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Stanhope

Spartan
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  1. Like
    Stanhope got a reaction from possiblyEOD in Attaching Tarupods to a Lift-Taru   
    So I've talked to the people in charge and we're gonna implement it this way:
    An additional taru (without a pod) will be placed at guardian All of the taru pods will be placed at guardian The fuel hemtt will be removed from guardian You'll only be able to attach and detach the pods when landed
  2. Like
    Stanhope got a reaction from MidnightRunner in Whitelisted slots for staff   
    I've already said this to Havoc in teamspeak but I should probably put it here as well: in I&A3 the server is limited to 60 players and there are 64 slots in the lobby.  There's thus always be 4 open slots which, in my opinion, negates the need for special slots for zeuses.  I&A4 will have this though. 
  3. Like
    Stanhope got a reaction from MidnightRunner in Command Channel and More Emphasis on Squads   
    If we're talking about I&A3 and EU1:
     
    People are allowed to lone wolf, although we encourage them to work together and provided all the tools to do so, we do not make it mandatory.  In the past you were also allowed to talk in command channel, not just type.  This has been disabled for a while now because it was used more often by people thinking they were talking in vehicle channel than by people who used it for its intended purpose.  Realism is also not one of our primary concerns on EU1.
    Just my 2 cents
  4. Thanks
    Stanhope got a reaction from Nibbs in Invade & Annex DLC Maps Version History & Feedback thread   
    Right to catch up a bit: too many units garrisoning in one building will be fixed in the next update, the AA missiles of the jet should be fixed in the next update, max distance from FOB for side missions will be looked into, and bamboo cages will be fixed in the next update.
  5. Thanks
    Stanhope got a reaction from Schubz in Invade & Annex DLC Maps Version History & Feedback thread   
    Right to catch up a bit: too many units garrisoning in one building will be fixed in the next update, the AA missiles of the jet should be fixed in the next update, max distance from FOB for side missions will be looked into, and bamboo cages will be fixed in the next update.
  6. Thanks
    Stanhope got a reaction from CRYPT0MASTER in Boats   
    Both me and Whigital work on I&A3 on a semi regular basis and we release an update whenever we have enough changes to warrant an update. 
  7. Like
    Stanhope got a reaction from MidnightRunner in Invade & Annex DLC Maps Version History & Feedback thread   
    Right to catch up a bit: too many units garrisoning in one building will be fixed in the next update, the AA missiles of the jet should be fixed in the next update, max distance from FOB for side missions will be looked into, and bamboo cages will be fixed in the next update.
  8. Like
    Stanhope got a reaction from RiverWolf in Invade & Annex DLC Maps Version History & Feedback thread   
    Right to catch up a bit: too many units garrisoning in one building will be fixed in the next update, the AA missiles of the jet should be fixed in the next update, max distance from FOB for side missions will be looked into, and bamboo cages will be fixed in the next update.
  9. Thanks
    Stanhope got a reaction from possiblyEOD in Invade & Annex DLC Maps Version History & Feedback thread   
    Right to catch up a bit: too many units garrisoning in one building will be fixed in the next update, the AA missiles of the jet should be fixed in the next update, max distance from FOB for side missions will be looked into, and bamboo cages will be fixed in the next update.
  10. Like
    Stanhope got a reaction from Murph in Invade & Annex DLC Maps Version History & Feedback thread   
    That derp revive being derpy
  11. Like
    Stanhope got a reaction from Murph in Invade & Annex DLC Maps Version History & Feedback thread   
    Vehicle explosions are arma, nothing I can do to fix that.  The main base is where it is now because it's on a shoreline, meaning that I loose 50% less useable places to spawn an AO, putting it in inland means I have to clear a large radius around the location of AOs.  Side mission rewards will contain all vehicles that don't regularly spawn as in vanilla, the cobra is included.  No, side mission rewards have not been spawning yet as there are no side missions compatible with this map yet.  Removing roles from squads (or changing them to existing ones) is possible, adding new ones less so as it'd mean a significant increase in maintenance (the vanilla and prairie fire versions are kept in sync for non-map specific things (like roles)).  I'll put suppressors on the list, ask about the enemy weapons and main base has already been redesigned for the next release.
  12. Like
    Stanhope got a reaction from RiverWolf in medical system   
    I'm assuming you're talking about our I&A server EU1?  It is an unmodded server.  We do have a modded server with ace, have a look at this subsection of our forum: https://forums.ahoyworld.net/forum/86-enhanced-server-information-and-discussion/
     
    And this topic if you want to join:
     
  13. Thanks
    Stanhope got a reaction from RiverWolf in Boats   
    Both me and Whigital work on I&A3 on a semi regular basis and we release an update whenever we have enough changes to warrant an update. 
  14. Thanks
    Stanhope got a reaction from MidnightRunner in Invade__Annex_3_3_72.Altis Arsenal   
    Change the mission parameter "Arsenal / Gear Restrictions" from active to none.
  15. Like
    Stanhope got a reaction from Markus001 in Invade__Annex_3_3_72.Altis Arsenal   
    Change the mission parameter "Arsenal / Gear Restrictions" from active to none.
  16. Like
    Stanhope got a reaction from RiverWolf in Frontlines Feedback Thread   
    Verify the integrity of your game files & the mod(s) that those belong to
  17. Like
    Stanhope got a reaction from SiegeSix in Frontlines Feedback Thread   
    Dom already implemented this
  18. Thanks
    Stanhope got a reaction from WinterMute in AW Mod Feedback Thread   
    These issues have been logged and someone who knows UIs (not me) will have a look at them when they've got some time
  19. Thanks
    Stanhope got a reaction from LH5 in [AWE] Liberation WEDNESDAY 14/04/21 @ 17:30 UTC   
    Mission Summary
    This Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it. Expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command.  These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.
     
    Modset Required
    The modset, as well as a full explanation on how to join, can be found here:
     
    https://forums.ahoyworld.net/topic/15470-how-to-join-awe-liberation/
     
    Mission Runtime
    Roughly 2 hours with a chance to carry on open-ended
     
    Friendly Forces
    British Armed Forces
    Opposing Forces
    Middle Eastern Militia
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command at the start of the gamenight
     

     
  20. Like
    Stanhope got a reaction from LH5 in [AWE] Liberation WEDNESDAY 07/04/21 @ 17:30 UTC   
    Mission Summary
    This Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it. Expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command.  These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.
     
    Modset Required
    The modset, as well as a full explanation on how to join, can be found here:
     
    https://forums.ahoyworld.net/topic/15470-how-to-join-awe-liberation/
     
    Mission Runtime
    Roughly 2 hours with a chance to carry on open-ended
     
    Friendly Forces
    British Armed Forces
    Opposing Forces
    Saharani Defence Forces
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command at the start of the gamenight
     

     
  21. Like
    Stanhope got a reaction from RiverWolf in AW Mod Feedback Thread   
    Keybind for disabling the hud has been added and is in today's version, uniforms has been changed and will be in the next version. 
  22. Like
    Stanhope got a reaction from Schubz in AW Mod Feedback Thread   
    Keybind for disabling the hud has been added and is in today's version, uniforms has been changed and will be in the next version. 
  23. Thanks
    Stanhope got a reaction from Johnson in AW Mod Feedback Thread   
    Keybind for disabling the hud has been added and is in today's version, uniforms has been changed and will be in the next version. 
  24. Like
    Stanhope got a reaction from MidnightRunner in AW Mod Feedback Thread   
    Keybind for disabling the hud has been added and is in today's version, uniforms has been changed and will be in the next version. 
  25. Like
    Stanhope got a reaction from RiverWolf in AW Mod Feedback Thread   
    The uniform will be replaced, it won't match the helmet camo though (and the helmet won't be replaced as people have previously complained about RHS ammo being underpowered against project opfor armour). 
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