TheCrimsonFist

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  1. Part 3 What do you mean by "RPG Elements"? I hear you ask. Well by "RPG Elements", I mean there'll be aspects to give the campaign a bit more realism, in the sense of character interaction, decision making and survival equipment and weapon availability, not to mention a couple pen and paper bits. Also there will be points of interest or pieces of intel/missions that can only be accessed/discovered if relevant conditions are met. For example, players break into a Syndikat safehouse in some village somewhere. They discover ammo and food but also come across a piece of intel or a recorded transmission, which would lead to a location, containing weapons, ammo, food, tools and access to other potential missions and locations to explore. Yet since many people on Tanoa speak a form of French, especially Syndikat, the transmission or intel would be in French. Therefore unless one of the chars knows French, they cannot access that mission (Though they could take it to a friendly Tanoan and have them translate but that could have consequences of its own). Similar events would also pertain to incoming attacks and sudden events. A player could break into Syndikat comms and hear about an incoming attack but they don't speak French and so not understand a potential danger. Also of note, is whether or not players know of something. Barring coming across a location unexpectedly (which is allowed BTW), if players don't uncover info through whatever means, be it through documents or via NPCs, then some missions or events will not trigger. Even if suddenly encountering something, players may never know the full context so will only partially unlock a couple missions or new areas. NPC interaction is another element to the campaign. Aside from the various risks of encountering shady people, possible turncoats or downright crazed murderers (of which there are a couple), NPCs can be useful with info on lost or abandoned villages or camps, old bunkers or snippets of intel on certain gangs, important individuals or organizations. Players will have to be diplomatic in some cases and/or approach each character with care, in order to achieve the maximum amount of info or aid possible. Intel and keeping information will be key to manouvring in the Ravage campaign, as you've probably guessed by now. Whenever new info is communicated to the majority of the group, that info will appear in your intel or background section on your map, with a summary of what you've learnt. BE SURE TO SAVE A SCREENSHOT OR WRITE IT DOWN because being on a server, it won't stay forever. Just to make it clear, the campaign won't be strict or extremely heavy with roleplaying like some LARPing group or enthusiastic dungeon/game master (putting it politely ;)). For example you don't have to be in character when talking to Zeus or each other, nor do you have be tightly in character all the time when talking to an NPC. This doesn't mean that you're allowed to act stupid or say/do something dumb or reckless (such as killing a "friendly" without you or them initiating/providing a valid reason) as that may have short or long-term consequences (as some of you found out during the Altis mission we did against CSAT) or get you kicked out of the campaign. It also does entail that the players realistically deciding the next course of action or what to do in a situation, with some regard to their character's agenda and the reason they're on Tanoa in the first place. Of course if something seems out of place, glitchy or is breaking gameplay Zeus will step in to correct it as best they can. Also there won't be dice rolls or RNG of any kind in the campaign as it simply wouldn't really work in Arma. NPCs: There are quite a few and you'll encounter a great deal of them. Gendarmes, civilians, survivor camps, hostile bandits, criminals, raiders, Syndikat, the whole shebang! Ravage possesses an AI module which, when placed down, spawns AI raiders/survivors/renegades at random distances (editable in Eden editor). Raiders will be either INDEP or OPFOR and will shoot at you and each other on sight. This does mean that INDEP raiders will not attack Syndikat but that'll be covered in the lore. Survivors are BLUFOR and thus friendly towards you. If met, you can recruit them into your squad via the action wheel. A few are traders and can be used to buy or sell equipment (you will require banknotes which are found in houses and general loot areas). Renegades are rogue. They owe no allegiance to anyone, not even civilians. They spawn as lone wolves and attack EVERYONE even each other on sight. Then there are other NPCs such as the Gendarmarie or suvivor camps. Some are pivotal to the storyline and their deaths or aid can drastically change the course of the campaign, with varying consequences. Some not so much but can of major help or hinderance in their own way. Coming across friendly survivors holing up somewhere, for example, could be a blessing. If you succeed in convincing them to head to the safezone and take up residence, then they'll start carrying out tasks and excursions to collect food, water, weapons etc which they'll store in the storage area. Of course they may die in the attempt but could return bearing gifts (or keep one or two for themselves). Other NPCs may grant you passage through a safer route for a price of some kind. All kinds of people are on Tanoa, from the helpful to the greedy, the scared to the insane. Yet few are truly black and white. Characters and deaths: As of now, there is room for up to eighteen people for the Ravage mission. This in no way implies there'll be eighteen people when the campaign starts, rather there are eighteen characters people can choose from. I haven't given them names, since players will be controlling them so its up to you to pick a name for you character or simply use your username. I'll be doing a seperate character sheet for the starting players, along with the full premise of the campaign, in a seperate post. To summarise there are: -Three members of a PMC, two that spawn in a crashed plane and must find gear around the crashsite, and one that spawns alone in the wilderness with full gear. -Two people who spawn by a nearly wrecked boat on the coast by Tuvanaka. -Two members of the Gendarmarie Tactique, who were cut off from their group and have travelled to the island by boat. -Two sailors who operate a fishing and scavenger trawler. Their boat was hit during a sudden storm and and earthquake. It ran aground and broke in two, with the survivors washed up on shore, not far from a Syndikat controlled village. -Two people who arrive at an abandoned ferry station, via a hijacked gendarmarie boat. -A journalist accompanied by his friend and bodyguard from Altis. They have come to Tanoa to investigate the truth behind the outbreak and seek confirmation of rumours concerning conspiracies on the islands. -One player starts in the Syndikat controlled village, after being captured during a raid on his camp on a small island not far from the village. -Four people who spawn together on an island, with various weapons. They recently drove off a raid by Syndikat but lost one of their party (whom they buried) and another was captured and taken to a village. For the first mission characters won't die but will respawn with the gear they had before death, so any weapons/ammo/medical equipment will still be on their person. There are checkpoints that can be reached, meaning players will respawn there on death. However, once the safezone is reached things begin to change. Whilst checkpoints/respawn will exist for some missions, mostly tied to the main storyline, for the majority what will happen will be one of two events in case of death: A) For most of the missions, nobody dies but if a party undertaking whatever, happens to be wiped, then the mission is failed and they spawn back at the safezone. During these missions, when a member of the party is 'killed' (beyond all hope of recovery) they are considered incapacitated and are returned to the safezone for emergency aid (i.e they respawn back at base). Once they respawn they are out for the rest of the mission. B ) At critical junctures, such as in the main storyline or encountering new factions/groups/individuals or major matters of life or death, character permadeath occurs. It's pretty straightforward; if your char is beyond hope of recovery and dies then you are dead. End of story for you. Well for your character at least. Depending on player numbers throughout the campaign, Zeus will "reincarnate" you as one of the empty slots or as a random new character (if the latter occurs you'll have to come up new background which should be interesting ;)). At this point in time, Ravage does not have an infection feature. Should one be added in either via the mod or by script, I'll add it in but for now while NPCs can be 'infected' and there maybe a cure, the characters are considered immune (as in not immune to the infection but rather to that aspect of the narrative. Plot armour for the win!) Character development: There are no level ups, bonuses or stats (aside from the knowledge garnered from reading intel, discovering documents, meeting people etc. See above). There will however at the end of each playthrough, be a summary and post play discussion similar to debriefings. This when you can breathe easy and speak to the Zeus saying what you enjoyed/didn't enjoy, give feedback, make suggestions etc. It'll also be where we summarize what happened in that playthrough to refresh people's memories and ensure they have screenshots saved or they've written key points of interest down. It's also an oppurtunity to show which character knows what because for whatever reason, a player may choose not to share a tidbit of useful info... At the beginning of the next session, Zeus will remind everyone what occurred the last time and then fill in the players of what went down while they were away. This is to give something of a moving world as while the players have a massive influence on Tanoa, it's not solely centred around them. It's also an excuse to put new and fresh items in storage (see above). Finally a word on consequences: This last paragraphs is where almost everything of the above, come together and that is the progression of the campaign, with regards to the consequences of the players' actions (and to a much lesser extent key NPCs). Virtually everything you do, decision making, choosing who to live/die, siding with a group or another, heck even giving a drink of water to someone, could entail major repercussions and alterations to the campaign storyline (not the overall skeleton narrative but how players arrive at the end). Consequences also extend to weapon availability, supplies and even zombie numbers. You could come across or be told by a group to go take out a Syndikat outpost in the jungle. You succeed and get rewarded. However that Syndikat base may have been containing the zombie threat in that part of the jungle, meaning the next time you head back there, zombies will appear in increased numbers. These are just some the consequences, you may or may not face on the Ravaged Horizon Islands. The key is to decide and make your choices with quite a bit of care. Once that choice is made there's no going back, even when Zeus tells you what may have been at the end of the session. That's about it for the campaign details. I will be expanding/cutting/changing things around as the plans become fully fleshed out and set more in stone. Cheers CrimsonTemplar
  2. Part 1 Decided to write up this summary of the current progress of this campaign, rough outlines and details and generally what it would entail. Please note that this campaign is a while away from completion, both in terms of design (first mission is "finished" however; just need to add some minor background assets such as intel, scripts etc) and how progress will work, as well as the fact that we have a WWII Campaign due to start after Australia (for more details on that please ask Proverbs, though he'll likely post them in the runup to it). Campaign Details: Working Title is "Tanoa: Ravages of the Plague" -Full background and "lore" will follow later. To summarise: -Takes place in an alternate universe, where the events of Arma 3 and Apex Protocol occurred but they happened in the 2020s (Campaign begins in 2028). Also events of Arma 2 and OA also happened. -After trying to rebuild their nation, since CSAT's attempts to destabilise them, Tanoa is struck down with virus known simply as La Peste Blanche or "The White Plague" in English. -The virus is believed to have orginated on Tanoa and quickly spreads, with outbreaks next occurring in Chernarus, then Esseker, Bystrica before spreading into the rest of Eastern Europe and Turkey -Symptoms include dizziness, nausea, hallucinations, partial breakdown of neural connections in the brain as well as severe and near total bleaching of infected's skin (Hence the Virus' namesake) -Lots of conflict, world crisis, Tanoa eventually breaks down, Syndikat re-emerges and other Nations such as Esseker start to collapse. -Campaign start with various characters (players) arriving on the South West island on Tanoa via various means (crashed plane, boat etc). They are scattered away each other and have different weaponry (and differing amounts). They need to make it to, what is believed to be, the last remaining safezone in the town of Katkoula. They will (hopefully) eventually meet up, undertake tasks necessary for survival and discover what happened on the island, nothing is what it seems, nothing is black and white and sinister conspiracies etc. Will post part two, detailing features of the campaign (rpg elements, weapons, general gameplay etc) here soon.
  3. Part 2 This page will cover gameplay and story elements, including weapon availability, survival and most importantly, RPG elements. I will be tweaking the pages and expanding them over the course of the next few months. Again please note, what is described below IS subject to change and won't reflect the final iteration of the campaign! We're still far off from actually doing this so please be patient. Overview: Tanoa: Ravages of the Plague (working title) is a zombie survival campaign which will at some point, evolve/reveal the main non-linear storyline (and side stories) largely through the actions of the players with some spurring from Zeus(es). It uses the Ravage Mod Framework, as a basis for the survival aspect of the campaign, which adds in the hunger/thirst system, bandits and of course the zombies. Originally I was going to use Ryan's Zombies and Demons mod but due to numerous bugs, bad AI coding, performance issues and the fact it hasn't been updated in nearly a year, Ravage will be used instead. If you wish to try it out now a grab a taster of what the campaign will entail, the link is here (be sure to credit Haleks the creator of the Ravage framework): https://forums.bistudio.com/forums/topic/183264-ravage-mod Thanks to Ravage, many of the core elements have been added for us meaning there's more time to pay attention to the other aspects of gameplay. Gameplay: As above, the whole campaign takes place on a post apocalyptic Tanoa. This means that some of the towns and villages you'll visit (Not all of them, for the sake of performance), will be run-down, derelict or in ruins with wrecks and loot (either placed there by Zeus or randomly by the Ravage Mod) as well as being infested by zombies and the odd bandit or friendly survivor. As you explore you can find documents, letters, tapes and intel which will help you piece together what happened on the island, the fate of side characters and possibly find hidden treasure or dark secrets. What it also entails is the fact that you have to find loot, such as food, drink and weapons/tools to help you survive on Tanoa (at least for the majority of the campaign). Remember you're not NATO or Validus PMC (with the exception of three characters see RPG elements), so you won't spawn for the first time with military gear and the latest weapons and loadouts. When the players spawn for the first time, they are "given" some starting gear including a rifle or something similar to add a bit of balance in the beginning. After that they're on the their own. Oh yes. No night vision. At least not in the beginning. You're initial goal will be to reach the safezone in or around Katkoula. If and when that's achieved, subsequent missions or expeditions will start from there, unless you reach and decide to rest at a safehouse (see below). The safezone is also where a player will respawn when they die (see char death in RPG elements). Supplies, Weapon and ammunition/equipment availability: To try and add a bit of "realism" to the mix as well as some fairness and reasonable campaign progression there will be differences of availability. For example, if and when the party reaches the safe zone, controlled by Tanoa Gendarmarie, they'll be given access to a select arsenal. Basic gendarmarie gear (barring uniforms and unlimited Tac vests) such as MP5s, 9mm pistols and chem lights/smoke grenades will always be available to use in infinite amounts whereas (at least initially) AKs, M4s, grenades and most military/heavy gendarmarie gear will be limited to what players can find/scavenge/loot in the world or from missions (one or two weapons are tied to the overall storyline and will always be limited see RPG elements). This to ensure players are not "OP" in the sense they have effectively infinite ammo but they won't go weaponless at the start of a mission. Note: Night vision will always be limited! Similarly with vehicles, many with varying amounts of damage or fuel amount are present on the Horizon islands. They spawn anywhere, even in parts of the jungle but it's in the towns and city of Georgetown where most will be found (as well as in better condition). If you find a vehicle and successfully repair/refuel it, you can use it to travel or store equipment however you wish. Succeed in returning it to the safezone, you'll be able to use it the next time the campaign is played. However if it's destroyed or is parked somewhere and lost, then it's gone and won't respawn. In the latter case you can try and return to the spot where the vehicle was last parked/seen but if not there then tough luck. The way Ravage works is that it'll despawn objects within a certain radius and replace the area with new objects in order to save performance. There's little I can do about this and changing the despawn distance could have unintended effects so I can't risk it. You'll notice, if and when you reach the safezone, that the Gendarmarie have a few vehicles. These are mostly used for defence as they cannot risk being overwhelmed by zombies or roaming bands of raiders and bandits (or even Syndikat). You can request the use of one of their vehicles but be prepared to face some hesitation or stiff resistance. And if you're lucky, make sure to return it in one piece! Other than that, gameplay will play out relatively similarly to you average DayZ experience or Arma 3 Op with night and day events. Persistence There will be however, ways to "save" ammunition and firearms found in the world as well as acquire them by means other than scavenging or looting. By default, the Ravage framework includes a persistency module, meaning that when you log off, you'll respawn with your gear intact as well as stats when you log back in. This however, doesn't work currently with hard server restarts which can happen. To help mitigate damage, at the end of that day's playthrough, players will register their gear with Zeus so that the latter can create loadouts, which players can spawn with when they next log in, in case of failure. What this also means is that, if dying by glitch or sudden CTD, players can quickly regain the saved gear from last time (although weapons and items found since should still be available due to Ravage persistency. If not then you'll have to make do with your last saved gear because Zeus WILL not spawn any gear found since as it'll distract their attention from what's going on). Alongside the Arsenal, the safezone (and other select safehouses on Tanoa) includes a storage area, where NPCs and players can store weapons and equipment obtained from scavenging, looting or from missions. Each player will also receive a personal storage box, where they can save weapons for future excursions into the ravaged islands of Tanoa. These will be saved as compositions and will carry over to the next time, the campaign is played. NPCs that take up residence in the safezone, will carry out their own scavenging missions and store them away. Most will be for anyone to use. These will be available at the beginning of each campaign session. As the campaign and storyline gradually moves along, aspects of the island will change as a result of days gone by, missions completed and of course players' actions (see RPG elements). For example types of ammo become more scarce or more widely available, camps and bases will come and go and the infection level/number of zombies will vary as well.
  4. Welcome back. Pretty uneventful while you were away but everything was a-ok.
  5. I've compiled the main pieces of intel, I managed to uncover during the Operations on Tanoa. Photos and sensitive documents revealed much of both the Tanoan Nationalist Brigade and Syndikat's ties with a number of minor organizations and Private Companies. However, out of all their associations, their main "benefactors" so to speak was CSAT who largely supplied weapons and ammunition. From what I gathered though, from blacked out and partially censored files, Syndikat had been in contact and gradually receiving more frequent aid from an unknown Third Party (Although with recent events on Tanoa, we can clearly guess who that was). This third party appears to have brokered the original "alliance" between CSAT and Syndikat but the former was swiftly eliminated from the scene, shortly after ours and NATO's arrival on Tanoa. Furthermore, files made several references to Stratis, Takistan and two "Hubs" located in both Afghanistan (made no mention of exact location) and Europe (again no exact location, although references to "Friends in Switzerland", suggests it maybe Mid or Southern Germany. From our first encounter with the Third Party (now believed to be the rumoured org "Black Order"), intel from a secret FOB, disguised as a Lumberyard has revealed another location, near Sydney, Australia. Why a possible global Terrorist Organisation has decided to set up base here, is largely speculative at best. The geographical location makes it ideal for at least supplys and smuggling. The following is the collection of files, photos and documents, uncovered in operations against Syndikat and the Nationalists. I've placed them in the order of when they were uncovered for convienience. Where there are gaps, hopefully our computer and technical resources shall be able to fill them in over the coming weeks, thus obtaining a larger and concise picture. Suffice to say, we have only scratched the surface, for we have stumbled upon a conspiracy that reaches far beyond Tanoa... (OOC: THREAD WILL BE UPDATED AS I WRITE DOWN THE LORE)
  6. Transcript 2: CLASSIFIED-Partially Blacked Out/destroyed Document- Taken from a dead Viper Commando in latter days of Tanoan Campaign Persons: ZWS, Yu@@** (Unreadable- Possible immediate Subordinate to Viper Captain Zu Wheng Xao?) Fur legibility purposes, person shall be known as Y. Subject: ////////******]]] Record Date: Unknown-References in text however, suggest mere hours before NATO's invasion of Tanoa. BEGIN TRANSCRIPT: ....... ...... ...... ...... @@}{{}}}}}{}{}{]]]]] ERROR UC1701603633B778992N-Record Driver Not found. TRANSCRIPT RESUME: PARTIAL LOSS OF RECORDED CONTENT (Intel Note: Due to partial destruction of document and suspected encryption, we are unable to fully translate into English) Y: 計算藍色干預前6小時 ZWS: 失敗! 知道我們不能指望他們的猶豫很長時間。 協議是否在位? Y: 是船長。 移動帖子已設置並準備就緒。 我們只等待你的話激活。 ZWS: 好。 當他們擊中時通知我 Y: -------*&*&*&*&{}{}{}{}-------(ERROR! RECORD CUT)... 看船。 似乎他們在裝載什麼東西之前卸載。 懷疑... ----***((((ERROR) ZWS: 我們附近有特殊的潛水隊嗎? Y: 是 ZWS: 刪除所有可辨別的標記。 標誌,補丁,一切。 攔截那艘船! 我想知道... ()()()()()()()(____+_++_&***(ERROR!) TRANSCRIPT BECOMES ILLEGIBLE TO CONTINUE. [[Translated: Y: Estimate six hours before blu....** intervention ZWX: DAMMIT. Knew we couldn't rely on their hesitancy [for long]. The [pathological] need to barge in is great with them. Are the de[fensive] protocols in place? Y: Yes Captain. Observation Posts and Mobile Zones are set up and ready. We await only on your word for activation. ZWX: Good. Inform me of when they finally hit-. Y: One...........Saw boat. Appears they were unloading.....loading something else back on. ZWX: Do we have a Special Diver Team nearby? Y: Yes not far fr...... ZWX: Ready them up. Remove any indentifiable markings, patches, badges, all of it. Order them to intercept that ship! I want to kno...]] - Text cannot be translated further.
  7. Transcript 2: Arms Log, confirming weapons shipment from [][][][][[][] to Syndikat and the TRB (text is slightly worn) Persons: Gen. Maaru, [][][][][][][] Subject: Arms Shipment: Confirmation of shipment+Invoice Record Date: 14th January 2036 (2 days before NATO invasion of Tanoa) General, As arranged previously, this is confirmation of [][][][][][][][] shipment of the agreed armament contents, signed for seven days previously. Cargo should arrive hopefully in the next two-three days. The TRB have agreed to contribute a portion of their funds, thus eliminating any need on your part to subsidise them. Please find attached to this the invoice for the overall payment and shipping of cargo. As promised we have included a 33% discount + 5% discount on shipping. I hope this provides proof of our good faith, further to our private discussions ***{nite a couple weeks back. May we do business again in the very near future, Regards [][][][][][][][]
  8. Mine as well. Used to be crisp and neat, until I rearranged it in an attempt to find culprits for various faults. What are the specs btw?
  9. NB: Contains spelling errors. Will be editing and updating as new entries are added. Intel Dump 1 Date of Initial Discovery: 16th February 2037 Location: Belfort Content: A couple transcripts of a conversation between CSAT, Syndikat and Unknown Third Party (Possibly BO) and a single photo of Solomon Maaru at an unknown location. Transcript 1: Syndikat furious at being charged higher prices for CSAT equipment. Third Party arrives to mediate before things get out of hand. Persons: [][][][][][][][][][][] ([][][][][][][][]), Arkhentoros (Synd)*, Zu Wheng Xao (CSAT PAC) Subject: Price Renegotiations/Supply Discounts Record Date: 29th December 2036 (6 weeks before NATO invasion of Tanoa) Length: 12m:36s:04 BEGIN TRANSCRIPT: ZWX: Any reason for this spontaneous gathering? AKTRS: I believe you know where this is going... ZWS: This again? I have tried countless to reassure Mr Maaru but as- AKTRS: General Maaru to you! ZWS: Fine! Fine! General Maaru then. As I have attempted to explain to your General, there is no feasible way of lowering the prices. Market values are in turmoil, as you know, what with the decline EU hegemony and the near collapse of its single market. AKTRS: I'm not surprised, with CSAT's valuing procedures. Selective or otherwise... ZWS: What are you infering Tanoan? AKTRS: You've been lying to us Captain. You and your CSAT rats you call a High Command. ZWS: What? *Recorder Picks up snort (of laughter?)* What is this? AKTRS: Oh I believed you knew where this meeting was going?*Voice raises in volume* The General has called in a few favours and requests, from his old comrades of the former AAF and CLA (Chenaurus Liberation Army). They're aware of you dealings with them and neighbouring Takistan and the Peoples of Sahrani. ZWS: Allow me- AKTRS: *Interrupts*-With the exception of the CLA, you've been selling the same supplies and weaponry to these nations FOR NEARLY THREE TIMES LESS then the fucking extortionate shit you've been making us cough up? What is the meaning of this exactly *Recording glitch* under the fantasy that we all swing from trees, bathe in jungle pools and rest on beds of leaves that we wouldn't realise eventually that we're being fucking ripped off? *Pause* 30s ZWS: I can see why this may have upset you and the General... AKTRS: May have! ZWS: But please let me elaborate. You must comprehend at least that not all geo-political areas, may necessarily all share the same...ahh...conditions as Tanoa. That's not to say that they don't possess simalarites. Of course they do. Nor does it mean that they're worse then your predicaments or that they take greater precedent. However, with these diverse socio-economic and political contexts, prices of course may deviate from the market. After all from CSAT's point of view, the market is merely a template, a guideline if you will, from which to draw reference and make adjustments according to the situation, unlike our western counterparts who practically worship it as God and follow it's capricious whims and randomness. AKTRS: Ahh now I understand. So this "Template" you describe, involves drawing reference from a chart and then deciding, oh hey, we can rob them of this amount? ZWS: You are so crass with you accusations- AKTRS: But I'm not wrong am I? *Silence* ZWS: Look, I refuse to further debate, elucidate and further reassure you General of the complications and complexities, surrounding our "transactions". We've done enough on that front. All I will say is that whatever led to this decision to name our prices for Syndikat and TRB (Tanoan Revolutionary Brigade), deliberations which mind you I was not at all privy too, is ultimately why prices are what they are. That was and still is the final decision and there is little I or anyone else can do. AKTRS: Bullshit! Prices fluctuated with the flashpoint on Altis and Chenarus. We demand the same discounts of 21% for HPRs and at least 28% for all Pistols and SMGs. ZWS: Don't be absurd. The situation on Tanoa has nothing in common with those two, which warrants any kind of discount. AKTRS: Oh but didin' you say just now that their predicaments were no more worse off then ours or that they weren't completely dissimilar? I'd say a revolutionary war would count as a "diverse socio-economic and political context". All the more so, seeing as you magically think that an Island of simple workers and peasants who live off make sell rum, sugarcane, lumber and fish for a living are somehow affluent enough to purchase arms and armour and fucking obstinate rates! ZWS: *Raised/Aggressive Voice* You are twisting what I have said now!. You have no understanding of how modern economics function, do you? Primitive! AKTRS: ENOUGH TO TELL THE DIFFERENCE IN NUMBERS! First the French, then the British and now you! In everything, we "primitives" are shafted and fucked over and over by colonialists and just because you have slits for eyes, doesn't guarantee you immunity from the same criticisms leveled at your western counterparts, you piss-coloured chink! [Volume exceeds acceptable levels of Transcription device. Partial shutdown results in skipping of audio recording] *Sound of Door Opening. Volume levels lower, Recorder resumes full transcription protocols* [][][][][][][]: Hope I haven't walked into anything. ZWS: No. No you haven't. Simple mindless cussing to and fro- AKTRS: [][][][][][] I hope you'r aware of what he and CSAT have been doing. [][][][][][]: That CSAT have been at it again and overcharging their "clients" for surplus arms? *Dismissive Snort (ZWS?) AKTRS: You know then? [][][][][][]: I heard you both shouting as I was entering the premises. (Amused grunt (AKTRS)) Not that I am suprised of course. The CLA weren't particulary enthused as I recall back- *Recording cuts* [][][][][][]: point of my coming here was originally was to inform both of you personally, well to General Maaru originally but you'll do, that [][][][][][][][][][][] *Recording Cut* is now set up and ready. We can proceed now with dri[][][] *Recording glitch* ocols immediately. ZWS: Indeed that is excellent news. Well Colonel Arkhentoros, it seems you won't be needing the fish, lumber, rum or sugar soon enough. High Command will happily substitute paper for [][][][][][]. Then perhaps you might learn basic diplomacy. [][][][][][]: Colonel if I may. No doubt the news will come as a welcome and of course, celebotory relief for Solomon but I and my Company could help sweeten the deal and add the Cherry on top. AKTRS: Umhmm. Continue? [][][][][][][]: If what you say is true and the evidence uncovered, prooves CSAT's underhandedness in your various transactions with them, I believe [][][][][][] could approve a solution of mine, which would avoid any embarrassment and deterioration in our mutual alliance. ZWS: You have my attention also. Go on. [][][][][][][]: As we said, when brokered this partnership back at [][][][][][][] on [][][][][][][][], in the closing days of the flashpoint, our business prides itself on mutual aid and equal satisfactions for all parties concerned. Therefore we are more than willing to not only compensate Syndikat AND the TRB but we'll ease some of the pressure of CSAT's obligation to provide. ZWS: Pressure? [][][][][][][]: Your high command will have to accept one day, that the CSAT way of "business" is not doing particularly well Captain. Floundering would be too light a word. ZWS: That's- [][][][][][][][]: But I suppose that's a vice inherent in all major powers, rather than being limited to the USA and its NATO vassels. *Murmurs of agreement* [][][][][][][]: Anyway back to the point. We would be happy to more than compensate on behalf of the Captain's superiors here and make up for lost funds. Bear the cross so to speak. This way CSAT can use the funds more directly and for the greater benefit of all of us, should operations here succeed and no harm in relations need occur. AKTRS: Tantalising [][][][][][] but you put the cherry on top, merely sweetened the deal. *Laughter* [][][][][][][]: Sharp you are Arkhentoros. In addition to that, we'll ease CSAT's burdens and supply you, direct and with no extra hassle, arms from our own stock and at decent prices. ZWS: I have to draw a line in the sand here. You are directly encroaching upon highly discreet and vital infrastructure, pivotal for CSAT operations in the Pacific. [][][][][][][]: In other words, friendly competition with a business rival. Welcome to the free market Captain. And you were chastising the Colonel here for his lacking of market finances. Besides think of the operations here. You keep the money, diplomatic incident free and should [][][][][][][][][] yield the goods, all of us will be left high, dry and rather comfortable no? ZWS: I suppose then, putting it that way, there's little option left. Of course I will have to relay this to HQ but I personally see no reason why they wouldn't acceed. [][][][][][][]: Very good. And you Arkhentoros. AKTRS: We would be mad to decline such an offering. [][][][][][][]: Splendid. AKTRS: So long as there is no catch. [][][][][][]: No! No! No catch I promise you. AKTRS: Then it's settled. [][][][][][][]: Excellent. One more more thing Arkhentoros. I *recording cuts* to ask you, Maaru's thoughts on another proposal. Sort of a middle man affair. ZWS: Oh what's this now. You're asking to become General Maaru's legal representative? [][][][][][][]: Not quite, more advisor and go-between. Perhaps needed more than ever, given the near coming to blows wouldn't you think? Anyway never you mind. *Grunt* ZWS: Well I must be returning to base. I shall relay what has transpired. You should have your answer in the next 12-16 hours [][][][][][][]. *Sound of door opening* [][][][][][][][]: Anyway as I say, I don't wish be a colonial master style overseer but someone who can provide a helping hand or advice should events transpire and the need arises. AKTRS: Very well. I'm sure Solomon would agree. [][][][][][][]: Good! *Volume drops. Recording only picks up parts of whisper* Then----------about----------lat-----nite? And----------ral Maar------with you-----------------------. ---TRANSCRIPT ENDS---
  10. So how did it go? What was the performance like?
  11. NOTICE: If you're TS3 is asking if you want to update, don't. The new version currently breaks compatability with any servers and plugins, which are not updated to the latest version.

    1. Proverbs

      Proverbs

      That's a lie, I'm connected right now you puss

    2. drehmini

      drehmini

      I'll be updating the TS3 server either tomorrow morning or thursday morning.

  12. Down for it. I have the IFA3 lite mod, though it can be slightly buggy in multiplayer.
  13. First VG post in 2017. Happy New Year Validus. Whether you're an aged veteran or recently joined us, remember this, we are all new here!

    1. Proverbs
    2. RadioActiveLobster

      RadioActiveLobster

      GAAAAAAAAAYYYYYYYYY

    3. Proverbs

      Proverbs

      GAYYYYYYYYYYYYYYYYYYYYYYYYY

  14. Sorry He's New. I suppose it runs in the family
  15. Moved this thread to Gameplay Clips Section, since it's more suited there.
  16. http://www.rhsmods.org/mod/3 Should probably look at this. Essentially it adds in a couple more OPFOR and Independent Factions as well as vehicles and weapons. What I like about it is that it expands the factions of Chenarus so now they have specific subfactions (including insurgent/insurrectionist) and uniforms as well as a larger arsenal. It also adds in UN Peacekeepers (they could be used in later ops for rescue missions or hold-outs etc). It also adds in weapons such as the M38 (Mosin Nagant) and K98 (Old German WWII rifle), weapons still used by insurgent groups today. This would give OPFOR factions, more of a scavenged, guerilla feel which the FIA, I think rather lack (although Arma 3 is set in 2038 so they could be the guerillas of the future I suppose). Anyway more options to play with for future Ops down the line (not upcoming ones). It does require both USAF and AFRF to run.
  17. Yeah not for right now but for any Ops in the future (for instance if we decide to fight on Chenarus or Bystrica for example). It would add more of an aethestic and realistic touch.
  18. Recorded the meeting. However the first three minutes have no audio. Will post it tomorrow.

    1. IrishInsanity

      IrishInsanity

      You should add like an intro to it as like a joke lol

    2. Proverbs

      Proverbs

      We actually already have meeting notes.

  19. until

    Corrected the start time of the meeting. Unless you want to hold the meeting at 5am.
  20. Finally acquired a beta key for BDO-CBT2. Downloading now.

    1. Show previous comments  2 more
    2. Proverbs
    3. TheCrimsonFist
    4. Proverbs

      Proverbs

      Oh that is a definitely a given. You should check out the in depth crafting/trading system.

  21. Hmmm...probably... Meh good to see you again!
  22. So its been confirmed that The Division PC has been limited by consoles, on orders from Ubisoft. 

    Also how long did it take to come up with the Ferrari and Lambo analogy Lobster? Even before I saw it, I just it'd be you. Fucking funny though. 

    1. RadioActiveLobster

      RadioActiveLobster

      Didn't take long at all (in fact, I'm pretty sure I've heard something like it before so it's not even original).

  23. beta

    until

    Shall we aim for Friday 4pm EST?
  24. beta

    until

    Ubisoft ID: MCTemplar
  25. Have two Division Beta Keys for anyone who wants one. Reply below. First come first served.

    1. TheCrimsonFist

      TheCrimsonFist

      First one claimed by Booga. One left.

    2. DarkAvengerX7

      DarkAvengerX7

      Meeeeee! Plzkthxbai.