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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.