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LH5

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  1. Like
    LH5 got a reaction from possiblyEOD in Georgian Intervention pt.1 - DCS gamenight 23/04/2022 @ 18:00 UTC   
    Georgian Intervention pt.1

     
    Situation
    Over the past 3 months tensions between Russia and Georgia have reignited. A series of attacks of unknown origin took place on the Russia Georgian border. 
    Shortly after a build up of Russian aircraft was detected along the border region and intercepted Russian communications revealed a plan to attack so called “terrorist strongholds” in Georgia. 
     
    The United States of America decided to send a squadron of various aircraft to assist Georgian forces in the defence of their airspace. The American squadron is stationed at Kutaisi with a squadron of Georgian Frogfoots.   
     
    On the 19th of May the Russian air force conducted strikes on targets within Georgia. Due to the American presence at Kutaisi steps were made to ensure the security of forces while on the ground and a Patriot system was set up. 2 of 6 Su-34’s detected in Georgian airspace were shot down.
     
    A swift response is needed and a plan has been drawn up to strike the forces responsible for the attack. On the morning of the 21st a joint strike force will take off from Kutaisi and conduct a precision strike on Nalchik, a Russian airfield that's being used as a staging ground for incursions into Georgian airspace.
     
    Mission
    Destroy the Su-34’s that took part in the attacks on the 19th with as little collateral damage as possible.
     
    Server Details:
    Name: [Ahoyworld.net] EU1 
    IP: 116.202.224.207 
    Port: 10308 
    Running on Open Beta
     
    Password: see #dcs-world channel on discord
     
    SRS: 
    IP: 116.202.224.207 
    Port: 5002
     
    Required Mods:
    Simple Radio Standalone (SRS)
    Install/setup guide: http://dcssimpleradio.com/gettingstarted/
     
    TS Address:
    Brief will take place in Ready room on TeamSpeak prior to start up.
    ts.ahoyworld.net
     
    Player slots:
    x8 Frogfoot - SEAD/Strike Callsign: Shotgun
    x2 AV-8B - Strike Callsign: Slingshot
    x2 A-10CII - Strike Callsign: Warthog
    x2 F-14B - CAP Callsign: Phoenix
    x2 F-15 - CAP Callsign: Eagle
    x4 F-16 - SEAD/Strike/CAP Callsign: Showdown
    x4 F/A-18C - CAP/Strike Callsign: Freefall
    x1 AJS37 - Strike Callsign: Lawndart
    x1 SA342L - CSAR Callsign: n/a
    x1 Mi-8 - CSAR Callsign: n/a
    x1 UH-1H - CSAR Callsign: n/a
    x1 Observer - GCI/ATC Callsign: Magic
     
    optional: use the poll to show which slot you intend to take, this will help ensure enough of each slot is available. (CSAR not included)
     
    If you do not own a jet listed (excluding frogfoot) and wish to use it, comment the module and I will find a way to include it with the story. (CSAR slots will remain as is) Module requests close on 21/04/2022
     
    Respawn slots available at WP3 (not to be used unless you have passed WP3 and died)
     
    Targets and Threats
     
    Primary Targets:
    x4 Su-34 
     
    Secondary Targets:
    Fuel and Ammo depots
    Runway(s)
     
    Known Threats:
    SAM/AAA
    EWR
    Various Russian CAP assets
     
    An intelligence officer placed in Nalchik in the months leading up to the Russian strike reported the Su-34’s point of origin as Nalchik airbase. The officer was able to use a drone to capture this image on the return of the jets.
     
     
    Primary target: Red
    Secondary: orange
    SAM site: yellow, best guess from analysts is an SA-11 site.
    Various ground forces can be seen in the area.
     
    Required weapon employments
     
    F-15: AA weapons of choice
    F-16: AG weapons of choice, AGM 88C & AA weapons of choice
    F/A-18: AA weapons of choice & AG weapons of choice
    Su-25T: Kh-25MPU or Kh-58U & AG weapons of choice 
    F-14: AA weapons of choice
    AV-8B: AG weapons of choice 
    A-10CII: AG weapons of choice
     
    Restricted Weapons
     
    CBU 97 CBU 105 SLAM SLAM-ER AIM-54 x4 CSAR heli rocket pods  
    Command, Control & Communication
    Overall command will lay with me (LH5) for the first mission.
    Flight leaders will be selected on the day.
    Radio Channels can be found below. (SRS is required to play this mission)
     

     
     
    Flight plan 
     
    We will be keeping to a flight area on a pre planned route. You may leave this area when in combat with air or ground forces, with a swift return to the area once combat is complete.
     
    (The following is subject to change based on threats we encounter)
     
    Take off and fly to Waypoint 2 in as close a formation as we can safely manage. From Waypoint 2 CAP flights will separate from the strike package and take the lead as we cross the Russian border. Once at Waypoint 3 the Strike package will hold in an orbit while SEAD flights push to Waypoint 4 and disable enemy SAM site(s) Once SEAD mission is complete SEAD flights will return to Waypoint 3 and hold in an orbit. With SAM threats neutralised the Strike package will commence its run as SEAD flights return to waypoint 3.  Once all strikes are complete all forces will regroup at waypoint 3 and return to base (Waypoint 1) in formation. CSAR will operate from a temporary FARP recovering any pilot that is shot down or crashes.  
     
    Required Skills:
    Airfield Take off & landing Radio usage (setting and switching channels)  
     
    An attempt at a Tacview debrief will take place after the GN.
     
     
  2. Like
    LH5 got a reaction from possiblyEOD in 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. Confused
    LH5 got a reaction from SiegeSix in Romans of AhoyWorld - The Long Road to Victory 09/04/2022 @ 18:00 UTC   
    @SiegeSix
  4. Like
    LH5 got a reaction from Pvt. Zwerger in 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. 
  5. Like
    LH5 got a reaction from Damo3D in Romans of AhoyWorld - The Long Road to Victory 09/04/2022 @ 18:00 UTC   
    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.
  6. Like
    LH5 got a reaction from Toasted_Bread_Slice in Escalating Terror Feedback Thread   
    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.

     
  7. Like
    LH5 got a reaction from possiblyEOD in Escalating Terror Feedback Thread   
    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. Like
    LH5 got a reaction from Damo3D in Escalating Terror Feedback Thread   
    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.

     
  9. Haha
    LH5 got a reaction from Stanhope in Escalating Terror Feedback Thread   
    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.

     
  10. Like
    LH5 reacted to Pvt. Zwerger in Escalating Terror Feedback Thread   
    Would be cool to have some dynamic/random medevac missions in the helicopter range. Its kinda awkward to intentionally crash just to get a medevac mission when you are solo on the server 🙃
  11. Like
    LH5 reacted to SiegeSix in Vietnam #5 - SUNDAY 03/04/2022 @ 1800 UTC   
    Sabotaging in Vietnam
     
    Modset
    AW_Vietnam.html
     
    Situation
    The war is pushing north. Command has ordered a small recon detachment to cut off supply routes. While our main forces are pushing into the region, they are being clawed to pieces. While we can’t stop helicopters flying above our heads, we can stop their tanks and supply trucks from advancing. We are to sabotage a forward staging ground for an armored unit and regroup with our own tank column. A task that will be difficult, as we will need to hide under the edge of trees.
     
    Friendly Forces
    PAVN, Conventional, Combined
    - x2 Twelve-man saboteur teams
    VC, Guerillas
     
    Enemy Forces
    US Army, Conventional, Combined
    AVRN, Conventional, Combined
     
    Mission
    Find and sabotage the American armored column. Regroup with friendly armored column to secure the bridge.
     
    Additional Information
    Overall command falls on "Overlord". Operational command falls on "Alpha". 
  12. Like
    LH5 got a reaction from Damo3D in Escalating Terror Feedback Thread   
    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.
  13. Like
    LH5 got a reaction from Damo3D in Escalating Terror Feedback Thread   
    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. Like
    LH5 reacted to Stanhope in Escalating Terror Feedback Thread   
    We currently have 1 set of dynamic objectives that start of relatively easy and progressively get more difficult.  Would it be an idea to add another set (or multiple other sets) of dynamic objectives that start of harder and still get progressively more difficult?  The more difficult objectives would be further away for the more experienced players.  Maybe at another friendly airfield that doesn't have any spawns or only spawns for slow jets (A-10, frogfoot, ...)?
  15. Like
    LH5 got a reaction from possiblyEOD in Escalating Terror current mission state   
    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
     
     
     
     
  16. Like
    LH5 reacted to Stanic in Escalating Terror Feedback Thread   
    Pls add some night stuff, perhaps a mission rotation with 2 day missions and 1 night like GAW.
    Also if possible maybe a convoy hunt objective.
     
  17. Like
    LH5 got a reaction from Stanhope in Escalating Terror Feedback Thread   
    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.
  18. Thanks
    LH5 got a reaction from Damo3D in Escalating Terror current mission state   
    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
     
     
     
     
  19. Like
    LH5 got a reaction from Damo3D in Escalating Terror Feedback Thread   
    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.
  20. Like
    LH5 reacted to Kaiyo in Hello!   
    Thought I should write a little introduction aswell as I'll be playing more often now aswell.
     
    I'm Tizian or as, you will most likely see me on the servers, Kaiyo.
     
    Have played Arma on and off since the Arma 2 DayZ times and just recently started to play a bit more again thanks to your resident war criminal, Sho_Iwaizumi.
     
    You'll usually find me on the ground as your regular infantry man or machine gunner but I'm looking to try out flying a bit more soon ^^
     
    And to finish this small introduction:
    We don't like Toast and we don't like to be toasted.

  21. Like
    LH5 reacted to Havoc in Frontlines Feedback Thread   
    Rally Points
     
    Rally points are a cheap alternative to mobile respawns and behaves almost like the respawn backpacks that are available in the base game. Here is how it works:
     
    A player can retrieve a rally point from the supply crate. A sleeping bag appears on the player:

     
    The player now has a new item in the self interaction menu: "Deploy Rally Point". Deploying the rally point will trigger an animation on the player that suggests the player is placing something down, and a few seconds later the sleeping bag disappears from the player and an unfolded sleeping bag appears on the floor:

     
    This can now be used like a mobile respawn.
     
    To move the rally point, an interaction is available on the rally point: "Pack Rally Point". This is basically a reverse of the "Deploy Rally Point" interaction. An animation starts, suggesting the player is picking something up, a few seconds later a folded sleeping bag appears on the player and the unfolded sleeping bag disappears. The player now has the option to deploy the rally point.
     
    A simple implementation like this can bring balancing issues. Here are some of my ideas of preventing this:
    - A rally point costs supplies to get;
    - Deploying on a rally point costs supplies OR a rally point has a certain amount of deploys before it becomes unusable;
    - Deploying and packing the rally point itself does not cost supplies;
    - Multiple members of the same group can carry a rally point, only one rally point per group can be deployed;
    - Only groups of two players or more can use rally points;
    - Rally points belong to groups, not players;
    - When a player deploys on the rally point, other players have to wait a certain amount of seconds / minutes OR;
    - Players can deploy in waves every few seconds / minutes;
    - When enemies are close to the rally point for a certain amount of time and no players are around, the rally point will be destroyed.
     
    A number of other points / ideas about rally points:
    - Each faction can have it's own form of rally point, like a different colour or type of sleeping bag;
    - When a player carrying a rally point dies, others can pick it up;
    - Rally points disappear after server restart;
    - Rally points are named after their group (Alpha 1-2's Rally Point).
     
    If you managed to finish reading this wall of text and you have some other ideas surrounding rally point, or you think it's a stupid idea, feel free to share!
  22. Like
    LH5 got a reaction from lamminrevityin in Pirates of AhoyWorld - The Great Celebration 12/03/2022 @ 19:00 UTC   
    Thanks to @lamminrevityin for finding this.
     
    Guide to the Frigate can be found here:
    https://docs.google.com/document/d/15t2v5Mnib3XHOXCGEMdbYZjCXQMBWCkZgZbBDmsAODA/edit
  23. Like
    LH5 reacted to Rickard in AhoyWorld Annual Olympic Games   
    ... yes
  24. Like
    LH5 got a reaction from Schubz in Pirates of AhoyWorld - The Great Celebration 12/03/2022 @ 19:00 UTC   
    Pirates of AhoyWorld - The Great Celebration
     

     
    Situation
    Having found the lost treasure the pirates of AhoyWorld have made their way back to Hangmans Cove and started to spend their new found riches.
     
    Mission
    Find your way to the pub and celebrate.
     
    Server details:
    IP: 116.202.224.207 
    Port: 2302
     
    Server opens 18:30 UTC
     
    Required Mods: 
    Arma 3 Preset Pirates of AW .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
  25. Like
    LH5 got a reaction from lamminrevityin in Pirates of AhoyWorld - The Great Celebration 12/03/2022 @ 19:00 UTC   
    Pirates of AhoyWorld - The Great Celebration
     

     
    Situation
    Having found the lost treasure the pirates of AhoyWorld have made their way back to Hangmans Cove and started to spend their new found riches.
     
    Mission
    Find your way to the pub and celebrate.
     
    Server details:
    IP: 116.202.224.207 
    Port: 2302
     
    Server opens 18:30 UTC
     
    Required Mods: 
    Arma 3 Preset Pirates of AW .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
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