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Old 09-14-09, 09:15 AM   #451
tony65
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I haven't see any Udaloy or Lada mission..(just in mission editor is a "Udaloy user" available)

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Old 09-14-09, 09:20 AM   #452
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Quote:
Originally Posted by tony65 View Post
I haven't see any Udaloy or Lada mission..(just in mission editor is a "Udaloy user" available)


No, in the mission editor you have access to all playable units, including the Udaloy and Lada.
You can even choose those 2 units if you're playing with quick missions.
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Old 09-14-09, 09:28 AM   #453
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Quote:
Originally Posted by goldorak View Post
No, in the mission editor you have access to all playable units, including the Udaloy and Lada.
You can even choose those 2 units if you're playing with quick missions.
going to start mission design soon, but need to do some testing 1st!!

As you can see I'm just too ***king happy now that the mod is out

as I recall Mr. Goldorak, you are part of a regular MP crowd of DW, what is the estimated headcount??

After testing, I'm going to probably start out with something small and quick. And because I won't have to edit for AI as substitution for humans, I'm hoping for quick turn on these MP scenarios..

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Old 09-14-09, 09:36 AM   #454
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Quote:
Originally Posted by suBB View Post
going to start mission design soon, but need to do some testing 1st!!

As you can see I'm just too ***king happy now that the mod is out
Yeah I see that.
Enjoy the mod, the 3d models, the documentation everything.
You'll find that its quite different from AT or Lwami.

Quote:
as I recall Mr. Goldorak, you are part of a regular MP crowd of DW, what is the estimated headcount??
I'm a regular player, what I can tell you is that RA most probably will be betasom's preferred mod for multiplayer. We schedule every week an objective based mission for 10-15 players. Thats not bad.


Quote:
After testing, I'm going to probably start out with something small and quick. And because I won't have to edit for AI as substitution for humans, I'm hoping for quick turn on these MP scenarios..

Good, the faster you finish, the quicker we can "try out" your missions.
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Old 09-14-09, 09:39 AM   #455
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Reinforce Alert / DWX Mod hosted at the CADC.

See this thread : http://www.commanders-academy.com/fo...9337#post39337 for more info and link to the download.

Thanks to Goldorak who did the upload.
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Old 09-14-09, 09:41 AM   #456
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forgot to mention...

The standard run-time for my criteria of dynamic MP is no more than 4.5 hours max.

This value is based on a couple of years of actual MP play testing of my criteria to allow for transiting nuclear submarines(i.e. infiltration, stealth transiting) not to easily compromise themselves during the mission. Of course the run-time would be different for SSKs and will need to be tested and optimized.

Personally I would like to see 5 hours max for nukes.. but I have to keep the audience in mind; the more time allowed the merrier.
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Old 09-14-09, 09:50 AM   #457
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Quote:
Originally Posted by goldorak View Post
No, in the mission editor you have access to all playable units, including the Udaloy and Lada.
You can even choose those 2 units if you're playing with quick missions.
..thanks..but they aren't in single player missions.. just quick missions ?

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Old 09-14-09, 09:56 AM   #458
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Quote:
Originally Posted by tony65 View Post
..thanks..but they aren't in single player missions.. just quick missions ?

No, the single player missions are those of standard DW.
If you want the new units you either play the quick missions or you design your own mission or as a last resort you wait for mission designers to tap into RA and make the missions avaialble on subguru, cadc, etc...
If you go inside the scenario folder, you'll find besides mission and campaign files, several folders that contain old classic campaigns but "modified" to run on RA. You can try those, beware though you'll have to coppy the files directly into the scenario folder otherwise DW doesn't see them.
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Old 09-14-09, 10:34 AM   #459
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Quote:
Originally Posted by goldorak View Post
Yeah I see that.
Enjoy the mod, the 3d models, the documentation everything.
You'll find that its quite different from AT or Lwami.



I'm a regular player, what I can tell you is that RA most probably will be betasom's preferred mod for multiplayer. We schedule every week an objective based mission for 10-15 players. Thats not bad.




Good, the faster you finish, the quicker we can "try out" your missions.
whoa.. 10-15 people!!! awesome!!!

you have an idea on an estimated run-time for your scenarios with this many people? For my criteria I'm using a confirmed (years of play data) 4.5 hours.. but would love more time available for these objective based missions. However I try to compromise with a dedicated audience of how long an objective based scenario should last.

more detail of the reasons why for the time window(what I have in mind):

1.. I try to allow for departure of playable platforms to the area of operations and not spawn them in mid air and inside the op area. As for submarines(for the moment), at least one sub will be required to transit into and across the op area / avoid contact(or being shot at), while opposing will be required to patrol / hunt / make contact(if they can). both sides will need to abide to ROE and if violated the mission ends. For planes I have them leave the tarmac and transit, helos depart from air bases or from the ship. Haven't made any transiting surface missions yet.

2.. based on a transiting 688(baseline data), this time window allows for nukes to transit at speeds where they won't be easily compromised, yet allow them to reach the destination within the time window. Of course based on actual planning of the commander, his actual transiting speed / speed & stealth legs are all subject to planning. I also need to be mindful of the SSP type or it could render the scenario unplayable; learned this from Molon years ago. For wide area scenarios with nukes I'm using convergence zones. But for SSKs I need to test and optimize.

3.. Some say that a drawback to such a time window if tasked to transit an remain covert is 'uneventfulness' where nothing is going on and they are looking at a blank sonar screen and haven't engaged the enemy(yet). Well, if you are tasked to remain covert and weapons aren't authorized for release yet(done via editing), you'd hope NOT to make contact & avoid possible contacts or avoid / spoof enemy active pinging. Based on actual MP testing, this isn't an issue and some do in fact(including myself) enjoy the work behind stealth transiting over a distance and doing your best to remain covert against opposing forces. Also I try to provide something for everyone. If transiting seems boring, they can play the opposing side and hunt instead.

4.. 4.5 hours is a time-tested value based on my previous audience and most memorable moments. If i had more time, I could simply do more in a scenario, but the value needs to be a compromise between the author and the audience. I'm imagining that with 10-15 regulars, you guys would welcome probably welcome a 6 hour scenario(if not longer), but not sure.




I'd like to know others thoughts on this..
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Old 09-14-09, 11:27 AM   #460
Mast
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I see that RA mod part 1 and RA mod part 2 are the same. This doesn't seem right. Both files are the same size too. Is that an error?
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Old 09-14-09, 12:31 PM   #461
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It's a two part RAR - you need both bits and it'll extract from them both.
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Old 09-14-09, 12:35 PM   #462
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Quote:
Originally Posted by Mast View Post
I see that RA mod part 1 and RA mod part 2 are the same. This doesn't seem right. Both files are the same size too. Is that an error?
No way..the file is divided into two parts (rar), open the first one and extract..
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Old 09-14-09, 01:04 PM   #463
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Can anyone confirm that by selecting in the quick missions, the Typhoon 941U the game crashes.
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Old 09-14-09, 01:17 PM   #464
tony65
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Quote:
Originally Posted by goldorak View Post
Can anyone confirm that by selecting in the quick missions, the Typhoon 941U the game crashes.
Yes..freezed..
Found some bugs in "superficial tomb" mission..(no passive track KA-27 in navmap)..
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Old 09-14-09, 01:18 PM   #465
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I was waiting hard after RA Mod, and now it's here. I want simply to say thank you to RA Mod team
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