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TEDF

VG Clan Alumni
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  1. Project Reality COOP Campaign 2018 Veterans - Gaming and MelonHQ are happy to announce the upcoming Project Reality COOP campaign 2018 that will begin on 3rd of February. The fighting will take place between 5 factions with a goal to control the most territories and resources in the world, with each faction having their strenghts and weaknesses. Before we begin, I'd like to address those who get easily triggered : Yes, the campaign map is mostly hand drawn and therefore the real life borders don't apply. Yes, some countries have been combined together into one sector, Yes Australia belongs in the euro family now. Yes there are over a 100 typos in this post. The entire campaign will be controlled by the Game master and the High Commander. Game Master (TEDF) : Provides the maps and generates automatic battle resolves on non battle active weeks (more info below). High Commander : Leader of the human players faction, Chooses a faction and doctrine/policy/action, if available. Commands his units in the battle, moves units around on the campaign map. Appoints a 2IC in case of absence. Chooses research and divides resources as he sees fit. Humans will be playing and can pick only one faction. Others will be controlled by AI! High Commander signups are open! To apply for team lead, send me (TEDF) a PM on the forums with the following form : 1. Name (duh) : 2. Preferred faction : 3. Few encouraging words for your future followers : Signups close on 26th of January Information : Full information with the boring little details that are not mentioned here will be provided to the High Commander Factions : Eurocorps, MEC, Red Dragons, Russia 1. Eurocorps : (GB, Netherlands, Germany, France, Australia) Poor early game equipment, lacks proper air force and early game armour. Fields low amount of manpower - Divisions have less tickets than other factions and also start with small amount of units. Starts with outdated equipment and vehicles. HQ Location : a. Germany - Armoured and Mech. Units can move 2 slots instead of one. b. UK - Periodically recieve Canadian and australian units. c. France - 50% chance that the african union will ignore the bounty and will go after another faction d. Netherlands - Free deployable defenses on defensive battles. France and Netherlands are immune to naval invasions. 2. MEC : (M.E.C. , FSA, Taliban, Hamas) Very poor equipment and vehicles. Lacks proper air force. Slow research. Disliked by it's neighbours. M.E.C. available only if faction controls turkey, Israel and Iran. Has access to large amount of trash units. Doctrines : a. insurgency : On defensive battles, recieve randomly placed ammocaches that acts as a foward spawn point that can not be overrun. b. Economy : Recieve a huge income bonuses due to oil trade. Makes MEC more prone to be invaded by NORAD. 3. NORAD : (USA, Canada. (AI Controlled)) Superior to other factions in terms of equipment and firepower. Fields wide arsenal of air and armoured units. Branches : a. USAF + US Army - Is able to paradrop inf and light vehicles into occupied enemy territories. Landed units will always start in the middle of the map and must fight their way through enemy defensive lines. Is also able to drop in heavy units once the territory has been secured. b. USMC - Deploys a mighty navy that is able to strike any coastal territory with ease. 4. Red Dragons : (China, Vietnam, North - Korea) Fields large amounts of manpower - each division has more tickets than other factions. Policies : a. The Korea question - Assist North Korea in their struggle against south. takes away half of the Chinese forces for 4 weeks, but deploys mighty North Korean fleet after completion that prevents any future naval invasions to originally controlled chinese territories. Also gains access to the mighty North Korean Air Force and turns Korea into China's puppet (resources). Also grants access to one free rocket techie that carries the name of the great leader. b. Chinese war machine - Chinese armoured units deploy faster and are cheaper than other's faction units. 5. Russia Controls large amount of land, but is prone to attack from all sides and it can take a while to move your units to other fronts. Militia uprisings may cause militia faction units appearing on undefended territories and some of russian units turning over to them. Actions : a. Purge the military - Takes 4 weeks to complete and will result in 50% of the divisions being permanently removed from the game. Cancels out any militia activities in russian controlled sectors. b. For the Motherland - Recieve 75 additional tickets if the army runs out during the battle. Can be used only once per battlecycle Game Mechanics : 1. Division system - Each division has certain amount of assets at their disposal. Inf sections control how many tickets an army has during the battle and vehicle sections control how many vehicles will be available. If a vehicle is destroyed during the battle, it is gone forever. If a mech division loses all of their assets, it will be converted into an INF division. lost units may be resupplied in the HQ. 2. Battle system - Fighting will take place on a weekly basis, with one week being the auto resolve week and second week being the battle one. On auto resolve weeks, commanders are free to move their units around and attack enemy territories, but battle result will be decided by the amount of units, their type and terrain. On battle weeks, commanders are free to move their units around and attack enemy territories. The battles will be resolved in a live action where numbers and technology don't count as much as in auto resolve weeks. If there are more than 2 conflict zones, the command may choose up to 2 on which he wishes his team to fight on. Others will be auto resolved. 3. Research system : Human faction will start with a huge handicap - 0% research, meaning that in order to unlock weapons, scopes, vehicles and deployable assets, Commander has to make a decition on what he wishes to research. Research times vary, depending on the "OP-ness" of it. For example unlocking a scope for assault rifles may take up to 5 days, wheres MBT unlock may take up to 30 days. The research times will be lowered as the campaign progresses. 4. Resource System : Each territory controlled gives the faction resource points. The normal sectors give out 500p by default and HQ sector gives out 1200p by default. Income can be increased by doing research or by capturing enemy sectors. Resources may be used to provide replacements for damaged division or to request new units that can then be combined into new divisions. 5. Bounty System - The sixth unplayable faction, the ARF will act as a pirate faction and will attack the faction that has the highest bounty on. Each faction is able to place a bounty on a rivaling faction once per week and will get a notification if a bounty has been placed on them (not amount). ARF will aim for undefended sectors and will establish a base there that remains for 3 weeks or until it is destroyed. Once the ARF leaves, the terrotiry will become neutral and needs to be recaptured. Border lines do not apply for them and they may strike everywhere. Engaging them in battle will go under normal battle system rules.
  2. The vehicles disappear from the map when there isn't a driver in it and it's more than some hundred of meters away from player.(client side) . Normal BF2 engine thing
  3. Restarting the server won't help much with the crashes. The crashes are caused by the game coding and somewhat buggy maps, not by the server status (bots walking in the wrong places, using wrong kind of weapons, capping docks on Muttrah, a player doing an "illegal" manouver with the jet, bomb landing in a wrong angle, etc. etc. etc.) Some times you just get lucky and are able to play through 10 rounds without an issue, another can't even finish the first round. It's just how COOP life is.
  4. yay! Double post. Anyways, thank you all who joined, hope you had fun. As expected, the AI is useless when it comes to assaulting the flags and had a total brainfart after the APCs went down. Will be avoiding those scenarios in the future. If you guys got any ideas for future events, then feel free to send them to me and I'll see if I can implement them. Thanks again.
  5. PASSWORD : "honk" The server is up and running. For warmup, we shall do some of the best INF maps PR has to offer. Event starts in about 40 minutes. Please, do not touch the rcon (and children, of course) If you have any questions or issues with the maps, feel free to poke me, or jump in the tech support channel on TS
  6. We'll continue going with the PRT time, which you can check HERE . For whatever reason, they decided to start using daylight savings after 12 tournaments of not doing it. There's still discussion about wether they should continue using it or not, so if anything changes, I'll let you guys know.
  7. Download is up. Click Here ! Extract the content into your PR levels folder, default location at program files (x86)/Project reality/Project Reality BF2/Mods/PR/Levels Run the game and check if the map shows up on your local map list. Also check the online server list. If the Event server isn't red, then your map is installed correctly.
  8. The devs have been notified about the flag issue. Seems to also happen quite often on deployment.
  9. The idea behind random squads is to get people to meet and play with others who they usually don't play with on vanilla matches. This would be a great way to have less experienced players learn from the veterans and people to get to know each other a bit more. I know it's more fun to play with your usual crew and I'm not going to micromanage the squads or start warning people for stacking up in one, but I do encourage you guys to split up and mix the squads. Veterans who don't wish to lead, don't join your favourite squad leader right away. Wait a few minutes for others to join up and then take the leftover spaces. If you see your squad is getting stacked, make the sacrifice and join the squad that has less experienced players. Let's try to make completely mixed squads with people who usually don't play together. VG guys, mix up with GI people and vice versa, for example. Don't kick randoms who start asking questions. Take your time to answer them. Don't kick people from your squads just because you are waiting for someone else to join.
  10. I'd like to keep it at 30 players max so I can add in some additional bots if needed.
  11. There won't be any signups for the event = no poll or similar (except commander). It will only confuse people who haven't joined previously to think that the event is for "members" only. Everyone is free to join the event and squads will be managed prior to start to give everyone fair chance of joining the squad they wish and to avoid the usual OP squad that we always have issues with (=No locked squads / kicking randoms). On both maps, team has enough time to sort out the kits and people in the beginning. On first map, there's no time limit, so take your time before you head out with boats.
  12. 1. Squad sizes depend on how many people shows up. If its around 20, I'd suggest having 4 five man squads rather than 2 8 man squads. 2. Theres a commander slot open If anyone has a plan and wants to be in lead, feel free to post up. 3. Kits will be standard modern GB rifles. Heavy ATs and AAs are disabled. TOWs and Stinger emplacements are disabled. 4. Kit limitations are same as on the regular server. I'll put up a banner and ingame auto posts about the event later today.
  13. Bot tag gets added to a player that's loading to the server as their ping will be 0 during loading.
  14. Not pvp. Just need Double's help to add some cinematic effects that I'm unable to do alone due to engine limitation. (Reinforcements arriving on last mission for example). I'll be monitoring the bots throughout the game and will give them few "hints" on where to go if they happen to get confused Bots will be the only ones doing the shooting on opfor side. Bot ground assets will not be crewed by us.
  15. Gaza, Beirut & Bijar have returned to the map rotation. Added Ulyanovsk STD & Route - E STD to the rotation. If you find any bugs or issues with these new maps, feel free to report them to either here or on PR forums
  16. We are having these every once in a while, depends on if any of the modders gets the spark of motivation. And like Double mentioned, the editor program is the worst one out there. It crashes often and sometimes takes over 5 minutes to boot up again. I wasn't really planning on doing any more events this year because of the PR tournament taking up most of the weekends, but I happened to watch a Falklands doc. few days ago, so thought why not to try a modern version of it.
  17. 11.11.2017 1900 PRT DOWNLOAD Password : "honk" Info : 1. General Veterans - Gaming server rules apply. 2. RCON will be enabled during the event. Anyone using it without permission will be removed from the event without a warning. 3. Event is open for everyone to join. No signup is required. Anyone wishing to lead the team, post down below. 4. Maps will be released during the event week. Password for the server will be released 1h before the event begins. Falklands - Goose Green - 2017 After 35 years since their last attempt, Argentinian forces have once again launched an assault on the Falkland Islands. Within hours, all British security forces in the area were forced to surrender and were captured. After the news of an assault on the islands, a British Task Force was sent out. Within a few weeks, the Eastern island was retaken and Argentinian forces pushed back to the West. Argentinian forces managed to dig in around the town of Goose Green and repel the British assault. In order to avoid further heavy casualties, a Royal Marine Commando brigade is sent in under cover of darkness to assault and secure the area so the main task force may proceed. Royal Marines CO : XXXXXXXX 1. Goose Green - Assault Mode Royal Marines will be deployed NW of the area and must secure the three landing sites. After they are secure, they must push East and secure the two outposts, after which they must secure Goose Green. Assault will commence with boats (2 minute delay). A British destroyer will be on standby to provide fire support for troops on the ground. Once objective "Beehive" is secure, forward spawn point along with a logistical truck will become available. This is the only supply truck that you'll get and there is no way to resupply it = only 2 FOBs are available. 2. Goose Green - Defend Mode Royal Commandos must Defend the captured area until the Task Force arrives. Intel suggests that you have only a few minutes before the enemy starts their assault. Assault will commence from SW. Recon spotted several armored vehicles along with masses of INF. All flags will have a rally point that will despawn after 5 minutes has passed. After that, the only respawn points are in the HQ and from rally points. All flags also have a supply crate that will not respawn after it gets destroyed. No FOBS will be available. HQ must not fall until Task Force arrives. British Forces are not allowed to push further than the line marked on the map.
  18. it's PR. You are lucky to get through even 2 without crashing. As I've said before, there's only so much we can do to avoid the crashes and they are : 1. Do not use setnext at the beginning of the round or at the last second. Do it in the middle 2. Do NOT use runnext on the first map. Wait for it to play through. 3. Do NOT use runnext within the first 10-20 minutes into the round. Avoid using it at the end of the rounds. 4. Avoid setting maps that have the same faction as the previous map with different layout. (For example, do not set karbala after muttrah as it would be Marines - Army / MEC - Insurgents, which PR doesnt seem to like.) 5. Avoid spamming commands - If someone needs to be warned, kicked, whatever - talk it through on TS who is going to do it. Don't need to send out the entire battalion to take out one guy. albasrah is the name of the map folder, which the server uses when dealing with commands. (muttrah city is muttrah_city_2 etc.)
  19. Kubra Dam was part of a "red tide" campaign which in a way was a test on it's own.
  20. If the maps run on local then you are good to go. We tested the files couple of days ago with Double and ironically only CTD issues we had were on my side. The server is mainly for those who are having crashes or doupt that the files are compatible (overwriting on install for example) If you are having any issues, feel free to jump on TS, PR admin HQ channel and we'll try to find a solution.
  21. I'll be available on TS tomorrow (friday) if anyone has any technical issues with getting the maps to run. The test server is up with the maps so you can check if you have the correct version. Red = no If you have any issues or wish to check the compapility of a map, feel free to ask and I can set it to run on the server and we can check it out.
  22. 4. The best way, for me atleast, to identify if the target is friend or foe is by taking a look at the weapon. Each faction has their distinctive weapons that make them super easy to identify (us m4s, MEC g3s, russians aks etc.) Also each faction has their own unique uniforms. Just takes a bit time and practice to remember them all. On insurgent syle maps like iron ridge where both sides have same weaponry, its best to check the helmets. All bluefor units have a helmets, but opfor usually sports bandanas and shemaghs instead.
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