#Napf (Map Port)

39 messages · Page 1 of 1 (latest)

prime relic
shell geode
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You've left the A3AE example stuff, including the example function overwrites

drifting vale
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Sign or not to Sign

urban orchid
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Consider adding A3AE to the name for searchability reasons

prime relic
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Keys added
Altis's removed from world
Renamed

shell geode
prime relic
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They went poof too

shell geode
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Good good

prime relic
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To do List

  • ~~ Fix Outpost_9 ~~
  • ~~Add more POI ~~
  • ~~Add more Control points ~~
  • Double Radio Tower ||What does it mean??||
  • Winter is coming (Once regular Napf is done)
pure maple
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Double radio tower next to lenzburg

prime relic
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Not entirely sure why that one has happened. It is the larger radio tower that get's changed into the destroyable one by Antistasi.
Edit: May have found the culprit, didn't realise there was multiple entries in the radio tower list

pure maple
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building placer borked

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didn't look at it in the other map so not sure if this is just a single case

pure maple
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is napf port issue - in napf folder mapInfo.hpp - population has an extra } which needs removing

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mapinfoglobal is all good though

pure maple
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^this fixes the issue with building placer being empty

pallid bone
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Map was a nice variety, still needs some work. A few rocks in places were only graphical and not physically there, sorry i can't give more useful feedback, also sorry if this wasn't the right place to put this.

prime relic
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Rocks are a map thing. Pretty sure I didn't add any.
There's a couple markers I might need to look at size wise, Airport in the north east island covers the northern road a little too much for example
Can't add much more outposts or resources on the south side of the island because of lack of roads / mostly just mountainous areas

dusk magnet
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I saw the chat history, apparently this map/port was in the rotation a few months back around april/may?

How was the map/feedback? I'm looking at it right now and it looks amazing, I'm just worried about AI pathfinding issues as I'll be doing a singleplayer campaign

dusk magnet
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Also, whats the map code for the dedicated server? Is it just Antistasi_Napf.Napf ?

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Because I'm getting these issues

prime relic
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Off the top of my head that is the correct thing. I don't have access to my PC at the moment so I can't check for you. Likewise for the dependent on issue there, it's been a while but I'm sure I left it on the workshop in a working condition

dusk magnet
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Okay thanks, I tried reinstalling the relevant map mods including napf, cup terrains core and the A3AE port but that didn't seem to work either, whenever you get a chance to take a look at it that would be great, thanks!

prime relic
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and can confirm Antistasi_napf.napf is the text for the mission selector

dusk magnet
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I capitalized both the n's in napf. Maybe that's the issue. I'll check it out when I get home, thanks!

dusk magnet
prime relic
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Pretty good, How are you finding it so far?

dusk magnet
# prime relic Pretty good, How are you finding it so far?

The outpost battles are nice, there was one battle which took place over a resource next to a mountain range where the QRF involved multiple tanks and airstrikes, it felt more like afghanistan than Takistan did, the mountains are designed beautifully compared to the actually Takistan map which has more rolling hills than mountain ranges. Lot's of long range combat on this map, so it's great for conventional warfare, tons of forests and elevation making battles extremely interesting compared to flat maps.

The base locations are great, so far I've only capped some resource dumps and one airbase (the one of the West of the map), The airbase was a bit underwhelming, it could do with some extra bunkers with MG's on it because those would be more or less immune to air strikes and mortar fire, which means it would almost be like an omaha beach - like scenario to storm the airbase. It could be frustratingly OP, but on the other hand the players always have the option of smoke and sniping the enemy bunkers. I haven't had a chance to fight in the airbases in the east or north yet.

The resource dumps are a bit underwhelming, The problem is they are not fortified so it basically just feels like a building clearing mission, maybe a few guard posts and walls around them might might make things more interesting.

I've only assault one outpost (the one you see in the video) and one seaport so far, along with 6 resource dumps and an airbase.

Regarding missions,

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Regarding missions, basically there's a lot of weird locations for missions. Like, I'm seeing a lot of Rescue Supporters missions which are located right at outposts. Which doesn't make any sense because then there's no difference between a rescue supporter and POW rescue mission. It might be a good idea to spread out the rescue supporter missions to towns and urban centres. And maybe some wilderness areas as wel - like there are some small towns and villages which don't have blue/green town markers on them on the map, having some assassination, rescue missions placed there would be great

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Also another thing about rescue missions is, there's quite a few of them where the hostages are in tightly packed buildings which the AI is unable to move out from (this actually also occurred in the video I posted above) - so maybe placing them in buildings that are more spacious like barns would be more helpful

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But so far, the outpost battles have been surprisingly good, they're located in interesting geography (in mountain ranges mostly) so it's great for conventional battles.

I'd give the campaign so far a 7/10, but that's mostly because of the QRF size (remember I said this map is great for conventional battles), so I'm sure that rating will go up as the war level goes up - I'm currently only at War Level 4!

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Hope that helps!

prime relic
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Towns I don't have a lot of control over. I can remove some towns which the original creator of the map put in, for example you would have towns on the empty islands, I don't remember removing any towns from the main island but still possible.
Likewise, I don't have any control over the missions. Refugees Evac is a town mission. POW is an outpost mission. The only possibly solution to that then would be to move outposts completely from where they are currently located.
As for the buildings they spawn in. I'm not too sure about that. I believe there is some form of blacklist of building to block the tasks from choosing of. But I can't say for sure and is out of the scope of my workings. I just markers and objects on a map, pour glue over it all and hope it sticks together and works.

shell geode
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It is possible to config fix towns to make new ones appear or to move the location of an existing one.
It's not necessarily something desirable to do though.
For an example see config_fixes/isla_duala

dusk magnet
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Just had a major attack wave at an outpost on a mountain range, captured it from blufor and then redfor swooped in, I had a glorious last stand calling in an airstrike on my position after the outpost fell (I was hiding in a bunker directing artillery strikes!)

8/10 experience haha

Seriously there are same based Falklands/goose green vibes in many parts of this map!

The outpost I fought on was also well designed - a bit small, but it had trenches and bunkers which is perfect for this map - considering how many air and artillery strikes the hostiles used, the only reason I survived 33 minutes fighting them off was due to the bunkers so the outpost design was 10/10 🙂

dusk magnet
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Hey Vlash, glad to see you didn't remove the outpost spam in the northern part of the map - it has a good balance of air QRF's in the south and land-based QRF's in the north back when I played on the napf extender version in December 🙂