Polar Vortex Add-On
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Added link to an update in first post. Readme inside zip.
Cheers
Luke
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Added link to new update in first post.
Cheers
Luke
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Added link to new update in first post. Update 08092018
Cheers
Luke
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Please download the update 08092018 again.
Apologies
Cheers
Luke
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Added link to update in first post. Removed previous updates links, all included in this new update.
Cheers
Luke
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top first campaign, blue wins on day 5 0105.
the first 1-2 days, air war is hot.
use [add package] function, most red GU eliminated before day 3.
but blue GUs have no drive to advance…i can’t resist ordering few GUs to capture obj. after that, GUs start to advance slowly.once Oulu catpured, the cam stops( win), but no war report/movie. probably missing a line in tri file.
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I removed the play movie lines from the events in the trigger file, can’t remember the reason, there was something not working right.
The new trigger file tries to keep the ground units moving, could be that the values need to be adjusted or there is a syntax error and the event is not triggered.
The event in question is located in different event slots in each trigger file and is labeled “Boot in the ass”, in case you want to tweak it.I am away from home at this time and will take a look as soon as back.
Cheers
Luke
Sent from my SM-T820 using Tapatalk
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thanks.
just feel GUs lack of offensive movement since Day 4…btw obj linking around Enontekio airbase not working well.
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Thanks,
will check that as well.
Cheers
Luke
Sent from my SM-T820 using Tapatalk
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I removed the play movie lines from the events in the trigger file, can’t remember the reason, there was something not working right.
The new trigger file tries to keep the ground units moving, could be that the values need to be adjusted or there is a syntax error and the event is not triggered.
The event in question is located in different event slots in each trigger file and is labeled “Boot in the ass”, in case you want to tweak it.I am away from home at this time and will take a look as soon as back.
Cheers
Luke
Sent from my SM-T820 using Tapatalk
Hi Luke777.
This is the part you mentioned:// Event #10
// Boot in the ass
//
#IF_EVENT_PLAYED 10
#ELSE
#IF_BORDOM_HOURS 24
#SET_TEMPO 100
#IF_EVENT_PLAYED 11
#RESET_EVENT 11
#ENDIF
#DO_EVENT 10
#ENDIF
#ENDIF
//
// Event #11
// Boot reset
//
#IF_EVENT_PLAYED 11
#ELSE
#IF_ON_OFFENSIVE 2
#ELSE
#IF_ON_OFFENSIVE 6
#ELSE
#IF_EVENT_PLAYED 10
#RESET_EVENT 10
#ENDIF
#DO_EVENT 11
#ENDIF
#ENDIF
#ENDIFBesides all the conditionals maze it has, the only command there is the SET_TEMPO 100.
I never found any particular use on it, even testing different values from low to max… The Campaigns (POH in my case) always behave the same.
Do you know the use/effects of SET_TEMPO… because beleive it is not really helping out to boost the ground units.
Another coment for @ccc1tw: How are you testing the evolution of the campaign?.. fast forward, or real-real-time?
With an extraodinary and beautifull complex TRI file like these ones, you really need to test in with REAL-REAL-TIME.
What is it?.. Well… its just flying… maybe 1 … 2…or 3 missions if you are hooked to BMS or the sorties are short… then save, then EXIT BMS, and then Start and Load again, like if you wait until next real-life-day to keep flying BMS again. The SET_PAK_PRIORITY commands needs that to take effect. They wont take effect directly if you are continuously watching 2D.
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What is it?.. Well… its just flying… maybe 1 … 2…or 3 missions if you are hooked to BMS or the sorties are short… then save, then EXIT BMS, and then Start and Load again, like if you wait until next real-life-day to keep flying BMS again. The SET_PAK_PRIORITY commands needs that to take effect. They wont take effect directly if you are continuously watching 2D.
IT’s not just the trigger file entries that won’t happen or will be delayed, all sorts of stuff wont happen or will be delayed if you just sit on the 2D running at accelerated speed or not. It is essential to stop the game and save every few hours. I wouldn’t let it go more than 5-6hrs on the 2D without saving.
And lately from what I’ve seen, I wouldn’t run it in excess of 8X accelerated speed. I know the RP group had stated 16X, but I don’t think that is applies any longer!
Cheers,
C9
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Totally Agree.
That´s why building a Camp and associated TRI file for ONLINE 24/7 events is so challenging.
So far I managed to do really cool and never seen before stuff (I think), like that Boosting ground Units permanently. Controlling them around the map, makins sure they really CONQUER all the terrain.
Here you can see a video made 3 years ago for POH showing it up (more or less).Another great thing is to make different starting situations at the begining of the campaign. For instance, POH was planned to have 12 different starting points. How they go?.. well… the starting points decides wich of the 12 different options to do an amphibious assault it will use. The they Spawn accordingly and go for it. If they are discovered (Iberian shore is laaaarge, so Recce will be tough) and attrited enough, the camp will try another area of the map (from the 11 remaining options), and try it again… if stopped again, BLUE (Spain) wins… but it will be tough! (Naval logistic civ & mil vessels… frigates, lots of LCAs… air support)… If played single player will be impossible… If played with large amount of vPilots… it may be doable.
Once its too late, they start the land assault from those beach heads and start the ground-taking you show in the video.
And then, after around 7 days (random NATO response time), NATO forces will deploy in norther Spain (it depends on how the REDs took the land), and can do the same… re-taking all RED conquered land.
Islands will be also under siege, and there will be Naval fights to take part on and help your side…
All of this in a Random but sheduled enviroment. (Random , because it is… but scheduled because the random options will be selected according to the situation…so if RED starts out of the coast of Portugal, they will try first to proceed and conquer western Spain, not the East coast!!!).
All of this without having to Close BMS (as I said it´s needed)
Unfortunately, my spare time is none since a long time ago… and I failed to finish the POH camp… I reduce the level of ambition to 9 or even less starting points… still it is a matter of free time, wich I have almost none.
Everytime I see a new camp, I run o look at it, and see if my techniques were used/discovered… because I wanted them to be showed in POH for the first time…but after some time, I sometimes wish someone else finds it out and start using and improving already existing Campaign.
Sooner or later I will have to share all of this …as I really think it will be good for all.
SO in this area: Luke777…great job!!!
Sorry …this is the video:
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That’s the event, I came up with this solution after analyzing the save files of the campaign and noticed that after a few days the tempo went to 0 and stayed like that with no ground unit movement and subsequent campaign timeout. This event sets the tempo greater than 0 and the team that was on the offensive goes again on the offensive. As you said it might not be the best solution, just could not find anything better so far.
Thanks for sharing your insight, I will definitely check your work out and see if I can come up with better ideas.Cheers
Luke
Sent from my SM-T820 using Tapatalk
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Polar Vortex V2.0 is Now out and Luke can adjust the first post soon.
link:
https://www.mediafire.com/file/n1eaf1fkfv0zdh9/NTO_Polar_Vortex_2.0.7z/fileIt no longer requires default NTO to run. It is a standalone mod with it’s own directory this time.
This might not have all, and Luke can add any missed , but here is some changes made recently.
JANHAS F-16 all variants
AGM154a JSOW
AGM154c JSOW
AAQ-28 Litening
AGM-65 all variants
AGM-88
AIM-9 M/X
AIM-120 B/C
ALQ-131 /-1
ALQ-184
CBU-52/58/103
Chaff texture
FPR
GBU-24 B/AB
GBU-38
ITER
LAU rockets
Missile flames
Mk-77Fuel truck
M977ccc1tw Kirov
ccc1tw Kuz with updated spawn and taxi points
new task force for extra Kuz escortSome of the F-16 sounds, courtesy of unleashedcode
Added rack to AV8B+ for AWW-9 pod (the pod was loaded without pylon, now it has a pylon, looks more realistic)
camo.cfg the correct skin is loaded depending on the squadron number
save files checked, had to remove a couple of battalions in each one of them. There were listed in a brigade even though they weren’t part of that brigade (caused a ctd)
save0 relocated squadrons from airfields too close to the flot for both sides.Pak and Tac maps in intel redone
UI upgraded.Have fun!
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First of all I want to thank starrats for the help, support and contribution to the development of this theater.
Special thanks to Jan Has for granting permission to use his models in this release and ccc for the Kuznetsov and Kirov models.The above post sums up very well what has been done, I just want to add that the FinAF F-18C now has a realistic loadout.
The first post has been updated with the link for the download. I will remove the links to the old version and the updates in the coming days. Saves from version 1 are not compatible with this version.
Enjoy
Cheers
Luke
Sent from my SM-T820 using Tapatalk
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edit: link at the bottom of the first post is messed up
https://www.mediafire.com/file…9/NTO_Polar_Vortex_2.0.7z/file
should be
https://www.mediafire.com/file/n1eaf1fkfv0zdh9/NTO+Polar+Vortex+2.0.7z#
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Fixed link in first post
Cheers
Luke
Sent from my SM-T820 using Tapatalk
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my 2c, V2.0 could have a new thread… it’s a standalone mod now.
also better for collecting feedback.
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Started new thread NTO Polar Vortex V2
Cheers
Luke
Sent from my SM-T820 using Tapatalk