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Rapporter et oversættelsesproblem






If not, would love to have vcomai implemented.
The reason i went with EOS and COS was simply because they are script based, and not an actual mod. I was able to completely redesign EOS and re-write the script to get it to function in the way i desired. ALiVE is an excellent mod, however if i had gone this route i would have to patch my mission every time they updated ALiVE and go over all the features to make sure they still work.
I just dont have time to monitor other mods that are incorporated into my mission. However this mission should never become obsolete due to script changes since i haven't used mods.
Hope thats not too disappointing
Again thanks for the kind words!
When a second map becomes available I will mention it in the comments here and start a collection on the workshop!
One curious question regarding the choice of EoS and CoS, have you considered using instead Alive system to generate the background Ai populations? Presumably that is more updated system and easier to support more factions?
2. I do plan to port this mission over to a few other maps. I jjust started working on the Tano version yesterday. I am already seeing its going to be about twice the amount of work i was hoping it would be. But i will at least do one or two more vanilla maps, POSSIBLY one two of my favorite mod maps.
TL;DR Factions are more work than i have time for, and maps are going to take some time but i am working on them.
I left some garbage code in a bleedout timer script...not sure how disruptive it will be.
Stand by....
Generation Mode - Hemisphere
Number of Enemy Sectors - 1
-------------------------------------------------------------------------
I've completed several missions generated this way without using the stores (other than resetting my squads position to the base).
Just fly your squad out to where you want your base (FOP), convert the helicopter, and follow the tasks.
thanks