shot coming out of the concentration camp cutscene.
-Many of the soldiers now have incomplete weapons load out.
-Ammo truck at La Trinite removed.
-Reduced the fuel in the boat from 0.55 to 0.05 to discourage the player from using it.


Still to do:
-The main thing is to make a new endscene.
-Re-look at the weapons available in the ammo crates
-Re-do some of the voices: especially for the flag change and the voiceovers at Chapoi.
-There are many other environmental changes to be made of the type suggested by Mikero relating to the some of the buildings in the south.
-Change the story line around the civis in the concentration camp.


Things I am particularly interested in knowing about:
-How is the infantry at La Pessagne?  I think unchanged.  This maybe something we need to live with.
-How does the availability of weapons feel now?
-Are there now any problems with the Dourdan cutscene?
-How is the rain now?
-Any comments on environmental sights and sounds?
-Is anyone getting any crashes to desktop (CTDs)?  If so where and when and is there a pattern.
-If you are suffering painful lag then knowing your fps would be of great help.  There is a free download from fraps.com that will display your fps.
-Any other comments about what you like or don't like.
-The usual war stories.

Thanks again for testing.

I am trying hard to keep the list of Beta testers up to date (Readme File and endscene credits).  If you see any error please let me know.
Title: Re:Abandoned Armies
Post by: Planck on 01 Jul 2005, 19:07:41
I left my group in St. Louis and headed south, intending to swing round and approach the airfield from the south.
I made for the right corner of the perimeter fence crash through and stopped.
I scanned around for soldiers, there was a bunch over near the western perimeter.
One of them was getting ready to fire a LAW or RPG.
I gave them all the bad news and continued scanning for more.
There were a few more in the opposite corner from me, I gave them a heat shell and continued slowly north.

Two soldiers were near that lone building near the main entrance, I took care of them with the machine gun.
I continued slowly north taking out the odd one or two soldiers I came across with the machine gun.
Then I saw lights, 2 m2's hove into view.
A heat shell each took care of them.
I continued, another 3 m2's, I could only see 2 of them well enough to fire at, there was a BMP ambulance blocking my view of the third one.
I took care of the first two, the third one I got later once I had moved my position.

I could now see a Bradley behind the tank garage and fuel station, there was also a T72, a fuel truck, a repair truck and an ammo truck parked there.
It looked like they were in for repairs and re-arming.
I destroyed the Bradley with a sabot, but I couldn't see the T72 well enough to be sure of a good shot.
A couple of the support vehicles blew up shortly after the Bradley.
It was the repair truck and the fuel truck.
The ammo truck was still intact, so, I destroyed it.
The T72 was empty anyway, so I left it.

I started just cruising around crushing any troops I came across.
There was another m2 position on the other side of the complex, which I destroyed with a heat shell
I went to check out the T72 closely, there were a few troops lying on the ground there, so I used the machine gun to kill them.
Then I got hit from behind by a LAW or RPG.
I turned around he was near the airport buildings, I chased after him and hit him but he survived and ran off between the buildings.
I knew he was making for the hospital so I intercepted him via another route.
Unfortunately I also crushed another soldier in the process, then I got the message that Andropov was dead.
I hadn't actually intended to kill him that way, but never mind, thats the way things happen sometimes.

I had completely forgotten about my other tanks, so, I ordered them to my position and then went cruising for more victims.
I was just returning from the north area of the airfield when I was hit by a sabot.
It was the T72, someone had got into it and was shooting at me.
Two shots from my gun and he lost interest.
There was a hind wreck and a cobra wreck sitting side by side on the runway.
I presume they had collided at some point earlier.
My chaps arrived and we cruised about looking for victims.
I was hit 3 more times with LAW's or RPG's.
The other two tanks were hit as well but we survived.
I admit I was worried about losing the T72 as it isn't particularly strong.

We went over to the fuel dump north east of the airfield and took care of any troops there.
There were two m2's here as well, which were destroyed.
Also here was a fuel truck and a repair truck.
We all got repaired and then went back to the airfield.
We continued dealing with Andropovs troops as they arrived, they were mostly snipers by now.
After a few more minutes I got the message that the remaining troops had surrendered.

Mission complete.........game end........roll the credits


It seems to me that most of the armour was destroyed when Stamenov and Andropov went to war, otherwise it might have been a harder battle.
I'm sure I could have completed the mission without using the tanks, it would just have taken a little bit longer.
I didn't give anyone any weapons other than a primary weapon.......no AT weapons at all.
This was deliberate, I wanted to see how far we could go without AT weapons.
I admit I used an AA weapon, but that isn't quite the same, besides I wanted to save my tanks. :)

Speaking about the AA weapon........I notice from my statistics (attached below) that there is no mention of the hind I shot down.
I know I shot it down, it took 2 missiles, but I was not credited with the kill. :(

Flag changing.
Flag changing happened ok as long as you and someone else were not in a vehicle.
The flag change message came up and that someone changed the flag.
If you were the only one disembarked, the message came up, and a while after that the message came up again and then the flag changed by itself.
Other than the double message it was all smooth (not counting my 2-3 fps).

In the briefing, on the third page of 'Background' there is a minor typo:

'putdown' rather than 'put down' :)


I enjoyed playing this version just as much as the first version, this version in similar (of course), with added bells and whistles and improvements.
One of the very best missions I have ever played and definitely in a class of its own.
It is a different mission every time you play, it all depends on your actions and when you decide to do them.
There will always be people who try this mission and treat it like any other mission they have played, and they don't understand that it isn't like that at all.
There is no real set objectives that must be completed in any certain order.
You decide what objective you wish to do, if any, and when to do them, any consequences of your decision then follow on from that.
Some have complained about all the troops you keep spawning to throw at them, not realising that they aren't being spawned, they are all there on the island from the start.

All in all a great mission, I await the next version. :) :)

Ahhhh......no need to wait.....new version is here already.
I may take a small holiday first though.



Planck
Title: Re:Abandoned Armies
Post by: Planck on 01 Jul 2005, 19:18:37
And......emmmmm......Statistics: Part 2 and Part 3 and Part 4 ....all combined into one picture.   8)


Planck
Title: Re:Abandoned Armies
Post by: THobson on 01 Jul 2005, 19:23:47
Planck:
Well done.  Take all the holiday you want.

22 hours and 40 minutes!  So it was about 05:05.  You didn't feel like waiting for the sunrise then?

Thanks for spotting the typo - more like a spelling mistake on my part.

On the Hind you killed.  The only thing I can think of is that the two hits damaged it enough to stop it flying but it was only actually killed when it hit the ground.

Flag changing.  In the latest version the flag will change if Alexi is the only one there - so long as he goes to the flagpole.  I had better have a look at those multiple messages.

Thank you for the very full and enjoyable description and for your kind comments.

Title: Re:Abandoned Armies
Post by: Planck on 01 Jul 2005, 19:51:51
The pleasure was all mine.   8)


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 02 Jul 2005, 03:13:25
@Plank
Quote
It seems to me that most of the armour was destroyed when Stamenov and Andropov went to war, otherwise it might have been a harder battle.

afaik, only at Chapoi was it 'easier' for you. Unless you forgot to mention it, only concentrated smioing hulks were at Chapoi. The armour you met around the airport was, afaik, 'about right'. The last T80 should have come at you from the lighthouse, I think you said you eventually ignored it earlier on. As far as I'm concerned to defeat all that armour is pretty amazing, i'm dead, quickly. I was counting up the number of times your Godzilla was hit before being crippled, seems you got the hang of using those monsters. ::)

Again, afaik, Hobson reduced the overall Godzilla count in v 1.21 and certainly for me, it made it a far 'fairer' slog for a foot solider, and perhaps a little too biased to the player if he's able to capture one, as you did. Once you're in one of those, not even a T80 has much chance against you.

>@Hobson

>fixing the outro

why? Apart from a minor, jarring switch of music, I couldn't see a thing wrong  ???

Edit:
@Planck

Nah, I'm wrong (again). the fact that you grab a tank, any tank, is only a fifth of the story, you have to remember, preserve, collect, repair trucks as well. The tank alone makes no difference, it's the clever placement of support vehicles that's all important.

Title: Re:Abandoned Armies
Post by: Planck on 02 Jul 2005, 03:29:36
The T80 by the lighthouse I took care of before I went to the airfield.

It attracted my attention when it fired at me whilst I was exploring.........also its buddy the Bradley.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 02 Jul 2005, 04:18:27
My Planck! is that a gun in your pocket or are you just pleased to see me?
Title: Re:Abandoned Armies
Post by: XCess on 02 Jul 2005, 05:28:05
Went back to the path of normailty.. almost. Drove most of the way to La Passagne in the police jeep and it ran out of fuel on the winding hill to the east. So I got out took down a three man patrol in the town and grabbed two LAWs. Ran to an empty Vigny to speak to Tatyana and then went and did all the civilian stuff (after a very long run to the lodge)

I stole the BMP Ambulance from LaT and went to Houdan. I spoke to sergei and Alexi said "they trade, well that would explain a few things" or something similar (I had been to LaT already and blown up a few vehicles with a single LAW from the southron convoy with a single LAW... this was unmentioned)

I then drove off back to LaT to inspect the damage and lay a trap for the northrons. Turned out three vehicles were destroyed in the explosion, two Urals, one a Ammo the other I'm not sure wat the other one was... and a Vulcan. Damn lucky they were all so close.I put an AV and AP mine to the north for other convoy and drove towards the lodge.

Also Sergei spotted a Vulcan when we were leaving Houdan but it didn't open fire.. we also drove past a squad when entering Dourdan and I "crushed" the officer and drove on. I'm hoping they pursued as far as LaT but I doubt it.

Question: with only a Bradley and one Ural left will the convoy still operate? Or am I going to have to think of more creative ways to get the southrons to LaT?
Title: Re:Abandoned Armies
Post by: Mikero on 02 Jul 2005, 06:32:43
@Xcess

Wow! you finally got the police jeep out of fuel? I've never managed it so far, you must have travelled *extensively*.

@Thob

That reminded me: Apart from lottery counts on dead loons, eg how much gear they're actually carrying, I forgot to mention that most of the vehicles, almost all of them, are unrealisitically FULL. Imho, you should vary the gallons between 10 and 50% MAX. Frustrate the player by running out of fuel at the most inconvenient (and quite random) times. The randomness comes from not knowing how muych any specific vehicle has got. We do have fuel dumps (lodge) we have got fuel trucks. There are fuel stations. Part of the magic to recall where all this stuff is. Detail detail detail. Part of the magic to NOT destroy *a* fuel station (or truck) as part of the players strategy.

As it is now, with many of the border towns having a truck of some sort, we end up with too many of them. We should get one from Arudy, use it a bit, then NEED to pinch the one at Dourdan (eg). Notr forgetting MacGuba's famous quote that all he wanted to do was borrow one,  make us need to borrow many.
Title: Re:Abandoned Armies
Post by: THobson on 02 Jul 2005, 07:20:26
Mikero:
Quote
>fixing the outro

why? Apart from a minor, jarring switch of music, I couldn't see a thing wrong
I think the start is naff.  macguba's repeated suggestions to show the family is a good idea I haven't got round to yet.  All the static shots are of locations, and LaT features a lot.  In my last run through nothing happened at LaT.  I have in mind to use specific dead armour units as the focus for the camera.  I might get some strange shots, but I would at least be showing where the action is.  All very early ideas.

Fuel:  You are quite right.  This was something I overlooked when I put many of the vehicles in.  In the first version the jeep at Vigny only had enough fuel to get you to the lodge plus a bit and all the vehicles at the civis huts had random amounts of fuel.  These vehicles now do not feature significantly in the play.  I also had zero fuel in the vehicles at LaT - but changed that.  There are barrels at the lodge also so having vehicles pretty full there would be okay.

The lack of fuel gauges in the vehicles made reducing the fuel in them feel a little unfair, but I suppose the player would learn to be always on the look out for opportunities to refuel.


Xcess:
Quote
Question: with only a Bradley and one Ural left will the convoy still operate? Or am I going to have to think of more creative ways to get the southrons to LaT?
It may be unrealistic, but even if it is down to one serviceable vehicle the convoy will keep running.

By the way - forgot to mention it before.  Getting Andropov and getting away with it so early on is an impressive piece of stealth action.  Especially as I specifically tried to make that more difficult by closing up the open gates in the fence on that side of the base.


Title: Re:Abandoned Armies
Post by: XCess on 02 Jul 2005, 07:24:32
Edit: THob.. you were posting as I wrote.

Quote
Wow! you finally got the police jeep out of fuel? I've never managed it so far, you must have travelled *extensively*.

From Vigny to LePort (via LaT) To the aribase and back to La Passagne... I think that was it.. still some journey I spose.

Right now I'm pondering my options. Start working on the leaderless northron army or investigate Chapoi to find the status on the convoy (EDIT: maybe not the status) and possibly eliminate Stamenov.

Another question: does killing the leader of an army effect how their army operates in any way? do the convoys still operate? Do they still search for you? Do they fight as well?

EDIT: the gate's were open on the east side. But I was planning on running them down anyway :p although I was pretty proud of the distraction/mad run/stealth tactic ;D
Title: Re:Abandoned Armies
Post by: THobson on 02 Jul 2005, 07:35:01
Quote
the gate's were open on the east side. But I was planning on running them down anyway
Maybe I didn't close enough of them.

Things do change when a side has lost its leader.  For me it has only ever happened so early on when I was testing it and killed the leaders by radio.  I would be interested in knowing how it will play in a real run through.  I don't think the mission will be easier (translation for the non-Bits amongst you:  I think it will now be very difficult) but I might be wrong.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Jul 2005, 10:21:45
Quote
Maybe I didn't close enough of them.

HA! the one you've currently left open is spiteful! They attacked me up the rear by coming thru it. so I'd keep that one as is!!!!

Also, you might recall in version 1.1 I tried the trick of crawling on the beach side (because the gates were mostly closed) got close enough to the hospital to smell Andropov's bad breath but could do nothing. Eventually ended in a hopeless corner against the wire, no where to go and all gates closed. So, I'd keep it pretty much as is.

Xcess is just being a thouroughly troublesome player. Wish I were as good.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Jul 2005, 15:40:36
woooo here goes.

Hope others enjoy reading my travelogue on this new version as much as I have enjoyed reading there's.

Version 1.22

Ofp 1.96, bench 5685, no super ai, but using dxdll (coz I want to)

Hi Ho, Hi Ho, it's up the cliff we go.

Have taken my pillz and I'm going to rescue Snow White (Tatyana)


Readme:

Just one of the best. Considering the depth of the mission, this readme, and it's style, is a must. It is a must read for new players and I don't know how, you can encourage them. Perhaps on early deaths you could say , read the readme?

typo

occoupied

you team=your team

this mission TOO is fairly unusual.

intended TO convey

Quote
all fuel stations on the island, except those guarded by the soldiers, contain no fuel.

not true. LaPessage. Dourdan.

Quote
Don't rearm them (see above) repair them and then drive away without refuelling.

it reads ok now that I understand it, but two scans of this left me the idea that i should NOT refuel them.

>
Quote
I have found no way to fix this.


(except by disembarking all and reloading as driver)

>Team resequence

Quote
and they will talk to you while you do it.
(It would be a good idea to do it at least once, to pick up verbal clues)

---------
Overview:

Immediately good picture. An instant 'oh dear, what's THIS?'

First text line tells the player, THIS mission is unusual. AMERICANS victimising the population? Oh so the Russkies are the good guys? Nope.

I quibble, and it is only a quibble that could be wronger than right that the word Renegade gives player impression REAL US troops (or Russians) will come to the rescue. These guys (for me) ARE russian and US troops. Perhaps it's simply I think you give too much away by saying it. A small thing worth ignoring.

Intro:

I have not detected any differences here since 1.1. It remains superb. With music score synchronised perfectly to what's going on. The burn scripts of Chapoi are marvellous. The use of double centred text (two sentence kick) is excellent. You've no sooner digested 1st sentence that it's corollory kicks in.

I have a small suggestion here re the killing of three troops. I always consider these things cheesy, over-dramatisation. Personal dislike. Since Stamenov is the nasty bugger killing officers, this is, precisely what should be shown here, except with a twist. Only an officer gets shot, preferably a Russian one (to counter percieved bias against nato). The remaining two loons, grunts, join Stamenov's lot. For that, I would also change Stamenov to a handgun. MUCH more personal. It's not too important here whether it's northron/southron because no player yet knows the nitty gritty, but it will gel later as a memory jog.

For me, Thob, the master touch to all this remains the 'fiction' statement. Nothing for me could make it MORE authentic. And for all of us, in the recesses somewhere is that vague recall of the Iranain Boeing being shot down. The plausibility of what's happened, is escalated to 'real'.

Briefing:

The selection tab voiceovers are god awful impressive aren't they? There's an immediate impact to the player that this mission has a bit more than expected, a whole lot of bit more. Just a master stroke to do this, a simple thing, and yet the result is powerful. Noted the care to only trigger once. Nice touch, because many players will hit the reload button to get what they missed. The ones that don't haven't "caught on" to what they're up against with this mission, it's not going to be another shoot em up kiddo. They will die shortly, and aren't worth tears if they can't learn, or worse, don't want to.

notes:

typo Resistance

Background

typo Stamentov, anropov

A really well put together, reasoned, believable, scenario.

Current FPS 35

Me: Expert.

Hi ho hi Ho...... where's my pillz

Title: Re:Abandoned Armies
Post by: THobson on 02 Jul 2005, 16:36:13
Quote
not true. LaPessage. Dourdan.
Really?!  They have their fuel cargo set to zero just like all the others. I will check.

Intro:  You are correct.  No changes from previous version.  I take your point about only shooting the officer, but that is Stamenov and it is Andropov I am introducing at this point.  Stamenov already has the hanging.

Prompted by your comments I copied the readme and the briefing into Word and did a full spell check - what a revelation!!  and I have read this stuff hundreds of times.

Some things I can't take credit for - the one shot at the sounds in the briefing for example - this is standard OFP, but it is good.

You want resistance capitalised?

Quote
Me: Expert.
I actually set Alexi's skill to 0.1 at the start but the game ignores me.

The Iranian (I thought it was an Airbus) being shot down by U.S.S. Vincennes was in deed part of my thinking, and have you checked where east of Sakhalin is?

Quote
Have taken my pillz and I'm going to rescue Snow White (Tatyana)
That and marry Irena - I think I need some of what you are on.



EDIT:
I have just checked the fuel stations at LaPessage and Dourdan.  I could get no fuel from them - and what's more the one ar Doudan had been destroyed.  Was this a wind up - or does fuel come back to these places?
Title: Re:Abandoned Armies
Post by: XCess on 02 Jul 2005, 17:20:02
I think he meant they're guarded by soldiers yet have no fuel.  ???
Title: Re:Abandoned Armies
Post by: Planck on 02 Jul 2005, 17:23:29
I just remembered something I was going to mention in a previous post, but I forgot.   ;D

I reloaded my last save and tried the re-organise team dialog thingy.
Nice, got lots of info about many things including the attic woman.

I didn't re-organise anyone, I just cancelled out when I was finished, however my team had now forgotten their previous orders.

I had the truck drivers out of their trucks, prone on the ground, watching east.

The 2 tanks were also watching east.
Everyone was in stealth mode and they were all told to 'wait for me'.

However after I finished with the dialog, everyone was asking 'where are you?'.

They were all in safe mode, the truck drivers were in their trucks and they had their lights on.
And everbody was watching no direction in particular.

No big deal, just thought I would mention it.   ::)


Planck
Title: Re:Abandoned Armies
Post by: THobson on 02 Jul 2005, 18:06:05
Planck:
That's the best I can do I'm afraid.  I don't want to do a lot of complicated joining and re-joining when you select someone for the team so I keep it simple.  Going into the reorganise all the team join grpNull and then all rejoin when selected - or at the end of the script.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Jul 2005, 18:06:24
@Xcess. Yes.

@THob

Airbus, sorry. The thrust being it's a dim but known recollection for many of us, making the scenario only too real.

Resistance. Yes. As in Nato, Russian, Resistance.

East of Sakhalin. Yup, and a 'Korean' shoot down too (which is I think your meaning)

-----
Vigny to 2nd Lodge Cutscene.

great use of hint.

Slight sound of motor running, spin round, hmmm boat. In I get.

Wow, the rain. Turn on light, swing about a bit to see what's what. Good grief. You want me to climb up that! Keep swinging, looking for nasties in the gloom.

Oops fuel is badly bad, Out of this tub, quick.

time 6:30ish raining hard, sound of rain is gorgeous, comforting. Convinced a nasty or three is in the next bush, or three.

I think I found every log to trip over on my climb to the top. Eventually get to the fenceline and find no way thru. Man this is tough.

Check map. Yep, this is where I should be.

FPS a steady 12.

A lightning flash startles me, lights up most of the ground, and I'm tripped back over the edge, sigh.

Buildings look like something from Alfred Hitchcock. It's not overly dark, campfire spotted.

Took 3 nasties out before they armed up. Three x headshots. Lucky.

Grab M16. Oh NO! one mag? God, I'm in trouble.

Immediately load 2 of them into police jeep and grab binocs with voiceover. Noticed I can get extra mags from each of the M16's if they're in the jeep.

Tatyana Cutscene: Fps 10..13

Hmm looks like I won't be marrying her after all.

Took out 2 laughing nasties, grabbed their weapons for jeep. Tatyana voicover. In deep trouble with this poor weapon count. Decide to hold out, race to back of barn, hoping something's in haystack. Nothing, voicover 2 dead soldiers. Checked truck, it's an undriveable wreck.

Move to front road to check if I can race jeep down road. Nope 5 loons coming up. Took out first, a red flag, another 2, then hunted remainder who are circling village.

Voicover "man left here" as I come back into town.

whacked two as they came over north side of village. Oh thank you nvg AND xms.

Whacked what I hoped was last one (the sixth! damn it), red flag, center of village.

Voicover, woman.

FPS a nasty unpleasant 6 to 9 causing lag staggers

Getting terrified now, I race as fast and hard round the 6 bodies collecting everything I can. Convinced an even bigger group will be on to me. Get away in jeep, drive towards LaP. Even more terrified because I'm checking map, where the hell is the lodge. I park at top of LaP. Use Nvg to spot two on patrol near fuel depot. Down they go, quickly. They appear to be more alert than other times.

Another loon on eastern side wood building, one more dead centre of roadblock. Last one, possibly from patrol or cargo nets as he runs across road.

Voicover on dead bodies.

FPS around 10 and bearable.

Flag change, extra savegame. And "we've arrived" is a little incongruous. I would not allow flag changes at all, until i meet some of the team. It makes no sense for me to do so, alone, before I get the plot. Worse, it's a lost experience level for the squad.

heal myself at tent. I was hurt in fjord.

Rather pleased to find a fully loaded RPG. Cant load more weapons into jeep, thinking of using M2 jeeps as mules but drop the idea. I've hung around too long. Mark LaP as having ammo on map

Take off up road and stop by wooden building when i see a white body near it. Get voicover. Still certain something nasty is coming my way. Fog is negligible, rain isn't there, and it's sunrise 7.am Mark hut has having ammo on map.

Get to bus roadblock, voiceover, as I'm out sniffing about, the mosquito jeeps swing by. Fortunately, I spotted their headlights in the sky and had time to hide. I'm no match against four of them.

I check hut.house towards lodge. Nothing noted.

Raining hard, tremendous lighting flashes.

Navigate my way on map and compass, have a little trouble, but get there. Spot flash from a gun then a halt or I'll shoot. I think I was subconciously looking for it, the flash was not noticeable, nor it's noise.

Great cutscene. (FPS 13) Always admire the Tatyana bit because the visuals appear to be the story Alexi is SAYING. Very understated, not maudlin, and bloody well done.

Spotted Barn, Radio, and medic cabinet. Nice touch, because we have no medic.

Sigh, I'm in love again.

Last bit remains marvellous, where they join me, and I'm an officer in the resistance HA!

Swing them all out of safe mode, arm them all up. God we're low on ammo. Irena gets the xmm, i get the hunting rifle. Move out and get message to check radio. Move in, get radio message, and off we go.

I have no need to reorganise team as my weaker players are at back. I test it anyway, and am scheming schemes to have erik 'disappear'. Am forming plans as-i-go to arm people up with machine guns, if i can. Either way, my heavy duty dudes go in front. But I might give Irena #2 spot later, she's a bitch.

Karl: Veteran
Ruslan: Rookie
Erik/Irena: Novice

Drive to civilians was uneventful. No sound of choppers. Music CD is wonderful.

Cutscene kicks in. Comment: all cutscene with the fadeins are great. Good technique there, it fades in, and I, exhale out.

No dead body at hut now.

I wouldn't worry about the voices Thob. Both male and female English voices are pleasant to the ear. They aren't naff, except to you.

Danek: Expert
Ruslan: recruit
Erik/Irena: rookie.

All of this is much too fast, we have yet to encounter a firefight.

Am torn btwn arming up Irena with a 47cz, or leave her with the xmm with one mag. Discretion better part of valour. The civilians would be shredded if we encounter something.

Uneventful trip back FPS dropping, occaisonally from 13 to an unpleasant 9, using truck.

2nd lodge cutscene. Fps a steady 13, dropping to 11 at start of each voice.

"desperate to hide" this has always jarred, it seems so niave considering Alexi has stumbled over so many bodies. Perhaps a "why or who is killing all the civilians" would be better?

Danel/Yuri: experts
ruslan: veteran
erik/irena: recruits

this is far too quick.

I reoragnise team to put my expert members as #2 and #3

I'm off to the 2nd civils and if I have to, am going to marry one of those mad-woman this time round. Someone has to love me.

Title: Re:Abandoned Armies
Post by: THobson on 02 Jul 2005, 19:33:25
Jee  and I thought I had nearly finished.  That is several new things now on the list of things to change.

My only comment on your progress is:  You got injured in the fjord!!
Title: Re:Abandoned Armies
Post by: tudders on 02 Jul 2005, 21:02:07
Totally agree with Mikero on the experience of the team.  I left all my squad at the hut and went to get the two groups of civilians and sergei.  Just picked up Sergei and all my group are experts with the exception of one who is a veteran.  

Total shots fired by my team = 0
Total bodies seen by my team = 0

And yet they are now a hardened bunch of killers  ???  Is it possible to only give the team experience if they get within a certain radius of the dead bodies rather then levelling up based on what you've seen?  Or is this hard/too cpu intensive to be worth it?

Anyway thats my two cents and now im off to check the ladder  ;D

Oh, and how do you re-organise the team?  I bring up the menu and click on the list for a voice over but dont no how to do anything else.
Title: Re:Abandoned Armies
Post by: Mikero on 02 Jul 2005, 21:06:33
>injured in the fjord?

blush.

It's ALL YOUR FAULT. the bloody boat you provided me with so generously, moved away from shore, I nearly drowned, and what to you care, sob.

Secondly, that BLOODY LIGHTNING you so generously provided me with to light my way, blew me off my feet (well ok, I toppled backwards), and sprained an ankle or whatever. YOU try thinking romantic thoughts and schemes and plots and things with all that to contend with!

----------

2nd civils to Sergei (basically)

Sound of chopper as we leave lodge. Am using civil truck because it no longer has ghosts.

It's worth noting that I know of a safe route down to them, and the last person I'm going to tell is that bloody author, because we all know what he'd do.

It's a wonderful Pandora's box at this point in the game, because the vectors are Arudy/Larche to check things out, particularly the strength of your squad, and sheer curiosity about the nasties and what their border towns look like. The map, is very appealing. The other vector is to go back to LaP. But most players will have convinced themselves by now that the west-area is dead and dull having already been most of the way for the 1st civils. Arudy-> Houdan, or 2nd civils-> Houdan, is the most likely vector. Most will go to civils because there (should be by now) an expectation of a firefight, there, or close by.

It won't matter how many times I play this mission. This is the jump off point to make all sorts of different outcomes happen. I'm picking civils because I'm severely worried about my weapon count, I'm hoping to find a stash there, and, for sure, this single change Thob has made, has altered gameplay markedly. I hope the rest of the mission remains one desperate scramble to keep the weapon count up.

God damn, wet myself near the civilian hut. The wolves cut in. Shuddup yer buggers. Have a bone.

Cutscene happens while I recover. Info content is that Trinite is busy, and non-existent 3rd civlis I'm going to check T3, because we're so close.

Karl/Yuri; Experts

everyone else: Veterans,

Wolves stop. fps dropping to around 8 as we move into forest.

Wolves start up again on southern side of Trinite. FPS bad at 8. Run smack into the southron convoy as we move into town, take out what i can x 3 rpg, but it's all over.

restart.

snap Bradley. run away. Vulcan comes after us, pop  him. Irena gets lone grenade guy. 8 safe at lodge

all experts: except medic (veteran)

fps remains hovering around 8 throughout

get #7 to pickup ak+grenades (phew), order them all away behind boulders I crawl in a bit towards T3 and start taking out single loons as I can, rest of squad are lying prone behind boulder, Northron armour turns up 100 meters near them. Bradley's T80's vulcans, eeek! Get Irena to pick up an m16 near my position. I use up my last rpg against a vulcan, which draws other armor into me at T3,  pick up only other full rpg to be found, i double back and we scream out of there towards lodge. Running our fat little legs off. Stop halfway up, I just *know* that bloody author will have something circling above the ridge , not going home to base, too deadly.

Re-organise squad a bit to get strength up front and survey options. Love the voiceovers, never tire of them. Not fussed that there's a bit of jiggling and poking after you change squad order, it's mildly irritating, but nothing against the power of being able to do this. You just have to 'learn' to do this stuff in quiet times. Anytime else is suicide.

The fps are too low to go back to T3 so I decide on a walk towards Dourdan, away from the armour anyway.

fps drop to around 6 as we near Dourdan. I take out 2 patrol soldiers, another in tent. My squad take out remaining three as we rush in. Oddly, the lag isn't too bad. Wolves are howling again. My hunting rifle dangerously low in ammo now.

Get #2 armed with rpg, #3 with a precious PK and others a little better. flag goes up and we're now all experts. Voicover on dead bodies.

Race for truck, head out WEST. Thought so, bullets coming at us from east. we got away a few seconds safe.

Park up at mountain top and have a look at our weapon count, start to re-organise. I intend whacking Dourdan again when it's retaken, and move on to Houdan for the womens's promise.

My precious truck has the ammo we need, phew. We move overlooking Dourdan, a chopper changes our mind, we end up in Doudan, in time to take out three soldiers on the road east. Never encountered them this early before. They normally make an inconvenient appearance just after cutscene.

Cutscene. Sergei joins us.

A quick save and I want to check what else might be on that east road. No time to re-organise team.

Eek! Remnants of convoy are coming down from Dourdan, two trucks. Immediately hit them both with rpg. Very bad idea, one was an ammo truck, Retry, whack troop truck. That's a dozen loon or so that wont be troubling us. My people take out driver of ammo truck. CHRISTMAS. Board everyone in truck, i take ammo truck and we race to western beach then back up into mountain ridge overlooking Dourdan (damn I've given the author a 'safe' place) It wont be next version will it Thob.

Arm all my weaker people with M21, plus me. Give sergie an M60 to play with, and xmas presents all round. I don't know where 2nd troop truck went, maybe I took them all down in T3. But anyway, glorious sounds of pounded tanks, via chopper is happening T3 way.

Reorganise sergei up in my strong front and get the message to go to old lady hunting.

Suits me, just fine

Fps building to 12. Time 8:45am

Time for bed. I shall dream of marrying that old lady, after the pillz.

Title: Re:Abandoned Armies
Post by: tudders on 02 Jul 2005, 21:20:49
Arghh ctd when trying to load my retry point.  Generates this lovely looking error message:

Error 'No entry' at '/GameState/Variables/Item119/Data.value'

Looks like im not off to test the ladder, although i was looking for an excuse to restart as i let one of the troops guarding tatyana slip away  ::)  Nice to see they now have eyes though, they actually attacked me before i attacked them rather then standing around blinking as you hit the guynext to them as in v1.21.
Title: Re:Abandoned Armies
Post by: THobson on 02 Jul 2005, 22:06:34
tudders:
You have just been hit by the large savegame bug.  Are you running ECP or somesuch?

The solution to is this:
Rename your latest save game to protect it.  
Start the mission from the begining (don't worry it is not for long).  
Alt Tab out and rename the save game back to what it was
Restore or Load the save game depending on whether it is an autosave or a save file.

Better still avoid those big add ons with this mission
Title: Re:Abandoned Armies
Post by: KyleEasterly on 03 Jul 2005, 06:12:57
I encountered a problem with the latest version...

Went up the fjord, killed 3 soldiers in Tatyana house, talked to her, she runs out, gets shot. Kill 2 soldiers, grab AK from one of them and haul it, blazing past roadblocks and convoys until i reach the mountain lodge.

Join up with them, listen to radio, tells me to go to the house in DD47 i believe? (just down the road some). I go there, get the civilians in the truck (im pretty sure), and drive back to the lodge. Get out, and nothing happens, the civilans and armed man still follow me around, I tried getting back in the ural and back out, even driving out a bit and coming back in, and disembarking. Tried going inside the lodge (ruined building with radio), and nothing.

I reloaded and managed to crash the game, but that was DXDLL related, rebooting now and I'll try it again from my save (right before putting my group in the ural at the lodge)
Title: Re:Abandoned Armies
Post by: XCess on 03 Jul 2005, 07:38:35
Ural? I thought it was a Pv3s? DxDll related crash? huh? ???
Title: Re:Abandoned Armies
Post by: THobson on 03 Jul 2005, 09:18:23
Quote
Join up with them, listen to radio, tells me to go to the house in DD47 i believe? (just down the road some). I go there, get the civilians in the truck (im pretty sure), and drive back to the lodge. Get out, and nothing happens, the civilans and armed man still follow me around, I tried getting back in the ural and back out, even driving out a bit and coming back in, and disembarking. Tried going inside the lodge (ruined building with radio), and nothing.
This is totally weird.  Let me describe exactly what should have happened.  
-After listening to the radio at the lodge you drive off to the hut.  It is actually at Dd46, but that doesn't matter.  
-As you approach the hut you get a fade to black, and a cutscene with Alexi standing outside the hut.
-At the end of the scene the soldier and the civis in the hut start following you around.
-If you get in a truck then they will ask you to wait and then they will get in as well.
-Once they are all in they will tell you.
-You then drive to the lodge - on getting close you will get a fade to black and then you will get an overhead shot of the truck with people getting out.
-Then another cutscene will start during which the civis run off.
-At the end of the scene Yuri (the soldier from the hut) will join you.

So that is what should happen.  At what point does your experience diverge from this?  Did they tell you they were in the truck for example?

Did anything strange happen on the way back to the lodge (I am clutching at straws here - did you do a save and restore? exit the mission and come back in again?)

What is really puzzling about this problem is that the whole thing is done with one script, the code that gets them to follow you around is also the place where the check is made to see if you are near the lodge.

I will now go and ponder the code to see what could be happeneing.

What is DXDLL?  

EDIT:

Can you remember if the destroyed wooden building was still there?

Title: Re:Abandoned Armies
Post by: XCess on 03 Jul 2005, 09:34:19
Quote
What is DXDLL

Oh THobson tut tut... DxDll is Kegety's masterpiece! the greatest mod addon or whatever you want to call it for OFP. It adds postprocessing and reflection effects to OFP.
Very beautiful. I recommend you give it a try.

Search opFlash.org or ofp.info for the author or his masterpiece. You'll appreciate it muchly.
Title: Re:Abandoned Armies
Post by: THobson on 03 Jul 2005, 09:45:10
Ah,  this is the file Mikero sent me and I keep meaning to try.

I am steering clear of all of this sort of stuff at the moment.  I want to be absolutely sure that if there is a problem with my mission then it is not down to any addons I am using.

Does it correct the problem in standard OFP where the sun, the lens flare and the reflection of the sun on water do not line up?
Title: Re:Abandoned Armies
Post by: Mikero on 03 Jul 2005, 11:03:14
>dxdll
>Does it correct the problem in standard OFP

It uses the prepocessed buffer of the video card, the one , just about to be discarded, and re-inserts it back into the video stream. The effect of this smeared, but smooth, streaky NVG, *very* appealing, much more what nvg should look like, with smears of lights as you move around. Aurora Borealis stuff.

Same logic also allows for reflective water, which part way answers your question.

Because the already processed video image is re-inserted, there's less work for the cpu<>video to do, ie the card is not ready for another frame. Technically, the cpu isn't keeping up with newer patterns. Newer movements tend to be masked by older time-1 objects. But this generally reduces lag (in your mission true, in others, not so)

Only problem so far is with very high lod counts. As far as you are concerned though, you are quite right, it would be foolish for the author to include it.
Title: Re:Abandoned Armies
Post by: Mikero on 03 Jul 2005, 14:08:15
Dourdan Revisited

Moved my troop and ammo truck up closer to Dourdan, western side. Given the chance, I want to get that ammo truck back to the Lodge.

FPS around 9 and sluggy. No real enemy activity. I can only assume there's huge fights going on out of sight and sound.

Red squad of 5 with flag carrier on north east corner of Dourdan. Down they all go. Retry involved because I shot a 'red' soldier. You can guess who that was. (Interesting, my team did not shoot me). Beginning to think 'Resistance spy' might be a v good idea now. A very good idea and possibly only a minor tweak needed by Thob.

Flag changes back to us. Move into building.

BRILLIANT. Best scene so far Thob. A clever use of fade in here.

Pregnant woman fits perfect. There is no reason to move her anywhere (except possibly back to Larche). Explains lack of need for a medic, brilliant.

Had impression, previous dialogs, that this was an old woman?

What a GREAT wobbler. We've been shunted all over the map. Everywhere except the two huge camps, and now, another diagonal vector, keeping us away from them. Just brilliant.

Larche Map is perfect. I know exactly where this house is.

This means my little band will be moving our precious trucks up to the lodge.

FPS remains at 9 (sluggish)

Checked ladder again. Phew, THAT is clever Thob. Well done. Nothing more boring than you can't do something again simply because it would be inconvenient. THIS is perfect. It is so typical where you think outside the barrel in this mission of yours, it's filled with what's realistic, not, what's practical.

Immediately attacked by 7man redflag coming up road from Doudan. At 8fps, it was tough.

Picked up valuable AT from one of them, changed flag again, got in trucks, raced up road to T3, figuring there'd be no activity that direction. Headed into favorite boulders, 9 the medic having trouble with his driving licence, then calls out fuel low. Hobson! YOU #@(*U_@# . Disembark, because I figure it's time to at least check what T3 has. Spot Northron flag soldiers southern area of T3. hmmm, where are they going, or are they part of the convoy?

Several retries involved and terrible fps (6), took them down, (about 6). Spotted crippled, not destroyed, southron Troop truck which explains why war started i think.

Fps hovering at 6, another squad coming at us from north (st louis). Am going to ignore T3 and get away if I can, lag makes it unbearable.

Snuck back into forest in time to greet an Godzilla, a T72 a Bradley, AT LEAST!. Spent an hour in and around 2nd civil hut racing to various edges of forest to keep away from armour. Occaisional meet up with 2, or 3, northron loons, always hanging about T3 area. Just trying to keep away from them. Eventually took out the T72, ran Larche' ish, met 5 x Nothrons with flag coming at us (nowhere near Larche). Cobra giving us hell. Many resaves involved. Finally ended up at top of Larche, took 3 soliders out individually from town, who were very determined to get us. Made no attempt to get in Larche we were just keeping away from Cobra. I thought I was supposed to attack towns, not the other way round, sheesh. Eventually, two hours later, a T80 from Southrons arrives and machine guns the Cobra into the ground on Arudy side of mountains. Didn't have the heart to pop my remaining law into him. I figure he and Godzilla will keep each other company instead.

Staggery game play throughout at around 4 fps. Its the armour and chopper doing this i think.

Basically just tried to keep everyone alive and attempting to find somehwere, anywhere, to reduce lag. T3 as gameplay *always* does this, it's a deathtrap of lag for me. I can never enter that town, in force, till much later in game. not a complaint, a fact of life.

My precious trucks remain at boulders. The Godzilla loves them to death. I'm short on ammo, I want Larche, but to move the lag elsewhere I think I have to attack Arudy to cause a diversion. Apart from brief headlight flash in sky near LaP I have never encountered, seen, nor heard, any of the mosquito jeeps from either side.

Have just read these notes, and how immersive this mission is. The Dourdan woman and ladder seems like years ago, my plans have changed three times, I have no chance, no hope of basically just getting-to-next-objective (Larche) in a linear fashion. You can't follow the train tracks in this game, it takes over and manipulates you.

I have been pounded hounded splattered and hunt for two mission hours now. I have hit and been hit, and even now, not one single objective (a town takeover) is anywhere in sight. For a first time player (and indeed I now recall the feeling), you are blitzed, dazed, staggered. Most of the time just trying to clear your head from what's happening to you at this moment. Occaisonal brief spells of safety are spent with the pause button, trying desperatly to keep up with the changes to your situation. At this point in the game, thoughts of attacking either of the two major camps are hysterical, out the window, or a distant dream.

Title: Re:Abandoned Armies
Post by: Mikero on 03 Jul 2005, 15:11:33
AAAAAAAAARGH

savegame bug

Have *never* encountered it before. Goodbye dxdll

tried your method above Thobson, even cleaned out entire cfg files, everything. Crashed with both my autosave and my save, no matter what.

The only clue is the game did in fact freeze before all this.

Sigh

Hi Ho Hi Ho, it's up the cliff we go.

Title: Re:Abandoned Armies
Post by: THobson on 03 Jul 2005, 15:15:49
Mikero:
Sorry I didn't respond to your earlier post.  I was watch Live8

Quote
d**n I've given the author a 'safe' place) It wont be next version will it Thob.
Well its like this...  I have tried to put the loons where I think they should be, not where it would be convenient or inconvenient to the player.  But as I know you are aware, nowhere can be guaranteed to be safe.  If some loons know where you are other loons come looking.  For example:  Just east of Dourdan is a little valley where the road to the coast runs through a scattering of bushes and rocks.  Safe?  I had my group there while I started sniping Dourdan and we were taken out by an infantry group behind us that is they came from the coast side of us.

Did you notice a particular lack of any stuff in the ammo truck you captured?  Well done by the way.

Sergei has to stay red - it keeps the player on their toes.  That momentary hesitation caused by the ‘is this Sergei' thought can prove fatal. ;D

I am glad the Dourdan scene is working.  It was really frustrating for me knowing what you guys couldn't get at in the last version.  Glad you like it.  I am sure you remember everything she said.

Quote
Nothing more boring than you can't do something again simply because it would be inconvenient.
I agree.  It only cost a bit of logic, one sound file and it means I have not been able to delete the trigger - a small price considering the alternative.  Also for the XCesses amongst us: going there before you know about her is also possible, as Planck found.

I am really concerned about the lag you are reporting.

By the way Expert does not mean skill = 1.0.  But I do take your point about the skill level rising too quickly.  I will think about how I can link it to the number of kills without creating even more lag.  I want to avoid the normal role playing game approach that skill is only based on kills.  Being angry (seeing the dead bodies); feeling good (putting up the first flag, rescuing the civis etc.); just being together and watching others (passage of time) are all factors that drive skill levels up in this mission and I want to keep that.  I am using skill as a combination of morale, determination and experience.


EDIT:
Just read the latest one.  Damn.  Your saves don't work either!?  Double damn.

The freeze is another worry.  

EDIT EDIT:
Could you sendit the save file and let me have a try?
Title: Re:Abandoned Armies
Post by: THobson on 03 Jul 2005, 18:03:05
Results of some experimentation on skill levels:

Skill Levels are:
 < 0.25                                    Novice
 >= 0.25 and <= 0.45                 Rookie
 > 0.45 and <= 0.65                  Recruit
 > 0.65 and <= 0.85                  Veteran
 > 0.85                                    Expert


So once they are Experts they may still have some way to go.
Title: Re:Abandoned Armies
Post by: Mikero on 03 Jul 2005, 19:19:19
Bugger.

no dxdll, game crashed after civils and no way known, could I get the auto or save.fps to work again. Damn damn damn.

Am reasonably confident that my computer is stable and not causing the initial crash. Something 'orrible imho has happened, this version.

zipped save is 1M3 so I'll try a private message to you

Title: Re:Abandoned Armies
Post by: Planck on 03 Jul 2005, 19:30:55
Ok, I ran this version.

I played up to getting both sets of civilians and checking on the third.

Then back to base and saved the game.

I then quit, rebooted the machine and restarted the game, my mission save loaded ok, no problems.

I will play more later and see how it goes.


EDIT: Incidentally, I was running DXDLL, I can't run this with post processing on or reflections on, I ran it only for the fps counter.



Planck
Title: Re:Abandoned Armies
Post by: THobson on 03 Jul 2005, 22:41:53
tudders:
Sorry I missed this.
Quote
Oh, and how do you re-organise the team?  I bring up the menu and click on the list for a voice over but dont no how to do anything else
Just bring up the menu, select the person you want to be number 2 and press the Add to Team button.  Then select the person you want to be number 3 and do the same.  If you click finish or press escape then the remaining peopel on the list will be added to the team in the order they are in the list.

Mikero:
Well bardosy seems not be taking much notice of the beta testing we have been doing for him so I will stop for the time being andhave another look here.  I am starting my own full runthrough of v1.22  I am using fraps to measure fps.  I seem to be hovering in the 9 to 11 range.  Just got the lodge and exited the game.  I try to go back in and I cannot - I get the large savegame bug and my work around doesn't work.

Back to the bloody drawing board!

This is the first time I have had this since many versions ago, and Planck seems not to have the problem so it may not take much to get rid of the problem.
Title: Re:Abandoned Armies
Post by: Planck on 03 Jul 2005, 23:26:05
Quote
and Planck seems not to have the problem

Spoke too soon, I get it now and then.
Sometimes it loads, sometimes not.

If I play for a while, then kill myself, then do a retry, it usually fails.


Planck
Title: Re:Abandoned Armies
Post by: XCess on 04 Jul 2005, 01:16:08
I'll put off playing this version then. I only get a very limmited time to play lately anyway, I'll kee on with my early assasinations :p
Chapoi next. Target: Stamenov.
Title: Re:Abandoned Armies
Post by: Mikero on 04 Jul 2005, 01:38:26
@Planck

Quote
EDIT: Incidentally, I was running DXDLL, I can't run this with post processing on or reflections on, I ran it only for the fps counter.

ditto comment here.

>If I play for a while, then kill myself, then do a retry, it usually fails.

the bit that interests me is 'usually'. It means something's intermittent, another process in background, strange place on hard drive, virtual memory, something. I'd be keen to get hold of your autosave.fps (if you really mean retry)

@Xcess

yes, I'd hold off. *extremely* frustrating on this huge mission if you have to climb th ehill again :P Up to you of course.
Title: Re:Abandoned Armies
Post by: Planck on 04 Jul 2005, 01:58:03
My first save for this version was after clearing Vigny and collecting all weapons I could.

My second save was after collecting all the civvies and I was at the lodge.

I then killed myself and quit the game.

After rebooting my machine I loaded the game again and 'Resumed' the mission........it loaded ok.

I ran down to Vigny, got shot dead.......then I pressed 'Retry'........the load failed and I was dumped back to windows.

Restarted the game........pressed 'Resume'..........loaded fine.

Killed myself with a grenade.
Pressed 'Retry'......load failed.

Restarted game again.....this time 'Resume' failed also.

I might shut down all tasks before playing next time.....except explorer and systray of course.


@Mikero
You don't really want my autosave file it is over 9Mb (over 2Mb zipped).


Planck

Title: Re:Abandoned Armies
Post by: Henderson on 04 Jul 2005, 06:14:11
NB:  There is a bug I cannot fix.  If you collect the first civilians using a truck and Alexi is not the driver when you return to the lodge then OFP will have set some other member of your team to be the formation leader.  I have tried but I can find no way of fixing this.  This is a problem with OFP

To fix this, type 0, then 1. That should make you say ready, and you'll be the formation leader again.
Title: Re:Abandoned Armies
Post by: THobson on 04 Jul 2005, 08:25:24
XCess:
Yes stick with 1.21 for the timebeing.

Henderson:
Thanks I didn't know that

Planck/Mikero:
I think this is a lost cause.  I am going to do some restructuring to reduce the number of names in use.  I may be wrong but I have an explanation for the fact that it is intermittent.  One explanation is:  The problem appears to be caused by having a large number of named items to save.  Much of the work going on in the background is done by scripts that run intermittently.  If a save is done when a script is running then the local variables in the script will count as things to save.  So saving when a script is running will be more likely to trigger the problem.  If I am correct this is a good sign, it means the mission is close to being safe all I have to do is to remove a few names.  I have some ideas.  I was careful with the flagpoles, even though I am able to change the flag on them not one of them has a name.  I will adopt a similar approach to the ammo crates at LaT (8 names).  I think several units have names and their group has a name - one is clearly redundant.  Have you set DeBug = true in init.sqs, started the mission and gone to the map?  You will see a constantly updating picture of all the key units on the map.  Each one of these is a named marker, these can go.  I just need to think of more of these.  The real problem is to go through all the scripts and make sure I don't introduce any bugs by taking out object names.


Title: Re:Abandoned Armies
Post by: XCess on 04 Jul 2005, 08:49:44
Got the bastard. 8:50 gametime. Stamenov is dead.

Took the truck from the loadge and drove cross country southward to the west of Chapoi. Drove into the town from there (mowing down all but two of a full squad who were walking down the road) looking around. Saw big house and fencing, kept dricing and turned around. At this point the enemy opened fired. Rammed down the fence and drove into a building. Shot a black op or two that were across the road killing civilians I believe. turned round, killed two more black ops from the direction I came (south of the house). Crawled under my truck and killed three black ops in front of the house and one on the other side of the camp then crawled into the house.
Made my way up the stairs and shot Stamenov in the back. No chance of saving the women.

Went back downstairs and jumped in a jeep I spotted to the north of the house. Droved straight foward and rammed the fence down. Revered and drove on. Noticed there were sandbags in my way and crashed into them. Just before I hit them I saw some near dead armopr. jumped in Mr Godzilla and drove off to the east untilk it ran out of fuel. Jumped out and ran in whatever direction I happened to be facing. Turned out to be south ::)
Title: Re:Abandoned Armies
Post by: THobson on 04 Jul 2005, 09:47:30
I presume it is am and not pm.

Bloody hell - you are really kicking up a storm.  This is now an unusual scenario and I am interested in how it will play out.  Both leaders are dead and (I think) a relatively small amount of damage done to each army.  It might not be easy.  I may need to make some changes as a result of this.

What was the lag like in and around Chapoi?
Title: Re:Abandoned Armies
Post by: KyleEasterly on 04 Jul 2005, 10:47:38
This is totally weird.  Let me describe exactly what should have happened.  
-After listening to the radio at the lodge you drive off to the hut.  It is actually at Dd46, but that doesn't matter.  
-As you approach the hut you get a fade to black, and a cutscene with Alexi standing outside the hut.
-At the end of the scene the soldier and the civis in the hut start following you around.
-If you get in a truck then they will ask you to wait and then they will get in as well.
-Once they are all in they will tell you.They do this.
-You then drive to the lodge - on getting close you will get a fade to black and then you will get an overhead shot of the truck with people getting out.This never happens, i drive up, drive around, get out and the civis do too, get back in, drive away and come back.
-Then another cutscene will start during which the civis run off.
-At the end of the scene Yuri (the soldier from the hut) will join you.

So that is what should happen.  At what point does your experience diverge from this?  Did they tell you they were in the truck for example?

Did anything strange happen on the way back to the lodge (I am clutching at straws here - did you do a save and restore? exit the mission and come back in again?)

What is really puzzling about this problem is that the whole thing is done with one script, the code that gets them to follow you around is also the place where the check is made to see if you are near the lodge.

I will now go and ponder the code to see what could be happeneing.

What is DXDLL?  

EDIT:

Can you remember if the destroyed wooden building was still there?



Destroyed wooden building... the mountain lodge is the 'ruins' building with the radio, right? Sorry, I was playing this mission on not-much sleep (like right now!), hence my confusing the ural and the pv3s.

I never exited or anything, i DID save the game right after i got the civis INSIDE the truck. but never reloaded it (until after i tried alot to get the cutscene to trigger.)

i restarted the mission but stuck around too long at vigny and got shot in the back by one of the soldiers that arives after tatyana's death.
Title: Re:Abandoned Armies
Post by: Fragorl on 04 Jul 2005, 11:22:57
Well. It's been a while. As far as I can tell, right now I'm not even playing the most recent version. I'm still hammering away at v1.20, having fun, doing it at my own pace, and quite obviously behind the rest of you all :)

The lag... I know this isn't news for anyone. But THobson, the mission often is almost unplayable.  You mentioned a long time a go that Abandoned Armies isn't for everyone due to its freeform style of play and its overwhelming odds against the player. However, I seriously believe that the amount of lag will reduce your audience by quite a lot more... if there is anything you can do, it needs to be done! I plan on dePBOing it and having a looksie at the next opportunity, whenever that may be.

Anyhow, from where I left off. This is going to be a looong post, so apologies in advance ;)

I left you at my ambush point on the main road in the south of the island. I began to really feel my proximity to chapoi, with the Vulcan battery frequently opening fire on me, the odd patrols crossing by, and one or two more investigative units stumling across my hiding spot. Eventually the M1A1/go-chira and BMP that had stationed themselves in a paddock directly north forced me out of hiding and brought it home that my little spot wasn't so ideal, after all. A black Op lying prone in the middle of the field without a care in the world provided some welcome satchel charges, and I plucked a launcher off an unprotesting corpse nearby. Then I set off to kill the two bastard pieces of armour that were making my life so difficult, in a final rude gesture towards Stamenov before I left for greener pastures.

The pair of tanks, it turned out, were guarded by a very static 'vee' of soldiers who spotted me through the curtains of rain and shot me dead. Many retries occured at this point. The tanks themselves were suprisingly apt at spotting me as well, and I was frequently shot or blown up, in addition to being run over on one occaision. I realised the futility of engaging or even attempting to sneak by the formation of sentinels standing guard, so I eventually made use of the shrubbery to the east, crawling up to the Abrams to lay a satchel. Having done this I crawled back (or at least, the time when I wasn't discovered and killed by the BMP, abrams or infantry I crawled back) to my bush and got ready, launcher poised to get the BMP once the abrams was down. By happy coincidence, the Abrams was not flipped over or completely and utterly destroyed, so providing a reclaiming opportunity for later. Position duly noted on map. Even more pleasingly, the BMP blundered into the infantry formation and the ensuing fireball killed off a whole lot of them. Meanwhile the abrams crew fled into the haze. Deciding the time was more than ripe to leave, I made my leafy way through the paddock and back to the road, amazingly once being shot by the vulcan battery and killed, first burst, from such a distance that the death movie took 5 seconds to center on the the vulcan. I couldn't even rouse any feelings of anger at this point, I just had to applaud the gunner.

#retry
At last I made my way back to the fuel station which had become like a home to me. I wiped a teary eye as I proudly surveyed the corpses spread throughout my ambush point. 'I will be back, Stamenov, and next time I will bring tanks.' Chosing a jeep from the roadblock I journeyed on back to the relative quiet of the West half of the island. From here it was decision time. I was, at this stage, not ready to visit the mountain lodge and take on the responsibility of leading a group of men. I still wanted the freedom I had when there was just me to look after. And so, at the roadblock towards the mountain lodge I veered right instead of straight and headed through the centre of the island, with vague ideas of La Trinite in mind.

Arudy loomed in front of me, and I unsuccessfully swerved to avoid a group of soldiers patrolling the road. Getting out to see if they were alright, and if there was anything I could do to help, I noticed a collection of tents, which spoke to me of a permanent military presence in the town. I'd have to be cautious. I reboarded my jeep and observed a guard standing at ease, staring at me uncomprehendingly, and totally disinterested in the fate of his comrades now lying splayed at the foot of my jeep. As it turned out, caution was completely unnecessary - the inhabitants of the camp just refused to believe I was a member of the resistance, no matter how many of their number I ran down. I left the base with not one survivor, but confident in the knowledge that I'd just raised the average IQ of either Stamenov's or Andropov's army.

La Trinite was deserted when I got there, which suited me fine. (The AP/AV mine inteface has changed, greatly improved in my opinion, and the dialog gets the thumbs up too). I loaded up a repair truck and left in haste, however, recalling from previous experience that La Trinite is never empty of troops for long. A long line of mines across the south road of La Trinite was my only legacy, but would provide a warm surprise for Stamenov's convoy when they stumbled into them some time later. Back at Dourdan (which I'd picked as my next ambush spot) I prepared my trap to catch some armour amidst the corpses of yet more soldiers who hadn't quite been able to tell the difference between me and something they should really have gotten out of the way of . No sooner had I laid the last satchel-mine than the telltale squeek-squeek of approaching tracks sounded from the middle distance. I saved, then ran back to my supply truck to load up on a launcher. Disaster! Somehow I'd loaded a whole heap of empty lauchers onto the truck, no more use against a tank than my pistol. However, there was bound to be an AT soldier somewhere that I could scavenge... sure enough, there was one silhouetted against the greying sky on the far side of the town... I rushed towards it, but the tracks were getting closer and closer now, and a vulcan suddenly burst out of the haze, it's turret swinging around, perhaps having spotted me and now ready to deliver a killing burst of fire. I didn't find out however, because at that moment it hit a mine, did a spectacular flip, expelled its crew, and exploded. I picked up my LAW and moved away.

Not far behind it came a T80, travelling more cautiously, turret swinging wildly, having witnessed the vulcan's fate. He chose to travel through the city and at a slightly slower pace, which suited me well since he hit a second one of my mines, careened into a house, and took a LAW to the turret. His crew had had enough, they fled the tank. I dealt with them, then readied myself for the final member of the convoy - a T72 travelling at breakneck pace, quite the opposite of the T80. He seemed anxious to get out of the city as fast as he could. He avoided the remainder of my mines, but I was waiting for him behind a shed and hit him with two laws, reloading as soon as I fired, the lag making this a difficult feat to achieve. Suprisingly, he slowed to a halt, teetered on the brink for a moment, then silently imploded in that operation flashpoint way which armour does, before exploding. From this I assumed that he'd seen some prior action, accounting for his weakiened state.

The T80 was soon repaired and I rejoiced at my first piece of captured armour. I decided to head down the east coast for a way, to see what destruction I could wreak. I passed Houdan having run into only one group of infantry, who suprisingly seemed a little more clued up on my identity and proned, with the exception of the two law soldiers who scrabbled for their launchers. Unfortunately they were highlighted against the road and my tank's considerable inertia killed them in one swoop before they had a chance to do anything about it. I then switched to gunner and shot the remainder of the group, who were helpless. Past houdan, which was deserted and thoroughly destroyed, I thought it prudent to check the commander view for nearby armour, and sure enough there was a faintly red speck, but not close enough to target with any accuracy. I proceeded forward, switching to commander every 10 metres or so, until without warning a shot rang out from the red dot and my tank recoiled back under a Sabot round; Alexi no doubt receiving a black eye for his troubles. Quick as a flash (well, quite fast at any rate) I returned fire as gunner, but was struck again by sabot. I fired another accurate shot towards the target in my view, and fortunately did not receve any more fire. I put two more shots into the target before I grew bold enough to invesitgate. The target was a godzilla, and I appreciated how lucky I was when I noticed the angle it lay on the dunes, which had made it impossible to fire back at me. Only that had saved my life this time. I approached closer and saw several infantry and a lone surviving crewmember nearby, then my tank was rocked by a burst of cannonfire and I received my second lucky break; a BMP-2 was placed directly behind the M1A1 and unable to fire any more at me, whilst I was able to inch forward and take it out by some quick shooting. Having done that and taken care of the infantry about the beach, I examined the Godzilla and to my delight it was still intact, though badly knocked about. A plan formed in my head, and looking at my worse-for-the-wear T80 I decided to go with it. I would return to Dourdan, heal up at the medical tent, fix my T80, leave it there, then take the repair truck back and trade in my T80 for an abrams.

I returned to Dourdan without incident, except for finding one infantryman who'd escaped my notice earlier on. Back in the town I healed then headed to where I believed the repair truck to be stashed. I blundered through some trees, then suddely came into a small corner behind a house, literally piled up with the dead - Alexi exclaimed ("Bastards! The sooner we rid the island of these soldiers, the better!"). My resolve against Stamenov heightened. I located the truck, repaired, stowed my T80 away, took the truck and headed back down the coast. The return trip was slighly more incidental. I came across a couple of gormless soldiers who almost let me reach them before they shot me dead through the cab window. #retry. I took the road at even higher speed this time and managed to squish one of the pair, but I didn't stop to finish the deed. Shots rang out from behind but missed me. Having passed Houdan I realised that I'd forgotten to mark the position of the disabled abrams on the map, and was having some trouble finding the spot. I pulled over near a likely spot- nope. Nothing. I continued on at slower speed. Then, unexpected and shocking as always, shots rang out of the fog, one hitting Alexi and spurting blood out the window, but thankfully not killing him. I zoomed over to the opposite side of the road out of harm's way and collided with a mangled truck of unknown type. Bodies were strewn about. I jumped out to investigate, and Alexi exclaimed once more at the carnage and uttered his disgust with Stamenov. This was undoubtedly why, when I subsequently found my attackers, I emptied two full magazines at them. It turned out they hidden were right next to the hulk of the abrams.

The abrams was salvaged, restored to good condition, but I was now faced with a dilemma. I had two tanks, but noone to help me take advantage of them. It looked like my solitary sojourn was coming to an end. I needed men to drive the tanks, and then I could look at dealing Stamenov a major blow. But, seeming as I was so far down the island, I thought I might as well have a quick look around. Turning right and heading inland, I drove my tank rather quickly along the flat road, when unexpectedly a lone figure came running out of the gloom towards me. I saw it was a woman too late; i'd already crushed her. Feeling remorseful, because this was certainly not what I intended, I reloaded the game. This decided me. I'd be interested to hear her story another time but right now I was aching for my friends at the mountain lodge.

The remainder of my journey passed without incident, except for the shooting down of the cobra which began hunting me shortly out of Dourdan. I returned to the town hastily and repaired, then abandoned my abrams alongside the T80, before casting around for a Strela Launcher. After I'd located it I quickly sent the cobra down in flames. (Looking back, this incident probably explained the heightened Nothron/Andropovian armoured presence in the region of Dourdan, and the appearance of a Hind which made it impossible to return to the tanks later, forcing me and my men back to la Trinite.)

Upon reaching the mountain lodge, I took the 'stop or I'll shoot' warning much more seriously this time and inched forward. Cue the cutscene which just keeps getting better and better. I much prefer this version, the summary of the situation is excellent, in fact, greatly improving on v1.00, the dialogue is more believable and so are the character interchanges. The characters themselves have become much more so, and I actually know them by name now ;).

Just one further interesting thing of note happened before I leave you; During the superb cutscene where the first lot of civilians were rescued and set about restoring the lodge, the lady I was talking to who asked me to search for her family suddenly, inexplicably, hit the dirt. Shots flew through the air, and there was gunfire everywhere. This continued for a full 30 seconds as the cutscene progressed, with Alexi alone standing straight and tall as the others crawled about amidst heavy gunfire. I couldn't work out what the hell was going on. It just didn't make sense given the context of the cutscene. The shooting was real enough. But (thankfully) no one was dying, as the cutsecene progressed showing the various participants to be alive, if under attack and somewhat shaken. The cutscene finished and I discovered the cause - upwards of a dozen enemy soldiers now lying in various states of death across the hillside. Not one Alexi's allies was killed, and just how the hell Alexi himself survived I'll never know.

You'll do alright, men.
Title: Re:Abandoned Armies
Post by: THobson on 04 Jul 2005, 14:42:14
KyleEasterly:

You are correct, the stone ruin is the main building in the mission, the reason I asked about the wooden building is that the cutscene that you are missing cuts in when Alexi is <80m from the wooden building, not the stone ruin.  In the script there is a loop that checks how far Alexi is from the wooden building and if he is close enough the cutscene starts.  If he is not close enough then it checks to see if Alexi and the civis are in a vehicle and takes appropriate action, including getting the civis to board the vehicle Alexi is in or getting them to follow him if he is not in a vehicle.

What I am struggling to see is how the script can cause the civis to follow Alexi, but fail to realise he is close to the wooden building.

This remains a real puzzle.


Fragol:
Jee some of you guys are much better at this that I am.  Very impressive performance - and a wonderful writing style as well.

I predicted you would get some company at your ambush point.

Armour is vulnerable to a sneak attack with satchel charges and infantry are vulnerable to some long range sniping, but I like the armour infantry combination.  A real bugger to deal with.  You did well.

It is unfortunate that driving over the soldiers is so easy to do and so safe.  An OFP feature that I am not sure I can do anything about.  It happens mostly if you are in a neutral or friendly vehicle (the jeep will seem friendly to Stamenov's soldiers)

Glad you liked the av/ap mine interface.  One thing puzzled me about LaT, why did you take the repair truck and not the ammo truck?  Practicing for the later versions where there is no ammo truck?

Quote
("Bastards! The sooner we rid the island of these soldiers, the better!"). My resolve against Stamenov heightened.
I am glad, as the author I wrote it and said it and wondered if would be effective or just naff.  I am looking for things to cut out to reduce lag and these voiceovers are on the list to think about.

Quote
I actually know them by name now
Wonderful

The firefight when the cutscene was happening was amusing to read, but it must have ruined the scene itself.  It seem that you were followed to the lodge, which means there are likely to be more on their way.  I really do want to limit the restrictions I put on the player so this sort of thing will happen from time to time if the player stirs the hornets nest early on.

Lag:
I do need to put this mission on a diet.  It has got fat.  My plan was to put in everything I wanted and then take stuff out to reduce the lag.  Problem here is that having put stuff in I don't want to take it out, and changing something is a pretty effective way of introducing bugs.  But it needs to be done.  What is your benchmark by the way?

Again thank you for an excellent write up.

Title: Re:Abandoned Armies
Post by: XCess on 04 Jul 2005, 19:59:57
FPS from the load was 1-3... absolutely terrible.. but it could have been something else causing it since it's never been this bad before.. I instaled the Rf8 and snowboard addon from the BIS forums before I played and when I load I got a missing addon: snowboard error. Very strange.
I'm gonna clean out the addons folder before next try.

EDIT: yes.. 8:50 am
Title: Re:Abandoned Armies
Post by: tudders on 04 Jul 2005, 20:07:58
tudders:
You have just been hit by the large savegame bug.  Are you running ECP or somesuch?

No addons at all - although as everyone seems to have this problem i guess it sin't down to me   ;)

And there was me hoping to 'waste' my time on 1.22 - i await a fix wwith great anticipation.
Title: Re:Abandoned Armies
Post by: Planck on 04 Jul 2005, 21:09:36
The woman in the loft thing now works fine.

Another thing, I have a civvy woman sitting in the civvy truck all by herself.

Now I know why '7' keeps boarding the truck every time I use your dialog to speak to my team......off he goes and boards the truck......whereever we happen to be.......unless I order him back to formation.


Planck
Title: Re:Abandoned Armies
Post by: XCess on 04 Jul 2005, 21:51:42
Random thought you p[robably won't implement but it would be nice to have some higher ranking officers, well guarded, some that move around in a UAZ or somesuch that if killed will lower the skill of the armies and decrease their searching range, and the range at which they can call for backup.

Would need some way to make them clearly Defined from the rest of the army... Stamenov could have police officers... Adropov the black dressed civilians?

Ofcourse, killing them or not would be a tactical decision depending on how you want to play. If you want to cause trouble and set up fireboxes for the enemy to run into then you wouldn't want them dead. If you want to cut them off from each other and deal with different areas one byone you would.

Meh probably too much work and too much lag but I like the idea.
Title: Re:Abandoned Armies
Post by: KyleEasterly on 04 Jul 2005, 22:30:28
I just re-tried it.

I approached the mountain lodge, did the cutscene there where people join me. Listened to radio message. Saved.
Unloaded guns from police jeep to ammo crate, gave #5 a m16.
All boarded in pv3s.
Drove to the little brown house with the civilians + res. guy in it.
Got out of vehicle before the cutscene and approached on foot this time.
Did the cutscene, the civilans +res start following me (not join group but follow.)
We all get back in car. "Wait for us to get in", then "we're all inside".
Drive back to lodge.
Disembark about 50m before the lodge (riiiight as its visible in the haze), and approach on foot.
I'm able to walk all the way inside, still not cutscene.
We get back in the truck and I drive away a grid square then come back in. I do the same thing from a few different directions.
I say screw it and mount an assault on Arudy with the civilians following me. For some reason my group doesn't shoot a thing, and just gets in the way... I think I need to tell them to engage/fire at will (i took them into aware mode already.)

And, this was after restarting the mission from the beginning.
I do get an error, or warning, whenever I load the mission about some KEGhouse-something or another, I'll take a screenshot if I try it again. I think its some problem I've got with the editor update addon.
Title: Re:Abandoned Armies
Post by: THobson on 04 Jul 2005, 23:33:56
XCess:
Wonderful idea and not too much work - I actually enjoy it.  But my priority now has to be to get what I have stable and smooth.

KyleEasterly:
Interesting.  It sounds to me like the wooden house is not being placed in your mission - it is a building I got using the editor upgrade.  I use a different method to trigger the cutscene in v1.23 which should be here soon.  But if you don't have the destroyed wooden building some of the dialogue will not make sense, and the civis will have nowhere to hide.

Planck:
Quote
The woman in the loft thing now works fine.
About time too.

Quote
I have a civvy woman sitting in the civvy truck all by herself.

Now I know why '7' keeps boarding the truck every time I use your dialog to speak to my team......off he goes and boards the truck......whereever we happen to be.......unless I order him back to formation
I despair!  If that is Houdan_WomanClone then she has survived an unassignVehicle, a deleteVehicle and a setPos [0,0,0] in that order.  This will not be fixed in v1.23
Title: Re:Abandoned Armies
Post by: Fragorl on 04 Jul 2005, 23:34:05
Thanks, THobson, for your complements.

I predicted you would get some company at your ambush point.
I hadn't appreciated just how close I was to a major base, until I went exploring.... :P

It is unfortunate that driving over the soldiers is so easy to do and so safe.  An OFP feature that I am not sure I can do anything about.  It happens mostly if you are in a neutral or friendly vehicle (the jeep will seem friendly to Stamenov's soldiers)
Ah, this would explain why the jeep and repair truck were generally less noticed than my T80. Well well. I might use this information to my advantage when I attack Stamenov ;)

Interesting that you should make the depraved monster on NATO's side, not the Russians' as usually happens... or then again maybe I'm reading too much into it. After all, there are only two sides to choose from.

One thing puzzled me about LaT, why did you take the repair truck and not the ammo truck?  Practicing for the later versions where there is no ammo truck?
Naw, don't forget I was still a one man band at this stage , plus i was anxious to leave LaT as soon as possible (and rightly so as it filled up with soldiers on my way out), and I had no real need of the ammo truck yet.

I am glad, as the author I wrote it and said it and wondered if would be effective or just naff.  I am looking for things to cut out to reduce lag and these voiceovers are on the list to think about. Wonderful
I doubt the voiceovers are causing any lag, the only thing they'll be impacting on will be mission filesize surely? At any rate, they are sounding less and less naff, and give the game character. Preserve them in my opinion.

My benchmark is 7000; i think this is relatively high. I see plenty of others with lag as bad as mine, or worse. The lag seems script-induced, I would say. I will hopefully get a chance to dePBO shorty and see what I can see.
Title: Re:Abandoned Armies
Post by: THobson on 04 Jul 2005, 23:39:53
Fragorl:
Quote
Interesting that you should make the depraved monster on NATO's side, not the Russians' as usually happens...
This is deliberate.  I think the Russians generally get a bad deal out of mission writers.  Also the US policy of 'my enemy's enemy is my friend' has got them into bed with some very unsavoury people in the past.  EDIT: My memory was failing.  The north/south east/west pairing just happened early on and it was only later I decided the Stamenov was to be a depraved monster.  The fact that  Russians usually get a bad deal from mission writers is why I chose Sergei to be a Russian.


Quote
I doubt the voiceovers are causing any lag
It is the trigger to cause the voiceover.  But since I have cut it down from one trigger for each voiceover to one trigger for all of them (I just move the trigger) I think you are right.

7000 is kick arse good.

There is one script that is killing the mission - I have dealt with it in v 1.23.  If you do de-pbo the mission the script is TransferFlag.sqs
Title: Re:Abandoned Armies
Post by: THobson on 04 Jul 2005, 23:51:02
Okay.  I have made some changes.  I have played the mission through to talking to the woman at Dourdan having collected al the civis and I now have a full team.  Along the way I periodically saved and exited the game and then went back in with no problems.

Get v1.23 here (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-23.zip)

Large Savegame bug:  I have removed the names of about 60 objects and also removed about 60 markers, each of which is named.  The only loss of functionality is when the mission is run in de-bug mode - but you wouldn't be doing that would you?
I could do more here, but I have reached the point where the next step would involve a major restructuring with the high probability of bugs being introduced.  It is now a case of diminishing returns.

Lag:  When a flag carrying squad leader is killed the flag now does not transfer to the new squad leader.  In v1.22 it did.  When I wrote the script I suspected it might be a lag demon, but then I forgot and only remembered when I was going through the scripts tonight.  This change is a pity but it does have a major impact on lag.

Other changes:
-Skill levels start off lower and increase more slowly.  Skill increase is also linked to the kills the team have made, as well as achieving the obvious objectives.  (In my test just now I felt the skill levels might still be rising too quickly)
-Alexi cannot change a flag until he has met Karl
-Dropped the warning shot from Ruslan when Alexi arrives at the lodge.
-Assorted other stuff, mostly from Mikero's excellent posts.

To Do:
Much the same list as before (see post #1015).
Items that are on the list to go if lag remains a problem (in order):
- environmental sounds (not the wolves - the other stuff)
- several voice overs.  I may lose the ‘ this looks like a prison… ‘ voice over anyway.
- less buildings fences etc at Chapoi - I might get an additional 1 to 2 fps from that.

Other points - In my test tonight I found that reorganising the team could result in them deciding to run off somewhere (I later found that two of them wanted to get back in the truck - Planck!).  Also there were periods of mega lag for a few seconds.  I have never experienced this before but macguba did mention it on an earlier version.  This mega lag started after Pavel (the medic) joined me when he was at the lodge and I was at Houdan.  I just wait it out and after a few seconds it clears up.

Mission building I can cope with it is this black magic stuff that is taking its toll on my sanity.


Title: Re:Abandoned Armies
Post by: Planck on 05 Jul 2005, 02:00:22
Quote
If that is Houdan_WomanClone

Well.....I think this woman is a blonde, the one in Houdan was.....I think dark haired.
But my memory might be faulty.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 05 Jul 2005, 02:42:47
@Plank

the way you explain your savegame bug gels nicely with Thob's theory.

when you 'resume', you are taken from a snapshot from the 'continue.fps' the one that is created by the engine when , if ever, you do an abort. this fps is not updated if you're dead, only if you truly abort while alive. Thus, mostly, the parameters in _that_ file are 'ok', eg there were no thobson scripts running at that time of abort, if there were , you would be unable to resume, also.

reading your post, assuming you *always* crash if you do a retry load then that file, the autosave.fps was corrupted at the time you did a 0-0 radio command (save). From then on, it stays corrupted, but only comes in evidence if you retry from it. (you don't, you resume)

same comment on cheatsave, this file is the so-called save.fps, same comment, it may, or may not, be corrupted.

So, not telling you to suck eggs, i'm putting my thoughts in order here, and your comment that the bug was intermittent, now appears not to be, there's a consistency here, depending on which xyx.fps file you're loading from. At least, that's the way I'm reading your latest post. That if you consistently load from one of them, you will consistently get a crash. That's the important bit, because if otherwise, that extraneous material like ICQ in background is chewing up system resources (causing the bug) we're all in deep doodoo


Thob, have played missions where the save/ cheatsave keys are monitored and prevented (I don't know how). You would be able to monitor for this and prevent the action if any of your loops are running. This fix would *permanently* solve any issues with variables, they no longer matter, they just couldn't be saved if they're being used 'at the time'.


Title: Re:Abandoned Armies
Post by: Fragorl on 05 Jul 2005, 02:53:21
To add to the discussion:

I'm not entirely sure that the flag_transfer is the culprit; you mentioned that you added it in v1.22 and took it out in v1.23. I'm still playing v1.20 as always.

At any rate, I don't think a single script can do all that much dammage unless it is creating masses of objects in a very short time, all the time. Even if you had several breakless checks like this:

#loop
? (!alive flagowner flag) : goto "next"
goto "loop"

I doubt that they would produce the kind of lag that people are experiencing. It sounds like more of a combination of many scripts
Title: Re:Abandoned Armies
Post by: Mikero on 05 Jul 2005, 03:22:01
@henderson

Quote
type 0 then 1

wow never knew that, thank you.

@Xcess/THob


Quote
Bloody hell - you are really kicking up a storm.  This is now an unusual scenario and I am interested in how it will play out.  Both leaders are dead and (I think) a relatively small amount of damage done to each army.  It might not be easy.  I may need to make some changes as a result of this.

for me, he's playing a fantastic play alone mode. Admittedly poor squence triggers in not collecting civilians and blah, but I started similar before I got savegame bug and I think, imho, your changes will need to be _very_ small. They might just need to be context switches of what the player has not achieved, rather than any dramatic change to game play. If we want to take on two armies by ourselves as Xcess is doing, let us.

@Fragorl

Quote
quite obviously behind the rest of you all


The fascinating thing about this mission (one of many) is there doesn't in fact appear to be any such thing. There are so many sideshows going on that entire pages of forum can be devoted to a single tangent like Pows at le Port, then, 16 pages later after we've all finished, someone mentions tanks at the lighthouse. Ook? Off we go, another mission starts and we are all behind THAT player.

>Lag

agreed in spades. However, what I've learned to do is to keep away from it. The trouble spots for me are T3 and Larche, each time, every time. It's hardly a final answer, but it does change the game back to being playable. The moment I detect heaviness, I'm out of there, no matter what. It is almost inevitable that it's a warning to me, that not only will the mission become unplayable, i'd be dead in minutes even if it were. Am actually using it to my advantage to play as Guerrilla hit and run, rather than Resistance.

>Vulcan

for me, this is a bug. It has unfair zoom against you IN THE RAIN. It is rain, that causes unfair play and I believe Hob has prevented this in later versions. Not mist, not fog, rain, is a cheat. My experience armour wise chapoi, very similar to you.

>Civilian Jeep.

You can run over as many loons as give you a thrill *until* armour detects you. (in the jeep). From that point on, all enemy is aware of you, including loons. (I have not shown such care to loon wellbeing after I ran over them as you did ;D)

>I'd just raised the average IQ

nope. Not until you are fired on, in the jeep, by armour.


>Lag at Dourdan with T72 and T80

You'd knocked out almost all. The lag I believe is caused by a chopper nearby which you may not have heard/noticed.

>Tanks

I've always been against playing them, they're so dreadfully dull. You either get blown or blow everything else around. But this mission is different, and almost all posts I've read from everyone who chooses to use a tank, has invloved a great deal of thought and cunning on their part. It's no walkover. I think the mix of rocket loons against you is just right to PREVENT players using them in their usual, very dull and unexciting fasion. So I hope Thob does nothing to alter the current balance.

>1st civil attacking lloons cutscene

yes. thob has or had a mob of them v close to that mountain, direct east of hut. The were just standing there. Depending on weather, they could 'see' you, or couldn't. I have encountered your description once only.

>You'll do alright, men.

precisely. You'll do ok without them, but doing with them is immersive (well for me it is). I care greatly that I've got various personalities doing what is 'right' for them. Lookouts, snipers, medics, whingers. A total game change from feeling satisfied when you finish a mission, to only feeling satisfied if every single one of them survive. It's a total downer eg if Irena, or Sergei bite a bullet. THAT is probably the single biggest hidden storyline in this whole thing.


Title: Re:Abandoned Armies
Post by: Mikero on 05 Jul 2005, 03:52:14
@Thob

please keep the voiceovers IF you drive over them, rather than only if you walk over them. I prefer this in general, even at Vigny where you crippled it.

If you decide to take out *some* voiceovers for *some* bodies (because of trigger lag) imho, you have to take out ALL voiceovers for all bodies (except Tatyana) otherwise you'll get bug reports. You'd also have to increase their eye candy positions, because as you have them now, it's part of the fun, hunting for them.

@Xcess
>lowering enemy skill level.

I am utterly against this. Not because it's a bad idea, it's a clever idea. The problem is, I just loathe missions where ai is too stupid to be bothered with. God knows, we get enough of them in Beta, don't we?

I LOVE clever ai, jaw dropping sneaky tactics. I had one encounter with them, this mission, where the buggers were copyig my tactics exactly, and I thought I was being clever!
--------

@KyleEasterly

>building and editor

this is a definite addon bug that I'm all too familair with. I suspect you're using editor175, or worse, LocMea.pbo

Regardless, it's an editor clash. You have another addon in your folder that super-imposing it's class over that given in Barron's or Kegety's 102.

Best bet is clean them all out and only have editor102 as the only unofficial addon in there.

all of this can be prevented for this mission and others, have a read of  this  (http://andrew.nf/OFP/BedtimeReading/Editor102Addon.htm), and most importantly,  this  (http://andrew.nf/OFP/BedtimeReading/modfolders.htm)

Edit:

@Thob

>woman clone

you can easily test this by getting in back of that EMPTY civil. She's generally 'there'.



Title: Re:Abandoned Armies
Post by: XCess on 05 Jul 2005, 04:22:58
Lowering skill when youkill leaders and/or generals (although Stamenov doesnt hav any generals so maybe the whole idea falls apart here) Would simulate the loss of morale that their leaders have been killed. Not lowering it too much but jus enough to give you some extra objectives to weaken their armies.

More important is a lower searching and reinforcment range to simulate chaos in the ranks as you take down their seargents one by one and communication falls apart.
Title: Re:Abandoned Armies
Post by: Mikero on 05 Jul 2005, 04:26:25
@Thob

sorry, the civil truck test is, you load up 2 soldiers into truck so that they occupy the front, you get in back, and there she is.

@Fragorl

bench of 7000 is ginormous, huge, from a computer bought in the last few days, it's enormous.

If >you< are having lag, its a poor video card coupled with your already mentioned points about script loops.

@Thobson

>get 1.24 here

about time. What kept you.

>Voicerovers = lag

Every time you mention removing a single one of these by blood chills. It is the sounds, side tangents, and little details that add to this mission as an overwhelming experience.

>Looks like a prison'

I *really* hope you dont' this trigger will only happen for one in ten players and only once in three mission plays. It is this, that makes the mission playble over and over and over and over again, please dont lose sight of what you created.

> Less buildings (objects)

why the hell not. This is nuclear war. this is winter rain, this is a lack of everything, a starkness, a fear of starvation. Starkness is a good thing. Why is Chapoi so 'neatly' sandbagged. Why aren't there huge holes, missing bits, everywhere. ( A statement more to encourage you than a complaint)

YOU #@*_*$#@_(*_*$#@@$

just figured out Goisse. YOu rotten sneaky mongrel.

>MeagLag at Medic join time.

If you check carefully, this is when the chopper(s) AND the northron tanks are coming via Larche down your valley near the 2nd civil hut. Each time, every time, just a question of when, but this way, they always come.

If you smack those tanks UP the Larche valley on extreme west of that valley (the climb) they aren't there to induce lag at T3.

>Reorganise script

Another 'interesting' feature of this is if you put your loons all over the map (I had some guarding the LaP crossroad with M2 Jeeps) they instantly come back to where you are  :D ;). A nice why of saving them from extinction. :o


Title: Re:Abandoned Armies
Post by: Mikero on 05 Jul 2005, 04:36:14
@Xcess

apologies. I misread your first post.

Making them lose morale etc is an excellent idea. Sorry about that. I thought you were talking about their ai.

Now I'll shut up, I'm off up that cliff again,

Hi HO hi ho...

where'z my pillz
Title: Re:Abandoned Armies
Post by: Fragorl on 05 Jul 2005, 05:17:13
=> Mikero

My X800XT might have something to say about that comment of yours ;)
Title: Re:Abandoned Armies
Post by: THobson on 05 Jul 2005, 07:52:17
Planck:
Quote
Well.....I think this woman is a blonde, the one in Houdan was.....I think dark haired.
But my memory might be faulty.
I'll check.

Mikero:
I didn't know saves etc. could be prevented.  I will see what I can do on this.

Fragorl:
You are right it is not a single script that does the damage - but the TrannsferFlag script does enough damage on top of everything else that it becomes a killer.  I actually put this in v1.20 and I think you are playing v1.21  (in 1.20 once the wolves start howling they don't stop - in v 1.21 they do).  There are 33 instances of the TransferFlag script running and it has the following loop:
Code: [Select]
#wait
~11.11
if (alive _carrier) then {goto"wait"}
Changing this to :
Code: [Select]
@ not(alive _carrier)Produced a small improvement.

Changing it to :
Code: [Select]
exitProduced a further small improvement.


Mikero (again):
Quote
This is now an unusual scenario and I am interested in how it will play out.  Both leaders are dead and (I think) a relatively small amount of damage done to each army.  It might not be easy.  I may need to make some changes as a result of this.

for me, he's playing a fantastic play alone mode. Admittedly poor squence triggers in not collecting civilians and blah, but I started similar before I got savegame bug and I think, imho, your changes will need to be _very_ small. They might just need to be context switches of what the player has not achieved, rather than any dramatic change to game play. If we want to take on two armies by ourselves as Xcess is doing, let us
 I have made a subtle change to the way the armies behave, but will make none to the dialogue, after all if a player does it this way the people at the lodge will not know.  The second civis and Sergei might have heard some fighting and they will already comment on fighting between the north and south it in the version you are playing.  The subtle change in behaviour is one that might get them fighting each other (not the full blown all out assault), but might not.  I fear that XCess will get no help whatsoever in dealing with each army, and I also suspect that lag might make the mission unplayable.  This is the situation I referred to in the readme file.  

Quote
please keep the voiceovers IF you drive over them, rather than only if you walk over them. I prefer this in general, even at Vigny where you crippled it.
I was getting bug reports about messages for bodies they couldn't see as they drove over them.  Vigny is the only place where you only get the ‘bodies' messages if you are walking and not in a vehicle.  Now I have one trigger for all the atrocities: Bus; Barn; Truck: bodies in towns: bodies in huts, I think this is now not an issue.  I just keep moving the trigger depending on where the player is.  What should I do to un-cripple it?

Quote
sorry, the civil truck test is, you load up 2 soldiers into truck so that they occupy the front, you get in back, and there she is.
There has to be a logic explanation to this.  I just can't see it.

I don't know what you mean, Goisse is just a normal front line town  ;D

MeagLag at Medic join time. - I had not done any damage to any one that would cause the tanks to be moving. I just did all the cut scenes by sneaking around.

Reorganise script:  I need to do more work on this.  It irritates me the way they don't look at the camera and Karl usually turns his back the rude bastard.


Fragorl (again):
Gee guy if you have painful lag then heaven help the rest of us.  

I think lag is like pain, there is no absolute measure and different people have different tolerance levels.  Whenever I am suffering I think of Planck and 3 fps.

To add to the savegame bug debate:
I don't know the full technical cause of the problem, just some of the symptoms.  Save a game and go back to it without exiting OFP - usually fine.  Exit OFP and then go back in an and try to restore the save and get an error message about a missing data item.  I also have experienced that indicates that OFP keeps open any file it has ever opened in a session until the game is exited completely.

This indicated to me that the problem is not in the restore process but in the save process where data items are not saved, but providing OFP is not exited then they are still there to use.
There again I could be wrong.

EDIT:
Quote
Another 'interesting' feature of this is if you put your loons all over the map (I had some guarding the LaP crossroad with M2 Jeeps) they instantly come back to where you are  
I just re-read this.  Instantly!??  I can understand it if they started to run in your direction after the reorgainse script, but not an intant teleport.  Am I understanding this correctly?
Title: Re:Abandoned Armies
Post by: Mikero on 05 Jul 2005, 10:04:45
>Instant Teleport

my god, I hope I got that right. It happened 100% for sure and certain when i left 3 of them guarding LaP turn off and took civilians back to lodge (1st lot). I now only think it occured also for a re-organise. Damn, if someone asked me I'd say yes, but now not 100%  on that because with the addition of Yuri I am garanteed to use the reorganise script approx same time.

v1.23 bug

missing addon or blah

M16GrenadeLauncher.modelSpecial

This happens when i drive over the guy carrying one (relief squad of 6 coming up from LaP to Vigny).

Using Barrons upgrade102. It does not appear to affect gameplay.

noticed you took away nvg XMS guy, you rat. Also no PK at LaP, you rat.

Edit:

First Lodge Cutscene

_because_ you say 'here, let me show you on the map', and _because_ it then swings to black screen with titletext 'we need weapons', it is here that I assumed, or thought, or think, that you are now trying to show us THE map, this time with updated arrows and things.

edit edit:

this and v1.23 do not have, or they are no longer apparent, the 2nd relief squad coming diagonally to Vigny. Did you take them out, move them? Were they too close to 1st civils for comfort?

Armor no longer appears at LaP after prolonged exposure there. (I am busy busy collecting weapons, knowing I shouldn't stay this long) Has lack of flag changing caused less interest in LaP by the enemy perhaps?



Title: Re:Abandoned Armies
Post by: THobson on 05 Jul 2005, 12:37:07
Reorganise - They should not teleport.  I certainly don't tell them to, but given some of the things happening - who the hell knows what will happen.

Quote
missing addon or blah

M16GrenadeLauncher.modelSpecial

This happens when i drive over the guy carrying one (relief squad of 6 coming up from LaP to Vigny).

Using Barrons upgrade102. It does not appear to affect gameplay.
I built this using GB's editor upgrade.  So why the hell would there be this error?  (EDIT:  I have an idea)


Quote
noticed you took away nvg XMS guy, you rat.
There were two crew one eastand one west in that group.  I added them for effect.  I forgot that I also added NVGs etc.
Quote
Also no PK at LaP, you rat.
You wanted to have to scrabble for weapons. ;D

Quote
_because_ you say 'here, let me show you on the map', and _because_ it then swings to black screen with titletext 'we need weapons', it is here that I assumed, or thought, or think, that you are now trying to show us THE map, this time with updated arrows and things.
I understand now.

Quote
this and v1.23 do not have, or they are no longer apparent, the 2nd relief squad coming diagonally to Vigny. Did you take them out, move them? Were they too close to 1st civils for comfort?
I have made no change for this.  Purely the game engine.

Quote
Armor no longer appears at LaP after prolonged exposure there. (I am busy busy collecting weapons, knowing I shouldn't stay this long) Has lack of flag changing caused less interest in LaP by the enemy perhaps?
Almost the same point here about it being the game engine.  I have made it so the armour is more likely to come - randomly.


EDIT:
I am getting periods intense mega lag.  Each seems to be preceded by me givin one of the team some instruction and it last for several seconds.  (Mega lag = 2-3 fps - quite nippy for Planck I suppose)
Title: Re:Abandoned Armies
Post by: Mikero on 05 Jul 2005, 13:58:05
I have *never* had lag prior to and including the 2nd civils. There is, sometimes, rarely a little heaviness lodge -> 2nd civils.

Interestingly, and importantly, I have encountered armour in serious numbers all over the west. They never cause lag. Nowhere, west, does this occur, except and possibly Larche if a big buildup occurs, and only then after a war has started and I'm swinging back from Trinite (via Houdan Chapoi sometimes  ;D )

Lack of weapons seriously altered my game play, to the point that (while still not entirely true) I assume everything everywhere is in drastic short supply, so, before collecting 1st civils, #2 and I went to Goisse in the police jeep since it was 'on the way'. Anywhere I can grab weapons in remote areas (LaP eg) I'm onto it, including Goisse. I wont spoil the easter eggs for others.

Goisse turned into a powerful firefight (I have previously used entire squad here, but am interested in Xcess's gameplay) So just me and #2. I used the police jeep as a weapon of mass destruction, here, and also LaP and Vigny. You shortened the weapon loadout, so it's now a weapon too.

Fortunately for you Thob, there's a limit. After a certain point, crushing bodies damages the jeep to destruction. Always of course at a most inconvenient moment like when you charge a squad of seven, hit one, and stop stone motherless dead. (I find the handgun keeps me alive longer when this happens :-\)

There's an interesting bug in the engine, that if the jeep is damaged it leaks fuel, rapidly. You run out soon enough. That's not the bug. I sent #2 off in jeep to a safe place while I took on a godzilla (another story). I forgot to tell him to switch engine off. After awhile he reports low on fuel. I clean up around Goisse, get him to come back, he disembarks, and SHOOTS ME!!!!
-----
When a jeep is low on fuel, it, and it's occupant become a 4th party. You can't get anyone to board it again (except yourself) and you can only target it. It and any occupants are enemies. Or at least I'm their enemy. This is the same bug, different style, if you or your team-mates board a weakened M2 jeep. It and the team-mate, become enemy. (What sort, i don't know, because #2 after finishing me off, started firing at some tank crew)

checked this several times Thob, even waited on a countdown till I guestimated fuel was really low, #2 didn't shoot me, but retried, let jeep engine run another 30 seconds till he reported low fuel, and then, bang.
-----

Other fabulous gameplay things happened at Goisse. No sooner had I started to clean out the resident hordes (both the sentries and the patrol) than the Mosquito Jeeps arrived via the north road from airport. Another fist fight ensued.

Sorta kinda let them pass (well ok, I ran). Finally cleaned out loon count and Godzilla, T72 and Vulcan appeared (again from what seemed North road).

another swag of firefights and Barron firescripts  ::)

Got real cunning and put mines in their path, and satchels and the kitchen sink. After this lot were dispensed with, the mosquito jeeps re-arrived same direction and by good fortune, satchels were in centre of town, which they had to pass thru. Got all four, one bang. you end up thinking, as a first time player or so, my god my god why on earth did I stick around.

Points worth mentioning, apart from the terrific game play.

ZERO lag. Not a whisker.

No flag changes . I think u should allow it from lodge onwards.

My team changed from novices to veterans (almost experts). If this was due to kill count, ok, if it was timelapse  (7:35 am), not too good.

Title: Re:Abandoned Armies
Post by: THobson on 05 Jul 2005, 17:45:10
Quote
My team changed from novices to veterans (almost experts). If this was due to kill count, ok, if it was timelapse  (7:35 am), not too go
It won't be just time.  There is now a lot of weight given to kills.  I think I still have a bit too much on the objectives.

Quote
No flag changes . I think u should allow it from lodge onwards.
I thought I had.  I will check.

Quote
ZERO lag. Not a whisker.
Weird - see below.


I had started the mission to test the savegame bug… so… well…. I continued.  I used a completely different tactic.  Apart from the 3 loons at Vigny it was 11:45 before they took their next casualties.  I won't tell you what I was doing all that time.

I got the war stared and then went to Dourdan - the lag was so horrendous I had to give up.  This is not playable.

I kept exiting the game and going back in - no problem with savegame bug.  One time I forgot to load fraps and since then I experienced none of the mega lag I described earlier.  What I experienced while sniping Dourdan was just ordinary common or garden stuff, just at a grotesque level.

I have introduced a bug in the recent change I made to remove some names.  If an invalid element in an array makes the whole array invalid then this will have turned off the voiceovers at all the atrocities.  If an array can survive having an invalid element then it will have only turned off the voiceover for the ‘fictional' group of civis east of LaT.  That is where I discovered the problem.

Quote
another swag of firefights and Barron firescripts
Credit where it is due.  I use General Barron's fire script only in the first scene in the Intro.  The fire embers and smoke you get when armour is killed is from Babalon.  He did all the difficult drop command stuff.  I just took that and made the fire, embers and smoke taper off over time.  

Title: Re:Abandoned Armies
Post by: Planck on 05 Jul 2005, 20:27:09
Well......where to start.......

I did the Vigny thing killed 3...........killed tatyanas killers........killed the squad that turned up.

Loaded up the police jeep with all the collected weapons.....minus 1 M16 which wouldn't fit, but I took its mag anyway.

Then I ran south to take a look at La Pessagne.
I needed to use their mash tent anyway, I was wounded.

I waited till the jeepmg's left, then killed the garrison.........got healed and bagged a LAW launcher.

Ran back to Vigny to my jeep then saved.

I went across country towards the lodge.....heading NNE, I passed close to the first group of civvies and was just approaching the road when one shot rang out and I was dead.
No idea who shot me OFP decided I didn't need to know.

Tried again from my save.....got shot again around about the same area, there was more than one shot this time, but the result was the same.
(I thought I was supposed to be safe in a police jeep ;D)

I took a different route the third time and got to the lodge ok.

Checked the civvy truck........it was empty no phantom passengers.
Went and got the first group of civvies, back to the lodge.......all fine.
Checked the truck again.........no phantoms.....went to get the second group of civvies.
Got there ok and off they went to the lodge.......I checked out the third group with '7'.
No voiceover when I found them dead.

Back to the lodge about the same time as the second group of civvies.
Did the reorganise team dialog thing and once I finished I had to tell '7' to get out of the truck again.
He seems to have a fixation for civvy trucks.
Checked the truck......no phantoms.

Went to Houdan, found Sergei and brought him back with me.
Checked the truck....no phantoms.

Saved again......and quit for the day.

I expect to find a phantom once I reload the game.......maybe.....maybe not.


Planck
Title: Re:Abandoned Armies
Post by: 456820 on 05 Jul 2005, 20:45:29
ah i never got round to carrying on with this mission got carried away with my campaign done a hell lot more work on it
anyway ill test his again soonish about this phantom what phantom is this ?
Title: Re:Abandoned Armies
Post by: THobson on 05 Jul 2005, 21:15:51
456: Well that's the thing about phantoms.  You never know.  :)  Actually some of us are finding strange people in our truck and I cannot understand it.  I think Malden is haunted given some of the things that happen there, especially near the first civi hut.  I mean - Everon has Christmas trees at Christmas, why not ghosts in Malden?

Planck:  You have done a throrough job thanks.  That has saved me a load of time.  I have looked at the script again and can find no explanation.

I have to say I am totally fed up with this.  I have never experienced lag like it.  The war started at LaT and now I can't go near the place without everything slowing to a halt.  I had a similar thing in v1.21 where most of the fighting took place around Chapoi and I had horrendous lag there as well.  v1.10 and earlier was not a problem.
I am right am I in thinking that once a trigger is deleted it no longer contributes to CPU load?  I'll ask on the editing board.
Title: Re:Abandoned Armies
Post by: Planck on 05 Jul 2005, 21:26:00
Playing at 2-3 fps you never notice much lag.

I suppose when it drops momentarily to 1 fps that is the lag.   ;D ;D


Planck
Title: Re:Abandoned Armies
Post by: XCess on 06 Jul 2005, 02:09:26
Lag at the moment is simply terrible. 2-3fps non stop. This was since loading to go kill Stamenov. Also, I did all the lodge stuff just to get the ticks done and now the Andropov objective is un ticked.

Got myself killed out of anger when half from Chapoi to the lodge I encountered a t72 and t80, decided to open fire on the t72 with my lodge realising it would take another span of forever to get home for some medicine and banages and was obviously killed as I was firing from the rocky slopes of a mountain with no cover whatsoever.
Title: Re:Abandoned Armies
Post by: Mikero on 06 Jul 2005, 05:49:51
@THob

for the purpose of testing, put a crippler in that prevents war starting. You can't stop blue on blue of course. But just dont start the war, then try T3 and all the others. Lag for me only occcurs, if , war started, heavy loon count, or, armour present.

Heavy loon count alone causes no lag for me (T3 convoy eg), armour in numbers, causes no lag. Only the fact that war is happening and I suspect those choppers have a lot to answer for (try deleting them as a test eg)

By lag, I mean unplayable stuff, not heaviness.
Title: Re:Abandoned Armies
Post by: THobson on 06 Jul 2005, 08:18:19
XCess:
Quote
Lag at the moment is simply terrible. 2-3fps non stop. This was since loading to go kill Stamenov. Also, I did all the lodge stuff just to get the ticks done and now the Andropov objective is un ticked.
Lag I knew about, it is top of the list.  Unticking Andropov - yes that would happen - sorry I didn't think of someone playing it in that sequence, this cannot happen in v1.23

Mikero:
Quote
for the purpose of testing, put a crippler in that prevents war starting.

During testing I have done something similar.  I activated the DefendBase (end-game) script that brings everyone home (there is one for each base).  The lag is horrendous near the base when they are all there.  This is in effect what has happened with XCess.

There is no one silver bullet here, the mission has got fat and it needs some trimming - all over.

Can you guys live with it for a while?  If not I could create a skeleton mission that has all the flesh taken off (buildings in bases, environmental sounds etc.).  Just the loons and the cutscenes and some other essential stuff.

Title: Re:Abandoned Armies
Post by: THobson on 06 Jul 2005, 13:51:42
Xcess:
I have thought a lot about the situation you are in.  It is the one I refer to in the readme as one occurrence that would create significant lag.  I honestly thought it was not possible for the player to initiate this and live.  Congratulations - and apologies.  Congratulations for pulling off an absolutely stunning piece of play.  Surgically taking out the leaders while they still have significant forces is truly impressive.  Apologies because due to my lack of foresight you are now in a situation where all the northron units will be in or around the airbase and all the southron units will be in or around Chapoi. I expect the lag is murderous, and you will not have access to any tanks that you can HEAT them with from a distance.  I doubt the mission is playable.

Basically:  There are two ways to cause a side to enter its ‘endgame' phase. Get that side down to a specified number of loons, or kill the leader (earlier versions also had a Resistance detected by …trigger in each base - but I took that out.).  My reasoning was that once the player had killed the leader sending any remaining loons home would make for an ‘exciting time', as in deed it does.  I also felt I could justify this behaviour as being reasonably logical.

My plan now is:  Once a leader is killed then the sides will go to a state of readiness that will make fighting between them more likely (basically each side will behave as if one of them has been killed by the other side - except they will not know where any of the other side is located so fighting will not start immediately - but it will start eventually).  The endgame script that brings everyone home will start when loon count < X when the leader is alive or loon count < Y when he is dead.  Where X > Y.

The alternative is not to do anything special when the leader is killed, but that doesn't feel right.

In v1.23 I have prevented the player from approaching Andropov, Stamenov or the concentration camp before they have visited the lodge.  The alternative is to make significant optional and rarely used dialogue for the cutscene.  But there is nothing to stop the player after the mountain lodge cutscene for him to say to hell with the civilians I am going after the leaders.


Any thoughts anyone?

Title: Re:Abandoned Armies
Post by: 456820 on 06 Jul 2005, 16:00:37
Quote
Everon has Christmas trees at Christmas
really i didnt know that or notice it i did though on Kolgujev but i thought that was an addon
anyway ill probaly edit this post with a carry on from where i left off

EDIT - Okay review
i load up ofp and select your mission and as soon as i click start i get a CTD and i cant play the gme now ? weird worked before
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 06 Jul 2005, 17:18:47
A few days of playing. V1.21, zip for lag, benched at 6850..

Last post I left off just ambushing a jeep group south of Houdan. All three taken out very nicely with some satchels. One lone soldier managed to be blown to the water ( from the road that passes by the cliff section south of Houdan, get up, run, lay down and then take a bullet from my 60 gunner.

With that it was getting dark and I decided to do some sneak-and-peak around Chapoi. The rain picked up so I deemed it a good time to try for a stealth kill on Stamenov. All snipers eliminated by 6:30pm or so, into town from the west side. Find a Hind had crashed and killed off a t-80, and a large platoon. Making my job easy. Creeped up the main road and used my HK on anyone in site. Taking alot of time, I cleared the middle of town. Moving up threw the prisoner camp, never raising a eyebrow from the enemy. Then south around the fenced, using the buildings for snipe posistions. Again, taking alot of time as to not raise suspision. Around 8pm I had the area clear enough to sneak inside the fence and take down the HQ. Entered and nailed the lower guard, up the stairs fast to find Stamenov cowering in the corner like a dog. Two to the mid and one in the temple for good measure and he was history. Exited the building slowly, thining someone by now should have seen that the guards around the base where all dead. The sky's had cleared and my sight line improved. Moved east threw town and then along the lower sandbag section when I heard tanks in the distance. I must have triggered something, up and running like hell. Wish I had had some mines to place and watch the carnage. Running out of town I stopped and looked back to see that one: had no persuarers, and two, now had a re-occupied town with about 20 hardened troops and a Abram's, T80, and BMP to deal with. Guess I don't get a A+ for the take down since I didn't recover all those pretty tanks sitting near the depot.  Threw all this, I used up 6 saves. It took a few days of playing, and never a bit of lag or issues.

So, Chapoi needs to be "cleansed" again, my plan of taking the base solo didn't work, on reflection I should have used my team to lock down the east side and prepare a antitank trap for the visitors. Solo work bite's my ass again.

I redeployed my boys (me lady is at HQ on mess duty with her lover and the other lazy bum) to the north and decided I am going to wait out the night. It is now 10:30pm. My battle tactics in the dark are not very good when dealing with a full unit up against armor. Seems even with NG I allow them into stupid spots. I let the game play threw the night, and did some real human work around home.

 Came back and it is 3:35 am, daylight coming soon and I am formulating my attack plan for Chapoi. I want that armor, all of it dang it. The 20 or so troops in town are on a pretty easy patrol route, heading only south at times in intervals. Also, the crews for the armor are out, and patrolling with the troops. The Abrams is parked in the fenced area, near HQ, and the T80 and BMP are in the open, about 70 meters from the crew. If I do this right I will have a nice armor squad since the equipment near the depot section is in pristine shape.

More to come soon. Again, no play problems, running low on saves so "savegame cheat" is still in play, making me pathetic but hey, I am having a blast with this mission.
Title: Re:Abandoned Armies
Post by: Planck on 06 Jul 2005, 19:29:08
I just got war started.

I mined both approaches to La Trinite and when I came back later, the south convoy tripped one of my AV mines.

I lay in a bush for absolute ages watching events unfold.
Eventually infantry started fighting....gunfire......LAW's.....RPG's.......grenades.....it was fun to watch.

I occasionally took out any infantry that got close enough, but mostly I watched.

Then armour started turning up.
There was an amazing battle of the tanks, several times I thought my bush was going to get flattened along with me.
The place is now littered with wrecked armour.
It seemed to me that the south got the upper hand and pushed on north.......it went quiet here.

After some time northern troops turned up, I presume the south got defeated further north.
Marvellous stuff, I spent at least 2 hours watching before withdrawing with the northern ammo truck.

Making my escape with the truck I came across a northern squad standing around in a nice neat 'V' formation.
I ran 4 of them down and continued for home, all the while getting shot at by the others.

I got back to my people, who were stashed away south of the lodge near a rock, I re-armed them with better weapons, then went to park the truck.

There was a lone american soldier standing near the lodge, he looked badly hurt, he was all bloody.
How he managed to make it to the lodge that quick I don't know it was a good 1.5 km from where I ran him down.
Maybe he got stuck on my truck and was carried here.   ::)

Any way, I ran him down, but he was still standing and started firing at me, so I ran him down again........third time unlucky for him.

It was really entertaining watching this long battle going on, which I knew I had kicked into motion.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 06 Jul 2005, 20:48:40
@THobson

Heads UP THobson. Have finished your 1.23. It remains, a majestic, magnificent, marvellous, masterpiece.

This isn't an encouragement award, it's a statement of fact that you, of all people, appear to be missing. You pass thru villages and countryside towards ending mission, recalling all the glorious battles, the fights, the desperation. You sit thru the outro, going gah and gasp.

Modesty is one thing, but for you to fall into gloom and despair is ridiculous. Step back and look THob.

>dead leader

change it to 'the other side' does an all out attack on the leaderless mob. This will <ahem> reduce the lag count, eventually. Or, get them to fight amongst themselves, or, leave it alone and stop fussing.

---

I did an Xcess and went alone. Namely, I ticked off all objectives but essentially kept everyone at the lodge. It was long, slow, exhilarating, frustrating and all other things. It can, (clearly) be done, but not half as immersive as involving Irena. Every single one of the uncountable firefights me, against them, was a mission in itself.

I managed to take both leaders out by laboriously picking off each and every loon in entire area, plus each and every loon that came into the vicinity (the latter is one of the magic pieces of this game of yours). Large quantity of cheatsaves and judicious but liberal use of savegames were involved. The amount of gamesaves is 'about right' and I would alter it to ONE to start and be far far more generous at each objective, 3,4,5,10+ eg. This would be a good way to teach the player to play the objectives (admittedly a bit of linear train track here, but, nice learning curve with Pavlov's Dog)

ambient sounds kicked in, bird noises, no peeping civilians.

After killing a leader, I hotfooted it to other enemy camp (both times). I *knew* what you had in store for me if I stuck around. Very concentrated enemy at army defeat times, as you describe, lag quite hard, but not impossible (unlike T3).

The concentrations of enemy troops as you describe it, doesn't quite happen that way, generally, half the nasties are chasing you (tanks especially). After swiping Stamenov (south) I screamed out of there and collected my people at Le Port, I assumed the pows would be massacred otherwise. not an issue that they aren't, it's the perception that they will be that counts, screamed up the north road to that narrowing valley and stopped out of curiosity at the wrecked civil, (another, immersive, high quality piece of detail leaving player with conviction she hasn't seen one third of this map of yours. and, she hasn't)

Spent my entire mission time with my ass on fire, screaming away, terrified.

Godzilla and his Bmp wannabe were in pursuit and came thundering over the top of us. WHAT A MISSION. Changed my underpants after that.

Everything about 1.23 is 'right' It's the true successor of 1.1 with all the missing detail filled in.

As Planck describes it, your happy to WATCH battles.

Stop fussing THob and start basking in a bit of well deserved glory.

Title: Re:Abandoned Armies
Post by: THobson on 06 Jul 2005, 21:59:19
lilwillie_WI, Planck, Mikero:
Guys, this is wonderful stuff to read.

lilwille_WI: reading your account reminded me of watching one of my sons play it.  The first time he crawled over the top of the hill north of Chapoi and looked down on the town he said - ‘I could get in there at night, now what should I do until it gets dark?'!!  I loved that.  It is the sort of thing I want the player think.

I wanted to create a world that people felt was real and one where they would enjoy spending time.  You guys have made my day.

Mikero:
Thank you for your comments.  I must admit to being somewhat distressed yesterday when I experienced the lag I had created, but I guess in time I will deal with that.  There are the ‘glass half full' type of people where everything is good and the ‘glass half empty' people that are never satisfied.  I am of the ‘the glass is half empty - and it was too bloody small to start with' persuasion.

But even I am thrilled that you Planck will sit for 2 hours just watching, that you Mikero are having the experience I hoped I would create, that you lilwillie_WI and XCess are doing things I never thought possible.

Glad you heard the birds (no dogs?), pity about the peeping civis - they are there longer and more frequently than before.  I have made some changes to LaT (in v1.23) that I am quite pleased with.  It makes it more dynamic and bit more of a challenge.

Anyway guys after yesterday when I got really irritated with the lag, your posts were exactly the tonic I needed.  Thanks.


Title: Re:Abandoned Armies
Post by: marshmanguy on 06 Jul 2005, 22:49:23
Yeah, Thob here deffinately deserves a stiff gin and a pat on the back.  I just love how you're afraid to stick around when plundering.  In La Pessagne, I was alone and loading up the police jeep when I see some lights which aren't mine and the jeep convoy comes parading through, needless to say I made tracks.  Then again, in Dourdan, I was plundering and I look behind me to see some jerk taking down my flag and a whole squad coming over the lip.  Then when I RETRUN to Dourdan to take it back, they'd set up an mg or brought in tanks or something cuz machine gun bullets were thudding left right and center.  Unfortunately I saved a mere second before the machine gun bullets nipped my young life in the bud so it's back to the fjord.  Anyways, bloody good SHOW.  And the lag isn't your fault, your mission has surpassed the game, lets blame it on the game.
Title: Re:Abandoned Armies
Post by: THobson on 07 Jul 2005, 08:53:05
marshmanguy:
Thanks - I'll take the gin.

Are there many more guys like you out there playing this silently?  I thought  it was just a half dozen or so of us.

Any geniune comments or suggestions gets you on the list of beta testers and I still have space for more names.  The gin almost gets you there. :)
Title: Re:Abandoned Armies
Post by: funkster on 07 Jul 2005, 12:26:17
Hey there Thob,
Finally got around to playing this mission tonight, and wow, from the start the quality and really hits home. So far, Ive had one go, read a post or two before hand, so I was expecting something realistic, I was careful, played for about an hour and a half, got all the way to (almost Houdan), and then a tank blew me away. Boo, hoo. Im going to go and have another go at it after this. Just one complaint, not with your mission, but with OFP AI I think. It was still fairly dark, and mist allowed visibility of 100m max. But this tank blew away me pretty lil truck from about 500m away. Not fair, the radar would warn that Im there, but I dont think it can aim with it alone....

Anyway, I can see this is shaping up to be one hell of a masterpeice, you must have put so much work into this, what? 400 hours or someth?

Nice one man, nice one. Im off to play more, be back....


funkster
Title: Re:Abandoned Armies
Post by: THobson on 07 Jul 2005, 12:48:10
funkster:

Glad you like it so far.  Yes vehicles are not terribly safe if there is armour or helicopters about.

400 hours?  I have not kept track of the time - but that would be 8 hours a day 5 days a week for two weeks.  I suspect that is barely a fraction of the time I have spent on it.  I have had to learn a lot - for example: this is my first mission with custom sounds, this is my first mission using dialogues etc. etc.  In fact just about everywhere I look it it is my first try at something.


ALL:
I too have a phantom woman in my truck.  I don't know when she got in, but she does look very much like one of the women in the second group of civis , she also looks a little like HoudanWoman in the dark so I am not sure.  Whichever she is I have no explanation for her being in the truck.  Her face reminds me of Alexi's mother in the intro.  One test I haven't yet done is to kill her.  If she is one of the resued civis then the result should be a red cross against the appropriate objective and bullet or two from my squad.

I don't know if it is related but when I reorganise my team all those that have previously been in the truck head off back to it.  Giving them a another disembark instruction even though they were not in the truck at the time, seemed to cure that.
Title: Re:Abandoned Armies
Post by: dantheman on 07 Jul 2005, 14:05:59
Hi there THobson.  I've finally downloaded your mission as there has been so much fuss about it I wanted to know waht it really is like.  Ok, watched the intro......fantastic!  Best intro I've ever seen probably.  It really has a movie feel ya know.  Anyway, I start up the mission and it seems to be all going smoothly.  I've cleared the village of the enemies and then decide to save the game.  But there's a problem.  When the game continues after the save it is absolutely slow like hell!  I've left it for a while and came back to it to see if it was just a temporary thing but nope.  I can barely move 'cause of the lag now.  I've tried the mission out more and more times as I really want to play this mission but still the same results.  My benchmark result is 6000 and I always play missions smoothly without any problems.  So is there anyway of overcoming this?  I'm really sorry if this question has been asked before but I can't be bothered to go through all those pages!  
Cheers, dantheman
Title: Re:Abandoned Armies
Post by: THobson on 07 Jul 2005, 14:32:44
dantheman:
I can only guess what the problem might be.  I have recently experienced somethign similar only in reverse.  I had heavy lag, and then the next day when I resumed it seemed okay.

Have you tried re-booting the computer?  Sometimes some background task, or the memory, or the swapfile or whatever needs to be refeshed.  Failing that it might be that the savefile is somehow corrupt or untidy, so doing a fresh save to create a new save file might help.  I can understand you not wanting to read the whole thread to find if this has happened before.  I can tell you that no one else has reported this.

Please let me know how you get on and if you get the problem resolved.

EDIT:

By the way - thank you for the compliments
Title: Re:Abandoned Armies
Post by: rado1265 on 07 Jul 2005, 15:00:53
400 hours?  I have not kept track of the time - but that would be 8 hours a day 5 days a week for two weeks.
:o

You're kiddin', right?  As I can see (read) you have a job, a familliy ... I anvy you, man, my wife will kill me for something like this.

I'm gonna to download the latest version (it's been a while when I play this baby - v1.0), not to test, just to play and to enjoy.
Title: Re:Abandoned Armies
Post by: THobson on 07 Jul 2005, 15:19:28
karantan:
This mission has taken all the spare time I had since about last September/October (plus some time that was not really that 'spare'), so 400 hours is a significant under estimate.  Back then it was more difficult for the family because I was trying to get the convoys and jeep patrols running properly so I would leave the mission runing continuously in de-bug mode where it contunally displays a lot of status information.   My wife would ring me at the office with status reports "east 1 jeep has run out of fuel" type of thing.  The later stages when I was fine tuning was even worse for them.  I would set it running on Sunday evening, go away for a business trip and get back Friday morning to see what state it was in - often it was crap, but eventually I got it so it was all still working after that time.  (I found myself wondering about the state of the engines in the jeeps - can you believe that?)  While I was away I would get e-mail reports from home: 'west convoy trips is 165; east convoy trips is .... etc. etc.'

But heh that's what families are for, supporting each other in times of need, and I had a lot of need.  Later the family really enjoyed doing the voices.

I do hope you enjoy it , there are a few issues but I think it is now coming together.
Title: Re:Abandoned Armies
Post by: rado1265 on 07 Jul 2005, 15:59:36
Well, my wife wants me to spare most of my spare time with her, not with those whitish box.  Heh, she says so ...

When all this will be behind take your familly on some fancy dinner, they well deserve this.  I know you'll take them out without me being "wise".

I'll stop now, I already see Artak lurking behind the corner, you know, off topic things and all that ...
Title: Re:Abandoned Armies
Post by: LukieTee on 07 Jul 2005, 18:09:33
Hey Thob, been playing the mission and was up way to late playing it.

I was generally attacking small squads for ammo and weapons managed to get about 4-5 patrols in one area with a trap i killed a squad below some trees on a hill side. after about a minute or so of rearming i hear wolves. i run into the woods and 2 squads of 12 run past. as i was speculating attacking them my lady opens up with her Machine gun taking down an entire squad. then my men massacred the rest i just sat their dumbstruck .... wolves continue  ??? "is that i bug" i thnk until 2 more squads come along and again my squad takes em i was like  ;D i didnt fire a single shot until low and behold a BMP comes along  8) this is where my LAW comes into play the BMP starts to unload when BOOM its taken down. i was thinking of just leaving my ppl their to pick the enemy off until ihear the sound of fighting in the distance and to my disbelief a helicopter comes crashing down ontop of the enemies corpses. This and the fact one of my men reported and Abrahms made me reconsider and run back to base. i marked the area on the map where i think i was (wasnt sure as i was in Veteran).

Dam this is such a great mission and is twice as good whith music in the background  ;D  ;D PZ keep it up and im looking forward to more of your work in the future
Title: Re:Abandoned Armies
Post by: THobson on 07 Jul 2005, 19:18:10
LuckieTee:
v1.20 does have a bug that means once it starts new wolves will continue to be created.  Each wolf will eventually stop but  more continue to be made.  In v1.21 this is fixed.  I am not sure which one you are playing.

I am glad you are enjoying it.  

Quote
im looking forward to more of your work in the future
Lol: I can see no further than finishing this one at the moment.

Thanks for your comments.  I really appreciate them.
Title: Re:Abandoned Armies
Post by: marshmanguy on 07 Jul 2005, 20:32:07
Seems there are quite a few of us quiet types out there playing it.

By the way, the lag I got wasn't that bad.  Someone tell me what a benchmark is and how I find it out and I'll tell you what mine is.  I'll also do an FPS check next time I run through it.
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 07 Jul 2005, 22:06:28
Seems there are quite a few of us quiet types out there playing it.

By the way, the lag I got wasn't that bad.  Someone tell me what a benchmark is and how I find it out and I'll tell you what mine is.  I'll also do an FPS check next time I run through it.

the benchmark can be found when the small, title screen pops up when you want to click, play game, go down further and there is a nice options box that can tell you what the pc spec stuff is. My understanding is tweaking this area you can raise the benchmark and a higher benchmark equals less lag. The experts can chime in and correct me.

Anyhoo, back to the gameplay for myself. Kicked back in at 3:30am and mulled around doing some sniping, but decided to just recon more. To the life of me I don't understand what the patrols are doing but they head south of Chapoi in alternating groups and I loss them in the heavy woods southwest of Chapoi. Considering the weather conditions and darkness I'll wait til morning to do some killing. Wonderfull thing is the Abrams crew comes out all toghether at times, hmmm, I know who will take the first rounds. Gameplay now at 5:30 am and I am anticipating the morning attack. My team is forming up to the east with the apropriate weapons and all heck is ready to break loose.

THob, familyman myself(wife, two kids) so I can relate to the time spent on this and trying to balance it with family time. This must have been a massive undertaking. Hoist a beer in your direction.
Title: Re:Abandoned Armies
Post by: MrN on 07 Jul 2005, 22:07:48
I feel compelled to add something here.

I have downloaded and tried a couple of versions of this.  Every time I felt like commenting, someone (normally Mikero ;)) has added something  that I wanted to say. Normally in a harsher way than I would have said but more effective.  ;)

The times I have played it I have great empathy with the author and testers.  ;)

The amount of work the testing\headsmackingagainsthemonitor moments you must have had are beyond me.

I admire the work that you ( & co. ;) ) have put into this. It's way beyond what most people would expect from a computer game.

Normally I get smacked down hard and fast, not everyone has played every version and wants the hardest most vicious mission to play.  Just the most absorbing.  :)

It seems close to the point where I can say something. If this latest version is getting the groovy thumbsup signal I'll start playing through. I'm not a big fan of playing a beta again and again, irony huh? ;) Due to the fact that I feel I lose impartiality if I keep testing a mission. Familiarity and all that.

BTW
:thumbsup:
Title: Re:Abandoned Armies
Post by: THobson on 07 Jul 2005, 23:28:39
lilwillie_WI:

Thanks - I am well into my red wine at the moment so I will have the beer tomorrow if that is alright.

For myself, it is about 16:00 and I am occupying the fuel station west of Chapoi.  There are live armour and infantry units in the town and snipers on the hill.  Shooting the infantry attracts the armour, LAWing the armour attracts the snipers - and I can't see those buggers.

MrN:
You can always say something.  Even just what you did and what happened and what you saw.  Often that is enough for me to spot something I want to change, even though the person telling the story doesn't realise it.  Views about what is good or bad can be of more direct help, especially if you say why you think so, but just because someone as already said what you want to say doesn't mean you can't chime in.  On the status of this mission.  v1.23 is the latest available.  It has some minor niggles, and I am hoping you guys find some more.  I have two major pieces of work to do on it 1) reduce the lag without impacting the mission, if I can; and 2) re doing the end scene.  It is okay as it is and a lot if it will stay but there are some changes I want to make.  So as far as the mission is concerned this is very nearly it.

Yes it is a lot of work, but I am enjoying making it a lot more than I will ever enjoy having made it.

Quote
I'm not a big fan of playing a beta again and again,
Me neither, but I am fortunate that some people are.
 
Title: Re:Abandoned Armies
Post by: XCess on 07 Jul 2005, 23:54:47
Just thought I'd say I won't be able to do any testing for a while as I'm going on holiday.
Title: Re:Abandoned Armies
Post by: Mikero on 08 Jul 2005, 01:20:38
@Funkster

>Tank blew you away.

If it was early in the game, say less than 2 hours perhaps, then rain contributes markedly to the unfairness of any enemy with zoom cabability. Otherwise, no, not at all, a zoomed tank would indeed 'see ' you or any other vehicle at *only* 500 meters. They will take you out from as far away as Larche if you pop your head over the cliff from your lodge, IN, a vehicle. Ai tanks that have commanders WILL fire on radar rather than visual sighting, many players do similar. This is the primary reason for having commanders in tanks and is not a game cheat as such.

But, great fun isn't it? Nowhere is safe, you assume you're ok, and BANG!

@Thob
>ghost woman.

At no time did she appear in the truck, multiple tests, but on 1.23 I never used the truck to collect the civils. Is she, in fact one of the mad-woman, because why the hell not !!!! Marvellous stuff if she arbitrarily decides to join us !!!! I met my mad woman this time around Houdan, then Dourdan, she was wonderful. Personally, I don't think you have a thing to worry about Thob, if this ghost isn't one of the mad devils, she damn well ought to be, leave it alone, it's fun.


@Dantheman

where did you hear 'all the fuss about it'. Because of this forum, or the grapevine?

>lag.

Almost 100% you have something running in background that you did not have on previous play. It's unlikely it is the mission in this instance. Lag is often encountered but your description is typical of some other process taking over, not, the engine itself. Carefully check what addons / mods / and anims you have scattered in your folders too. The lag you describe is TYPICAL of norton anti virus btw.

@Karantan

Quote
My wife would kill me for something like this.

I'd kill my wife for something like this.

@LukieTee

Your 'adventures' with Irena being a very bad girl, the scenic masterpiece of a chopper fire-balling in front of your eyes, has been described many times. Never the same scene, never the same location, never the same mix of enemy ai, never the same chopper, "and then a sniper crawled in". All of which makes this mission unbelievable magic. You will *never* repeat the above experience, no matter how many times you play 'armies. it will be different, each time, every time, with similar spectacular results. It is largely and almost wholly due to Thobson leaving his game running for days on end. Why? Because all the obvious bits, all the garanteed-to-occur things, have been taken out and removed. If an enemy squad always appeared at Houdan, three days later, they don't anymore. It's this I'm beginning to understand.


>Music

Oh yes. I detest battle music, this is the first mission ever, where I'm quite desperate to turn that CD player ON. Just by doing that, I feel like I've authored something myself, made the game play the way I want it to play. Ditto the AP/AV mines.


@Thob

Went to bed. thinking of that damn civil truck at the narrowing valley. Why were there two soldiers there, where were they taking the civils, how long did they last, who was the last one shot, why did one of the civils nearly make it up the hill. where did they come from, did they know about us, god they were brave. Where were the bastards that killed them, did the radio work? That lighthouse, why didn't they go there. The scene is rich rich rich, left unanswered, the way it should be. Perfect.

The Larche wobbler is marvellous. It has us running all over the map. I don't mind it as it is, I kept going back to the pregnant woman to tell her and didn't get a 'reward' for doing so. I expected to find her husband in the pow camp eg, i expected to see him shot at the chapoi breakout eg. Something not quite finished about it, a small, loose end. Fine as is, but a few holes in it.

Title: Re:Abandoned Armies
Post by: funkster on 08 Jul 2005, 03:28:00
Ok, so Ive played a lil more now, prob around five hours.
Last night I went to houdan, got then rescued the second lot of civvies, so I had a large sqaud, I then went and attacked Arundt(cant remember name - nearest southern town), and died, well, to bed for the night.
Imagine my horror when I woke up this morning, loaded up, and found my save games were gone, it reverted to just after I had rescued the first civvies, so the other two quests were imcomplete, and I only had 6ppl.

Ah, well, cant be bothered going and rescueing again for the moment. so I go and scout around that southern town. After many restarts, and half my squad dead, I ended up with what seemed to be an empty town, an undamaeged jeep with MG, bloodied driver slumped over wheel, and some nice weps. So I take the jeep, pick up my other crewm and drive back thinking, 'im gunna hoist the flag, defend the town with my MG jeep and LAWs, itl b mine, -bwuhahahaaaa!'. Convoy drives into town, theres a reinforcement sqaud there, I burn through them, they dont shoot at me, so 'oh, ok, Ill run them all down then' , turn around, this time they all shoot me. Im dead, the whole time my gunner just stands on the back of his jeep like he hasnt a care in the world, also, the enemy squad does not attack him! Perhaps he counts as part of the vehicle? But he still should have shot them.....

Fun anyway, I just wanna find out how to start a battle between the two sides like the other guy did, and then watch, that would be niiiiiiice!
Title: Re:Abandoned Armies
Post by: Planck on 08 Jul 2005, 03:46:30
Starting the war is fairly simple funkster.

Just get to La Trinite, if there is a convoy there, wait till it departs.

Then go to the two huts with flags and get your AV/AP mines, don't forget you will need satchels for the AV mines and handgrenades for the AP mines.

Anyway, just put AV mines down on the north and south approaches to town.......find a convenient bush to watch from a safe distance........then just wait........a long time maybe till the fighting starts, but it will eventually start.  ::) ::)


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 08 Jul 2005, 04:42:03
Nearly as much fun as Planck, don't get bored hanging around. Do what he suggests then head off over to Chapoi. Find a safe vantage point (ha bloody ha) and understand sheer terror when the Northron Army rolls straight over the top of you and keeps going into Chapoi. I dont mean a few units, I mean the Army. You'll kiss the ground when you see Chapoi defending you! (If you live that long)

Or, if you dare, try the mountain, topside of Airport and watch an Apache commence it's death run. It splatters the entire length of the runway, when  the hidden Vulcan opens up. The same Vulcan that then concentrates on you!

Or, if you're a little tardy, try two armies gunning for you from T3 all the way to Goisse. Only thing that saves you is they start taking an interest in each other, generally just before the mosquito Jeeps of both sides move up to block your exit at the same road junction. Now _that_ is worth seeing 8)

If you live long enough.

Title: Re:Abandoned Armies
Post by: funkster on 08 Jul 2005, 07:24:34
OK, i had a go. Of course, the save only ever lets me start off from early on, no matter how many times i save, so the only way i am going to get anywhere in this mission is if I leave it on. Given i share this cpu, thats not going to happen....be nice if the save prob could be sorted?

Anyway, I gave it a go, went to La Trinite, there was a convoy, waited 4 it, then mined southern appraoch, thought 'what the hell - might as well piss them both off!' mined the northern approach too. Sat in bushes, after a while heard some suicidal tanks enjoying my mines to the north, waited some, found a nice top floor of house to lie prone and watch the action. Had to wait, so I went up the shops (for real - buying milk) came back and Im dead, but I could see there was some action going on.

Gunna be real busy over next couple of weeks, but if you dont hear from me, Ill still b back playing it sooner or later. :)
Title: Re:Abandoned Armies
Post by: Mikero on 08 Jul 2005, 07:56:45
@Funkster

when you resume a game from ofp central or from starting ofp again, it gets the version IT saved when you aborted.

simple fix, resume as you always do and then simply hit esc and load, or retry.

voila.
Title: Re:Abandoned Armies
Post by: THobson on 08 Jul 2005, 08:44:29
Wonderful stories guys.  Thanks.


XCess:
Have a good holiday, and thanks.

funkster:
There is a strange behavior of OFP to saved positions.  If you die and then exit the mission, the next time you Resume the mission from the Overview screen you will be taken to the position you were in the last time you exited the mission alive, even if you have saved from a later position.  To get to your last save once you are in the game just press Escape then select Retry (or is it Resume - I can't remember) if it was a save using the radio, or Load if it was a save using Save (if you see what I mean).  The important thing to remember is that your saved position is there, it is just that OFP doesn't take you to it straight away.  EDIT: I see Mikero had already dealt with this.

This can enable the savy player to have infinite saves.  Instead of radio 0-0-0, just exit the mission alive.  If you get to a situation you don't like - don't exit, commit suicide.  It will spoil the impressiveness of the mission, the choice is up to the player.

There are several ways to start a war.  Mostly they involve getting one side into contact with the other.  You can get one group to chase you and lead them into the other's territory (not safe); do what Mikero did and get one group (M2 jeep in his case) from each side to chase you until the see each other (lunacy); weaken one side so badly that the other side decides to mount an all out attack (fascinating); do damage to one of the convoys at a location where the other side might appear (I wonder where that could be?); and a new one for v1.23 - if a convoy arrives at LaT and finds any of its ammo crates damaged it will be monstrously pissed off.  This gives the player an interesting choice as the contents of the ammo crates are now (usually) ‘refreshed' by a convoy visiting the town.


Phantom woman.  I LAWed the truck and just had time to see the first civi objective develop a red cross before my squad gunned me down.  The hunt continues.  Mikero - I too like the idea of random stuff happening, the problem with this is that not many people will find her (you have to get in the back of the truck yourself) but if the truck is ever destroyed you will fail the ‘rescue first civis' objective and that would puzzle players in a ‘that must be a bug' sort of way.  If I could guarantee her presence I might be able to build her into the story.

I am glad my little scene set you thinking.  They did well at the truck, one resistance soldier and an armed civi took out three loons, one with a machine gun, but they were just overwhelmed.

No one has yet mentioned the Barn (remember the barn in the intro?), or the dynamic ammo crates at LaT.  

Dourdan woman.  Good point there is a lack of closure there.

Title: Re:Abandoned Armies
Post by: tudders on 08 Jul 2005, 12:52:19
I've not encountered the phantom women yet but i have experienced a women who likes identical to the Dourdan women running through LaT.  I tried to follow her but a T72 got in the way.   I am also yet to check if the Dourdan woman is still there.

I experienced terrible lag near Lat - i lay in a house for an hour watching the ebb and flow of counterattacks by both sides at a steady rate of between 10 and 15 fps.  However upon exciting LaT the fps dropped to 3fps (I pity planck  ;D ) until i got more or less back to the lodge.  I guess it was just the large concentration of troops although in 1.21 i never experienced anything like that amount of lag and i attacked Chapoi when it still had loads of southrons.

And is it worth me trying to get lucky and survive in a minefield at a certain village?  Is there a reason worth discovering that makes you want to keep us out so bad?   ::)
Title: Re:Abandoned Armies
Post by: THobson on 08 Jul 2005, 13:38:18
Quote
I've not encountered the phantom women yet but i have experienced a women who likes identical to the Dourdan women running through LaT.
I will need to check on their identities, I don't want them all looking the same.  Did you get into the back of the truck? - put two of your squad in first to fill up the drivers cab and then get in.


I too had worse lag in 1.23 than 1.21 at LaT.  I think something is just tipping the mission over a threshold.  I believe the lag is caused by multiple armour units in the area.

Minefield:
You could try your luck. ;) Have you spoken to the woman n Dourdan yet?
Title: Re:Abandoned Armies
Post by: tudders on 08 Jul 2005, 16:00:33
I will need to check on their identities, I don't want them all looking the same.  Did you get into the back of the truck? - put two of your squad in first to fill up the drivers cab and then get in.


I too had worse lag in 1.23 than 1.21 at LaT.  I think something is just tipping the mission over a threshold.  I believe the lag is caused by multiple armour units in the area.

Minefield:
You could try your luck. ;) Have you spoken to the woman n Dourdan yet?


No to getting in the back of the truck - i've always left all my team at the lodge but i did give the first civis a lift.

Minefield: Of course i tried my luck - didnt find anything though but will have another look, i faired better then a group of Stamenovs men though  ;D

Dourdan: Yes i have spoken to her, that was first on my to-do list after the ladder frustration of 1.21  :)
Title: Re:Abandoned Armies
Post by: LukieTee on 08 Jul 2005, 17:41:18
hmm i small question, ive Downloaded the updated version of Abandoned but it says cant find Objects 2 addon. I thought this was a glitch for the first one. does anyone know what its from cause ive got the upgrade that it says i need but not anything about Objects? ???
Title: Re:Abandoned Armies
Post by: THobson on 08 Jul 2005, 19:58:18
LuckieTee:
I really have no idea what the problem is here.  All you need is General Barron's Editor Upgrade. amd mpthing has changed on this since the very first version.  Can anyone else shed any light on this problem?

EDIT:
I have just searched the mission.sqs and it makes no reference to needing an Objects addon.

tudders:
If you get in the back of the truck now is she there?
Title: Re:Abandoned Armies
Post by: Planck on 08 Jul 2005, 20:01:15
I went back to the woman in Doudan once I found her husband wasn't home in Larche.
But she was still resting and my character left her to rest.

Larche, Arudy, La Pessagne, Vigny, Goisse and Dourdan are all mine.

No tanks this time, just me and my happy band.  ;D

Am on my way now to take Le Port.

No phantom woman in the cab of the truck......I didn't actually check the back.
I've met 2 mad women at different times.

Andropov only has the airfield and St. Louis left.
Stamenov has Le Port, Cancon, La Riviere and Chapoi.

All the jeeps, north and south are dead.

I'm not sure anyone has any armour left after the battle in La Trinite....I haven't seen any for ages.

As far as my fps goes it remains rock steady at 2-3 fps.
Actually I get 32 fps when I pause the game.....so it runs faster when it is paused.  ::) ::)



Planck
Title: Re:Abandoned Armies
Post by: Mikero on 09 Jul 2005, 01:05:55
@LuckieTee

you have editorupdateONE in your addons folder. This, is the precursor to Gunslinger's update102, which in turn is not suitable for missions designed for Resistance and replaced by Barron's editorUPGRADE102

read  this  (http://andrew.nf/OFP/BedtimeReading/Editor102Addon.htm) for further information (but you really dont need to)

The full answer is you have total crap in your addons folder and you will, sadly, have to clean it out. Not just for this mission, for all missions, you have a mess in there.

FYI none of the editors are compatible with each other. The engine will pick up and use the first pbo it encounters with a label that satisfies an object name. Once that is loaded, you'll get missing this that and the other because all the other objects are not necessarily in THAT pbo (the other editorXYZ's become hidden)

clean your addons folder. What *should* be in there is listed here

http://www.ofpec.com/editors/resource_view.php?id=849 (Mikero)

then read

http://andrew.nf/OFP/BedtimeReading/modfolders.htm (Hawkins)

then download

http://andrew.nf/OFP/Tools/launcher218.zip (Kegetys)

you will thank me.

Title: Re:Abandoned Armies
Post by: Planck on 09 Jul 2005, 01:45:13
OK, so I have Le Port now as well.

I left my people in some woods and went to cause havoc in Chapoi.

I managed to whittle their numbers down bit by bit with my trusty Bizon.

Watched the prison break as it happened.

Once there were very few left to kill, I repaired the Abrahms in the conpound and fuelled and armed it.

Then I just tidied up a bit before going to Stamenovs HQ and crushing all his Black Ops.

One of the Black Ops lying in front of the HQ wasn't a Black Op at all.......it was a policeman......Stamenov I presumed.

So, I crushed him, and I crushed him and crushed him........ad nauseum.
He wouldn't die, so I backed off and gave him a sabot.
Still wouldn't die.
I changed to HEAT ........you guessed it........he is invincible.
I got out and shot him.......gave him a full magazine.
Still he lives...........I gave up.

I found a T72 that needed a coat of paint and a few minor adjustments, so I collected more of my team to crew the Abrams whilst I took the T72 off for repairs.
Irena and her bruvver.
Irena as gunner of course.

As soon as I jumped into the T72, I said 'Status Red', then Irena blasted me to bits.

I'll have to start that bit again I suppose.   ::)


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 09 Jul 2005, 02:00:56
>Irena blasted me to bits.

Does that mean you wont marry her then? ::)

Told you, she was my kind of woman, but does anyone ever listen to me?? :-X

>T72 status red

If you can, I'd be very interested in the truth here. I suspect this is an 'undocumented feature' of FUEL LOW (damaged vehicle status takes priority message wise, but that thing is near empty too)

If you put any of your team in it (and get him out safely) he should start shooting at you.

Title: Re:Abandoned Armies
Post by: THobson on 09 Jul 2005, 07:59:03
Planck:

I have no idea how Stamenov got out of his HQ.  That needs to be fixed.  Yes - given all that might be going on around there before you arrive he is in deed unkillable until you enter the building.  In earlier versions he was often killed by the northron attack long before the player got there.

Mikero:
The status red thing with vehicles.  I am not sure it can be just low fuel.  The units that are in for repair are very low on fuel but don't seem to cause this problem.  I have a feeling (no real data) that it might be related to the feature that allows the player to drive around in a friendly (to the loons) vehicle without them noticing, and that the lazy behaviour for the group at La Pessagne is also related to this (the player has just got out of a friendly vehicle).  This would take some investigating as there seems to be some randomness to it.  In the beta testing party there was a mission where this kept happening to me whenever I got into an empty enemy tank I got blown away by my own team - but no other beta tester reported it.
Title: Re:Abandoned Armies
Post by: dantheman on 09 Jul 2005, 08:20:30
Hey THob,

OK.  To try and make your game work I've re-installed OFP, de-fragged my computer etc.  I've done loads of things basically to try and clean up the system.  The results are....improving.
I launch up the mission and everything seems to be working pretty smoothly.  I saved my game a couple of minutes later and......result!  The game was working without that 'serious lag problem'.  
Anyway, I got pretty far and decided to save it and get off the game.  I Came back on it the next day and it seemed to be working alright.  I saved it in a car so I continued to my planned destination.  I got there and got out of the car.  But there's a problem.....It's doing the exact same problem as it did before.  I wouldn't call it lag as the whole thing just crashed on me.  God knows why this is happening.  My computer specs are:

5660 Benchmark result.
2.66 GHz
ATi Radeon 9200 128MB.

But I'm wondering if it's because of that I am playing the mission on version 1.91.  That's the only reason I can think of really.

Anyway, thanks for all your help.  I've never seen anyone so dedicated to a mission project before!

dantheman
Title: Re:Abandoned Armies
Post by: LukieTee on 09 Jul 2005, 09:17:42
Thanks for all the help, im gonna go clean it out and start managing it all properly. Thanks for taking the time to do that 4 me  ;D I had fun anyway last night i loaded up the mission. cutscene wouldnt load missing objcts etcetc the mission starts :) i get to the top of the hill with the handy feature of sticky keys and wilst waiting i had 1 to many beers. i get to the hut and for some unknown reason i thought the best cause of action in my intoxicated state was to throw a grenade thru the window of the building i was point blank too  :-[ as u can guess i was a rather mess by the end  ::)
Title: Re:Abandoned Armies
Post by: THobson on 09 Jul 2005, 09:26:23
dantheman:
Well you are pretty dedicated yourself given the tidying up you have done to your machine.  Your benchmark is interesting.

My machine is:
3.2 GHz
1Gbt of Ram
256Mbt Radeon 9800XT
and my benchmark is 4000
I am running XP Pro with another user logged on permanently, maybe that has an effect.

LuckieTee:
You didn't kill Tatyana did you?


Title: Re:Abandoned Armies
Post by: LukieTee on 09 Jul 2005, 10:56:56
 :-[ Woops she was looking messy by the end of it. and WHERES ALL THE AMMO  :o i got up the hill killed the soldiers and have 30 bullets for My M16. im thinking haha its ok the two guys that come and kill Tatyana will have ammo ill be fine well we all know how that turned out. so my rampage afrerwards taking the small village nearby went all a bit loco when i ran out of bullets for my pistol  ;D Retry
Title: Re:Abandoned Armies
Post by: THobson on 09 Jul 2005, 11:28:02
Quote
have 30 bullets for My M16
Well each of the three loons has one mag with 30 bullets each (less what they have fired at you),  anyway, 30 should be fine, there are less than 30 loons to deal with at that part of the mission ;) ;D

Quote
i ran out of bullets for my pistol  
Even including what you got from the dead policeman?

It pays to look around
Title: Re:Abandoned Armies
Post by: LukieTee on 09 Jul 2005, 13:15:31
yup even that i was doing alot of 1 shot 1 kill sort of thing and had the policemans ammo, it does pay to look around. and they just ke[t coming lol it was funny seeing all the bodies afterwards and one man left standing that killed me
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 09 Jul 2005, 18:28:06
Stamenov's defeated army

The Chapoi takedown commenced at 6:45 am, with Stamenov already dead his forces seemed in disary around Chapoi. The patrol's would go out for about 20 minutes and when they returned it seemed everyone regrouped in the center of Chapoi. Maybe the poor 2nd LT they put in charge decided that everyone needed a pep talk every 20 or so.

Which was a tactical error on his part. With my team set up in the shrubs to the east looking down on them, and I to the north in snipe posistion and a LAW we decided when they where in a tight group we would attack. I creeped to the north sandbags, near the road going into the base, laid my satchel charge for a "surprise". Loaded a LAW and "cough-cough, aimed at a BMP". Hmmmm, it went wide left and right into the large group pow-wowing. Huge explosion and enemy scattering in hopes of finding cover. But it was to late. My team opened up and in a instant we went from 20+ troops to maybe 7. With that I moved east, drawing two nasty's behind me. Mistake on their part, at the perfect moment the sacthel was ignited and the two didn't know what hit them. A few more brave soles, or maybe stupid, headed east but where cut down by my 60' gunner who is racking up some kills. With that, a voice message. Stamenov's army is defeated and running. No matter, I witnessed one nasty still running without his arms up so he took a round in the head. Then the remaining two raised there arms in defeat.

Called in my forces, cleaned house. 2 Abrams, a Vulcan, Bradley, a T-80, BMP, two .50 cal jeeps, four command jeeps and two sets of refuel/rearm/repair vehicles. With my first squad primed up I sent them to Dourdan to reoccupy and prepare for a push north. My civilians where called up and finally showed to run the non-combat equipment up. I took the last command jeep and scouted for the column moving north. Two trips for all this gear but it was worth it.

No longer a pathetic group of resistance fighters, we are now armed to the teeth and ready for anything. With the skies cleared and most of the armor on the island likely damaged from battle our team has the iniative.

It's now 8:30am (day2) in Dourdan, good defensive posistions setup, going to scout with the jeeps west to make sure our flank is clear. Then push north by northwest and have some fun. No hiding in the bushes any longer for this team.

Zero lag for me threw this, nothing wierd, no bugs I can see(but I don't look hard) the woman that would run back and forth north of Chapoi is missing. Hmmm, wonder what happened to her. Maybe send a team south to re-inspect. The messages and actions for this battle where awesome, loved watching them give up.

One question, with all this playing I have alot of waiting, Which I thought of this question, where did the inspiration come for this mission/storyline? A book, author, historic event, or your own imagination/thoughts?
Title: Re:Abandoned Armies
Post by: Planck on 09 Jul 2005, 20:18:03
@Mikero

I tried the next time getting in this T72 whilst my people stood about, then I got out again.........nobody shot me.

Next I got one of my guys to get in the T72........negative says he.

Ok, so I took this T72 for repairs, re-arming and refuelling.
I also changed to every position in the tank so any dead bodies were ejected.
I took it back and still they refused point blank to get in this tank.

There was another T72 near the west fuel station which I had disabled with my Abrams earlier.
I repaired, refuelled and re-armed this one also and made sure the seats were all empty.
They got in this tank without a murmur.

Maybe the other T72 was haunted.  :-X


Stamenov is dead btw

Just need to take care of his men.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 09 Jul 2005, 21:23:18
lilwillie_WI:
Quote
I witnessed one nasty still running without his arms up
But also without arms.  The poor guy had dropped his weapons and was running for his life, and you slotted him.  Ah well - it happens in the heat of the moment I suppose.  In one run through I was in an Abrams machine gunning a group of infantry at the airbase when suddenly they started standing up and surrendering.  They did it a lot faster than I could take my finger off the trigger.  Strangely I felt a bit bad about the ones I took down that had their hands up.

Quote
No longer a pathetic group of resistance fighters, we are now armed to the teeth and ready for anything. With the skies cleared and most of the armor on the island likely damaged from battle our team has the iniative.
Great feeling isn't it?  Especially driving carelessly through all those places you crawled though so much earlier.

Quote
(day2) in Dourdan
A multi day mission.  Just what I dreamed of creating.

Quote
Zero lag for me
Me too.  I think General Barron is right (a different thread) dead armour becomes static units with no/little lag after a time.

Quote
where did the inspiration come for this mission/storyline? A book, author, historic event, or your own imagination/thoughts?
My own sick mind I'm afraid.  I always wanted to make an open mission where it was up to the player to decide what to do and I liked the idea of being a small group of partisans fighting two large armies.  Also I have always tried to take care of my squad, but noticed that others would play for their own survival over all else.  I wanted a mission where the player felt attached to each member of his team.  Military occupation is not nice and I wanted to portray it that way, some people may remember that about 9 to 12 months ago I posted a question about getting old people and children in OFP, I wanted to use them to create some emotive situations.  I remember saying that I don't want fancy animations as they will all either be dead or in the process of being made so.  The answer was that I can't get old people or children, so I made do with women instead.  Eventually all these, and more, ideas joined together to form what you now see.  This process was driven in very large part by challenges from the beta testers on why this and what about that, need more atmosphere, want music in vehicles, want to be able to reorganise the team etc. etc.

Planck:
Quote
Maybe the other T72 was haunted
I have spent long enough on Malden to have seen some very strange things.  I believe you.

Title: Re:Abandoned Armies
Post by: lilwillie_WI on 09 Jul 2005, 23:28:27
Haha, Andrepov's army is defeated ;D

Fantastic ending. I don't think Beethoven is rolling over in his grave. Your good there.

With all this armor at my dissposal I geared up with a Vulcan, Bradley and I in a Abrams with my medic in a medic M113 we stumbled on around Dourdan. Headed straight to the Airport. Nothing for resistance until we crushed the front gate. Then a barrage of anti-tank rockets from foot soldiers pounded on us by good old #2 in the Vulcan laid waste to anything within withing range. We started taking damage so advanced rearward(retreat is a evil word) and rearmed at Dourdan. Then decided to push west and up the west coast to the North. Nothing in the way of resistance, even at the fuel depot. Went back into the airport and finished off the defense and Andrepov took a Sabot round and was dead. Then my #5 called in armor from the NW, we spun and quickfired killed a Bradley. Then the call came. The war was over. 27 hrs and 59 minutes of play time. Could have played it longer but it was so fun after crawling around the first day to roll threw and lay waste to anything and everything on the second.

Awesome outro, very well done, upbeat but still a small part to remind you why you fought so hard.

Ok, I did allow myself one indiscrimate kill on the poor bastard running away, but hey, a few seconds before that he was pouring lead at my crew. So one little trigger slip is allowed ;)

I love the multi day stuff. This mission really caught my eye when I was browsing the threads. Been a OFP nut since the game hit the shelfs, and always falling back on it from time to time. I was on a break for a few months when I got the urge to come again and this was a nice way to get back into it. I've played threw the PMC campaigns and islands. The CoC engine Campaigns and this one mission topped them all.

Now I've got the urge to break out all those old missions I've made and make them better ;D, or get V1.23 and start again ;D

Standing "O" THobson.
Title: Re:Abandoned Armies
Post by: THobson on 10 Jul 2005, 10:27:39
lilwillie_WI:
I am so glad you liked it.  I cannot recall - did you take any caualties in your squad?  If not you might want to go back to a late save, send some on a suicide mission and when they are dead then finish the mission - the end scene should be slightly different.
Title: Re:Abandoned Armies
Post by: tudders on 10 Jul 2005, 16:29:07

tudders:
If you get in the back of the truck now is she there?


Nope she still isnt there.  

But i have met my phantom women again this time on the road to the west of the lodge between the turning to goisse and the turning to larche (or possibly a little further up between the larche road and the st loius road.)  

I am pretty sure she is the same women as i saw before but not the dourdan women but i will go back and check some time.  If you want a screenshot of her i can send it to you (1mb compressed).

I've gotten the impression that if you shoot your teammates they retaliate, is that correct?  Cos i was able to shoot my entire team without them doing anything bar the "1, cease fire".

And why do av/ap mines not take up ammo?
 
Title: Re:Abandoned Armies
Post by: Planck on 10 Jul 2005, 17:19:00
Ok, I finished it again for the third time  ;D.

No casualties this time, everyone survived.

I have met the mad women a few times, I just let them get on with their 'thing'.

About changing flags.......

It sometimes takes a long time to change the flag myself.
I get the change flag message a few times, but, eventually it does change.

Earlier near Chapoi, once I had depleted Stamenovs men, I got my team to grab one of each support vehicle and head south into the woods with them.
Then they disembarked and went prone.

I went back to Chapoi and killed Stamenov, then I joined them again.
I was just approaching their location when they reported an Abrams.....I thought 'Silly sausage, its me'.
Then  they reported a BMP also, then I looked behind and sure enough there was an Abrams and a BMP bearing down on our location.
Then my team reported a Hind.

I got out and ran to the Ammo truck to get an AA weapon, or maybe a AT weapon, I wasn't sure which I should use first.
I opted for the AA weapon.

I was just lining up a shot for the Hind when it started shooting at the Abrams and the BMP.
Obviously the Hind was northern, because the Abrams had a red flag.
I let him carry on with it.   ;D ;D

Once he had destroyed them I shot him down, it only took one missile, so he was probably damaged already.

Just one of the many unique episodes that you experience with this mission.
I thought I was toast when the Abrams turned up, at the worst it might kill my team before I managed to kill it.

Partial debrief below.



Planck
Title: Re:Abandoned Armies
Post by: tudders on 10 Jul 2005, 18:40:14
About changing flags.......

It sometimes takes a long time to change the flag myself.
I get the change flag message a few times, but, eventually it does change.

To change the flag quickly yourself you have to stand next to the flag.  Of course if you already know this and theres something else stopping the changing of the flag feel free to ignore me  ;)

@Hobson

How come you cant kill the surrendering soldiers?  I decided to slaughter them (after updating my retry point, i just wanted to see if you got a repremand  ;D ) and down they went, but then they got back up and no amount of ammo could put them down again  ???

EDIT: I think i may have the phantom women in the civilian truck - while driving it i was ambushed by stamenovs men and failed the 'rescue civilians' objective.
Title: Re:Abandoned Armies
Post by: THobson on 10 Jul 2005, 22:24:40
tudders:
I don't know where your phantom woman has got to - maybe you didn't get one for some reason.

If you see lone women running about - that is okay.  They are ‘mad women'.  Incidentally in all my game play I have never seen them, only when testing.

Quote
I've gotten the impression that if you shoot your teammates they retaliate, is that correct?  Cos i was able to shoot my entire team without them doing anything bar the "1, cease fire".
The player starts off with a rating of zero it goes up for killing enemy and down for killing friendlies.  If it ever goes negative then everyone is after you.  I have set it so that if the player kills certain individuals at certain times then his rating is set to a very large negative value.  I think in an earlier version I did include his team in that list, but I took it out.  The reason being that friendly fire can happen, a Law at a tank when one of your own is near the tank is possible.  Because I could think of no way to distinguish an accident from a deliberate act I decided to go with standard OFP for this.

Quote
And why do av/ap mines not take up ammo?
Are you sure about this.  Placing an ap mine should take a hangenade out of your inventory.  Placing an av mine should remove one of the following from your inventory: LAW, RPG, satchel charge, grenade, AT rocket, AA rocket etc.

Quote
How come you cant kill the surrendering soldiers?  I decided to slaughter them (after updating my retry point, i just wanted to see if you got a repremand   ) and down they went, but then they got back up and no amount of ammo could put them down again
This should not happen - I have a theory about what is going on here.  I will have a look at it tomorrow.  Thanks for spotting it.

Planck:
Time to change flags:  As tudders says after you have the message the flag should change as soon as you reach the flagpole.  If Alexi is the only person in the squad near the flagpole not in a vehicle then it does require Alexi to change the flag.  If one of the other members of the team are not in a vehicle one of them will do it.
Truly wonderful story about the hind and armour.  It makes me wish I could guarantee this to happen, but if it happened every time then it would not be so wonderful.

Title: Re:Abandoned Armies
Post by: Planck on 10 Jul 2005, 22:32:37
The thing with the flags....

I am usually standing next to the flagpole.......my team is in another town.

I get the message 'OK...time to raise another flag'.......long pause......no flag change......then the message again......long pause .....etc.

It does eventually change and sometimes I only get the message once and then it changes.
It may just be my low fps that is screwing it up   ::)


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 11 Jul 2005, 01:33:59
>ghost woman.

I hope it wasn't me sending anyone on a goose chase. I have not encountered her in the truck at version 1.23, but admittedly, on _that_ version, I didn't use the truck.

1.21 (yuri clone) _also_ had the ghost woman in the back, and my comment previously was simply how to test for her (loading 2 people in front). I may have given the impression that she's still around at 1.23, the answer to that is, I wouldn't know (even though I've looked for her). Either it's triggered by using the truck, or, the problem's gone.

>Flag change

I too experience a somewhat regular 'lets change the flag' stuff if I'm alone and if I dont go to the flagpole, and, if I tend to move about a bit in the village. (I think anyone sane tends to 'move about a bit' in this mission ;D). Initially annoying, once I understood it, I chose to rarely move to flag, and mostly ignore it because my backside was on fire or soon would be. It's just a really nice addition to gameplay Thob, that's all it is.

---
No one has yet mentioned the dramatic change from 1.1 to 1.23. The Godzillas have been reduced and at their current threshold are 'fair'. They destroyed gameplay in 1.1 (not just me saying that). Now, they're just a godamn menace
Title: Re:Abandoned Armies
Post by: THobson on 11 Jul 2005, 08:21:48
I am playing 1.23 and have the ghost woman in the back of my truck.  I have several theories about why she is there but as they all involve something strange going on in the OFP engine - they are little more than guesses.  She could either be HoudanWoman_Clone - which would mean she is in the truck despite being unassigned from the truck twice, been deleted once and moved into the middle of the ocean once.  She might instead be HoudanWoman, in which case instead of running off to find some wood to repair the lodge and then hiding in it she at some point gets back in the truck.  This would be puzzling as she has never actually been in the truck. In order to make her an enemy to both sets of soldiers I have grouped her with a resistance fighter that has condition of presence = false.  Standard stuff, but I noticed last night that in my drive for efficiency I 'reused' this same resistance soldier to make Sergei resistance as well, so she starts life in the same group as Sergei.  Maybe that is the problem.

On flag changing.  Once the message comes Alexi can change the flag, even if one of his squad is in the process of doing it.  BUT if he is alone in the town or the only one of his squad in the town on foot then he MUST change the flag, and he will keep getting the message until he either leaves the town of goes very close (6m I think) to the flagpole and the flag then changes.  As soon as I hear the message in those circumstances I head of straight for the flagpole so I don't get the repetitive messages.  Any suggestions?

You had a really torrid time with the Abrams in your run through.  I put that down to a random glitch - in the same way that macguba's squad kept driving their tanks to Dourdan and then get stuck between two tents.  Honestly I have done nothing to either the behaviors or the number of Abrams.
My immediate reaction to seeing an Abrams is to run and hide and start looking for satchel charges or mines.  Planck on the other hand calls in air support from the opposing army.
Title: Re:Abandoned Armies
Post by: tudders on 11 Jul 2005, 09:57:55
Placed both an av mine and an ap mine to check if they use ammo.

The av mine didnt use anything - i had a satchel charge and a rpg but neither of them were removed.

The ap mine did use the handgrenade.
Title: Re:Abandoned Armies
Post by: THobson on 11 Jul 2005, 11:23:16
Thanks.  I have spotted the problem.  A typo on my part.  What is being removed from your inventory is one magazine of
RPGLaunche
The missing r means that nothing is removed.  Very well spotted.  Thanks again.
Title: Re:Abandoned Armies
Post by: Goettschwan on 11 Jul 2005, 11:51:28
I finally get access somewhere to write a bit about progress, i am still 1.21 since i do not have internet at this moment due to having moved.

Progress until now was to counterclockwise clear the southron villages.
Found tanks in the direction of the lighthouse sw of la pessagne.
Cleared the two southernmost villages, did not encounter much opposition.

Started to approach the fuel station for a little mayhem, but finally it was not me who did the mayhem.
after making a first contact on the plain south of the fuel station i rapidly got surrounded by enemy troops. With the only direction open being the fuel station we took the station but had to leave pronto as an Abrams and a BMP joined the party from somewhere east. We achieved to destroy the two, but had to retreat west to our truck to get away from the rapid buildup of troops in the area.
As we were getting into the truck troops to our left side made an advance forward which i recognized as another attempt to surround. I took the truck the only other direction we could go rapidly : Chapoi.
We got full speed through the city and left off to st. whatsthename between the two mountains. From there, i went alone spiralling around chapoi.
I destroyed on my own a vulcan, two t80, loads of troops, some special forces and three snipers. The snipers changed positions depending on who saw me where.
Bad point here is that i found a sniper on the mountainside north of chapoi. I killed him , and in picking up his weapon i got shot on first attempt by a sniper whose position the death screen showed as the east
-west road in chapoi. Mind you, the fog level did not allow me even to see the road at the base of the hill and there was NO rain. This situation has happened in various permutations with snipers and the vulcans at least five times and it gets annoying ;-)
I started the assault on the fuel station with 25 savegames left. I am now at about 6. I recovered my team when i thought it was safe enough with all the enemies around, only to walk into a major encounter with two times about ten people arriving all the while i was attacked from 120° left by a sqad of crew and the m60 gunner mentioned below and from 120° right by one or two snipers.
Basically i never got out of defense or offense since i attacked the fuelstation. This type of action gets you sweating !
I will load version 1.23 to be up to date and restart, because (followers of this thread know my doubleclicking luck by now :-) i saved right in the beginning of the M60 gunner having a good view on me and giving the barrel a little detempering. Yeah. I already tried to get down, shoot him, everything, but the lag present at chapoi (around 4 fps sometimes. Normally i play this mission around 13-15.) does not help to do stuff.
I have seen the south at the exception of the SE corner of the island. I will now start with ugly northrons and walk a bit into (for me) uncharted territory.
Title: Re:Abandoned Armies
Post by: THobson on 11 Jul 2005, 14:57:59
Wonderful story, thank you.  The ai snipers and Vulcans do seem to have a bit of an advantage, but in 1.23 I have cut the rain a lot to help, but that's the best I can do I'm afraid.

I think you might find the northron airbase a thougher nut to crack than Chapoi. ;D

EDIT:
tudders:
Another well spotted.  Thanks.
I found the problem with the surrendering soldiers.  There is a script that gets them to stand up with their hands behind their heads and this is repeated periodically.  I was careful to give them a killed EH to ensure they fell down realistically if they were subsequently killed, but I failed to check to see if the unit was still alive before getting it to stand in the surrender pose.  So you did kill them and they were still dead when they stood up again.
Title: Re:Abandoned Armies
Post by: THobson on 11 Jul 2005, 21:32:21
I have a theory about the Phantom Woman:

She gets in the truck with all the other civis at the first hut.

On arriving at the lodge all the civis (including her) are unassigned from the vehicle.
Then she is deleted, and in desperation I then setPos her to 0,0,0

How about if:
deleting her while she is still in a vehicle (she does not have time to get out before the delete instruction) does not delete her, but does something sufficient to prevent her from being SetPosed?

This is the least implausible theory I have been able to come up with.

Any thoughts?



EDIT:
I have just checked - deleting a unit that is in a vehcile will not delete it, but it does prevent a subsequent setPos from working.  It looks like this is it.
Title: Re:Abandoned Armies
Post by: Mikero on 11 Jul 2005, 21:43:01
IF at the end of the day, all of it means that we get a lone ghost woman in a truck, leave her be. It's fun.

PS, I like groupies.
Title: Re:Abandoned Armies
Post by: Planck on 11 Jul 2005, 21:46:45
I haven't met the phantom woman in this version yet, I think that was the last version.

I might reload my last save, the one before I finished off Andropov, and zoom up to the lodge to check the truck again.
I did check the cab occasionally during the mission, but I didn't check the back of the truck.


Edit:  She IS in the back of the truck, just sitting there twiddling her thumbs.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 12 Jul 2005, 01:32:19
>She IS in the back of the truck

leave her alone you foul beast, she's mine, I found her first.
Title: Re:Abandoned Armies
Post by: THobson on 12 Jul 2005, 08:11:47
Oh no I have got her this time.  The answer is simple.  To get rid of her I simply remove the instruction that deletes her.  Obvious really.  Why didn't you guys think of it and save me all the trouble. ;)
Title: Re:Abandoned Armies
Post by: tudders on 12 Jul 2005, 15:39:46
Just finished my second run through, no cheat saves this time or use of any enemy vehicles.

The non-linear nature of this mission really really impresses me.  It was a completely different game from my first run through so lets all give the designer a pat on the back.

My assaul on Andropov is worthy of a mention.  I had crawled several hundred meters and was just about to start picking them off with an hk when i heard the sound of a tank firing.  Time for a retry i thougt until the shell took out an m2 nest.  By sheer luck i had timed my attack to coincide with stamenovs attack.  So after much sneaking and silent killing all of andropovs troops were down and all but the abrams of stamenovs troops had been repulsed.  Needless to say a quick pistol bullet to andropovs head and a satchel to the abrams was enough to allow me to raise the malden flag at the airport.  Wow, i thought, what a brilliant un-scripted battle.  To cap it off stamenovs cobra decided to turn up and a fantastic cat and mouse chase insued with me desperatley trying to find an aa launcher and diving to the ground whenever it turned for another attack run.

Whats so great about this mission is the way that that was just one of the many battles that went on and i was just lucky enough to witness it.  Andropov's tank assualt was also equally impressive taking the fuel station and nearly reaching chapoi.  This time the tank wrecks were enough to tell me the story - i just wish i had seen it in action.

Just one problem i noticed:

Stamenovs hq took a hit at some stage - probably during the tank assuault i didnt witness - and the building was destroyed.  Which left stamenov running around his base with no weapon but with an 'invincebility suit.'  No matter how many times i shot him he wouldnt die.  Once i had entered the wrecked house to get the 'Please dont shoot' script (or something like that) stamenov then had a pistol and was killable.
Title: Re:Abandoned Armies
Post by: Mikero on 12 Jul 2005, 16:00:57
@THobson

>To get rid of her I simply

I might have known you'd cut off another marriage proposal before it got started.

@tudders

NO Cheatsaves! Amazing. Totally, amazing.
Title: Re:Abandoned Armies
Post by: THobson on 12 Jul 2005, 16:58:29
tudders:
Thank you for your comments.  I very much appreciate them.
I will need to do something about Stamenov, and his building.  It is on the list.

Mikero:
You will have even fewer marriage opportunities in the next version - I am sure you can guess why.
Title: Re:Abandoned Armies
Post by: LukieTee on 12 Jul 2005, 18:47:08
Lo All. Wilst i was playing i lobbed a nade at some troops running past some buildings sadly the nade hit the building and took out 1 of my men. I was wandering if you could say something like "Oh My God what have i done, Im ... Im So Sorry." To make it more belivable. Just a thought keep up the good job guys.
Title: Re:Abandoned Armies
Post by: THobson on 12 Jul 2005, 18:55:43
Good idea and it is not difficult to do - it is having the idea that is the difficult bit.  To be believable and not repetative there would need to be several scripts from which one is selected at random, and they may be beyond my voice acting abilities.  

Thinking about it I could include the name of the person killed to add some variety, but I would need to be able to deal with mutiple simultaneous deaths (a vehicle runs over a mine you placed earlier).  I am thinking out loud.  It's on the list to think of further.  Thanks
Title: Re:Abandoned Armies
Post by: THobson on 12 Jul 2005, 20:58:31
Planck:
If I remember correctly you too found Stamenov out of his building and in the compound.  Do you recall if his building was destroyed at the time (see tudder's post above)?

He had a doStop, disableAI"move" and disableAI"target" on him so he should not have moved.  The only way I can get him out in testing is to hit him with a Sabot.  I have now dealt with the situation tudders described (the HQ being destroyed forcing him out), but if he got out of an undamaged building then I will need to think again.
Title: Re:Abandoned Armies
Post by: Planck on 12 Jul 2005, 21:11:16
No, his HQ wasn't destroyed, but it became destroyed when I tried to kill him with a sabot.

This meant I couldn't then enter the building to get the 'don't shoot' message and then shoot him.......the destroyed building wouldn't let me in.

Reload last save time........ ::)



Planck
Title: Re:Abandoned Armies
Post by: THobson on 12 Jul 2005, 22:21:21
Bugger.
Title: Re:Abandoned Armies
Post by: Wingless_ on 13 Jul 2005, 12:15:38
Yo, first of all let me say i am a complete n00b at flashpoint. Having finally succumbed to the pressure from Hauk to buy this d**n game last week i went and bought myself a copy. This is my first beta test and i'm sorry to say THobson that you may have ruined my future beta testing experience completely (LOL). This mission is too bloody good and now will be the benchmark with which i measure all other missions. Hmmm....

Anyway, onto the mission.

Specs:
AMD 2800+, 32mb geforce fx chipset, 512MB RAM,
Benchmark 5112
AMD 2600+, 64mb radeon 320M, 512MB RAM,
Benchmark 3800
(I'm playing between my PC and laptop, transferring the savegame over as i go.)

Overview:
Pretty cool, could do with some re-wording to make it that bit slicker but otherwise good. Oh, and is the background supposed to be black coz i got a kind of dark green.

Breifing:
The voiceover is a nice touch. Briefing really good.

Intro:
Right so this is set in Yorkshire. Hmmmm... maybe not, its just funny seeing a bunch of russians running around with Yorkshire accents.(At least i think its a yorksire one)

Mission:
Land ho! Start on some beach, run, then walk, then crawl up the really big hill in kind of a vaguely SE direction. After a few hours (not really hours, more like long tedious minutes where all i did was press the W key) i make it to the top of the hill. Decide a stealthy approach is necessary so i crawl over to the building with the guards at the windows pop a few bullets in their skulls. Lay still for a minute no-one comes to investigate so i decide to explore the town. Nice touch with the voice when you see the bodies. Grab some ammo off the dead policeman and steal his binocs. I take the AK and the M16 and stick them in the jeep. Grab the other M16. Bugger all ammo, great. I have a look in the building, wehey!, cutscene. Its really well done but the girl's just been raped "No, Please not again" sounds as emotive as "Cleanup on aisle three" actually, there's probably more emotion in the latter. I realise this is just a beta and you'll probably change it later. Tatyana runs out into the street and gets shot. Great, I pop the buggers who killed her :gunman: and stick their guns in the jeep. Right, Patrol here any minute time to get out of Dodge. I hop in the jeep and head out ENE towards the lodge.

HALT!

Cr*p that was scary. I get out of my jeep and there's another cutscene. Everything was cool, except the line where he says "here's his grave" or something to that effect, had no sound. I've noticed in OFP that the sound diminishes relative on where the camera is to the source so if you had the guy talking inside and the camera outside thats probably why i couldn't hear anything. As i've said i'm a complete OFP n00b so I could be totally wrong and you could all be p*ssing yourselves at my expense. Yada yada yada, rescue civis, blah blah blah, onwards!

So after re-arming my squad with some of the nicked assault rifles from my jeep we jump in the truck and head for the first bunch of civis. Half way there i nearly crash into a tree, (i was looking at the map at the time) other than that the trip is completely uneventful. Another cutscene. A bit lost about the whole my father's cabin, this could do with a line or two to explain it in the objective notes but otherwise very good. I grab the civis and cart them all back to the lodge.

I decide to head to the second bunch of civis on foot, after a quick sprint we arrive at the farmhouse(or whatever it is). More cutscenes wehey! Only thing was when the soldier saluted all i could see was the back of his head.

Hmmm... More civis on the other side of 3 eh? Why not.

I head East to pass 3, then turn south. Search the smaller forest, nothing. Then I head further south, blundering around like a geriatric elephant on speed I walk straight into the middle of an enemy patrol. In the space of about twenty seconds i lose #4, #7, #3 and then i get shot.

Bugger.

Gave up there and watched CSI. I've saved just inside the first forest so i'll pick up from there tomorrow (actually this evening as i did all this yesterday and am now writing this in work.)

So far this mission is bloody good. Really atmospheric and slick. The voices ("Lets kill them all together, my friend" is inspired) while emotionless add to the experience and i'm sure the final version will be much improved.

Thats it for now.
Definitely more tomorrow.

-Wingless
Title: Re:Abandoned Armies
Post by: THobson on 13 Jul 2005, 13:33:37
Wingless:

Welcome to OFP.  Thank you for the comments.  So Pavel had his back to you when he saluted?  If it's not one thing it's another.

The 'This is where your uncle lies...' voice is coming from Ruslan and so will be attenuated because he is some distance from the graves.  I thought that was okay, but I suppose I had better make it louder.  I had not realised that for some it could not be heard.

On the voices - That's the best we can do I'm afraid - and it doesn't get better.  

Quote
just funny seeing a bunch of russians running around with Yorkshire accents
Well I suppose to them it will all sound like they are talking with regional accents - to us the Yorkshire (yes you are correct) accent is also a regional one, so in context I think it fits - also there is the fact that I have no option anyway.
Title: Re:Abandoned Armies
Post by: Wingless_ on 13 Jul 2005, 13:40:22
Lol, the voices are good. The only thing that really bugged me was the way that there was no emotion in them. I know you're not professional actors so it's hard but a bit of screaming here and there would be good.

Oh yeah, just on the outskirts of the north eastern forest near 3 is a hut with a bunch of bodies in it. It would be cool to add a voice that says something like "Dead, they're all dead". Just a thought.

And i've read the 1st 32 pages of this thread and might be a while before i catch up to where everyone is now.
Title: Re:Abandoned Armies
Post by: THobson on 13 Jul 2005, 13:52:40
It sounded emotional enough when it came out of our mouths.  This has been a read education for me.  I have now begun to notice how real actors 'over do it' just to seem normal.  Anyway as I said - what you see (hear) is what you get with this one.  Just put it down to them being very stoic rural folk that don't go in for wailing and brow beating - not unlike someone from Yorkshire in fact.

The voiceover in the hut in the woods was there in a previous version, and there in the next.  A minor cock-up on my part meant that it is not triggered in the version you are playing.

You are reading it all!?  So there will be no surprises for you.
Title: Re:Abandoned Armies
Post by: Wingless_ on 13 Jul 2005, 14:12:03
Maybe, I'm going to try to finish it in some really original and crazy way that no-one has tried before. Like going commando into Stamenov's base and braining the bugger before sneaking back out to start the same thing with the other general. LOL
Title: Re:Abandoned Armies
Post by: Wingless_ on 13 Jul 2005, 14:14:40
Ah, i've just re-read my post. By going commando i meant sneaking in black-ops style. Not, obviously the other meaning. (I wonder is there a remove underwear action in OFP?)
Title: Re:Abandoned Armies
Post by: THobson on 13 Jul 2005, 14:34:42
Good luck.  XCess did something very much like that, only he did Andropov first.
Title: Re:Abandoned Armies
Post by: LukieTee on 13 Jul 2005, 16:30:59
 :o hey all im back. I have to agree with the voice acting part, ive done a bit in my time and i can tell you its hard. If you want any help with it just ask but you will lose the accent.

anyway the  :o is a result of how my game has been going. I had been wandering around to the sweet sounds of fighting in the distnace where thru the fog appears some troops. BANG not anymore. I thought it was weird how they were running blindly and that their was only a few of em ... but hey no complaints so of i go again , yet again more enemy troops  ??? few more bullets and troops less yet agian they looked like they were running. THen it came good old Abrahms pokes its big head out of the fog and BOOM it fires. We;re all in onepeice when i see a few dead bodies nearby lol then my lady starts fireing on an enemy platoon with her MG ... dam shes fiesty... me and two other soldiers quickly remove our laws and hit The abrahms 3 times the crew climb out and are greeted by me lady. And all is quiet. I get the repair truck i stole earlier on a suicide run where i literraly crawled towards it got in and ran away. and hey ho ive got my first Tank and the enemys Abrahms is already toast by the (now destroyed) enemy aircraft.  I cant get enough of this.  :D
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 14 Jul 2005, 03:50:24
Thobson.

To answer a previous question you asked.

The first run threw I keeped the entire team alive at the cost of alot of restarts ;D But I had a attachment to them threw the mission. Wanted to see what was waiting for them at the end.

After your mentioning if I had them all alive at the end I loaded up my last save, just before the final push on the airport. They lead the way, and where basically massacred while I mopped up around them.

Great change of cutscene at the point of "at a price" Nice way to end things. I can imagine if I had allowed them to perish earlier it would have given me a grim reminder of battles previous.

Going over my missions/campaigns I've junked around with myself this inspires me to take one and expand it. I think that's why this one had me hooked.
Title: Re:Abandoned Armies
Post by: THobson on 14 Jul 2005, 08:23:10
Quote
Going over my missions/campaigns I've junked around with myself this inspires me to take one and expand it.
That is one of the best compliments.  Thanks.

Yes, being reminded of the places you team mates fell, possibly several hours earlier, can be quite poignant.  You may also have notice the music was different.  During that scene - it chooses an appropriate track depending on how long it has to play for.

I am glad you got attached to your team - that was one thing I wanted to achieve, but as a result people will now probably miss this adjustment to the final scene.


Title: Re:Abandoned Armies
Post by: Wingless_ on 14 Jul 2005, 15:57:31
 >:(Just lost the whole post >:(
Well, here it is again.

You last heard from me just after sending #8 back to the lodge with the second bunch of civis.
Apparently there's another group of them on the other side of La Trinite. I decide to head out and have a look.

After circling to the north of 3 i head into the forest. Last time i was here i blundered into an enemy patrol. This time i crawled in and caught them napping.  ;D  :gunman: Stayed here for a bit and nicked some anti-armour gear and some ammo. I save after re-arming my squad. Literally ten seconds later another group of loons showed up. Several retries later we manage to kill them all without losing any of my squad. Steal some more gear NVGs etc and bugger off towards dourdan (I think). Just as i'm about to leave the forest i hear tanks. We hit the deck, a couple of seconds later a T80, T72 and vulcan roll into view from the direction of Dourdan I presume they've come to investigate the mugging of their comrades. With the confidence only inspired by lots of LAWS, plenty of cover, nice helpful fog and the naivete of someone who's only been palying OFP for a week and a bit, I order my guys to attack the T80. We blow the stuffing out of that tin can and leg it back to the cover of the trees. I order #8 to north of near the place where i found the second group of civis. After a bit of a slog, we are within 70m of #8 and someone calls a contact at 50m BUGGER!!!! I hit the deck as guys who were standing less than five metres from eight open fire on my squad.  :beat: Needless to say we all died. Except of course for eight who was in stealth/find cover. He should at least have called contact though because they were right next to him. Damn medics, can't tell the difference between a bush and a bad guy.

My last save game was just after blowing up the T80 so i'll play some more from there tonight.

-Wingless
Title: Re:Abandoned Armies
Post by: THobson on 14 Jul 2005, 16:38:28
Wingless:

For someone so new to the game you are certainly getting the hang of it, and beta testing, very quickly.  Losing posts is a pain.  If I remember I select the lot and do a Ctrl C before pressing the button.

Quote
He should at least have called contact though because they were right next to him
The game does have some random stuff like this.  Movement is a bit of a givaway, so if they were stationary he migth had difficulty spotting them.  It just keeps us on our toes I suppose.  I am trying to figure out who they are and how they got there.
Title: Re:Abandoned Armies
Post by: Wingless_ on 15 Jul 2005, 08:23:50
Quote
I am trying to figure out who they are and how they got there.  
I think that maybe a patrol spotted him as he went near one of the roads and followed him but lost him when he found cover.
Title: Re:Abandoned Armies
Post by: Hauk on 15 Jul 2005, 20:23:44
Yo, first of all let me say i am a complete n00b at flashpoint. Having finally succumbed to the pressure from Hauk to buy this d**n game last week i went and bought myself a copy. This is my first beta test and i'm sorry to say THobson that you may have ruined my future beta testing experience completely (LOL). This mission is too bloody good and now will be the benchmark with which i measure all other missions. Hmmm....

Anyway, onto the mission.

Specs:
AMD 2800+, 32mb geforce fx chipset, 512MB RAM,
Benchmark 5112
AMD 2600+, 64mb radeon 320M, 512MB RAM,
Benchmark 3800
(I'm playing between my PC and laptop, transferring the savegame over as i go.)

Overview:
Pretty cool, could do with some re-wording to make it that bit slicker but otherwise good. Oh, and is the background supposed to be black coz i got a kind of dark green.

Breifing:
The voiceover is a nice touch. Briefing really good.

Intro:
Right so this is set in Yorkshire. Hmmmm... maybe not, its just funny seeing a bunch of russians running around with Yorkshire accents.(At least i think its a yorksire one)

Mission:
Land ho! Start on some beach, run, then walk, then crawl up the really big hill in kind of a vaguely SE direction. After a few hours (not really hours, more like long tedious minutes where all i did was press the W key) i make it to the top of the hill. Decide a stealthy approach is necessary so i crawl over to the building with the guards at the windows pop a few bullets in their skulls. Lay still for a minute no-one comes to investigate so i decide to explore the town. Nice touch with the voice when you see the bodies. Grab some ammo off the dead policeman and steal his binocs. I take the AK and the M16 and stick them in the jeep. Grab the other M16. Bugger all ammo, great. I have a look in the building, wehey!, cutscene. Its really well done but the girl's just been raped "No, Please not again" sounds as emotive as "Cleanup on aisle three" actually, there's probably more emotion in the latter. I realise this is just a beta and you'll probably change it later. Tatyana runs out into the street and gets shot. Great, I pop the buggers who killed her :gunman: and stick their guns in the jeep. Right, Patrol here any minute time to get out of Dodge. I hop in the jeep and head out ENE towards the lodge.

HALT!

Cr*p that was scary. I get out of my jeep and there's another cutscene. Everything was cool, except the line where he says "here's his grave" or something to that effect, had no sound. I've noticed in OFP that the sound diminishes relative on where the camera is to the source so if you had the guy talking inside and the camera outside thats probably why i couldn't hear anything. As i've said i'm a complete OFP n00b so I could be totally wrong and you could all be p*ssing yourselves at my expense. Yada yada yada, rescue civis, blah blah blah, onwards!

So after re-arming my squad with some of the nicked assault rifles from my jeep we jump in the truck and head for the first bunch of civis. Half way there i nearly crash into a tree, (i was looking at the map at the time) other than that the trip is completely uneventful. Another cutscene. A bit lost about the whole my father's cabin, this could do with a line or two to explain it in the objective notes but otherwise very good. I grab the civis and cart them all back to the lodge.

I decide to head to the second bunch of civis on foot, after a quick sprint we arrive at the farmhouse(or whatever it is). More cutscenes wehey! Only thing was when the soldier saluted all i could see was the back of his head.

Hmmm... More civis on the other side of 3 eh? Why not.

I head East to pass 3, then turn south. Search the smaller forest, nothing. Then I head further south, blundering around like a geriatric elephant on speed I walk straight into the middle of an enemy patrol. In the space of about twenty seconds i lose #4, #7, #3 and then i get shot.

Bugger.

Gave up there and watched CSI. I've saved just inside the first forest so i'll pick up from there tomorrow (actually this evening as i did all this yesterday and am now writing this in work.)

So far this mission is bloody good. Really atmospheric and slick. The voices ("Lets kill them all together, my friend" is inspired) while emotionless add to the experience and i'm sure the final version will be much improved.

Thats it for now.
Definitely more tomorrow.

-Wingless

I didn't pressure you  ::)

Hauk
Title: Re:Abandoned Armies
Post by: THobson on 16 Jul 2005, 08:48:13
Mikero:
About your suggestions for the outlying hamlets and fishing villages.  I have just had a look at what I can do.  I don't want more units or fires because of the lag.  I tried the scuttled boat idea, good idea screwed up by BIS I'm afraid:
1. A dead boat in water will sink out of sight, irrespective how deep the water is, so a scuttled boat would need to be on the beach.  That brings me to:
2. A boat that is empty, with no fuel and that has been destroyed will still emit the sound of an idling engine.

I have had to settle for the yet more damage option.

Hauk:
I presume you have tried the mission.  I still have space on my beta testers list in case you had any comments or suggestions.

All:
The next version is nearly ready.  There are a lot of small changes.  Key ones that I have not made yet are:  closure on the concentration camp scene (the guys are still left standing around like zombies); and tidying up of the endscene.  Also I have done nothing to reduce lag compared with v1.23.  In addition, a lot of the changes I have made I have not yet tested in a run through so there may be the occasional syntax error popping up.  Stuff that I have done includes:

randomising the starting locations for several armour groups (Mikero - all that exploring you did gone to waste :) )

removing the phantom woman - finally - I think.

members of the team start with lower skill and skill levels increase more slowly

reducing the ammo that can be picked up from dead soldiers across the map

closure of the Dourdan Woman story

preventing Stamenov getting out of his building in an unkillable state.

changing the way each army reacts to the death of their leader

changing some of the dialogue (the voiceover at the bus now makes sense even when it happens late in the mission; ‘desperate to hide…' is gone; etc.)

fixing various bugs: an RPG is removed from inventory when you place an av mine using one; the voice over at the third set of civis is back; soldiers that are killed after they surrender stay down etc.

etc. etc.

The reason I am saying all this is that one week from today I will go on holiday for two weeks.  I may have access to the internet if they have an internet café on this particular Greek island, but I will not have access to the game. So I can either put up the fairly raw next version soon, or wait three or four weeks and then put it up with possibly some of the things I want to do incorporated.

Any views?

Title: Re:Abandoned Armies
Post by: Mikero on 16 Jul 2005, 09:15:15
>any views?

because there's no show stoppers in 1.23, and because IT is the replacement to 1.1, i think an interim patchy release (1.24) of some minor tweaks could wait. Personally, I think this animal is still being digested.

the only items that seriously affect my gameplay in your list are the further reduction in ammo, which will be a VERY good thing, and make the game replayable, again, enturely differently, and hopefully the skill level which remained too quick.

Sorry to see the loss of another woman, but where there's wolves there's sheep, right?

I'll always look forward to replaying this mission, can't get enough of it Thob, but if you wanted to sit back and let things stew awhile, that'd be fine too.
Title: Re:Abandoned Armies
Post by: tudders on 16 Jul 2005, 11:11:54
I want the new version and i want it now!  ;D

Save the new version for when more changes have been made.  The anticipation of 1.24 will make it even better when it is released.
Title: Re:Abandoned Armies
Post by: Planck on 16 Jul 2005, 15:06:47
Ditto here on the above comments.........save the next version till after your holidays.

Have a good time on the beach.  8)


Planck
Title: Re:Abandoned Armies
Post by: sharkyjoe on 16 Jul 2005, 21:26:03
I play this when the Beta Test are done.
I haven't read all post.
I shot the 1st lady in the house that attempts to run away before the cut scene. The Lose Outro Works Good!!
I have decided to go alone and head south on island, almost had a fuel depot with repair truck. Then Tanks showed up >:(.
Sainte Marie is very ghostly, errire haunted. My advice to players is stay away :o  
Uhumm lets see what other trouble I can cause or get into.
THobson Great Work here. Playing on. :D
Title: Re:Abandoned Armies
Post by: THobson on 17 Jul 2005, 08:42:24
Welcome sharkyjoe.

I hope you enjoy it.  I look forward to hearing what you think.
Title: Re:Abandoned Armies
Post by: Wingless_ on 18 Jul 2005, 15:57:24
Okay, Very little progress since last time. This definitely isn't a mission for beginners especially if you're trying to learn 3d modelling and finish the main campaign at the same time.
Anyway here's my progress since last time.

Picked up after giving a T80 its marching orders. Re-armed my squad with whatever was available from the guys i'd just killed.

I decide to leave Houdan for a bit as the T72 and the Vulcan i just encountered are parked between me and the town. I head for st. louis instead. When we get there we practically run into the bumpers of a couple of jeeps. Luckily whats left in the way of LAWS get launched by 6 & 7 We take cover and start picking off anyone who comes to investigate. Suddenly I'm barraged with multiple contact calls. Lots of trucks and a vulcan or two. I presume this is the La Trinite convoy i've read about so i order my squad to hold fire and we lay low until they pass. No point starting the war yet. After i'm sure they're out of range we head into town to clean up the northron infestation. Hmmm... Several retries later and they're still there. Maybe i'll rethink my strategy although i'd like to have cleared a town at some stage before i move on to houdan.

Probably more soon

-Wingless

PS. Enjoy you're holidays. I hope whatever particular island you're on gets nuked. I'm stuck here in the typical irish rain!!! ARGH!
Title: Re:Abandoned Armies
Post by: Mikero on 19 Jul 2005, 00:44:14
@Wingless

>This definitely isn't a mission for beginners

this was the concensus I think many of us came to at V1.1

my estimate was you'd need to have played at the very least 100 missions, but realistically, I reckon that figure is closer to 500. To 'know' about crushed buildings, what Blackops really are, how dangerous a Godzilla really is. M21 vs Dragonov, formations, keeping quiet, God, the list goes on and on.

You could of course wing it as a beginner, but THobson has stretched the engine into every conceivable corner of standard gameplay, a sort of connoseuir's delight. What makes it rich is being able to use techniques you learned from many, different, missions and recalling them, as you play this one.

>Several retries later and they're still there. Maybe i'll rethink my strategy

BWAHAHAHA !!!

>I hope whatever particular island you're on gets nuked

My sentiment exactly. The author is an evil man.


Title: Re:Abandoned Armies
Post by: Nosferax on 19 Jul 2005, 00:45:24
An excellent mission worthy of my attention  ;D

I must admit I quickly skipped the briefing (which wasn't so brief) to start the mission.

Finding myself alone, in the rain with a single pistol put all my senses on alert: no Rambo attitude here - must get a real gun quick! I didn' t know what to expect and I like it.

A few times I came close to run into a patrol or a camp - I had to use my map. I wasn' t told every enemy location in the briefing: I like it.

The cutscenes really fit in: short, usefull, well done.

It's obvious this mission will get an OFPEC tag on it. Mission Makers should un-PBO it and use it as an example.

Carry on soldier!

/Nosferax
Title: Re:Abandoned Armies
Post by: Pilot on 19 Jul 2005, 04:19:37
Quote
>I hope whatever particular island you're on gets nuked

My sentiment exactly. The author is an evil man.
Lol.  THobson, you really have a following here ;D

Enjoy your trip

When I come back, finishing this damn mission will be my #1 priority (Gee, as I look back, I realize I still haven't finished any version of this mission).  Hopefully by then, though, I will be able to play the finished version.  Good luck with the mission, THobson!

-Student Pilot
Title: Re:Abandoned Armies
Post by: yankme on 19 Jul 2005, 04:46:54
thats what im talkin bout. Hey guys more of a game then a mission. i liked the freedom to roam , the only thing was lag, but i just laid low, cause i knew i started a war beteen them and they where lookin to do some killing. loved it, ill play that again!
lots of work in this mission!!!!!!! thanks for the good time, cheers yankme
Title: Re:Abandoned Armies
Post by: Dubieman on 19 Jul 2005, 07:00:49
OMG you ppl are still at it! 80 pages!? :o

Well after finally getting around to downloading this ( 1.00 was 4mb or so, now its 14... :P :)) I'm ready to rejoin the group of testers following you and your mission. ;)

I'll prolly start climbing the cliff tomorrow. From there, I'll be amazed by all the new shiny things that I'm hearing about. :wow: Its still amazing to me how big this thread is...


 :cheers:
Title: Re:Abandoned Armies
Post by: THobson on 19 Jul 2005, 08:24:44
Quote
>I hope whatever particular island you're on gets nuked

My sentiment exactly. The author is an evil man.
Its so nice to be loved.

In terms of progress I have gone backwards several months.  Something quite fundamental has broken.  When each convoy gets to LaT two infantry groups get out.  They do their thing in LaT and they then each reboard their own vehicle and the convoy sets off home.  Simple?  It was actually non-trivial, but I got it working a couple of months before I started this thread and I haven't touched it since.  Now (v1.24) on the southern convoy's 7th (or so) visit to LaT it fails (one of the infantry groups fails to disembark, but its vehicle tries to follow the waypoint of the infantry group it has in cargo).  That's about 10:00 mission time.  I can only assume that so much is going on (I need to check what is happening about that time) that the engine gets confused with the Transport Unload/GetIn GetOut etc. Waypoints and all the synchronization just gets screwed up.  Anyway I am now implementing this using a script and vanilla Move waypoints - so it should be more reliable, but am still hitting a few puzzling features.  Worse than being nuked would be to not get this fixed before I go away.


Nosferax:
Glad you thought it worth your time.  Pity you skipped the Briefing.  It took me hours to make.

Yankme:
Yes lag is a bit of a problem.  It does die down a bit once most of the armour is dead.  That is not a hand off, I am looking at it.

GRK:
Sorry about the size - I have many more sound files, and I have saved them at a higher quality than in v1.00.


Title: Re:Abandoned Armies
Post by: wcrvieira on 19 Jul 2005, 10:30:20
OMG!

This mission is....is....is....speechless!
For the first time in my life I was afraid of fighting in a video game...

I still havent played much (15min) but for now I am really enjoying this!!
The ambience, well simply perfect!
The whole story, intro, dialogues are magnificent!

And I tried playing this with ECP, of course the lag and the heat made my pc reboot but I still had lots of fun... even when alone I poped up many many soldiers running to me... then was running like forrest gump did, without looking back, as I was in Veteran Mode of course I got lost and a bit scared (dunno why though, maybe because the insomnia, late hour of play and playing in the darkness?) when I saw bullets and grenades almost hitting me... that was speechless!

Well now gonna meet some friends (stuff I dont do for months) and tonight until 3am is to play Abandoned Armies...

Cya, and THobson... you're trully an amazing mission editor! congratulations, you beat the game!

NBR Out!
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 19 Jul 2005, 15:24:42
V1.23 and uffda. Lack of ammo, lack of site line(did the weather get worse?) Man what a difference when I climb the hill with knowledge ammo is scarce.

Took down Vigny in easy fashion. Contimplated leaving her in the room to see if it triggered something different but decided to play it out.

Then south to La Passagne. Jeep drove to the eastern side. Jumped out and slow crawled down the main road in town. Took down two nasty's and then poped the driver near the jeeps. Stole a weapon and then took down the patrol. Three jeeps threw and let them be.

Off to the cottage. Did notice no voice over for the scene showing the graves. I have had a bit of lag threw this version. Seems choppy at times and I have had nothing new in the PC since V1.21

Other than that I am still on the fence whether I like the lack of ammo. It will change my style of attack. I was going to shift to a offensive style this time around compared to sneak and peak in V1.21 We will wait and see what I can scavenge this time around.

My brother downloaded this version but has run into problems. I imagine on his end. The save game in the radio isn't there and the cheat save won't work.  Any other reports of that? Like I said, I imagine it is with his PC.
Title: Re:Abandoned Armies
Post by: yankme on 19 Jul 2005, 22:28:54
THobson hey whens the next one comeing out, ill be waiting ;D hurry up and do it again, i spent about 5 hours just on my intro for the mission iam working on, ''so you know iam just joking,'' i liked the AV's and AP,s but my men didnt seem to be watching what i was doing and steped on them,  well maybe i did!
Title: Re:Abandoned Armies
Post by: Mikero on 20 Jul 2005, 02:16:15
>T3 Convoys

the biggest difference I know of around T3 is that you have put roadblocks in the town. Perhaps and maybe? the engine is calculating them into it's waypoint moves?
Title: Re:Abandoned Armies
Post by: Dubieman on 20 Jul 2005, 03:20:09
Thobson, I've played into it and I do like what you did with the intro. Much better than previous. Only one gripe, the part where Andropov kills some soldiers after they surrender, the ppl look like they are setdammaged and not shot. I think it'd look better if they were shot.

 Got up the hill, from a different angle and found the appropriate house. Its much lighter in this version, more sun I mean, or maybe its my moniter... :P

Popped all the dudes in the house and saw Tatyana killed. The scene was good. I then wiped out the two soldiers and stocked the jeep with weapons and got a bunch of messages when going body to body, what a sick thing to do and so on..., I dunno if it really matters having those in there. I can tell that something bad happened and the civvies are all left about. Plus the explanation later at the lodge seems to take away the right those text/voice messages had to be there. Also I inferred something was off as the dead soldiers were covered and the civvies left in the open. So what I'm getting at, is some of those voice overs about dead civvies are not really needed because the player either 1.) finds out on his/her own what happened or 2.) they find out the whole story at the lodge at some point.

Then back to the story. Drove to La pessagne and found no uber large group of infantry I was expecting to hunt me in Vigny and found a roadblock and one soldier. I did not want to venture into town and play hide and seek in the fog so I shot the guy and drove north. Hit and run I guess, I'm guilty of that. ;)

Found another roadblock and I thought the bus warranted a voice over as there was a lot of death there, but nothing, continue on...

I see another roadblock and 2 jeeps. They get all caught up making a turn and don't see me, stupid on them. I knick the 2nd jeep's gunner and he doesn't die quickly, he turns red and is all happy for about 10 secs then slumps over and out of the vehicle once they take off. I jump into my jeep and give chase. I run down the second jeep and start bumping it and then M2 rounds started headed my way, hell this is going to fun!  ;D
I guess there was a bit of friendly fire as the driver slumped over as I fell back (M2s are nasty jeep killers) and when the jeep stopped I ran over the passenger, but hit his jeep in the process disabling it and fortunatly leaving mine in good condition. So I steal the men's weapons (now have a PK, whoope!) and head to the lodge.

Find the cutscene is good and I load everyone up with good weapons and send them into the lodge. This is my theory, I want to do what XCess did, go on my own (its easier to manage myself and not a bunch of tottering stupid AI unless they are wearing tanks or armor) and leave my mates in the lodge with vehicles blocking any windows or doors. I like going commando. 8)

I then retrieved the civvies and went back to the lodge. Had an odd cutscene as you pulled my team members out of hiding and they were still stuck in their go prone positions as I left them, I suggest a sort of playmove or setunitpos "UP" then make it AUTO once again. Good cutscene.

So I send everyone back into the lodge and 5 real minutes later, after lots of orders, I'm happy with their postion and blockade the lodge and head out on the motorcycle to La Trinte to start some angry feelings meanwhile I wonder how those civvies are doing in their search for wood and I also ponder the usefullness of inspecting Houdan in my current state. I decide to wait and cause the war, hopefully so Stamenov wins or gains the upper hand as I prefer the Southeron base to the Northerons.

I reach La Trinite and run 5m past some soldiers, yikes! I am not spotted and find out about the mines. Cool, but damn, it figures I brought no hand grenades with me and no explosives can be found for AV mines. GRR :'(

I find that no convoy is around and the soldiers I saw must of left so I grab a bizon and sit tight, waiting for a convoy to bring some soldiers so I can pop a few and run my arse off to a house and hide while the idiots blunder about looking meanwhile the other convoy should pull up and the two sides will make each other's aquaintance. I then get a ringside seat as the shit hits the fan and they try to obliterate each other. Like I said before, I'll try to kill more Northerons to help the South, but I want to stay alive first.

As you can see THobson, my evil plan will be realized tomorrow and I will report back to you the results. I myself will be very eager to see this as well I will be proud that I started such destruction in such a short span of time with such little use of my trusty Bizon. I actually may just wait till I see some soldiers and fire an AK or M16 off into the air to get ppl's attention....
What ever works. Muhaaahaaa! :gunman: :afro:

PS I am enjoying this mission more than before and I love your shiny yellow text a lot. :-*

Edit: Also I like your team reorganization menu dialoge. I like it a lot plus the fact you added in those personal touches with each person.

And I'm noticing a bit of slow down in certain areas, not to bad, just a little jumpy. Its still very playable. ;)
The reason I was commenting on your voice overs at the start was the fact that you keep saying your mission is heavy and I feel if you see fit to remove those, it might help lag a bit. Maybe... :P

Oh and comp specs so you know how I'm playing...
1024mb RAM
3.0 ghz processor
128mb graphics card
no ECP
1.96
benchmark.... uh never found out what mine was cause I never needed too :P

cheers
GRK
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 20 Jul 2005, 03:40:20
Got up the hill, from a different angle and found the appropriate house. Its much lighter in this version, more sun I mean, or maybe its my moniter... :P

cheers
GRK

You know, that was the first thing I noticed. And it is so fitting I hope it stays.

The old saying goes. "Red at night, Sailors delight"..."Red in the morning, Sailors be warning."

Going on that, whenever you have a red sunrise like that, figure the weather will be shit, if it is a red sunset like that, the weather that night and next day should be good.

Just a old sailor saying some crusty Navy men told me when I was young

Ok, back to the regularly scheduled program ::)
Title: Re:Abandoned Armies
Post by: Mikero on 20 Jul 2005, 06:18:25
@Guilty

>As you can see THobson, my evil plan will be realized tomorrow

BWAHAHAAH


God, i really must stop saying that....


where'z my pillz

Title: Re:Abandoned Armies
Post by: Pravit on 20 Jul 2005, 07:23:58
Just downloaded your mission and played it a bit, it's really impressive! Don't know if this has been mentioned before(I didn't read all 80 pages) - upon reaching Vigny, I saw a house with some guys standing in it. I walked up to it as my uncle might be in there. There was a guy standing at the door watching me. He didn't shoot, so I figured they weren't going to be hostile. I went around to the other side and walked in the house, more soldiers. Then I notice a girl on the bed and walk in - the cutscene makes references to me shooting them all, but I haven't. :D Of course, I promptly loaded my savegame and shot them all for continuity's sake :)

I'll try to post more comments as I play along.
Title: Re:Abandoned Armies
Post by: THobson on 20 Jul 2005, 21:36:42
PTnbrvieira:
Quote
For the first time in my life I was afraid of fighting in a video game...
Wonderful, not that I want to frighten you, just that it obviously is a pretty real experience.

lilwillie_WI:
Quote
Contimplated leaving her in the room to see if it triggered something different but decided to play it out.
This is an option I have dealt with explicitly.  It would not make for a great mission.
Quote
Did notice no voice over for the scene showing the graves
You are the second person to mention this.  I hope it is just because the guy that says it is some distance from the camera and so is quieter than usual.  I will change this so the volume of that bit is higher.
Quote
I have had a bit of lag threw this version. Seems choppy at times and I have had nothing new in the PC since V1.21
These comparisons are very helpful.

Quote
My brother downloaded this version but has run into problems. I imagine on his end. The save game in the radio isn't there and the cheat save won't work.  Any other reports of that? Like I said, I imagine it is with his PC.
These are strange things, no one else has reported them.

yankme:
Quote
THobson hey whens the next one comeing out, ill be waiting  hurry up and do it again, i spent about 5 hours just on my intro for the mission iam working on, ''so you know iam just joking,'' i liked the AV's and AP,s but my men didnt seem to be watching what i was doing and steped on them,  well maybe i did!
Lol twice.

Mikero:
Quote
>T3 Convoys

the biggest difference I know of around T3 is that you have put roadblocks in the town. Perhaps and maybe? the engine is calculating them into it's waypoint moves?
Well the version you are playing seems fine.  In my run through I was in and around LaT up until around 13:00 and the convoys were running quite happily then.  Well actually one problem I noticed was that they were not alternating, I would get about 5 from the north for every 3 from the south.  No something happened in v1.24 that I am still working on.  I think I now have it working, but I will need to soak test it a few times to be confident.

GRK:
Quote
look like they are setdammaged and not shot. I think it'd look better if they were shot.
You are quite correct.  Maybe I could camcreate a bullet at their location.  Does anyone know if this will work?

Quote
I dunno if it really matters having those in there. I can tell that something bad happened and the civvies are all left about. Plus the explanation later at the lodge seems to take away the right those text/voice messages had to be there. Also I inferred something was off as the dead soldiers were covered and the civvies left in the open. So what I'm getting at, is some of those voice overs about dead civvies are not really needed because the player either 1.) finds out on his/her own what happened or 2.) they find out the whole story at the lodge at some point.
Good point.  I think though that someone playing this the first time might find making that connection a bit more difficult.  Happy to hear any other views.

Quote
I thought the bus warranted a voice over as there was a lot of death there, but nothing,
There should have been.  I will see if I can widen the trigger area.

Quote
they were still stuck in their go prone positions as I left them
And I thought that I had taken care of every possibility.  I do give them a switchmove - but not the setunitpos

Best of luck with your evil plan.  Did you notice anything about the ammo crates at LaT - like maybe those in one of the huts are empty?

I am pleased you like the improvements.  The voiceovers at Vigny each require a trigger, but once fired the trigger is deleted, and anyway whether you have heard the voices or not the triggers are deleted when you have the first cutscene at the mountain lodge, so they should not contribute to lag after that.

GRK & lilwillie_WI:
Well spotted.  From v1.10 on the start time of the mission is 24 hours and 10 minutes later than in v1.00.  The reason for the 24 hours is that originally the mission was set for 10 December, but of course the player has no way of knowing it is December, so I changed it to 11 December so they would not think I was falling into the 10 May trap.  The extra 10 minutes is indeed to make the start slightly lighter.

Pravit:
Thank you and welcome.  Gee I despair.  Something about the rain the fog or the time of day makes the first few loons you meet behave as if they have been smoking dope all night.  This really does show the benefits of beta testing - I know they are enemy so I get my retaliation first.  It would never occur to me to do what you did.  I will have to deal with this.  I look forward to hearing of your progress.


All:
Been busy at work, hence the slowness at responding.  I hear your comments about not putting a rough next version up yet.  That is fine, it is still too rough anyway.

I head off on my holidays on Saturday but between now and then I will be needed for packing and things so I am not sure how much I will get on here for a while.  Speak with you all later and thank you all for your tremendous encouragement - but I do wish you would stop finding problems.  Actually that is not true, I do wish there were no more problems for you to find.  I suppose eventually we will get there.

Title: Re:Abandoned Armies
Post by: wcrvieira on 20 Jul 2005, 23:02:40
@THobson

Quote
Wonderful, not that I want to frighten you, just that it obviously is a pretty real experience.

Well it didnt frighten me just in that second it scared the crap out of me...
I was home alone... in the dark...playing this mission with headphones.
Suddendly I was around a house watching horizon when I see in Binocs some men, look back, more men, look left, more men  :-\
(Was using ECP) so the visual experience was even better.
Stupid as I am, dropped the AK74  ::) and then shit hit the fan...really  >:(

I was so pissed, (personal problems) I started shooting like I was in a shooting range... they running at me from every side (I was at this time in a house hiding)...
Bam,bam, two down... (with pistol), more two from behind (shot from window), then I could only see some bullets entering the house by the window...

Suddenly...silence...

Out from the blue a grenade falls right from the door, right in my head...

I jumped from the chair... shutdown my laptop... ate some corn flakes and went to bed :P
Damn! Never felt like this in OFP... :P

What a scary moment...

cya

NBR Out!
Title: Re:Abandoned Armies
Post by: Mikero on 21 Jul 2005, 00:11:03
Quote
So what I'm getting at, is some of those voice overs about dead civvies are not really needed because the player ...


My take on that is that the voiceovers aren't for the player! They're there for the player's character, Alexi.

THobson has put this and many other things like this, into the mission, to teach the player how Alexi will react to certain events later on. One of the best examples I know of is the 'unecessary' speech after 1st Lodge where Alexi mutters that they're all following him! Well, of course they are Duh!, but it makes for a powerful difference in how the player then treats Alexi and what the then young kid is getting into.

The other thing these particular voiceovers are doing is the all important player feedback, a sense that as a player, you're stubmbling into the 'right' areas and getting a reaction. It makes you want to hunt for more of them. Especially when it comes to 'clues'.
Title: Re:Abandoned Armies
Post by: Dubieman on 21 Jul 2005, 01:32:49
Well I don't want him to take all of them out. Its really only in Vigny when there is a comment for every body. I think just having the soldiers under tarp comment would suffice for that area. As for the other areas, I like the voice overs. And the one about them following him cause of the uniform, I just loved that cause it deepens the story.

@bus: I guess I didn't go to the right side of it or something. ::) My fault... ;D

@bullet camcreate: I assume it would work as camcreating a rocket causes an explosion. If that isn't so, just have them shot via old grouping trick.

@proneness: Hey beta testing fixes everything but your pride. ;)
That was just of a result of me leaving my poor mates in the putrid lodge.
 :D

@ammo: Yes one side was empty, the side where I get my detonators. The other side has assorted small arms that I like, but no explosives. Actually on second thought, I didn't go through the list that extensively and prolly missed something.  ::)

@Well spotted!   = Where's my toothbrush! >:( ;D

I like it being brighter, you feel like your getting closer to a "goal" by getting to the top and closer to the sun (light, warmth, goody goody feelings). Plus I can see better. ::) ;D

I also noticed your radios in vehicles, I do like this a lot when I'm on a long drive or waiting for something to happen. It improves the tone of the mission and my mood while I'm waiting. ;) I also see a med kit in the lodge, haven't used it yet. But I like that its in there.

@current status: Nothing happening really, still waiting on a convoy. I haven't been playing for too much longer. Maybe 5 minutes. Anyways "3" spotted lots of soldiers around my lodge. Two infantry groups by my guessing and an APC. (They must be pissed at losing three men and a jeep from earlier) I had forgotten that my ppl were still ordered to engage at will and even killed 2 enemies before I told them to stop cause I don't want to lose anyone so early in the mission to a nade or a M2A2 cannon. Nobody died and the enemy moved on. I have also started to throw weapons in the BMP ambulance, so I can make a quick getaway with the goods if needed. Though I won't be going anywhere for awhile once the war starts. :P ;D

Cheers
GRK


EDIT: Status report: I've stocked the BMP and am waiting for convoy. Southerons show up and their infantry jumps out. I jump out of my wrecked house (3 story) and just go full auto with the bizon into the front of the M2A2 and I kill 1 soldier and wound another. I duck back inside before the armor can find me.  ;D

I wait and the idiot soldiers get stuck in my house and I've killed about 5 of them. Then to really stir things up I've stolen a M60 and I've been firing into a wall randomly to mess with them, then found some enemy standing outside so I leveled 2 of them. Dropped the M60 and got my Bizon back and headed to the second floor and went prone to hide. I figure on letting these guys do what they want as they can't shoot me. I was stupid and stood in the wrong place one time and a hail of bullets and a grenade hit the house, yikes! :o

So I've found a safe spot and plan on keeping the Southerons active in La Trinite until their buddies arrive to start the war.

One odd thing: The guy with the Southeron flag, the commander of the M2A2(he's got a crew uniform), is out of his APC and is running about with the footsoliders. I dunno why this is and I can see his APC behind the church and its not moving, but looks fine(not damaged or tipped over). I wonder why he is out of his vehicle? Also he seems intent on killing me plus he seems to have the convoy's grunts surrounding my house and pointing guns at it. He then ventured in my house and skipped off before I could get downstairs to knick him. :P ;D Its kinda weird when you feel like the AI is planning something, but if only they knew what I have in store for them  later. When all hell breaks loose... ;D ;D
Title: Re:Abandoned Armies
Post by: rado1265 on 21 Jul 2005, 16:16:08
Well I don't want him to take all of them out. Its really only in Vigny when there is a comment for every body.

I totally agree.  The voice overs (like all other things) are nice only if are not overdoned.
Title: Re:Abandoned Armies
Post by: THobson on 21 Jul 2005, 16:43:09
GRK:
Quote
the commander of the M2A2(he's got a crew uniform), is out of his APC and is running about with the footsoliders. I dunno why this is
That makes two of us.  But it is an interesting development. ;D

Quote
Its kinda weird when you feel like the AI is planning something, but if only they knew what I have in store for them  later. When all hell breaks loose...
Would this be a good time to explain that although the grunts on the ground will attack each other given the slightest chance - there is at a high level some cooperation between the two sides, otherwise  there could be no trade.  That level of cooperation extends to scheduling the convoys.  Knowing what their own soldiers would do if they meet up with the other side, the controllers ensure that no convoy leaves its base until the otherside's convoy has left La Trinite (or is dead).  Does this have any impact on the predicament you are now in? ;D  

karantan:
My current plan is not to remove the Vigny voiceovers.  The prime candidates for lag reduction are the environmental sounds that you may notice around.  But even then I think the bulk of the lag comes from the number of armour units - and I really don't want to do anything to them.  So I may just have to get adjusted to that being the lag associated with this mission.
Title: Re:Abandoned Armies
Post by: Dubieman on 21 Jul 2005, 17:21:26
Well I could go through what just happened in the past hour, but I figured, hell that was a lot of fun to watch (command view) and what the fudge, I wanna watch it again! ;) ;D So I'm gonna sit back, not tell my fun story and watch it all happen again since I didn't save today. You know your mission is good when people don't save just so they can expierence a certain part again. ;)

@crew ppl out of armor: I really don't know why he would get out as his APC is in fine working condition.

Actually I'm even more confused... I've killed that guy with the flag in my wrecked house(AI cannot deal with the houses in La Trinite) and the convoy took off. Then later I know it comes back and it has a M2A2. I can't remember if it had a flag or not...

THobson, if a crew member dies, do you replace them when they return to base?

@your sneaky AI: Yes it sort of does. Whenever I cause trouble they follow me into my house and being unable to deal with the wrecked house and clipping, they are easy kills for me at 1m away. After a few die they surround the house once more and point guns at it. ::) >:( ;D

However that's all falling apart as they find the other side arriving in town.

@1 more thing: I placed an AV mine without the removal of a RPG I was carrying. I definately saw the little mine object there and later when I set another it did remove my RPG.  :-\

I have no idea if the phantom mine worked, it may not have (but I notice I have 18 tripwires and 8 detonators now). Or in your expierence, does the AV mine with a RPG destroy or damage a M2A2?

Edit: And reading back on your other pages, ppl say they have lots of lag when lots of tanks are around, could this be because of the smoke script?

So far my lag hasn't been bad at all.
Title: Re:Abandoned Armies
Post by: rado1265 on 21 Jul 2005, 17:25:44
THobson,

my comment was not related to the lag problem, neather was GRKs (I think); it's just that those voice overs are kind of unnecessary there, if you know what I mean.

About the lag: yes, you have a problem there, and it seems you're quite aware of it, so there is no need to be reminded (again) on this.
Title: Re:Abandoned Armies
Post by: THobson on 21 Jul 2005, 17:52:55
Quote
THobson, if a crew member dies, do you replace them when they return to base?
No, but they are healed.  There are no replacements anywhere on the map so every loon you kill is one less to be dealt with later.

 
Quote
I placed an AV mine without the removal of a RPG I was carrying. I definately saw the little mine object there and later when I set another it did remove my RPG.
This is a bug that only applies to RPGs and is fixed in the next version.  Yes the phantom mine will explode.

karantan:
Thanks.  Let me think about it.  I am currently more when Mikero is on this.
Title: Re:Abandoned Armies
Post by: Pravit on 21 Jul 2005, 18:46:28
A few questions(sorry if they have been answered earlier in the thread) -
is it intentional that I'm not able to pick up any extra M16 or AK magazines from the dead soldiers in the beginning?

Also, is Alexei supposed to say anything when he encounters the cabin with dead civilians east of La Trinite? I figured he would say something(e.g. "A dead policeman! Just left lying here!").

I noticed that the medic guy(Corporal Bocan or Ivanov, I think) that I met west of La Trinite was sent back to escort the civilians. When he was done, he joined my group. It was kind of a nuisance since he was a few km away and I kept accidentally including him in the orders to the group members who were actually with me. I did try to reorganize my group to get him out of my squad for the time being but I didn't notice anything to kick somebody out.

I'm enjoying however being sent on little "quests" to rescue civilians or meet up with more resistance members, and it's neat that so much voice is used.
Title: Re:Abandoned Armies
Post by: THobson on 21 Jul 2005, 22:25:37
Quote
is it intentional that I'm not able to pick up any extra M16 or AK magazines from the dead soldiers in the beginning?
You can pick up everything they have they just don't have much.  In the next version this shortage of ammo extends across the whole island.

Quote
is Alexei supposed to say anything when he encounters the cabin with dead civilians east of La Trinite?
Yes, but in the version on the site now there is a bug that prevents it.

Quote
It was kind of a nuisance since he was a few km away and I kept accidentally including him in the orders to the group members who were actually with me.
One of the challenges of leadership.  Try using teams (9)

Quote
I didn't notice anything to kick somebody out.
I took that feature out


I am glad you like it.
Title: Re:Abandoned Armies
Post by: Mikero on 22 Jul 2005, 03:20:30
@Guilty
Quote
Its really only in Vigny when there is a comment for every body. I think just having the soldiers under tarp comment would suffice for that area.

You're 100% on the money. Mea Culpa

In fact, 'Vigny' remains a work in progress that MacGuba was first to point out. The 'problem' is we are all moths to flames and will head for the house with light before anything (well, unless you're a bit strange)

This makes some, possibly most, of the very large quantity of body-voicevers inconsistent. The phrasing is as if we encounter them first, before Tatyana.

Put another way, I would have welcomed each and every one of them, IF, i had entered this evil looking, 'psycho' town where there was no Tatyana, no, fire. Ie, any, feedback would have subdued my intense fear, even talking to myself. And by fear, I mean it, I wet myself first go at this.

Thobson, obviously and clearly, was using a scenario build up to the entire campaign at this point, the shock, awe, and wonder, of stumbling into a massacre. I would *really* love it if he could persist with _that_ introduction to the mission, but, it can't be with Tatyana because it's then all a bit anticlimactic and ho-hum. So most of the body voicovers at Vigny should dissapear, or move Tatyana. Vigny is a long way from Passagne, there's a valley between, and a small house with fire would not go astray.

Gee, I'm rambling here, but I *really hope* Thobson puts that original intention back in. Right now, it's wasted.
Title: Re:Abandoned Armies
Post by: Wingless_ on 22 Jul 2005, 13:09:33
Hey all.
 Been a while since i've posted and i've played the mission a bit however, I am still in the same place.
 Realised that the convoy from 3 is hot on my heels and there's no way to avoid them. My squad is really p*ssing me off, all they do is get in the way. I'm probably going to send them back to the lodge and go the rest of the mission rambo style. Last night after about a half an hour of gameplay I'd managed to single handedly kill about sixteen men, and a vulcan all around St louis however my squad who i'd told to "find cover" decided to find cover UNDER THE TRACKS OF A GODDAMN ABRAHMS!!!! So while they got massacred i nicked a truck and ran for the hills but i decided it wasn't worth it and hit retry.


@GRK
I really don't agree with you about the whole voice thing. The more the better. IMHO THobson should leave them as they are.

Later
Wingless
Title: Re:Abandoned Armies
Post by: Dubieman on 23 Jul 2005, 00:43:27
Bam, I think Mikero is right on the money. Tatyana and the civvie voices are not going to go well together. I actually did go about the town the first time I played 1.23, I retried later cause I got shot in the hands by a soldier in the house, and I went to each body and it fit very well. I felt like a detective almost, and it would have been more fun to explore the area without threat of an enemy. Simply knowing the enemy is around ( but the author actually not sending anyone), makes you sneak and peek and think. Also with no enemy and no Tatyana, I think it'd be easier for the player to draw their own conclusions and then connect the straws later. (on Stamenov's meanie factor ;D)

@a house down the road before La pessagne: I like that too.




Quote
I really don't agree with you about the whole voice thing. The more the better. IMHO THobson should leave them as they are.
I'm curious, why? Its good that beta testers cannot agree on everything. ;)

EDIT: Quickie update.....

I've gone behind Andropov's forces, through the desert(with a BMP Ambulance ;D), and I've found a crucial weak spot in his base. That I do think needs addressing unless this was meant to be to even out the advanteges and disadvantages of both sides.

Possible spoiler....
(not really)
But I ran my ambulance out near the northernmost fuel station and ran over some ppl. I quickly crossed the runway on the same level as the mentioned fuel station. I then jupmed down near the coast and ran over a whole squad that seemed ripe with AT weapons and they were in column formation! Easy picking for a BMP looking to run stuff over. ::) ;D

After that, I found no resistance at all and simply drove up between the buildings and ran over the spetz natz mastermind and his bodyguards. I set up my BMP as a shield, collected weapons and I picked off soldiers until I felt it was time to leave and drove out the way I came. Careful to avoid the T80 and M2A2 on the way out back to base.

I thought I should just let you know, unless it was a coincidence that another squad may have been away and most of the armor was fighting the war, plus all aircraft were down. Anyways, I just thought it seemed much too easy to kill Andropov as sneaking into Stamenov's base would be very tricky.

So what do you think? Did you make this hole or was it a coincidence or simply bound to happen after the war as started?

cheers
GRK
Title: Re:Abandoned Armies
Post by: THobson on 23 Jul 2005, 07:55:34
Quote
Tatyana and the civvie voices are not going to go well together
Not if Tatyana comes first I agree



Quote
Did you make this hole or was it a coincidence or simply bound to happen after the war as started
None of the above.  One big problem that I can do little about is how poorly the AI soldiers react when being run over by certain vehicles.  Nobody got into the base so easily using that technique before though.  I am really puzzled by the small number of soldiers you seem to have encountered.  There should be close on half a dozen infantry groups plus some armoured units that you would need to get past following the route you took.  Even if you triggered the all-out attack (which I don't think you did) there would still be plenty of units to give you a warm reception.

I think we can all guess what is likely to happen to the vehicle count in v1.24

PS:
I am now off to the airport.  Back in a couple of weeks.
Title: Re:Abandoned Armies
Post by: THobson on 23 Jul 2005, 08:45:04
One more thing before I go.  

I have a problem I am not sure how to deal with and would welcome suggestions.

If you visit www.flashpoint1985.com you will find the BIS forums.  In those forum there is a thread called favourite missions in which this mission has got a mention.  That is great.  

Unfortunately someone there took it a step further and put my mission on the User Missions board.  They used my name and put a link to this thread so there was no attempt at plagiarism, but they did do this without doing me the courtesy of contacting me, and of course their name appeard at the top of the thread.

BIS in their infinite wisdom then publicly announced that the mission was released in Flashpoint News.

The mission is now turning up as a released version on many sites around the world, sometimes under my name and sometimes under the name of the person the started the thread on the BIS site.  

The reaction of BIS is: 1) they agreed to delete the offending thread - which is a bit stable door and bolted horses; and 2) no apology and it seems that ‘these things happen'.

The individual concerned was somewhat horrified that people were saying he was the author and has taken steps to try and correct this.  But interestingly there was no apology and no indication that putting my mission on their site without contacting me was in any way wrong or discourteous.

This mission has been my passion during a long and difficult year and has involved a large proportion of my family.  I wanted to release it only when it was finished and not before.  But now when that happens there will be many people who think they have already played it.  Some sites have even scored it already!

So what do I do?  I have a couple of weeks to think about it.  Options that come to mind it the heat of the moment now include:
-   Forget the whole thing  and go back to photography
-   Change the mission's name
-   Make a BIS voodoo doll and stick pins in it
-   None of the above

I now really am going to the airport.
Title: Re:Abandoned Armies
Post by: MrN on 23 Jul 2005, 09:23:13
What do you do?

Go to the airport, enjoy your holiday then carry on regardless.

PS- nothing to stop you picking up some pins in the Duty free shop ;)
Title: Re:Abandoned Armies
Post by: Planck on 23 Jul 2005, 11:57:44
I understand how you might be upset, but it isn't a perfect world (thank goodness), and things like this are almost inevitable.......... occasionally.

I would just carry on regardless after a nice relaxing holiday on the greek beaches.

When you have completed the mission, which will be, and already is, a classic, put a bit in the readme explaining the fact that the mission was released previously by someone else without your permission and in a beta state.

I wouldn't let it all get to you.   8) 8)


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 23 Jul 2005, 13:35:18
@THobson
You're tired, drained, emotional and need a break. Words of Wisdom from MrN and Planck.

At worst, v1.23 is eminently playable. I think you and your family who contributed so much to this, should all bask in bit of well deserved sunshine, hopefully a nuke or two, along with heaped on glory. Sit back and look forward to the raves your STILL BETA mission is going to get  from people who never knew it existed.

It's not quite the same for you THob as ordinary things go, you're just feeling sore that your finished version is not yet done and wanted the wham from that. Believe me, the finished version will be POUNCED ON too when it's good and ready.

Go with a huge grin on your face.
Title: Re:Abandoned Armies
Post by: Dubieman on 23 Jul 2005, 18:03:18
I'd say once you get back, go to those sites where you know they have your mission and tell them what happened and demand that your mission be deleted until you are finished with it. If they question your authenticity, then point them to this thread and I and many others would be glad to inform them that you are the author of this mission. I would also go a bit ballistic on the dumb arse that released your mission on BIS forums and also ask him to help in the search to delete your beta mission from those sites that took it as finished. Other than that, once you're done, make a big deal on the BIS Forums and you know that the people that really matter, know how much work you put into this and that it is yours. (I would try to fry the releaser later for an apology though, it was really stupid of him to do that) Plus from now on, I''d include sometthing saying the mission beta version may not be spread to other sites without your permission, even though I know my missions won't reach the fanfare yours does, I'm gonna put a warning like that on my work. :P

Have a nice vacation and don't worry about your homicidal beta testers who seem to want to nuke your island. We'll keep them at bay, or maybe we'll join'um.... ;D
Title: Re:Abandoned Armies
Post by: MrN on 23 Jul 2005, 19:57:24
Quote
I would also go a bit ballistic on the dumb arse that released your mission on BIS forums

I think this opens an interesting debate in itself. Forgive me for going off-topic for a moment but if I remember correctly the guy that posted it on the BIS forums had the best intentions. I.e. - WOW look at this mission I've been playing it's the best thing I've ever played, you should have a look too.

It wasn't meant as plagiarism nor did his post imply anything like it. You should take it as flattery THobson. The cat is out the bag.

Quote
I wanted to release it only when it was finished and not before
You have. What happens on the OFPEC Beta board isn't secret, it's in the public domain. It's unfortunate that some sites have taken your creation and reviewed and published it but just think of it as more Beta-testers!

Ultimately the only people you have to please with this are You and Your family. The people that have spent the most time with it.  :)

And all this coming from someone who has yet to play it through. ;)
Title: Re:Abandoned Armies
Post by: Dubieman on 24 Jul 2005, 04:43:12
@ballistic: I mean just express that you are dissappointed people took the beta as final and spread it all over. Did the person say it was beta in the thread? ??? ::)

Quote
And all this coming from someone who has yet to play it through

You sir, have not expierenced OFP at its finest. ;) ;D
Title: Re:Abandoned Armies
Post by: tudders on 24 Jul 2005, 16:37:17
I'd try and get the mission removed from the sites and make it known that this was only a leaked beta version.

If people are co-operative and it is removed think about it this way - we all love the mission, so will everyone else.  The beta version can be thought of as a trailer, a far greater number of people will anticipate the finished version.  I don't think that there will be anyone put off this mission from playing the beta  :)

I course it's still a very annoying thing to have happened and the person responsible should apologise.
Title: Re:Abandoned Armies
Post by: Uber-Pea on 03 Aug 2005, 21:59:26
whatever, delete the fog from your mission xD
its just...argh. its destroying everything. i would just restart the mission and give it a new play....but no, not as the fog remains ;)

greetz
uber
Title: Re:Abandoned Armies
Post by: Mikero on 04 Aug 2005, 12:21:05
@uber

fog reduces considerably as you move forward in time towards middle of day. In early stages you are meant to feel dissoriented and arrrrgh, put up with it, it's actually terrific and such a relief when it goes, rather than demanding it isn't there to begin with.
Title: Re:Abandoned Armies
Post by: Uber-Pea on 04 Aug 2005, 12:52:40
didn know that. maybe played old version. Thank you, ill give a try :)
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 14 Aug 2005, 14:10:50
Well, I've keeped from posting since thobson is on vacation but won't have a chance in the next few myself.

v1.23, I don't know what is going on. Choppy lag at times, which I have never had. Also I cannot seem to regain my save points. I am stuck on a previous save at the begining. I've restarted the mission and it happens again. Some random save point becomes my permanent home. Trying everything I always end up at a old save point. And I am using the ingame saves. Want to go threw with no cheatsaves.

Which is frustrating. Since v1.21 I have no changes in my PC, nor my usage of it. Nothing extra added or taken out of OFP. Weird. My only thought. Could leaving v1.21 in the game effect v1.23?

I pushed threw regardless. Playing for a few hours without a save. Which in fact made me really concentrate on not taking one in the noggin. Made it to base camp, saved the civs at Db46, made it to Houdan and got my russkie. Made it to Dourdan and got bitched at by the pregnant woman. Which is pretty realistic since I can attest to how pregnant woman can be ;) and trucked north to get ready and say hi to her husband. If he is sitting at home waiting for her he needs a bullet. It's your pregnant wife dang it, get your ass out looking for her ;D

Anyway, beyond my unknown save game problems the mission is so close to perfection it is incredible. Don't know why the lag kicked in, but it has been managable to a point.

I know people have mentioned how to get back those saves,but it is just not working for me at this time.  ???
Title: Re:Abandoned Armies
Post by: Mikero on 14 Aug 2005, 14:39:20
Hi LillWille

Generally the confusion comes from the way the ofp engine reacts to a RESUMEd game. It will always, first load, the game it saved when you aborted, if, you aborted. The way round this, is simply and immediately escape and click load, or retry, depending on whether you want to go back to the game YOU (not ofp) saved, or from the retry point that Thobson provided.

>Could leaving v1.21 in the game effect v1.23?

No. the two missions are saved in distinctly separate folders.

If lag is kicking in for 'no apparent reason' you have something like Norton Anti Virus running in the background. However, on this mission, and particularly version 1.23, if you get anywhere near tanks you're likely to wobble a lot.
Title: Re:Abandoned Armies
Post by: THobson on 14 Aug 2005, 17:22:53
I'll put something in the readme file about the way OFP saves its games.

Lag: I will provide an option in the next version that will allow the player to turn off certain environmental 'stuff' to help with this.  But I can't do anything about concentrations of tanks I'm afraid.
Title: Re:Abandoned Armies
Post by: Mikero on 15 Aug 2005, 01:02:05
@Thobson
>I'll put something in the readme

what makes this buisiness interesting is that very few people would ever have encountered it before 'armies.

People dont ordinarily quit a mission to continue the next day, and the day after that!

Although the solution is simple, and quite logical, it's more the surprise at getting this 'bug' that is confusing everyone and making people, understandably, think it's your mission causing it. In a roundabout way, it is, only your mission causing it :)
Title: Re:Abandoned Armies
Post by: THobson on 15 Aug 2005, 08:08:59
 :)
I really could do without some of these though.  Especially when people in other sites claiming to be experts pronounce that there is no problem.

To be pedantic: to say that my mission is causing the problem is like saying a searchlight is causing there to be a bomber in the sky. ;)
Title: Re:Abandoned Armies
Post by: lilwillie_WI on 16 Aug 2005, 15:41:39
Hi LillWille

Generally the confusion comes from the way the ofp engine reacts to a RESUMEd game. It will always, first load, the game it saved when you aborted, if, you aborted. The way round this, is simply and immediately escape and click load, or retry, depending on whether you want to go back to the game YOU (not ofp) saved, or from the retry point that Thobson provided.


If lag is kicking in for 'no apparent reason' you have something like Norton Anti Virus running in the background. However, on this mission, and particularly version 1.23, if you get anywhere near tanks you're likely to wobble a lot.


Adressing both. I restarted a v1.23 mission again, and this time when I would go back I could follow your steps you provided above and resume play. This is new to me, in the fact that I never experienced this at all with v1.21. Anytime I would play v1.21 it always took me to the last save point or abort point I played. Never reverting to a previous spot. That is or was what concerned me. But that problem is resovled now that I was "re-educated" ;D

lag, better, but better with a throgough PC cleaning and shut down of stuff. But playing 1.21 I can see a much easier gameplay with zero lag. What am I not learning or missing here?

Not at all saying anything is wrong with the mission, just what i have personally experienced. I am happy to report that I thought the little map for the husband in Larche was cool as hell. A great little piece put in. I have noticed that the fog is very heavy in this version and my sight line is greatly diminished. Which should make me more cautious but has a actually got me running full tilt boogie with not a care in the world. I can't see whats ahead, so it shouldn't hurt me ;D

At this moment, stuck in La Triniti.(my full tilt boogie got me fubared) I was mining and AP/AVing the entire town when north showed up and set off my early warning AV mine. Then the south got excited. I could not evac in time. Stuck in a burnt out house with a Abrams blocking the door. My team has the area surrounded and calling in enemy movement and actions.

I witnessed a north squad decimated by a row of AP's. Which caused more to come in, and a AV mine was set off by a BMP, throwing the rest of the squad across town. The south opened up with a barrage from a vulcan, which scared the crap out of me since rounds where going right over my head. The Abrams has let loose 4 rounds, my ears are ringing. He is sitting at such a perfect ambush site anyone coming from the north is screwed. Hope someone backs off soon, I am getting tone deaf ;D
Title: Re:Abandoned Armies
Post by: THobson on 17 Aug 2005, 14:04:19
lilwillie_WI:
It is comemnts like yours that make it all worth while.  Thanks
Title: Re:Abandoned Armies
Post by: THobson on 17 Aug 2005, 21:30:27
Get v1.30 here (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-30.zip)

Okay so here is v1.30.  I think I have dealt with most if not all of the issues you all found in the previous version, plus some.

The list of detailed changes is too long to put here, but in summary:
- general fixes of issues identified in the previous version

- subtle changes to how the sides react to their base being attacked and their leader killed and subtle changes to the rules used to decide if one side will launch an all out attack on the other.  Such an all out attack is now more likely - depending on the action of the player of course.

- the skill levels of the team increase more slowly

- dead soldiers will now provide the player with very little ammo.  Previously this was just at Vigny, now it is across the map.

- the player now has the option to turn off most of the environmental effects.  The results of choosing the Reduced Environmental Effects should take the lag back to close to what it was for v1.10.  Selecting this option will result in:
1. No custom burn/smoke script for destroyed armour.
2. No added environmental sounds.
3. No civilians peeping from houses.
4. No escape of civilians from Chapoi.
5. The number of custom AV and AP mines will be halved, from 10 AV and 20 AP mines to 5 AV and 10 AP mines.
6. The flags carried by the leader of several groups will not transfer to the new leader when the previous leader is killed.


The previous version included a subtlety in how the sides trade with each other that did not seem to get picked up, so just to give the old hands a clue:  You might not wish to attack the convoys until you understand how La Trinite works.

I believe this version is the release version subject to any significant issues any of you might find.  In other words it is now at a point where I am quite happy with it.  I could keep improving it for ever but the niggles I have are now getting to be quite minor, or very difficult to fix.  For example I can't imagine how long I have tried to get Tatyana to look at the camera when she stands up.  Your team seem to want to point in all sorts of directions during the reorganise dialogue etc. but I am now hitting the law of diminishing returns on effort in a big way.

Things I am particularly interested in getting comment on are:
- Team skill levels now increase more slowly that in earlier versions - still too fast or have I over done it?
- Ammo is now very scarce, and ammo trucks initially of less value….Simply getting weapons and ammo should now be a real challenge.  Is this noticeable?  Have I overdone it?
- Obviously any other thing that causes you any problems.


Thanks again for all the time many of you have spent on this, I really appreciate it.
Title: Re:Abandoned Armies
Post by: Planck on 17 Aug 2005, 21:54:03
Quote
The previous version included a subtlety in how the sides trade with each other that did not seem to get picked up, so just to give the old hands a clue:  You might not wish to attack the convoys until you understand how La Trinite works.

Naww.....I noticed.

I found the crates in one shed devoid of anything I wanted....Like a Bizon.

So, I waited till the next convoy had been and gone again, then I went back and looked again..........and got a Bizon.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 17 Aug 2005, 22:07:17
You never said, I though no one knew.  I should have know better with you about.  Guess what you get if you capture one of the ammo trucks?
Title: Re:Abandoned Armies
Post by: Planck on 17 Aug 2005, 22:13:56
hmmmmmmm........an empty truck?


Planck
Title: Re:Abandoned Armies
Post by: THobson on 17 Aug 2005, 22:48:48
I meant the ammo trucks in the convoys - sorry should have said.  No - think again.  In fact Mikero posted about his capture of an ammo truck.  It was full of rifles, handguns and assorted ammo.
Q:  What direction was Mikero's ammo truck travelling in when he captured it?

I can feel the red wine begining to insert some flippancy - I will log off.  See you all later. ;D
Title: Re:Abandoned Armies
Post by: Planck on 17 Aug 2005, 23:12:45
Quote
Q:  What direction was Mikero's ammo truck travelling in when he captured it?

I think it was heading south, back to home base.   ;D


Planck
Title: Re:Abandoned Armies
Post by: THobson on 17 Aug 2005, 23:30:14
It was certainly heading south.  Well done.  You clearly understand the trade.
Title: Re:Abandoned Armies
Post by: Mikero on 18 Aug 2005, 01:45:53
I wont claim cunning here Thob when it aint true, but, during the various written exchnages over version 1.23 it was 'obvious' that Trinite would trade in the manner you described, and, in various attempts at playing your god-damn mission some 'quirks' were discovered in the ammo boxes, which, I took little notice of. Half the reasons there, was it became difficult / impossible to get my squad past those radiation signs to benefit from the contents. So another dilution to the effect.

The fact remained that ammo was plentiful around you by the time anyone reached T3 so the trade effect was far less important than it should have been. If I'm now left scrabbling and preserving every precious bullet in this version, I'm gonna be mighty pleased. Without testing yet, I believe this change has made yet-another, entire new dimension to the game and made it yet-another wow experience even for us 'old hands'. It's all so obvious in hindsight isn't it. But I'm going to offer an early pre-congratulations on doing 'it' yet again.

One thing that is alarming me right now is that engine 'bug' where you can't get your people to grab the last magazine, or the last, rocket from a dead loon weapon. I don't know if you've 'corrected' this quirk, but if not, and for other players benefit, the solution is to pick up the weapon yourself and empty the 'contents' on the ground.

sigh, another sleepless night or two is ahead of me, surely to god there's someone marriable in this version.
Title: Re:Abandoned Armies
Post by: Mikero on 18 Aug 2005, 07:53:32
OFP:R bench 5685, vetmode, no superai

ReadMe:

An even higher standard of readability than the last one.

suggestion *only*

"There is quite a lot of randomisation in the mission to increase its unpredictability.  "

fear of god stuff. You neglected to mention that you do not respawn. You mention you don't cheat, but respawn is a terrifying possibility.

Overview:

perfect. Great presentation. Slight niggle that 'Thobson' doesn't have a full spaced para to itself at bottom.

Intro:

I had the impression this has changed. If not and regardless, it is picture perfect. There are so many residual 'memories' in this mission of so many spectacular events that happen, it is a little hard to recall if the Intro I see now is new, or just a recall of fabulousness. A derived memory. The action in towards Trinite is terrific, a mere glimpse of a surrendering soldier on Zoom. The 'execution' far more visually realistic, the pull back shot of the hung civilians, terrifying. Have the distinct sense that every change of music pitch has been synchronised against a scene.

Niggled by the text telling Alexei to bring the uncle back to the small Island. It never, and can't, happen. There is a suggestion here that I should, somehow, use that boat again. But, the phrase is contextually spot on. What else would my mother say? A niggle.

Briefing:

You blurbed it out, just a little, and I don't like it. I think what concerns me is that damn boat. If it were me, I would have used that blurb to warn me (in your subtle understated style) not to use it. Am also getting a naggy feeling that you've done good here and I'm just unhappy that the mission's working more to your meaning than my (previous) interpretation of it. Random thoughts Thob.

General tabs:

voiceovers remain perfect.

Mission:

whooeee here we go (again). Did I tell you how much I hate mountain climbing? Especially when it's raining, especially when it's dark, and especially when I'm convinced the next bush has an AK47 pointed at me?

Selection:

wooo! Distinct. The over-arching ultimately important override. You state flatly, the most important aspect. It has no effect on game play. Only annoyance is it instantly pulls me out of the game. Nothing you can do about that. I think the whole way you phrased it, and separately, the entire read me concerning it was perfect.

heard sound of engine, got into boat. Only a phool would drive it further. It 'felt' like it was sinking.

that terryfying climb has never altered in intensity for me. As a player, you just don't have any idea what's going to happen. A hundred different scenarios play in your mind. You can wing it and never trip over, you can stumble a hundred times and be thankful that you did. You can end up miles from the town, or slamn straight into it. No matter how many replays.

This time, jumped twenty metres backwards when the lightning hit. Wounded before I start <sigh>

Honest to god, that rain makes me feel less sweaty. I'm only half way up and already feel a victory, a win, at getting that far.

Vigny never changes it's terror for me, I am shocked by what looks so evil. Scrabble about and notice no fire. That building is no longer my first port of call. I eventually go near it because it's not destroyed. Clean out three loons, cutscene triggers. Unhappy at the loss of that fire but the chances of scouting around all buildings first are far greater. The chances of being shot by surprise are also far far greater. So all in all a good thing.
<bug>
It's changed for the worse here Thob, Tatyana is buried in the bed and persistently bobbing and wobbling during the cutscene. I caught a brief glimpse of her from outside, doing similar. Without the fire, there's too much 'grey' to distinguish her from another loon. My guess is, she'd be shot dead by most players because they've already been surprised in the gloom by three other loons. I'd shoot first, ask later, if it were me first time thru. Am having dfficulty here because is this 'better', and I think imight be. I'm just used to something else.

Also, the 'warmth' of the scene has been taken away without that fire. I know why you did it, but it's a poor compromise for me. It just doesn't fit well, at all. Would you consider moving her to halfway Vigny<>Pessagne? If I spot a light after scrabbling all over Vigny, then the moth to flames stuff would really work.

Noticed that none of the bodies now have voicovers (except Tatyana). Am sorry to see the rustling the corpse action dissapear but it was a good decision.

Desperately short of ammo, I look at the morning sky and decide that I'd as soon travel in daylight so I spend a lot of time fossicking about Vigny, hoping for an ammo crate or something. Soon shot dead by enemy patrol. Restart and spend my time picking them off for their ammo stash. Not without being deadled several times. Of the perhaps 5 loons that were foolish enough to come into my town, 3 of them had red flags.

Sound of armour North West'ish. Drive in and up to La Pessagne. Got into centre of village by mistake, hop out, and instantly hit with lead from all directions. Retry. Take out the standing loon next to garage, the other at the roadblock, then the fun begins. 3 man squad race right accross road a luck grenade deals with them, and it was, lucky. Crawl back to my jeep only to find a nasty waiting for me. splat. Retry.

Same scenario, but I'm pleased I delayed my move to lodge. Mist is there, but it's beginning to brighten up. Clean up town and check those two jeeps. First time, I notice refuel barrels, and I do so. More for me, less for them. I park jeeps as roadblocks to just cause havoc with anything that might come that way later and move on after collecting a single rocket (rpg). Gee, thanks very much.

Just as I rise over the ridge near 1st civils, four mosquito jeeps flash by. I get out to do some damage, but they're too fast. I decide to chase them back to La P, and as I hit the ridge again a god damn T72 rolls straight over the top of me. Litterally crushing the police jeep and it's contents. Restart.

Phew, examining my options. I don't have any. There's nowhere near enough punch in my collected armory to do anything. So, it's going to be a quiet, stealthy trip to the lodge for me. Vain hope I think.

The mist is 'good'. It's not a pea soup, you can just make out what you need to, along the road in the headlights. I get up to the wooden hut with two dead res soldiers (voiceover). Small back ground sound of mosquito jeeps trying their best to negotiate my roadblock way down valley in La P. Ho ho. There's the faintest suggestion of menace. Some almost inaudible sound of squeaky wheels. Get back in my Police Jeep and a tank from god knows fires a shell directly over my head towards mountain. I actually see the missile shrinking as it passes me. Definite change of underpants after that.

I'm in a murderous mood. I leap out find a bush, and an M113 is unfortunate enough to meet my bad temper. One rocket one dead M113.

I think I should have kept my temper.

I race out of there and happen to land on the dirt road to 1st civils. Taking a punt, I head towards them.

No matter which way, no matter how I approach, I'm dead. After many retries because I'm totally intrigued, I figure you've got a killzone switch. But a clever one. One that starts and ends with the sound of a bullet, so that player always assumes he's just not smart enough to outwit (a non-existent) enemy. There's sound of shooting going on near the civil hut and I'm dead keen to go in and help, but can't. I shall return, hopefully with re-inforcements.

Got to bus roadblock. Voicover a little trickier to achieve. And it has been repositioned.

Got to hamlet after Goisse turn off. All destroyed, and no sign of wooden hut now.

Got to lodge. Preferred the warning shot which is now missing.

Cutscene has worsened. Tatyana's bed has moved from wall somewhat and that part of the scene is poorer for it. A sort of vacant camera view to half-nothing. Tatyana herself is not bloodied. V1.23, she was, slightly, and subtly. Other than that, everything remains excellent.

Checked radio trigger by going far away,  checked radio, all fine.

Armed everyone fully with good equipement, only because I was obsessed with making sure I had some to begin with.

Boarded truck, looking for ghosts.

Echoes of chopper flying around.

There is no lag, zero, nada, zilch and only the merest suggestion of it when I was near that nasty 'orrible T72 monster that took a swipe at me.

I am aware of how evil you can be to the player and am constantly alert for randomised patrols. Other than the tanks/mosquitoes, I encountered none, this time through. In version 1.23 I actually started the war up here at this point so whatever's happened is for the better.

Everything remains oily, terrifying, and slick, except for some damage done to Tatyana and her bed. The jury's out for me on lack of campfire, I definitely don't like it, but, I suspect there's an entire new gameplay here for the unwary. A good thing.

Btw, have I ever mentioned to you how much I like this mission ;)
Title: Re:Abandoned Armies
Post by: THobson on 18 Aug 2005, 09:58:24
Quote
One thing that is alarming me right now is that engine 'bug' where you can't get your people to grab the last magazine, or the last, rocket from a dead loon weapon. I don't know if you've 'corrected' this quirk, but if not, and for other players benefit, the solution is to pick up the weapon yourself and empty the 'contents' on the ground.
I didn't actually see it as a bug so the only thing I did to fix it was to ensure that the dead loons had an extra magazine over what I originally intended.  Basically I see it this way: the dead loon is (or more accurately was) carrying a weapon with a magazine in it, and several spare magazines.  When you get to him you can pick up the spare mags separately, and the weapon.  What you can't do is get the mag out of the weapon without picking up the weapon.  I think that is realistic.

Quote
The 'execution' far more visually realistic,
I use real bullets this time.  I have also made a few other small changes, the hung woman now swings more obviously for example.

I haven't changed the briefing, other than to fix the things you spotted last time.  A warning about using the boat is a good idea.  I'll see what I can do.

The initial selection:  I fought against doing this for exactly the reason you mention.  You are brought immediately out of the game, but I really do need a way for the player to make this selection.  I did not want to make it for them using benchmark.

Quote
Tatyana is buried in the bed and persistently bobbing and wobbling during the cutscene. I caught a brief glimpse of her from outside, doing similar.
This happens sometimes but mostly not.  I played this version through all the cutscenes before uploading it and that was not happening.  I really am at a loss as to how to fix it.
Vigny fire:  I take your comments about the lack of light.  On balance I think the impact of a dark Vigny out weighs the loss in the cutscene.  Let's think on it and see what others think.

Quote
I'd shoot first, ask later
Then the mission would end and you would have come up that hill again. ;D

Quote
Would you consider moving her to halfway Vigny<>Pessagne
That sounds like a small change - but it isn't - believe me.

Quote
Noticed that none of the bodies now have voicovers (except Tatyana). Am sorry to see the rustling the corpse action dissapear but it was a good decision.
That's because you went to the bodies after talking to Tatyana.  The reason for removing the fire was so that that new players (not the old hands) would explore Vigny and might find them.  After the cutscene the voiceovers were, I agree, incongruous and so I took take them out during the Tatyana scene.  If all I was doing was removing the voiceovers I could have kept the fire.

Quote
Of the perhaps 5 loons that were foolish enough to come into my town, 3 of them had red flags
Not simultaneously I trust.  This is the flag moving to the new group leader when the old leader is killed.

La Pessagne:  I have taken away the dope they were smoking in earlier versions. They should now give you a warm welcome.

Quote
Tatyana's bed has moved from wall somewhat and that part of the scene is poorer for it. A sort of vacant camera view to half-nothing.
Bugger.  Well I didn't move it!

Quote
Tatyana herself is not bloodied. V1.23, she was, slightly, and subtly.
In the earlier versions I killed her with a setDammage 1.  Now I use real bullets.  Did you see the splash of blood when she copped it?  You can often see the entry wound in her chast as well.  I think using real bullets is more realistic.  I liked the result.  

Quote
Btw, have I ever mentioned to you how much I like this mission
I believe I do recall you mentioning something about it. ;D  Thanks, it good to be appreciated.

As ever - I really enjoy your stories.

EDIT:

Okay I have now done the Tatyana cutscene a couple of more times.  I think I might be seeing a pattern to the agitated Tatyana
Title: Re:Abandoned Armies
Post by: Mikero on 18 Aug 2005, 14:09:14
>it's good to be appreciated.

you mean in that special way right, where I'd like to plunge a dagger into your black heart?

I should have checked bodies before  rescued Tatyana, Oh well, I'm sloppy but enjoying myself too much.

I agree, newer players will approach Vigny very differently. Removing the fire was a brave decision.

------
Took off in my favorite ghost truck to rescue 1st civils.

Just at turn off to dirt road we are all blown to pieces by a T80 that had parked itself at the hut with the two dead res soldiers. 2nd try, the T72 that crushed me earlier took us out from somehwere near the T80 but other side of road.

restart again, and refueled motorcycle loaded Irena on back and left everyone else at home.

No enemy loons at any time. neither tank spotted us. All went ok, cutscene happened. Drove back on cycle to base camp uneventfully, cutscene happened. On to the 2nd civilians.

I am so badly armed, rocket wise, i decide to walk us across the mountain ridge. Scenery spectacular no evidence of loons anywhere. No lag at any time.

cutscene kicks in and the medic shuffles off with civilians while we walk thru forest to sniff at Trinite. I was torn between these civilians and detouring towards Goisse instead. Am playing this mission straight down the middle at moment, because this weapon buisiness has wobbled me. I figure it's "safer" to follow along until I get a hang of what's where.

At this point i reorganise team to get my strongest people up front.

I come out too far north, walk the road to T3, the Northron convoy is mincing about, splatted by vulcan. Retry.

Splatted by vulcan again, and, we are defenceless against it or the bmp. So any thought of taking on either convoy is gone. Circle T3 to south come at it directly via dirt road. No evidence of either convoys. End up in ammo stash area and manage to arm every non-soldier with M21's. Nothing else useful in crates other than a bizon.

Ordinarily, I wouldn't venture into T3 this early, but I'm desperate for mines rockets or satchels.

There was no incident, we race back out of there towards mountain on foot, the medic joins us and I head him off for his own M21 alone. #2 has machine gun. I forget how I got that. But so far, we've not fired a shot.  There is no lag, and surprisingly for me, this is the first time I've ever got out of T3 alive in any version. I forget the reasons why i sent 3 and 4 back for different guns but they and the medic are around the ammo cache when hell breaks loose on them, definitely southrons. The rest of us are watching from the mountains 800 metres away. Somehow, by sheer good luck i manage to move them into the forest and finally up to us without deaths occuring.

Change my mind at least 6 times going back to lodge. I finally settle on looking at Larche. Look only. Doesn't turn out that way. There still has been no lag. trying out differnt squad formations at these lower ai levels. At moment, they respond better in columm. They can see each othjr ! and manage to keep on track.

Crawl up into larche from it's western (Goisse) side. Am happy not to rush things and take long walks. Partly to see what patrols we might encounter (none) and partly to have time to think. I figure we may have caused too much interest via east and our backs are unprotected T3 side. My squad are rookies, we've got nothing against armour and I've no choice but to progressively try and build their experience up while capturing some goodies if I can. I would have preferred Arudy, but this lack of lag has me curious. I know that Larche was the 2nd worst on the list, so I'm going there.

Three restarts involved in our attack, but the squad are doing well. What appears to be a 4 man sentry group, and unfortunately for us a 7man on patrol take all our energy to stay alive. But, Larche is temporarily ours. Irena isn't being a bad girl yet, she's still too novice, but I've kept her in her favorite position #5

What appears to be single loons, and plenty of them, occaisonally making an attack on us from Trinite direction.

Another few retries involved, one, where we load up into truck to scream out of there and get clobbered by the chopper. I never even got my foot on the pedal. Next try sees us splattered halfway up the mountain (by chopper). So, I change tactics and arm up all who can carry, with rocket stuff while i lay mines in road. Just in time, we're out of there on foot, Godzilla and his friends are coming for us from the WEST. Oh man.

I know it's useless taking on that bugger, but my guys do so anyway before I can stop them. To our cost of course. Next retry, I head away from it EAST, and run smack bang into horrible things that cut us to pieces in the road. Machine gunners everywhere. So, we're in Larche, cant drive out, nasty things block both our road exits, I send all the non rocket people to lodge on foot while the rest of us hang around the tent area (got a nice flag change here). Seems enemy ai is much more interested in us than a few grunts scrabbling over the rocks to the Lodge. Tanks can't get at us because of buildings, and the odd loon or two doesn't survive coming anywhere near us. But it's a stalemate. I start sending individuals from our squad, and, good guess, they make it. Then i sneak away as well. Sore that none of the armour tripped a mine. Best news though is we're all alive and _heavily_ armed.

Sure enough Godzilla and his friends come after us. The chopper is constantly circling us too.

Bad mistake for Godzilla, we're in mountains and he's at a severe disadvantage. Five rockets later, he's not in any sort of advantage. He's burning. Always interesting to see that no matter how big the explosion, the 'commander' always escapes. I'm ready for the bugger and get him before he chucks his grenade, another thing they love to do.

In the meantime, the T72 and the Vulcan are doing their best, but hopeless against the boulders. The Vulcan is wrestling with a tree, and the T72 keeps rolling back downhill in it's frontal assault. We have the upper hand here. The chopper can't get at us either. I tell my guys that still have rockets to attack the T72 and I pop the vulcan. A vehicle almost as vicious as a godzilla. Everything ends in smoke and tears for them. But not without incident. A good party or three of loons are down in the valley keeping our heads down firing up at us. Sort of wing and a prayer popping up to fire a rocket, but it all goes ok with a few wounds to everyone. I try the trick again and start sending my little team up towards lodge while I hold the valley loons back with hunter rifle.

It worked too well. Just as I enter camp to get everyone healed, the loons attack us, at the lodge. Restart

Chased the buggers all over the mountain side. Nine of them in total. We still have the advantage because the smoke from the three vehicles is causing trouble for them and none for us. Grenades finish the last three off at base of our mountain peak. I just kept hurling grenades over the top.

get into camp, and STILL we can't heal. Another squad from the NORTH road for gods sake (Goisse way) come over the far mountain. #2 that I always, unconditionally, arm with a machine gun, specifically to protect me, takes them out. But now wounds are severe, at least three of my people can't fire usefully at anything and are crawling. I get them in behind ruined building to protect them and #2 just keeps splattering away covering our retreat. Some lucky shots wing me, but the group behind the building spot the direction of the fire and take the last two loons down. A very close call. I aint losin a single one of my people this mission.

Finally some rest. And now, we really do have a stockpile. I start looting all the bodies grabbing Gustavs's and AA launchers into the truck.

The war has started. How, I don't know, but that chopper lost interest in us after the Vulcan got hit and there's that beautiful sound of armour going bang towards Dourdan. This is really bad news, exposing our Lodge, but the war starting means less trouble for us.

Have plans on Goisse and just general loot and terror for awhile. I intend heading back towards the T80 that was so rude to us a little earlier. Plan is to take over the west, and keep it.

Mist is clearing, negligible at top of mountain. Occaisonal wolf sounds, some bird chirps. And zero lag. A certain, small amount of heaviness at the hardest parts of Larche, but nothing like nothing as bad as any other version. Admittedly I haven't been in anything seriously vicious yet. But, by this time in all other versions, lag always kicked in for often no apparent reason. (the reason was, anything that could crawl was either looking for us, or on it's way looking for the other guys).

Only other heaviness occurs when mosquito jeeps are in vicinity. But, it's not that noticeable and only in conjunction with something else occuring, like a chopper or a tank.


Title: Re:Abandoned Armies
Post by: lilwillie_WI on 18 Aug 2005, 16:42:53

Bad mistake for Godzilla, we're in mountains and he's at a severe disadvantage. Five rockets later, he's not in any sort of advantage. He's burning. Always interesting to see that no matter how big the explosion, the 'commander' always escapes. I'm ready for the bugger and get him before he chucks his grenade, another thing they love to do.


Please excuse my ignorance, but when you refer to Godzilla, I am assuming it is the Abrams? I ask because I have a brother who is a Abram's crewman in the Marine Corps, and he would get a kick out of knowing it is nicknamed that if it is indeed the Abrams/Godzilla.

And, it never amazes me to see any crew get out of a Abrams when it is taken out.

A very interesting piece of hardware I got to see first handand, OFP is exceptionally accurate in the detail of it ;D
Title: Re:Abandoned Armies
Post by: macguba on 18 Aug 2005, 17:07:06
Gozilla is indeed Abrams.
Title: Re:Abandoned Armies
Post by: THobson on 18 Aug 2005, 17:10:08
Yes indeed.  I believe Mikero gave it the name what he first encountered one as an enemy in v1.10.  Now he knows better than to pop at them with a puny RPG.

Mikero:
Quote
you mean in that special way right, where I'd like to plunge a dagger into your black heart?
Now if you keep making these lovey dovey comments people will begin to talk about us.

Quote
Removing the fire was a brave decision.
It is not a decision yet - but it is close.

Quote
but this lack of lag has me curious
This is good news, I did do a bit of streamlining in addition to giving the player the option to drop the environmental stuff.  Good to see it might have had some effect.  I am not counting chikens yet.  Let's see what happens when the action really does start.

Quote
The war has started. How, I don't know
My guess (and hope) is that it was something to do with what happened at LaT.  

I felt like I was there - wonderful!

Title: Re:Abandoned Armies
Post by: macguba on 18 Aug 2005, 17:41:38
Here we go again.    Isn't that a Velvet Underground track?


Readme

Good.   Consider having a table of contents.    Say it's for Operation Flashpoint.    Put your email at the top.


Overview

Try:-

Hungry US and Soviet soldiers are terrorising the population.

Your father is dead.  What's left of your family - your mother and sister - is desperate:  wet, cold and starving.   Your lonely errand is to find help.

                                                                 THobson


Intro

All these little changes have really made a difference, it's much better.   I know the timing is critical but if you can steal a second or two later on to slow the text at the start it would help - it's a little too fast.  

Few suggestions about the text.

Consider "Then . . . silence . . " rather than "Then nothing..."  

"A nervous world - a nervous Malden - was on a knife edge."

Replace "Cut off from the outside world" with "Isolated, leaderless and frightened"

"from other gangs of abandoned soldiers"

"Any that did not join them were murdered."

"One group was led ..."

Replace "previously Malden's" with "the infamous Chief of Police"

"Unable to destroy each other [comma] an armed"

"The losers are the local civilians."

"Those not killed have been taken captive for the amusement of the soldiers, or driven from their homes to perish in the coming winter."

"One family sought refuge on a long deserted island."


Briefing

Plan - second para should be "Now I must get to Vigny and find my Uncle Nikolai".

Background - Stamenov wanted to run the island.

Otherwise good.


Mission

Dialogue - "environmental features" is too vague.     And turn the whole text round since the default is on and the question at the top is "lowspec?"

Select 'Reduced Features' to turn off some of the ambient sounds, eye candy and other environmental features in the mission.  This is suitable for lower spec computers.\n\nSelect 'Full Features' for higher spec computers.\n\nThis does not affect gameplay.

Add the stuff about the radio into the dialogue.  Lose the hints, or replace them with titletext in a silent blackin.

Set off in the boat and headed north but was wasted by a Vulcan.   I think you're too harsh on the fuel, given that you have the chopper.  

When you retry the dialogue appears over the actual scene.  Add a blackout if you can.

Change the hint to something like "This mission is intended to be emotionally intense.   Consequently, accelerated time has been disabled.    Beta testers who completed the mission were happy with this."



Title: Re:Abandoned Armies
Post by: Mikero on 18 Aug 2005, 18:01:02
Goisse or bust

I get everyone on board civil truck and head in the general direction of Goisse. I'm looking for that rude T80 and it's wannabe cousin.

Uneventful journey all the way to bottom of valley. No visible signs of enemy but the slightest of heaviness, periodic. Am well aware of how different much of my current journey would be if I did not know this map so well. And I only know it _that_ well for one reason. ;D. Regardless, I occaisionally still get severely disoriented, There's no lateral vision in this fog. marvellous stuff.

Park up at last boulder before Goisse everyone on hold fire. Two sentries near tent, a suggestion of movement at back of Goisse. Detect sound of jeeps very far away but know we have to work quickly. I fear those things. Open fire and 1st two  sentries go down. Jeeps appear fairly soon and stop at intersection. Sniper rifle takes care of first, but we're outnumbered when jeeps (3) split up and come at us from both sides and middle.

retry. Put my people into wedge formation and get them all to 'stay back'. Things go much better. The surviving jeeps get past me, but not past the squad. They're begiining to react the way I expect them to. Checked later, sadly, after flag change and we're all vets. Not sure how long it's been that way. Scan my people and see they're in splatter formation meaning they're not fussed over any particular direction, so safe to move, probably.

We have a small arsenal in the civil truck, but I race towards tents hoping to rearm and medic whatever's necessary. Spend a little too long there making sure everyone gets fresh ammo and the sounds of battle come close. Noises get louder on North road. Mechanised armour (northrons) have detected southron troops and are dealing with them. Chopper making scrunchy noises somewhere back near St Louis (I guess).

Finally a T80 turns up and my Gustav is useless against it. Several other rockets hit it, and we only have time to see it go bang when it's friend, a Godzilla comes up over the south ridge, silently, and deadly. A fearsome sight when it's headlight is in your eyeball.

It doesn't see us, we're too close range. It just crushes several of us instead. A T72 AND a godamn vulcan are behind it. Holy crap. Restart. I know now, you didn't do this deliberately Thob, but i'd still like to blame you if you don't mind.

Relaod, Race down and make mines my priority. I rearm squad while I'm dropping mines liberally. Race away, one or two of the horrible things blow up but that Vulcan is vicious. We're slaughtered at some 600 meters on the mountain. Rethink.

Do the whole thing again and get squad out of there. I spend 3 x 3 mine laying operations in the entire area I know they have to come through. They're very keen to get up the valley and that bottleneck is our only chance. This time, they all go bang, eventually, but escaping crew kill me. Retry.

More or less the same, but I'm out of there fast, we hole up in valley neck and just let the explosions do their thing. A lone blackened T80 comes out of the smoke, the Vulcan had landed on top of it at one point. The Godzilla took a double hit of mines blown from one straight into another.

We are armed to the max with missiles so I deal with the very very few crew coming out of that wreckage, and my squad safely deal with the T80. Just another best episode THobson, another one, among many. From the entry into Goisse, until the smoke cleared was adrenalin. You never knew what came next. It will of course, never be repeated the same way. It will be repeated, the same way, somewhere else. It's wunderbar.

Board back on truck, convinced more is on the way. The chopper comes in and deals with us. We frighten it off with an AA. But most of us injured, sigh. I managed to scream in between the buildings before the tracers hit. So we survived. Just. It lost interest in us, and I drove south dirt road to Vigny.

Vigny was clear of mist, and enemy. Drove to La P. Same thing. The usual feelings in this mission kicked in, seeing past battles and just being amazed. Flag went up, and we took off towards Arudy. My destination is Sergie, with carnage in between.

Got to bus junction and met 2 x Jeeps. the survivors of I don't know. Two drivers and a single loon passenger they were badly beat up and ingored us. We, didn't ignore them. 8)

Cleaning them out was trivial, they sorta had half hearted fits and starts driving to Pessagne, and stopping and starting. In the meantime, several, perhaps as many as 6 or 10 individual loons started appearing in same vicinity (1st civil area). They were easy pickings and made no real attempt to attack us. I think they were more interested in each other. Red Vs Blue. This is the only section I have ever encountered where ai appears dumb. It was an impression only. I don't think they were, just appeared to be. (btw, yes, La P is completely different, they are no longer drinking vodka and were quite unpleasant)

Arudy was nasty. Only 5 loons max, but two of them were evil things, The one stuck between tents particularly so. (voiceover at Arudy and La P).

Changed trucks at this point from our splintered wreck of a thing (the chopper made a real mess of it) to that lovely open truck full of goodies. Drove on to Dourdan? and passed one single broken jeep on way. Several dead bodies surrounded it, looked like Southrons also. I suspect a chopper. Not a pleasant sight at all.

Continuously on the lookout for AA weapons now. So far only spotted two. (Larche and Lodge)

Dourdan was another bitter fight like Arudy. Several of the loons were easy pickings The nasty ones hid inside the tents and bushes. We took the town on from the Arudy side which made spotting two loons in the camoflage net a lot easier. Of course, stupid me open fire before *really* scanning the horizon, and sure enough a 5 or 6 man squad came at us directly on our flank from lodge-mountains. I never saw them. You can guess who did. Irena. And, she turned nasty. By the time I got a clear view out of the shrubs, it was all over. Seems like #5 position just suits her fine, and, their is a definite difference in the modelling for the female, She twitches and handles the weapons differently. The body motions are different too and this, i think, combined with a 'good' position, make her lethal. (I reported this before when driving an open truck, the russian vs the civilians vs the resistance troops, behave very differently in body movement)

Another flag goes up, and we head for Dourdan. I 1st checked the building and got a small and agreeable cutscene. Voiceover at bodies.

Arrived in Doudan. Met Sergie, cutscene fine. Swung round and looked up small round. Sure enough 3 man loon patrol firing at us just as we board truck <sigh>. Finish them off, give Sergei a rocket and head back towards Hoydan/Dourdan? Getting tired.

My plan (ha bloody ha) is to investigate T3 again and take on St Louis. St Louis will be unpleasant for sure.

There has been no lag so far. Not even with FOUR armoured vehicles on our tail, and a chopper.

Because of the ranmdomness and the changing dynamics, it's hard to say , but, there hasn't been a lot of retaliatory activity. tanks came sniffing at us at Larche and Goisse but there's not been that overwhelming continuous rush of enemy troops coming in to investigate. A patrol here, a squad there, some stragglers and singles, but not the legions. This is marked contrast to earlier versions. Larche was a lethal deathtrap in those versions. The sense of terror is still there though, the same overiding urge to get the hell away, fast.

From time to time, there's the smallest of staggers when, I suspect, the engine's working overtime at the airport and chapoi.

Oh, and in case it needed mentioning, i read the readme carefully and took the option of to hell with you, no way am i going to miss out on my wolf sounds. Performance or not. This was very cleverly done by you Thob, a very wise way of implementing it.

I shall now go off and dream some dreams of running the Westron Kingdom. Where's my harem.
Title: Re:Abandoned Armies
Post by: macguba on 18 Aug 2005, 23:55:26
You may recall that I hadn't actually started the mission ...

The steep climb spat me out behind the church - it really pays to keep east.   It's MUCH better without the fire.    Not convinced by the two covered bodies, not consistent with the sound files over the other bodies.   Give the soldiers an extra magazine - you can't pick up any mags which is confusing because you expect to be able to.   The player has a tough time in this mission and that little twist is too much this early on.    You're still coping with no 4x, no fire, and just finding the bloody village in the first place.   I had no problem with not shooting the girl - she was obviously a civvy from my spot in the doorway.

Shot 3 guards, cutscene, shot 2 loons.  Collected weapons and put them in the jeep.   Waited for the patrol then put their weapons in the jeep too.    I could have sworn one was carrying an AA missile but I couldn't find it.    Couldnt' unload hand grenades into the jeep, which was an annoying feature.  Caught by Bradley when I was too slow.
Title: Re:Abandoned Armies
Post by: Mikero on 19 Aug 2005, 08:22:43
Houdan -> St Louis

Drove truck back to Dourdan. Raced into building, same cutscene. good.

Reorganised Sergei up into the strength dept. Irena now at #7 as I'm convinced she's protecting that flank.

Karl Danek is my #2. Hadn't used him in that pos before. Since the episode at the lodge as Mgunner, he's staying there, forever.

put the medic as #8 because it is less likely to be the firefight side and Danek is likely to cover him.

Sergei gives me the news, all other textovers are appropriate to the characters but no whinging at this point that I should visit the woman. Hardly surprisng.

<bug>
Into building cutscene happens and EEK

woman us fine, i am not. Each time Alexei speaks it's the shot of a khaki wall.

go up ladder again, and next cutscene is appropriate.

all are experts including Sergei, I think he got a merit badge becuase of this cutcene. Not sure.

Larche suits me. It will be after T3 and probably after St Loius where' I'll double back.

Flag has not changed from ours. This surprises me. Am having a feeling here that enemy activity, this version is less.

Wrecked Vulcan and a troop truck on road to T3, evidence of chopper splatter rather than tank. Truck is collateral damage.

Stop outside T3 south. I want to look in toy box for more AA.

M21's are now gone replaced by other things. Made a mental note here that I thought Sergei should have been slightly wounded when we met him.

Am convinced a Northron convoy will make an appearance. There's the suggestion of wrecked vehicles to north side but I don't trust it. Decide to give Sergei an AT launcher. I really want any stray armor dead and buried. Mental notebook to come back here for AA stuff. I have not accounted for any real Southron armour yet, particularly that rude T80, and need to check how much is left of both convoys. At least one jeep patrol is gone, but now I'm getting nervous. Things is a little too easy. I attacked two Northron Godzillas overall, and haven't accounted for anything by the south. Deeply worried. Am forming a plan to trap them in the mountains, beach side, of Dourdan. If I have to.

There's an empty troop truck and a empty ammo truck, North T3. Did not check for damage because, of course, what's not empty is a vulcan hiding on north buildings. Sigh, restart.

#4 takes him out with his AA. That always annoys me, get him re-armed and for some reason, still suspicious, still not knowing enough, we walk it towards St Louis. A squad of 9 northrons come over top road ridge, we've enough time at sniper range to deal with them, and walk on. I have squad in line formation. I wanna know anything and everything that twitches. There are no real sounds (apart from excellent wolves whenever i go near T3). The vaguest hint of a chopper. Mist is quite unpleasant and time is 10:30 or so.

A dead troop truck and a bmp at entrance to St Louis. Jumped out of my skin as I looked left. Seven loons just standing there. We attack of course, no choice. but not at any time did they fire at us, just kept running away further into St Louis. This is very strange and similar to my encounter with loose singles near the 1st civils. They were parked up near a dead T80 that I didn't spot and there's no indication which side they were on.

Wolf sounds kick in at a highly charged moment.

The sound of a lone M2 jeep whizzes trhu St Louis toward airport. We move into St Louis. Fair bit of carnage, a dead SOUTHron T80 is up against the flagpole having crushed the Mash tent. Singles, total of around 6 come across our paths east and west, every impression that they're on opposing sides and they can't make up their minds who to fire at. Having reasonable success with squad in line formation. They're covering backsides and in danger mode not too keen to rush at things.

Very happy about moving Larche way. St Louis is a magnet for airport attack and we're the dummies in the middle of it. The north appears to remain quite strongly entrenched. I'm going to clean out larche one more time to cover our flank then move down to Arudy. Arudy will give me an indication of which enemy side is the stronger.

A single dead loon is in gas station before Larche, there's a furious battle between a vulcan and a chopper. I think from Airport, not sure.

End up in husband's house, voiceover fine.

Glorious sound of a chopper's engine dying. Nice bangy noise follows. If I looked, my squad would be grinning.

One loon comes at us from direction we came from. Medic gets him. I suspect it's a pilot but saw no parachute. Flag change to us again. We're off to Arudy.

A rather nice bird sound stops me getting in truck. I scan the buildings for peeping civils, see none. Now however there's the sound of Mosquito jeeps. I fear them almost as much as Vulcan's We wait in ambush. Reasonably convinced they're doing a circular route round airport. By the sounds, there's more than one. I had assumed, wrongly, only one was left.

Left it far too late and too close to pop off enough rockets, two of their number finish us off and drive on thru.

next time, i'm ready, three come down and just lobbing rockets anywhere near them is enough. They scatter or tip over or do whatever, and that's enough time for my squad to react to these (formerly) very fast moving vehicles. They're finished because they slowed and stopped. Big mistake loon, big mistake. I leave Irena to cut their tongues out.

At no time is there lagginess still. And, so far, the 'unfairness' of mist is not there. Nor has it been at any earlier time.

There's a heaviness to the mission, warning me to get the hell away. I've stirred something 'orrible.

I do a wide looping circuit to Arudy by first checking on La P, and then Goisse. It pays. La P has kept our flag, it means the concentrated attacks are not this way.

Driving through the now fog cleared roads, is a joy. The old sensation of passing past battles relived. We're in control now, the two main 'cities' might not be, but the countryside is ours, and, we are a force to be reckoned with, we've done awful damage. For the fist time, I feel safe enough to be distracted with the CD player. As we drive back up towards Goisse, there's one of my mad woman (pinkish), centre of road, and I swerve to avoid her. I means good things. It means others, playing this at a 'normal' pace, will have ample time to spot her, sooner, or later. By 'normal' I simply mean with no clear intent of what to do next. Taking time on this mission pays big dividends in small ways.

There's a switch to testosterone music coming out of the CD and there's a sensation oozing out of the truck. Don't even think of messing with us.

Goisse turned out to be a lucky break. I hadn't noticed my people had used up their rockets at the mosquito jeeps. We change that, quickly. Goisse was re-occupied by Northrons at some point, we change the flag, and I'm not a happy commander. This means I'll be taking this north dirt road to the airport when I return. Something's up ahead I want to know about. One thig for certain, at this stage of the game, I refuse to do the predictable (follow the north dirt road). We've created a wave of havoc behind us and nasty things are sure to be closing in.

took the opportunity to do a little sidestep to a place I'd never visited. A small hamlet off road from Goisse to main junction. All the buldings were destroyed. DF36

Got into Arudy and the flag hasn't changed. This is troubling me. Most of my damage I thought was aimed at the Northrons. I want to know where that T80 is.

As I suspected Dourdan has had it's flag changed back to the south. This means the route is the main one, north south, and I'm now off to the pow camp to do maximum damage along the way.

Took the opportunity to tell woman about her husband. Wish I hadn't. Nothing but nothing will now come up that corridor and live. Not one single one of them. I will chase them if needs be.


Title: Re:Abandoned Armies
Post by: macguba on 19 Aug 2005, 12:04:47
Briefing - correction to my earlier post - second para should be

Now I must get to Vigny and search for my Uncle Nikolai

I think its important to have "search" somewhere.

Anyway, after Vigny I headed straight for the lodge.    The wrecked bus roadblock is excellent, really starts to emphasise the boundary.   The second, fence only roadblock is crap and pointless.   (Yes I know you wanted to create the "space" of no man's land, if that's important then do it better.)   If you really want to keep it as it is, switch them round so that the bus is second.

There is a soundfile missing from the cutscene, the shot over your uncle's grave.

Use two different angles for Ruslan's sister, one from each side.  On really focusses on the radio and the other on the medic pack.   At the moment they are too much in the background.  

Missing word in text - you actually say "how can we hurt them the most"

I hate the hint and added savegame, it's completely pointless.    If you're going to ruin the atmosphere briefly with a hint, do it for something more important than one poxy savegame.    If you're going to add them during hte mission (and I think you shouldn't) then add them at least six at a time.  

Add a comma in the text after "oh well, " (I'd better not let them down.)

The vehicles at the lodge are too close together.   The AI would never get that car out.     The interior of the ruin is the best its ever been.

I think you need some new voice actors for the minor characters:  add some more variety.   I'm volunteering.    

Picked up the first lot of civvies nae bother.   It's not all that clear thta you are supposed to take them back to the lodge.

After the long lodge cutscene (no problems) Irena was on "stop":  give her a dofollow.

These wretched "you have another savegame" hints are really getting on my tits now.   The reward is an extra man and his weapons and information.

Houdan "search" marker should be moved slightly so you can see the text.    You could use two, one symbol and one for text, or just lose the symbol.

Wolves are quite scary when you know what they are.  If I hadn't I'd have wet my pants.   Somewhere in the mission it should tell you what that noise is.    Heard them again while clearing Arudy from the south.    Like the "this place is clear" it just helps moves things along.   There is a problem with NVGs being removed:   I ordered Irena to pick some up, which she appeared to do, but then she didn't have them and they were no longer available.   Wait, Ruslan has them ... maybe I just screwed up.    Didn't hang around to load up the lorry with mags, I know what happens if you try to be too cute like that.   It's 07:45.
Title: Re:Abandoned Armies
Post by: THobson on 19 Aug 2005, 13:28:37
Wow.  Thanks.  

I can't respond to everything so I'll just pick a few points that are open, seem relevant or just catch my eye, every thing you mention will go on the list even if I make no comment here.

Macguba:
I had to google Velvet Underground to understand the question.  So no it's not them.  (Does this mean I am an old fogey?)

Thanks for all the suggestions.  It does help to have fresh eyes - I had completely forgotten about the furore caused by the removal of accelerated time.  I think something in the readme would be good for that also.
Quote
I think you're too harsh on the fuel, given that you have the chopper
This is an interesting one.  I deliberately put the fuel very low to try and discourage the player from spending anytime on it.  So it is not low to stop him getting anywhere it is low to stop him wanting to try - and I really do not want to lock the boat.  It was neat that the Vulcan got you.  If you had headed for the island to the NW you would have been out of his range.  Bye the way for reasons of variety the chopper is a Hind if you go north and a Cobra if you go south.

Quote
When you retry the dialogue appears over the actual scene.  Add a blackout if you can.
Will do.  In fact even when you start a new mission the actual scene is behind the dialogue, it is just that the actual scene is a dark mountain side.  Thank you for the suggested wording I did have some discomfort over the current wording.

Quote
You may recall that I hadn't actually started the mission ...
;D  In deed, a whole screen of comments and you had not set foot on the side of the fjord!

The reason I hadn't spotted the mag problem here is that I just collect all the weapons and put them in the jeep.  The mags then become available individually.

Quote
I could have sworn one was carrying an AA missile but I couldn't find it
They should be just standard grunts plus a medic - possibly.

Quote
Couldnt' unload hand grenades into the jeep
That is a real bummer.  You can't with mines either and that is even worse later on.



Mikero:

Quote
Checked later, sadly, after flag change and we're all vets.
That doesn't mean the skills are all 1.0, but it is close.  Did this feel too fast?  You had done quite a bit by then and quite a lot of damage.

Quote
I know now, you didn't do this deliberately Thob, but i'd still like to blame you if you don't mind.
;D Please feel free.

Jeeps
Quote
they sorta had half hearted fits and starts driving to Pessagne, and stopping and starting. In the meantime, several, perhaps as many as 6 or 10 individual loons started appearing in same vicinity
What I think has happened is that a couple of jeeps have been damaged and cannot be used but the crew were not all killed and so are now travelling in foot.  The remaining jeeps will then press on up to a point and then they keep waiting for the crew of the other jeeps who are now travelling slowly.
I plan to leave this - it is not unrealistic for the jeeps to wait for their team mates, it just looks a bit crap.

Quote
is a definite difference in the modelling for the female,
There is indeed, there is a lot more to it than a different body and clothes.  I can't put my finger on it (perhaps an unfortunate use of words) but there are lots if little things that are different.

Quote
Because of the ranmdomness and the changing dynamics, it's hard to say , but, there hasn't been a lot of retaliatory activity
You mention this later as well.  It bothers me.  The only things I have done to the enemy since the previous version is:
1. Several armoured groups now have a randomised initial starting point
2. I changed some probabilities of individual loons to help re-balance the two sides.

neither of which would explain this.  I hope it is just random.

Quote
woman us fine, i am not. Each time Alexei speaks it's the shot of a khaki wall.
What an absolute bugger.  I played this on exactly the same pbo file you have and it was fine.  It wasn't a special test either where I start the mission with the appropriate parameters set and then go straight into the building, no I played the mission from the start up to this point and it was fine.  Fixing this will not be fun - real hit and miss stuff.

Quote
all are experts including Sergei, I think he got a merit badge becuase of this cutcene. Not sure.
Sergei starts off with quite a high skill level representing the fact that he is recently out of a combat unit.

Quote
Flag has not changed from ours. This surprises me. Am having a feeling here that enemy activity, this version is less.
Same comment as above.  Maybe the two sides did a lot of damage to each other.


Macguba:Just seen your new post.

Quote
The second, fence only roadblock is crap and pointless.  (Yes I know you wanted to create the "space" of no man's land, if that's important then do it better.)  If you really want to keep it as it is, switch them round so that the bus is second.
Now don't beat about the bush - tell me what you really think ;D  I am indeed trying to create the no mans land feeling.  I presume the second was an anti climax after the first - but I take a different route to the lodge and so see the northern one first.  I can't really swap them round because it is the southrons that do the real murdering of civis and it would feel odd without the northern one.  I think about what to do here.


Quote
There is a soundfile missing from the cutscene, the shot over your uncle's grave.
Now this really is strange.  In the previous version several people reported this.  I assumed that they had the volume on their pc a bit low and as Ruslan who was saying this sound file was some distance from the grave they could not hear him.  I moved the source of the sound closer to the graves on this version (using playsound resulted in the it being too loud), and I have checked all the scenes individually and by playing them through from the start.  This problem did not occur for me, though I did notice that most of the sound for this speech comes from the right speaker.  If you have a save position from before the cutscene it would help me if you could go through that scene again with the volume cranked right up.  Otherwise all I can think of doing is t o move the source of the sound closer still.

Quote
Missing word in text - you actually say "how can we hurt them the most"
Thanks - I thought I had found all of these - I must have gone bogeyed checking for this sort of thing.

Quote
I hate the hint and added savegame, it's completely pointless.    If you're going to ruin the atmosphere briefly with a hint, do it for something more important than one poxy savegame.    If you're going to add them during hte mission (and I think you shouldn't) then add them at least six at a time
Another example of where fresh eyes help.  It does take away from the immersion I am trying to create.  I can't give 6 at a time - nothing is worth that much, I was trying to provide some positive feedback to the player to encourage them to complete their objectives.  I take you point.  I will up the number the player starts with and leave it at that.

Quote
I think you need some new voice actors for the minor characters:  add some more variety.  I'm volunteering.  
Thanks.  Who would you like to be? - I have in mind Karl Danek or Yuri Visek).  I must admit I think I did damage to my throat trying to make my voice sound different.

You asked elsewhere what niggles do I have remaining.  There is one around here.  Immediately after the radio message Karl Danek tells Alexi about the hut and his fathers role etc.  It doesn't fell right to me.  Comments and suggestions welcome.

Quote
Picked up the first lot of civvies nae bother.  It's not all that clear thta you are supposed to take them back to the lodge.
It is in the ‘more…'information for that objective in the briefing.  I suppose I could have Karl make a suggestion about it if you think the briefing is not enough.

Quote
After the long lodge cutscene (no problems) Irena was on "stop":  give her a dofollow.
This is one of the little ways that women differ from men.  She does have a doFollow, as do the rest of the team, she just ignores it!  Options here are to end the scene as currently with her on Stop and all the others with nothing, or to have all of them on Ready.  Perhaps all on Ready is better.

Just realised I am late for a meeting.  I will proof read the above later.

As I said at the start everything is going on the list - even if I have not mentioned it.

Thanks again


Title: Re:Abandoned Armies
Post by: macguba on 19 Aug 2005, 14:02:06
Fuel in boat is very small issue as very few players will even notice the boat is there.     I've always felt there should be enough to get to back to the island where you came from, although I appreciate that it is arguable.     I trust the chopper has max skill:  I'd give him a reveal command too.

The AA launcher must have been a combination of my imagination and the mist.  There was a medic in a squad of  ... 5 I think.

Don't use a fence for the northern roadblock.  Use a slightly damaged, fuel-less lorry, or something else improvised to make it interesting.    One static object on its own rarely looks good.

My speakers are on their last legs and there is nothing coming out of the right one at present.  So if the file is right channel only that would be the problem.   The master volume was quite high so its nothing to do with that.

Starting with 42 savegames or whatever is much better.

I don't care who am I.  Just send me the script.  

I didn't notice anything particularly odd about being told of your father after the radio message.   You are trying to cram a lot of plot into a short space (so it isn't too slow) so I suspect tis fair enough.

I'd missed the "more" about teh civvies, totally my fault.   Reading  now ... yes that's perfectly clear.    The "more" text for the T3 civvies needs redoing.

I had a feeling Irena was being shirty!

Anyway that's me for now.    I've collected the first lot of civvies and cleared Arudy and am now heading for Houdan.   I'm not intending to play this to the end btw, but I am planning to do all the early "plot and collect" stuff.


Edit:  the biggest problem so far as have been the lack of variety in the voices.   I know  you've doen your best but its just not the same as having one for each.  Stick an ad up on the recruitment board and your sig line or ask some people.

Oh yes, and wolves should run away while there is shooting you'd have thought.

It may be too late but I've never liked the use of names Andropov and Stamenov.  This is my third time and I still can't remember which is the police chief and which is the northrons.    Change one to a name which has fewer syllables and doesn't end in ov.

Restarted from an abort after lunch and go an error message immediately script convoymonitorW not found.   Clicked OK and mission went on fine.   Drove through a squad and ran over a couple but the LAW got us before I could get to a fold in the ground.   Loaded cheat savegame and got sound wolf3 not found:  the wolves had been singing when I made that save.

There's no briefing either .. _cur_sp this is completely screwed up ...

OK got it back I think ... it was something to do with having a .pbo and also a mission folder in the Missions list.   Usually its fine but not this time.  Heard a wolf sound instead of an error message so panic over.

Picked up the Russian in Houdan.   The cutscene didn't start till I was well inside the room consider doing it earlier - you don't want the player to shoot him.   Got the message from him during the reorder.   Some of the loons got into the our lorry during the reorder, which was a bit odd.

Well the old dear will still be warm this afternoon, so I'm going to head down to Le Port where I've been trying to get to since v1.     Put the radio on and headed south.   Mars should be on the playlist since we've had it already.    The guards at the VCP didn't have time to react as we drove past.

Cleared the town from the NW ... what's this?   Well well well.   Cutscene has two flaws:  he mentions "too sick to move" then claims nobody needs medical help, then he opens the gate from the inside.

Reorg.  Everybody seems very keen that we should rescue the old dear but it's not an objective.  It probably should be, since everything else is.   Somebody said should when the text was must, or vice versa.  I found an excellent spot for reorg in the western nuik of the hill NW of le port... sadly two loons ran 100m away to get in our truck.   This is no good.   Why on earth are they getting into the lorry?    It could just get them killed.

Not that it mattered because a few minutes later we were all mulched by an armoured group of T80, T72 and Vulcan.   ;D

While waiting for that armour to mooch off I'll tell you how we are.   No casualties.      I have a hunting rifle and 3 LAWS.   The two sergeants are at 2 and 3 with PKs and hand grenades and the private is at 4 with 3 grenades.   Medic at 5 and then the three civvies, all four of them with a long and four mags.    No pistols except me.   I have binocs and NVGs, 2 has binocs.    

We ran into the one magazine thing again at Le Port.  I'm all in favour of short ammo but I think you should rethink this slightly.   Its very frustrating seeing a weapon on the ground, and one of your loons is short of ammo, and you can't get the mag out of the weapon.     As I've said before, this is a long mission and it needs to be very slick:  this is unslick.   If you are concerned that this gives us too much ammo, then rethink again.  Remove the odd loon and up the skill of the others, or have some of them with only pistols "pretending" to be officers.  It would be perfectly natural for camp guards to have only pistols for example.   And perfectly natural for guards off duty to be unarmed altogether.     Or give some of them obscure weapons like FALs or M4s or AK47s.    This is an undisciplined army, each man carries what he likes.    (Although I know you're reluctant to introduce extra weapon types for lag reasons.)    My point is that you should be more sophisticated about restricting ammo.    And it's not that big a deal because we will end up with enough anyway.

At the lorry scene Fg59 put the soldier further away from the lorry, as if he had been moving towards the threat to allow the civvies to run away up the hill.

Our open truck from Arudy ran out of gas shorlty afterwards.  Shame.      Need a sound file here saying "out of petrol".

Ran north, came over a fold in the ground and ran straight into a bullet.   I've said this before, but it is extraordinary how often into this mission that you are randomly running around the countryside and run slap bang straight into a patrol.   I think I'll stick to the roads from now on, they're safer.
Title: Re:Abandoned Armies
Post by: THobson on 19 Aug 2005, 17:11:49
Quote
I trust the chopper has max skill:  I'd give him a reveal command too.
You trust correctly, on both points.  It works a treat I have tried it several times.

Quote
So if the file is right channel only that would be the problem
I will try and move the sound source so it uses both speakers to help those with geriatric systems.

Quote
Oh yes, and wolves should run away while there is shooting you'd have thought.
Damn that's true.  I can think of a way to do it involving {fired} Event Handlers - but that could get ugly.  I will need to soak on it, perhaps they are brave wolves.

Quote
It may be too late but I've never liked the use of names Andropov and Stamenov.  This is my third time and I still can't remember which is the police chief and which is the northrons.    Change one to a name which has fewer syllables and doesn't end in ov.
AGGGGH!

Problem with the missing scripts etc. spooked me.  I didn't understand the problem but providing it will not happen to a normal punter I am okay.

Quote
Some of the loons got into the our lorry during the reorder, which was a bit odd.
This is an utter pain.  The solution, which I mention in the readme file, is for the player to give them a disembark instruction (even though they are not in a vehicle).  I think the problem is this:
- The player tells them to get in the truck before heading for the 1st civis.
- On returning to the lodge in the truck the team need to be got out for the cutscene.  I do this with an unassignVehcile instruction.

So their leader has told them to get in and a script has told them to get out.  I thought at first that these would cancel each other out but they seem not to fully.  All is well so long as they remain part of Alexi's group, but part of reorganising the team involves them each joining grpNull.  It is at this point they seem to remember being told to get in the truck and so head off to get back in.  If the player had subsequently (after the civi1 cutscene at the lodge) told them to disembark while they are already disembarked then all is well (I think).  I will play with this some more to see if I can make it work differently, but it will be a real pain to test.

Quote
Cutscene has two flaws:  he mentions "too sick to move" then claims nobody needs medical help, then he opens the gate from the inside.
Good catch. On the too sick to move - a silly slip.  On the other I had in mind that the gate is not locked, just guarded - saves the guards time when they had to throw in new prisoners.  Out of his feeling of duty for the prisoners Viktor earlier took advantage of this to sneak in to help them.  I suppose I could make Alexi open the gate for him - but then why can he do that in the scene and not in - I nearly said real life, gee this is getting to me! - the mission.  Others have mentioned this also.  It needs a rethink.

Quote
Reorg.  Everybody seems very keen that we should rescue the old dear but it's not an objective.  It probably should be, since everything else is.
Preferably I would do away with most of the individual objectives, this is meant to be an experience not a military mission with a clear series of objectives.  I use normal objectives at the start because that is what people will expect but am trying to wean the player off them.  So Dourdan is not an objective, in the normal OFP sense, just something the player needs to do.  Then I got concerned that the player would forget where she was, or that Sergei might subsequently be killed.  Hence the reminders from your team mates.

Quote
Our open truck from Arudy ran out of gas shorlty afterwards.  Shame
Those southrons a sloppy lot, they leave their vehicles in all sorts of conditions ;).  I would prefer a fuel gauge.  Out of fuel sound is good idea.  

Shortage of ammo.  I take your point about it being unslick.  It is a new feature that has not been subject to any sort of beta testing scrutiny.  I like the idea, I just need to calibrate what a ‘low level of ammo availability' looks like.  Obviously more than you are currently getting.

Quote
I've said this before, but it is extraordinary how often into this mission that you are randomly running around the countryside and run slap bang straight into a patrol.
I play this mission with my teeth clenched and my guts tight - permanently.  There is no safe place.  I think that is a realistic feeling, though I know from your earlier posts you are not keen.

As always - comments on my thinking greatly appreciated.

Gee and I though I had nearly finished .  ::)

Title: Re:Abandoned Armies
Post by: macguba on 19 Aug 2005, 17:46:15
Wolves - they turned up during a subsequent firefight in the country and there it didn't feel so odd.    If possible, make it so you don't hear them when you are too near a town with enemy soldiers in it.

If you had a stringtable changing one of the names would be a pretty straightforward job ... apart from the  sound files of course.  ;D

I don't think you need to worry about when it screwed up - I don't believe its a mission issue.

The funny thing about the reorg and the lorry is that it is a different lorry.

Fuel in the lorry:  I thought it was not enough.   It only ran from Arudy to LePort and half way back to Dourdan - in other words barely enough to get to Chapoi.   Fuel is not in particulalry short supply, it's just highly controlled.   Having it short is fine, but that's a little too short.

There's no problem about the amount of ammo I was getting.    If anything, I'd be happy to see even slightly less ammo available.   The problem is the slickness thing.

You have nearly finished.  This is mostly pretty detailed stuff.

Anyway, I dealt with that squad eventually, but of course the armoured group comes and sits where they were which is overlooking Dourdan.   Buggeration.  

Had one crack at them but we don't have enough missiles to deal with an Abrams, never mind the BMP and at least 3 squads of infantry.  Run away!

Went back to the lodge to find the building repaired:  a voiceover "Good, they've repaired it.  They'll be safe in there" would be nice.    Heading to collect second group of civvies now.

Title: Re:Abandoned Armies
Post by: THobson on 19 Aug 2005, 18:23:34
Quote
If you had a stringtable changing one of the names would be a pretty straightforward job ... apart from the  sound files of course
…and the briefing, and the intro, but it is the sound files that's the killer.  The name is in a #define line in description.ext, so change it there and it should change most places, except as noted above.  It is not the effort that bothers me it is the possibility that lurking somewhere out of sight and out of mind is a reference that gets forgotten.  How about a mental rule as a memory jogger, something along the lines of: alphabetically the names run from north to south; or: S is for South and S is for Stamenov?

Quote
The funny thing about the reorg and the lorry is that it is a different lorry.
That is stunning.  I wonder if my theory still holds any water.  What I currently do is get them all join grpNull at the start of the reorganise script and then as they are selected they join Alexi.  Maybe I should keep them all with Alexi but create an array of their new locations and do a join grpNull followed by a rapid series of join Alex instructions at the end.  It would save having to figure out the vagaries of the unassignVehicle instruction.

On the ammo: the only way to make it so the player can pick it up slickly is give the dead loons more, which means that the savvy player could get even more by picking up and unloading the weapons.

Quote
Fuel in the lorry:  I thought it was not enough.  It only ran from Arudy to LePort and half way back to Dourdan - in other words barely enough to get to Chapoi.  Fuel is not in particulalry short supply, it's just highly controlled.  Having it short is fine, but that's a little too short.
The fuel is random, within limits.  The truck you stole had as a minimum enough to get to the fuel station beyond Chapoi (I know I drove it several times), so your estimation is correct.  As a maximum it had... well  not much more.  Trucks in the north have more fuel, and more re-fuelling opportunities.  I blame the discipline in the southron army, having no officers really impacts in lots of little ways.  I am happy to change it, but you should know my reasoning for it being as it is.

Quote
You have nearly finished.  This is mostly pretty detailed stuff.
Apart from redoing the voices that is, oh and the ammo , and the reorganise script, not to mention fixing the camp cutscene - you were not meant to go there that early by the way.  If you arrive when you already have a medic Viktor stays in the compound until your first medic (Pavel) is dead, if you then visit him again he will join you.

Quote
Anyway, I dealt with that squad eventually, but of course the armoured group comes and sits where they were which is overlooking Dourdan.  Buggeration
Life's a bummer sometimes.

Title: Re:Abandoned Armies
Post by: macguba on 19 Aug 2005, 18:48:02
That's cool for the medics.    You can keep them safe or have them in your squad.

Picked up the second lot of civvies and went for the third.  Don't know how I would have found them if I hadn't known, you're only told "east of 3" and there's nothing in the briefing.  I reorganised the squad anyway, but I would have done it to see if the new guy gave me more info.  Anyway went there to find bodies.  I think there should be a prize here, consisting of a dead Resy soldier (the other civvies had a soldier so why shouldn't they) armed with a hunting rifle and plenty of mags (they're only 6 rounds each).   If you've been hunting for this place for a long time you'll be pretty fed up to find only bodies.   Actually have two soldiers and a medic, making it a real sickener ... "if only I'd got here in time I would have a much stronger squad."   Oh yes and maybe there is a weaponholder with M21 but no ammo at all.

Quote
On the ammo: the only way to make it so the player can pick it up slickly is give the dead loons more, which means that the savvy player could get even more by picking up and unloading the weapons.
That's what I'm saying.   A bit more ammo doesn't make much difference because there is actually enough anyway.    When you find a useful weapon, it should have 2 mags, but half the time you shouldn't find a useful weapon.

Approached Dourdan alone from the west and shot the 5 guards.   Jumped into the truck and drove downthe street, passing a T80 coming the other way.     Leapt out and managed to get to the woman's cutscene.   Sound files too mostly too quiet, although it may be my right speaker again.   The larche map is just showing off.

I like the non-linearity of the plot.    One thread being the civvies (linear) and the other being the 2 women, leading to the Russian, the woman and now her husband.   It makes a big difference having a choice of places to go.

Oh yes, lag.  None.  Well I had a little on arriving at the lodge the first time but my viewdistance was 2000.   Since then it has felt a little heavy occasionally but nothing major.   Mind you I haven't had a major battle or anything.

Went to Larche and found the empty house.  Thought I'd cleared the town but there was one left and he hits me one millisecond after the save, so I'm stuck.   The town looked good - you couldn't possibly be in the southrons area.  The contrast you were striving for has been achieved.   There was no flag on the pole and it struck me that I have seen no flags on vehicles or units.  It's not impossible that I've missed them but very unlikely.   Environmental effects were set on high, although I suppose its not impossible that the cockup affected that.

Anyway that's me done for that run, sadly.  I wanted to return to Dourdan to see if the woman had anything to say and then to La Trinite to observe events there.  After that it was just a case of starting the war and clearing the island.

Oh no, wait, I can pick up another kind of save ... yes, I can visit la trinite.  I'd rather not go through the Dourdan - Larche - back to Dourdan routine again unless its important.  What happens when you go back to the woman?

On to 3.   Southrons left and 6 minutes later northrons arrived.   They only stayed a minute or two, but returned about 8 minutes later again staying only a minute.    I feel they shouldn't be visiting twice in a row without the other lot turning up.   About 17 mins later the southrons appeared again and staye for about 9 mins.

No flags on poles.   Rather a lot of barrels given fuel is otherwise so tightly controlled.  Three crates might look better than four.  I presume you've tried mixing in some of the white crates for variety.  (Different number of white for each side obviously.)    There have been lots of changes here since the last version I played - lots of vehicles gone.    It would be kind to have a damaged, fuelless ambulance:  too damaged to move, but still ok to heal if such a thing is possible.   Preferably wedged between two damaged buildings somewhere so you're never going to get it out even if you repair it.    

No ammo truck is probably right.   You have to bring your own but this raises two issues.  Firstly, the fuel in the trucks is simply not enough, there must be more.    (I had one run out on the way from Dourdan to Larche.)   You need those vehicles for slickness purposes.    Fuel should run out after two or three trips up and down the island, not halfway to your first destination.   Secondly, we all know how vehicles take damage just from driving around.    So far I haven't seen any way to repair them.   You shouldn't have to take Base to get a repair truck.   Maybe there are some and I just haven't found them, but then maybe a clue would be helpful.      Perhaps make Ruslan, Kark, Erik or Irena a mechanic by trade:  with proximity, an order from you and a suitable animation they can fix wheeled vehicles as long as they are not too badly damaged.

The mines dialogue is good.   "Check tripwires" should be "Count tripwires".

(On the ammo in weapons, why not have the occasional soldier with a kozlice?  Or just hand grenades?  If ammo is that short, some loons would have to take what they can get.   Particularly at places like the Le port.   You have a lot of towns to take in this mission, and there's plenty of difficulty kicking around: there's no harm at all in making some places easier.)

After the southrons left I had only 6 minutes again before the northrons arrived - this really is too short.  They stayed for about 10.  It's possible that hte previous double arrival was in fact them shuffling about in the mist - I was long way off.   You can't put satchels to the lorry either, which is boring.

Dammit where are there empty ammo crates around?   Why not just have the other hut empty?

What would be really cool - but quite hard - would be if you left your lorry in the village while the convoys were coming and going, as I did, then one of the loons jumps in and drives it away.   Now that really would piss you off.
Title: Re:Abandoned Armies
Post by: macguba on 19 Aug 2005, 23:50:37
New post, because this one is purely in response to mikero's story.

Tatyana was sitting beautifully on the bed, no bother.

Lack of fire does remove warmth from the scene and hurts the raison d'etre of hte guards.   They should probably all be asleep or something.   But the lack of fire is definitely right, it makes you search the village.

I too considered "fighting" my way to the lodge but it just can't be done.    Remove the law loon from la pessagne.  You should be totally vulerable to armour.

No trouble achieving voiceover at bus crash.

Dialogue at the start does take you out, but not sure what you can do.

Can't remember if you do (suspect not) but you should say somewhere that your squad gain experience.

Sergei.   I also had an unconscious thought that he should be wounded, but of course he shouln't be - he's a deserter.  I also though that he should ask for food, but that opens up a whole can of worms, pun intended.

Never saw a peeping civvy, but then I forgot to look.  Also been almost entirely in the south, where there are no buildings from which to peep.

No mad women for me.

Title: Re:Abandoned Armies
Post by: THobson on 20 Aug 2005, 00:05:11
Okay, look (now does that ring a bell?).  Not red wine tonight.  Spanish cava, and the other half thinking visibly that I should not be here.  So I am typing slowly (cava) as quick as I can (other 1/2).

Some great ideas here.  A few comment, more sober ones to follow:

Quote
No flags on poles.
At LaT!!  I don't do anything with them.  I am concerned.

Quote
I'd rather not go through the Dourdan - Larche - back to Dourdan routine again unless its important.  What happens when you go back to the woman?
You get to explain to the woman about the loss of her family.  Isn't that right Mikero?

Quote
Firstly, the fuel in the trucks is simply not enough, there must be more.
The lodge and LaT have barrels, so too do the camo nets in the north.  Choose where you steal the trucks from.

I love the idea of a damaged ambulance at LaT.

Occassionally there are two visits of the northrons for every one of the southrons.  I thought I had fixed that, but clearly not.  After the southrons leave I give myself 5 minutes before I get the hell out of Lat.  Once the southrons leave I allow myslef 10 - 15 (it is a longer journey).  I could put in a delay for the northrons, or I could alllow the player to learn.

Quote
Dammit where are there empty ammo crates around?  Why not just have the other hut empty?
Thank you.  Great idea
Quote
What would be really cool - but quite hard - would be if you left your lorry in the village while the convoys were coming and going, as I did, then one of the loons jumps in and drives it away.  Now that really would piss you off.
Well that would completely knacker my usual approach.  It did always strike me as odd that I could leave my truck there and the loons would just ignore it.  I will see what I can do. ;D
Title: Re:Abandoned Armies
Post by: THobson on 20 Aug 2005, 00:08:28
You posted while I was writing.  Must rush (reason explained above)  :o
Quote
Can't remember if you do (suspect not) but you should say somewhere that your squad gain experience.
Only in the read me.  Sort of in passing.  Another thing for the player to learn, an for me to explain more clearly.
Title: Re:Abandoned Armies
Post by: Planck on 20 Aug 2005, 00:20:48
Quote
You get to explain to the woman about the loss of her family.  Isn't that right Mikero?

When I played the last version, I went back to the woman when I found the house in Larche was empty, but she was 'resting' and my character didn't want to disturb her.


Planck
Title: Re:Abandoned Armies
Post by: THobson on 20 Aug 2005, 02:04:26
That was the last version.  It is a little different now.  
Title: Re:Abandoned Armies
Post by: Mikero on 20 Aug 2005, 03:16:55
HI :wave:

Mac is that breath of fresh air, that newcomer to the game (even if he isn't) that pops a few fuses and points out the faults we all can't see.

@Thobson: S.O.B. Like other versions, you've introduced a new element to this mission that I can't mention from spoiling it for others. So, You and Mac were discussing how to differentiate the sides. You finally, found the key. It's personal now, isn't it.

just quickly.

>Mac's 2nd road block.

The problem is the lack of eye candy relative to the bus. Use rusted wrecks from a battle long ago. Not destroyed hulks, they'll confuse player. Rusted wrecks.

>missing grave sound file.

first time it has ever happened to me, along with jogging tatyana/ bed / and preg woman cutcsene bugz.

A bit of word crafting required, you developed this theme on the fly. "Sick OLD woman" is no longer appropriate.

>boat.

I like it exactly as it is. I drowned once, trying to use it. Don't touch.

>skills?

no, i took the decision not to check this, this playthru. Too much else to do.

> x4

Mac is right. Readme needs altering. This has always been a whinge.

>AP/AV blurb in radio message

get rid of it. Noisy nonsense. Not needed.

>Hints

Player needs feedback. Don't touch. I *hate* the thought of you DARING to give me YOUR opinion of how many savegames i deserve before i start. How arrogant. Reward me when I do good, and leave it at that. The mix you have now is right. About twice as many as I need. They don't pull you out of the game sufficiently at the times they occur, to warrant removal. Leave them alone or get a smack.

>objectives.

I'm against this. These are tangential objectives. Having them added to the list would be fine (because it doesn't take you out of game immersion, you do that yourself). But, I love the free-wheeling any option is a good option style of play. The nagging feeling I haven't found all your hidden secrets. In a subtle way objecive lists are a nasty train track style that shouldn't be put into this mission. You're whammed and slammed across this entire island in this mission. Confused, dazed, often wounded, and much of the mission is about pissing the player off with desperation. To give her solid anchors in a sanity list might be a bad idea. I'm against it, but Mac is right also.

>Fuel

I LOVE the randomness. The not knowing which vehicle is a good vehicle. I LOVE being pissed off running out of fuel when I desperately didn't want that to happen. Leave it alone. I dont want the certainty of being able to drive a -> b. that's the point of everything that happens to you this mission. You just don't know. Like life. I have my little staging posts of refuel areas. I, me, the player, took the trouble to notice where they were. I have a small arsenal of FUELED vehicles because of that. Leave it alone. Let me go back and play this mission again and try and do better next time.

>Red flags

Just remembered how much trouble I had in earlier releases figuring out who was who. The introduction, early, of RED flag carriers solves this. You need to now counter this with an equivalent startling visual to the Northrons, I am smothered in Red things for a long time in the mission. I need the equally startling *difference* of a squad of nasties from the North at the earliest opportunity. Mac's roadblock comes to mind. The flagpoles hold no significance in this regard until AFTER, i get my team mates.


@specifically Mac

>wolves and pants wetting

too bloody right. First time encountered was at T3 in the forest. Where I disagree with you is the magic happened _because_ there were loons around. I was convinced the unpleasant things coming at me WERE wolves or worse, mutations of wolves in human form. Nuclear war and all that.

>still too much ammo and it is a slickness thing

agreed on both counts. I particularly agree with slickness. It is slick, to grab an extra magazine, it is not slick to jump left knee over toehold trying to empty the last mag out of a weapon. 2 mags required please. Or, yes indeed, utterly useless crap like kozlice's. Either way, this is a late development in THob's theme and the mission is better for it, one of those hindsight things. just needs polishing. There is still, too much ammo, or, just enough. It's close.

>loon drives vehicle away pissing player off

BRILLIANT

Any player who hasn't learned to put (some of) his people on sentry duty is going to learn real quick. (and develop a whole new game play method for themselves)

>no campfire at Vigny

Reluctantly have to agree.
Title: Re:Abandoned Armies
Post by: Mikero on 20 Aug 2005, 08:59:46
Dourdan ->south

Have just left the Woman at Dourdan.

we turn off at Houdan for a small diversion up mountain. I want the south to attack us now. I'm baying for blood. Sentry on dirt road get's riddled, as does the rpg guy at 1st hamlet. He has changed position slightly in this version. All buildings destroyed this hamlet. Run up road to barn which is oddly undamaged and walk inside. Have no memories of this from previous missions, 4 murdered woman, and the impact of the south is *now* beginning to hit home. Prior to this mission, it wasn't personal.

<bug>

bed is sticking out of wall somewhat and losing it's impact because of it.

I'm coming back this way Sisters, first, I'm going south, but, we will be back, and we will be taking Chapoi on from the mountain ridges. God help the defenders.

Drove into dangerous valley neck near beach turn off. This time stopped at ural. Voiceover, carnage more shocking than I remembered. A trail of sickening bodies escaping. Oddly, two loon soldiers nearby. I'm guessing the resistance took them out.

I'm willing any Southron to come anywhere near us now.

Get to Le Port turn off, take out the 4 sentries, and a silent bmp, which I suspect was looking for us back at Houdan (wrong about this) kills our medic. Restart. Took four sentries out, no sign of bmp. Will chase him in a minute or two. We drive on down to Le Port, I'm willing anything to try potshots at us.

No real issues with Le Port sentries. A Mgunner wounds me at 30 meters but I stand my ground, literally.

Cutscene kicks in. Nice touch giving a name at the end. The very first time I encountered this, the back walls were inexplicably destroyed after the cutscene. Now, all the prisoners appear to simply dissolve into the buildings. Have never encountered the gate opening. Also, cannot climb steel tower. Not bugs, just a report.

I'm after that bmp.

I turn off to lighthouse island on a hunch. Truck is splatted on peninsula by the bmp's friend. Retry.

drive our way towards where i think they are, splatted.

walk our way. Every attempt, bmp and Godzilla go bang, but so do we. My troops just aren't accurate enough and are taking too many wild shots. I give up for another time. We'll meet again. I know when. And I 'approve' of their holding positions. I should never have been allowed a scenic drive onto the peninsula island without penalties in earlier versions. This is likely to scare the bejesus out of players. In a different mood, I'd take these tanks on in a better crafty way. In a different mood, i would have driven back for satchels and perhaps I will, but right now, my mind is set on overlooking Chapoi. I want blood, and lots of it.

Drove what I thought was a cunning North West angle up mountain ridge. Can't be certain, but reasonably sure the parked T72 took one shot at us. He didn't need to fire again. Sigh.

All in all, I've stuffed up. I've got the wrong vehicle. It has no ammo, tempted to go back for my open five tonner (which was a gorgeous present, thank you), but fury spurs me on,

Snipers go down, one, two, three, four, five. It's my squad doing the hard bits. We're crawling, lie down mode, my rocket guys have had their rockets taken from them, specifically, and we're all in stealth. Most snipers dead on last 10 meters before them. The are twitchy, they are alert, my squad is twitchier.

Crawl on in. Mist terrible. Get to vantage point to just see outlines. Few loons pay in blood. Then a 7squad kill us all from the direction we crawled from. Cannot detect if they are Norths or not.

Retry, confuse myself and end up at mined town. re-orient and head back to where we started (last major tree clump on mountain close to Chapoi). Same loons waiting for us. bang, we're dead.

Retry, get to forest faster. Loons coming up at us (suggesting Southrons). Bang. they're all dead.

Start crawling in. No overall purpose. I know this fight, learned earlier mission play. In mist, stay in widest possible open areas, inch forward. I want these buggers charging me. If I have to, I'll switch tactics and hit the fuel depot. But snipers are my priority, anything to attract them suits me.

1st couple of attempts aren't too good. We're closing in on the vehicle area. It's a bad choice. Too much cover for the individual nasties hiding in / around sandbag walls. A change of tactics brings us near the umm, sand dune thing? and we crawl directly towards HQ. We're doing well from occaisional loons coming up our way, but getting injured. #6 (Ruslan) is an excellent spotter he exceeds the others for whatever reason. But he's too keen on some damn m2 nest at west (fuel station side) entrance. It's always been a tuffy that, or the ones direct east towards mountains if you attack from the fuel station side. The bushes/trees between, give 'unfair' cover to them. I get my squad back and put them in the road towards mined town. A vulcan is there Sergi is hopeless with his AT launcher it's the 99th time he misses something (Abrahms near Le Port before). Several restarts involved because we're very close to buildings trying to get away. Occaisonal loons coming up at us and I can't see the Vulcan only Sergei can (and Ruslan). Eventually crawl them to road, get them down and waiting. There's been NO Northron loons afaik. I think my squad's safe here but I get them, 'scan horizon'. Have decided to finish Stamenov by myself. Wasn't in awful spot, just decided to pull my people out, and that, was an adventure in itself.

Crawl back in and just take my time. Edge at a time, picking off black ops particularly. A few retries but much less than expected. I recall if you attack the town directly, there's far less enemy activity. What is there, is generally stunned. The T72 I can't see, can sure hear him though. Several sporadic, nasty things come my way but not in hordes. Clean out more snipers as they come chasing and am pleased. These guys, the snipers, are very alert and always chase you. We're in a lethal position with a T72 and a Vulcan covering most of our escape options, but Chapoi never kicks into high gear, so they wont actively look for us.

See dead civils near their prison. For whatever reason, this trigger occured well well before we ever got here.

No signs of dead northrons, no signs of burning hulks. Reasonable guess, that if I went anywhere near the fuel station, hell, would break loose, so I don't.

Finally end up in HQ area on game of cat 'n mouse that I've done (surprisingly) well with. Race into HQ shoot Stamenov who's standing up !!!. Race out, shot dead by sniper near T72. Retry.

Stamenov standing has got me curious, I crawl up the wire tower to get a bead on him instead. No chance. Race in, kill Stamenov (officer voiceovers remain, good) race out. grab satchel and hk, race-dodge into buildings hospital etc, near T72. Surprised by loon, dead. Retry, ditto. Shoot loon another loon another loon. All three were 'buried' within building, or at least, hiding in there. HK is a nice weapon<>

Got sniper, and casually walk to T72. His interest in me, all missions, is sporadic. I made the terrible mistake once, of ignoring him.

Up he goes, savegame, call my squad in because it's VERY quiet. Move to prison yard to get voiceover, decide to take on Vulcan. retry involved because Sergei is totally hopeless. Pop him, maybe 30 secs later ANOTHER Vulcan hits us from South West (Le Port direction). Christ! Thobson.

Eventually sort that mess out and generally standing our ground. Choice to do so is the almost lack of enemy loons. (soon to change, but that was the choice)

The awful, the silent, the deadly, Godzilla makes it's appearance. I was kind of expecting something but not the deadly way it approaches. (Took the time to check the cfgModel earlier) the profile's accuracy is a little higher than other vehicles meaning it's harder to detect. I found this out at Goisse, earlier. Everyone can spot the bmp's and vulcans and T80's, but not that mongrel thing. I have everyone armed as best as they'll ever be, so it's time to take a stand against it. If necessary, I'll trick it into the mountains.

Couple of nags that you can do nothing about. The presence of this Godzilla, and / or the 2nd vulcan have made my squad go stupid. I cannot get them to arm up with anything, collect anything, keep up with me. Lots of where are yous. I suspect the mist. I think, the engine is working triple time, at detection levels.

We move to fuel station side of Chapoi and hide in good cover. A LOT of enemy come down road at us, a very big LOT (probably 3 squads). Taking great pleasure in killing them all. Our squad is lethal. The enemy is pretty ferocious too, and we're taking wounds, but 3 squads never make it.

Briefest of pauses, then the soft sound of a Godzilla. Good, I think time to finish him off. Convinced he'll make his appearance on south side, we wait. He blasts us to pieces from north side (mountains).

Retry, swing about, wait for one of my people to fire, then I do. What's this? a bmp. Bugger.

WHATS THIS!!

TWO #$*)(*_$#@_ GODZILLAS

Hobson you are a total )(*_*@#A$_*_*$@_

I've been in very bad situations in all mission versions. I've never once lost every single one of my people within 30 sceonds.

You sir, are a swine, and I hope you get gout.

Title: Re:Abandoned Armies
Post by: THobson on 20 Aug 2005, 10:52:46
I am still nursing a bit of a hangover so I am a bit bleary eyed.
Mikero:
Quote
>missing grave sound file.

first time it has ever happened to me, along with jogging tatyana/ bed / and preg woman cutcsene bugz.
So it happened to you too this time?  And your right speaker is okay?  

Quote
>AP/AV blurb in radio message

get rid of it. Noisy nonsense. Not needed.
I am sorry I am not sure I understand this.  Is this the radio option to get instructions on the mines?

Quote
need the equally startling *difference* of a squad of nasties from the North at the earliest opportunity. Mac's roadblock comes to mind
I would like to have some northron loons here (northern road block), problem is wars would then start too easily.  I want the player to have to work out that he needs to start a war and then figure out how to do it.

Quote
objecive lists are a nasty train track style that shouldn't be put into this mission
That is where I am, but the problem is the player, because of years of being trained to, will expect them.  That's why I start off with them but then I try to use different ways to remind the player what to do.

Bye the way, the place you found was there in the last version just no one found it.  Did you recognise it?  (Cast your mind back to the intro)

Quote
He has changed position slightly in this version.
.
.
bed is sticking out of wall somewhat and losing it's impact because of it.
I would not have left the bed like that.  I have just checked again in the mission editor and I didn't.  These comments and the Tatyana bed thing and the lack of Alexi appearing in the Dourdan cut scene is beginning to make me think that some how, in your specific case things have been shifted slightly.  It can't be translation problem from the mission editor version to the pbo version or I would have had some of these problems when I tested the mission before up loading.  I can't explain it and I don't understand it.  It just seems to be that way.

As ever I love your stories.  You describe how it feels to live the mission and it is the sort of thing I barely hoped would happen when I was putting it all together.  So with you and mac I get a wonderful balance.

Two Abrams!   Well is has always been possible.  I haven't added any.  

Good luck. ;D


Title: Re:Abandoned Armies
Post by: macguba on 20 Aug 2005, 12:22:10
Whew, it's almost as much work commenting on the other beta testers as it is on the mission ...  ;D

Flags on poles.  I am concerned too.  I will create a fresh game and check.   Should the attacking squad at vigny have a flag?

As a general principle in mission editing, never reward the player with one savegame.   He needs that savegame to save immediaetly, to protect the acheivement for which he has been awarded the savegame.    In other words, to make it a real reward, you must give at least two.

My strong preference is for no hints/savegames in the mission - you start with some and that's it.   If you are persuaded otherwise by that false prophet mikero, then give several at once.

Objectives.    I propose a new system which will be better but a little tedious to create.    The Objectives will be search vigny then the 4 for the armies and leaders.    The only other one is called "check my notes" or something and links to a page.  This page is effectively a contents page for the non-objective objectives.    This contents page is dynamic and gets changed (or rather the check my note objective gets changed) to allow you to see what you have discovered.   In other words you have about ten different contents pages, each one carrying the links to other pages reminding you of what to do.   This gives you the information written down in the Briefing without them being objectives.

Fuel.  I'm all in favour of wagons running out of it, I just think - for slickness reasons - it happens a little too soon.  

Wolves and pants wetting.  I think mikero's right.   I though they were odd near a town because I knew they were wolves.  If I didn't know, it would be even scarier.

mikero and I agree on the ammo thing.    So it MUST be right.  ;D

I am in favour of a difference in the "safe" time at LaT depending on who is due next.   However 6 minutes is just too short, given that it is about 35 minutes before that 6 minutes occurs again.

@mikero - when I went to Le Port I also had trouble getting out of the peninsula.    At first I tried to take out the VCP guards, who we had missed on the way in.   In the end I just pointed the truck NNW and pressed the E key as hard as I could.   We got lucky.

Title: Re:Abandoned Armies
Post by: Planck on 20 Aug 2005, 12:46:34
Ok......Where is this version 3.0 that Mikero is touting on the main page?.....Hmmmmmmm?

I want to play this advanced version, it should be even better than version 1.3.


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 20 Aug 2005, 13:39:43
@Planck

Bum. Nice spot.

@Macguba

>appending objectives to notes (or similar device)

you sir, are, a genius.

This is *defineately* a beautiful solution if THobson's up to the hard labour involved. A sort of travelogue.

Title: Re:Abandoned Armies
Post by: THobson on 20 Aug 2005, 13:50:47
Quote
Stamenov standing has got me curious, I crawl up the wire tower to get a bead on him instead. No chance
I have been all over Chapoi and into all the nearby buildings with an m21 just to make sure you can't.

Quote
Whew, it's almost as much work commenting on the other beta testers as it is on the mission
Lol.  But you only need to comment.  I need to decide what I want to change and make to do list (I expect that will take most of this weekend - what with it being my wedding anniversary and all).   Oh yes and then I need to make the changes and test it all.  I think my earlier estimate of getting this out before OFP2 is looking a bit shaky

Quote
Should the attacking squad at vigny have a flag?
They currently should have.  Based on Mikero's comments I plan to remove it so the flags are more difficult to come across early on.


Quote
My strong preference is for no hints/savegames in the mission
I am getting there too.  Sorry Mikero

Good idea on the objectives in the briefing.  There will be a lot of permutations and I would hate to get it wrong.  I will need to think about this - once I have finished thinking about the loons stealing the player's truck.  That really is neat.  It would look best if the truck then joined the convoy, at least until it got back to base - but those convoys took a lot of setting up.  There is also the collision avoidance with the jeep patrols to deal with.  Maybe I will just get them to blow it up.

I am with you on most things, but not yet on the fuel.  Maybe a little more in the south but not much.

Quote
I am in favour of a difference in the "safe" time at LaT depending on who is due next.  However 6 minutes is just too short, given that it is about 35 minutes before that 6 minutes occurs again.
I agree.


Title: Re:Abandoned Armies
Post by: macguba on 20 Aug 2005, 14:28:00
Quote
Maybe a little more
That's all I want.     The minimum should be something like Arudy - Le Port - the lodge.  Plus a little extra for safety.  It's reasonable to expect it to run out after that length of journey.     It's not reasonable for it to run out before it's gone Dourdan - Arudy - halfway to Larche.

Don't make the truck join the convoy, that will end in tears.    (For example if it is an awkward corner in the town.)    Just get the loon to drive to his base in his own time.    Driving it away will be MUCH more effective that blowing it up.   You can't use setpos tricks (the player will probably be watching, at least as best he can) so maybe he can blow it up if he gets stuck.  But that may blow up the huts .... I told you it was tricky.    Maybe they just empty it, drain the fuel and damage it a bit.
Title: Re:Abandoned Armies
Post by: tudders on 20 Aug 2005, 14:32:46
Not had a chance to play the new version but it sounds like there's been a few changes that add to the atmpsphere.

The option to turn off some effects to reduce lag is a good idea but im not to keen on the escape from chapoi being removed as well.  I thought that this was a great part of the other versions, adding atmosphere to an already great mission.  Made me feel as though i was making a difference but causing enough of a disturbance in stamenovs forces to make security lax.

Still no-one else seems to have complained so what would i know  ;)
Title: Re:Abandoned Armies
Post by: Mikero on 20 Aug 2005, 14:52:24
Chapoi

Fortunately I had a major savegame preserved immediately after Stamenov bought it. It was one of the better ones. The one you 'know' is 'right'.

I raced around a bit in the knowledge I had some time (or thought so). A repeated sequence T72. 2 x vulcans blah, and it turned out, only a single M2 nest stood between me and a change flag so that hide 'n seek crawl-in had done some pretty major damage. Raced back to mountains. My confidence of dealing with tanks has increased a lot. Larche mountain taught me that, and a previous encounter with T80's on the Dourdan Beach side mountain.

We got away just in time, 3 x squads were flooding in, 2 bmps and 2 godzillas. I saw vague shadows of troops also coming from South, south east. This reminded me that any attack on the fuel station generally triggers this, and the fight for Chapoi then becomes close to impossible.

Some retries involved but the bmps, not the tanks, were the key. They disgorged too many nasty troops to be ignored and the BMP2 could shoot far more accurately than the abrahms. Forced to use up our precious AT's on the Bmp's, but AT doesn't seem to have all that big an impact on godzilla anyway. Perhaps a pun intended there.

A small squad of Northrons came over mountain. We and they got the same surprise, but we won. Gave us a few more precious rounds. My M21 was nearly empty, and most of the squad had emptied a lot of cartridges. Sort of seat of the pants stuff getting them re-armed while avoiding 2 x abrahms which were struggling through the terrain badly. Managed to annoy them severely with all our remaining rockets and they weren't too keen to follow us, but tried. Stragglers came out of Chapoi to assist the tanks, but they appear confused and easily shot down.

Thought about the fuel depot. With that quantity of loons entering town, what happened at the depot? By this time godzillas had hunted us into forest behind mined town, and a very clever, albeit corny, tune was playing from one of the buildings. Someday, one day, I wont get lifted off my feet going in there, but today isn't it. 2 of me wounded in column formation straying too close, but preferable to being squashed and run over.

Circled our way to Fuel station. Which, surprisingly, was totally empty, including M2 nest.

While this was going on, not only was a quite fierce gunshot battle going on in Chapoi central, the tanks were being plastered by the Northrons with rockets. A few whacks, M2 fire from tank, silence, a few whacks, and so on. Made me wonder why we bothered!

Inevitably (or perhaps not) the glorious sound of exploding armour. One down, one to go, and it was still being pelted with rockets. Northrons saved me the bother

At this point a 9squad came up from Chapoi to deal with us (for no reason I could see). I'd got into the m2 nest as the safest zoom option. Better than sniper, that one.

Knocked them all off in one's and two's and not sure if last tank went bang because what appeared to be unarmed soldiers coming up road towards us. That, made no difference to me.

Let one of my people go forward to grab a rocket. He went too far and was splatted by Northrons in the town. Had to restart this section and it was the most pleasurable restart I had because I got to shoot them all again. Nothing, but nothing is coming up that road alive, and no-one, is walking home to mum.

Waited awhile then crawled in towards Chapoi again. Lot of Northrons running accross towards south. For a little time, I used the spare T72 south of Chapoi, but, it was a magnet for every loon in the area. Blown to bits a few too many times, so just did it the hard way. Best position was between Fuel station and chapoi, and eventually, we took the flag again after vicious fighting. They just wouldn't stop coming at us for awhile.

Last four or five loons held up near repair depot area and were a tough pack of mongrels to dislodge. Found some southron armored crew, who also, weren't getting fed in the coming winter.

need to mention now, that the 'mist' issue has gone away. At no time was there an 'unfair' advantage. It often resorted to pea soup stuff, but not at any time was a loon in a better visual than we were. Exception being tanks vs other vehicles, but I accept this as being part of their InfraRed.

The sky is clearing to something sunny. There's no 'heaviness'. While there is no lag and never has been, my 'actions' are now looser, more fluid, easier. The only lag type i have detected so far is the classic where are you's when the engine's working overtime on everything except the video.

We re-arm and basically get trim taught and terrific. I've got lots of options. At this point many players would switch to armour, there's any amount of them available and it would make good game play to finish the airport off. But I never enjoy them, I get severely peeved at drivers who can't, so I'm walking. Regardless, what a marvellous choice for players to change their battle tactics 2/3rds into game. What a reward. The cleverness of it is, you'd get the same 'reward' attacking airport first.

Final comment for now is there are NO signs of burning wrecks. There never was an armored battle here, north vs south. First time ever, and I caused it by depleting everything that crawled in Goisse. I remember now, that this is the direction these buggers come (west into chapoi). I have yet to spot a chopper wreck anywhere on the map (mist is probably too soup) and there has been no sound of choppers since Larche. Minor correction that armoured hulks *might* exist in the pea soup but i very much doubt it.

There are no bird sounds, wolves or otherwise. This is a shame. I'd be firing a symphony off at this point in the game.

Title: Re:Abandoned Armies
Post by: THobson on 20 Aug 2005, 15:41:57
My comment about blowing the vehicle up was a piece of expectation management.  I really wouldn't want anything that crude.  I can get it to join the convoy fine (and then leave the convoy when back at base), but as you say if it is stuck in the town it could seriously screw up the convoy.  It would look so much better if it did though, so I haven't quite given up on that idea yet.

My only reservation about the loon driving it away independently of the convoy is that it would not then be included in the collision avoidance stuff I put in to stop the convoy colliding with the jeeps.  But it is only one journey every once in while and if the drivers are stupid enough to hit each other (they are) then so be it.

tudders:
I don't think anyone has selected the reduced features option yet.  The Chapoi escape costs one group of 11 loons and one trigger, so it is not too expensive.  The problem is that none of the additional features are separately very expensive, it is just the cumulative effect.  It can easily go back in and it is part of the story.

Mikero:
Quote
unarmed soldiers coming up road towards us. That, made no difference to me.
Gee you really were upset at them.  Even after they had dropped their weapons and were running away.

So the northrons occupied Chapoi - did they have armour?  You didn't mention any so I assume not.  You must have done them a lot of damage earlier.

Quote
There are no bird sounds, wolves or otherwise. This is a shame
In Chapoi?  Are you sure you are alone - you and your team?  I will look at it.  You didn't mention the electricity generator.  I found that really spooky when I was crawling in and around the town alone - but it was at night (I am a lot slower than you)

Title: Re:Abandoned Armies
Post by: Planck on 20 Aug 2005, 15:55:51
I have now downloaded version 1.30.

I won't be playing it through, I just wanted to see how it ran with the new ECP.

So, I will give it a bash and let you know if the save game bug still crops up.


Planck
Title: Re:Abandoned Armies
Post by: macguba on 20 Aug 2005, 17:34:26
Good news on flags.  When I tried this in the mission editor there were flags at the huts in LaT, and also on an Abrams I test-started next to.

Remove the danger signs at LaT, they aren't doing anything except flag up that that's the right corner of the town, and if you think that's a problem we can fix it in a better way.    The four lots of barrels don't look great.    Two or three would be better, or perhaps some replaced by single barrels.  Do you know the capacity of a barrel?   Does the 4xbarrel have four times the capacity of a single barrel?
Title: Re:Abandoned Armies
Post by: Planck on 20 Aug 2005, 18:42:56
There are 4 different single barrel models and they all have:

transportFuel=100;

The 4 barrels on a pallet however has:

transportFuel=400;

So, it holds 4 times as much fuel.

As a comparison the fuelstations have:

transportFuel=50000;


Planck
Title: Re:Abandoned Armies
Post by: Mikero on 20 Aug 2005, 19:08:39
Chapoi ->Airport

Moved back up to mountains where I'd parked the decrepit Ural truck. Took a bit to find it (should have used target marker). I like these unplanned walks. They give me time to think. My options, all dismissed, were to travel back Chapoi -> Le Port turn off and run anything over that had it's hands in the air, look for any signs of convoy from curiosity, or, go sniff at the other towns further south again for curiosity. What was nagging at me though was Goisse. There was a lot of firefight north of there. I've winded the Northrons, I think they've holed up. So I'm going west back to La P.

La P has it's flag changed back to north. Ok. Goisse it is then. I have no fear driving these roads, I am as happy to double back to Chapoi as move on north. There's always a little something I never noticed, and always an enjoyable memory flash of some last battle. Took opportunity to refuel my truck at the little fuel stash in La P, and off we go.

Goisse remains in our hands, and an uneventful journey occurs thru dirt track to Northern lighthouse. No sign of firefight, it must have been in mountains. Am happy to drift along on any whim that takes me. No sign of enemy at any of the 3 building structure locations (hamlet, lighthouse, T junction). Throughout the journey, there's a slickness, a quickness to the way the mouse responds, the reduced enemy count is the cause I guess, but it fits the mood perfectly, We, are winning.

Disembark near fuel station and come at it from wide open area where it's "best" in pea soup fog. Only about 8 loons in area, most try and take the M2 nest back as we knock out whoever's in it. Occaisonal bug where my people fire at it when empty so i solve the problem with an rpg.

Ditto gun on other side.

Pull back out and dissappointed there's no rocket or any other ammo type crates or vehicles. We're going to need them.

Decide to attack the airport from northern fence. I want to keep away from those sniper hills.

Stumble over an M60 and his friend deep in shoreline. I want nothing coming up our backsides in the long runway attack.

M60 surprisingly blows up with a single law to it's turret. The T80 doesn't respond, but I know better than to ignore it. It takes four rockets to deal with it, and I've learned with these heavy armor tanks to be the last one to fire in the squad.

Start column formation along the northern beach fence. T72 very vague in distance. 200 meters max visibility, time is 3.pm. #3 half misses the bloody thing with an AT, but I finish it off with a law. (my team are HOPELESS with AT) Suspect trouble and start snaffling remaining rockets for myself and get hit by a sniper. The team tank him out. Just enough time to heal and a Vulcan appears 100 meters away, from direction of Fuel Station. Wow. Get him in a desperate shot while being healed.

So far, not overly concerned. We're in a very good sheltered hill, nothing behind us and nothing too unpleasant coming at us. But, all our rockets are gone. Fool that I am, I didn't swap trucks for something useful. I figure at best, there'd be armor other side of airport and it'd be unlikely to come for us. Any sign of trouble though. I'm retreating back to Goisse.

I'm tempted to go in alone, but for now, my team have a great field of fire.

Used last rocket against Vulcan on beach.

Steady crawl in. We are extremely well protected. The Runway banks away down to the fence allowing us crawl space and great sweeping fire range.

There's nothing beach side, and fairly certain one of us would spot it if there were. Steadly knocking off gunners and prone soldiers, bit denser in prone loon count as we move in. Blackops present no real problem other than they are much more alert. Eventually, my squad empty all their rounds, everything, at an empty m2 nest. So I back up to a savegame just before (16 retries left) and go in alone.

A few retries involved, but the bank crawl space brings me up to Andropov's tent, and I use a satchel on him from black op. <>

Quick save and retreat turns disastrous. I get back to my squad but they're slowly eaten away with charging enemy (not _that_ many), mostly the M2 nests that they sometimes ignore.... and then the same problem with those M2 nests when empty. So I hit retry and leave them where they are. The HK does all the work as I steadily and stealthily, crawl bush to bush in between barracks. The enemy are in rush rush mode, I am not, and as they sweep past in singles, they get a message.

Soon after I clean out all the m2 nests in south. There is NO ARMOUR at any time.

I get into M2 nest furthest away from hills, snipers would otherwise kill me. What's left of any prone loons scattered south and east on runway are easy meat. Eventually a few desultory runs by the hill snipers, but I progress from M2 nest to M2 nest conveniently located every few yards.

It's all over. They give up. And, they give up relatively quickly with relatively few attacks on me or the need to kill too many (probably 20..25 kills max)

A *very* different story I think if armour had given them courage.

I do not know the remaining enemy count. I never really went near St Louis again nor the southern runway at all (a shadow glimpse of an upturned Apache only). I had the impression that there could have been many of them. Perhaps not. The Fuel depot was not as heavily manned as I normally encounter. (but I tend to make a lot more noise most times).

Game crashed for me just before outro, 99% sure its my ram sticks. So I can't tell you ending changes if any. None of my people dead.

many technical things I should have done better THob, as a tester, but this run through for me was more about making sure the magic remained. It did so in spades. At every flick of the mouse the outcomes could have been entirely different. That's, the magic.

----

All in all Thobson you've done it again. This time, the lag is better than at any other time any other version I have played. It simply didn't exist. The airport and Chapoi are always my ultimate tests to the 'mist' problem. There isn't one.

My impressions were there were far less enemy around, or far less sweeping patrols, or random incidents that could surprise me with bullets. Just impression. I never witnessed loon on loon firefights, at T3, Chapoi or the airport. The Dourdan Houdan corridor held no surprises and nothing 'orrible frightening me all the way to the beach. I'm putting it all down to that random flick of the mouse that vectored me off, just like every other time I've ever played this mission, into a completely different scenario and outcome. My new found confidence fighting tanks, and my desperate priority for ammo has a lot to do with that.

However, and certainly, Larche, which has always been a pig to attack, ending in tears, was a far better, 'fairer' experience.

Also, something twigged with me at the immediate start of the intro. There's a nuance there which wasn't there before. A sense that you're finished with this mission in the nicest possible way, that you're already thinking of the 'coming winter' and planning plans. Just a sense that you're moving on to develop the next episode. A finality about the intro (and the mission) that I picked up on. Doesn't mean there aint patches to patch, but I think you've shifted ground.

Please thank your family for me for those marvellous voiceovers they did. Can't be easy putting up with "Dad's Passion" but they made such a difference for us all.
Title: Re:Abandoned Armies
Post by: macguba on 21 Aug 2005, 11:21:15
Looking at the map ...

Put a proper roadblock SW of Larche, and disused roadblocks just north of Dourdan and south of Saint Louis.    Also SW of Goisse.   That's if you really want to create the sense of no man's land, which I think would be a good thing.    By roadblock I don't just mean a singe fence.    (Perhaps a scap of fencing and a danger sign just north of Arudy and south of Larch too.)

Layout of tents in Goisse makes it look like a southron town, not northron.
Title: Re:Abandoned Armies
Post by: MrN on 30 Aug 2005, 23:18:40
Benchmark 6410, ECP 1.085, Vet mode, no super AI

With OFPEC being down and a lack of motivation with my current mission this seems like a good time to finally try and run through this. Typing as I play so this may be a bit stream of consciousness, ie a load of balls. :)

Climb that hill and sneak around a bit, get 1st bunch by house, have a quick scout around get a message by some bodies and the flag-taking sound-effect, bit odd. Move to house and get cutscene for Tatyana, rain stops. Her subsequent death seems a bit arbitrary but hey-ho. I get her killers and gather up the ammo.
 
Head directly north-east to get to the lodge, have a brief moment when I thought I'd busted the jeep by crashing into a bush whilst map-reading. Cross a road and then slam the brakes on because I see a house, good job because now I hear a chopper in the distance. Get out, have a nose around the houses and all seems at peace. Wait for chopper to pass and get back in jeep.

Finally find the lodge, orienteering was never my strong point. The plot thickens. Don't yet grasp the reorganising team thing, I'm guessing it'll make sense at some point.

Just for the crack I save the game and head directly east on my own to have a scout round and see what trouble I can kick up. Get to the road between La Trinite and Dourdan and there's a convoy of what looks like a BMP and 4 trucks, can't see anything else because I'm too busy trying to get off the bike and get in a bush. The convoy isn't moving. I get myself in a bush and watch several Spetz get in the BMP and the convoy moves on. This was quite cool. Headed east to the coast then north. Due to my lack of navigation skills and this damn rain I get disorientated and run straight into the fuel depot north of Andropov, I get sucker-punched. Ack. So, not much trouble at all.  ;D

Back to the plan. I listen to the radio and get another objective so I go to the civilians. Navigation is a pain in the ass with all this rain but I get there in the end. Nice touch that when I get out of the truck (if I hear a chopper) the civilians get out too, they also get back in with no drama.

Next cut scene and I notice that more decisions are starting to come my way. Could be my imagination but lag seems to be building up a little.

Decide to rescue the civilians at DE35, end up getting lost again and end up at FB31 by the fuel station. Two things at this point make me jump: first thing is a jeep with MG bombing down the road (fortunately I wasn't in the truck and leapt into the nearest bush); second thing is the wolves, scared the crap out of me at first. After a while though, to me it started to grate a bit, the overlapping of the sounds just didn't quite work for me.

Get to the civilians eventually and get an update of story. I have to run after the medic for healing because I've crunched the truck several times. Lag is starting to kick a little bit. I'm using the DXDLL FPS counter and it's gone from 20-25 to 15-20. Still, nothing dramatic, just noticeable.

Head south to Houdan. It's impossible to gauge distances with this rain and I end up getting too close it seems. A Vulcan picks me up and introduces me to the Grim Reaper. I try again and skirt around to the west more. I still end up getting picked up, but this time I survive although he's destroyed my truck. Bast, he'll pay for that.

All this time I opt to go it alone. I move quicker that way. But I end up with the AI from the 2nd civilians.

I end up in the house, which I recognise from the intro to the west of Houdan. Contemplate my options with the Vulcan, I don't fancy my chances with 2 M16 rounds and 3 grenades.  :-X I leave 7 looking out over the area and sneak around the outside of where I think the Vulcan is, on my way back in I see a guy with an AK stood around. I get my trusty pistol and cap him from about 100 yds, I then hear an engine start up and 7 reports a T80. Damn. Have a very tense moment of Cat and MrN while the tanks move around the bush I'm trying to make myself very small in. At one point the T80 was staring straight at me then just popped over the brow of a small hill enough for me to get to another side of the bush, so when he came back he couldn't see me. Tense stuff.

Get to Houdan after diving into another bush near the road because of another jeep driving past. Meet the soldier in there and he joins me, I have to tell him to pick up his own weapon after the cutscene though. :P. Quit at this point.

--------------------------------
Load up my savegame and after re-orientating myself I remember that things are a bit messy. No transport, 7 on his own up near the Vulcan and another AI to babysit. I decide to head to Dourdan and see what's going on with the idea of heading up to La Trinite for a nose around.

Get near to Dourdan and notice 3 loons standing around near a tent, decide I'm going to have to get stuck in at some point. It then dawns on me that the normal tactic of blowing a mission to pieces on my own isn't going to work, I need pack mules. Ammo, ammo, ammo.

Start the fight by taking out the 3 stood still, the place goes berserk. Full details escape me but I lose 9 when I tell him to pick up a PK. Quite a tense fight this, very Resistance, ie having to conserve ammo, having to make quick little dashes around to pick up more ammo. I manage to acquire a LAW launcher though so I'm a little happier. 3 Jeeps with MG's barrel up the road south to north, have a sniff around but because we are hidden they move on. A T80 does the same. I'm really quite relieved he moved on! Re-inforcements seem to be mainly coming from the North but they're running straight into my sights. Sort of, I got injured at some point so my efforts at conserving ammo are proving to be a bit tricky.

Dourdan is peaceful at last. Me and number 7 deserve a cuppa after that! I'm curious to find out what these guys with flags are all about. I want to nick the flag that's there but there's no option. Booo. I have a rummage around Dourdan and notice an undamaged house. I have a peak around. Get to a ladder and get a cutscene about a woman resting, I shouldn't disturb her. Weird. For a start there's just been a major firefight by the house so she would have woken up and I would have thought that it would be a good idea to get her up, about and back to the lodge.

Just as I'm getting my stuff together and getting 7 sorted for ammo, a T80, T72 and a Vulcan come for a visit. These must be the bastards from Houdan. 2 RPG's and I get the T72 from the comfort of the cutscene house and the Vulcan also tastes a rocket. Revenge for taking out my truck. An M2A2 also shows on the scene. The T80 fires his MG at something and it wasn't me or 7. Hmmm. Oh, it turned out to be 7. Just me here now.

Then, the shit hits the fan even more as the convoy turns up. Being as I've already stirred up a whole load of trouble I decide I may as well carry on. I shoot the driver of the Ammo truck and it rolls to a stop right in front of the house. To say the place was teaming with loons is an understatement! Fortunately I am still in the house and a few of them, an RPG guy included, stray into the house and get a cap in their head. Bit of a Saving Private Ryan moment. So I have Ammo. Oh, the bravado of retries.  :)

I then have a moment of luck when, after waiting 5 minutes or so, most of the loons get back in the truck and the truck moves just enough for me to get to it with an RPG launcher. It goes up nicely and blokes pour out the back on fire screaming their lungs out. Heh, heh. Serves the evil bastards right. I manage to sneak out to the truck and stock up on mines and RPG's. I also manage to get out and plant a mine when another M2A2, 5tn Truck and Vulcan convoy turn up. I now start to wonder about that situation you warned the player about in the readme about getting yourself into an impossible situation. Oh well, at least I have an ammo truck on my doorstep!  :)

I have to retry at this point because I shoot the house doorway trying to hit the M2A2. :P I do another quick dash and lay a couple more mines, grab an AT4 launcher and hide. The convoy turns up. Damn, I don't have the RPG anymore. :P. I crawl to the truck and pick one back up, head back and the M2A2 hits one of my mines. It goes up as well as the truck and the T80 takes some damage. As do I. That was a little warm.

Then as I'm looking out the doorway I see a guy with a flag on his back runs up to MY ammo truck and try to get in. He definitely gets taught the error of his ways. The T80 is pre-occupied with trying to run this house over so while he's doing that I crawl out and get to the field hospital, I get hit with one of my Flashpoint bugbears: get healed then stand up. :P Just at the time 3 guys come running down the hill from the north. I fire off a few rounds very aware of the fact I only have 15 rounds left, they hit the dirt and I leg it back to my house while the back of my neck was very exposed.

A couple of retries involved here ;), I mainly had to concern myself with that bloody T80 that was not going away and was doing a good job of avoiding any mines that I had placed. A combination of AT4/RPG and M16 fire up his backside to get him to move was involved in then end. As soon as that sucker was out of action I grabbed MY ammo truck and hot tailed it out of there, driving past another guy with a red flag on his back. I left him to it, I just wanted to get MY ammo truck back to the lodge. I now notice that the rain has cleared and was clear for quite a while. Didn't notice, too busy kicking up trouble resistance style.

And all this time the woman was still resting upstairs. One time when I was fighting I got too close to the ladder and the cutscene kicked in, when I crouched down I got a bullet in the head, not best pleased about that.

Just as I get back to the lodge I hear the sound of a chopper. I manage to get to the back of the truck, take a Strela launcher and get in position for when it flies past. Lock-on, woosh, bang. I trust that every bad guy I take out is having consequences somewhere along the line. I definitely feel like I've stirred up a boatload of trouble.

We should be pretty stocked up now and whoever the Red Flag dudes are, are going to be licking their wounds for a while as well as putting my picture on a few dartboards.  :D

I make sure I've updated my savegame and my retry position and quit.

------------------------------------------------

Load up and scratch my chin about what to do next. I decide that I've already given the guys from the south a good pounding so it's time for the guys in the north to take some punishment. Larche seems like a convenient target.

As I'm getting 2 & 3 loaded with ammo, the wolves start their howling again. It's further away this time so they sound better.

One thing I have noticed is that every time I get out of a vehicle I put my gun on my back.

Decide to go on foot to Larche to try and steal more vehicles and I don't want to risk the truck getting blown up. I fought too much for that! Move off towards Larche, get about halfway and the loons that I left back at the lodge start reporting enemy, thankfully they also reported that they got killed but that means the guys from the south are obviously a bit peeved with my antics. I put the loons into a better defensive position and move off again.

Get to the edge of Larche and I can only see 1 loon standing guard. I just know it's not going to be that easy though so I head around north after putting my 2 in a firing position. Get whacked by a lone machine gunner who by the time the deathcam gets to him is standing nonchalantly with his MG on his back. Right, he's my first target.

Load up and put the loons at the lodge in a better position in case the sneaky basts try it again and head off. Get to Larche and try to be in a more tactical location. All hell breaks loose when I identify a target in town and haven't told my team to hold fire. The place starts erupting with activity including a 3 Jeep with MG convoy, M1A1, lots of patrols and to top things off the guys at the lodge start taking fire.  I put up a brave fight but get whacked again.

This is obviously a BAD PLAN and with the day I've had at work I can't be arsed with the stress so I quit.

To be continued...
Title: Re:Abandoned Armies
Post by: macguba on 30 Aug 2005, 23:33:45
I agree that the cutscene in Dourdan starts when you are too far away from the ladder.    One of the many things I forgot to mention.

I suspect that the wolves sound is randomised and that you may just have hit a poor combination that time when it sounded a bit crap.

The rifle on back thing is an OFP game issue, it's nothing to do with this mission.   It's just that there is something about this mission that makes you notice it more.   I believe THobson has looked into it and there isn't really much that can be done.

I also agree that the reorder squad thing could probably do with some more documentation somewhere.  (Possibly in the readme.)   It is actually perfectly straightforward, but it does take a moment or two to figure out what is going on.
Title: Re:Abandoned Armies
Post by: MrN on 30 Aug 2005, 23:58:21
Quote
I suspect that the wolves sound is randomised and that you may just have hit a poor combination that time when it sounded a bit crap.
Agreed. I've heard it sounding more like mooing cows too.  :)

Quote
The rifle on back thing is an OFP game issue
Forgive me if I'm being an eejit here, isn't it just related to the players/units behaviour setting? I just went into the editor and placed a player unit and a jeep. Get in, get out fine.

Put "this setbehaviour safe" into the init line and I have to put the M16 in hand. Then when I get out of the jeep I have the gun on my back. Just a thought that the player may need setting to aware after cutscenes if he's being put to safe at any point.

Just a thought...

EDIT- I was an eejit and posted combatmode instead of behaviour :P
Title: Re:Abandoned Armies
Post by: Mikero on 31 Aug 2005, 01:08:28
Quote
Cat and MrN

BARAGH!!! :D ;D

In my case, tigers.

Great story to read MrN. Loved it.

>rifle on back

I believe you're correct. It has *never* happened to me in this mission any version. I believe that to be the case because I *always* 'All, stay alert'. Just guessing on this, but always wondered why it was 'ok'.

Title: Re:Abandoned Armies
Post by: THobson on 31 Aug 2005, 17:05:52
At last!  A couple of weekends ago I was busy doing other stuff, then late on Sunday I got to ofpec to read and comment on some of the most recent posts and prepare a to-do list only to find it wasn't there.  Since it came back I have only had the odd snatched minute.  Now I have a bit more time.

One problem with the delay is that I have so far been unable to thank mikro for yet again a wonderful story.  It is encouraging to see people experience this mission in the way I had hoped but hardly dreamed possible.

I have been busy:

1. Delayed the north convoy by 3 to 4 minutes giving a bit more time for the player at LaT.  This does make the cycle longer so instead of the north convoy arriving 6 minutes after the departure of the south convoy in a 35 minute cycle, it arrives 9 to 10 minutes later every 40 minutes.  All times are approximate.

2. Empty vehicles left in the vicinity of LaT will now be captured by the next convoy to visit the town and will be driven to the relevant base.  If the vehicle is not a tank the crew will then disembark.  Captured tanks will remain fully crewed and could cause a problem to the player later.  This applies for any vehicle from a bicycle to an Abrams to a chopper.  Getting it to work for a chopper was a bit of a pain, for reasons I wont go into here, but was necessary as there is a very small chance that the player might capture a chopper during the mission, and an even smaller one that the opposing convoy is still running.  In doing this I noticed some interestingly different behaviors of several vehicles.  The M113 Ambulance and V80 chopper were a real pain to get right.  The fact that I spent time on them even though these vehicles do not feature in the mission is testament to my current level of insanity.  Several vehicles (bicycle, motorcycle, jeep) sometimes will not make it to the base.  Despite my best efforts depending on their location they may try to go through LaT.  If they do they often hit one of the wire barricades there and become disabled.  This is still not a bad result.
In determining how far from LaT an empty vehicle must be to be captured I have used the then current level of rain and fog to estimate the likely visibility.

3. 5% of all southron M16 and AK74 carriers now have a Kozlice instead.  The southern ammo trucks now carry Kozlice ammo.

4. General improvements to towns, barriers into no mans land, civi huts etc.  Improved dialogue at the start, a bit more fuel in the sourthron trucks.  A road block is created north of Dourdan as soon as the southron convoy is dead.

5. I looked at creating a dynamic travelogue type of objective for the briefing.  To do this justice I would need 312 (or at least 156) different contents tables each with their own objective.  I don't know if OFP would handle this many objectives - and I have no energy to try it.  A pity - this was a neat idea.

6. Re-made one of the background monitoring scripts that keep the vehicles on the road. Now instead of 4 instances of a script running permanently, it only runs once for each group of vehicles every 5 minutes.  This should help with lag and the large savegame bug.

7. Less ammo available in the crates and trucks, but more with the dead loons so you can pick up individual mags from the corpses without having to pick up the weapon first.

8. Fixed the reorganise bug that resulted in the loons getting back in their most recent vehicle.

9. Much improved endscene.  (I think anyway)

10. Not planning to change the shots of Irena to make the radio and medial cabinet more obvious.  I like it that the player has to stay alert.

In my recent testing I did something I knew was theoretically possible but had never managed before.  I captured a chopper.  It was badly damaged and had no fuel but I soon fixed both of those and then I was airborne and heading for a whole new experience.

Twenty seconds later I was in a parachute and what was left of the chopper couldn't be salvaged.


I still have to prepare my to-do list, but let's just catch up on recent posts.


Mr. N
Wonderful story, thank you.  

The wolves do sound a little odd sometimes.  I used the OFP wolf sound files (there are three) and randomised them.  More realistic howling would be better.

Your reaction to the reorganise team is very helpful.  Most here were reading the thread when the idea was being discussed, having someone come to it new is really helpful.  Yes more documentation is needed.  For your own benefit I suggest you might try it.  You will get a list of the people that have joined your team and are still alive.  You can then select where in your squad to place them.  The first one you select will be number 2, the second will be number 3 etc.  Did you say Sergei was dead?  If he died before you reorganise your team then the woman at Dourdan will remain a mystery I am afraid.  She will be permanently resting.

Weapon on back when you get out of the vehicle:  This must be an OFP issue.  It either always happens or always doesn't - without me doing anything.  I think some pob versions of the mission have the problem all the time and some don't, but I have not investigated it fully - too much other stuff to do.  I have just read mikro's latest.  If he has never experienced it then it can't be true that some pbo files suffer from it some not so it must be something to do with the initialisation of the mission.  Mikero: I am always at least AWARE in this mission and it still happens to me sometimes.


Quote
Forgive me if I'm being an eejit here, isn't it just related to the players/units behaviour setting? I just went into the editor and placed a player unit and a jeep. Get in, get out fine.
No not an eejit.  What you say makes perfect sense.  One of the puzzling things about this mission though is that somethings that may work in small short mission do not always work in this one, or if they do they don't continue to work throughout the mission.  I have seen getout waypoints work for a while but then fail the 7th time the units get there. etc. etc.  Rifle on the back is just such an issue.  Sometime it will happen right through the mission, another time it will not happen at all.  I will put it on the list of things for me to have another fiddle with.


The cutscene starting at the bottom of the ladder is a compromise.  Originally I had it starting at the top, the problem with that is that after a few hours and few saves (I am not sure which of these is the most significant) the ‘climb ladder' action is not available.  Another OFP issue.  I can certainly make the detection radius smaller.



Mikero:  You got he impression I had moved on.  Not really but I do want to get my life back.  The things about the mission that irritate me are now fewer and less irritating than before.  The only significant one now is something raised by Mr. N's run through.  Should the player ever find out about the woman at Dourdan if Sergei is killed before having the ‘reorganise conversation' with Alexi.  My original intent was that no he shouldn't, and I don't do anything to protect Sergei from the player either.  If he kills him then he will have a different mission.  As I am writing I am persuading myself that the current set up is fine.  So no I have not moved on, yet, but it is close.  I need my son back from his holidays so I can re-do one of the lines in the dialogue at the concentration camp and then I am done, give or take the odd re-wording and stuff in the recent posts that I couldn't remember fully when ofpec was down plus some tidying up - but that can go on forever if I let it.  Macguba and sui have offered their voices for a couple of the parts.  Putting those in and getting the volumes and timing right are the next (and I hope the last) big thing.  I am hoping for a mid October submission of this mission and as I will be a way on business ¾ of September that isn't very long.

Having said that there is one lingering concern.  It is the lag.  It continues to feel like a threshold issue, stay within the threshold and it is okay, go beyond the threshold even slightly and performance collapses.  I have put quite a few items in the next version to make whole areas look more realistic, this might have tipped it over the threshold - if indeed such a thing exists.

As ever.  Thank you all, everything is going on the list - even if I haven't commented on it here.

It's good to be back.

Title: Re:Abandoned Armies
Post by: Dagon on 31 Aug 2005, 17:41:21
Have been trying the mission; benchmarked 8000 or so. Love the idea and the execution, but there's a few niggles (more OFP-related than mission related) where I'd die from enemy fire way, way, way beyond the fog; at least 200 metres into the fog.

Also, TBH this mission makes "The Un-impossible Mission" seem tame in comparison. If I so much as even fire a bullet it seems like the entire army of any given area i'm in decides to stroll by and vapourise me.
Title: Re:Abandoned Armies
Post by: Dagon on 31 Aug 2005, 18:59:20
.....For example.

I 'try' to take over a town, with 9 teammates in tow. About the same second they encounter and enemy, 4 of them die to a grenade. a few seconds later, the rest die from AK fire. When I clear the town, it's revealed that there's in fact only actually 3 soldiers in the whole town. Great.

And then a whole column of t-80s comes by and kills me from 1 kilometre away with it's machinegun.
Title: Re:Abandoned Armies
Post by: THobson on 31 Aug 2005, 19:19:34
I don't know I would ever describe The Un-Impossible Mission as tame.  To me it was a seminal piece of work.

What I have tried to do here is to make an environment that was as realistic as I could.  I did not think - now what would/should the player do here, I thought, how would this really be.  The result speaks volumes for the quality of the OFP engine, it reacts with a realsim that is sometimes spooky.  I, and I believe others, have found that to play it successfully it is necessary to adopt a different form of game play.  It really does require a hit and run approach.  It is easy to forget the run part of this, but in this mission you will be punished if you do.

Quote
About the same second they encounter and enemy, 4 of them die to a grenade. a few seconds later, the rest die from AK fire. When I clear the town, it's revealed that there's in fact only actually 3 soldiers in the whole town. Great.

And then a whole column of t-80s comes by and kills me from 1 kilometre away with it's machinegun.
 ;D  Of course the hit and run bit doesn't apply here, just a bit of bad luck I think.

Quote
If I so much as even fire a bullet it seems like the entire army of any given area i'm in decides to stroll by and vapourise me.
This is where run part of hit and run is important. :)


EDIT:

Okay.  I have just spent the last 3 hours re-reading all the posts since v1.30 was put up, and collecting a list of more things to do.  I now see I had remembered a lot less than I thought.  Still quite a lot to do.
Title: Re:Abandoned Armies
Post by: MrN on 31 Aug 2005, 22:31:24
Quote
Wonderful story, thank you.
No problem, thank you. That mini-war I had in Dourdan was some of the best Flashpoint I've ever played.

I realise I still have a long way to go. I'm definately favouring the red-flag guys for a good beating, whenever I go North I seem to eat lead at a vicious rate. :-X  I just had a quick bash again by going to Arudy and it was a walk in the park in comparison to Larche. :) The flag is up now, whatever that means.

Quote
Did you say Sergei was dead?
I didn't. I don't know, to be fair I have taken quite a few casualties (I'm not officer material :)) but I couldn't tell you who's alive/dead. I'm not used to paying attention to names.

Quote
She will be permanently resting.
Quote
The cutscene starting at the bottom of the ladder is a compromise.

Not a problem, I am merely acting as a war reporter instead of beta tester and telling you what has happened and my reaction.
Title: Re:Abandoned Armies
Post by: THobson on 31 Aug 2005, 23:14:38
Quote
That mini-war I had in Dourdan was some of the best Flashpoint I've ever played.
Thank you.  It is comments like that that provide the energy to fix what is left to be fixed.  It did sound good.  The reason you had so many loons to deal with is that the infantry in the convoys will get out to deal with you if you are detected close to the convoy.  I never experienced them getting back in the truck though ( except in the death scene :) ).  It means they lost contact with you.

Quote
Did you say Sergei was dead?
I didn't. I don't know, to be fair I have taken quite a few casualties (I'm not officer material ) but I couldn't tell you who's alive/dead. I'm not used to paying attention to names.
Sergei is the Russian you picked up at Houdan.  I believe he was your number 9 who got the chop at Dourdan.  He had something to tell you, but he would only do it when you were reorganising.  It is not mission critical, just a story diversion for atmosphere.  If you enjoy the mission it might be a good excuse to try it again sometime to find out.

Quote
I'm definately favouring the red-flag guys for a good beating, whenever I go North I seem to eat lead at a vicious rate.
This is fascinating.  In lots of little ways I have tried to introduce a 'sloppyness' into the southern army and a tightness into the northern army, the southern army also have a larger area to defend and so are more disperse.   Your comments are very helpful in seeing how this plays out.

You may not realise this but you are a very valuable asset.  Most of the beta testers and I have been on a journey together for several months, so we all know stuff about the mission that a new person will not.  It means we can have knowledgable conversations about what is going on but it is also very helpful to see how the mission plays 'from cold'.  Your reaction to reorganising the team is a particular case in point.

Thanks again.
Title: Re:Abandoned Armies
Post by: Mikero on 01 Sep 2005, 07:42:44
@Dagon

I get immense pleasure reading other's pain in this mission. It dilutes mine and is always nice to know I'm not alone.

@Thobson

Rifles on back's is one of my pet hates. If it had happened to me, i'd be screaming about it. That's the only reason I can say it hasn't happened, but cannot be 100% definite because <ahem> there's a lot of other things going on, n'est pas? Godzillas silently crushing you come to mind. Snipers castrating you *after* you've cleared everything is another, the odd mosquito jeep changing your underpants for you, things like that tend to distract you from small details 8), perhaps the worst (so far, and I do stress so far) was a mad woman appearing out of the mist at the same time as the wolves lit up. You sir, are an evil man, and I think I have mentioned that before, often. IF you'd scripted these things, well I could just hate you and leave it at that.

But, there might be a seemingly unrelated issue to rifles on back and pbo files. Sometimes, rarely, but sometimes some missions have most or all of the squad in 'engage mode' when you start. About 1 in 200 missions go that way. Never found the reason.
Title: Re:Abandoned Armies
Post by: Dagon on 01 Sep 2005, 08:32:25
Very funny bug I just found;

after getting the soldier guy from the abandoned town, I set everyone on hold fire and drove around until I found an enemy camp; getting somewhat frustrated at instantly dying randomly I decided to ignore pedestrian rules.

Which is when I noticed it -

Enemies won't attack you if you're in certain vehicles and go around running them over!

Carmageddon ftw; but you might wanna take a look at this.
Title: Re:Abandoned Armies
Post by: dantheman on 01 Sep 2005, 10:04:38
Alright, I've downloaded Abandoned Armies V1.30.  Let's see if this so called 'lag free' mission is true which I have gathered from other beta testers.

Supposable benchmark: '5660'.  No ECP (Turned off).

Ok, fantastic intro like before.  Top marks ;).

Briefing:  cannot load mission, missing addons: 'seanagen'.  Gawd knows what that is.

I load up the misson and the lag is pretty bad but the mission has just started so I wait for a couple of minutes and it's gone pretty well.
  I climb up the steep cliff and to the small hamlet of Vigny.  Good decision to remove the fire as I reckon the player will explore the village more etc. like I did.  Easily took out the guards with my pistol, took an M16 and talked to Tatyana.  She wasn't bobbing up or down from what I've read before but there is a minor quiggle of mine which is that she's slightly off the bed.  Ya know, sitting right on the edge.  Well, at least for me.
  I take out the incoming guards as Tatyana stupidly runs off and gets killed etc.  I save it and the lag seems to be alright.  But considering that I'm not even in the skirmishing part etc. I'll be dreading what the lag will be for those parts.

  Anyways, I abort the mission which takes ages to get out of it.  I've got no idea really why Operation Flashpoint is so bad for my system.  I've a decent PC which I consider a gaming machince.  Well, I don't have a top of the range graphics card (ATi Radeon 9200 128 Mb) but I can't afford a new one due to forking out loadsa money for a new guitar.

Quote
Enemies won't attack you if you're in certain vehicles and go around running them over!

Yeah, I belive that's when you're in civilian vehicles such as the Police jeep.  I do that quite alot despite it's cheating  :P.

Oh, and THobson, have you considered in writing a book about this?  I find writing really relaxing (despite being a terrible writer!) and this mission just feels like a Tom Clancy one.  This is a really well thought out mission with an amazing, hook catching story line.

I hope these comments are useful, (despite you probably want to know how far people have got and what exciting things they've done etc.  Not the likes of me rambling on about lag  ;D.)

dantheman
Title: Re:Abandoned Armies
Post by: THobson on 01 Sep 2005, 10:04:43
Dagon:
Quote
Enemies won't attack you if you're in certain vehicles and go around running them over!
This is a real pain.  It is an OFP issue and should apply equally to all missions.  Others have found it and that is why I recently reduced the number of vehicles and fuel available in the mission.  I have a couple of points on this:

- It cannot be guaranteed to work (in fact it is definitly not a good idea if any armour is around)

- the punishment for the player for doing this is: 1. He will not get credit for these kills; 2. It is no fun to win by cheating.

I did consider scattering a few AV mines around to discourage the player form this type of behaviour.

I suppose I could put a {killed} EH on all the loons to check if the player is close by and in a vehicle pointing towards the recently departed loon, and then just blow the bastard up.  The occassional road death should be allowed so perhaps I could use a counter.  Perhaps not a an EH on all loons and a counter, just an EH on a random selection of loons.  You have set me thinking.  

Does anyone else have any thoughts onthis?
Title: Re:Abandoned Armies
Post by: THobson on 01 Sep 2005, 10:16:55
dantheman:
Quote
Briefing:  cannot load mission, missing addons: 'seanagen'.  Gawd knows what that is.
I certainly don't.  I have no addons on my machine other than the GB Editor upgrade - and never have had on this machine.


Quote
I load up the misson and the lag is pretty bad but the mission has just started so I wait for a couple of minutes and it's gone pretty well
A lot of initialization stuff is happening in the first 30 to 40 seconds of the mission.


Quote
She wasn't bobbing up or down from what I've read before but there is a minor quiggle of mine which is that she's slightly off the bed.  Ya know, sitting right on the edge
Sometimes she is like that, sometimes she is sitting so far back her legs don't extent beyond the edge of the bed.  I have made a change in the next version that should result in her being exactly where she should be

Quote
abort the mission which takes ages to get out of it.
It has a large file to create and then save.

Quote
I can't afford a new one due to forking out loadsa money for a new guitar.
Life is all about choices  :)

Quote
have you considered in writing a book about this
Lol.  No I hadn't, but it did occur to me when making the mission that the process I went through must be very similar to that which an author goes through when writing a novel.

Quote
I hope these comments are useful, (despite you probably want to know how far people have got and what exciting things they've done etc.  Not the likes of me rambling on about lag
They are indeed useful.  Thank you.  I certainly need to know about the lag and about where Tatyana is sitting, your views on the fire at Vigny, they all help.

Thanks
Title: Re:Abandoned Armies
Post by: macguba on 01 Sep 2005, 11:12:02
I experienced the weapon on back when getting out of a vehicle too.   I never use safe so its not me.

The civvy vehicles being immune thing I would ignore, other than limiting the number of such vehicles and their usefulness.  I'd keep the police jeep at Vigny, it is just the right vehicle.    Many players will not discover this trick:  most that do will only use it once or twice (which is fine):  and those that use it more will come to grief when they meet a tank as, if they use it a lot, they surely will.   Anybody who wants to use it a lot is punished by missing out on a great mission.

If you do want to do something, then any vehicle should be damaged for running people over.    If you get setdammage +0.1 every time you do it you ain't gonna do it for long.   Actually 0.1 is a bit harsh, maybe 0.05.    Mines and blowings up are too powerful and too random:  the punishment should be directly and obviously linked to the crime.

Bad addons are wierd.   Just because you've never downloaded it doesn't mean it can't appear in your mission.sqm.     I now suspect that when that happened to me it was due to a bad addon having an addon dependence thing, but I'm not sure.   However, since that error hasn't appeared for others who have played the same d/l, it is probably nothing to do with the file.

There is no material difference (other than the mechanics obviously) between writing a novel and creating a good mission.

@dantheman - what was your viewdistance set to?  I had lag when it was turned up too high, but since I couldn't see more than 20 yards it was a bit pointless.
Title: Re:Abandoned Armies
Post by: dantheman on 01 Sep 2005, 11:32:53
Quote
@dantheman - what was your viewdistance set to?  I had lag when it was turned up too high, but since I couldn't see more than 20 yards it was a bit pointless.

  My viewdistance was set to '800'.  Now that you mention it, I'm gonna go and have another go at it and set the viewdistance lower.  Hopefully that will sort out the problem.
  Also, I did have quite a few addons in my folder (due to me being hooked onto Dynamic Afgahnistan) so I'll delete all of the un-necessary addons leaving just the required ones in.

Cheers!
Title: Re:Abandoned Armies
Post by: macguba on 01 Sep 2005, 11:38:42
The minimum viewdistance is 500 so you won't get much bang for your buck there, although it all helps.   Remember to keep terraindetail to normal.    My benchmark is 3000 and I found the mission more than playable with viewdistance 1200, which just goes to show what a crock viewdistance is.  

Removing the addons will definitely help though.    Maybe switch off some background programmes too.

If all else fails select the reduced environmental effects in the dialogue at the start.

It does take a long time to exit.  It's just a very big file.
Title: Re:Abandoned Armies
Post by: Mikero on 01 Sep 2005, 13:02:29
>Police Jeeps

although i take the spirit of it as cheating. In this mission i intentionally use my jeep as a weapon. I'm so low in ammo, i consider it 'fair'. Another added wrinkle is you can only take this so far, in ways perhaps not discovered yet by some of you. Every colllision causes damage to the vehicle, that you know, what you may not know is at a certain level of damage, enemy loons take a delight in making you permanently damaged. I invite you to find out for yourself. Not only is it a surprise, it's another delight to experience  >:( As usual, I blame the author for this added feature.

@dantheman

I'd put hefty money on lag being your baby. You have a (huge) quantity of addons there that are contributing nothing to the mission and a lot to it's memory use. SInce you play DynAfghan you already know about quite long load and save times so you might be talking *really* long load and save times. This is almost 100% because your ram is all used up and the OS is doing all it can to swap in / out virtual memory onto hard disk space to keep up. The save game is just competing with already intense activity on the drive.

back to the missing addons, the message you're getting is a classic for an addon conflict. Two or several addons have objects by the same name (which is a no-no) the wrongly pulled addon is dependent on another (missing one) and so it goes.. But by this time the damage is done in terms of memory hog, and potentially, lag issues if the addon has active animations / sounds / whatever.

The days of plunking addons in addons\ folder are over. You really do need to use mods\ folders, and if you're already doing that, you aint gone far enough in separating them all out. It's not an abandoned armies issue just good housekeeping and a Spring cleanout that will solve this. All your missions, especially DynAfghan, will benefit.
Title: Re:Abandoned Armies
Post by: dantheman on 01 Sep 2005, 13:05:30
Alright, just had a go at it lowering my distance to the minumum, lowering the resolution down to 640x480, turning ECP off etc. and is there a result.....?  In a way, yes.  Yet I still have problems with the lag and all which is still making the mission pretty much un-playable to my liking.  I've removed all my un-necessary addons in the directory and I believe it would've removed that 'missing addon' problem.
  Also, when I loaded the mission, I didn't really have any heavy, HEAVY, heavy, lag like previous times before which made the game literally un-playable (quite a while ago).

  This is all a shame as this is my sort of mission I would have loved to be playing.  All the choices you can make etc. plan your very own hit & ran targets etc.  That's the main reason why I play 'Dynamic Afgahnistan' so much, because of the endless missions where your own squad is fighting the war trying to bring the fighting strength/morale down of the Afghan rebels.

  Bah, I shouldn't fill this thread up with me complaining all the time!  I would like to thank you THobson and Macguba for all your help.  It's people like you that keep the Operation Flashpoint fire going on and on....  ;)  But when the finished version finally does come out I will download it, even if it's 'cause it'll look good in my mission folder.  ;D

Gawd Bless Ya!

dantheman

EDIT:  Cheers for the tips, Mikero!  I'm gonna go and do a 'spring clean' now.  I haven't really sorted out the mod folders yet but if ya reckon it's really gonna benefit the missions from them then I'll defeintly give it a try.  Thanks alot!
 
Title: Re:Abandoned Armies
Post by: macguba on 01 Sep 2005, 15:26:15
Mod folders are indeed the answer, combined with Kegetys ofp launcher.    
Title: Re:Abandoned Armies
Post by: dantheman on 01 Sep 2005, 16:10:50
Result!  Just made a mod folder for the mission using Kegetys OFP Launcher and started up the game and the mission has NO LAG!  So, you won't be hearing from me for awhile..... *Moves back in th black and plays Abandoned Armies*

dantheman
Title: Re:Abandoned Armies
Post by: THobson on 01 Sep 2005, 18:07:00
Wonderful news.   :)
Now as someone who is alergic to addons - can someone please tell me what I should put in the readme file to cover this?
Title: Re:Abandoned Armies
Post by: macguba on 01 Sep 2005, 18:17:25
In the anti-lag section of the readme just mention that a clean addon folder really helps.   Give links to the mod folder tute in the Ed Depot and Kegetys launcher.
Title: Re:Abandoned Armies
Post by: Lean Bear on 01 Sep 2005, 20:04:41
I am kinda new to the Abandoned Armies thing (mainly cause I was away when the first versions were 'new' and up for testing), so I guess 1.3 is my first play.

Specs

2.8Ghz
Vet mode
Super AI on // I've never really noticed a difference anyway, so I like to think that this makes them smarter in some way :)

Note: ECP 1.071 running - big mistake, read on for details...

Intro

Excellent. Its nice to see some coloured text of a different format instead of white default text. And orange works well in this scenario. Nice use of music (haven't got round to unPBOing the mission yet) but could this contribute to the oevrly large file size? It would be much more attractive if it was slightly smaller (for my 56kbs modem it takes 1h 40mins to d/l :o)

Briefing

Good, again, the use of soundfiles on the different sections is somthing you don't see in OFP missions, nice touch.

Oh - one thing to mention. Its not a big deal, and I know you've put a lot of work and time into it, but with names like Tatyana, Nikolai and the like - it stunned me at first to hear a British voice.

Mission

Ok, on with the mission.

The boat thing has been discussed many times before, so I won't go over that in too much detail.

So, second time round - I actually go where the mission wants me too and where I don't. Up the fjord.

A good few minutes later I reach the summit and crawl around until I find the gap in the fence. Running form bush to bush, house to house I look for Unkie Nik. Approaching the dead people the sound files play - nice. But I didn't hold that opinion for long. A soldier comes running around a house and fires off a few shots. In the fog, rain and dark I can only just make out where he is form the flashes. Running past a wrecked ural I suddenly stop moving and unable to do anything, I watch in horror as the goon sneaks up behind me while I check dead bodies...

I retry having not saved up to that point and after another climb up the seemingly verticle, never-ending fjord, I decide to save so I won't have to climb it again if I die like last time. I 'know' (This is how I was think at the time of the second try - now I know better) that there is a guard patrolling around, so I rememebr to keep an eye out for him - there could be more anyway. I take a much stealthier route, first to the church, then on to the first non-ruined house I see. Sneaking from bush to bush, I get up close to the house and exploit the camera to look inside without putting myself in any danger. See the guard near the blocked entrance and move to a crouch to take him out through the window. I catch some movement out of the corner of my eye and figure there must be another one in the house. Crawling under the window I see him - but I don't even get into a crouch before I see a much more obvious movement. That damn goon who shot me from behind before (or so I presume) was scurrying around the houses to my left. I fire a few shots off and shoot him dead. I know that I've blown my chances of just popping up and capping the second guard in the house, so I go to the blocked entrance and take him out from there.

After picking up an M16 and looking around Vigny again, I go inside to find cousin Tatyana. The cutscene was good - I didn't encounter any problems with the positioning of the characters. Although in a later cutscene that shows the house again, a table that got shot up during the intial fight left the bottles of drink hovering in mid-air.

After Tatyana is shot by the 2 soldiers coming in to the town, I panic for just a moment. The soldiers haven't seen me, but amazingly they walk past/through me and the walls of the house as I leg it for the police Jeep. They don't even shoot me (or maybe they did but they were already inside the house, lying down and so just fired into the walls) but I was still in a state of shock and almost drove back down the fjord. After righting myself I went full speed with no lights on (so as to not attract attention) and almost total the vehicle on the barriers surrounding La Pessagne. I manage to pull away at the last minute and carry on vaugely in the direction of the mountain lodge. I plauck up the courage to go on the road again when I almost slam into a wrecked bus. I get out thinking that a soundfile would play if I stand over the bodies, but hear nothing so I get back in the jeep and drive on.

After meeting up with the civilians and that corresponding cutscene I ponder what to do next. The radio settles that for me. I give in to the pleadings of my men and end up leaving the 3-almost-all-related-though-thru-marriage to defend the base and take the Sarge with the Civil truck to collect the Civvies. No problems, no encounters with the enemy. Head back and after hearing the next set of options, I decide to go after the other civs. Again I take only the military men, leaving the lovebirds with possible-brother-in-law and head off in the truck again. The music is definately a good idea (but I guess you already know that :P) but it can also distract the player (their fault, of course) to other sounds that might be more important than Seventh's ramblings.

Get to the 2nd set of Civs and set them free. Then I go through the forest in the truck and think I'll go looking for the possible set of Civs to the East of La Trinite. Save the game and go to have something to eat.

Compatibility Bug: Come back and try to resume the mission (I wouldn't have any trouble going to the extra effort to get my last save point, as in, it wouldn't bother) but there's some sort of error. CTD. Load OFP again thinking it might be better now for some reason. Same thing, but this time I press 'Restart' instead of resume. Damn.

3rd time's the charm. I did pretty much the same thing - i was more worried about getting save games ot work. If I can't even get back into the mission to load the save - then that would mean I'd have to play the entire mission without exiting :-\ I don't think so :P

I was, sorry to say, a little bit p***ed off with OFP this time round and wanted ot go all out and shoot the crap out of all of the damn goons. I run up the fjord (obviously not literally) and jump in the Jeep. On my way past I see that there are in fact 3 goons inside the house - and one just runs out to investigate. ON the spot I decide to use this to my advantage. I jump in the jeep and start beeping the horn and flashing my lights. The idiot does indeed run out, and stand still in front of me. Hmm...strange, methought at the time. So, it was pedal to the metal and one dead good. Stealing his rifles I burst in the house and shot the other two taking a hit to my legs in the process.

Then it was almost identical again (except this time the soudn file played at the bus crash scene). The only other thing I noticed was that a chopper took particular intrest in me. Not shooting at me or anything, just circling around base, shining his light on me. Well, an quick AA shot will take care of that. Too bad I never got that far. Sleep beckoned and I figured I'd play better if I wasn't tired. So, I save and abort the mission. Only to find the same thing happened. This time I noted what the error message said and follwed it.

It went something like this:

Error: "\Users\Lean Bear\Saved\Abandonded Armies 1-30\continue.fps" - 'No Entry' at '\GameState\Variables\Item26\data.value.'

So I found 'continue.fps' and decoded it. It was over 8megs so it took a damn long time to do. Eventually it was done and I found the right place in the fps file and it read something similar to this:

class Variables
{
   ~~~~~~
Item26
{
data
{
type=ECP_Cast; // No idea what part of ECP this is :P
value=0.4178719; // Something like that - there was a value was the point I was getting at
};
};
};


Looks like it doesn't work so good with the older versions of ECP.

@MrN

I'm glad you got it to work with ECP 1.085. Its a mystery to me :P

Wel, now I'm just gonna do it normal-like, without ECP, heck, maybe I'll even do it on Cadet mode :P

I mean, I know there's the 'Save Game bug' - but this is sort of taking it to the extreme, don't you think?
Title: Re:Abandoned Armies
Post by: MrN on 01 Sep 2005, 20:14:29
Quote
I'm glad you got it to work with ECP 1.085. Its a mystery to me

I have yet to have the savegame bug with 1.085, I had them consistently with older versions. I highly recommend you update, the differences are nothing short of dramatic.

EG, all the blokes pouring out of the truck screaming their heads off @ Dourdan and the craters that appear under most destroyed tanks.  :o
Title: Re:Abandoned Armies
Post by: THobson on 01 Sep 2005, 20:37:57
Lean Bear:
Quote
ECP 1.071 running - big mistake, read on for details...
I can guess even without reading on.

The large file size is due in part to the music.  That was v1.00 at about 4 Mbt.  Later I added a lot more cutscenes and hence sound files for the voices.  That took it to the current 15 Mbt.  The next version has a new music track so add another ½ Mbt for that.  1 hour and 40 minutes.  Gee you had better like it after that!

Quote
but with names like Tatyana, Nikolai and the like - it stunned me at first to hear a British voice.
Well I am British and so are my family.  Also I recon that a Malden islander listening to another Malden islander speaking in Maldanesse will sound like a Brit speaking to another Brit in English.  Just so long as the voices are a bit rustic.

Quote
The boat thing has been discussed many times before, so I won't go over that in too much detail.

So, second time round
;DLol!!  Did you find a chopper?

Quote
I watch in horror as the goon sneaks up behind me while I check dead bodies...
No consolation to you now, but these bodies are not there in the next version.

Quote
a table that got shot up during the intial fight left the bottles of drink hovering in mid-air.
Bugger.  That should be easy to fix.  Thanks.

Quote
The soldiers haven't seen me, but amazingly they walk past/through me and the walls of the house as I leg it for the police Jeep. They don't even shoot me
Thanks.  I always get my retaliation in first so this has never happened to me.  It will be fixed.

Quote
I get out thinking that a soundfile would play if I stand over the bodies, but hear nothing so I get back in the jeep and drive on.
It should, but you are not the first to have problems with is.  I will check.

Quote
Error: "\Users\Lean Bear\Saved\Abandonded Armies 1-30\continue.fps" - 'No Entry' at '\GameState\Variables\Item26\data.value.'
That is the large savegame bug you might have seen some of us talking about.  The only solution I know is
1. rename your savegame files
2. restart the mission from the beginning
3. Once you are in the mission alt tab out and change the names of your savegame files back to what they were
4. Back to the mission.  Press Esc and then reinstate your save game
I believe I recall some saying that this does not always work - but it always has for me.  The real solution is to disable ECP before playing the mission.

The problem is the number of variables that are saved with the save game, somehow OFP can't get them all back if there are too many.  ECP use a lot.  This mission uses a lot, together it is too much for OFP.  I have spent a lot of time reducing them (a 30+ reduction in the next version for instance and a reduction of a hundred or so since v1.00) and ECP did a lot of work reducing the number of variables in their latest version.

Thank you for your perseverance.

Title: Re:Abandoned Armies
Post by: THobson on 01 Sep 2005, 20:39:33
MrN:
Quote
all the blokes pouring out of the truck screaming their heads off
When you said that I thought you were using artistic licence.  I must look at the new version of ECP.  It sounds good.
Title: Re:Abandoned Armies
Post by: Planck on 01 Sep 2005, 21:30:05
Ok, I can also report that the latest version of ECP does not seem to have any problems as far as the large savegame bug goes whilst playing this mission.



Planck
Title: Re:Abandoned Armies
Post by: THobson on 01 Sep 2005, 21:43:30
Hurray!!  I might even try it myself.

Mac:  I saw your advice on the readme.  Thanks.
Title: Re:Abandoned Armies
Post by: MrN on 02 Sep 2005, 00:18:40
Quote
When you said that I thought you were using artistic licence.
Nope, it does happen, it's ace.

More waffle…

Had a quick bash with a change of plan, this time go to Arudy. Brief skirmish and I get a message to put up the Malden flag. I'm guessing this means I've now made my mark…but get killed as I head back to the lodge.

--------------------------------------------

Curses, didn't update my savegame, probably not a bad thing because before most of my team were taken out by the sneaky sods coming to the lodge, so I prepare for them this time. I take the opportunity to reorganise my squad, nice touch. I get it now.

I'm still miffed about my treatment at Larche so I stock up on mines and drive to EE32 and mine the road there. No idea if it'll work but it makes me feel better.

Get back to the lodge and have yet to have a visit, so I sit and wait for a minute. I wait and wait, nothing doing so I move onto take Arudy again.

This time is not quite so straightforward, mainly because I get too bold. I end up in the town before I see anyone and have to hide in a bush while they run around trying to find me.  3 mg jeeps turn up as well to see what's going on but because I'm in a reasonably good defensive position I take them out. At this point the guys I've left at the lodge report an Abrams. Sighs. I get them to lie down and sneak off into some nearby bushes.

I get the message to put up the flag for Malden 3 times, not consecutively but 3 times all the same. Just as I do I hear a rumble in the distance. All of a sudden a whoosh of a tank shell flies over my head. Holy crap what is going on. The loon that's with me down in Arudy starts calling M1's and Vulcans. Gunfire is going off to the west of town. A tank explodes to the east of me and I hear more tank rounds firing off. I get near some rocks in the town and get a message I should be putting another flag up.

I seem to be in the middle of a warzone! A T72, M1 and Vulcan squad are engaging something somewhere, an MI17?, turns up and is attacked by the Vulcan. The Vulcan then gets a shell and blows to smithereens. I daren't show my face so I'm lying in a bush while all sorts of mayhem is going on 500 metres away to the east. I can hear a few grenades going off, a bit of small arms fire, then 7 reports another Abrams and a BMP somewhere. I see the BMP drive up to the outskirts of town,an Infantry squad get out and run down the hill to where all the noise was coming from. They then run back to the BMP and get in. Seems like an opportunity too good to miss. I wait for them to get in and launch an RPG at it.

As I run to the centre of town for some scavenging 7 reports another M1, jesus, how many are there! I keep an eye on him as he heads west up the hill just out of sight and notice something moving near where he was. HA, it's more red-flag dudes, I like these, they're pussies! I do a bit of close combat moving from house to house firing a few shots then moving to lure them into my killzone on the south side. The 5 of them are down but I've lost track of the M1 now. The things that encourage me are that he looks damaged and is another red-flag dude. I only have 3 RPG on me though so I'm not convinced I can do anything about it.

Lag is starting to get a bit more heavy, I'm now running around 10-14 fps.

As I get up and go to move into the town to see if I can see the Abrams, 7 reports it at 200 metres. Oh. I look in the direction and there it is bearing down on me, I pop off a couple of M16 rounds at it to make sure he gets the message and double back on myself to get at it from behind. I fire one rocket. Hide, reload. Double back again, distract him from another direction and come back round to launch another rocket up his backside. Once more and he's down. Yay!

Being as I've been told to get another flag up Dourdan seems a likely place. I get the message again and 7 runs to the flag pole in Arudy and changes it, must have missed that. Just as we do I spot some dudes to the north. Seems like 5/6 of them, uh oh, these aren't red flag dudes, that means trouble. We pull back nearer town and setup a defensive position, I start calling targets using the binoculars while 7 gets busy with an M60. As we're doing this a single red-flag mongrel sneaks up on us and takes us out from the west with a single grenade. Thank the flashpoint gods for savegames!

I reload and rather than stay in Arudy where I feel we've outstayed our welcome I pinch a MG Jeep and head off to Dourdan. The single dude that I left much earlier when I pinched the ammo truck is still running around. Probably wondering where all his mates went. 7 introduces him to some lead and Dourdan is clear. I guess that flag must be mine for the taking now but it's not changing. I update my savegame and retry while it's quiet.

I'm looking at the map wondering what to do next while the flies are buzzing around my previous rampage. La Trinite is having a certain draw for me, I was going to have a look earlier but got distracted. I remember someone saying that was where the convoys met so I'm guessing the ammo stashes there should be plentiful. I feel the need for a silenced weapon now. I'm guessing I'm going to have to be sneaky if I want to start heading north.

I get in the jeep and order 7 in, while I'm waiting I have another look at the map. That's when I notice an icon where the jeep is. Huh? If I'm to presume something from this it's that my jeep needs repairing.
Move up N/E to have a peek into La Trinite, get out have a look at the map to mark where I've left the jeep and notice that the icon hasn't moved. Penny drops I think, I could have sworn there was a T80 carcass where that icon was. Have they fixed it? Bastards, it took me an age to take that damn thing out!

7 spots an enemy ural to the south of town. The place is looking pretty deserted though so I run down, sneak around and spot some ammo crates. Get the message about the AP/AV mines, look at the instructions in the radio and chuckle to myself. I'm DYING to find a good place for these. I then wonder if you've used them…

I take some more RPG's and sneak round the back of the truck, the engine is still running but all the passengers are blood-stained with their heads hanging down, damn shame. I take no risks and put a rocket up its tail pipe. I get some more rockets and load up the jeep. I then do something that I may regret later but I'll deal with it then. I mine the hell out of La Trinite, paying particular attention to the north side.

As I'm scratching my chin again looking at the map 7 reports a couple of tanks to the north of us. I now notice that the fog seems to drawing in again. Noooooooo.  I get back into a bush and look out over the town, just as I do a T80 and M2 scream down to where the destroyed truck is. Grrr, guess where I didn't put any mines.

As I'm keeping tabs on the tanks which have headed off in the Dourdan area 7 reports some loons. There must be 7/8 of them heading from the north, as I cuss my luck I hear a mine go off to the far south. Heh, that must have been the T80 in Dourdan. That should provide a decent distraction, the M2 certainly seems to have got all interested. Just as I am getting a bit smug and thinking they'll all go off to investigate, the M2 heads straight towards me, gets about 200m away and drops a load of troops. Fab. The troops start heading straight towards me and then sweep away south, phew, the M2 follows shortly after, the turret then swings right in my direction and starts shooting at something. It turns out to be MY bloody jeep. Completely unprovoked attack, I damn them all to hell as my jeep and my rocket stash go up in flames. I'm aware that I'm swearing a lot and have to go back over this to edit a lot of it out…

My position has obviously been compromised now so I head around to the north to find some other cover, as I'm running I can hear the karump of rockets firing off into the distance and some small arms fire. Someone is keeping busy. I find some cover, let 7 catch up then carry on, just as get to a rise some AK fire heads straight towards me, I hit the deck quickly as I check my ammo, 2 clips, not good. There's about 6 guys running straight towards me, I shoot one just as he goes to lob a grenade at my position, I've been injured so my targeting is getting lapse, one after another they try to flank me and run at me while I mow them down constantly watching my ammo. After I got them all I had 14 rounds left, I stock up again and move on. I get to a hill that overlooks the road north of La Trinite and 7 reports some more armour. There's definitely some serious action going on here.

I sneak up to where the armour is and it looks like a convoy, BMP, Vulcan and 2 trucks stopped on the outside of town. I check my RPG ammo, 3 rounds, 4 targets, hmmmm. Lady luck favours the brave I guess, the Vulcan is the first to go down, reload, BMP goes down, 1 of the trucks blows up in sympathy and I pop the other truck. Yeah baby. I may be doing ok but I definitely am feeling out in the open so move off s/e to a big bunch of rocks to regroup with 7 and to save the game!

During this little adventure my FPS dropped to 6/7.

I head north east just to get away from that area, it's a little warm for my liking and stumble across the fence for the airport where Andropov is. Hmmmm, it's light, the visibility isn't too bad, I see a few dead bodies scattered around so I'm guessing the defences round here have been compromised. I see a lone MG'er on the entrance. I can also hear the crump of rocket fire going off into the distance so I take this opportunity to move in.

I tell 7 to target the MG as I move up, he does his job and it turns out the bodies I'd seen weren't bodies at all. I manage to get the dude lying by the house and move up to the entrance, I get the guy there and as soon as I do I get a sniper bullet clean in the forehead and drop to the deck like a sack of spuds. Damn, that changes things.

That's me about done for this round. I now need some PTSD counselling…

Title: Re:Abandoned Armies
Post by: Mikero on 02 Sep 2005, 03:30:50
@MrN

Don't you feel a tad guilty at all the chaos you're causing?

@Thobson

>mods folders and addons

here is Ofpec's reference written longhand so you can copy paste to readme

http://www.ofpec.com/includes/download2.php?id=1146

it's Hawkins write up on the subject (along with Keg's launcher) and about says it all.

Here is an interesting whizzmo (not related to above) you might want to look at.


http://www.ofpec.com/includes/download2.php?id=975
Title: Re:Abandoned Armies
Post by: THobson on 02 Sep 2005, 10:00:09
MrN
So you are enjoying it then?  6-7 fps is not too bad in that situation especially given you are running ECP as well.  Lower than I would have liked, but just okay I guess/hope.

Once again a wonderful story, thank you,  and good luck.  I will re-read your account when I get home to see if there is anything I should change - so far I can't think of any.  By the way I think you realsied that the 'another flag up' message related to where you were, during the fighting one of the soldiers must have run to the flag pole and changed the flag,  you probably had other things on your mind at the time and so did not see it happen.  If you get the message and don't do it yourself one of your team will if they are close enough and not in a vehicle.

Mikero
Thanks.  I have put in the readme file a link to the ofpec page that contains Hawkin's tutorial, a link to K's site where his OFP Launcher is kept and a link to the ofpec page that has your pristine addon's list.  The second link you provide will need to remain a mystery to me for a little while longer as I still haven't got round to giving myself rar capability.
 ::) :-[
Title: Re:Abandoned Armies
Post by: THobson on 02 Sep 2005, 19:41:28
Okay I am now just going through the long list of things all of you have picked up.  I won't deal with each of them here, just the oddities:

- 'Old' woman at Dourdan.  Several of you mentioned something about her being old.  I did not think I had said anything that would give the impression she was old.  I have just done a search of the script and description.ext to find 'old' and nothing relating to her came up.  Did I imagine the comments?  Have I missed something in my search?

- Cutscene at Dourdan kicks in when the player is too far from the ladder.  You may recall that in an earlier version the cutscene kicked in at the top of the ladder.  Oh! that's right, due to a feature in OFP the 'Climb the Ladder' action vanishes during the mission so the cutscene was not accessible except to the most athletic players that could some how run or jump up the ladder.  For that reason I moved the trigger point to the bottom of the ladder.  Unfortunately 'Climb the Ladder' is there at the beginning of the mission and if the player is quick enough to start climbing the ladder before the cutscene starts then horrible things happen to the cutscene.  So I trigger the cutscene while the player too far from the ladder to have been able to start climbing it.

- Seeing a blank wall instead of Alexi during the Dourdan cutscene.  As far as it has been reported this only happened for Mikero.  Other strange things also happened for Mikero elsewhere relating to items being displaced slightly on the map.  I am inclined to treat this as a one-off glitch.  

As ever comments welcome.
Title: Re:Abandoned Armies
Post by: MrN on 02 Sep 2005, 20:09:17
Quote
Don't you feel a tad guilty at all the chaos you're causing?
Lol, it's either them or me. I didn't notice the action menu option "Use Diplomacy". ;)

Quote
So you are enjoying it then?  6-7 fps is not too bad in that situation especially given you are running ECP as well.  Lower than I would have liked, but just okay I guess/hope.
Yup. I wouldn't have written (so far) nearly 4500 words on it if I didn't. It makes a refreshing change to not know what the hell is going on for all the right reasons. The whole island is going crazy. I said earlier that my usual tactic is blowing a mission to pieces on my own, I just needed to find a way of doing it.  :)

Quote
anything I should change

I can't say I've noticed anything, there may be "background" stuff that I'm unaware of that needs tweaking but so far it's going sweet.  

I mention the FPS just as an observation, I can quite happily put up with it considering all the madness that is going on,as you've said before:
Quote
Even just what you did and what happened and what you saw.  Often that is enough for me to spot something I want to change, even though the person telling the story doesn't realise it.

 :)
Title: Re:Abandoned Armies
Post by: Mikero on 03 Sep 2005, 01:45:48
Quote
Lol, it's either them or me. I didn't notice the action menu option "Use Diplomacy".


PLEASE, do not give this bloody author any further ideas.
Title: Re:Abandoned Armies
Post by: THobson on 03 Sep 2005, 04:52:57
 ;D Lol.  
My wife would agree with that.

Actually - so would I, now.
Title: Re:Abandoned Armies
Post by: Lean Bear on 05 Sep 2005, 22:18:58
OK, now that I'm stuck in the middle of everything like I'm supposed to be (without ECP running), I've managed to get a lot further by having save games that work :)

A couple of things I noticed (Some of these may have been mentioned before - in that case, you can just skip over them):



Basically, after reordering my squad one time, I noticed that when we stopped running (while in formation). Evryone stopped and then turned around to face the opposite way to the direction we were just runing into :P

Reordering them again a couple of times seemed to eventually get them facing the right way.



I had that experience earlier on too. I was merely minding my own buissiness in a truck, rolling down the hill in the countryside and then BLAM! A tank scores a direct hit on my truck. Then a vulcan makes sure I'm toast. They must have been at least 500m away. How's a gunner, looking through a hole about the size of your hand, in thick fog and rain, in the inpenetrable dark going to be able to do that? Not too realistic if you ask me...

I set my View Distance higher in the end, and that helped - but it meant the lag was much more noticeable throughout the mission.

I was just wondering what other players' video settings are whilst palying this mission?
[/list]

-----------------------------------------------------------------------------

Other than that it was a great couple hour's gaming :)
Title: Re:Abandoned Armies
Post by: THobson on 05 Sep 2005, 23:25:50
Lean Bear:

Quote
Basically, after reordering my squad one time, I noticed that when we stopped running (while in formation). Evryone stopped and then turned around to face the opposite way to the direction we were just runing into
I have had some problems with the reorder process, but no one has mentioned this.  The problems I have had involved them running off to get into a vehicle during the reorder activity.  I have changed the way it works to avoid that happening.  I cannot explain the problem you have found.  What happens if you tell them to watch some direction?

Fog: I think the tanks have radar or some such.  I am afraid that is the way OFP is.  I find it far too dangerous to be in a vehicle if there is any armour around, or any LAW/RPG/AT/AA guys.  In fact I am very careful about using vehicles.  In earlier versions there were a lot of complaints about soldiers, particularly snipers, doing something similar.  It seems the problem is a result of the rain rather the fog.  I do cut down on both rain and fog later in the mission.

Quote
Other than that it was a great couple hour's gaming
Glad you enjoyed it.  The fog and rain might just have started to lift by then.  I don't think many people have completed the mission in significantly less than 10 mission hours.  It usually takes me into the upper teens of mission hours to finish - but I am getting old and slow.  So there is a fair way to go yet.

As to video setting.  I set my viewing distance to 1400 years ago and have not touched it since.

Mikero:
Okay I am now rar capable.  Interesting file you attached, thanks.  Nice idea.  A couple of potential issues I could see. 1) I am not sure that OFP benchmark is a reliable indicator of performance; 2) The script sets the player's terrain detail.  I think that would be fine for missions that don't last very long, but for a mission that has to survive multiple saves and restores there is  problem.  I previously had a script in the mission so that whatever the player's terrain detail setting, it was reset to normal.  (If the mission is not played at the normal setting strange things happen to the ruin at the lodge).  The problem here is that the script couldn't change the underlying user setting, so every save and restore seemed to generate a cumulative vertical displacement  of objects on the map.  There were trucks completely underground, buildings several feet above ground. etc.  I have had to resort simply to telling the player what their setting should be.  But one thing it helped bring home to me was the extent to which people have been writing stuff for OFP for years.
Title: Re:Abandoned Armies
Post by: macguba on 05 Sep 2005, 23:40:08
Your loons tending to face backwards is a feature of the game engine, it's nothing in particular to do with this script.

Benchmark is not a reliable indicator of performance.   When I got a new motherboard and new chip my benchmark dropped from 5660 to 3000.   Loading times went up slightly, but frame rates in the game improved slightly.    Overall I would say performance was marginally better.  
Title: Re:Abandoned Armies
Post by: Mikero on 06 Sep 2005, 03:40:33
>tanks and mist

as far as I am concerned, vehicles that have infra red can indeed 'see' you at much further distances, and indeed i have used IR to my advantage on some missions, particularly Shilka vs Aircraft. I just assume tanks do similar to what I would do and no longer consider it 'unfair'. Indeed apart from moral outrage on my part, I made mistakes of driving trucks around cliff edges and was blasted back to Vigny from Larche when I did. It made me laugh after I'd recovered from the shock.

The 'mist' issue has definately gone away. For the relatively short time rain now causes unfairness in this game, it's not significant. You're nowhere near the murderous zones of chapoi/airport where it would be. Any complaints about it remain valid, they don't like it, but it's no longer a bug as such.

>benchmarks.

at best for me they are just relative indications of whether you're playing on a 386 or a 4gigahertz latest and greatest. They suggest other things like adequate memory and perhpas a decent (or otherwise) video card. But MacGuba's comments (which he's mentioned before) make even that unreliable. As far as whether a benchmark actually means something specific, the jury is in, it's a definite no but may have held some significance 5 years ago when game first appeared.

For my money, I'd opt for Kegety's frame counter (fps).

Title: Re:Abandoned Armies
Post by: Dagon on 06 Sep 2005, 06:58:02
Oh yeah, a tip for anyone finding that climb up the hill at the start annoying....

If you sprint-strafe SIDEWAYS up the hill, you will walk up at a normal speed rather than on your guts, which makes the start over twice as fast.
Title: Re:Abandoned Armies
Post by: THobson on 06 Sep 2005, 08:00:20
Quote
As far as whether a benchmark actually means something specific, the jury is in, it's a definite no but may have held some significance 5 years ago when game first appeared.
I think that's the point.  It may have been appropriate some time ago, but appears not to be now.  I notice for instance that the script maxed out at a benchmark of 4000, but there were lots of ranges below that.

Quote
If you sprint-strafe SIDEWAYS up the hill, you will walk up at a normal speed rather than on your guts, which makes the start over twice as fast.
It is incredible what you all find.
Title: Re:Abandoned Armies
Post by: LukieTee on 07 Sep 2005, 18:02:46
This is one sweet mission, ive come back after a long rest from OFP with now ECP and some other features, One thing i must ask are you going to make this Multiplayer at all, i thnk the family going to find uncle Nikoli would be very intresting, Just a thought.

over and out
LukieTee :D
Title: Re:Abandoned Armies
Post by: THobson on 08 Sep 2005, 00:21:20
I appreciate your comments.  

Multi-player - holy moley, I'd like to get the single player finished first.

I think the concept of a fully operational island, but with less story, would be a great topic for a multiplayer mission.  You would need to make sure that the people you played with all had the same stamina levels though.  It would be a long one.   :)
Title: Re:Abandoned Armies
Post by: LukieTee on 08 Sep 2005, 16:52:05
Dear lord yes they do, Anyone heard of the 6th sense Community. Hardcore OFP gamers up for ultimate realism and team work this would be a beautifull mission for our specials, we have had 5 hour runs reguarly, and im sure we could organise it, :) good luck with the rest of the map, you are an exceotionaly talented Mission Maker, hey this may be the very worthless opinion of a 15 yr old but in my eyes this project is a work of art. Why the hell havent Codemasters offered you a Job.

Deep Respect
LukieTee Also Known as "My_Shortcoming"
Title: Re:Abandoned Armies
Post by: THobson on 09 Sep 2005, 05:41:23
Well that is exceptionally kind of you to say so, but I am not sure I can agree.  Talented would imply several missions all of a similar high quality.  What you have here is one mission, that if I had costed my time would be totally uneconomical to produce.  The concept and scale is unusual, and what surprises me is that no-one else seems to have done this before.  Please don't think me ungracious.  I really do appreciate your comments, it is just that all I seem to notice is all the crappy bits about the mission, and there is nothing in the mission that seems particularly complicated or difficult.

Well 5 hours might get you ½ to 1/3 of the way into the mission Lol.  I think a multiplayer mission with this concept would be great fun, but I think it might miss one important feature.  I have only ever felt it a couple of times in the mission but there is occasionally a very intense feeling of a particular type of fear.  The fear that comes from leadership.  You don't know what to do, you know you have to do something, anything you do might be wrong, to make no decision is not an option because to do nothing is to make a decision, you have no one to ask and others are depending on you to get it right.  If it were multiplayer you could have a discussion.  Or maybe I am over glamorising it.

Anyway thank you again for your comments.  To know that it is appreciated so much creates a lot of energy to make the next few improvements.
Title: Re:Abandoned Armies
Post by: MrN on 13 Sep 2005, 23:10:08
Not had a lot of time recently so only a brief update.

Decide against the airport and head towards St. Louis. Stick a mine on the road just in case and head to the high ground for an attack. Notice that all my group are now experts, they have been keeping busy with roving patrols.

A brief firefight and I get another message to get a flag up. My heart lightens when I see a couple of ammo crates.  I go on another mining operation and on my way back a 5/6 man patrol is coming from the airport area. I only have 1 clip so go to ammo crates first and just as I come round a corner there's 3 loons staring right at me. I had a bit of a Pulp Fiction moment while they fired aimlessly at me shouting russian, I dodged behind a house and lobbed a couple of grenades then came back round to finish them off. Trusty old 7 reports a loon at 50 and takes him out.  I get a message to take a flag again, sneaky little sods, they'd changed the flag again.

As I was stocking back up again a Hind reared it's ugly face and kept sweeping backwards and forwards over the town. I launched off 4 clips of PK fire at it and it ran off to lick its wounds. It then came back, I fired off about 3 M60 clips, it went off and came back again. I launch an RPG at it and miss. Decide that these are way too precious and leave the Hind until I find a Strela.

My Larche bugbear is still with me so I leave 7,. who I check is Karl this guy is good, at St. Louis and head off towards the place to see what's going on. Loon activity seems to have died down a bit recently so I'm interested to see whats there.

Well, that was easier, only about 4 loons left at Larche so they didn't stand a chance.  The flag is now up in Larche. I am wondering the significance of this though… Have I got to take all the flags?

Order the rest of my squad to Larche and while I'm having a nose around I notice a repair truck and 2 fuel trucks, unoccupied and undamaged in a nice neat line waiting to be parked in MY town of Larche. It's at this point I notice that the getting out of vehicles with the gun on my back irritant has gone. Weird.

FPS during all this was a fairly consistent 14.


I leave the remaining squad (Irena, Erik, Karl and Pavel) at Larche while I go Loon hunting. I decide Goisse should be my next target, a couple of retries and it's mine. I also have a brief "accident" with one of the AP mines which I leave next to the flag. My next move is to La Pessagne.

Park up my truck and sneak in, I can only see one loon running about. It looks like I've missed a major battle here, there's bodies everywhere. I take out the loner and put another flag up, I also leave another "present" for anyone that tries taking that flag back.

Head down to La Riviera, park up outside and take out the remaining 4 loons there, have a quick run around looking for a flag but there is none. I'm guessing they're only in "no-mans land".
 
Have a peak at the church on the hill, head down to the lighthouse, don't know why guess I'm just looking for Easter eggs  ;). I then move to Cancon.

Not much doing here, 3 or 4 loons lying in the road and 1 running around, again a brief firefight and it's clear. During this I get a radio message from the squad at Larch reporting Jeeps with MG's. Then one after another they get slaughtered. I did a good job on destroying the Resistance single-handedly!

I move on towards fuel near Chapoi, I engage a couple of troops and then get mown down in a hailstorm of bullets. Damn.

Good job I have used multiple savegames, I think I need to hop back a couple to try and dig myself out of this mess I've got myself in.

Quote
blowing a mission to pieces on my own
:P
Got to eat those words now, seems like I do have to use my squad.
Title: Re:Abandoned Armies
Post by: THobson on 14 Sep 2005, 19:17:22
MrN:
Glad you are still at it.

Quote
seems like I do have to use my squad.
It is also more fun that way.  I can't say the mission is not possible on your own - some have doe it that way.  But I don't think I could
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 15 Sep 2005, 16:56:57
I played OFP upon release and would now like to come back to the game in order to play THobsons mission (he is a long-time friend of mine).
I have a dumb installation question which I hope someone can help with.....
Have installed Cold War Crisis, Resistance and patch 1.96
I have put the Editor Upgrade in Add-ons (no sign of the original file), but when I try and start the mission I get the message shown on the attached file.

Obviously a simple error but I can't find the answer (I have looked!).

Any help gratefully received.
Thanks
Title: Re:Abandoned Armies
Post by: Cheetah on 15 Sep 2005, 21:07:58
Attached file, do I miss something?
Title: Re:Abandoned Armies
Post by: bored_onion on 15 Sep 2005, 23:30:20
bored_onion Plays this Mission

OK - here is a kind of truncated account of the stuff i've got up to playing this mission. It's the first chance I've had since I downloaded it about a month ago, although I've played it a little bit here and there. I'll try and leave stuff out that's mainly been covered. Take this as a playtest from a guy at the lower end of the ability range, as a lot of the people so far seem like real Rambo's. It isn't too long into the mission either - I'm only doing what I can actually achieve, you see. The computer I'm playing on seems to run this fine with ECP 1.085 so I've kept it on too. Spec is about 3GHz, but don't really know much more as its not strictly mine (my own is simply too poor to run any kind of Flashpoint without landscape disappearing at less than 1FPS etc.)

Mission:

OK start out do the fairly usual climb, cutscene murder, meet up, civilian rescue thing. Everything seems fine apart from a few of the camera angles in the lodge. Some of them are pitced slightly above the speakers' heads. I get to the second group of civvies and then start to look for more. Spent a while wandering around the forest next door to misguidedly look there. Kept getting shot by loons from the fog whenever I venture more than 100 metres north, no matter how many I kill.  :(

As a test, I leave my squad behind and run off to the other side of La Trinite to check for the others and find them dead. I can't be bothered to run back so I just reload and leave the corpses where they are. Now I head back to the lodge with a squaddy driving the truck and me in the low fuelled Mini which just about makes it back. We have no ammo and rubbish weapons and so I look for an easy target to put a foot on the first rung. Don't want to go anywhere near where I've just been or near Houdan because instinct and some tests I've read tell me it's nasty there.

I decide on Goisse because it looks out on a limb and easy to zoom in, kill, grab and run. Big misconception. I hop in the truck with a couple of my resistance soldier dressed fellas and we head down. Get out just to the North but I leave #5 in so he can drive the truck in when we need a getaway. 6 and i wander in and I take a pot shot at a loon standing by a house. I hear lots of ECP voices about and loons suddenly run out of the fog at me. A couple of tries and we keep getting shot to pieces. I tried coming in from the West but tanks and loons come from behind me. When I sent 5 to park the truck behind us to get out again our truck got blown up by some AT dude. It seemed that armour was being conjured up around me the second I fired a shot. Obviously this wasn't the case but such dynamic AI response to what I do is really giving me trouble.

Getting a bit demoralised by my lack of ability and strategy and so decide to reload from before coming to Goisse. This time we drive to Larche because I've read lots of people's accounts who went to Larche with a measure of success. We crawl in after leaving the truck behind us and the second I fire my opener there are reports of the jeep convoy coming through. I suspect this is just bad luck rather than conspiratorial scripting so I wait for them to go again. Tried again a few times but kept getting shot by loons left right and centre (under a truck). Hmmm.... :-\

So far:

At the moment, I'm still at square one trying to find a good place to start and seem to be really struggling whenever I meet any nasties. I am not the best player and the fog and rain are really getting in the way so none of my attempts to arm myself with anything more than 30 M16 rounds have been successful. My next plan will be to go to Dourdan but I'm not sure whether I'll have much luck. I might wait for the weather to clear but I can't think of anything to do in the meantime. It's kind of a shame because this is such a great mission with such an amazing game concept which I'm really desperate to get stuck into but I don't think I'm good enough. Reading back over what I've written, I don't reckon it's that useful but I've tried to do what I can.  :-[ If there's any advice as to how to get started I'd really appreciate it in order to give this mission the test it deserves. ;)
Title: Re:Abandoned Armies
Post by: macguba on 16 Sep 2005, 00:29:03
This is a demanding mission on three levels.  The first is that it requires the player to be detemined, intelligent and imaginative.   You have clearly satisfied these requirements.     The second is that it is there are a lot of battles to fight:  you have to preserve your assets, be they squaddies, ammo or savegames.   Gung ho doesn't work, you have too far to go.

The third is the one that is sticking you:  each of these battles is non-trivial.   However, taking a village is, in and of itself, not particularly hard - you have done it dozens of times in ordinary missions and this is no different.  

What's really causing the problem is that, by bad luck, you are running straight into the dynamic aspects of the mission in a bad way.  The answer to that is to swear and try again, which is what you are doing.

The problem with the rain is that sometimes the AI can see further than you.   The answer is to hit the dirt and crawl earlier than  you might expect, and keep your loons right up.  Reorganise your squad to have some good guys with you - they can spot and shoot the enemy before you.

I don't want to give away too many spoilers.   However, when beta testing I always start by circling round Arudy without being detected and attacking it from the south.    The opposition is light but well hidden:  be cautious in moving towards the camp.    Rearm your squad quickly from the dead loons while you steal the truck.  Don't use the roads, just drive away somewhere where you can reorganise.   Hit and run, run being the operative word.  

This won't solve your weapon and ammo problem, but it will help.    It will be  while before you are in a position to tackle armour, so if you hear any just leg it - you can't win at this stage.    Similarly the jeep convoy:  if you suspect it is in the area, keep quiet.    Later it will make a fun and easy target.    You've still got some plot options too although they won't solve your ammo problem either, at least not directly.

However that's just me - there is no "right" answer.   Your strategy is fine:  just keep exploring and discovering, that is partly what this mission is about.   You've already discovered several things that don't work.   ;D

If you are good enough to play the Resistance campaign you are good enough to win this one.  I suspect you may be driving the truck too close and the enemy are hearing it.
Title: Re:Abandoned Armies
Post by: Mikero on 16 Sep 2005, 01:45:22
Backing up MaGuba, he's 100% right and Gung Ho doesn't work. Not that you did, but you'll have sediment around your gameplay which makes you think you should. Attacking a town and 'winning' isn't the objective. Attacking a town and surviving is. As in run like hell.

You don't say so directly, so I can 110% assure you that:

there are no respawns. troops dont just magically appear

there are no cheats (enemy homing in on you just coz you're there). tanks eg just happened to be on random patrol at let's say, and 'inconvenient' moment. 8)

One wonderful aspect of this mission is, if you make a lot of noise, what would you expect to happen? (and attacking anything makes a lot of noise)

Your current lack of weaponry, while intentional design, is in fact your own fault. You rushed it trying to get game over rather than get into it. Hint, start at Vigny again, and take your time. Explore, explore, explore. Take the loons on, only on your terms or run like hell. That's the other marvellous aspect of this mission. the loons are savage, but, they wont hunt you to extinction.

@SpikeTennyson

Quote
THobsons mission (he is a long-time friend of mine

with this mission of his, he's no friend of ours!
Title: Re:Abandoned Armies
Post by: THobson on 16 Sep 2005, 03:43:56
Come on guys this is a mate of mine.  Way back in the mid 80's he and I were racing each other to finish a game called Omega.  For those of you too young to remember this was a game where you….

…wrote an ai program to control a tank and then let it loose on a battlefield against a computer controlled tank.  If your creation survived you got to the next level.  I can't remember who won.  It doesn't matter now but it did then (I remember the midnight phone calls telling me that the next level had been reached - and it wasn't by me!).  He has come back to Flashpoint because of conversations like:

So what are you doing now?:
Rise of Nations                  Flashpoint
Rome Total War                Flashpoint
Silent Hunter 3                  Flashpoint
Windsurfing                       Flashpoint
etc.                                 Flashpoint
etc. etc.                           Flashpoint
What's with this Flashpoint - I finished it years ago?  Err.. well actually I made a mission.  Yes I know I saw your missions years ago - err… naff.  
I think this might be different  - okay prove it.

So he downloaded it and can't get it to work.
I told him if he posted his problem here he would get some help so don't let me down.  He is getting an editor102 blah blah not found error. despite putting the editor upgrade in the addons folder and having a clean (no other addons) installation.

I am at a loss.

SpikeTennyson?? I'll have to think about that name.  Your inventiveness puts me to shame - just look at mine!!  The best I can do is have 42 save games - and even that is in the next version.

Bored_Onion:
I cannot say it better than macguba and Mikero, and I cannot say how pleased I was by what they said, it was exactly how I hoped people feel about it..  

The key is not to think about all the missions you have played before.  Instead think about what you would do if you were young and inexperienced but leading a group of keen but novice men (and woman) who are determined  but are up against two enormous armies.  macguba and mikero's comments really say it all - you run like hell…  

…Until you are strong enough not to.  

To help pace yourself:  I usually complete the mission a bit before midnight -  game time.  Some manage to finish before sunset.  At least one person has posted battle reports for day two!!

Take your time.  The objective for a lot of the time is simply to survive.

Best of luck.  

Mikero:
Quote
THobsons mission (he is a long-time friend of mine


with this mission of his, he's no friend of ours!
Gee it's great to be appreciated!
Title: Re:Abandoned Armies
Post by: Pilot on 16 Sep 2005, 04:11:22
@SpikeTennyson
I will try to help, I will give you step by step instructions.  Some of the steps you may already know, and then again you may not.  Just follow each step as I outline them:
1. Check your Addons folder, there should be a file called either editorupdate102.pbo or editorupgrade102.pbo.  If there is, delete it and go to step 2, if there isn't, go to step 2. ::)
2. Now check Res\Addons, if the either of the two files listed above are there, delete them
3. Now, download General Barron's Editor Update (http://www.ofpec.com/includes/download2.php?id=730)
4. Unzip the file, there should be two files in the newely created folder, they are: GENB_EU_readme.txt and editorupdate102.pbo
5. Copy editorupdate102.pbo to your addons folder.  Only copy it to the addons folder, do not copy it to the Res\Addons folder.
6. The editor update should now be installed.  Load up OFP, play THobson's mission, and have a lot of fun.  His mission is the best I've played so far, and I still haven't finished it (yeah, yeah, yeah ::))

-Student Pilot

EDIT:
In case you are wondering, there are two editorupdates available and one editorupgrade.  They all do the same thing, but they are not compatible with each other.  I'm having you delete any existing file in case you downloaded and installed the wrong update.  General Barron's update is the most current (well, almost) and I believe it is now the most widely used as well as being backwards compatible with the other updates.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 16 Sep 2005, 09:16:36
Cheetah
I attached a 56k screenshot to my post, appears not to have worked; so yes you were missing something! Sorry.
Student Pilot
Thanks for your comprehensive reply. I have downloaded the Barron's editor update as THobson described in his introduction.  The problem seems to be that I have nowhere to put it!! I have an Addons folder under the Res directory (which does not contain an editorupdate file), but I do not have any other Addons folders. I even tried adding one within the OFP directory but that did not help!
I have a feeling that there is something I should have installed; but I do not know what!
With Cold War Crisis, Resistance and the 1.96 patch installed, my sub-directories are BIN, Campaigns, DTA, Missions, MPmissions, RES, SPTemplates, Templates and Worlds. Other than in RES, there is no Addons folder in which I can stick the editor update file.
Any advice gratefully received!

Thobson
I regret that my memory informs me that you won Omega!
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 16 Sep 2005, 09:30:56
Update!
I re-installed everything and then, in the absence of an "Addons" folder, created one and added the designated editor update. Now it works!
Thanks for all the help and I look forward to contributing to the testing process.
Title: Re:Abandoned Armies
Post by: Pilot on 16 Sep 2005, 16:15:36
@SpikeTennyson
That's wierd, what version of CWC did you have?  Did you update to 1.46 before installing resistance?  I recall there was an early version of OFP that didn't have an addons folder, but that was fixed back in 1.2 or 1.3.

Anyway, I'm glad it worked, have a blast!

-Student Pilot
Title: Re:Abandoned Armies
Post by: bored_onion on 16 Sep 2005, 18:43:44
thanks for the advice. i particularly enjoyed macguba's "swear and try again tactic." well @#*"! me i am gonna try again. will report back later i hope.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 16 Sep 2005, 19:01:23
@Student Pilot
It was an install from the original Cold War Crisis disc, followed by an install of the original Resistance disc, followed by the 1.96 update patch. Perhaps it was one of the intermediate patches that installed the Addons directory.

Anyway, all sorted now so I can enjoy THobson's fiendish creation!
Title: Re:Abandoned Armies
Post by: bored_onion on 16 Sep 2005, 20:37:18
Crack Number 2

OK so I decided to play again for a bit to see if i could do any better this time. Reloaded in Larche and decided to have another couple of cracks at it. We do some shooting of guys and after some retries I end up crawling towards the town with the corpses of my 2 friends behind me. Not sure if scavenging a few weapons is worth a couple of my mates but curiousity draws me in. head in and start filling up a truck with bits and bobs and grab myself an RPG. can't seem to put this in the truck though. maybe im being dumb. anyways i hop in as things start to hot up and floor it out of the town. turns out this entire squad has wandered out of the town to where i was doing some poaching earlier so i run over a couple of them and give it some welly towards the lodge. only a bit of fire for a while but i do get injured and then a really friendly AT fella blew me up. scratch Larche for now, says I.

decide that I need some more men so I head up back to the lodge with my two guys and put 7 & 8 in my truck. i figure now that we are band of merry men my fellow AI dudes will be able to see through the rain just as well as the enemy. we set off for Arudy to see if a smaller village is any easier. we arrive and disembark down the road. throw a grenade amongst the tents and the guys start going ballistic. loons running to left and the right with some rifle grenades swinging about. keep getting nailed through the fog by these guys on a hill which i didnt even know existed. i spent about 8 retries coming in from various directions but each time we get mown down or grenaded (and of course ECP grenades make it harder for me to shoot). average life span after the first shot is fired: less than 15 seconds. however, the good news is that no armour has appeared (although i havent really managed to stay alive long enough yet). i will probably have another go at Arudy before i finally go somewhere else. beginning to think im just not up to this - i can't even complete my own campaign most days. nevertheless, those soldiers sure havent seen the last of me yet.
Title: Re:Abandoned Armies
Post by: macguba on 16 Sep 2005, 22:41:33
You're making too much noise.   You gotta play these early stages smart and quiet.  If you really had never fired an M16 before, and had two or three people you didn't know helping you, how would you attack Arudy?     I would leave the wagon a long way off, sneak up on my belly, hide in the E-W bushline south of the village and the tents and watch for a bit before shooting anybody.     You don't want anybody to detect you, not even if their death warrant is already zinging through the air.

I've just had a go at it straight from Vigny and cleared the place at the third attempt.  Only two bursts were fired at me: each one was fatal obviously.     The first time it was because I was cocky, stupid and lazy.  The second time I poked my head out of a bush and there were four of the bastards right in front of me.    ;D    

It varies each time, obviously, but there were ten bodies.  I fired 47 rounds of M16 ammo.   A good ratio but under the circumstances I don't shoot unless I'm going to hit.   If I'd had a grenade I'd have left it on my webbing.   At one stage I took the pistol back out although in the end I never used it.

I write this in such detail in the hope of providing encouragement and possible tips.    When making the Un-Impossible Mission I made detailed investigations of how good I was compared to the AI and other humans and I'm OK, but not a strong player.


@THobson - I keep forgetting to mention the clipping of the Vigny loon in the corner as you go in.   I always spot  him because his weapon is sticking through the wall.  Move him back a fraction:  you attempt to make him catch you by surprise fails because the clipping lets you down.    The bastards who shot Tatyana paused to laugh over her body which I haven't seen before and was a nice touch.
Title: Re:Abandoned Armies
Post by: THobson on 17 Sep 2005, 11:57:24
bored_onion:

Don't loose heart.  As mac suggests - think about what you would really do in a situation like that.  You would not expect to capture towns - not at first anyway, you would expect to kill a few soldiers and then try to run away before any other turn up.  If you manage to steal a few weapons and a bit of ammo in the meantime then that is a bonus.  Also I think someone in that situation might explore the island a bit.  Was there anything mentioned in the cutscenes that you are curious about?

When I play this mission during the early part of the fighting I cover huge distances on my stomach.  I also try to get everyone equipped with Bizons as soon as possible, we sneak around a lot and only attack when we can really cut them to pieces quickly.  I know we are in trouble if I get any return fire.  But as I believe I mentioned I don't usually finish until about 23:00 so I am not the quickest player.  In this mission slower is easier.

macguba:  Thanks - I must have spent months in Vigny and didn't notice the clipping - I was always focussing on other things.  Glad you like the laugh.  If you can actually see it, the guy kneels down to inspect her and then laughs.  Nasty bastard.


Title: Re:Abandoned Armies
Post by: XCess on 17 Sep 2005, 18:48:20
I'm back from my travels... I'll carry on testing in a day or two.
Title: Re:Abandoned Armies
Post by: THobson on 17 Sep 2005, 19:56:02
Welcome back.  I plan to up-load the next, and hopefully final, version tomorrow evening.  So if you are continuing from where you were that is fine.  If you will be restarting you might want to wait 24 hours or so.
Title: Re:Abandoned Armies
Post by: XCess on 17 Sep 2005, 20:18:17
i'l wait til next version if it dont take too long. I gotta sort out the comp anyways.
Title: Re:Abandoned Armies
Post by: Lean Bear on 17 Sep 2005, 20:45:23
@ bored_onion

Although it may sound boring - I find the best way to start is to play the wating game. Especially on my comp, its a lot less taxing for both myself and my machine after the sun breaks the sky, the fog begins to clear and the lag is less noticable :)

That's when I start going about my bussiness cause its so much easier to spot the enemy.

@ THobson

Remember that bug I was having where the guys in my squad would, for no reason, face the wrong way when not moving? Well, I noticed a couple of other things about it:

On another note. Have you concidered making an addon for your mission. Just to store all the sound files and music etc. that won't change. I just thought it might help out some of us less cable-available people to playing the latest versions of your mission?
Title: Re:Abandoned Armies
Post by: THobson on 17 Sep 2005, 22:24:31
XCess:  
If I don't get it uploaded by tomorrow night it will be next weekend - I am away this week.

LeabBear:
I am at a loss about the problem you describe.  There really is nothing in the reorganise script that should do something like this.  I just get the guys to join grpNull and then join Alexi.  You say they ignore you if you tell them to look in a specific direction.  Do they ignore you if you tell them individually?

Addons for the sounds:  I had not thought of that.  Unfortunately there are quite a few changes to the sounds for the next version, so it would not have helped if I had thought of it.  Sorry.
Title: Re:Abandoned Armies
Post by: macguba on 18 Sep 2005, 02:05:10
Quote
look in a specific direction
This command is satisfied if the direction indicated is within the field of view of the unit.   Since the field of view is reasonably wide (150 degrees?) units quite often do not appear to respond.

I have also noticed that sometimes units do not appear to face in the direction that you have ordered.   However, they still report contacts from that direction.    When testing Un-Impossible Mission I came to the conclusion that the directio in which an AI unit in your group appears to be facing is not related to the direction in which it will be able to detect units.

IMHO the effects you are describing - although completely real - are nothing to do with this mission.  They are game engine "features."   You're only noticing them here because of the kind of mission this is.

For a large mission like this yes, if teh sound files haven't changed then a non-sound version should be published to help the 56 and 28kers.
Title: Re:Abandoned Armies
Post by: THobson on 18 Sep 2005, 22:49:20
Get v1.31 here (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-31.zip)

Okay so here is the ‘final' version.  I am still waiting for a few voices to replace mine, but given those the mission is now done, subject to you finding any screw-ups I might have introduced that is.  

Again there are too many changes from the previous version to list here, but the key ones, and ones I would welcome comments on are:

- Empty vehicles left at LaT will now be stolen by the next convoy to arrive at the town.
- No-mans-land is better delineated, and barriers are erected when the war starts
- I have done quite a lot to make the place feel more lived in.  As a result I have added a fair few static objects.  I am interested to see if you feel this has had a significant impact on lag
- There is a better reward for finding the third group of civis
- The sound of the wolves has been improved
- The escape from Chapoi will still happen even if reduced environmental effects is selected by the player.
- Several issues have been fixed including - the dialogue at Le Port; the team getting back into a vehicle when being reorganised. etc. etc.
- Immobile medical and repair facilities are now available at LaT
- Improved endscene
- Additional voiceovers, a new music track and a new voice actor: macguba!

I will be travelling until Friday with only intermittent access to the internet, so I may be slow to respond to any comments.  

I hope you like the changes.

Title: Re:Abandoned Armies
Post by: Lean Bear on 18 Sep 2005, 23:53:13
@ THobson

Quote
Addons for the sounds:  I had not thought of that.  Unfortunately there are quite a few changes to the sounds for the next version, so it would not have helped if I had thought of it.  Sorry.

No worries :) I just mentioned it because I didn't know how close you were to finalising the mission!

@ macguba

Yeah, I'll go with what you're saying. It isn't the chopper/s that are the problem, it is something deeper and darker in the engine itself. Something to do with save games. So now, whenever I save - I do my legit save game, then I use the savegame cheat to make my guys n' girl face the right way again. ;)
Title: Re:Abandoned Armies
Post by: Mikero on 19 Sep 2005, 02:38:45
Quote
- There is a better reward for finding the third group of civis

this is a figment of your imagination Thobson. They don't exist and never have. You have brainwashed the others into believing it too.

BWAAGGGAAHA!

eep!
Title: Re:Abandoned Armies
Post by: Mikero on 19 Sep 2005, 07:06:10
Package:

Advertising Piccies: None. Time to put one in first thread Thob. You are going do need it as a cd cover <>

readme: typos

'not have all of you inexperienced'

'is many cases'
----
'I don't use unofficial addons'

Erroneous, you use editor102. You meant, I think, to only have addons activated that are needed and remove the rest.


---
Endgame:

Not mentioned, misleads as worded, and possibly was an issue at V1.00

you do not have to kill every last possible loon. There is no hunt the last loon bug. The impression given is that you do have to.

----

Overview:

Even better.

The following can rightly be ignored. "As young as you are, you must find help."

the reason being (bored_onion) isn't aware of the rookie nature of everything befalling you. This is a throwaway comment Thob, just the way I feel about it.

Intro:

Immediate impressions are these.

The Chapoi cutscene has changed to an exploding tank, while keeping the terrific shot of a surrendering solider in deep background.

You have introduced the barn inside shot (or, I was looking for it this time)

The titletext before all pictures is far too fast. Tremendously quick and might be me, or might be you so used to reading it you've qiuckened it too much. I had no problems, recruits will.


Briefing and blah:

no changes noted.

Group

yikes. Wrong, "On my own 'at first'". suggests too much of the coming mission, it's like saying to player sorry, i know you don't like this bit 'at first', but ...

Phrase should be "I'm on my own, but I'll soon have my Uncle with me". let player think that's a big deal, ho ho ho.

Mission:

Unless something startles, I wont do chapter and verse. I suspect however, before playing , that Vigny is going to appeal to me again, and somehting has changed again, but generally, I won't detail unless it stands out (again!!)

Thank you for another sleepless night or three Thobson.
Title: Re:Abandoned Armies
Post by: THobson on 19 Sep 2005, 09:49:22
And thank you Mikero for your constant attention to the details.  

I will make one comment before I run off to the airport - The speed of the text in the intro is slower than it has ever been, I am constrained by the length of the music.  I have some software that could stretch it a bit, and I could steal time from the pan between the two armoured groups facing each other by going for a completely different camera shot, with say a zoom instead of a pan.  When I speed up the pan it jerks too much.

Okay it is two comments.  The barn in the intro is one you found in the mission.

This getting a bit pythonesque.  Third point: East side of the forest east of LaT
Title: Re:Abandoned Armies
Post by: macguba on 19 Sep 2005, 11:45:52
Found a wee bug.   I'd done the Vigny thing and was driving the police jeep at top speed through Chapoi, with the intention of testing out what happens if you do things in the wrong order.   Got killled as I left the village, not sure by whom.   Deathscene kicks in, all perfectly normal, but then then a message in yellow at the bottom of the screen "Well this isn't going far in this condition."    It appears some script is running after I am dead.

The roadblock at the Goisse turnoff is much better.   However the M2 should be damaged/destroyed, or at least have no ammo.     The northrons wouldn't leave a fully functional M2 lying around.

Wolves - better

Third civvies - better

Lag - perhaps slightly heavier but not a big deal.    Suggest you reduce number of handgun types:  don't need Ingrams and Skorpion for example.

Overview - reverse "sister" and "mother"
Title: Re:Abandoned Armies
Post by: Mikero on 19 Sep 2005, 22:12:25
Liked the new pieces before Vigny instead of hint(s).

Begs the question whether the lag you mention in the readme is relevant any more since this 'time' seems to be swallowed by the titletext and delays while it's on screen. (I've never expeirenced any lag at this point, any version)

Nice new stuff when we get into damaged vehicles.

Is the damaged repair truck at Trinite a mistake? A catch 22 that to repair a repair truck we need a repair truck?

MacGuba's voice acting has enriched the game further.

Lag is back and quite ferocious. Not quite as bad as 1.22 but bad all the same. Pronounced around Larche (as soon as sound of M2jeeps in distance) pronounced around convoys if tanks are about and prounounced around tanks if choppers about. But chiefly Larche St Louis area.

I've stopped playing at this point because compared to the non lag version (1.30) this is not enjoyable. I'll wait to hear if others have similar troubles before i continue.

It could be that I have not started a war early this time, that normally causes a big drop off in lag as the numbers are reduced OR, they are no longer hunting me.

There was no lag at T3, but then again, there was no vehicle activity.

As far as I can determine, the convoys are not causing lag, nor are M2 jeeps on their own (I destroyed the Southrons very early, no issues)

Perhaps I was looking for it, or perhaps it's new. But this time, my weapon was indeed in 'safe' mode if I got out of civil truck, but 'ready' if I disembarked from a 5tonner. It might also have been in conjuction with the accumulating people I was getting in the squad. I don't find it a problem.

Title: Re:Abandoned Armies
Post by: THobson on 20 Sep 2005, 12:07:43
Just a quick comment on the lag, appropriate as I am suffering from the jet variety at the moment.  The previous version (v1.30) seemed pretty lag free.  Mikero you also commented that the appearance of armour early on was less apparent, but later you had two Abrams to deal with simultaneously.  I think all three are linked.  In that version I randomised the starting location of some of the armour units.  In doing so I set their waypoints too close the vehicles and as a result they never went on guard, so never chased you and only became active when they saw you.  I now have the waypoints further from the vehicles so they do go on guard, they will chase you and there will be many opportunities for them to be knocked out individually, rather than having to deal with them all at the end.  So I now think the level of lag in the previous version was anomalous

All the other things mentioned will be dealt with, but the lag is the one that worries me the most.
Title: Re:Abandoned Armies
Post by: macguba on 20 Sep 2005, 12:36:26
Forgot to say that the opening is now excellent, the start of the mission is very smooth.

As for lag, I didn't notice much but I didn't get far into the mission.  (Vigny - dealt with incoming squad - lodge - civvies 1, 2 and 3 - Sergei).   However looking at the map there are plenty of static objects that could be removed without affecting the look of the place.   (Believe me, I'm an expert on this one.)     I know you're not convinced that statics are a big deal, but removing them can only help.    The new fencelines (suggested by me  ::)) at Arudy and Larche are an example - the same effect can be achieved with fewer objects.

From a few random dips into the map from the editor I didn't hit any bad lag.

If you suspect its the early armour that's the problem, then a delaying waypoint should do the trick:  armour not moving till say an hour into the mission, or when you have killed 25 loons or something.  Randomised obviously.

You may already have viewDistance commands related to the weather.   No point in having it over 500 (the minimum) at the start.  I did this with Un-Impossible and frankly it was the secret weapon that killed the lag demon.
Title: Re:Abandoned Armies
Post by: THobson on 20 Sep 2005, 13:04:57
Thanks.

Quote
You may already have viewDistance commands related to the weather.  No point in having it over 500 (the minimum) at the start.  I did this with Un-Impossible and frankly it was the secret weapon that killed the lag demon
. I don't do anything with viewDistance.  Maybe that is a silver bullet, though I find the lag really kicks in later when the weather is better.  Still it can only help.
Title: Re:Abandoned Armies
Post by: macguba on 20 Sep 2005, 13:19:18
You'll find fancy viewdistance and fog stuff in fog2.sqs in Un-Impossible.     It's slightly more sophisticated that it looks:  note carefully how the timings interrelate.    viewdistance is set in init.sqs 700 is optimal for the player.  You would have thought - what with actually visibility being only 20 or 30 -  that there would be no difference between 500 and 700 but there is.

However you're right, it won't help in bright weather.  
Title: Re:Abandoned Armies
Post by: Mikero on 20 Sep 2005, 18:42:40
>lag

have read thru yours and Mac's to and fro...
---
Starting anywhere in the editor does not appear to cause any issues because nothing has been 'developed' as in there is no buildup of forces in a specific area (nothing has attracted them), nor, has there been sufficient time for converging waypoints.

Ie converging waypoints simply occur as a result, over time, of the mosquito jeeps being in the same location as say 2 or three tanks, or the convoy converges with one or both.
---

Apart from 1.30, all versions exhibit serious lag, often impossible lag (1 or 2 fps) in the dirt track between Trinite and Larche.

I guess static objects have lowered the threshold when this kicks in, thay have put accumulative load on the engine.

However, early mission play, and. just general running into tanks and blah has NO lag, This has always been the case. It is the Larche-T3 corridor that fails every time due no doubt to convergence.

THobson has, or guessed the key to this in the difference in guard groups in 1.30. The chemistry was right, in that, flies to fly paper didn't happen around the Northern T3 area.

This behaviour also happens at Larche Central. It really just depends, at that point, and time, into the game, whether you enter T3 or attack Larche. At that stage of the game, forces have begun to concentrate (converge) in those areas.

Another thing that has happened in this version is the severe dumbness of both sides. I am walking up to loons and shooting them in towns, and behind tanks, They are standing, or lying and have no motivation to go into attack mode or hunt anything. This is that hidden lag thing where the engine is keeping the video up to scratch (no visible lag) but is working overtime in the background trying to process everthing it needs to. The ai suffers as a result.

I've started noticing all the extra eye candy. Sandbags here and there, fortified towns, M2guns at St Louis and so-on. So I guess Mac is right (no reason why he wouldn't be) and that the static objects have put cumulative load on the engine which translates itself to dumb ai rather than anything visible.
Title: Re:Abandoned Armies
Post by: macguba on 20 Sep 2005, 19:10:01
Yes yes yes thats it thats it.

3000 sandbags alone on an island appear to create no lag because the engine can handle the visuals - after all they don't move.   However it is putting hidden load on other areas, such as AI.

Well that may or may not be true, but it would explain what we have collectively observed.

mikero is of course right that the lag only appears later on when vehicle groups come together.
Title: Re:Abandoned Armies
Post by: THobson on 20 Sep 2005, 19:43:41
Just a quick look in at lunch time:

This all makes sense.  High CPU load causing dumb ai.  I have observed high CPU load causing dumb driving, this is just a further development.  Whatever compromises I make, dumb ai is not an acceptable outcome.    The danger now I suppose is that I over compensate by pulling out too much stuff.  What a bummer.  And I though I just had to stick in a few different voices!
Title: Re:Abandoned Armies
Post by: macguba on 20 Sep 2005, 23:38:14
I'll do some of the statics.  I'll send you a blank mission with just the right statics:  you can then copy/paste/delete whatever.  

Don't panic though:  this mission really is nearly finished.   I recognise the signs from Un-Impossible.  There is a bit of a final heave required of course, more than you think, but in the immortal words of one of my teachers "it's very nearly very good."
Title: Re:Abandoned Armies
Post by: THobson on 21 Sep 2005, 00:42:06
Well there is a tonne of stuff at the airbase that will need to come out.  Barriers to prevent the use of the runways, dead aircraft, that sort of thing.  Lots of stuff in the civi huts, the prison at Chapoi - all can be seriously trimmed down.  The problem was I convinced myself that statics did nothing and so was less careful than I had previously been with them.  I think the problems is not too great - just a pain.

The real killer though is the concentration of armour/vehicles.  There are some empties around that could be thinned out.  I could loose a jeep from each of the four jeep patrols and one tank from each side's three tank guard unit.  But that is only two jeeps and two tanks. I don't want to touch the stationary armour in each base or the amroured groups that attack each base.  So the only other thing I could lose is one of the tank + APC + infantry groups from each side.  Each side currently has two of these groups.  They are so difficult to deal with I would really not want to lose any.


Quote
Is the damaged repair truck at Trinite a mistake? A catch 22 that to repair a repair truck we need a repair truck?
No mistake.  In fact it is not trivial getting a truck to be in that state of disrepair.  In deed to get the repair truck, you need a repair truck, plus a fuel truck - but you don't know that yet ;D  I wanted to have some static repair and healing facilities at LaT.  It gives the player yet one more dilemma about starting the war as these will become unusable for a while after the war starts.

Quote
"it's very nearly very good."
;D
It's funny what we remember from our teachers.  The one thing I remember from one of my maths teachers is:
"Remember boy: moderation in all things - including moderation"  I have used that as an excuse for all sorts of things over the years!

Quote
MacGuba's voice acting has enriched the game further.
Even better.  He wrote his own words.

Quote
3000 sandbags alone on an island appear to create no lag because the engine can handle the visuals - after all they don't move.  However it is putting hidden load on other areas, such as AI.
I actually tested it with 30,000 and gave up trying to create lag, I just couldn't - but I didn't test for ai dumbness or for driving skills.  It all starts to fall into a logical pattern

Title: Re:Abandoned Armies
Post by: macguba on 21 Sep 2005, 01:48:53
Attached is a blank mission with just statics remaining.   I've removed about 125 obects, and detailed the removal in a text file.     There's no doubt you could lose a few dozen more without really having much impact on the mission, and if you start redrawing bases more still.

I've put in the odd replacement or moved things but don't copy and paste from this demo without checking on the ground - I haven't done it accurately since I only you can decide what you want.    You may in fact find the whole thing a waste of time, but I would commend to you a few points in particular

- 2 sandbags is enough for an M2

- see what I did at Larche and Arudy:  looks better and half the objects

- an intermittant line actually has a greater visual impact than a solid one, and obviously only half the objects.    Sandbags on occasion, and barracks.    

- Be suggestive not descriptive


Keep four jeeps in the mossie patrol - its impressive and scary.   Lose the sniper groups around the bases - you've gone to so much trouble to create a realistic working island and then spoil it with stupid traps a la Un-Impossible.

125 objects is enough to have an impact, particularly if you can tweak something else as well.  I don't think you'll have to reduce groups.   Try and reduce object, vehicle and weapon types.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 21 Sep 2005, 10:56:12
With some trepidation in the company of so many advanced OFP players and editors; here is a progress report on my first foray into this mission.

Some background:
I played the OFP campaigns enthusiastically, to the exclusion of all social life when they were first released; and still use OFP as a benchmark for a game which provides freedom of action. The only other game which competes in this regard is Grand Theft Auto; but that is not quite the same genre!
Having played the campaigns and a couple of the missions I moved on to other games; so playing this mission is my first OFP experience for some time; maybe this is a good thing as it puts me in a similar position as the player character in the game; lacking in confidence as to the mechanics of warfare and having to command a squad of more experienced soldiers.

My PC is is Intel 2.8, Radeon 9800 with 1GB of RAM. Benchmark is 5050

Introduction
Having recovered from the shock of hearing THobson's familiar voice (!), I found the intro informative and it dragged me straight into the mission. So much so that I found the statement about "Any resemblance to any person living or dead..." etc. a dsitraction and would suggest this be removed; or if it is thought to be required, stick it at the start.

At Vigny I approached the occupied house from the south and shot one of the loons. The other came running out of the south door. Not clear how he managed this given the barbed wire in front of the door.
Found the whole Vigny experience to be very atmospheric, especially the comments by my character which reinforces the feeling that this is not a hardened soldier but an ordinary guy thrust into an unpleasant situation. Gathered the weaponry from the fallen and started out of the town just as a patrol was heading in. Decided against taking them on and headed for the mountains.

Met the first group of civis and headed for the second, but decided to take a look at Dourdan on the way. I recall unhappy experiences with OFP squads in the past when approaching areas where the enemy location is unclear; so I decided to check out Dourdan alone.
Left my squad next to the truck behind some trees with strict instructions not to move or open fire on anyone, and crawled towards Dourdan from the NW. Used the hunting rifle to take out a couple of guys and then watched what happened. Much running around ensued but they did not know which bush I was in so nobody came near. Crawled down to the west side of the road and got a few more. At this point a convoy arrived and a load of loons appeared sweeping up the road and on the other side. I assumed I was done for but they did not find me; and they then climbed into an APC which seemed to be part of the convoy and headed off up the road. I could see more loons across the other side of the road so crawled across to the east side and took down  some more. Could see a man lying in the road with what looked like a LAW (turned out to be an AA), so crawled across and got that and went back to the west side; at which point I spotted about 6 loons heading over the fields towards me. There was a dead body next to me with a machine gun so I took that and mowed them down before taking back my hunting rifle.
It was round about this time that things got hot. My team was reporting jeeps on the East-West road, and tanks were arriving; presumably looking for me. I ordered the team back in the truck and did a sprint across an open field back to the truck. As we drove away a tank shell landed real close.
Dourdan was an intense experience and really made me feel I was in a very active (and dangerous) environment.
We then went to the 2nd and then the 3rd bunch of civis. The wolf sounds were very scary (made my kitten jump off my lap too!).
Then to Houdan where it was fairly easy to spot where the contact would be made, the only building that did not look half destroyed. When I called my new team member back into the hut to pick up the weapon on the floor, he walked through the wall. Assume this is an OFP engine problem.
I decided to stay away from the main centres until we had a good stash of weapons so headed down to La Port to check it out. Ran into a road block and had to re-load, after which it was easy to take them out with the hunting rifle and gather their weapons.
One thing I noticed was that most of the weapons I pick up appear to have no ammo. But when I subsequently take the weapon from the truck it has more ammo than it had previously. This is just an impression, will try and check as I continue through the game.
Down to La Port where I left the team in the truck and took out the loons with the hunting rifle (I enjoy sniping!). Picked up the weapons and then picked off another patrol coming in from the north.
Across to Cancon next which seemed to offer little other than a few loons. Got most of them but one was on the loose and I decided to just leave rather than hunt him down; may re-visit later.
Headed north for the fuel dump west of Chapoi and hid the truck in the forest while me and the squad fanned out across field. We took out a few loons, but then a tank and other armour turned up and we ran back to the truck and head west. Caught another patrol on the road and took them out (yes, the hunting rifle again) before the tank could be seen in the distance and we  went north to Sainte Marie which looks most inhospitable!
It is now around 0930 in game time. I feel that the required strategy is to start a war between the two sides but I am not sure how to do that. Will try weakening the south and interrupting the convoys and will see what happens. I worry about the fuel for the truck (maybe we will have to start walking soon!), our limited ammunition, and the size of the armies we are up against. I feel like I am on a living island with an enemy that is realistically responsive to my actions.
I went to bed thinking about the mission and woke up thinking about it too! A sign that I am involved! Well done THobson!
Not sure if any of the above is useful in the context of beta testing; but wanted to record my experience to date.
Now, shall I do some household chores or head back to Malden.......?
Title: Re:Abandoned Armies
Post by: Trapper on 21 Sep 2005, 15:35:24
You should add a warning about using the custom rain (by wheres my rabbit) included the Llaumax Skypack addon. Maybe some players won't even remember that they are using it.

It can make the first minutes so frustrating, that they probably give up on playing the whole mission.
I have attached a picture, so you can see the difference for yourself.
Especially look how hard it is to see the bushes in the rain. It's the same with enemys.
Title: Re:Abandoned Armies
Post by: Mikero on 22 Sep 2005, 02:15:24
@Trapper -> Thob

I would redo your readme Thob to concentrate a little less on ECP and make a more generalised statement that the mission has not been tested for these mods and the player is reminded to turn them off if she encouters difficutties. Such as FlashFX such as ECP such as Skypack A sort of generic statement that you can't take responsibility for any of them and caveat emptor.

@Spike

for a 9:30 game time you're playing wonderfully well. The issue isn't to complete it fast, you can't, but to explore as much as possible as soon as possible to form an opinion on what you're up against.

>and then they all got back in.

often, they dont :D

>a shell landed next to me

often, it doesn't :D

this mission is dynamic as hell, you will never repeat the above same exact sequence ever again. No matter how often you reload. Merest twitch of the mouse causes the loons NOT to 'get back in'.

>starting war

Thob, I think you should introduce a voiceover somewhere by the team that 'they think' attacking convoys is the answer. Perhaps on first spot of them, via sergie or the medic.

@MacGuba

>reduced sandbags

I've gone into the editor and removed every single one of them, every one, Not concerned the eye candy is now messy, am now testing to see if this ai loon buisiness is real.

@Thob, Chapoi doesn't need (imHo) neatly ordered sandbags, they are supposed to be half built, ill fitting, and a mess.

I also think you have two separate issues, even tho there's a logical connection between them. The engine is working overtime in the background, AND, there's a convergence issue of too much in the same place at same time. This has *always* been the Larche T3 corridor and in V1.30 you avoided it because your waypoints for the vehicles (eg) started elsewhere or were timed differently so that the convergence didn't happen *there*. It's alchemy, not science.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 22 Sep 2005, 04:21:52
@Mikero
Glad to read a hint that attacking convoys is the way to go; because that is what I did next. Destroyed a complete convoy, plus a BMP that came along to check things out; am now being chased across country by a tank; hoping it won't discover the truck parked in nearby woods which is now low on fuel. Intense!
Title: Re:Abandoned Armies
Post by: Mikero on 22 Sep 2005, 04:35:50
Zilch sandbags

Because of the dynamic, random nature of this mission the following is difficult to determine with certainty. However, these things did happen that haven't happened before on the early parts of v1.31

I used my jeep as a weapon, damaging it somewhat.

There was no overall impression of more (or less) alertness to the loons around Vigny nor LaP.

1)
The M2 jeeps came sweeping in and *seemed* to make a much better job of passing thru Lap. They came so quickly, that I didn't have time to employ my usual tactic of creating roadblocks with the spare jeeps. So, I can't 'tell' if the ai was negotiating, or would have negotiated better. Previous missions, these guys got stuck in/around buildings when I did this. The fact that they arrived so quickly might be the indicator.

2) I was scrunched by a chopper. This, has *never* occured before. It took my police jeep out at hut of dead resistance people (near 1st civils). This has *never* happened any mission and I have always assumed the chopper was populated with civilian pilots because of it.

3) I avoided the chopper but, a god damn T80 came over the road and crushed me. Only time this has occurred before as far as I can recall, was v1.30 where it appeared with friends in LaP very early in game (I took much longer in LaP most mission plays, this time I made a run for the lodge and met this 'responsive' T80 up the road.) I have also encountered it here with friends other versions. (1st civil area). The T80 was responsive this time and fired at me. Unlike other times (AS FAR AS I CAN RECALL). I have, most times, caught it sleeping at the BUS road block in other versions. A rocket or two wake it up normally.

4) Having avoided the metal bone crusher with a now deeply damaged Police Jeep. I encountered a 7 or 9 man squad running up north road- post 1st civils. They were wide awake but naturally made no attempt to shoot Police Jeep. I ran most over, Jeep is finished, and taking the rest of them out wasn't pleasant.

I mention this piece because I didn;t encounter these people before. I have encountered patrols on this road different versions, but not like this. They have in past been mincing towards LaP. this lot were doing what I wanted them to, ambush me near the (dead) resistance hut.

Naturally and of course, I am tempted to find positives, as if i've dramatically changed something, but everything is indicating much faster ai movement in the Lap <-> 1st civil corridor. Things, waypoints, people, coming in quicker. That chopper has shocked me. The immediate effect on me is that this is now as terrifying as the 1st time I ever played it.

PS: I dont mean 1st civils as an objective, only a zone definition.
Title: Re:Abandoned Armies
Post by: THobson on 22 Sep 2005, 12:00:04
Just got back home after evacuating in the face of hurricane Rita.  I see a lot has been happeneing here.  I will read and digest it all shortly - just saying I am now back.
Title: Re:Abandoned Armies
Post by: THobson on 22 Sep 2005, 13:04:19
Mikero:
Quote
Thob, I think you should introduce a voiceover somewhere by the team that 'they think' attacking convoys is the answer. Perhaps on first spot of them, via sergie or the medic.
This is a yes but.  There are many ways to complete the mission and I want to avoid pointing everyone in the same direction.  When I was first writing this I imagined that maybe a couple of people would finish it but no one would play it twice.  I put some extensive hints in the first version as a result.  Realising that there are people with the energy to play it more than once what I now want is for players who have finished to think things like:  "I wonder if I really should have shot that Russian soldier in that hut?", "What if I had concentrated on only one side instead of wearing them both down at the same time, would the strong one eventually attack the weak one?", "Should I really have killed that convoy so early on?  What was it carrying?  Where was it carrying it to?  Could it have been useful to me?"  The last time I played the whole way through I killed the three loons at Vigny at around 06:30 ish.  The next time I killed a loon was around midday, with some mines, and I had been busy all that time - with hindsight I had spent longer than I needed to have done but the point is everyone can make their own mission with this.  What Spike has done is perfectly reasonable.  Explore a bit then get stuck in.  There are several things I am dieing to ask him - but the questions would just give too much away.

Quote
I was scrunched by a chopper.
This is intriguing, for the reasons you mention.  It seems some changes have come about simply by taking out some static objects.

You comment about there being two issues I think is bang on the nail.  Reduce statics to liven up the ai, but do something about the convergence.  This last one is the challenge, without crippling the mission if played in a different way.

alchemy not science - that is where it gets difficult.

macguba:
Thanks for the file, I will look at it closely.  Now I have the view that static object may not be causing lag, but they are generating some overhead activity I certainly can be much less liberal in their use.

Spike:
As they say that is impressive performance by 09:30.  So you have had a talk with Viktor?  To help me picture it, where was the convoy when you took it down? did any jeeps interfere with the process?

The magazine issue:  I thought I had that dealt with.  If a dead loon has only one magazine then that magazine is in his weapon.  To get it you have to take the weapon and either drop the mag or put the weapon in a vehicle.  Putting the weapon in a vehicle also has the effect of removing the mag from the weapon so you can take individual mags from the vehicle.  Also if you take a weapon from a vehicle it will give you as many mags as it has up to the limit of the number of spare carrying slots you have. I will need to look at this.  I though I had it so that most dead loons woul have two mags allowing you to pick one up easily.
Title: Re:Abandoned Armies
Post by: THobson on 22 Sep 2005, 16:45:58
A few more points having re-read the recent posts again:

The snipers were not meant to be a trap.  I thought I had them set out in a realistic way to cover the base.

There is a change I am wondering if I should make based on MrN and Spike's experience.  The situation is this.  Reorganise with Sergei in the team and you know what happens.  If you do nothing about it the team members will keep reminding you until you do - but only if Sergei told you first.  I plan to change it so that if Sergei is killed before he tells you, you still get the reminders from your team mates.  This could lead to the occasional illogicality of someone who has never met Sergei telling you about the conversation they had.  Any thoughts.

The ‘This is fiction…' message.  Mikero I believe you quite liked that.  Any comments about moving it to replace the apology to Ludwig van Beethoven?


Title: Re:Abandoned Armies
Post by: SpikeTennyson on 22 Sep 2005, 18:33:42
The adventure continues......
We left our intrepid band near Sainte Marie and of course muggins had to go and check it out. That didn't last long! Sainte Marie has a blue flag on it on the map view, not sure what this means. I do wonder if, given that it appears to be heavily mined, whether there is a store of mines there. Will have to go back and check.
Decided that the best course of action to upset the two sides would be to make an attack on a convoy and we headed north east to the forest south of Houdan. On the way I was told that we were low on fuel, so walking is in the offing. Parked in the trees at the south of the forest and made our way onto a convenient ridge looking over the road. Two of us with LAWs and the rest with various small arms.
Along came a convoy of 5 vehicles which was duly despatched (after a couple of re-loads). I hoped that one of the trucks might be usable and full of fuel (no go) and the only goodies I could find was a LAW. Lost a man during the attack (the man from the hut in Houdan).
While pondering our next move, down the hill came a tank and a BMP. Stuck a LAW in the BMP and then ran like hell with the tank coming up the hill in pursuit. We ended up on the south of the valley and were making our way back north to the trees and the truck when a squad of loons came from the north next to the forest. Extended firefight whilst I waited nervously for the tank to arrive from its climb up the mountain. Eventually we cleared the loons and headed for the trees. As soon as we arrived another squad coming from the south appeared on the far mountain.... We lay still and waited for around ten minutes before they wandered off and I thought we were finally clear to leave; then another damn squad arrived from the south, too close to ignore. Luckily they were easy to dispose of, because the tank finally arrived in view and we ran for the truck and headed off through the trees.
Another intense experience, suitable scenario for a movie!
We headed for the forest to the west and hid in the NW corner. I had messages from the medic, who I had left at the lodge after he had accompanied the civis, that he had spotted a soldier. Then he was dead. A blow; especially as I am injured from the convoy attack.
Decided to leave the squad and the truck in the forest and went on foot to check out Arudy. Saw three loons who were despatched with the hunting rifle and I stole the truck (I am basically lazy).
It was only at this point that I noticed that La Trinite does not have an arrow next to it on the map (duh!) which made it an intriguing location for a next visit. Drove into the town expecting resistance but it was empty; although there were sounds of battle close by (encouraging, maybe the war has started).
Found the hut with loads of supplies, if only I had come here first! And the two flags outside presumably means that this was a meeting place for convoy trade. Unfortunately my stolen truck could not carry arms, but I recalled that there was a truck in Dourdan when I visited so decided to go and see if I could steal it.
A real surprise coming back into Dourdan! A barrier across the road which was not there before, dead bodies everywhere and smoke and the sound of gunfire on the south side of the town. Spotted a couple of loons but they were not interested in me, which was refreshing!
Took the truck, even though it was not suitable and decided to go back to get my squad and then go back to La Trinite. After a couple of minutes the fuel ran out so now I am walking back to them.
My assumption at this point is that North is attacking South and has taken Dourdan; hopefully initiated by my convoy destruction. The North's flag at La Trinite and Dourdan is the first sighting I have had, but now explains the red flags at other locations and as carried by the squads we have met (a great touch THobson). I agree with THobson that the convoy attack idea should not be suggested, suspect there are other ways of making war happen (making one side much weaker than the other?).
Once I have my squad back together and tooled up at La Trinite then maybe our next step is to follow the North down to Chapoi and hopefully benefit from the conflict there to get fuel and transport and to free the hostages. However, expect this plan will not be as straight forward as it sounds!

@THobson
Which one is Viktor? I can never remember names! Can't remember who is Sergei either! My conversations have been in Vigny, civi locations, Houdan and the concentration camp. I am probably not a good tester as I get too enthusiastic and engaged and just want to get on with the mission and see what happens next! But as it is nearly midnight that will have to wait until tomorrow.

I am remain in awe of this mission.
Title: Re:Abandoned Armies
Post by: THobson on 22 Sep 2005, 19:10:26
Mac:
I have looked at the static depleted version.  Really very helpful thanks.  A lot of the stuff I put in from the last version goes, plus a lot more besides.  A few observations:

I had forgotten about this until I saw the Vigny list, but at one time I even had a loo in the back room.  That went sometime ago.

You asked about the radio in Chapoi.  I put that in when I put in the H, it is the next nearest building and I thought that could be the chopper ground control.  If it wasn't obvious it will go.

I like the small shed for the M2 gun, a lot of ‘object' for just one object

Bunk- beds in the prison.  Most players will probably not even visit the place, but I wanted those that do to find something resembling a prison.

I like the Arudy ‘line' Vigny feels a bit exposed - I will look further at that.

The false objects.  I had wondered if an object on the map that has condition of presence set to false would have any impact.  I supposed not, but I will get rid of them all before the final is released.  Basically in the past I have spent a lot of time re-doing stuff I had previously done and deleted then changed my mind and wanted back so I now just disable it or make the object condition false.

Le Port camp.  If I lose the middle hut I need to redo some of the move etc. instructions and camera angles in the cutscene.  I will see how my energy levels are when I have done all the other stuff.

Barracks.  This was quite an eye opener.  I have a solid bank of barracks and you take out every second one, with minimal reduction in the visual effect.

You mention a few times about the desire of not introducing new models (handguns/aircraft/M113 wreck).  What is the background to this, especially the statics?  I have no knowledge of how statics are treated, so my mental model is very rudimentary.  I had thought the only thing likely to be going on with statics is collision detection.

Thanks again some really helpful stuff.

Spike:
Quote
Sainte Marie has a blue flag on it on the map view, not sure what this means
Me neither.  It sounds like a bug, do you have a screen shot?  In the editor it certainly has a blue flag on it because that is the symbol for a trigger, but it should not be visible in the game.

Quote
Which one is Viktor? I can never remember names! Can't remember who is Sergei either!
Viktor is the medic in the concentration camp.  Sergei is the Russian from Houdan.

Quote
I am probably not a good tester as I get too enthusiastic and engaged and just want to get on with the mission and see what happens next!
You are doing great as a player and as a tester.  

The cutscenes do contain some useful information - When you meet Sergei at Houdan he tells you the armies trade at La Trinite;  that the choppers are looking for one side to become weak; Viktor stays in the camp because you already have a medic, etc.

I thought that there might be a problem developing when you killed the convoy where you did, but it all worked fine in the end.  

As a self confessed loner, I take it you have made no attempts to reorder your team to put them in more effective positions?


Title: Re:Abandoned Armies
Post by: macguba on 22 Sep 2005, 23:28:00
Quote
You mention a few times about the desire of not introducing new models (handguns/aircraft/M113 wreck).  What is the background to this, especially the statics?
I first encountered this when somebody quoted to me the example of BMP and BMP2.   When you have them both in the mission the game has to load both models, movement characteristics, weapons and so on.   It then has to carry these details throughout the mission.     The more details (=the more models) the more the comp has to do, with predicable consequences.   Same goes for weapons.

With statics, the effect is obviously going to be less.  (If indeed there is an effect at all.)     I did some testing with statics in Un-Impossible and my impression was very clearly that 10 different statics will slow the game more than 10 the same.   At one stage I had a very large number of statics, of very diverse types.  (There may even have been a stage when I was attempting to use them all.)    The mission suffered from intolerable lag.   The mission ran slower with all the units and triggers deleted than it did with all the statics deleted.      I then halved the number of triggers (which helped a little) and more than halved the number of statics with a reduction in number of types.  This helped things considerably.

I am fascinated by mikero's report that removing all the sandbags seems to have created a brand new mission.   This is what I would have expected, except that the consequence seems to have been much more dramatic than I would have predicted.  

I don't know about false objects but I would expect that the game would load them, then remove them at the last minute.    I did a lot of complex experiments with condition of presence for Regina Proeliorum, and failed to confuse the game:  everything seems to exist until the last possible millisecond.   I'm not an expert on the game engine so I could be wrong though.

Quote
I have a solid bank of barracks and you take out every second one, with minimal reduction in the visual effect.
In fact, if you had enough to start with, you could remove 2 out of 3 with no material effect on the look.   And once you start doing things like putting them at right angles to each other ...

I didn't remove any M2s but I suggest you do.  There are an awful lot.

Don't bother removing anything that has knock on effects.   What you're looking for here is volume of removals.   Far better to spend the time on stripping down somewhere else rather than redoing a whole cutscene to lose just one object.

I suggest that, as an experiment, you delete virtually all statics and play the game through (cheats on obviously) and see if you get hit by lagdemons.   My bet is that you won't, not unless you meet 5 vehicle groups at once.     If removing many statics makes the game materially more difficult, you will be able to remove some units as well.  Virtuous circle time.

But there is no question that it is all alchemy.


I'd just remove the "this is fiction" title completely.   You've just spent the whole intro trying to persuade us that something is real, so that we can suspend our disbelief, and then suddenly you baldly tell us its not real.   Doesn't work.   Everything - every last title, every tiny detail - should contribute to the atmosphere.  If it doesn't, remove it.   Comments like this (and Beethoven) are for the readme, where you are trying to deconstruct the atmosphere anyway.

Similarly with Sergei and the reminders.  Keep it real and logical:  you should only get reminders if you have had the story.   It's only a wild goose chase anyway, its not critical to the mission.

Ditto the snipers.  Yes they are covering the bases beautifully, but why are they there in the first place?   "Quick!  We're, err, not under attack!   What to do, what to do ... Yes!  Quick!  Send some snipers out to take ideal positions for covering the base.     What?  What?  Facing outward?   Don't be a damn fool,  nobody is attacking us, why would they face outwards?"


Speaking as a mission reviewer, very long time beta tester and MEC judge, the first impression of a mission really is formed with the opening elements:  download, readme, Overview, Intro and Briefing.     By the time you click "Continue" in the Briefing you know to within a mark and half what the result is going to be.   By 2 minutes into the mission you know to within a mark.   Occasionally it's not like that of course, sometimes a mission can surprise you either way, but that is the general rule.    So lets look at these important bits again ...


Download

Include as jpgs the overview shot, a tall narrow picture that will go on the mission page in the mission depot, and a shot that placebo can use in Flashnews.

The readme should say near the top that the mission is designed for Vets and there are no waypoints in Cadet mode.




Overview

- Put Thobson in bold/blue <b>like this.</b>   Consider "Mission by THobson" or something.  (All in bold obviously.)   Consider making it right justified as well.


Intro

- Check the line breaks \n in the text:  make sure that when the text is on two lines it looks good.  Don't have a second line of just one word.

- Also check the punctuation, a couple of commas need to be reorganised.

- The text that is spoken dialogue should be in a different colour from that of the silent narrator.

- The penultimate line should be " ... my brother Nikolai ... your uncle is a clever man ..."  which is better than having brother and uncle the current way round.

- If you want more time in the Intro, copy the first and/or second section of music and repeat it immediately after it first appears.  Nobody will notice or care.

- Definitely remove the "fiction" thing.


Briefing

- Plan.   Personally I don't like this small text.  It looks ... mean, and makes the page very empty.   You know there are going to be hidden objectives.  Although I'm a strong believer in getting all the objectives onto the first page, for that very reason I'm an equally strong believer in ensuring that hidden objectives spill onto the second page.

Suggest amending the text to something more like this:-

What a horrible night!  That decrepit excuse for a boat only just made it around the Cape.    She'll be safe here though, hidden from sea and soldiers - Vigny Fjord is the best anchorage for miles.    And we're very close to <a link>Vigny,</a> even if it is a <a link>steep climb.</a>

I must find my Uncle.   I must find < a link> my Uncle</a> before <a link to background> something else goes wrong.</a>





- Notes.   "stay here" is not consistent with the Plan.   Change to "cannot survive without food or shelter..."


- Uncle Nikolai

We have not seen my uncle or his family for several years.   His daughter must be grown up by now.    When we fled we managed to bring some photos, including this one of him....   No doubt he'll be a little greyer.    I wonder if they still have that lodge in the mountains?


- Background

It all started with a small thing, though we did not see it as small at the time.It all started with our Chief of Police - Commander Leon Stamenov.   He always had grand ambitions. He was a good "bad cop", policeman, but too ruthless and ambitious. He let nothing stand in his way as he rose through the ranks to become the most senior, and most feared, police officer on the island. Malden. But it seems that was not enough for him.  He did not just want to run was not satisfied with the police force; he wanted to run the whole island.

One by one members of the ruling government (and the oppostion) were disgraced, placed under arrest arrested, or simply 'disappeared'. If it were not for two things, nothing else would have happened, Malden would have was set to become a police dictatorship and, were it not for an accident of geography, the rest of the world would not have noticed.

Unfortunately, as it turned out, oil reserves had just been discovered off the coast of Malden, and the island was at a strategic location controlling the sea access to one of the Soviet Union's main satellite states.  

Malden, unfortunately, has a strategic location.   It effectively controls the sea lanes to one of the greatest non-aligned states.  Whatever happened on Malden was of great interest to Washington and Moscow.

Our government had successfully maintained an uneasy, but pragmatic, relationship with the Soviet Union. but However, Stamenov was an anathema to them. completely beyond their control.   "In support of freedom and in solidarity with our comrades and the legitimate government of Malden" and all that other bullshit, the Soviet Union invaded.  However, they fatally underestimated both the size difficulty of the task and the reaction of the rest of the world.

The people of Malden have a hard life.  it has made them  We are tough and independent. Though not supporting Few supported Stamenov - we were afraid of him - but nobody was prepared to tolerate they were not going to have a foreign army on their our soil.  We have no standing army, but a resistance movement quickly developed from the militia.

For their part the US, following the doctrine of ‘my enemy's enemy is my friend' that got them embroiled in Vietnam, Nicaragua, Ecuador and elsewhere, began sending ‘advisors' to support Stamenov. A rapid escalation followed, first on Malden and then across the globe. The world was on a knife edge.

Thinking he was under attack, an incompetent, or perhaps simply a frightened, US naval captain in Soviet waters west of Sakhalin brought down a civilian North Korean airliner. on the fringes of Soviet territorial waters shot down a civilian Soviet airliner.    Shortly afterwards, his task group was obliterated by a naval tactical nuclear weapon.    Then came reports of thermonuclear detonations in Siberia ... then Washington and Moscow: then London ... then Beijing.

Then ... silence... nothing ...

No ships.  No aeroplanes.  No radio.   No TV.   Nothing.   Nothing at all.

With no contact from the outside and with dwindling food supplies on the island discipline in both armies rapidly broke down. Many officers were shot and the soldiers became an undisciplined rabble. Nationality became irrelevant, US and Soviet soldiers combined where they stood to defend food supplies from other ragged bands of hungry soldiers. Local alliances were formed and eventually two dominant groups emerged.

One of these groups is led by a ruthless ex-Spetz Natz officer by the name of Vladimir Ilich Andropov.  The other, by none other than that evil bastard Stamenov, our one time Chief of Police.

Andropov and Stamenov fought for a while but eventually it became clear that their forces were too well matched and an armed truce was established. The resistance movement was ruthlessly put down by both sides and is now all but destroyed.



- Map.  I know its another marker, but I feel the need of one saying "Vigny Fjord".  Seems odd to mark the steep hill but not the fjord.   The Vigny marker should be about 10m SW of its current location, so that it lines up nicely with the word "Vigny".


Mission start

Dialogue - remove the "low spec PC?" text.   Otherwise its all very good.

Move the boat and the player about 10m to the west - you'd really struggle to get the boat into that position.   Start the player facing SE:   it is actually the direction he should go (since its much easier to go up the hill in zig zags) and will make the initial view more comprehensible and attractive.

Also, start the player another 5m up the hill.  It's still obvious he has just got out of the boat, should he turn round to look, but makes it equally obvious that you are not supposed to get back in it and moreover it will be a chore to do.  At present when you turn round you get the action menu items which will lead some people into temptation.

If you can dig out the thunder sound from the depths of the game, have a thunderclap a few seconds into the mission.   Help set the atmosphere.
 


@SpikeTennyson I thought that was a helpful and fun story.   I know how much the bit about the magically appearing gate at Dourdan will have pleased THobson.
Title: Re:Abandoned Armies
Post by: Mikero on 23 Sep 2005, 02:35:10
Gah!

Played the mission sans sandbags up to takeover of all outpost-towns.

(I also removed everything 'false' eg car=hidden where it clearly had no impact or wouldn't be looked for in scripts. not graves eg)

This is just a report on the result, NOT, a declaration that sandbags should be touched in any way.

Either I started the war early, or the engine did, one of my gameplays is to enfuriate the enemy so much that they chase me north -> south or south -> north and then a blue on blue occurs. That isn't my intention, my hit, run, entice, reduce-the-numbers, is. The blue on blue always surprises (and elates) me when it comes. I either started the war (again), or, the lack of barriers in T3 caused a blue on blue.

My comments on hints on convoy are RUBBISH. So easy to forget the whole desperate, hair tearing, frustrating, exhilarating, god knows what to-do, aspect of the mission. Say nothing. I am deeply embarrased by myself being so bloody crass. This isn't one of those missions. Jesus.

Anyway, the results of sans sandbags are revoltingly evil., you can't win, you can't break even, you can't quit the game.... Thob. Murphry's phlaw has hit hard.

The chopper was positively nasty. It ultimately found any vehicle i found ::)

The result has been a persistent, consistent and permanent, 'heaviness'. That awful trudging thru sludge stuff where it's not laggy, but nothing is responsive. Trucks sliding off roads eg because the engine's trying to keep up with the mouse twitch. This is pre-lag territory.

All of this because the war started! All of this because, the engine is now devoting a lot more energy into the ai and making it pay! As in there's background battles going on slugging the engine! A catch 22

Because of the permanent heavyness, I'm unable to say for sure whether loons in visual were dumber or smarter, most were ferocious, some weren't. But I just can't determine if any were looking for contact lenses or not. There's one guy at Larche near 'the house' who is persistently dumb, you might want to check him as litmus paper.

btw 'heaviness' for me is that seasick feeling where things go lumpy. In previous missions it was a terrific sixth sense, a feeling of menace a feeling of run like hell before it's too late.

------------------
I have still to find my father's grave.

MacGuba's Sergei has a soft mumbled Houdan. Not good.

"Stop or I'll shoot"

PLEASE do so. Make the player understand to listen to every word ever spoken. I had the misfortune to walk my way into camp due to 'unforseen circumstances' 8) IF the player gets out of vehicle, or walks in, PLEASE order him to drop his weapon. This small piece has irritated me a lot as not being authentic. MAKE ME drop my weapon, please.

Group: imH it is not fully developed. For me, it is still coming on too quick, and for me, they shouldn't all be gaining at the same rate, little brother Ruslan eg. It is undeveloped because so much more (imho) could be done with it, without (i believe) lag penalties.

Fiction:
I think I am the only one who not only liked this, I adored it. I have not heard one positive comment about it other than myself. But be careful THob that you don't swing this mission too far to suit, just recall WHY you put it there and smile. There was a similar comment on Pilot's Red Tide, most didn't like the fact that the big bad Russians were released and free to go home. I loved 'the fiction' because it pulled me OUT of the game. This massive immersion of the intro, and then a play on my sanity. Taking it out is a mistake. It is a final, warning flag, a heads up, 'this mission is different'. It's a promise of things to come.

>speed text

I only referred to the time when the screen was black at very very beginnings of intro, not during candy. There's no reason (other than music passage) why this part shouldn't be longer, much longer, let me settle in my chair please. I wouldn't attempt to slow the 'candy & text' sections, we ARE going to play this intro again, 3 times, to follow what's happening. Let me settle in, at the beginning.

"Cannot stay here" Why not? I certainly would! This has always bugged me.

>Thunderclap.

Mac's on the money yet again. This bit generally happens to me half way up the hill (and I broke an ankle in two versions as I toppled over). Give player a slight pause as he settles in to sound of boat and gloom, then, whack!

>Move the boat.

Don't agree. Only because the audio of it was 'perfect' for me, as was the temptation to get in the bloody thing. If there's a technical reason, i wouldn't know. Situational awareness wise, it's currently perfect.
----
Conclusion to sandbags?

It's alchemy. Give the engine more time to the ai, and it does just that and produces lag :'( ??? :-\
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 23 Sep 2005, 04:49:54
@THobson
To be honest I had forgotten about the comment from Sergei about La Trinite trading. I usually share the computer room with a girlfriend who likes to have conversations and two kittens that like to climb up my leg or launch themselves off the printer onto the keyboard. Or maybe it is just my abysmal attention span. I did remember the helicopter comment which is why I decided to attack the south only and the convoys. Remembered the medic comment, but my man in the lodge (R.I.P) had the medic symbol on him so I knew that already (so why did I leave him exposed you are asking....). There did not seem to be a possibility to get myself healed by the medic in the concentration camp as he disappeared after the cutscene.
A small suggestion: When you finalise this, I think you should put a better name than THobson on the credits. Maybe you don't want to use your real name (although Luke Warmwater is not a name to be ashamed of {sorry, am I not meant to tell people?}), but make it at least sound like a real name.
Oh, and I like the finished house up at the lodge which is presumably full of happy civis. A shame my medic didn't have the sense to stay in there rather than stay outside and get shot!
Will send you a screen shot of the blue flag on the map; if it is still there.
Title: Re:Abandoned Armies
Post by: Mikero on 23 Sep 2005, 09:05:24
It's surprising me that SpikeT is not reporting Lag, perhaps he's running too far too fast :D

>repaired house

I also forgot to mention the Trinite huts. After the war starts (I think), the first one (south) dissapears! The ammo is left in an open area, but the hut is gone. I think it's the same hut that initially has no ammo in it.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 23 Sep 2005, 11:50:55
@Mikero
Slight lag as I drove through Dourdan, and only for a few seconds. Otherwise game is smooth.
Title: Re:Abandoned Armies
Post by: THobson on 23 Sep 2005, 21:55:27
mac:
Quote
Ditto the snipers.  Yes they are covering the bases beautifully, but why are they there in the first place?  "Quick!  We're, err, not under attack!  What to do, what to do ... Yes!  Quick!  Send some snipers out to take ideal positions for covering the base.    What?  What?  Facing outward?  Don't be a d**n fool,  nobody is attacking us, why would they face outwards?"
Lol ;D
I will really need to soak on this.  I like them.  Each base has snipers on a hillside covering it and has snipers in the base covering the snipers on the hill.  They really make it difficult.  Several times I have been in a dilemma, because the snipers are protecting units that are protecting the snipers.  Once I wanted to bring in my armour to pound the loons in the base but couldn't because of a chopper, but any attempt at taking the chopper down resulted in death by sniper.  Similar situation when I wanted to LAW some armour in the base.

Quote
Download

Include as jpgs the overview shot, a tall narrow picture that will go on the mission page in the mission depot, and a shot that placebo can use in Flashnews.
Where would I put three pictures?

Quote
The readme should say near the top that the mission is designed for Vets and there are no waypoints in Cadet mode.
In addition there is now a message (in the next version) that recommends the player change to Veteran mode if it detects the mission being started in Cadet mode.

Quote
If you can dig out the thunder sound from the depths of the game, have a thunderclap a few seconds into the mission.  Help set the atmosphere
I have the file I would use, I just didn't have then energy before.  Also I don't want the sound to be predictable - but of course I can randomise the delay.

Assume that all your other comments have been copied and pasted into the to do list, and thank you for them.  Very helpful.

Quote
I know how much the bit about the magically appearing gate at Dourdan will have pleased THobson.
It worked!!

Mikero:
Quote
Played the mission sans sandbags up to takeover of all outpost-towns.
Jee…  I thought I had spent a lot of time on Malden.

Quote
the lack of barriers in T3 caused a blue on blue.
That would be a serious problem if it did.  I spent ages getting it so that no war would start without player intervention.  I even left it run for 100+ hours just to check (I was away for most of the week)

Quote
I have still to find my father's grave.
AGGGHH.  Of course!  These ideas have got to stop.  I have a life I need to get back to, if there is anybody still there that is.

Quote
PLEASE order him to drop his weapon. This small piece has irritated me a lot as not being authentic. MAKE ME drop my weapon, please.
Good idea,  but it is not as easy as it sounds.  The player could arrive there with one or both rifle and pistol (most likely both).  I can detect what weapons he has but not whether he is armed with it or it is on his back.  Also at that point the player is not allowed to move after the second warning, putting the weapon on his back or on the ground constitutes a move.  It really is a good idea, I will look at it, but it could be a bit of a pain to do.  Much tougher than getting the loons to steal empty vehicles at LaT for example.

Quote
Group: imH it is not fully developed. For me, it is still coming on too quick, and for me, they shouldn't all be gaining at the same rate, little brother Ruslan eg. It is undeveloped because so much more (imho) could be done with it, without (i believe) lag penalties.
Skill levels increasing more slowly and at different rates for different team members certainly would not be lag inducing.  I have approached this one carefully.  The last thing I want to do is to cripple the team.

Quote
It's alchemy. Give the engine more time to the ai, and it does just that and produces lag
Hoh good. ::)  This argues for small changes not big ones.  A big thank you for doing that test by the way.

Quote
also forgot to mention the Trinite huts. After the war starts (I think), the first one (south) dissapears! The ammo is left in an open area, but the hut is gone. I think it's the same hut that initially has no ammo in it.
This should only happen if the hut has been destroyed - is that a possibility?  Perhaps the repair truck blew up and killed the hut??  What a bummer.

Spike:
Quote
There did not seem to be a possibility to get myself healed by the medic in the concentration camp as he disappeared after the cutscene
Yep, that's true, Alexi tells him he is not needed because he has a medic.

My name - yes embarrassing.  I just have no imagination.  I am stuck with it I'm afraid.

Quote
Oh, and I like the finished house up at the lodge which is presumably full of happy civis.
Well there is one way to find out.  Get a few satchel charges and blow it up, then see what happens.

Quote
Slight lag as I drove through Dourdan, and only for a few seconds. Otherwise game is smooth.
Now this is interesting.  Do you know if there have been any tank battles and if so where?  These usually do cause a problem.

Title: Re:Abandoned Armies
Post by: tudders on 23 Sep 2005, 22:15:35
Quote:The readme should say near the top that the mission is designed for Vets and there are no waypoints in Cadet mode.
In addition there is now a message (in the next version) that recommends the player change to Veteran mode if it detects the mission being started in Cadet mode.


Im all for this - i had it on cadet mode and wondered why i needed to be able to navigate in the dark with a compass.

Switched to veteran mode for the lastest version, did the tatyana cutscene and stole the jeep before finding the only gap in the fence and drove into the fjord  ::)  Not one of my finest abandoned armies moments  ;D
Title: Re:Abandoned Armies
Post by: THobson on 23 Sep 2005, 22:40:45
 ;D
That is priceless! ;D
Title: Re:Abandoned Armies
Post by: macguba on 24 Sep 2005, 03:59:09
Snipers.   It's your mission of course, and you must do what you want.  I just don't think they are consistent with the vision of a realistic working island that you have tried to hard to create.   I've only really encountered them at Arudy (now removed) and the airfield.  The ones at the airfield made the mission unplayable when the rain and fog were at max, but once the weather cleared up a little and I knew they were there clearing them was merely tedious, not difficult.

The pictures should go in the zip next to the .pbo and the readme.  The tall thin one should be submitted as a thumbnail when you submit the mission to the Missions Depot.   IIRC you can click throught it to get a larger one, also submitted as part of the process.  However I also havea  feeling that that aspect of hte mission submission process doesn't actually work at present.  Ho hum.

mikero - I love the notion that reducing statics gives the engine more time to spend on AI which results in more lag than you started with.   This is very OFP, and probably right.
Title: Re:Abandoned Armies
Post by: THobson on 24 Sep 2005, 15:00:49
Correction.  I think getting him to drop the weapon might be easier than I first thought.  It is a long time since I looked at these scripts and I thought I might have to do a complete rewrite because they are based on monitoring the player's movments.  I now think it might be a simple add in.  By the way though, it has always been the case that if Alexi fires his weapon during that wait he will die.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 24 Sep 2005, 17:59:26
Due to circumstances beyong my control, have not been able to continue the mission for the last couple of days, but I have been thinking about it.
While I still think that the level of hints provided to the player as to what he has to do towards completing the mission (start a war), and how he might achieve that (weaken one side, attack convoys); I think the playing experience would be greatly enhanced if the player was given subsequent feedback that his actions had been successful.
In the mission I am playing, I have worked out that there is some sort of battle happening in Dourdan, presumably between north and south; but I don't know why. Did I start it or did they just start fighting anyway? Are my strategies working or not?
One way to "reward" the player would be for radio intercepts to be received at particular points in the game which could let him know that certain events had occurred which were due to actions he had taken. To provide more authenticity, these could be mixed in with random, broken and meaningless intercepts; as if the players radio was capable of picking up occasional radio messages from the armies.
For example, a message could advise northen troops that a convoy promised from the south had not arrived, breaking an agreement and that hostilities would commence in retribution.
This is suggested by someone who has limited playing experience of the mission and who knows nothing at all about mission construction; I am just keen to delay THobson's return to the real world!
Title: Re:Abandoned Armies
Post by: THobson on 24 Sep 2005, 20:04:51
Spike:
The idea of intercepted radio messages is an excellent one.  It was mentioned a while ago - together with intercepted weather reports.  I had hoped everyone had forgotten about it, it could be quite fiddly to implement realistically in an environment where I, the mission builder, have no idea what might be going on.  I will think on it more.  An alternative - the one I settled on when this was first suggested - is to leave it to the player's imagination, something they have to work out.  I think I am rationalising - I am just running out of energy.

Quote
I am just keen to delay THobson's return to the real world!
Gee Thanks


Correction 2:
Getting the player to drop their weapon was not a simple add in as I had hoped.  I have now got it working having spent all day on it and having completely restructured that set of scripts.  Problems like - when the player drops his rifle he automatically arms himself with his handgun if he has one, that rather defeats the purpose; - there being no way I can find which weapon he has active; etc. made it more complicated than I had hoped.  Nevertheless it is a great imrovement.

EDIT:
If anybody has the energy to test this ‘Drop your weapon' addition,  replace/update existing scripts with the attached and edit init.sqs so that DeBug = true.

I also put Alexi near the lodge next to dead soldier so he can pick up a weapon and next to an empty jeep so he can drive in if he wants.  After the mission starts wait until you get the loon count hint (everything is initialised by then) and ignore all the debugging information.



Title: Re:Abandoned Armies
Post by: THobson on 24 Sep 2005, 22:24:49
You will also need to put these inthe sound folder:
Title: Re:Abandoned Armies
Post by: macguba on 26 Sep 2005, 10:42:57
OK I'm on it.

First couple of attempts worked fine although my pistol seems to vanish automatically which took me by surprise.... I was all geared up to drop that too, when it magically appeared in my hand after dropping the M16, although of course it didn't.

Arrived, when told to halt I jumped out of the jeep before being asked.  Script seemed to hang up - nothing else happened, I just stood there.   However, my pistol (though not M16) had been removed.

The gap between "halt" and get out of that vehicle is too long.  Shorten it if possible.

If I arrive with only pistol it is removed, leaving me weaponless which is a bit confusing.   The "drop that weapon" command is not issued.

Other than that it seems to be fine.    (Thinks:  didn't check that weapons were added back correctly after the cutscene.)
Title: Re:Abandoned Armies
Post by: THobson on 26 Sep 2005, 12:14:25
Thanks:

Quote
although my pistol seems to vanish automatically which took me by surprise...
This is to prevent:
Quote
when it magically appeared in my hand after dropping the M16,
Being told to drop a weapon and then to start brandishing a pistol should get him shot so I take the pistol away.  This will seem odd if the player arrives with just the pistol - I will change that.


Quote
Arrived, when told to halt I jumped out of the jeep before being asked.  Script seemed to hang up - nothing else happened, I just stood there.
Strange.  I will have a look at that.

Quote
The gap between "halt" and get out of that vehicle is too long.  Shorten it if possible.
I will check the timings.

Quote
If I arrive with only pistol it is removed, leaving me weaponless which is a bit confusing.  The "drop that weapon" command is not issued.
I decided only to have the drop the weapon instruction if the player has a primary weapon (see the comment above) hence you don't get the drop weapon instruction - but I should not remove the pistol either in that case.  Thinking about this now it might be better to get him to drop the primary weapon if he has one (and magic away the pistol), and if he doesn't have a primary weapon then get him to drop the pistol.

Quote
Thinks:  didn't check that weapons were added back correctly after the cutscene.
The pistol is added back with the correct number of magazines.  The primary weapon is left on the ground where the player drops it.

Thanks again.  It is so helpful having someone other than me test it.

Title: Re:Abandoned Armies
Post by: guenon on 27 Sep 2005, 10:16:00
Ok, my first attempt in beta-testing  (ya - i know - this mission isn't a real beta in many  standards ;) ... so lets start some monkey business ...


Readme: I'm missing the install instructions ... there are many John Don'knowhows out there ...
but the rest - this's a first class readme *thumbs up*

OFP v1.96, Pref. Bench ~6400, no ECP, DXDLL enabled

Preview: Nothing exceptional to mention - all needed things are in there

Intro: *thumbs up*

Mission Plan: got to check this ... ignored it almost, 'cause ... ya know - playing a mission is more thrilling than reading it ...

then the first "Bug", don't  know if it ever was mentioned, but it needs obviously  the  map_editorupgrade ... which isn't mentioned in the readme AND it runs fine without this addon ... so it seems to be a relic in the description.ext ...

Mission itself: Great atmosphere! Played it for a few minutes ... but can't  say much  on this, need to play it again ;)
Title: Re:Abandoned Armies
Post by: THobson on 27 Sep 2005, 12:03:19
guenon:
Thank you for playing my mission.  I have added in the readme instructions on where to put the editorUpgrade.  I could easily add where to put the pbo file.

I am puzzled by:
Quote
but it needs obviously  the  map_editorupgrade ... which isn't mentioned in the readme AND it runs fine without this addon ... so it seems to be a relic in the description.ext ...
You are correct that the mission runs fine without it, the mission does not need this upgrade.  In fact I have never used that upgrade myself and there is no reference to it in description.ext or anywhere else that I know of.  So I am really puzzled.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 27 Sep 2005, 16:59:06
Progress report number 3
At the end of the previous report, our merry band of freedom fighters were hidden in the trees with yours truly making his way back to them on foot following a lack of fuel situation. Not wishing to return to La Trinite on foot; we returned in our low fuel truck and made it to the weapons store. Was just starting to fix up the squad with improved weapons when a convoy from the north showed up. We duly dispatched the intruders, and afterwards were delighted to find a 5T truck in running condition and with fuel. Repaired the 5T truck at the immobile repair truck and with weapons distributed, decided to leave our original truck full of stolen weaponry at La Trinite.
Continuing with the strategy to weaken the south and encourage northern attacks, we headed off to check out the fuel depot north west of Chapol. Stayed close to the coast on the way down to avoid attention, but still spotted burnt out armour and a few bodies, although no sign of current action.
Parked in some trees close to the fuel depot and crawled down alone to check it out. Nobody manning the fixed machine guns, but spotted a sniper near the entrance, and used my recently acquired Dragunov to take him out. A couple of other soldiers appeared, plus a woman who came running past. Assume she was a suicide bomber or the Avon Lady.
Crawled inside the entrance and checked the parked armour; condition red and no ammo. But there was a very tasty ammo truck full of goodies. Tried jumping aboard and driving it away but the world exploded in bullets so that was not going to work.
Started crawling round the complex taking out who I could. Ended up between the cabins with men running everywhere. Spent almost an hour (and more than one re-load…) sniping and being sniped at. Eventually it go so hot I had to escape and eventually worked myself behind the comparative safety of the fuel tanks and decided to give the ammo truck another try. Made it into the drivers seat, reversed out and drove through the fence into the compound where there were a load of dead officers whom I rather indiscreetly ran over again before breaking down another fence and heading north. Almost got blown up by a tank sitting south of Chapol and decided I should take the truck somewhere far away and safe; the forest north of Sainte Marie. Parked the truck and then walked back to the squad truck and took my team up to the forest to show them our new acquisition. They were very impressed.
Chapol is still very hot; but I think a couple of snipers on the overlooking hill could do some damage; we will visit there later.
Meanwhile, thought another visit to the other fuel dump was worth a look; maybe less guarded than before. Took the squad and parked up south of the depot. On the way we saw a burnt out tank with a northern flag flying, and several dead bodies.
Crawled up close to the depot and the two fixed guns were manned; so made them unmanned. Two volunteer replacements were similarly dealt with then all went quiet. Crawled up and the place was deserted apart from a fuel truck and an empty ammo truck. Both were low on fuel and it does not seem to be possible to re-fuel at the fuel tank. Anyway, decided to add to our truck collection and took both of them. Got my guys to take our 5T and the fuel truck back to the forest and I drove the ammo truck. I did not have a weapon with me to destroy the fuel tank; will come back later to do that.
So now we have the makings of a very adequate second hand truck dealership, but it is not clear how the war is doing. Generally seems quiet and Chapol is still in Southern Hands. Next we will go back to create some havoc at the fuel depots and have a go at some of the heavy armour in the vicinity.
Game time is 1330 and I am still enjoying this mission very much!
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 27 Sep 2005, 19:06:19
Quick update:
Went back to Chapol and lay on the hillside taking very long range shots and the confused inhabitants.
Killed a few and went back to the ammo truck for more mags. When I returned I was crawling down the hill and checked out the scene with binoculars. There was a man on the fixed gun and I was planning to take him out; when someone else did! Within a couple of minutes there were soldiers rushing all over the place and a major battle seemed to be underway. A tank arrived, could not see whose.
In a little while there where soldiers standing around all over. The southern flag still flew; but not sure who is now in control there. Certainly too hot for us to take on right now; so we will go north and see what is happening.
Great to catch some of the war actually happening; nice one THobson!
Off to bed now (Thailand time!)
Title: Re:Abandoned Armies
Post by: guenon on 27 Sep 2005, 21:48:30
Ok, the thing with the map_editorupgrade seems to be a weird bug of OFP (or my fault *rolleyes*) ... copied the editorupgrade102 to the default addons folder and disabled the editoraddons-modfolder i used (filled up with various editoraddons like the mentioned map_editorupgrade) ... well, now there's no such "missing addon" message ... *weird*

ad readme: you mean with pbo the mission.pbo - right? ;)

the mission itself is really some sort of freaky hide-and-seek/run/sneak mission ... to be honest it makes addictive ...

Current position - after houdan - it got me just a while (lets say 1 hour of play and 3 or 4 reloads) to realize that i've to enter the brown shed ... at first I tried to clean the town ... those nasty tanks make this impossible (at this point) *rolleyes* ... then i thought i missed some trigger moment and ran back to the lodge - nothing happend ... perhaps i was iritated by the fact that before all markers on the map had their own cutscenes activated a few meters (~50m) before you reach the point (vigny, the lodge, both civilian camps) and now i had to move in this building ... well i'm a worst-case-player ;)

Some stuff that should be changed if it were an early beta (that means - i wouldn't change it at this stage of development):
at the tatyana cutscene i'm not sure if her answer is "right" -actual: "why do you think?" - better: "what do YOU think?"
at houdan - the ruskie refers to la trinite with "she" it should be "it" ... btw he is ruskie, so it's no big problem ;)

Only thing that scaries me are the 42 savepoints ... i'm not sure if i should say: "fine an savepoint for each decision" or "damn, it won't last for that long"

Well - tonight will be a LONG night in front of my laptop *rolleyes*
Title: Re:Abandoned Armies
Post by: THobson on 28 Sep 2005, 09:28:32
Spike:
Love your story.  I didn't mean to leave you an ammo truck at the fuel station.  Repair and fuel is all it was supposed to be.  I must have selected the wrong option when placing the unit.  This will be fixed.

Have you reorganised your team yet?

Guenon:
Quote
hide-and-seek/run/sneak mission
Exactly right.  Hit them and then run, even if the hit is only one soldier it is one less to deal with later.

I like La Trinite being referred to as ‘she'.  It is a common enough error made by people not fluent in English to assign genders to objects - because that is the way things are in their own language.

Quote
Only thing that scaries me are the 42 savepoints ... i'm not sure if i should say: "fine an savepoint for each decision" or "d**n, it won't last for that long"
I am not sure from that whether you want it to last a long time or not.  42 saves is sufficient to save every 15 to 30 minutes depending on how quickly you are getting through the mission.
Title: Re:Abandoned Armies
Post by: macguba on 28 Sep 2005, 10:18:10
I should add that 42 is not a random number:  it was arrived at following much experiment and calculution.   It is about the right number for a good balance between keeping the fear factor up and avoiding tedium.  As long as you use them sensibly you'll be fine.

Good point about the huts and the player being used to cutscenes starting as soon as he gets close to a hut.   THobson, I think you should change the type of building in which Sergei is hiding.

On reflection, I also think you should add some advice to on how to use the savegames to the comment that they existe at the start of the mission.   "Use your radio to save the game.\n\nThe number of savegames available has been carefully chosen.\nSimply use them sensibly and all will be well."

"Sensibly" meaning don't be either cavalier or miserly.
Title: Re:Abandoned Armies
Post by: THobson on 28 Sep 2005, 11:17:55
Quote
I should add that 42 is not a random number:  it was arrived at following much experiment and calculution.  It is about the right number for a good balance between keeping the fear factor up and avoiding tedium.
All of that is true, it is also the answer to life the universe and everything.

Cutscene triggers.  Well each one is logical.  Vigny, you have to enter the bedroom; mountain lodge, you are challenged as you approach; civis 1 & 2, you make your presence known as you approach so as not to get shot; Houdan - I give the player the chance to shoot Segei and so play a different mission ;D  I won't mention the others individually, but they have all been carefully thought out, even the trigger at the foot of the ladder had to be set so the player would not have chance to activate the 'climb ladder' action.

The hut I use at Houdan for Sergei is not one I placed there, it comes with the island.  It is back from the road and on the east side so missed by the patrol on the west.

Good point on advising the player on the use of savegames.
Title: Re:Abandoned Armies
Post by: guenon on 28 Sep 2005, 11:57:32
Quote
I give the player the chance to shoot Segei and so play a different mission

ooh, well ... a new aspect ;) ... never thought to shoot an unarmed soldier (probably i'm a nice guy *rolleyes*) ...
ad houdan (again *rolleyes*): what about a family pic of her mother and her sister and some other family members in front of their house ... how would you find exactly those people (or identify them?) if you don't know how they look like (<- just an idea) ... especially where you can't expect anything (are they alive? or dead? or did they get imprisoned?) ... this would alos give the player a hint in which house to look for
Title: Re:Abandoned Armies
Post by: macguba on 28 Sep 2005, 12:11:46
Quote
Well each one is logical.
Yes absolutely.  There is no problem there.  The problem is that at 3 of the last 4 locations you visited (assuming you have done all three civvies) a cutscene kicked in as you approached the place.   (Always logically and correctly.)   At this one, you are approaching a very similar building (if not the same) and you are subconsciously expecting the same.  

This is a gameplay issue, not a plot issue.    We've all played too many missions where the triggers got screwed up so you exercise caution in these kind of circumstances.   Ultimately the player will figure out what to to, no question about that,  but the trouble is that at present the technicalities of gameplay (should I have triggered a cutscene?  there's obviously supposed to be one... have I done something 'wrong'?) are overshadowing the plot.

Quote
The hut I use at Houdan for Sergei is not one I placed there, it comes with the island.
Damn.   You should still change where he is though.  Place a building if necessary.   Ideally, use one that looks a bit like the one at Vigny.  The player's back brain will then say 'Ah, I need to go inside to make the cutscene happen'.    Currently the backbrain is saying 'Ah, that looks like one of these buildings where the cutscene starts as you get close.'

Originally I considered suggesting making the building the women's home, and rejected it.   But thinking about it again, it makes sense.  These women were unusal:  they were taken after the village had first been cleared.    (If they were taken at the same time then '2 women' would make no sense, there would have been 2 dozen women.)    It seems logical that they would have been in the one remaining house, and it seems logical that Sergei would have used that house once the other soldiers had left.    I know there are already some domestic touches, but perhaps one or two more would be good.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 28 Sep 2005, 13:46:59
@THobson
Fuel dump trucks
Maybe it was a repair and fuel... I will check my truck collection next time I visit it!!

Sergei at Hoduan
I did think you must have placed the hut at Houdan, it was the only building which was not a corrupted mess (don't think the OFP damaged buildings are very believable!) and therefore invited a visit. If I was in hiding I would not hide there; I would hide away on one of the broken down structures; less likely to be visited by passing patrols?

I have not reorganised my team, as they are all experts now, will it make a difference? I want to move the woman to the outside though, she is currently next to me and keeps nagging me about wanting to go shopping in Chapol!
Title: Re:Abandoned Armies
Post by: macguba on 28 Sep 2005, 13:51:42
Quote
I have not reorganised my team, as they are all experts now, will it make a difference?
Just reorganise the damn squad!  ;D  Can't you take a hint?
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 28 Sep 2005, 19:11:28
@macguba
I am crap at hints; but OK I reorganised and I was told my father would be proud of me (although not clear who is saying that to me). Tried again later and was told I was doing well. This is good news which I will treasure!
Title: Re:Abandoned Armies
Post by: THobson on 28 Sep 2005, 19:18:11
 ;D
You can't tell who is telling you this?  There might be a problem.  What do you see on the screen?

Attached are revised scripts to fix the weapon dropping bugs you found mac.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 28 Sep 2005, 19:35:00
Progress report number 4
We went north and decided to stay clear of the main towns and have a go at the fuel dump. Crawled towards it from the south and saw several troops on the road before the entrance. Dragunov time and despatched several before crawling closer and sniping some more. My number 4 got injured at this point (see how I am on first name terms with my squad...) but we killed them all off and the depot was ours! Easier than I expected it to be and no signs of reinforcements arriving so we checked the place out. A nice shiny fuel truck with fuel in it, plus another truck which we parked next to the fuel tanks before blowing them all up. Sent the men back up the hill to the 5T truck while this was going on and then I took the fuel truck. As I was climbing the hill there was a loud bang behind me which I suspect was an arriving tank firing at me. Safely re-united with my squad and our two truck convoy headed back south. Went down the west side and met no resistance, just rain and failing light, very sombre. Of course it is hard to make the AI follow you in a truck, and with my navigational skills, the journey took us ages.
Back at Saint Marie and our vehicle store now comprised:
5T truck
Ammo truck
Ural fuel truck
Repair truck (which repairs)
Fuel truck (which fuels)
Time to go back to Chapol so we head for our favourite hillside and the place looks much like we left it. Southern flag flying, several troops milling around and a couple of parked tanks.
Start sniping from a long distance and then gradually work our way down the hill with the squad doing a fine job of picking off the troops. By the time we reach the bottom all is quiet and I can walk around uninterrupted. Find the remains of a prison camp and then use a tank to break down the fence into the compound (has been repaired since I drove through it in the ammo truck). Up the stairs and got shot by someone I did not see. And again after reload and some repetitions. Then found Stamenov lying on the carpet surrounded by dead women (as you do) and completed the objective of killing him.
I announced that could see troops running away, although I couldn't cos I was heading down the stairs and I think they were all dead anyway. Maybe leave this comment out, will create some unease if the player thinks there may be some troops around.
Malden flag raised and time to hit the north. Before that I need to re-group and see what assets are available. A couple of tanks and some more trucks; will have to go and collect my ammo truck at least to help with the campaign.
It is 1600 and the sun is starting to set behind the recently raised Malden flag. Do you think they will make me El Presidente after this is over?
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 28 Sep 2005, 19:39:35
@THobson
Apologies. Incomplete testing again! I just called up the reorganise screen and got one message. When I look with my eyes open of course I am being talked to, and if I actually select the squad I get additional messages.
I am a useless beta tester!
Title: Re:Abandoned Armies
Post by: macguba on 28 Sep 2005, 20:13:39
Nah, you're doing great for a first timer.    

One of the tricks with real hardcore beta testing - which is very different from simply playing - is ... well .... I suppose its to look AT the screen, not through it.  Or rather as well as through it.  

It's very hard because you both have to play the mission (looking through the screen) and notice what's actually on the screen at the same time.     In other words you have to process the information (aural as well as visual) in two different ways simultaneously.
Title: Re:Abandoned Armies
Post by: guenon on 28 Sep 2005, 20:30:18
got my first funny moment in this mission (though it wasn't a bug - but a coincidence with ecp) ...
today i restarted the mission again - now using ecp ... due to the ai chatter soundpack i got a funny cutscene at the lodge ... one of the guerillas was singing while he should have talked to me ... quite funny this all .... :D

to be honest i like the style how the quests are linked ... after houdan i visited the pregnant girl - from sergej to the pregnant girl and the to Larche *thumbs up*... i'm feeling a bit like in an "real" RPG (no i don't mean the weapon ;) ...
 
Title: Re:Abandoned Armies
Post by: guenon on 29 Sep 2005, 00:06:41
now some battlereport:
mentioned before the restart of the mission - now playing with ECP - after killing the five soldiers in vigny (3 before, 2 after the cutscene) i used the jeep to get to the lodge - no enemy in sight. then used the truck to save the civilians in the west ... then a "fast-run" with the motorbike to shed in the east .. all units stayed at the lodge ... as fast as possible to the second civilian site in the east - all dead *thumbs down* mission time ~ 7:10 ... took all weapons from this site in the trabant an moved to la trinite ... parked behind a rock east of la trinite and went on a "shopping tour" ... i'm wondering how much ammo you can load into a trabant ... when the northern convoy arrived i drove with the car southwest back to the lodge ... reorganised my team and filled up the ammo crate - actual equipment: 2 LAW launcher - 10 LAWs, 2 AT4 Launcher + 2 AT4s, 5 Satchel charges. ~15 Hand grenades, 2 Cz47 + 7 mags, 2 Hunting rifles + 6mags, 1 M16 + 3 mags, 1PK + 3 mags, 3 sidearms ... actual 5 enemies KIA (Vigny)
then scouting to the south - left the civilians at the lodge and moved to the hill 340 (?) between Arudy and Houdan ... left my team there -> fast pass to the east of Houdan and met with Sergej ... orderd him to move up the hill, went to Dourdan to meet with the woman ... nice idea to trigger the cutscene with Sergejs text in the team reorg. dialog (first i let the woman sleep - reload of the mission - reorg. team ... woman told about chapoi and larche) went back out of town to my team on the hill. On the way back to the lodge i placed a satchel charge on the street near Arudy (ya know the winding road between the rocks?) .. and waited .... first i thought i won't kill more than one jeep of the patrol with the charge 'cause of the gaps between ... but the curve between the rocks slowed them down ... *boom* *evil* only one survived the bomb, but ... the unlucky guy met a bullet from my hunting rifle

Actual mission time ~ 9:00 - 1 Patrol & 5 soldiers KIA

planned:
move to larche and try to sneak in to find the womans husband
avoiding open firefights ... low on ammo and useful weaponry ... trying to cook them with the heavy stuff - especially charges and mines
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 29 Sep 2005, 04:58:15
@Macguba
I blame THobson (as usual). If he hadn't made this mission so enjoyable I could have spent some time concentrating on what was happening rather than just enjoying it as an experience.
Title: Re:Abandoned Armies
Post by: macguba on 29 Sep 2005, 18:44:00
bedges made this little mission and submitted it as a FAQ.  I've asked him to make it a little more user friendly and submit it as a tutorial.

Play it and then tell me your latest views on lag.    Condider the loading time before answering.
Title: Re:Abandoned Armies
Post by: THobson on 29 Sep 2005, 19:19:58
Okay I have given it a spin.  On loading times I see the same pattern as I do with  Abandoned Armies.  A long load time the first time in the mission editor but a bit shorter thereafter.  I changed it a bit so the player did not have his weapons removed - I find running around with a gun a better test of lag.  I also moved him out of the initial trigger that sets the view distance for reasons that will become clear later.  Running around all the objects was very laggy.  I then moved the player to the other side of the island and I could feel no discernable lag when running around.  I repeated the test this time having the player start within the viewdistance trigger area and then  moving him and the trigger to the other side of the island.  The result was the same: significant lag when the objects were visible; no lag when they were not.

This seems consistent with recent discussions here that it is the visual representation of objects that cause lag, so if you can't see them they are not a problem - a bit like the Bugblatter beast.

What is hard to test, and what I believe we have come to suspect though this thread, is that large numbers of object has an impact on the underlying intelligence of the ai units even if they are far removed from the objects causing the problem.  So lots of objects can cause poor driving, and inattentive guards.  One test of this could be to get some vehicles driving along some roads with a few obstructions and then add increasing numbers of objects to the island over the horizon and out of sight.  In fact a script could be run to generate say a few thousand objects as rapidly as possible while observing the quality of the driving.  If it weren't for other things I would have a go at that soon.  Anybody else willing?


EDIT:
Played with it some more.  The lag went away once I had killed everybody, even with all the other stuff around.
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 30 Sep 2005, 18:03:58
Progress Report Number 5
Flushed with success I decide to jump in the yellow "sports car" (Trabant GT?) and head north to check out the activity. Get to raise our flag in Dourdan and all seems quiet until Saint Louis where there are a few troops around and then when I get near the northern base it all gets a little too hot for me and a car, so it is back to Chapol.
An early morning muse reminded me that, when I visited the camp in La Porte, the medic there said he would not join me because I already had one. Well, as that was no longer true (my medic was killed some time ago), I went back to La Porte and sure enough I got a cut scene where the medic agreed to join me! Actually I got the cut scene twice but I believe THobson has fixed that already.
Back to Chapol with my new recruit and time to prepare to move out. I will spare you the logistical agony; but after much fiddling about I had two tanks, a Vulcan (repaired, refuelled and re-armed), an ammo truck and a jeep with a machine gun ready to roll. Whilst organising all this a man turned up and was duly shot by my guys. I never saw him so do not know which side he represented. Bit of a shock because I worried he might be the start of a bigger attack; but must have been a loner.
When taking the jeep my character suddenly said "Let's get another flag up", and repeated this as we drove round the corner. As the flag was already up in Chapol, not clear where this trigger came from.
Sent the convoy on its way to the north of the island. I drove the jeep and was there ages before the AI made it; but now we are all parked to the west of the northern base ready for an attack, although I am not sure what form that attack is going to take. Another early morning ponder required!
Game time is around 1830.
Title: Re:Abandoned Armies
Post by: THobson on 30 Sep 2005, 20:29:51
The repeated Le Port scene never happened to me.  I have looked at the code and it is just theoretically possible for two scenes to occur if the trigger is fired and then you get out of the trigger area in a fraction of a second, say like cutting across the corner of the trigger area.  If that is the cause I can fix it - and I had better check my other scenes as well.  Good catch.

Quote
I will spare you the logistical agony
There were fuel, repair and ammo trucks close by, but I recall you captured some and took them away earlier - is that the cause of the logistical problem - or is it something to do with the layout of the base that I should fix?

Repeated messages to get another flag up - it never ends.  It would help me to have as much detail as you can remember.  Were all of your team that were close by in vehicles?  When you say the flag was up - just to rule out the obvious - that was the Malden (aka Guernsey) flag?  How did you stop the message - just drove away?  Anything you can remember would help.

Trust you to steal the sports car, that was not a surprise. :)
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 01 Oct 2005, 12:18:16
Logistical problems were nothing to do with your base; just the stupid AI when you want them to go places and they wander off or don't move. I will admit to bringing down the ammo and refueller from the woods; having spent so much effort getting them, was determined to use them!

There were three jeeps with machine guns on a north facing road in Chapol. I got into the most southerly jeep (I think), and as I was mounting the jeep I had the message. Drove the jeep onto the east/west road heading east and by the house on the corner the message repeated. The Malden flag was already flying (I went back to check). My team were dotted around but not moving.  Hope that helps a little, not a big deal (to me).
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 01 Oct 2005, 12:54:46
Final Report
We were on the hill west of the northern base and I crawled down for a closer look. Found and killed a sniper on the hillside and suspected there were more. Got down to the fence and could see no gaps so crawled south to the entrance area (had killed the guys there during my sports car sortie so all was quiet). Called the two tanks and the Vulcan to join me and had them advance towards the base. The tanks had two occupants and the Vulcan one, I planned to join the Vulcan as gunner. My remaining two squad members I left on the hillside as spotters; a job they failed to manage and one was shot by a sniper.
As the tanks and Vulcan came towards me I watched out for advancing AT soldiers, but it was a tank that emerged from the camp and; perhaps with some supporting fire from others, took out the Vulcan and one tank in a few seconds. I was down to one tank and a squad of four; this was not looking good!
I crawled along the fence towards the camp, spotting targets for the tank. I dare not fire myself for fear of the snipers on the hillside. FInally we got close to the camp and I crawled into the eastern shadow of the tank and we advanced into the camp.
Seemed we were clearing it well when more tanks and troops arrived from the north east. A tank came into the narrow lane between the buildings and then got stuck trying to turn around the tent near the end. I ran up and stuck a charge on it and blew it; and killed Andropov! Happy moment! I assumed he was in the tank; but actually he was in the adjoining tent (or so it looked from the end credits; about which more later).
There was no message that the soldiers were running away, so clearly we still had a battle on our hands. By this time the tank was at condition red and the two occupants and myself were injured; only the remaining member on the hillside (the woman) remained unhurt.
Time to get out. I jumped in the tank and we headed up the hill and ran security rings round the woman while she made it back to the ammo truck (this took a while cos I had forgotten where I left it....).
Then took the tank and the truck back to Chapol for repairs, fuel, ammo and medical. Repaired and fueled an M2A2 and, together with the tank, we headed back north. Decided we better check out the surrounding towns and visited La Trinite, Larche and Goisse, hoisting flags at the latter two. No signs of life. Past the fuel depot at the north of the base and then down the runways.
Tank spotted a soldier and took him out so we stopped and I got out for a check. The base seemed to be swarming with soldiers! Assume these had come in from the other towns, or maybe we just missed them last time when we came in from the other direction.
Anyway, they were in range and I spotted them while my squad took them down.
Suddenly there was a message they were surrendering and they all stood up and put up their hands; soooo cool!
Then the end scene and credits. Thobson you have surpassed yourself here. How the hell you managed to creat a variable end sequence which shows the survivors where they were at the point of surrender and the fallen shown where they fell, I don't know; but it is extremely effective; as is the overflight of the two bases and the dead leaders. And the happy civs coming out of the hut; etc. Genius.

High points of this mission for me was discovering that the war had started when I went down into Dourdan, witnessing a strike against Chapol and the surrender of troops at the end (I hate missions where you have to comb the island for one surviving soldier).
Really felt like I was in a living, changing world, with loads of little extra bits like the running women and the prison camp.  It is  actually more like a campaign without any breakpoints rather than a mission. I would be happy to play again; knowing it will be a different and still interesting experience.
The only thing that would enhanced my experience would have been some form of feedback that my actions had triggered events (the radio intercepts), but accept you must be tired of this mission and need to get it finished! I thought the re-organise team comments were a bit illogical as a concept and not always accurate (just as we took Chapol and had tanks and weapons to spare, a comment was made that we did not have enough to take on the enemy tanks).

Overall, this is by far the best OFP experience I have had; better than the official campaigns for sure. 15 hours and 15 minutes of fun.

Can I go back to playing my other games now?
Title: Re:Abandoned Armies
Post by: SpikeTennyson on 01 Oct 2005, 13:00:02
I fogot one thing; I did not experience any significant lag. Occasionally the game seemed to "stutter" for a couple of seconds, that is all.
Title: Re:Abandoned Armies
Post by: THobson on 01 Oct 2005, 14:05:37
Spike:
Wonderful story, thank you.  

Glad you liked it, and good news about the lag, it must depend on just how the two armies come together, or maybe you have souped up you machine to play the GPF1 type of games.  Whatever the reason, it is good news.  In the next version - which really will be the last ::) - I have changed very slightly the way in which some groups are committed to the battle to try and spread them out a little.  The player will not notice - I have done nothing to the way they are committed to deal with him, just the other side.

What I found wonderful is that you attacked the airbase from your base in Chapoi and returned there a couple of times.  That really is making use of the whole island.

Quote
base seemed to be swarming with soldiers! Assume these had come in from the other towns
That is correct.  It is to avoid the problem you mention about trying to find the last soldier.  That is also the reason for the surrender at the end - glad you liked it.

The end scene where you see the team just where they happen to be is actually not difficult, thinking of doing it is the difficult bit, doing it is simple.  Well once you have figured out all the complications of what to do if they are in a vehicle at the time of their death or the end of the mission and a few other little wrinkles like that.

The flag message is an irritant I will need to fix that.

Radio intercepts really is a good idea, but to do it well it would take more time than I currently have available, it would involve find people to do the voices as well.

The illogical messages when re-organising.  My fault, I made an assumption.  I assumed that everyone would reorganise as soon as they could if only to have look at the process so you were meant to get the messages about the tanks when you were first at the lodge.  I can certainly put some check in to stop those particular messages if the first reorganisation happens later.  One of my design premises was: assume nothing - I missed this one.

Quote
I would be happy to play again; knowing it will be a different and still interesting experience.
Don't - yet.  Yes you could play this mission in exactly the same way and it would be different.  You could play it and have a conversation with Sergei when you are reorganising the team and experience a whole new addition to the story line.  But don't.  I am really serious about the next version being the last, save for bug fixes, and I need people to test it - especially the lag, if you are willing that is.  The main hold up on that version is getting voices other than mine for some of the parts.  No pressure on you to get the voices of Erik done soon though  ;)

Quote
Can I go back to playing my other games now?
Most certainly and thanks again.
Title: Re:Abandoned Armies
Post by: macguba on 09 Oct 2005, 20:47:12
OK I've finally got round to testing those new files for the arrival at the lodge.

The time between drop your weapon and bang is too short - I was killed trying to do the right thing.   Just add another couple of seconds there, after the second warning.   Borrow them from between the warnings if necessary.

When approaching equipped with pistol, but armed with M16, the pistol disappears and is replaced in your hands by the M16 in a curious but acceptable way.    Having grenades doesn't prevent the cutscene from starting, but I would recommend that you remove those and return them, like the pistol.

The gap between halt and get out is shorter I think, but could be shorter still.

The reception committee are very static.  They should point their weapons at you, perhaps with a doTarget command or something.   Not a big deal.

If you get out of the vehicle, you are not subsequently told to get out.

No major problems on my half dozen run throughs.  I'd say it works now.

Title: Re:Abandoned Armies
Post by: THobson on 09 Oct 2005, 22:33:18
Excellent thanks.

Changes just made:
1 second less between Halt and Get out
1 second less between the first and second drop weapon warnings
1.3 seconds more between second drop weapon warning and death.
Handgrenades removed and then returned also.


Quote
When approaching equipped with pistol, but armed with M16, the pistol disappears and is replaced in your hands by the M16 in a curious but acceptable way.
It is strangely acceptable.  Just as well, this is one combination I can't detect from a script.  It is also probably a very unlikely occurrance - but I bet some people will find it.
Title: Re:Abandoned Armies
Post by: Mikero on 10 Oct 2005, 13:33:46
>The reception committee are very static.  They should point their weapons at you, perhaps with a doTarget command or something.  Not a big deal.

For me the entire section is a big deal as without these fixes it was too limp. I'm really happy that something has been done here to improve it somewhat. As it stood, it was just-another-objective, just like all other objectives to all other missions, you do it, you move on. Ho hum. What I was hoping for here was for THobson to work his magic in much the same way as he has removed other limp issues (like loons not caring their buddies were shot 10 meters away etc)

This first-lodge encounter is the first time the player reallly really should get the 'idea' that *this* mission has richness-to-detail. Where every single action has a consequence.

I'd be scaring the crap out of the player. I'd be DoTargetting bazookas at him at this stage. I'd even wound him if he moves one inch forward with a warning the next shot will be to the head. Anything to make the player pay attention to the story and to where he is.
Title: Re:Abandoned Armies
Post by: macguba on 10 Oct 2005, 13:42:47
0.3 net is a bit mean.  It wasn't the time from the second one to the bang that was the issue, it was the total time.    I think you need at least a whole second extra there, maybe 1.5.   Don't forget that the player has to remember/figure out how to drop his weapon.

mikero is right of course.    I suggest a bullet zinging into the ground near the player's feet as a warning.    I've a feeling doTarget won't actually work but definitely worth a try.  Although on my real approaches to this area I've never actually seen who was talking to me, which is why it's not a big deal.
Title: Re:Abandoned Armies
Post by: THobson on 10 Oct 2005, 14:06:54
I'll play with the timing some more.  It 'felt' okay - but then I know what's coming.

Quote
Although on my real approaches to this area I've never actually seen who was talking to me,
For real, it is dark and foggy.  You are maybe testing it in broad daylight, that's where I do a lot of testing.   They should face you, I will look at doTarget or maybe a combatStand.  A bullet into the ground near the feet is putting a lot of faith in my geometry :)  I am sure it can be arranged.
Title: Re:Abandoned Armies
Post by: Goettschwan on 10 Oct 2005, 20:32:17
I just returned to internet and playing, and i started, albeit slowly, to look at the last version.
First thing i noticed : playing the first cutscene with tatyana reinitializes the weather, which means that with me the mission starts with a measurable time of good weather, before starting to rain heavier and heavier.
This is okay, but the cutscene stopping apparently initializes your randomizing of the weather, after tatyanas death the weather is clear,sunshine, with the occasional thunder out of nowhere. after about the time the two guys need to laugh the rain starts again, but there is ample time to kill them without the rain.
Is this planned like this?
 
Title: Re:Abandoned Armies
Post by: THobson on 11 Oct 2005, 00:03:19
You will have noticed that there is now no fire in the house to give any illumination.  This makes the rain inside the house very visible, which looks stupid so while in the house I stop the rain, but not the fog.  After the cutscene I re-start the rain.  I cannot explain what you are describing.

Quote
with me the mission starts with a measurable time of good weather
It should not start with good weather anyway.  I cannot remember - do you have any weather influencing addons?
Title: Re:Abandoned Armies
Post by: THobson on 16 Oct 2005, 23:10:38
Get v1.32 here (http://homepage.ntlworld.com/trevor.hobson/Operation%20Flashpoint/Abandoned%20Armies/Abandoned%20Armies%20v1-32.zip)

Okay here is 1.32.  Again the list of changes is too long to show in full.  Mostly a lot of tidying up and a few bug fixes.  I have changed slightly the way in which groups are committed to the war in an attempt to spread them out a little.  I also think I have fixed the OFP ‘feature' that sometimes allows the player to drive around safely while running over soldiers.  I only think I have solved it because it is so difficult to test.  I have also made some further improvements to the end scene.  However the main change has been the inclusion of some different voices.  Macguba has taken on another part plus SpikeTennyson and Sui have also joined the cast.

In the absence of any faults or serious problems this is the one I will be submitting.  I now have a new job that will need to take a lot of my attention, and anyway the level of improvements are now hitting the laws of diminishing returns in a big way.  Especially with those damned cutscenes where behaviours seem to change for no apparent reason.

I have made a lot of changes suggested by you all, but I have not made them all.  Some are a matter of style and so if you have suggested something and I have not incorporated it please don't feel ignored.  There is almost certainly something in the mission that each one of you has suggested.
Title: Re:Abandoned Armies
Post by: Planck on 16 Oct 2005, 23:18:02
I'll wait till tomorrow to download it, I should have my broadband connection by then.   ;)


Planck
Title: Re:Abandoned Armies
Post by: THobson on 16 Oct 2005, 23:34:28
Excellent.  You will love it - broadband I mean.  Will you be getting a machine that breaks above 10 fps as well? ;D
Title: Re:Abandoned Armies
Post by: Planck on 16 Oct 2005, 23:50:48
Emmmmmmm....no, I'm stuck with 2-3 fps for a while longer yet.  :-\


Planck
Title: Re:Abandoned Armies
Post by: tudders on 17 Oct 2005, 11:53:23
Included in the zip file are several pictures and sound files, am i right in guessing these aren't needed in the pbo?

Congrats if this is the final version.  I think i started with v1.2 or possibly v.1.18 (if it existed  ;D) and thought it was the greatest mission playable.  Since then it's improved immeasurably, BI will have a hard job doing better with Armed Assualt.

I don't know if anyone else likes the idea but in the final release i wouldnt mind seeing v1 included like macguba did with his un-impossible mission.  It would be good for first time mission builders to see how the original concept can evolve into a top class mission.
Title: Re:Abandoned Armies
Post by: THobson on 17 Oct 2005, 14:38:00
tudders:
You are correct.  The sound files are for the amusement of the beta testers only and are not needed by the pbo file - I may include them in the pbo file of the final release for de-pbo-ers to stumble across.  The pictures are there for the new requirement to include advertising pictures in the zip file.  Again - not needed by the pbo file.

Thank you for your comments.  It has been a joy (and a pain) making it.  I still have all the old versions, but I was embarrassed about v1.00 (as I called it) even while it was being tested.  I am not sure I would like it to see the light of day again.
Title: Re:Abandoned Armies
Post by: Mikero on 17 Oct 2005, 15:23:22
The advertising pictures (bar one) are great Thob. Surely to goodness whoever puts your mission up on their sites will enjoy choosing one of two of them.

I thought the ogg files were a very nice touch. A sort of amusement, and, a rather clever piece of advertising in it's own right. Some of the phrases just make you want to get in and find out what on earth that was all about.

well done, Imho.
Title: Re:Abandoned Armies
Post by: tudders on 17 Oct 2005, 16:26:40
Is there an easy way to play the ogg files or do i can i only play them through the mission editor?
Title: Re:Abandoned Armies
Post by: macguba on 17 Oct 2005, 16:41:06
I use a free programme called Goldwave for such things.   The default windows stuff can't handle ogg.    There are many sound editing programmes which can.
Title: Re:Abandoned Armies
Post by: THobson on 17 Oct 2005, 17:21:27
This is also a free ogg (etc.) player:
http://www.winamp.com/


Mikero:
So you don't like my dawn through an abandoned wire?  I think it looks great at the original size but I must admit it loses a lot in the shrinking.  Or is it another one you object to?
Title: Re:Abandoned Armies
Post by: Mikero on 23 Oct 2005, 21:54:58
Niggle niggle niggle.

Overview says version 1.31
---
General re-organise.

i'm stopped and no longer leader if i re-organise IN a truck. I think you need to put a crippler in so that re-organisation cannot occur player is in a vehicle. If others are in vehicles or machine guns they simply aren't afterwards, but player is a special case it seems.

Also, squad appears to be in something other than stay alert after any re-organise.

During re-organise, game play continues. This makes it sometimes 'interersting'. I re-organise as soon as I got Sergei (I like to keep the big boys right up front). In the meantime the soldiers came down from the top road and slaughtered u as soon as i 'finished'. Repeated the sequence by checking that soldiers were about 700 meteres away, re-organsied, and they were about 30 feet !

--
The new 1st cutscene at lodge is much much much better for me. I wet myself trying to get rid of my weapons.

After cutscene am left with handgun. Fine by me.

yuri visek injured, a nice touch to force me to use medcabinet.

Ditto Sergie.

When I hit the radio, and get 'Visek I know him, he's a good man' theres no-one speaking (no visual). I thought in other veriosn there was?

---
Disembarking from ANY civilian vehicle causes weapon to be shouldered. The first instance of using a military vehicle
stops this (including subsequent use of civilian trucks). This would a appear to be an ofp 'feature'.
---
I met the Avon Lady at least twice around larche. Lots of fun.

---

Pow camp: The dialog mentioning lack of food troubles me, as does the non-opening gate if my original medic is alive.
What I'd prefer to see (and its imho only) is the gate is opened and I tell that medic that he can now go outside and get food from the soldiers truck, house camp or whatever. I don't like the inability to 'free' the prisoners. They remain in effect locked in, and still prisoners.

-----

Had some absolutely weird stuff happneing this version.

Weird #1.

If I used the ural at Dourdan, it had ghosts. It behaved excactly like the civilian rescue where If i got out, they got out. And in this truck, if I got out, my squad got out. If I got my medic to drive it around HOUDAN. He went in the OPPOSTE direction. Eg north was south, south was north. It was wierder than weird. I eventually abandoned it and used by trusty civil. But I didn't check whether the area around Houdan was the problem, as well as the truck, or just the truck.

Weird #2

I spent a very long time around Chapoi. I elminated everything. I had also (previously) wiped out all southrons in all other towns including the ones without flags.

At a certain point, Godzilla and his friendly BMP wannabe appeared. Afaik, this has only every happened before AFTER i kill stamenove. Maybe not. But it seemed to be a threshold trigger. I'd wiped out everything else.

On my final assault to the HQ. stamenov appeared behind a tree !!!! near the repair and truck depot !!!!

No amount of lead would kill him so I ingored him and went for the 'real one'. I shot him, and then nothing. No voicover, nothing. I went back and blew him up with a satchel (he ended up blown out of his house and hanging on the top of the barbed wire fence. Nothing. I put everyone near the flagpole, hoping for a flag message at least, nothing.

So, sob, I had to stop.

---
Had a spectacular fire fight in and around T3. Reminiscent of some Chapoi northron/southron firefights. Tnaks blown everywhere choppers going ballistic, one of those 'scenic views' sort of things.

----
Another problem I have is I have persistently started the war too early in most later versios. I am severely aggressive. I take on anything that twitches in Vigny and La P, then wait for the Jeeps and attack them, then wipe out the one or two squad coming via arudy with the police jeep. All in all, this seems to always cause a war, and as a result, I suffer from lag quite badly. It *might* be that even though in earlier versions you set the barrier quite high to start the fight, it was the correct way to do it.

---
noticed only two soldiers guarding Tatyana.
----

Up to the point where I couldn't continue, the mission remains as wonderful as ever Thob. The only real changes I noticed in this mission were enriched voiceovers. They really are great and the various accents wonderful.
Title: Re:Abandoned Armies
Post by: THobson on 23 Oct 2005, 23:29:09
What a bugger:
Overview version - fixed

Reorganise: I tested it with everyone else in or out of a vehicle, but not with Alexi in a vehicle.  Excellent catch.  Thanks

Quote
When I hit the radio, and get 'Visek I know him, he's a good man' theres no-one speaking (no visual). I thought in other veriosn there was?
There never was a visual of the speaker.  In the final version Karl will stop and face the player when he says it.  Unless by visual you mean the text of the message on the bottom of the screen - that certainly should be there.

POW camp:  Sorry.  I have run out of energy for this.

Weird #1
This is a feature of OFP.  Sometime you tell a vehicle to go somewhere and it heads off in the opposite direction.  I believe you also had this problem with a very early version of this mission.  I have no idea what causes it or what the solution might be.

Weird #2
How depressing.  I have no idea what has caused this, and I am away from early tomorrow morning for the rest of the week.  I will just have to fret about it.  Tell me.  When you went into the HQ did you get the ‘Please don't shoot' message?  and were they shot? (by which I mean did you hear shots and were they dead - that is two questions)

Eureka! - I think I know what caused Stamenov to appear in a strange place.  If I am right this is easy to fix.  What I still don't know is why when he was dead you didn't get the voiceover. You might sob, I am talking about a years work here.

Quote
noticed only two soldiers guarding Tatyana.
There are three but one of them seems to run away very easily.

Mikero - you are worth your weight in gold.
Title: Re:Abandoned Armies
Post by: Mikero on 24 Oct 2005, 01:51:25
>pow camp out of energy.

good! we might see this as a final realease real soon now!

>HQ and Stamenov. Yes, and Yes.

Also forgot to mention that 'my little brother' Ruslan accrued experience far slower that the others, and was excellent. I know you did this deliberately. Would be good a) more disparity for the others, b) more points required to move from vet->expert (eg) than novice->recruit. Ie it takes longer and takes more than just 1 point= one more exp level. Ruslan's experience curve was (for me) about the right tempo for all of them (they accumulate too quick imho)

One final niggle I can think of is the briefing (sigh). It really depends on whether you want to frustrate the player (which is something I love about this mission, the hair tearing screaming hissy fits I get). The boat etc has been done to death in terms of NOT getting into it and penalities apply, blah blah. But, if you look at the wording of the briefing, everything suggests the boat is there to be used again.

I would either a) modify the wording to make it plain, it's a dead duck, or b) my always preferred option with this mission is remove all reference to it (in terms of whether ot's usable or not, and let the player discover for themsevles  8) )
Title: Re:Abandoned Armies
Post by: THobson on 24 Oct 2005, 06:02:32
Quote
Also forgot to mention that 'my little brother' Ruslan accrued experience far slower that the others, and was excellent. I know you did this deliberately. Would be good a) more disparity for the others, b) more points required to move from vet->expert (eg) than novice->recruit. Ie it takes longer and takes more than just 1 point= one more exp level. Ruslan's experience curve was (for me) about the right tempo for all of them (they accumulate too quick imho)
Yes it was deliberate.  I came to the same conclusion you have about having slower progression and more disparity.  This is already in v1.40.  When I first put this feature in all I wanted to do was avoid something looking illogical when the civis join you, but get them up to fighting skill as quickly as possible, now I see it as a nother piece of management the player has to deal with.

Boat:  I think I do have to mention it.  If any players do use it then be it on their own heads. ;D

Off to the airport now.  Back late Friday - may be able to check in occassionally.
Title: Re:Abandoned Armies
Post by: Mikero on 25 Oct 2005, 02:21:04
>i think I do have to mention it.

and i think you've been influenced too much by us. One of the great appeals of this masterpiece is the ball-tairing hair pulling Basil Faulty cringe mode, where the player is flummoxed at every turn without it being unfair. You tried to mollify others startled screams when they drowned, to be nice.

Right now, the briefing is lying, which has never been your intent.

Some things to report. One of them I hope is exceptionally important.

Unimportant1:

I captured a T80 thru no fault of my own. My AT launcher disposed of the crew in a single hit to the turret and left the tank un-harmed.

It has NO visual indications of being damaged. Drives well and etc, but I did get that wonderful voiceover about it being scrunched a lot and needs repair.

The really bad thing (tm) is that if I get in it, my people shoot me dead. I am bringing this to your attention because it would appear to be a similar thing to the police jeep. If the jeep's sufficiently damaged, it's shot at by the loons while I drive it. If you have any sort of answer to this or explanation, I'd welcome an increase in knowledge.

Unimportant2:

The red signatures can be intensely irritating. Sergie you know about, and am hoping (still) you change him to a resistace spy on the final version to turn him green.

A Ural is white until I get in it, it then indicates as an enemy vehicle (red), but of course my people don't shoot it (i bet if it was severely damaged, they would)

Important:

I have suffered from horrendous lag in 1.31 and 1.32. This was comensurate with a much more aggressive game style by me where I took on anything that moved, and, a change by you in how the war starts.

As a test, I tried 1.32 again in non-rambo mode. Basically following the plot and keeping out of harm's way.  In otherwords, playing it exactly as any sane person would.

The war did NOT start until Dourdan. Much later than say my normal T3 bust up or *even earlier* if I'm really aggressive.

After it did start, lag was back to that wonderful (and I choose that word carefully) 'sixth sense' where things get ever so slightly slushy. A 'seasick' feeling, and you know to run like hell. Believe me, that's an added dimension to this game play. Lag as such, did not exist and reminded me of the best version so far (1.30).

This is so ultra important to the mission, and I'm convinced I've stumbled over it and the answer to all the bull about sandbags, ai and all. I would 1,000% percent recommend that you prevent a war starting before a specific time. Ie mid-day.

The war began after I attacked the T80 which was alone. When I did so, i noticed a chopper taking an interest in it (in one of the retries) so assume you trigger war on these types of events (opportunism). Importantly, war started when no 'mist' was about. I am going on and on about this because the game play was seriously impacted for the better.

It could be that by this time, all the units and all the hidden initialising has been settled down. As in units are now in 'normal' mode rather than trying to achieve an objective, or, they aren't straining thru mist. When war did start, I can assure you I was overwhelmed! The buggers came from everywhere North South, mountains, Arudy, Northron and Southron and they were savage too each other not just me. I only escaped by fighting through piles of bodies down to Sergie, but AT NO TIME was there lag (despite a convoy)

I am a million squillion bazillion percent convinced you need to prevent war starting early. And THAT would be one hell of an elegant 'fix'.

edit:
have just read a review of  Operation Flashpoint:Elite  (http://www.xboxworld.com.au/xbox_games/review_xbox.php?idReview=624)

the irony struck me so I am just quoting with obvious word replacement

Quote
It is important to make the distinction between Abandoned Armies being a ‘Military Simulator' and not a traditional First Person / Third Person Shooter (FPS/TPS). Attempting to play Abandoned Armies as you would Halo 2 for instance will result in certain failure as ‘run-and-gun' tactics just don't work. As an accurate simulation of military combat, you have to play Abandoned Armies as if your own arse was on the line. When the rounds start flying you must get down low and get behind cover or you will soon find yourself dead. You can not survive many bullet or shrapnel wounds and on the harder difficulty levels, dying after only one shot is common…as in real life.

The realism of Abandoned Armies goes much further than not being able to withstand a 7.62 mm round to the head. There are many little touches that the "average" gamer may very well notice but not necessarily appreciate the significance.

Couldn't have said it better myself :D
Title: Re:Abandoned Armies
Post by: THobson on 25 Oct 2005, 08:00:24
I need to be brief - I get much less time with this new job.

Quote
and i think you've been influenced too much by us.
That thought had occurred to me several times, but I am still happy with where I am.

The briefing lies?

Unimportant1.  Well the fact that you got the message and you could still drive it is important.  That should only happen if the vehicle cannot be driven.  I suspect an OFP ‘feature', your team mates attacking you is certainly one of those.  I doubt I can do anything about it.

Unimportant2:  I can't do anything about this.  I am reluctant to change Sergei.  My experience with Irena reinforces my view that not all units behave in the same way.  I don't want to introduce bugs at this stage by moving to a unit that has not been tested.

Important:  Interesting.  I was always impressed by your aggressive style - I am not good enough to get away with playing like that.  I don't think I can delay the war without having other side effects.  Basically the war starts when units if different sides come into contact with each other.  Without player action this will never (longest test was 5 days) happen.  It is what the player does that gets them into contact.  There are few places where I force a contact.  One is where one side gets so weak the other side decides to attack it. I suspect you might have triggered that.

Identifying your comments as unimportant and important is very helpful

Must rush sorry.  Will read this all again when I get back.

Bye the way, thanks for the quote :)
Title: Re:Abandoned Armies
Post by: THobson on 30 Oct 2005, 21:40:17
Well so here it is.  The post I have been expecting to make for months now.  The one that tells you all that this journey is now at an end, I have finally submitted the mission for review!

What a journey it has been.  I started making this mission over a year ago, in fact it was last November that I had my first successful soak test of 5 days and the island was still running at the end of it.  I thought the mission was nearly finished when I stared this thread in January and to be quite honest I expected maybe a couple of people to like it and the rest to hate it.  What a surprise I had on two counts: 1) it was nowhere nearly finished as a mission; and 2) many more people liked it than I had dared hope for.

The 12 + months I have spent on this mission have been deeply frustrating at times but greatly rewarding as well, largely due to the response I have received through this thread.  I thank you all for the help, support, ideas and encouragement you have given me over the last few months, I really cannot express how grateful I am to you all.  You have kept me going though some very frustrating times and your suggestions and comments have helped to transform the mission into something so much better than I had first envisaged.

I will leave this thread open for a few more days.  I will need a stiff drink before I solve it, it will be like saying goodbye to an old and dear friend, but please, any comments on the mission should now be posted here. (http://www.ofpec.com/missions_depot/index.php?ID=1344)

Unless of course you download the final version and find a problem with it - then a reply here or an IM would do the trick.


Title: Re:Abandoned Armies
Post by: Mikero on 31 Oct 2005, 00:41:14
Like a child leaving home sob. :'(

Still, just to punish you for the pain and hell you have all put us through, we are all looking forward to the sequel 8) 8) 8)

---

In any case THob, thank you from us for a fantastic learning curve. We have all benefited greatly from this masterpiece, some in gameplay, some in better understanding of the engine, and some, in just sheer delight.

thank you.
Title: Re:Abandoned Armies
Post by: klavan on 31 Oct 2005, 08:57:20
Ah! Finally I can play this mission without feeling faulty for a missing beta report by me: if your mission took up to 12 month to get ready, I would need 24+ hours to write a beta report, thanks to my fourbish english.
Now I know i can give it a run and say "I liked It!" or "It's so sh***y!!!" without the need to say why! (jocking!) ;)
Moreover, now BIS can release ArmA......C'mon, say the thruth Thobson, we know BIS delayed ArmA for giving us the chance to to enjoy your masterpiece!   ;D
Downloading now.......
Klavan
Title: Re:Abandoned Armies
Post by: THobson on 01 Nov 2005, 09:00:21
Klavan:

I'm afraid you missed an opportunity to get your name in the list of beta testers.  All that was needed was some helpful suggestion not a full report.  Ah well. I hope you enjoy playing it.   :)

Yes the delay to Armed Assault has been helpful  ;D
Title: Re:Abandoned Armies
Post by: djackl on 14 Nov 2005, 08:56:22
Can I smell a 10/10?

Sorry about the lack of gaming since my last few posts at the start, but i just haven't had time to play all of this uber mission  :-[
Title: Re:Abandoned Armies
Post by: THobson on 19 Nov 2005, 12:12:30
No apology necessary.  I appreciated the input when you could give it.  It does take a long time to play.  I have done a complete end to end run through of the release version (v1.40).  I know how it works, but I also play it slowly.  It took me one and half weekends and six evenings.  Mission time was a little over 25 hours.  The first soldier I killed (after the three at Vigny) was at about 11:30, about 5 hours into the mission, I was busy all that time sneaking around doing 'stuff'.  I kept finding little things I wanted to change - but realised it was now too late, and anyway I now don't have the time.

On the score -  The scoring system here is a bit odd, 10 is reserved for the 'perfect' mission and nothing is perfect.  Except that the two winners of last year's competition got a 10 with missions that were not perfect either - so who knows.  Anyway what is more important to me is the comments I get from people who play the mission and enjoy it.  That is really my reward.
Title: Re: (Review please) Abandoned Armies
Post by: THobson on 16 Sep 2006, 09:59:41
Please review

The final version of this mission was submitted for review in October 2005.  It had not been reviewed when ofpec went down in January 2006.  We now have a new process for submitting missions for review which requires missions to be submitted from this beta board.  In compliance with this new process, below is a link to the final version for which a review is requested.  The mission is unchanged from the one submitted last October - but I have updated the Readme file to deal with the fact that the old links to ofpec will no longer work

Get the final version here (http://homepage.ntlworld.com/trevor.hobson/)

Title: Re: (Review Please) Abandoned Armies
Post by: Mandoble on 16 Sep 2006, 10:39:14
Said before, said again OUTSTANDING JOB  :good:   I know, this is not a review, but can't resist  :clap:
Title: Re: (Review Please) Abandoned Armies
Post by: macguba on 16 Sep 2006, 18:13:31
*Puts on mission reviewer hat.*   I have this one.
Title: Abandoned Armies by THobson
Post by: macguba on 18 Sep 2006, 13:18:18
(http://andrew.nf/ofp/missions/images/Abandoned Armies 1.jpg)
File: Abandoned Armies v1-40.zip (16.3mb) (http://andrew.nf/ofp/missions/Abandoned Armies v1-40.zip)
Version: 1.40
Requires: OFP 1.96
AuthorTHobson
Score10
TypeSP
Addons:General Barron's Editor Addon 102 (http://www.ofpec.com/ed_depot/the_files/OFPResources/tools/editorupdate_genbed.zip) (included in zip)
Description:A three-sided, whole island battle.   The best mission yet made.


Review by macguba


Abandoned Armies is not merely the best mission ever made:  it is the culmination of a dream that two Czech computer game programmers had many years ago.  Operation Flashpoint achieves its potential in Abandoned Armies: this mission shows you why you play it; why you love it.

Download the mission now, while you read this review.  When the download is finished, read THobson's readme, it's useful and fascinating.  If you are new to OFP play a few more missions before attempting this one.

How do you think you'd cope if you were stranded on an island, hunted by two warring armies?  Well, here is your chance to find out.  Malden has been the flashpoint for a global nuclear war, although the island itself proved not to be worth a warhead, and the remnants of Soviet and American expeditionary armies have been abandoned here.    Nationality became irrelevant in the basic struggle for survival:  fragmented groups of soldiers joined with their former enemies to scavenge for food and petrol.  These groups eventually coalesced into a pair of hungry, ragged clans, controlled by vicious warlords and continually at odds.   Now that the Malden Resistance is all but wiped out, and the civilian population plundered, raped and murdered into insignificance, these warbands have agreed an untrusting truce.   

You play Alexi Petrenco, a local lad of about 17.  Your father has been killed fighting for the Resistance but your family is one of the few to have survived the maelstrom.   Now, as winter approaches, the lack of food and shelter is life-threatening.   Unless you can find your uncle - a clever man - and obtain his help, your mother and sister will surely die too.   Armed with your father's old pistol and a few bullets, you set off in a decrepit boat.  Your uncle lives in Vigny ... if he's still there.  If Vigny is still there.

THobson has cracked the "whole island experience" thing and that alone is a milestone in OFP mission making.  There is no spawning of units here - everything is on the map at the start.  Of course there's some randomisation, for the replay value, but everything is planned, everything is real.  This is exactly what BIS are doing on a larger scale with Armed Assault.  Just remember that THobson got here first.

But that's not it.  That's not what makes the mission so remarkable.  What's remarkable is that the author has created a living island in a highly original mission, with superb build quality and innumerable touches of artistic and technical detail.   It's like adding the creative energy of a TVR and the reliability of a Mazda to the sheer class of a Ferrari.  The result is ... well if you're from California, "Amazingly awesome, man".  If you're from Scotland like me you'd say "Aye, well, its alright".  There is no higher praise.

I have an interest to declare: I was a beta tester and voice actor on this mission, and THobson kindly acknowledges that he was influenced by my Un-Impossible Mission.  However, this review has been passed by the Missions Depot Admin and the score was agreed amongst the mission reviewers.  This is the first ever mission, other than the 2004 MEC winners, that has been awarded the highest possible OFPEC score of 10/10.  With the greatest respect to all the finalists in the MEC, this one leaves them for dust. 


Overview

As good an Overview as you'll ever see.   A beautifully created scene, photographed well, with concise text that gives both a clear description of the situation and an air of suspense.


Intro

Top class filmmaking.  A good story, well told, with many attractive details. The homely but competent voice acting of the author's family adds a great deal to the atmosphere.   It's true that there are no exhilarating cinematic effects, but the choice of music is excellent.  A classic example of something which looks easy, but isn't.


Briefing

Again, as good a Briefing as you're likely to see.  Simple and direct with helpful background information.  Don't be tempted to skip anything:  this mission is about the whole atmosphere and paying attention here will pay dividends later.   The voiceover is informative although the "Uncle" motif is perhaps overdone.   No gear selection - it's not appropriate - but in the mission itself there's plenty of weaponry.   You'll have to figure out a way of getting hold of it of course, and once you do you'll find that the author has judged the ammo shortage beautifully:  you do have to think about it but you don't have to panic.  Medical support is also available if you use your eyes, ears and brain.   You start the mission alone.   


Mission

This is the best mission you've ever played so get your preparation right.  During the week, clear your diary for the weekend and tell your flatmates and family to keep out of the way.  Watch the Intro and read the Briefing a couple of times, start the mission and sort out the environmental effects dialogue, then Abort.   On Friday night have a shower - you won't be having another for a day or two - make a few crappy sandwiches and fill a thermos flask with black coffee. 

Saturday morning.  Get up an hour before dawn and, by torchlight, start the mission from the reload point.  Skip the Intro and Briefing now, you know what's there.  It's cold, wet and dark, you can feel the chill.  Take some lukewarm coffee while you contemplate the stiff slope ahead.  The climb will wake you up but by the time you get to the top you'll be slightly lost.  Vigny is ... that way?   I think I'll have a sneak around.  What the ..!

You are cocooned by the atmosphere even before the first cutscene, and shortly after it the self-aware player will pause suddenly for a brief smile.  You are behaving exactly as you would if this was real.   Which means it is real.   So, what to do next?   Well, the author has provided a very broad hint and this near the start it's worth taking his advice.  Not least because the sun is starting to appear and he wants you to face it; you need the warmth it offers.   Abandoned Armies has a real story, but how and when you follow it is up to you.  There are no particularly dramatic consequences to acting or not acting on any suggestions given to you by the characters you meet, but it's important to listen to what they say so that you can make an informed decision.  They will tell you what you need to know in order to figure out what's really happening on this godforsaken island.  This mission has three genuinely distinct Sides, and the relationship between them (which may change) is an important aspect of the mission.   Four Sides, if you count the tattered remains of the civilian population, but they are few and far between.

There are many enemies to kill, if you decide to go a-killing, but don't feel you have to shoot everyone you meet.   In the early stages this is very much a blackops style of mission:  intelligence gathering, sneak attacks and quick raids.  Later, it develops into full blown infantry combat, assuming you have collected your squad and kept them alive.  Towards the end, if you want, you'll be fighting from tanks.    And even after the end you'll keep playing.  Or rather thinking, "Yes, the fighting is finished, but we still have to face the winter.  How will we survive?"

Abandoned Armies is a challenging mission, particularly near the beginning when enemies abound and your squad is ill-trained and ill-equipped.  A quick win is not on the agenda.  It's hard enough to get a win at all and you'll need skill, patience and guts.  I don't mean patience and guts in the game, I mean patience and guts in real life.  Playing Rambo-style will get you nowhere.  In fact, playing any single style all the time will get you nowhere very much, except at the start where 'hit and run' works well.  Especially 'run'.  The way to win - and the mission is very winnable - is to play it smart and play it flexible, adapting your style and immediate intentions to the circumstances of the moment.    Savour the whole experience and avoid getting killed, since death-and-retry breaks the immersion.    Don't hit pause while you eat, drink and piss:  find some cover and keep the game running.  Don't go to bed during the night:  curl up in a thin blanket and doze while the mission continues.  Do not break the spell.

My point is that this is not a 'whole-campaign-all-in-one'.  It is a single tremendous mission; an epic story with a beginning, a middle and an end.  It captures much of what OFP has to offer and whatever your favourite genre, you'll probably find it here.  What is more, you'll start this mission feeling like a boy ... and you'll end it feeling like a field marshal.


Outro

The Outro is in the mission rather than being seperate, which in this case is right.  It's deceptively simple, showing you the state of your squad and the island at the end of the mission.  Excellent music as usual, which is used to great dramatic effect.    Credits follow seamlessly and the whole thing provides a satisfying end to an extraordinary experience, gently lowering you back into real life.


Special

Abandoned Armies is designed for Veteran mode, do not play it in Cadet mode.  You'll need to be able to navigate over the whole island in bad weather with only a map and compass.  If you're not good enough to play in Vet, learn.  It's worth it - this mission is what OFP was built for.  This is a very long mission and will take you the best part of a day to complete, even without retries.   (Some beta testers took over 24 hours of game time.)  There are 42 radio savegames and you should use one about every 20 minutes or so, depending on your approach.  Time acceleration is disabled, and rightly so.  Note that you must set Video Options/Terrain detail to Normal or strange things will happen to some static objects.  This is an OFP bug which is not noticeable in ordinary missions.

The use of weather is immaculate and random weather scripts (such as in ECP) must be turned off.   Due to the large size of the mission it is advisable not to use mods such as ECP at all, unless you have a very powerful computer.   After the Briefing there is a dialogue allowing you to disable some environmental effects, which is necessary if you have a low end machine.  It doesn't affect gameplay.  The effects switched off include the vehicle burn scripts, animal sounds, and some flag effects. 

Most vehicles have music players.  An example of the attention to detail is that the music player won't work if the vehicle is damaged, but will work if the vehicle is repaired.   This is even true of the helicopters, should you be skilful enough and lucky enough to capture one.

The two enemy armies are entirely different in character.  At first they appear to be the same, since both are composed of a mixture of Soviet and American units, but when you look closely you will see that they are totally different.  What's that?   You want me to tell you how they are different?  Oh no. Oh dear me no.  But I will tell you that the character of each army reflects the character of its leader.

Both the enemy armies have patrols and convoys.  These work as they would in real life, stopping at fuel stations to refuel.  Keeping them running indefinitely is a remarkable technical achievement by the author, given the AI's enthusiasm for crashing into trees and each other.  If a vehicle is damaged the crew will get out to "repair" it.  The embarked infantry will also dismount and attack you if you are detected nearby.  Should you manage to escape, they will re-embark and continue their journey.

There are 15 cutscenes in the mission and they are dynamic:  the cutscenes you actually see and their precise script depends on what other cutscenes and events have occurred.   Some of them are "secret" in that they are not part of the main plot and you'll find them only by means of observation and initiative.  Most players will see about ten of the cutscenes - it's impossible to see them all because some are mutually exclusive.  To get the full experience of this mission you need to play it more than once, and play it differently.   There are about ten voice actors and some play more than one part.

As if all that wasn't enough, the mission is packed with special effects.   Some you are bound to find (the wolves and other animals and sounds), some you might find (mad women), and some you will find only if you play the mission two or three times while paying attention.  (I won't spoil the surprise.)    Once you've gathered your squad, if that's what you choose to do, there is a squad reorganisation script so that you can select who is at 2, who is at 3 and so on.   This is a serious piece of scripting because the game engine treats different models (e.g. medic, women) differently.    Each member of your squad has a unique personality and will talk to you while you reorganise.  Listen to what they say.   Their skill level increases as they gain experience.

Several OFP "features" have been fixed.  For example, tanks which have no ammo at all cannot normally re-arm, but in this mission they can.  When you are in a civilian vehicle, enemy soldiers usually don't react to you but here they often will.

48 people beta tested this mission.  There is no "last loon" problem.  I didn't find any bugs and I suspect there aren't any.

Do you see what I'm getting at?   This "Special" section is longer than the entire review for most missions.  And I've missed out a whole bunch of stuff, like the roadblock that is established when a road is no longer required because the convoy that uses it has been destroyed.  The whole damn mission is special.



Click for the old beta thread (http://www.ofpec.com/forum/index.php?topic=21792.0) (locked).

nominesine interviews the author, (http://www.ofpec.com/index.php?option=com_content&task=view&id=86&Itemid=1) THobson.



Title: Re: (Review Please) Abandoned Armies
Post by: macguba on 25 Sep 2006, 13:09:39
The review has been completed.

This mission scored 10/10, the first time a mission submitted to OFPEC has attained this score.    Since it's no longer a beta this thread is being locked.   You may comment on the completed version on the reviewed mission thread. (http://www.ofpec.com/forum/index.php?topic=28454.0)

Well done THobson!



#Locked
Title: Re: Abandoned Armies by THobson
Post by: Nixer6 on 01 Oct 2006, 09:51:30
So far....very nice.

But, for "abandoned" amries they sure are well armed!  :D
Title: Re: Abandoned Armies by THobson
Post by: Planck on 01 Oct 2006, 14:05:30
Well armed???.....Are you sure?

When I played this, on an individual basis soldiers were very short of ammo.
Maybe only have 2 magazines.

LAW and RPG soldiers were lucky to have 2 rockets.
Armour quite often had less than a full complement of shells.....etc etc


Planck
Title: Re: Abandoned Armies by THobson
Post by: Bj on 01 Oct 2006, 16:02:33
So far....very nice.

But, for "abandoned" amries they sure are well armed!  :D

abandoned= no support from their respective militaries and society.

being abandoned doesn't mean being unarmed. One of the constant thoughts I had was bullet count in this mission. For the first time playing OFP I counted rounds. So even though they where well armed, they weren't well supplied.
Title: Re: Abandoned Armies by THobson
Post by: SugarPlumFairy on 02 Oct 2006, 03:35:38
ok well first off better know how to use your compass,lol. not bad at all, still working on it .story line is good.runs pretty smooth.good job so far :good:will fill in when finished the mission,might be awhile :clap:
Title: Re: Abandoned Armies by THobson
Post by: Nixer6 on 02 Oct 2006, 18:51:42
By well armed I meant APC's and tanks!

Haven't had the opportunity to acquire any ant-armor weapons yet.............. :weeping:
Title: Re: Abandoned Armies by THobson
Post by: XCess on 04 Oct 2006, 11:02:35
Wow, I seem to have found an old review of Abandoned Armies I wrote for XCessOFP.tk (http://www.xcessofp.awardspace.com) way back in April, thought I might aswell post it up here  :D

Abandoned Armies - by THobson
This is one mission I will never forget. In fact, scratch that, this is one game I will never forget.

Abandoned Armies took the OFP engine, and pushed it to the extreme. This is an entire island, filled with a real enemy that goes through it's daily routine minute by minute, hour by hour.
There's no spawn zones, the units you face in Abandoned Armies are there from the start, and yet.. they fill an entire island.

I thought a mission like this would be impossible before playing it, I thought it would create massive amounts of lag making the mission simply unplayable. But THobson proved me wrong.

With 130 scripts, THobson has created a living world within the OFP engine, one in which every player action affects the outcome. Groups will join up when low in numbers, they will disembark their vehicles when they see something suspect, and then they will get back in the vehicle and continue their patrols if they see nothing, or deal with the problems.

The overall objective is to save the island of Malden from two opposing forces, the northern force controlled by Stamenov, an ex spetz natz commanding well trained, proffesional soldiers. To the south, the rabble force of Andropov, the infamous police chief of Nogova. His force maybe unskilled, but their determination in avoiding their commanders well proven wrath keeps them fighting for their very lives.

And what force does the player have? A small band of resistance fighters, many of which have never fired a gun before in their life. But they have a thirst for revenge. Having their families slaughtered and their homes occupied by rapists and murderers, they will fight with every ounce of strength in their body until they reach either victory.. or their death.

How could such a small force defeat not one, but two armies. Both of which using better weapons and better vehicles, not to mention tanks and helicopters... Well, you'll just have to play the mission for yourself to find out.

One thing I can tell you, when you play Abandoned Armies, your view of OFP will be greatly improved.
Title: Re: Abandoned Armies by THobson
Post by: reFlex on 05 Oct 2006, 08:50:37
okay I am experiencing quit abit of lag during the initial period of the game (after entering Vigny) and heading to find uncle in mountains between Arudy and Larche.

I running with reduced settings enabled and have ensured that I only have the official OFP/Res pbo files in the Addons and Res/addons folders (no unofficial addons other than editorupdate102_genbed installed).  I have no other mission mods installed either.

My OFP Video settings are:
-------------------------------
Terrain Detail: Normal
Visibility: 1093
Visual Quality: 6..18
Frame Rate: 10..20
Hardware T&L: Enabled
Multitexturing: Enabled
W-buffer: Disabled
Object Shadows: Enabled
Vehicle Shadows: Enabled
Cloudlets: Enabled
Blood: Enabled


My System requirements are:
-------------------------------------
AMD Athlon 64 2200MHz 3500+
Asus A8V Deluxe MB
2GB PC3200 DDR SDRAM
ATI Radeon 9800 PRO
Benchmarking score of 6250


Any recommendations or suggestions would be appreciated-

Title: Re: Abandoned Armies by THobson
Post by: bedges on 05 Oct 2006, 09:05:53
try turning off object and vehicle shadows (it's night-time), blood and cloudlets. you can re-enable them later when the mission system has settled down and the sun comes up.

abarm does suffer a little from lag at the beginning of the mission - part of the reason for the massive climb up the crevasse - but it does ease up a little later on.
Title: Re: Abandoned Armies by THobson
Post by: macguba on 05 Oct 2006, 12:16:25
Nice review XCess.   :good:

dan brown, I'm slightly puzzled.    You have a very decent setup and lag should not be a problem.   Normally I would suggest cleaning out your addons folders it you appear to have done that already.   You should be able to play the mission, on full environmental settings, without too much trouble.

I can only suggest some serious routine computer maintenance.     And check again for other programmes running in the background. 

Oh, and

Welcome to the forums!
Title: Re: Abandoned Armies by THobson
Post by: THobson on 05 Oct 2006, 14:33:43
I agree.  With that set up you should be able to run the mission with full environmental effects.  There is an initialisation period of about 20 to 30 seconds for the mission but after that there should be no performance hit.

As mac says the first place to look is for an untidy addons folder but as you have only the minumum required this can't be the problem.  At least one beta tester claimed that Norton AV was causing them performance problems.  I must say that I also use NAV and have experienced no such issue.  In terms of possible solutions I am afraid I can add nothing to what macguba has suggested.  Sorry


XCess,

Thank you. :)
Title: Re: Abandoned Armies by THobson
Post by: reFlex on 06 Oct 2006, 06:01:33
thanks all for your responses, I will try and disable/tweak some of the video settings to see if that helps,
the lag problem seems to happen sporadically and at times all is well,

I was thinking maybe the cpu or video card might be overheating but I dont have the case cover installed and I use a separate large fan blowing air into the case for additional cooling and ventilation, my other course of action would be to reinstall OFP and try to see if lag continues,

The only background program I have running in the Systray is McAfee Security center (comcast), other than that my system is pretty lean. I will also try to disable McAfee to see if it helps too.


Question 1-
Can anyone comment on whether the pbo files ("BRG_n2.pbo" and "wgl_i_t.pbo") found in the "Res/Addons" folder are official or unofficial addons and if they should stay. According to Mikero's list of the official addons:  http://andrew.nf/OFP/BedtimeReading/PristineAddons.htm (http://andrew.nf/OFP/BedtimeReading/PristineAddons.htm), these two files were not identified.

Question 2-
After watching the game's intro cutscene, when I finally get to the mission briefing screen, there at the top of the briefing screen is an error message that reads:
'_northBox4 = nearestObject [object _northObj, "AmmoBoxAddW"]|#|': Error 0 elements provided, 3 expected
This message shows for about 5 seconds then goes away, is this message as expected and can be ignored, or could this message be related to the lag issue?



anyways thanks again and I hope to be able to get to finish Abandoned Armies,
OFP rocks!
Title: Re: Abandoned Armies by THobson
Post by: rhysduk on 06 Oct 2006, 06:50:58
Hey dan,

Q1: I, and am certain that other will agree, that  the two PBO files that you listed in your above post are definitely not OFFICIAL BIS addons, they are third party addons.

Q2: Are you running any mods like FFUR or ECP when playing the mission? I cant see why you should get this error due to lag as lag is caused by your PC not being able to cope with all the arguements and variables, units, situations etc passed to it at a time. You should not see an error "due to lag" only the fact that your PC runs slow. Double check that you are running the latest version of AbArmies and not an old version that may have included the said error/bug.

Rhys
Title: Re: Abandoned Armies by THobson
Post by: THobson on 06 Oct 2006, 08:53:19
Also check that you are using the standard island - no mods tweaks or improvements.  The error message you mention never came up during the months of beta testing but was reported recently by someone who was not using the standard island.
Title: Re: Abandoned Armies by THobson
Post by: karantan on 06 Oct 2006, 14:26:58
@dan brown

It seems "BRG_n2.pbo" is from the HergHoff's Nature Pack 2, and "wgl_i_t.pbo" is from the WGL Mod, so definitely they're not an official addons, and probably they're causing you those problems, as also TH is suspecting in his post above. But it could proove hard for those files to be removed, because they're usually part of something bigger (pack or mod).

But I can add I played this mission with Nature Pack 3 and with ECP without any problems. Misterious are the OFP's ways ...
Title: Re: Abandoned Armies by THobson
Post by: Brandon on 19 Oct 2006, 19:32:32
Is there anything that would help the weather in terms of viewdistance?

A. My PC lags like crazy. I am running no 3rd party addons other than the one's provided in the mission.

----Spec:
CPU: 4200X2 AMD Dual Core (Affinity on 1 core)
GFX: 6800GT
Ram: 2GB
HDD: 300GB
SFX: Creative Audigy
FPS In Game Avg: 10
Textures: All reduced from the 4XXX thousand to 1024 (In preferences outside game)


Also, is it normal for the AI to be able to see through the bad weather as so you cannot see them? I continously get shot over 400m away, which is too far for my game to see due to the rain. Is there anyway to "lighten" the rain amount just a bit so I could at least see the guy shooting? I have it at a point now where all I have to do is hit retry and stand there. To be shot. I have to run forward at least 100-200m before I can even barely see him. Something's got to be going on.
Title: Re: Abandoned Armies by THobson
Post by: macguba on 19 Oct 2006, 19:53:29
Your machine should be able to cope, although you'd need something huge to be totally lag free all the time.    Check your addons folders again (both of them) and switch off background stuff.   If necessarily temporarily remove the BIS ones.    Run a full standard comp maintenance schedule.    It's something to do with your comp, not the mission.

IIRC there are certain circumstances when the rain and fog combine to give the AI an unfair advantage in that they can see you but you can't see them.   It's a game "feature" and not related to this mission.    Try a different part of the island:  the weather script is sophisticated and hiding under a bush waiting for visibility to improve isn't particularly fruitful.
Title: Re: Abandoned Armies by THobson
Post by: reFlex on 24 Oct 2006, 08:26:10
I think I found one way that works seems to work for me to reduce/minimize the lag/sluggishness that tends to happen at times during game play.

pause/unpause the game with 'Esc' key.
Voila! no more lag (although this is only temporary).
If/when the lag starts show up again during game play, just pause/unpause game again with 'Esc' key

Title: Re: Abandoned Armies by THobson
Post by: OAM on 05 Feb 2007, 16:49:51
Alright, here are some questions I came up with while the site was down.

1)  What exactly is the way the oposing side garrisons captured towns, because I found no less then a abrams, a T80, a vulcan, and a full squad of infantry guarding a captured frontline town!  (ofcourse I cleared this town then came back and got a nasty surprise later, took annother recon run to reconize it was the other side)

2)  If I destroy some convoy vechicles, say taking out the lead APC, will the rest keep going after I leave the area?
Title: Re: Abandoned Armies by THobson
Post by: Cheetah on 05 Feb 2007, 17:47:27
@OAM, point 2)
Yes they will continue moving after searching the area for any enemies. At least that's what happened when I played Ab. Armies and did a hit&run again a convoy.

For the 1st point someone with more knowledge of/experience with the mission is required.
Title: Re: Abandoned Armies by THobson
Post by: THobson on 06 Feb 2007, 11:35:27
OAM:

Cheetah is absolutely correct.  The convoys keep running until there are no servicable vehicles left.

In your first question, I think the mission is now getting old enough to release a few of its secrets.

Extract from my spoiler document:
Quote
In the case of one side determining that it is strong enough to mount an all out attack on the other side it will use the following plan of attack (note that ownership of a town is determined by which flag is flying there):

Andropov (Northern Army):
Two infantry groups and an armoured group will attack La Pessagne.  Once the town has been captured one infantry group will remain in occupation and the remaining forces will move on Chapoi.

Three infantry groups will attack Arudy.  Once the town has been captured one group will remain in occupation and the remaining forces will move on Chapoi.

Six infantry groups and an armoured group will attack Dourdan.  Once captured one infantry group will remain in occupation and the remaining forces will move on Chapoi.

A separate armoured group will attack Chapoi directly.

If the attacking army suffers significant casualties then up to four additional infantry groups will be released one at a time from the forces at the airbase to join the attack on Chapoi.

Helicopters will operate independently.

A maximum is placed on the number of units attacking Chapoi so as not to generate too much lag if they all arrive there at the same time.

Stamenov (Southern Army)
Ignore Goisse.  Stamenov is not a military genius but he is probably right, if he has enough strength to attack then Andropov must be so weak that Goisse cannot be a threat - can it?  In addition the airbase is a tough nut to crack, so Stamenov will need to concentrate his forces on this task.

Four infantry groups attack Larche.  Once the town has been captured one group remains in occupation and the remaining forces join the attack on Saint Louis and the airbase.

Seven infantry groups (plus any coming from Larche) and two armoured groups attack Saint Louis.  Once the town has been captured one infantry group will remain in occupation and the remaining forces will move on the airbase.

A separate armoured group will attack the airbase directly

If the attacking army suffers significant casualties then up to four additional infantry groups will be released one at a time from the forces around Chapoi to join the attack on the airbase.

Helicopters will operate independently.

A maximum is placed on the number of units attacking Saint Louis and the airbase so as not to generate too much lag if they all arrive there at the same time.

A Counter-attack
If one side initiates an attack as described above and either due to some misfortune on their part or the action of the player they suffer significant losses then the conditions may become favourable for the other side to initiate its own attack.  If this happens there will be a counter-attack.  In practice this is highly unlikely, but the coding of the mission will allow this to happen if the correct conditions arise.

Randomness
Note that the Northern attack on Chapoi and the Southern attack on the airbase use several groups that are also ‘on Guard'.  These groups may be distracted from their attack to deal with the player and his team should they start getting involved or to deal with other enemy units that have been detected so the whole thing is quite unpredictable.
Title: Re: Abandoned Armies by THobson
Post by: OAM on 06 Feb 2007, 15:28:32
Excellent, here is what I witnessed.  The war was on by this point.

1)  Comming from my hideout on the East Coast, I approach Dourdan, eleminate 3 guys in safe mode on patrol.

2)  As I'm looting a North group comes over the hill, eleminate them.

3)  Run back to base with loot.

4)  Trip to Le Porte (whever the prision is, La Riverera?  so similer names))

5) On my way back I check out Dordan again after dumping my loot at a safehouse.  Find some weapons I missed, go around a building into the road and run smack dab into a M1A1.   Got away before I noticed.

6)  Feeling darring Went over to Arudy and cleared it.

7)  Stopped by Dourdan again, this time there is a full infantry group with the tanks, and as I watch, annother shows up.  Intrestingly, there is now a destroyed South 5ton truck there too.

8)  Made a trip down to the farm west of Houdan.  Singlehandedly wiped out an entire North infantry group that came over the hill from the North (only 2nd time I've ever done that)  I also started hearing tank and helo fire from the South, went to investigate.  And thats where I am now.

Sound like the Northies were marshaling at Dordan to attack.  I had atleast wiped out 2 of their infantry squads there.
Title: Re: Abandoned Armies by THobson
Post by: THobson on 11 Feb 2007, 22:41:15
Quote
Made a trip down to the farm west of Houdan
So you found the barn from the intro scene!
Quote
Sound like the Northies were marshaling at Dordan to attack.
They do wait around a while before moving on.  I suspect that by now these forces are lying dead around Chapoi.  Sometimes the more you kill the more you have to kill.  Weakening the northern force attacking the south means that more of the southerners will survive and so be waiting for you.  :)
Title: Re: Abandoned Armies by THobson
Post by: OAM on 16 Feb 2007, 04:05:03
That barn is one of my favorite spots to visit (and not for the girls  :laugh:) It was the first place I went of my own initiitive the first time I played.  I've also found it good for getting AT weapons, as there seem to be alot of that type of loon around there.  I also have a soft spot for the Northies, but its war, you do what ya gotta do, I would have prefered to let them have Dourdan, but I though the patrol was Southie when I entered and didn't realize the side untill I ran into the Abrams with the flag, by then I was about ready to visit the bathroom after a near death experience  :laugh: and wasn't in my rational mind when fleeing.
Title: Re: Abandoned Armies by THobson
Post by: Sibmot on 23 Feb 2007, 23:41:21
Help! I'm a noob but I loved the sound of ALL of this mission... I downloaded it and I think (being quite competent in the use of downloaded stuff) I installed correctly... but it's coming up with a message saying "cannot load mission - missing addons: editorupdate102, bis_resistance, mini, bis_weaponpack".

I have Operation Flashpoint V1.46 and no mods.

Also I noticed that the readme for this mission says "link broken - the mission editor is included in this zip file now"... but I have found the only editor type zip file in the archive, unzipped the editor.pbo file thingy, put it in "addons" (nothing to replace, it added) and still nothing. the editor appears to be the same still.

Can someone help me use this mission? I get the feeling I need a different version of OFP or loads of mods!

Thanks

Sib
Title: Re: Abandoned Armies by THobson
Post by: Planck on 24 Feb 2007, 01:37:04
Unfortunately you need the Resistance expansion to play this mission.

Preferably upgraded to version 1.96.


Planck
Title: Re: Abandoned Armies by THobson
Post by: Sibmot on 02 Mar 2007, 03:30:13
Thank you! I will search it out!

Sib
Title: Re: Abandoned Armies by THobson
Post by: OAM on 03 Mar 2007, 22:04:54
Alright THobson, round two of questions.

Do crew of downed choppers/crew of disabled tanks get out and join other groups.  I saw a squad of three Americans and a American crew.  Either that or it was a rescue mission.

Also, picking up from where I left off:

1) Headed South to investigate as I said, didn't hear anything from loading untill I got to Saint Marie, however I did pass a group (the one mentioned) going North, took them out I think with granades, but I couldn't find any bodies!  So I high tailed it outta there.

2)  Stood on the mountain looking for Chapoi, but heard infantry groups attacking each other behind me, so left.

3)  Cleared La Rivera, only three loons there, right at tis time I hear a helo and atleast three tanks fighting in Chapoi.

4)  Clear the town South of Chapoi, once again just 3 guys.  Hear more fighting, but its in bursts.  Decide to steal some stuff from the fuel station West of Chapoi

5)  Sneak up, but there is atleast a full infantry squad there, and they are searching for me, as I'm not the master of stealth I should be.  Though I managed to throw them off my trail.  Despite the large scale battles heard, the fuel station looks intact.  And thats where I am now.
Title: Re: Abandoned Armies by THobson
Post by: THobson on 06 Mar 2007, 17:32:30
Quote
Do crew of downed choppers/crew of disabled tanks get out and join other groups.
Yes.  But also some of the southern infanty groups start off mixed in anycase.

 
Quote
took them out I think with granades, but I couldn't find any bodies!
Nothing to do with me.  If you found no bodies then they weren't dead!
Title: Re: Abandoned Armies by THobson
Post by: OAM on 07 Mar 2007, 03:48:50
Quote
Quote
took them out I think with granades, but I couldn't find any bodies!
Nothing to do with me.  If you found no bodies then they weren't dead!

I know but that was a scary experience for me  :laugh:  I'm assuming their South too.

One more question.  How fast do the guard groups run out.  It was noon and I havn't noticed any more responces to my actions, the clearing of the two towns, or the clearing of St Louis with jeep patrol.  (see my continued story for more details)  Were alot of them taken by the attacks/counterattacks, because I find towns I havn't visited have a garrison, but no patrols or responce to attacks now.

Anywho on with my story.

1)  After numerous tries to take the station and/or damage it severly, I fail miserably, and retreat to the North, find a damaged Vulcan in some trees, right in the middle, with no downed trees.  Nice parking I figure.

2)  Spot a empty vulcan, repair, and refuel truck on the road halfway between Saint Marie and Chapoi.  Steal the repair truck and go back to base after dodging two man AT patrols in the mountains, I think the south is hurt bad, as the groups are only 1-3 and mostly just AT.

3)  Get their, and find my T80 destoryed, must have been a chopper my men reported and about 1 explosion from that direction earlier.  My fault for not parking it in the trees like the rest of my stuff.

4)  Go looking for a tank to repair, no activity at Dourdan.  Full north squad at 3, so I go around, kill a guy guarding a vulcan and the vulcan, then run like h*** after making a suicide run to some tanks just to find them gone beyond repair...

5)  Back at base, I find I'm out of AT weapons besides what I have with me!  Ohh great!  I have one loon with an AT, and an empty RPG, plus one LAW I carry.  Yikes.  Decide to go to St. Louis.

6)  Wind up at the airport, the guys at the South gates were dead, with one ruskie in the perimiter dead not far away, but the main gate was guarded and saw some blacks ops milling about.  Head to St. Louis

7)  Plant AT and AP mine on road to stop any reinforcements.  As I approach the lead jeep goes threw and wipes out on the mines, no responce, wipe out St. Louis.  Go to Larche, and wipe out 3 man patrol.

8)  Get a good load and go investigate the desert.

9)  Investigate the North fuel station after no activity in the desert, take it.  No tanks.  Thats where I am now.  I have done massive damage to the North, but no tanks for me yet, the main purpose of my journy North.
Title: Re: Abandoned Armies by THobson
Post by: THobson on 07 Mar 2007, 23:19:24
I am enjoying your story.  Rest assured there are only a certain number of groups that will come looking for you, once they are dead that side is then on the defensive - permanently.  When making the mission I got to know the player's squad as individuals.  Tell me about them.  Who is still alive and where have you placed them in the team.  You know about 3, clearly, yet you are short of AT ammo.  Any regrets?
Title: Re: Abandoned Armies by THobson
Post by: OAM on 07 Mar 2007, 23:49:37
Actualy, I've been saving them for tank crews.  I know I need all the help I could get, but I'd feel so bad if they died (I have a hard time getting rid of things cause I feel that way  :laugh:)  Recently, I've been able to clear two squads by myself, due to flanking and getting in a good firing position.  If I don't find a tank to steal soon I may as well call up my guys.

My only regret so far is not checking at my base how much AT I had before I used some at 3.  Though the tanks I could find would make up for that.  (Though at St. Louis I did pick up some mines)

More story tommorow, today is busy with church.  I plan on checking the airbase for tanks.
Title: Re: Abandoned Armies by THobson
Post by: remcen on 15 Mar 2007, 01:35:14
just wanted to say thanks for this top notch mission and OAM's reports - grateful for his reports cos unfortunately my weak nerves do not cope with the dense atmosphere of the mission.  i get shot every few minutes cos i just wet my pants in fear :laugh:

again: i second that this is the best mission i have ever played. sorry for not being able to give you a full critique - i was only able to play it for like half an hour or so due to...well, see above.
but i recommended it to a friend and i'll try it a few more times, i promise  ;)
Title: Re: Abandoned Armies by THobson
Post by: OAM on 17 Mar 2007, 17:42:01
That reminds me to play, I got distracted by a few things, but sometime this week I'll take it back up again.
Title: Re: Abandoned Armies by THobson
Post by: Montaz on 22 Mar 2007, 02:57:44
I'm sorry I haven't had the idea of saying thanks to THobson and the community earlier.

So now I'm doing it: THANKS

Thanks for such an interesting mission, such an incredible atmosphere and such an amazing campaign. Because in my opinion, abandonned armies is much more than a mission, it's a whole campaign in itself.
I finished it last November, I think, and I remember it accurately. It is by far my best Realistic-shooter/FPS experience.

I advised some hardcore OFP lads to play it just a few minutes ago.

I had never feared and got immerged that much in a video game since Fallout or Doom 1.
Thanks for all, I hope you'll release another great campaign like this one for OFP or even ArmA in the future !   :good:

Alex
Title: Re: Abandoned Armies by THobson
Post by: THobson on 22 Mar 2007, 20:21:40
That really is very kind of you.  Thanks.   :D

While I did put a lot of my life in to the mission, many others on this site contributed significant time and effort themselves through the beta testing board, so it wasn't just me.  I have no plans to make another mission but I do hope it inspires others to make their own.  If ever you feel so inclined I can strongly recommend the ofpec beta testing board.
Title: Re: Abandoned Armies by THobson
Post by: DrKissinger1 on 10 May 2007, 07:20:04
I'm afraid I can't quite judge the mission yet, having seen very little, I must say that this looks to be one hell of a ride.

In any case, I just had time to get started this afternoon, getting very lost in the mountains, meeting up with the resistance, and rescuing the first batch of civilians from the shack to the southwest. I've gotten another mission to rescue more civilians, but I decided to go on a raid or two to scrounge up some more weapons, as most of my squad are still packing shotguns. I tried taking on the garrison at Arudy, but that was out of my league for the time being. Normally, I would be able to quietly recon the area, position my squad, and ambush the bastards, but the extremely low visibility rate makes that next to impossible. It makes it tough to navigate, too, since you can't see landmarks until you're about to trip over them. I just have a couple of questions:

1. Does the fog/rain ever clear up? Or is it a constant to keep lag down?

2. When I first met up the resistance, the "leader", I forget his name, said that he had marked my map with fuel stations, convoys, patrol routes, etc. I see the fuel stations. However, the only other markings I see are vertical arrows pointing upwards over most of the towns, which I would assume represent garrisons (why an upward arrow, by the way?). I've decided that ambushing a jeep patrol would be my best bet for gathering weapons and transportation, but I don't see anything on the map representing patrol/convoy routes or anything like that. Am I missing something? Or did the resistance member just misspeak?
Title: Re: Abandoned Armies by THobson
Post by: DrKissinger1 on 10 May 2007, 09:29:36
Ah, I seem to have encountered a bug (though I hesitate to call it that. Most likely a problem with my setup). I haven't had any problems or error messages so far, but the game consistently crashes to the desktop whenever I approach Houdan on the third set of orders, presumably when a cutscene is supposed to begin. My system is pretty beefy, and I haven't been having any major lag issues. Have you ever seen this problem?
Title: Re: Abandoned Armies by THobson
Post by: bedges on 10 May 2007, 09:41:17
welcome to OFPEC drkissinger!

in answer to your questions, the fog is not constant and in fact is quite intelligently scripted as with most things in this mission - you'll find out about that as you play ;) as for the convoys routes, check all your information, including within the text of the briefing. it's very unlikely that anything is missing.

the mission was so thoroughly tested i am doubtful whether the CTD is caused by a bug. THobson will be able to clarify that, or perhaps it's been covered in one of the hundreds of beta test posts.

on a side note, we prefer it if you modify your previous post if there are no replies to it - saves space and bandwidth :good: take a peek at our posting guidelines (http://www.ofpec.com/index.php?option=com_content&task=view&id=29) for a couple of other things to avoid.

once again, welcome to the site - abandoned armies is about as good an introduction to the possibilites of editing as you can get, i'm sure you'll be inspired.
Title: Re: Abandoned Armies by THobson
Post by: DrKissinger1 on 10 May 2007, 19:56:51
Ah, many thanks for the warm welcome! I believe I made a post or two here waaaay back in the day, in the early days of OFP, but I'm hoping I'll be able to contribute more meaningfully with the release of ArmA.

You're probably right about the crash. It's most likely the result of sloppy addon placement. I always forget what's supposed to go in /addons and res/addons. I'll have to do some housekeeping. Is there a list of the official BIS addons available?

Thanks again for the welcome. I'll check the briefing text when I get a chance to play again.

EDIT: Well, I've taken a closer look at the briefing on the map screen, and I'm still not seeing any markers or information regarding convoy or patrol routes. All I have is the current mission to search Houdan (which I'm still putting off, since I'll probably have to reinstall OFP to fix whatever's bugging me up) and the overall objectives of killing the two leaders. Each general has a link which tells me a little bit about their territory, but nothing on patrols and convoys and whatnot. Is it really there, or am I missing something?
Title: Re: Abandoned Armies by THobson
Post by: THobson on 11 May 2007, 10:04:40
Apologies for the delayed response I have been away for a few days.  Regarding a CTD.  I have never had that at Houdan, nor has anybody reported it before.  As bedges points out the mission was thoroughly tested by quite a few people so I suspect the problem is not with the mission itself.  You mention addons.  These can cause problems, for example, failing to run at all, minimal fps, whole armies being wiped out in the first few minutes of the mission etc.  Also any addon that "improves" the weather can also have a significant impact on visiblity.   Several people have simply uninstalled OFP and then reinstalled a clean version of basic game + resistance + 1.96 + editor upgrade.  So far that has solved their problems.  There is a way of managing addons that I cover in the readme file.  The key links for this are:
http://andrew.nf/OFP/BedtimeReading/modfolders.htm
and
http://andrew.nf/OFP/BedtimeReading/PristineAddons.htm

You should give the term 'addon' its widest possible meaning.  Anything that is not from the official game should be suspect, for example if you have an edited version of Malden the likelihood is that the mission will not work correctly.  Even if all you have done is "change a few textures" as some people have done.  The reason for this is that the modifcation could well have changed some object IDs

The map is updated to show the two bases, the out of base fuel stations and the frontline towns.  The convoys and patrols you need to find.  It is also a warning that using roads might not be a safe thing to do.  As the mission progresses you may find more information on this topic.

I hope this helps.  Best of luck
Title: Re: Abandoned Armies by THobson
Post by: DrKissinger1 on 14 May 2007, 21:05:10
Ah, ok. All fixed after a reinstall, many thanks! Anyway, now I have a couple of new questions.

My team and I are armed to the teeth with sniper rifles and AT launchers, and we've already massacred enough soldiers for the weather to clear up. However, we don't have any armor, and we still can't quite take out those Abrams/T80/T72/Vulcan armored columns that roll in whenever we hit a town. Is it possible to steal armor, or at least a repair truck, anywhere? I managed to disable an Abrams with a mine at Larche, and it would be... Helpful, to say the least.  :D
Title: Re: Abandoned Armies by THobson
Post by: THobson on 16 May 2007, 21:36:42
Quote
Is it possible to steal armor, or at least a repair truck, anywhere?
Well yes it is.... maybe.  There are many ways of skinning this particular cat.  Just keep looking.

I suspect the weather might be about to take a turn for the worse.
Title: Re: Abandoned Armies by THobson
Post by: OAM on 27 May 2007, 00:56:48
Restarted, I had a error with the save games, I doubt its the same one of beta testing fame, but its similer.  Anywho this new game is one wild ride, a very unique spin to it.

I start off normaly, get to the lodge ok, use the truck to go get the 1st group but...  On the way back I just happen to intersect the Northies Jeep patrol.  I pas close enough infront of the lead jeep to tap it.  No fire at first but then I get ripped to shreads.  All in the back are killed and me and my #2 in front barly survive, luckily he was all from the starter team I took with me.

Back at base, I get no info cause all died, so i play as such.  I decide to move camp as I don't know what in the way of reinforcements will come around.  Decide to go to the opposite side of the forjd from Vigny, at the end of the dirt road.  My driving skills wind us up elsewhere as usualy, see pic - Base.  (Ohhh ya, for this one I'll put pics up of the action summary)

Decide to recon Goisse.  Come in from the West and find a patrol, take it out.  Marked as blue dot on map.  Run and hide in bush.  Patrol passes by.  As it leaves, that same jeep patrol parks right in front of me  :no:  CAuse I'm still POed, I pop the last three gunners, and the guys that get out, but they drive off.  I run up to get a LAW, witch is always one of my early game objectives.  One jeep comes at me and I pop all three guys as it turns the corner.  Marked as Red Dot on map.  I walk over, but the passing patrol comes back and I use up my one nade and take out about four bunched up, Orange Dot.  I run and hide in a building on the outskirts, marked with a yellow dot, and am surrounded, green circle.  Thats where I am now.

(http://img295.imageshack.us/img295/2145/basecw8.jpg)
Title: Re: Abandoned Armies by THobson
Post by: THobson on 27 May 2007, 09:22:17
I really like it that you carried on after taking casualties when rescuing those civilians (even though you got a warning that you may be missing some information. :good:

That is part of what I wanted people to do,  shit happens and when it does you just have to carry on.  I am really please that at least one person has done that. 

If you survive you will now have quite a tough mission and there are things going on across the island that you will never know about and may never see, but hey, that's life and anyway you may later decide to go back and do the mission again but taking more care over those civis next time. :D

Title: Re: Abandoned Armies by THobson
Post by: prodetar2 on 27 May 2007, 15:06:34
Hey people :) i'm back :D

ok i started over with the missions once again but this time fully concetrating on Stamenov!

im already far in the mission but to let you know what i did before:

done all the objectives concerning civies. (except larche)
went to la trinite to grab some hk's "for silent raids". i armed my men with the hks and bizons.

so this time i contrated on Stamenov like i said... i first made sure id have enough rockets to take out light tanks... (heavy tanks too but takes more rockets)
so i went on with my new aquired weapons and decided to take out a few other groups for more missiles :D so i did.

then i took out a few tanks, a t72, 2 vulcans, a bradly (convoy), 2 bmp's, 2 ABRAMS (ohyea), took out the hind with my RPG, then i went on to chapoi (where i am now)... my truck ran out of gas that moment so i was killed instantly... ok restart this time stop before the small fuel base... but when i got closer to a group they suddenly went into combat stance and went prone. i thought damn they saw me! They didnt :D Andropovs troops raged into Chapoi wow! boom everywhere! soldiers dieing all around... tanks comming from almost every direction! "yikes" (ducks for cover).

i waited until i could take out a few soldiers running to the fuel base (wich i own now)
i had to wait in a bush cuze i heared a abrams coming... then when it was right in front of me i noticed its flag... Andropov.. it drove back to Chapoi. Took out the t72 in its squad wich was heavily dammaged. then another vulcan... also destroyed... while i was busy aquireing  more rockets a group of stamenovas army attacked  be from behind... luckely i just ducked to place a rocket into the truck "poing" just above me! wow!! quoting saving private ryan: "You lucky bastard" heh took out the group... grabbed some more rockets but then my game started to get unplayable so i stopped playing... this is where i am now...

gonna go after Stamenov now i think hehe. wish me luck!
(ohyea im not sure how i know it but i heared someone say that when the group is in the truck and you drive on that the people in the back started talking.. (had heared nothing yet)

so again wish me luck :D

EDIT: ok i got Stamenov and his entire army down! and the best of that... I NOW HAVE 4 MAIN BATTLE TANKS!!!!!! 2abrams 2 t80 :D

i decided to go after andropov (logical) and mand all tanks... but because 2 of my group are dead im in the tank all alone  :weeping: and the other tanks have 2 crew.

im now at andropovs base and tried to destroy it but there are alot of anti tank and 2 t72's out there so im getting killed each time >:( anyone have any advice for me so i can win without casualties?
Title: Re: Abandoned Armies by THobson
Post by: OAM on 27 May 2007, 17:51:53
Lol THobson, have you forggoten me, I already know these things but I'm roleplaying  :P

Anywho I think I have a good chance of escape, the house is very good cover, I can pick off guys at ease, the only problem is getting out before the Armor comes down on me.

P.S. Just read your reply, my adivce is get full crew on as many tanks as you can, then when you get damaged, pull back, heal, and use the other tanks.
Title: Re: Abandoned Armies by THobson
Post by: prodetar2 on 28 May 2007, 01:12:12
P.S. Just read your reply, my adivce is get full crew on as many tanks as you can, then when you get damaged, pull back, heal, and use the other tanks.

good idea, i like it :) that i didnt come up with that myself :D ill see if itll work. (and why take other tanks all you need is a repair truck :D)
Title: Re: Abandoned Armies by THobson
Post by: OAM on 28 May 2007, 03:01:45
Well I assumed you didn't get one.  My attempts usualy are futile as I try to take a repair truck from an enemy base not a destroyed one  :yes: Not near as much fun as having one of your guys steal a fuel or ammo truck and fly through an occupied base, a little sucide bomb  :yes:

Anywho, an update on my progress.  I popped about four more, the remain jeeps, with just drivers came around the back of my house (IE North, open space, see my previous map)  Get two of em.  Make a run out of town down the paved road.  The last jeep drives up and I steal it, manage to get out  of town and back to base in it.

Mission Summary:

Opeartion One: Vigny/Lodge - Success

My Forces: Me - Causalties (0)
North Forces: N/A
South Forces: 7 confirmed - causalties (7)
Loot: M16 (5 ammo)
        Torkarev

Note:  Additional Loot lost in wreck

Operation Two: Civilian Pickup - Failure

My Forces: 2, civilians+escort - Casualties (civilians+escort)
Enemy Forces (Side indeterminate): 12 confirmed - Casualties (0)
                                                 4 Jeep mgs
Loot: N/A

Operation Three: Camp Moving - Partial Success

My Forces: 5 - causalties (0)
North Forces: N/A
South Forces: N/A
Loot:N/A

Note:  Final Base Location due to wreck

Operation Four:  Goisse - Success

My Forces: Me - Causalties (0)
North Forces: 36 estimated - Casualties (27 estimated)
                   4 jeeps mgs                    (4 Jeep mgs (one captured, two uncrewed, one damaged))
South Forces: N/A
Loot:  One Jeep MG
         LAW (ammo ?)
         (switched M16 for AK74)

Hope you enjoy that nice summary thing
Title: Re: Abandoned Armies by THobson
Post by: THobson on 28 May 2007, 11:05:11
OAM:  No I had not forgotten you, I just could not remember how far you got the previous time.  It is good that you can play it in different ways ignoring what you are supposed not to know.  I always seem to take a very similar line every time.  Your summary is interesting too.  Breaking the whole thing up into separate Operations is what I do as well.  I have not specifically get the units in the truck to speak - excepty when the first lot of civis get in the truck, but one beta tester did comment that when watching them in the back of an open truck they did seem to interact with each other - that is OFP not me.

Prodetar2:  Welcome back.  I find both bases a bit difficult.  With Chapoi I usually sneak in at night and place a few mines (standard anti-armour) plus a scattering of AP mines and satchel charges.  I take out Stamenov and then run like hell and then come back with my whole team.  The airbase is also tricky even when you are in armour for the reasons you have described.   Still at least the snpiers can't get you that way.  One tactic I have tried with some success is to have some heavy tanks - Abrams for preference - in line a breast with a crewed Vulcan a few yards behind.  The tanks take a round from an AT soldier and the Vulcan then makes sure he doesn't get another shot in.  You do have to protect the Vulcan carfully, but it is worth it - they can do amazing damage at long range.  Once I get closer to the airfield - it is usually in the early hours of the morning so my NVGs give a great advantage.  I put crewed tanks on the hill overlooking the base from the west with a crewed Vulcan behind, then I crawl around the base spotting soldiers for the Vulcan to take out.  Not good if there are any choppers or armour around though.  Basically there are many different ways to do it, there is no 'right' way, there are many 'wrong' ways though, mostly involving not being careful.

By the way I like the "(except larche)".  It tells me so much about what you have done what you know without giving too much away.
Title: Re: Abandoned Armies by THobson
Post by: prodetar2 on 28 May 2007, 14:10:54
good to know :)

havent played since my last post but another tactic for those who also have tanks like me :D

grab everyone in your team (i mean the tanks) then keep letting them drive up a few meters ervytime they spot a few more soldiers and tanks/other vehicles then when  combining it with OAM's tactic and a repair truck it shouldt be a problem. ill see if it works. good thing theres a repair truck in la trinite. to bad its so far away from the airfield... but hey good rally point :D

and like i said. :) Stamenov is out of the way and so is his army :D stupid actually... they had about 3 main battle tanks left thern they get out of it drop their guns and run away... now my thought was... Where will they go? drown themselves trying to flee from me :P
Title: Re: Abandoned Armies by THobson
Post by: OAM on 28 May 2007, 18:21:01
I created the summary cause I think it embodies what I like about this mission that is almost unique to any game I've ever played.  Every enemy I kill is one less that will come back to haunt me later.
Title: Re: Abandoned Armies by THobson
Post by: prodetar2 on 29 May 2007, 20:05:53
ok little update on my progress.

succesfully attacked andropov i used a vantage point above the airfield and while i was getting ready to shoot i noticed 2 legs right next to me in the same bush! a sniper was next to me! i was like "LOL" so i killed him and took his rifle then started shooting the other soldiers till my gun ran out of ammo. grabbed my hk back and killed some more snipers who were sneaking up on me. then got a LAW from a soldier i shot after the snipers. (already had LAW but 2 more rockets are usefull) ok so i decided to take out the 2 t72's. only needed 1 try :D then got into my t80 and reloaded HEAT. i had a clear shot at where andropov was hiding poof with the heat and bye bye andropov and his bodyguards. then killed some AT soldiers wich attacked me (had to reload couple of times) then with full speed into their base while commanding my other tanks to do the same! after driving around killing more soldiers every minute a t80 and vulcan and bradly come rolling in i destroyed the t80 and bradly while the other took care of the vulcan. though i lost my medic and 1 tank, im still driving around killing soldiers running to the airfield.

i also left the airfield after some moments of silence to attack the small fuel base above the airfield. only soldiers though so it was pretty easy :) the AI seem to leave behind the machinegunners and take the rocketlaunchers.

after taking over Larche (doing the obj aswell), saint louis and goisse wich were all empty :S i decided to go to vigny... (closest by and easyer to get to) i send my other 2 tanks to la pessagne and took the russian (cant remember name) down the slope to the boat in search for a heli. then i heared a hind lifting off the moment im in the boat. but i already destroyed 2 hinds... i thought there were only 2? and 2 cobras? so after flying itsself into the mountain i had to load the mission cuze when i got out of my tank i suddenly died by a vulcan cannon i dont know what fired the shot cuze i didnt get to see who did it. so this time im back in the t80 down the slope so i cant get back up! (ill have to leave my t80 behind)...

killed a group of AT soldiers back at the airport and finsihed the mission!!!

i say WOW to the ending!  :clap: :clap: :clap:

I WANT MORE!! to bad you wont make any missions like this one :)

i salute to you, thobson thnx for this awesome mission and experience :D
Title: Re: Abandoned Armies by THobson
Post by: THobson on 31 May 2007, 10:03:39
So you finished it,  well done.  Poor old Sergei everyone seems to forget his name.  Such an important guy too.  He put you on the trail to Larche remember.  By the way did you go back to Dourdan after Larche?

Thanks also for the kind comments.  Indeed no more missions from me I'm afraid.  This was to be the mission that I used to teach myself how to do it, but it rather grew in the making.
Title: Re: Abandoned Armies by THobson
Post by: prodetar2 on 31 May 2007, 14:08:19
yep i did go back to dourdan.

but i wouldve liked to see how its has ended up with them you know? an outro on what they will do to the remaining soldiers and how they rebuild Malden :)
offcourse this way you can let your fantasy get to work with it :)

also in ther end when you see the team you also see yourself laughing (alexi) he laughs real scary :S it freaked me out lol
Title: Re: Abandoned Armies by THobson
Post by: DrKissinger1 on 01 Jun 2007, 09:07:35
Phew, I finally wrapped this baby up.

What an amazing job you've done here, THobson. This is really groundbreaking stuff. Heh, now get cracking on making an ArmA campaign to replace the awful SP game.  :cool2:

Anyway, I don't think I enjoyed the mission as much as I could have, but that's really more my fault. I sort of stumbled my way through, driving here and there at leisure and shooting at whatever I found. I attacked the Chapoi base first, which was probably a mistake. Andropov's seemed easier, but that might have had something to do with the Abrams I had at that point. Anyway, Chapoi was a real tough nut to crack, especially with all those machine gunners on the perimeter. Even with a team full of snipers, it was almost impossible to pick them off before one would spot me and blast my team away from 1000m away. To be honest, I don't even recall how I managed to kill Stemenov. There was just a lot of saving and loading.

I'm sort of wondering what the ideal "process" is supposed to be. I just sort of meandered about and attacked Chapoi when I felt like it. I stole a bunch of hi-grade weapons from La Trinite right off the bat, so I was armed to the teeth from the get-go. I never managed to get any armor but the one uncrewed M1A1 I picked up from Chapoi, though. I was never quite aware of how many troops either side had left at their disposal. Also, I never checked any of the towns except the frontline towns marked on the map. Are the others occupied as well? I assumed they would have some markings if they were.
Title: Re: Abandoned Armies by THobson
Post by: Cheetah on 02 Jun 2007, 00:20:22
Quote
What an amazing job you've done here, THobson. This is really groundbreaking stuff. Heh, now get cracking on making an ArmA campaign to replace the awful SP game.

Try Perpetua (http://www.ofpec.com/forum/index.php?topic=29425.0).
Title: Re: Abandoned Armies by THobson
Post by: THobson on 02 Jun 2007, 11:35:11
Quote
I'm sort of wondering what the ideal "process" is supposed to be.
Well there is no ideal - though having said that I always play it the same way so I suppose there must be.  You got some weapons from La Trinite, but did you notice that the type of weapons you get there depends on which convoy had last visited the place?

Quote
Also, I never checked any of the towns except the frontline towns marked on the map. Are the others occupied as well? I assumed they would have some markings if they were.
You were wrong to make this assumption.  There are units in other towns as indeed there would be in real life, but later on they return to their own base to help protect it so you didn't miss them.

Quote
I don't think I enjoyed the mission as much as I could have, but that's really more my fault. I sort of stumbled my way through, driving here and there at leisure and shooting at whatever I found.
That is a perfectly acceptable way to do this mission.  One comment I would make though is that shooting at everything you see is a normal way to play opf, in this mission observing and understanding before you start shooting can pay dividends.  If you explore you will find more, if you reorganise your team they talk to you, and what they tell you changes during the mission.  One of the things one of them tells you will open up a whole new story line.  But it doesn't matter if that was missed, you cleared the island and made it safe for the civilians, the fact that other stories were playing out at the same time is not important.  If you want to know if you missed anything:
- did you find two living resistance medics?
- and one dead one?
- did you get both rifles and explosives from La Trinite and do you know why?
- can you describe the fate of the two women captured in Houdan?
- did you find the pregant woman?  What became of her? What became of her parents?
- in the intro you see a woman being led to a barn,  Did you find her and the barn?
- etc. there are lots more.

It doesn't matter if the answer to all of these is no/don't know.  Some players spot them all, some don't.  There is one thing I have put in the mission that no one has ever reported seeing.  It may be some have seen it/them and have not mentioned it, but that doesn't matter.  The intent was to create a living island where lots of things were going on at the same time.  Having said that I have recently played Oblivion and what they have done with their world makes my attempts here seem feeble in comparison.

Quote
now get cracking on making an ArmA campaign to replace the awful SP game.
If by that you mean you are going to build one you have my best wishes.  If you mean you want to play one, then have to admit I have not played Perpetua by Bardosy, but sometime ago I did beta test one of his missions and I was quite impressed.

Title: Re: Abandoned Armies by THobson
Post by: OAM on 02 Jun 2007, 23:53:18
Let me just say if you do the Houdan quest, the barn is hard to miss, its a nice waypoint
Title: Re: Abandoned Armies by THobson
Post by: THobson on 03 Jun 2007, 12:15:56
Well actually I go into Houdan from the other side,  it's much safer that way. :D
Title: Re: Abandoned Armies by THobson
Post by: prodetar2 on 03 Jun 2007, 13:07:52
are there any more quests i missed in the mission? or missing civilians or so?

btw what are those civies running from chapoi? i just let them run and i think some of them survived dont know but why are they there? i assume they are from sainte marie??
Title: Re: Abandoned Armies by THobson
Post by: THobson on 03 Jun 2007, 21:38:36
Scattered around the island are assorted atrocities to give atmosphere to the place. There is noting much to them often just a voiceover.  I do not recall you reporting finding a second resistance medic.  If you did find him then you found most of what there is on the island. 

The civis running from Chapoi:  They were the residents of Sainte Marie being held prisoner in Chapoi, but they escaped.  Remember the conversation you had with someone in a loft.  They told you about the civis there being rounded up.  Often they are wiped out by the soldiers in Chapoi but sometimes some of them do manage to escape from the town.  They run off home to Sainte Marie, unfortunately they do not understand what the signs around their village means. :(
Title: Re: Abandoned Armies by THobson
Post by: prodetar2 on 04 Jun 2007, 13:22:32
hehe thats nasty :P that minefield :P i didnt know either when i first played boom truckd amaged... whoops! anyhow yes i had the other medic aswell so if thats all then ok cool :) thx for reply ;)
Title: Re: Abandoned Armies by THobson
Post by: Mikero on 01 Jul 2007, 01:16:10
 :D  There's also the case of Thobson's non-existent 3rd set of civilians 'somewhere near Trinite'.

2) a truck of dead civvies and some resistance fighters on the southern road to Chapoi

3) a nasty scene of 3 or four dead women in a barn 'somewhere'  used as an intro cutscene :cool2:

4) (at least) two 'mad women' that you can encounter just about anywhere

5) literally 'peeping civilians' in Larche (and perhaps St Louis)

6) A dead or at least missing husband to account for

7) a pregnant woman.

8) a batch of dead civvies and soldiers in a hut near the 1st civilians which are 'useful' if you've run out of ammo early in the game

9) bad news with the brother if you take him to Vigny
Title: Re: Abandoned Armies by THobson
Post by: Tyger on 30 Jul 2007, 05:21:17
:D  There's also the case of Thobson's non-existent 3rd set of civilians 'somewhere near Trinite'.

Ah but they exsist. They are dead though. And the medic is dead as well.
Title: Re: Abandoned Armies by THobson
Post by: OAM on 09 Aug 2007, 20:40:33
Heh, I'm back.  Decided to take my jeep and a gunner North and raid some stuff from St.Louis.  Crashed parralell from the lodge.  Will give you a new mission summary after I have finished this "operation".
Title: Re: Abandoned Armies by THobson
Post by: andersson on 12 Aug 2007, 13:21:19
Someone should port this mission over to arma...
Title: Re: Abandoned Armies by THobson
Post by: Cheetah on 12 Aug 2007, 13:37:52
You might want to take a look at this one (http://www.ofpec.com/forum/index.php?topic=29984.0) by Lee.
Title: Re: Abandoned Armies by THobson
Post by: THobson on 13 Aug 2007, 12:57:31
Wierd.  I just had someone else ask me by e-mail if I would mind is they did port it over to ArmA.  Here is my reply:
Quote
Porting the mission to ArmA will not be easy.  There will be little quirks
in the scripts that would need to be changed, for example event handlers in
OFP could have the syntax [{killed},....] but in ArmA thatr is not allowed
(or at least it wasn't when I was beta testing it) and this would need to be
changed to: ["killed",...].  Who knows what other changes have been made. 
Also all the destroyed buildings are killed by knowing their object ID,
these would all need to be changed.  Also to reduce the number of triggers I
made a lot of use of object IDs on the Malden map, again these would need to
be changed.  But the really big killer is likely to be the road convoys,
jeep patrols and overflying helicopters.  It took me several months just to
get these so they would continue working forever if left alone.  Of course
you can see how I did that by looking at the scripts but it will still take
a lot of time.  When I was beta testing ArmA before its release I tried to
get a convoy route working.  Not successfully, some of the bridges proved
pretty much impossible to get an ai vehicle to go over.  They may have fixed
this in the final release, but all this would need to be extensively
tested.  The next big killer will be lag.  Sahrani is a large island, that
creates lag on its own, but to give the mission the 'whole island' feel you
would need to have units all over the island.  Also I understand there are
no female civilians in ArmA.  That was an important part of my mission.

My suggestion is to use the ideas of Abandoned Armies (giving credit of
course :) ) and use the ideas to make a different mission, as Lee is doing
with Punishment Battalion:
http://www.ofpec.com/forum/index.php?topic=29984.0

If you want to know more about the workings of Abandoned Armies then have a
look at the download on the first post of this thread:
http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=76559db0e8588dafd0d5eb1f62c88d8b;act=ST;f=55;t=52120

Another thing I just remembered.  I made extensive use of a bug in OFP where name setPos[x,y,z] if used on a trigger will place the trigger z above sea level not z above gound.  In ArmA this bug has been fixed so that part of the code would also need to be modified. Simple, but a pain.
Title: Re: Abandoned Armies by THobson
Post by: LeeHunt on 14 Aug 2007, 20:24:34
Though I obviously loved Abandoned Armies, I don't recommend trying to port it over either.  It would be incredibly frustrating because of the numerous tweaks and adjustments to make it fit ArmA, and half the time you wouldn't know which line of hundreds needs to be changed.  Just about every script needs to be modified (i think only weather.sqs worked completely verbatim, and then you have to adjust that for your loon size) and ArmA seems to take a step back with its use of Object ID's.  Despite help from kind folks on the forums i still could not quite re-create THobson's moving bird/animal sound sources using ID's scattered around the map.  I ended up placing tons of cow/bird sounds in likely places instead.   Maybe through a function that array problem could be solved, but i'm not that skilled in designing yet...  So anyway understanding the game "engine" theories behind Abandoned Armies is probably the most important thing and then using the new syntax of ArmA to implement them. 

A truly enterprising designer might try to rewrite much of the Abandoned Armies "engine" in terms of functions; that would probably be useful as a resource for the  tutorial sections of Ofpec  :).

Title: Re: Abandoned Armies by THobson
Post by: THobson on 14 Aug 2007, 22:00:41
There you go.  That's another workaround I had forgotten about.  The only reason I moved the sounds around was because ofp would not allow me to create and then destroy sound objects.  I really hated having to add more triggers just for this.

Some for the things I created for the mission I did put in the Editor's Dept.  Things like the script to join up small groups of soldiers into fewer larger groups (useful for the end of a mission); a mission to demonstrate all the faces, mimics and voices available etc.  Other stuff like music in vehicles, reorganising the team, controlling the weather, mixing up east and west weapons, removing ammo from dead soldiers, AP and AV mines etc. I left as an "exercise for the reader"  :D.  Frankly I was just too knackered to do any more, and anyway I reckoned that if anyone was really interested they would de-PBO it and figure it out themselves - I was pretty generous with the comments in all the scripts explaining how they work.

Edit:
Incidentally the reason why you might have been having problems replicating my moving sounds could be because in ofp if you setPos a trigger to [x,y,0] it will be placed at sea level.  I worked around this bug in the mission but the bug is fixed in ArmA.  So if you replicated my code then your sound source may be being placed x meters in the air (I can't remember exactly how I fixed this one), where x is the height of the ground above sealevel where the trigger is placed.  That is likely to put it too far away for it to be heard.  If that is the problem then check out the getPosASL and setPosASL commands in ArmA.  Life would have been so much easier with these commands in ofp.
Title: Re: Abandoned Armies by THobson
Post by: LeeHunt on 20 Aug 2007, 15:57:02
Yes, you were generous with the comments in the AA scripts!!  Saved me many hours of frustration  :). 

Those setposASL commands could be interesting, I am going to experiment with those and see if i can find a way around.  I'm very desparate to reduce lag-- so far the betatesters for Punishment Battalion seem to be having minimal problems there but I still am with a 4 year old PC.  Hopefully some breakthroughs will occur to make future megamissions in Armed Assault easier for the next designer to create... So far creating triggers intragame and then deleting them has been very helpful..
Title: Re: (Review Completed) Abandoned Armies
Post by: LeeHunt on 07 May 2009, 16:36:04
Return to Abandoned Armies

Ok, i took a break from FPS games like OFP and AA for a while, but decided recently to come back and play an oldie but a goodie, Abandoned Armies. Still awesome, even with OFP's less stunning 2001 graphics.  I really recommend for all the veterans out there pulling out your serial numbers and discs and reloading this mission.  Its still great fun and great to try in new ways.  Its like watching Star Wars again after years and years.  Really enjoying it  :D
Title: Re: (Review Completed) Abandoned Armies
Post by: savedbygrace on 08 May 2009, 00:44:16
I agree, THobson did an exceptional work here and if anyone needs ideas, this is among those to pull them from.
BTW, Great to see you return Lee.

Edit: This mission has been reviewed and is available from the Missions Depot (http://www.ofpec.com/missions_depot/index.php?action=details&id=5).
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: GW on 23 Feb 2010, 07:21:26
i have kill all enemy but mission is not ending.i killed stamenov,but did not find andrepov. :shhh: :clap:
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: Mikero on 12 Apr 2010, 02:55:51
andrepov is in centre of hospital area at the airport
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: Z_interactive on 10 May 2010, 12:21:22
I just finished the mission, took me six hours by overwiev, in real time it took me over 10 hours, I played it for 8 days, lots of retry clicks...
Great mission!!!! :clap:
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: GW on 13 May 2010, 09:13:15
Best mission of ofp all time.
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: THobson on 03 Sep 2010, 12:04:37
Z_interactive:  6 hours is very fast indeed.  I have only just stated by then, I usually finish about dawn.

GW:  Thank you.  It is good that it is still being played.
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: seeniya on 07 Sep 2010, 02:58:25
Gread mission indeed..but looks like its stop develop...I think it will more fun if have little more side mission like rescure the people under the hill etc...
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: snafu on 15 Feb 2018, 12:49:21
Can the woman in Dourdan die before you get to her?

This time I quickly gathered supplies for my team then set about ambushing the enemy jeep patrols and placing a mine for one the convoys to trigger the war asap.

There's been some heavy fighting around Dourdan with many bodies and destroyed vehicles.

When I get there I enter the house and nothing happens. I can't climb up the stairs either for some reason, so had to glitch my way up them which took a few tries. When I got to the loft, there was a dead woman and nothing else.

Dourdan is a side objective I never bothered with before since it's usually got a lot of enemies around, so I'm not sure how it plays out.
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: LukieTee on 04 Mar 2019, 20:02:55
Recently had the urge to re-install OFP (ArmA:CWC now) and replay this after a passing mention by a colleague about OFP. It feels like it has been a lifetime after beta testing this as a young adult.

Even after all of these years, I'm still blown away by the atmosphere this manages to bring across. Even happier to see OFPEC is still alive and kicking after many of the historic communities and sites have fallen to time.

I hope Thobson still knows that his hard work is still being appreciated all these years later.
Title: Re: (Review Completed) [SP] Abandoned Armies
Post by: Inlesco on 27 Jun 2023, 14:59:47
Indeed, this is probably the most incredible OFP mission of all time! I've recently played it as well on a Windows 10 machine and with Arma Cold War Assault 1.99. It was a great experience, even though, I must admit, I did not finish the mission completely.

Be it as it may, it still amazes me how much time went into the development of this gem.