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LH5

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  1. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  2. LH5

    DCS gamenight(S)?

    Would you like to take part in or run a AW DCS gamenight? If yes what type of mission, what day and time. Poll is up for a day, keep in mind arma GN will take priority so if it’s a Friday, Saturday Sunday at normal GN time we would have to wait for an opening. As a test to see how we do we could hold an escalating terror gamenight as starting point before custom missions/campaigns are built.
  3. How's your Scottish accent lul The French armour is in the arsenals
  4. Romans of AhoyWorld - The Long Road to Victory Situation Julius Agricola has started his campaign to take Caledonia. We are a but a small cog in the mighty Roman war machine. We are to head south from our landing site and face the Caledonians in a direct decisive battle in the marsh lands, they have more numbers but we have the superior tactics and equipment. We sent a scouting party ahead of our arrival, we received a messenger pigeon from them 8 months ago requesting urgent assistance near a castle on the route South. No further pigeons have been received. Mission Head south to the marsh lands and crush the enemy, deal with any encounters on route. Server details: IP: 116.202.224.207 Port: 2302 Server opens 17:30 UTC Required Mods: Arma 3 Preset Romans of AW gn.html TS Address: ts.ahoyworld.net Player slots: x1 28 man Legion scaled down legion obviously Vehicles: x2 Legs This is a fictional legion No shit sherlock fighting a fictional battle with a pretence of Julius Argicola’s push into scotland.
  5. ET change log 1.3.1 [Fixed] ambient MiG 29's missing missiles [Fixed] CTLD spawning only Merkava crates for ground forces.
  6. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  7. ET change log 1.3 [Added] More CTLD ground forces, troops & logi vics [Added] J-11A slots [Added] Spitfire slot (now the most OP CTLD & CSAR machine, if you are willing to fly a ww2 plane into battle to save pilots you will have a those god damn Tardis physics) [Added] Coms menu option to spawn CSAR missions [Tweaked] Moved F16 waypoint 1 to spawn point & 3 to target [Tweaked] CTLD FOB crates now need 3 small instead of 9. [Tweaked] Shortened distance needed to build crates from CTLD pickup points [Tweaked] Increased randomisation of objective spawning - now its a 50/50 chance of 1 of 2 objectives next in line. Still predictable spawn points, working on a random scripted spawn. [Tweaked] Scrapped 2 mission day night cycle. Now just 10 hour mission length that runs into night for 3 hours. [Tweaked] ambient jet respawns - Replaced Mig 19's with MiG 29's. See how it goes. - Now respawn inflight randomly within a zone with off set waypoints. [Tweaked] Removed "good effect on target" sound effect on objectives destruction to reduce lag spikes. [Fixed] Air to Air range jet respawns. Chance they may land and not respawn, if that happens hit um with a gun run. You will see a few new options in the coms menu, in progress of implementing Moose. These options will not do much atm. Persistent pain in my arse. Maybe soon:tm: maybe not, see how some tests go.
  8. ET change log 1.2.1 [Tweaked] Day mission start time changed to 08:00
  9. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  10. Looking into some options ET change log 1.2 [Added] Security forces and CTLD pick up point to Kutaisi (this is a test to see how it goes on server, will extend to other airfields after seeing how it goes) - Security forces become available in the coms menu other tab once all enemy forces on the airfield have been destroyed. The Security forces transport has one life for now, if it is destroyed you will have to fly ground forces over via CTLD to capture the airfield. [Added] Helicopter spawns on Tarawa [Added] CTLD pickup point on Tarawa [Added] Day & Night cycle (7 hours day, 3 hours night) [Added] Blue SAM site within tanker area in case any AI start wondering again. [Tweaked] Mission Restart is now 7 hours for day, 3 hours night (this can be adjusted further, let me know if its to short or long a cycle) [Tweaked] Obj I&A 4 test soon series are now SAM sites and can be located to the north in the mountains. [Tweaked] Replaced Tunguska's at Obj Excessive Delays with shilkas. [Tweaked] Reduced Units in several objectives. [Fixed] Temporary limited respawn for MiG 29's running away at Air to Air range while i figure out what I'm doing wrong with the scripts.
  11. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  12. was a bit to effective on the flankers and they are now going outside the borders. Since they are non respawn AI will be put on the list for next patch unless they become a real problem.
  13. Escalating Terror 1.1 Change Log [Added] C-101CC slots [Added] L-39ZA slots [Added] SU-27 slots [Added] AH-64D slots [Added] CSAR https://github.com/ciribob/DCS-CSAR [Added] New Helicopter objectives - Helicopter objectives further out in the mountains, objectives will activate a unmarked reinforcement convoy when attacked see hint in top right for start location. - More helicopter objective spawns to the south. - Unmarked insurgent camps within the helicopter range, look out for random iglas! [Added] Rickard [Tweaked] Helicopter spawn points & CTLD pickup locations [Tweaked] Enemy Air difficulty & waypoint settings. [Tweaked] Hind CTLD access. [Tweaked] SAM alert state. [Tweaked] enemy airfield defences [Tweaked] Practice range respawn method. [Tweaked] Changed side of remaining land based units to CJTF blue. [Tweaked] Adjusted range borders. [Tweaked] Reduced units at Obj Kick start [Fixed] Possible fix for MiG 29's in A/A practice range wondering off after shoot down. [Fixed] Server crash on certian mission spawns. -Removed all waypoints for patrol infantry at heli objectives apart from #blamestan... going to mess with this and see if I can bring patrols back for next update.
  14. Rules: - No messing with the spawn area (super sonic buzzing, blocking runways, etc) - No intentional TK - Do not attack helicopter objectives with jets unless called in by a helicopter - General AhoyWorld Rules apply New server & new mission so rules are not extensive. Rules will be added and removed as and when needed. Just don't be a Watermelon.
  15. Pirates of AhoyWorld - The Great Curse Situation Having gone on a drunken rampage in Hangmans Cove the pirates found themselves imprisoned and their gold stolen. This was followed by a swift break out and a merciless quest to recover the stolen gold. With almost half the gold recovered the Pirates of AhoyWorld prepare for the final battle for the last of the stolen gold. Some of the crew have been reporting to the captains with coins that have started to leak blood and a low fog that is slowly following them, best to set sail soon... something is not quite right. Mission Travel to Outlaws Hideout and recover the last of the stolen gold. Server details: IP: 116.202.224.207 Port: 2302 Server opens 18:30 UTC Required Mods: THE MODSET HAS CHANGED! Arma 3 Preset Pirate of AW FINAL.html TS Address: ts.ahoyworld.net Player slots: Four 7 man crew Ships: x2 Frigates x3 Sloops Important In this mission you will be working as a crew to operate a ship, if you intend on playing as a captain (SL) you will want to read this "quick" guide from the mod creator. (if you do not plan on playing as SL I recommend skimming it anyway as it will make things easier) GUIDE As a stand in for gold we will be using bananas
  16. See linked thread for future feedback.
  17. A post giving a quick overview of the mission. SL Mod enabled SRS enabled Overlord bot to come soon:tm: Here be a map pointing out the areas. Dynamic Range: A range of objectives that are as "random" as I can currently make them. Objective Kick start holds the Key to the SAM sites and A/A threats. Until you take out Obj Kick Start the majority of A/A will not spawn and Long Range SAM sites will not be active on the East side of the map. This area *should* not attack units outside its borders. Heli mission area: Missions with a short travel time made for Helicopters. This area currently has a couple objectives and will be expanded on in update 1.1 which will appear with the release of the Apache. Anti Ship Range: 4 Ships to go practice your antishipping A/A Range: A few enemy and friendly jets that wont shoot back to practice your A/A FARP: Place within the belly of the beast for daring heli pilots and daring jets to land. CTLD: CTLD is enabled for slots with (CTLD) in the name Combined Arms: JTAC/Operator slots have CA enabled. The mission currently restarts every 4 hours Mission and server are new and things are likely to go wrong, all part of the process
  18. We plan to add overlord bot soon.
  19. LH5

    Server Details

    Name: [Ahoyworld.net] EU1 IP: 116.202.224.207 Port: 10308 SRS: IP: 116.202.224.207 Port: 5002 EAM passwords: Blue: AhoyB Red: AhoyR Running on Open Beta
  20. Please post any suggestions / comments / constructive criticism / bugs in this thread. Module you own not in the mission? Put it in here and it will appear in the next update.
  21. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  22. We're rallying for another mid-week bout of Frontlines! Mission Length ~2 hours, with a chance to carry on open-ended Mod set/how to join https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/ Situation Mission Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace. Execution At CMD’s discretion. Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness. Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics. Admin / Logistics Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative. Enemy prisoners of war (POW) are to be treated well and brought to base for questioning. The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort. Command / Signal Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications. Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly. Squad leaders are responsible for the operational effectiveness of their teams.
  23. Thanks to @lamminrevityin for finding this. Guide to the Frigate can be found here: https://docs.google.com/document/d/15t2v5Mnib3XHOXCGEMdbYZjCXQMBWCkZgZbBDmsAODA/edit
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