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Post  DirTyDeeDs on Thu Jul 31, 2008 3:24 pm

This is a great addition to ArmA with the 1.14 patch
I am excited at the possibility that exists with USI and this new game mode.
It appears to be something that will be supported by by BIS

WARFARE !! Pic_logo_armawarfare

""Players must capture whole cities to gain resources that can be channelled into manufacturing even more weapons of war. Each side has one commander, who can build factories and defensive structures in and around their base. As long as they have enough money and resources, players can use these factories to build units, weapons and vehicles. Defensive structures can be used to defend bases and the units stationed there.

Players must take account of logistical considerations outside their bases and cities too as truck convoys ferrying supplies between settlements are vulnerable to attack. Players on each side are divided into a maximum of 16 teams. The commander can give these teams side missions and specify tasks or objectives, coordinating the entire side to ensure victory. This is war on a unprecedented scale, even for ARMA! ""

quoted by Sith, a BIS Dev team member
Thanks for all the responses people. A lot of hard work has gone into this mission and it's good to finally be able to share it with all of you. As the "1.0" indicated this certainly won't be the final incarnation of Warfare, so bug reports and gameplay feedback are certainly welcome.

But we have far bigger plans in store than just a few bug fixes. Head over to the Developer's Blog to get a first glimps of what's to come Smile

Mano a mano - Online Warfare


WARFARE !! ARMA_v114warfare_03_small WARFARE !! ARMA_v114warfare_01_small WARFARE !! ARMA_v114warfare_02_small
WARFARE !! ARMA_v114warfare_07_small WARFARE !! ARMA_v114warfare_08_small WARFARE !! ARMA_v114warfare_04_small

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Post  DirTyDeeDs on Thu Jul 31, 2008 3:25 pm

ARMA WARFARE 1.1 BETA

===NEW FEATURES===

====Team Status====
In the Team Menu, click on Team Status. You can see
the condition of your troops and disband them and to unflip vehicles.

====Command Teams====
You can respawn an AI team back at the base by
selecting it and clicking the Respawn button.



==MANUAL ERRATA==

Warfare 1.1 changes pricing of the following items to:

$9000 - KA50
$8000 - AH1Z
$2500 - M119/D30
2000 Supplies - Aircraft Factory


===CHANGELOG===

Changes:
* Fast Travel safety check for enemy presence now slightly less strict.
* Now requires enough supplies to deploy MHQ when packing up.
* Restricted deploying MHQ too close to a town depot.
* Increased Aircraft Factory cost to 2000 supplies.
* Increased KA50 cost to $9000.
* Increased AH1Z cost to $8000.
* Increased artillery cost to $2500.
* Increased delay between fire missions to 4 minutes.
* Increased town/camp capture rewards by 50%.
* Decreased kill rewards by 50%.
* Increased starting distance between sides by 50%.
* Increased salvager travel distance.
* Added respawn AI team option to Command Teams UI.
* Added Unflip vehicles option to Team Menu.
* Added Disaband Unit option to Team Menu.
* Added Team Status to Team Menu.
* Fixed JIP bug where player would receive money if joining a slot used by a previous player.
* Fixed JIP bug where player did not see current status of captured depots and camps.
* Possible fix for end-game bug when packing MHQ.

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WARFARE !! Empty a modification of the original WARFARE

Post  DirTyDeeDs on Tue Sep 02, 2008 2:59 am

check out this mod of WARFARE. the AI are supposed to be tougher! Twisted Evil

WARFARE ADV AI v1.31

available on the "USI WHOREHOUSE ARMA server" king

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Post  Zombie on Tue Sep 02, 2008 8:43 am

I want to try this, but I was confused about no ai supply/salvage? Does that mean no need for supply/salvage or does it have to be player controlled? Player controlled is fine with me, I like the support/supply corps role Very Happy

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Post  DirTyDeeDs on Tue Sep 02, 2008 10:36 am

a changelog for this version:
improved town defence ai
improved resistance ai
improved town cap ai
added sharescore system - get points from ai
added mando hitch - pick up stuff with heli's
stopped ai salvagers/supply trucks
reworked map/added objectives
converted several scripts to functions
addded ai bridging system for dolores
improved framerate significantly
Support menu added
-Viewdistance / quality changes in real time
-Squad administration
-Equip AI with custom loadouts
1.1
Changed client menu update
fixed minor issues with garrison and resistance ai spawn
1.2
rifleman and ural/5t truck available at town depots
some changes to gui
revisited garrison ai
revisited towncap ai
AI air teams added
tweaked balance settings
Added more objectives (Saralite).
1.3
Fixed issue where menus after death did not reappear until boarding a vehicle
tidied ai air team scripting, still no dice

I agree that the supply trucks are both fun and can create unecessary lag.

a comment from one of the authors about this...

I am working on version 1.4, I have rewritten the supply truck script and am working out problems with that. It is now an sqf function which reduces lag significantly. (Lag is much less than in Stock Warfare 1.1)

I guesss I can modify the server config and edit the AI strength instead of trying this, but I was interested in the ai being tougher without making them one shot laser sniper killers with an ak at 1km pirat

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Post  Zombie on Tue Sep 02, 2008 11:22 am

I am certainly willing to try this version, and we can see if the supply situation is automatic or if we have to run them.
I was thinking about why ai controlled supply trucks and salvage trucks stop running....it isn't because they are lost, it's because they are out of fuel! Perhaps if we build either an empty fuel truck at the main or an ai squad member fuel truck, the ai supply trucks will continue to run...I hope they are smart enough to refuel off of a refuel truck!
Posting this idea on bi forums

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Post  Coal64 on Tue Sep 02, 2008 6:50 pm

this game just sounds way to cool thats it i'm going to update and play right now! Very Happy

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Post  DirTyDeeDs on Wed Sep 03, 2008 12:10 am

join up sometime!

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Post  Zombie on Wed Sep 03, 2008 2:32 pm

Here is a solution to one of the problems we are having with the OFP islands version of warfare. I will edit the mission tonight and make it available to Zig for use on the ArmA Whorehouse

To fix the error at the top of the screen on mission start:

\common\config\config_structures.sqs line 215:
was Code Sample
_t = _t= r= + [0]
change to Code Sample
_t = _t + [0]

Here is the solution to the fast travel bug:
From the Warfare editing guide:
Code:
Town depots (yellow object icons) These buildings are located near the center of each town, acting as the capture point that determines who controls the town.
Name: Same name as the town in which the depot is located
Executes script: [this,"<town name>",[<bordering town 1>,<bordering town 2>, ... ],["<Resistance defense team 1>","<Resistance defense team 2>", ...],<optional town size value>] Exec "Server\Config\Config_Town.sqs"

The town depot names were changed, but not the BORDERING town names...they still have saralite names. After I changed a couple, the "bug" went away.

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