Changes since WACO v1.1.6
-------------------------
- ACE 1.04 compatability fixes:
* M2 Bradley's disabled until ACE includes them again (AI M2 IFV teams replaced by Strykers.)
* Added Ka-52 Alligator to EAST.
* Re-added SCARS and some more variants as bonus.
- (ACE) Rucksack of dead soldiers accessible.
- (ALL) New re-arming script. Still no proper re-arm of commander turrets. Seems like an ArmA bug.
- (ALL) Fix for respawning as team member: would always respawn as first member.
- (ALL) Delayed bounty messages. You no longer get an instant message
saying how much bounty you get for killing an enemy. Instead, each
minute you the bounty you have collected in the last minute.
- (ALL) Fix for broken radio check when player was dead.
- (ALL) Higher RACS skills.
- (ACE) Added more plane variants: SU27S, A10A with Mk82, SU30 with Kh29.
- (ACE) Fixed problem in template. Removed left-over BLUFOR officer.
- (ACE) Fixed rucksack packing in gear menu to be compatible with ACE 1.02.
- (ACE) Removed SCAR rifles because of issues with textures and ATI videocards.
- (ACE) Added some HK416, HK417, G36, and AKM variants.
- (ACE) Added Su-30MK with KAB500 laser-guided bombs to OPFOR airport.
- (ACE) Added BMP-2D, and BMD-1 to OPFOR heavy factory.
- (ACE) Guided anti-tank weapons, ie. Javelin and Dragon more expensive.
- (ALL) Team respawn improved with a list of members that can be respawned into.
- (ALL) RACS unit skills doubled.
- (ALL) Enabled defense contruction at depots.
- (ALL) Enabled purchasing of soldiers at depots, if enough supply
(>20) and at least 50% of camps on side. AI also reinforces soldiers at depots.
- (ALL) Fixed bug where only 5 starting positions would be used. Now
all 23 possible positions are used again. Also further tweaks to
starting positions randomness.
- (ALL) Ammo crates are now cheaper at $300.
- (ALL) Added variables that control whether camp respawn is possible
(campRespawn), and whether camps and depots have radios
(campHasRadio, depotHasRadio). All are true by default.
- (ACE) Added all the ACE crew served weapons to the gear menu. Also
added the appropriate AI soldiers to the barracks.
- (ACE) Changed rucksack packing in gear menu to use ACE sizes. This
prevents unrealistic "over packing." Also, equipment such as
binoculars can be packed. If ACE makes rocket launchers packable,
they could be packed as well.
- (ACE) Added UMP's and grenade launchers flares to gear menu.
- (ACE) Added SF HMMWV, HMWWV GAU19 and Stryker MSG.
- (ALL) The fast time option is available again in the mission
settings menu. Setting fast time means that approximately 24 hours
will pass in-game for each hour real-time. Note that clouds are
disabled because fast time would make them move super-fast.
- (ALL) Search lights were added as a buyable defense structure.
- (ALL) A serious race condition was removed that could break mission
initialization.
- (ALL) Messages for town capture, and others, appear lower on the
screen instead of in the middle.
- (ALL) Slight change to respawn map. You can now revert back to team
member respawn after you have clicked a camp or the base. Just
click on the map away from any camp or base. The type of team
member you will respawn as (e.g., machinegunner) is now also shown.
Changes since WACO v1.1.5
-------------------------
- (ACE) Implemented rucksack support in gear menu. You can now pack
your rucksack directly.
- (ALL) Implemented support for equipement slots for binoculars, nv
goggles, laser designator, etc. in gear menu.
- (ALL) AI teams react faster to enemy units close to the base. They
no longer wait around at factories when there are enemy units near.
- (ALL) It is now required to capture a certain number of camps of a
town before the town itself can be captured. The number of camps to
be captured is controlled by the constant
MINCAMPRATIOFORTOWNCAPTURE in
Common\Init\Init_CommonConstants.sqs. By default, it is set to 0.5,
meaning that half of a town's camps must be captured before the
town itself can be captured. The AI has been adapted to deal with
this new rule. If you want to disable this feature and go back to
the old way of capturing towns, set MINCAMPRATIOFORTOWNCAPTURE to
0.
- (ACE) Disabled AA tripods.
- (ACE) Added SMAW spotting rounds and shotguns from ACE 1.0.1.
- (ACE) Replaced default Warfare OPC/D with ACE_sys_network.
- (ACE) AI squads should no longer become stuck after respawn. This
has been fixed by a work around, which will be replaced by a proper
fix one the ACE patch is out.
- (ACE) Due to a compatability problem between Warfare UI and Mando
Missile HUD, players could no longer buy stuff from factories once
they entered a helo or plane. This has been fixed.
- (ACE) Soldiers in AI teams that are unconscious are killed during
their regular update cycle (between 15 - 30 seconds). This is to
prevent AI teams being held up by unconscious men, and also
descreases the amount of ammo wasted on injured soldiers.
- (ACE) Replaced ACE resistance units by standard BIS because ACE
units have config problems.
- (ACE) AV8B GBU and AV8B AA were incorrectly swapped in factory menu.
- Updated included SPON Core to 0.53.
- Fixed problems with various scripts. Error messages should be a
thing of the past now.
- Attack helicopters and planes are 50% more expensive.
- (ACE) Added new ACE weapons to both east and west sides (HK417C's,
CAR-L's, MK12SPR SD, M249 para with M135, Skorpion, TT-33, SMAW,
Dragon, M3 MAAW, RPG22, RPG27, RPO, and more).
- (ACE) Added HuntIR monitor and rounds to West loadout.
- (ACE) Medical stuff and rucksacks added to player loadout.
- (ACE) Preliminary rucksack support. Rucksack contents are kept when
player buys loadout. Can't buy rucksack contents directly from gear
menu, but you can put stuff in the rucksack in the normal gear menu
('g' key).
- (ACE) Ammo boxes now filled with ACE stuff.
- (ACE) Overhauled gear menu to support the way that ACE handles
weapon attachments and CQB sights (multiple weapon types).
- (ACE) Disabled SPON debug log for now because of compatability
issues with ACE keys. Thanks i0n0s for the heads-up - I'll update
WACO's version of SPON core soon.
- Baserange for players was reverted back to 150, and a new range
variable is used for players for purchasing (25 meters).
- Changed configuration of vehicles to use the new M1A1's and T72's
from CH Addons.
Changes since WACO v1.1.4
-------------------------
- Added communication towers to each town. If a town's comm. tower is
destroyed the RACS teams are cut off from their command and will no
longer react to camps being captured by the enemy. A player's team
will receive a bounty of $500 for destroying a comm. tower (if the
town is controlled by RACS). Comm. towers are marked on the map in
black. There is no effect of the comm. towers if either BLUFOR or
OPFOR controls the town.
- The RACS teams have been extended and tweaked. The airport town
(Aeroporto), and large towns, can now have heli's in their defense
teams. Large towns can also have special command team consisting of
an officer and commando troops. Killing them is lucrative.
- Addon version: Support for field radio's has been added. For now,
to be able to equip field radio's and order radiomen one must load
Solus' SLX_GL3 addon (available from
http://hosted.filefront.com/SLXSolus). Players can order from
distant factories if they have a field radio, or there is someone
within 2 meters that has a radio, in addition to the old options:
within friendly camps, depots, airports, or radio vehicles.
- Players can now only purchase gear from a camp if the camp has been
re-supplied to 20. In practice this means that a town must be
captured and re-supplied before players can purchase gear at that
town's camps.
- Ammo crates can now be constructed for $500. They contain a
selection of ammo for the side that constructs the crate.
- Implemented funds and supply caps. Funds: $20000, supply:
5000. This change makes it possible to weaken the enemy AI by
taking his towns. Previously he would have build up too much
funds/supply.
- Tweaked funds/supply bonusses:
Small: +700 supply, +2000 funds, 1x income multiplier
Large: +2300 supply, +6000 funds, 2x income multiplier
Huge: +3000 supply, +10000 funds, 4x income multiplier
- M113, M113 ambulance, and BMP-2 Ambulance moved to heavy factory.
- Build times for buildings increased:
Barracks: 60 s
Light: 120 s
Heavy: 240 s
Aircraft: 300 s
- Addon version: Added Stryker AA from Xtra Vehicles By Karaya1 to
West light factory. AI base patrol and defense teams extended with
Stryker AA vehicles and SA-6's, and the AA tripods have been
removed.
- Addon version: BTR-80 by Red Cottage et. al removed.
- Implemented return to base behavior for AI teams: if a team has
less than 50% of its infantry or vehicles, and it is closer to base
than its objective, it will return to base to purchase new stuff.
If the player has ordered a team to move somewhere, the team will
not automatically return to base for reinforcements.
- Implemented team respawn for AI teams. AI squad leaders are
respawned as their next-in-line team members until there are none
left. Then the AI squad leader respawns at base as usual.
- Improved performance due to scripting optimizations. There are less
move commands and thus less path finding.
- Improved formation keeping for AI teams.
- Improved embarking / disembarking behavior for AI teams. Team
members should take over driver and gunner roles if needed. AI
squad leaders become vehicle commander if possible.
- Interface improvements for the commander:
* Added a funds meter that shows the funds of the selected team in
the commander menu.
* The selected team's map icon is shown in yellow and is
enlarged. Vehicles belonging to the selected team also get a
yellow icon.
* The units also get an icon indicating their role in a vehicle
(driver, gunner, commander, cargo). Units that are out of formation
are marked with *.
- Changed AI team templates to better cope with low money situations.
- Camps owned by the resistance gets the RACS flag instead of no
flag.
Changes since WACO v1.1.3
-------------------------
- Added a list of live units of the selected team in the "command teams"
interface.
- Added a team's funds to the transfer funds interface.
- Defenses can now only be build at camps if they have at least 20
supply. In practice, this means that you cannot build defensive
structures at camps while the town is still hostile. Furthermore,
some towns will have to be re-supplied first before the supply level
is high enough. Camps are re-supplied if their town is friendly, and
no enemies are near.
- Fixed a bug where a server-side script was running on clients.
- Fixed a bug where OPFOR could not capture camps from BLUFOR.
- Added mission settings: both sides large bonus, and 1000 - 2000
meter side placement (for quick games).
- Enabled the use of aircraft in all AI teams. The AI will buy and use
aircraft similar to other vehicles. It does not have the same
intelligence in using aircraft as the independent air AI,
however. For that reason, the AI commander still uses the
independent air AI for one team.
- Tweaks to AI team behavior: increased disembarking range and
(hopefully) better resposiveness to move commands.
- An attempt to improve the randomness of the starting positions
(I'm unsure whether it works).
- RACS get Army 4x4 with M2's, OPFOR gets a stronger T64 variant (in
the addon version).
Changes since WACO v1.1.2
-------------------------
- Improved AI commander base construction and re-construction of
destroyed buildings.
- Disabled artillery until AI can use it.
- Tweaked starting supply bonus and income multiplier for huge bonus.
- Introduced a medium setting for seperation of starting locations.
- Moved "Monte Pesto" starting location to a new location called
"Vallejo", because Monte Pesto was too hard for the AI.
- Replaced some silenced pistols in loadouts to normal pistols.
- Added automatic rifleman for west.
- Added detection for stuck teams: not moved at least 10 meters in
last 10 minutes: team members are killed.
Changes since WACO v1.1.1
-------------------------
- Added a depot and camps to the airport, that have to be captured in
order to get access to hangar and the ability to purchase
airplanes. The AI is also able to capture the airport in this
way. If the AI side controls the airport, air teams will purchase
airplanes to perform strike and interdiction missions (in addition
to the heli's that the air AI purchases already).
- AI teams of type Heavy will now move to the locations where enemy
units were spotted if they are within one kilometer of the team. If
no enemy units are near, and at least three towns are held by the AI
side, then Heavy AI teams will always attack the enemy base (if it
has been located).
- The resistance teams will now actively re-capture camps of the town
they are defending. Also, their patrolling behavior has been
improved. This change has resulted in a seriously tougher opposition from
the resistance.
- Town defense teams for BLUFOR and REDFOR spawn at lower supply
thresholds, making their occurrence more common and thus having a
smaller chance of "ghost towns". Town defense teams also actively
re-capture camps of the town their are defending.
- Normal AI teams of type infantry will also actively capture enemy camps.
- Camps are more difficult to capture, it will take more time (or a
bigger force) to capture a camp.
- Improved AI team purchasing, formation keeping and embarking
behavior. Also team members that are not part of the team's template
(like crew members of a tank) are clean-up if they leave their vehicle.
- Several performance improvements.
- Added EricM's Ka-52 Alligator to the addon version.
Changes since BIS Warfare v1.1
------------------------------
- Added optional income bonuses for east or west. Replaces game type
selection in mission setup. This can be used to give the AI a monetary
advantage to compensate for its lack of mental capacities.
- Ability to remotely buy units from factories when player is in a
vehicle with radio, or near an airport, camp or depot. Units spawn
at the nearest factory of the appropriate type. An icon is displayed
(similar to that of the other factories) if the player is able to
use the radio in this way. Also, there is a small radio icon
displayed above the factory icons in the team menu ('t') if a
factory is available by means of the radio.
- Added an AI air team type. The air team is controlled by a new AI
script. It purchases aircraft (for now, rotary wing only) from an
aircraft factory, and assigns missions to each individual
aircraft. Currently the implemented missions consist of
reconnaissance of the starting positions, in order to find the
enemy's units and base, interdiction missions against enemy
vehicles, and strike missions against enemy structures. The air
team is autonomous in the sense that it does not react to the move,
capture, defend, patrol, etc. commands in the GUI. There is no
special behavior implemented for aircraft that are low on ammo
or health.
- Added team respawn. If there are team members alive, a dead player
can respawn as the next-in-line team member. A player is also able
to select respawn locations on the map (like camps and base) to
respawn as a fresh team leader. If a player respawns as the next
team member, he will get the team member's loadout. Otherwise, the
player gets the default loadout (no longer the loadout that was last
purchased).
- Improved AI team purchasing behavior. AI team templates can now
contain units of any price without causing inefficient AI team
performance.
- Added custom loadout templates for players. In the gear menu the
'Save' button stores the current loadout into a template called
'Saved custom template' that can be loaded by double clicking (same
as for other templates).
- Added scripts that keep track of the targets that the AI knows
about, like enemy vehicles and structures. These targets are used by
the air team for interdiction and strike missions. Regular AI teams
also move to enemy structures if circumstances allow. Markers are
shown on the map where enemy vehicle and structures have been
spotted.
- Added scripts that "free" AI vehicles that get stuck against base
buildings or airports. AI vehicles are teleported away (to the other
side) from a base building if they remain too close meters for
longer than a minute.
- Added two game options that control the placement of the sides at
the beginning of the game. Bases can be placed 'close' (between 2000
- 4000m) from each other, or 'very close' (between 1500 -
3000m). Using these options can result in faster games.
- Improved the spawning location of planes on the runway at the north
airport. AI-manned planes now take off properly.
- Vehicles bought by AI teams are spawned at a larger distance from
the factory to prevent congestion at the base.
- Added weapon addons:
WIP-M4A1 Pack by Wipman
- Added vehicle addons:
RHS T-64 MBT preview pack by Kenji
M1A1 (HA) by Mateck
BTR 80 by Red Cottage, granQ, MechaStalin & Sea Demon
2k12 kub (SA-6 Gainful) by scars
Vilas vehicles pack (vibi) by Vilas
RACS Abrams by Vilas
US M60A3 NATO camo by Rygugu
MAP Misc by BadAss / Lester
MAP Airpack by Marco-Polo-IV
EricM Hind Pack by EricM & RKSL Studios
- WEST Strykers have been moved to the light factory. Cost for
Strykers changed to 1000 - 1300.
- Increased cost of EAST and WEST armor, T72 and M1A1 both are 5000.
- Increased sizes and number of vehicles and infantry in AI teams for
EAST, WEST and RACS.
- Included Kronzky's Urban Patrol Script to have some random RACS
patrols.
- Included SPON Core to have access to the SPON debug console.
- Team leaders were of type soldier, changed to squad leader.
- Reduced number of different starting positions. Starting
positions now appear as markers on the map.
- Created dedicated teams for town defense, normal size and large
size. Lowered supply cost of defense team spawning to 25 for normal
size and 75 for large size.
- Depot repairing costs for vehicles is now the sum of the purchase
costs for each vehicle, scaled by the amount of damage to each vehicle.
- Made gear menu available at depots.
- Made rifleman, medic, and crew avaiable for purchase at depots, at
twice the normal price.
- AI controlled salvage and supply trucks are automatically refueled.
- AI controlled team vehicles are automatically 'unflipped' if they
are upside-down.