Il2 War-Birds
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- Viestit: 53
- Liittynyt: Pe Touko 09, 2008 13:48
- Handle: -koko-
- Etunimi: Kari
- Sukunimi: Riekki
- Verkkosivu: http://
Il2 War-Birds
siis kyseessä 24/7 areena, missä toimita perustuu WB/AH malliin.
HyberLobbyssa nimellä: War-Birds-FH
Vaatii 4.09m + UP 2.01 + WarBirds1.4.3 modin. Sallii myös muita modeja lisukkeeksi.
http://www.war-birds.com/
Tässä idea:
Server's description:
Gameplay follows the ideas of the WarBirds FreeHost arena:
1) The main goal is complete capture of enemy's territories;
2) Territory can only be captured through 'closing' and subsequent 'capturing' of an airfield. Currently controlled territories are reflected by the frontline dividing both parties. Capturing of an airfield pushes the frontline towards the enemy.
3) When all airfields are captured and the enemy is left effectively without any ground - the map is considered won by the other side and automatically reset to the original state with each side controlling equal number of airfields.
4) To close an airfield at least 90% of its 'active objects' must be in any way destroyed. Exact list of the objects cannot be seen, however the total number of objects, number of those remaining intact, and number required to close a field can be seen through >field f<xx> console command. When an airfield is CLOSED you will get a message stating which field has been closed. Planes cannot take off from a CLOSED airfield.
3) A destroyed object on a field will be repaired and become active again (re-spawn, 'reup') in 2000 seconds after its destruction. When enough objects has been repaired to get the number of objects intact higher than 10% - the field OPENS back (you will again get a message) and you will be able to take-off from it again.
4) A closed airfield capture is performed by paratroopers dropped from a transport plane (Ju-52, C-47, Li-2). A capture is considered to be successful if at least 12 troopers have safely made it to the ground: at the moment troopers run 10-20 meters after landing and 'hide in the grass' (drop to the ground), only afterwards they are counted as 'landed safely'. Notice that it is not needed that all the troops are droped from one plane - the server keeps the count of the landed troopers, so troopers from another transport(s) can add up the total number to 12. This number is reset to 0 if the field re-OPENS.
5) After an airfield is captured it changes its color, list of available planes (according to its new side) and pushes the frontline towards the enemy. The field, however, will remain CLOSED while its number of active objects is below 10%. Notice that an just captured airfield that is still CLOSED cannot be re-captured back by dropping troopers. To be captured back the field needs to OPEN and be CLOSED again.
6) To increase of air battles intensity radars have been introduced into the game. Radars' range can be seen on the map as colored circles. Each airfield has its own radar. If a radar is destroyed its circle turns white. You will see enemy and friendly planes in air as coloured crosses when those planes are in range (inside the circle) of any friendly radar. If a plane is NOT shown by radars, then this plane is either: outside radars' radius, its altitude is lower than 100 metres or higher than 5000 meters, the plane is obscured from the particular radar's line-of-sight by terrain elevations (hills, mountains etc.) or the radar is destroyed. Radars are ONLY available in briefing, you will not see them in flight.
7) Fleet of flyable planes changes as the game time progresses (Rolling Plane Set) to reflect their historical availability. Current date can be seen using >tod command.
The game events is simulated to take place between September 1939 and January 1946. Each month of the battle lasts approximately 3 real-time days.
9) The passage of time in the game is acccelerated 6 times of the original, so the daytime from dawn to dusk lasts approximately 4 hours (depending on the server preferences). There is no night: the sun will instantly 'jump' to sunrise as soon as it sets and the new game-day begins.
10) There are additional commands available to the user:
>field shows the current status of fields
>tod shows the current in-game time and date
S> -koko-
HyberLobbyssa nimellä: War-Birds-FH
Vaatii 4.09m + UP 2.01 + WarBirds1.4.3 modin. Sallii myös muita modeja lisukkeeksi.
http://www.war-birds.com/
Tässä idea:
Server's description:
Gameplay follows the ideas of the WarBirds FreeHost arena:
1) The main goal is complete capture of enemy's territories;
2) Territory can only be captured through 'closing' and subsequent 'capturing' of an airfield. Currently controlled territories are reflected by the frontline dividing both parties. Capturing of an airfield pushes the frontline towards the enemy.
3) When all airfields are captured and the enemy is left effectively without any ground - the map is considered won by the other side and automatically reset to the original state with each side controlling equal number of airfields.
4) To close an airfield at least 90% of its 'active objects' must be in any way destroyed. Exact list of the objects cannot be seen, however the total number of objects, number of those remaining intact, and number required to close a field can be seen through >field f<xx> console command. When an airfield is CLOSED you will get a message stating which field has been closed. Planes cannot take off from a CLOSED airfield.
3) A destroyed object on a field will be repaired and become active again (re-spawn, 'reup') in 2000 seconds after its destruction. When enough objects has been repaired to get the number of objects intact higher than 10% - the field OPENS back (you will again get a message) and you will be able to take-off from it again.
4) A closed airfield capture is performed by paratroopers dropped from a transport plane (Ju-52, C-47, Li-2). A capture is considered to be successful if at least 12 troopers have safely made it to the ground: at the moment troopers run 10-20 meters after landing and 'hide in the grass' (drop to the ground), only afterwards they are counted as 'landed safely'. Notice that it is not needed that all the troops are droped from one plane - the server keeps the count of the landed troopers, so troopers from another transport(s) can add up the total number to 12. This number is reset to 0 if the field re-OPENS.
5) After an airfield is captured it changes its color, list of available planes (according to its new side) and pushes the frontline towards the enemy. The field, however, will remain CLOSED while its number of active objects is below 10%. Notice that an just captured airfield that is still CLOSED cannot be re-captured back by dropping troopers. To be captured back the field needs to OPEN and be CLOSED again.
6) To increase of air battles intensity radars have been introduced into the game. Radars' range can be seen on the map as colored circles. Each airfield has its own radar. If a radar is destroyed its circle turns white. You will see enemy and friendly planes in air as coloured crosses when those planes are in range (inside the circle) of any friendly radar. If a plane is NOT shown by radars, then this plane is either: outside radars' radius, its altitude is lower than 100 metres or higher than 5000 meters, the plane is obscured from the particular radar's line-of-sight by terrain elevations (hills, mountains etc.) or the radar is destroyed. Radars are ONLY available in briefing, you will not see them in flight.
7) Fleet of flyable planes changes as the game time progresses (Rolling Plane Set) to reflect their historical availability. Current date can be seen using >tod command.
The game events is simulated to take place between September 1939 and January 1946. Each month of the battle lasts approximately 3 real-time days.
9) The passage of time in the game is acccelerated 6 times of the original, so the daytime from dawn to dusk lasts approximately 4 hours (depending on the server preferences). There is no night: the sun will instantly 'jump' to sunrise as soon as it sets and the new game-day begins.
10) There are additional commands available to the user:
>field shows the current status of fields
>tod shows the current in-game time and date
S> -koko-
Viimeksi muokannut koko, La Marras 26, 2011 20:35. Yhteensä muokattu 3 kertaa.
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- Viestit: 1439
- Liittynyt: Ma Joulu 15, 2008 10:01
- Handle: LLv34_Untamo
- Laivue: Lentolaivue 34
- Etunimi: Heikki
- Sukunimi: Siltala
- Verkkosivu: http://www.virtualpilots.fi/LLv34/
- Paikkakunta: Liminka
Re: Il2 ala War-Birds
Kuulostaa erittäin hyvältä, pitää testata ASAP.
-Untamo
-Untamo
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- Viestit: 73
- Liittynyt: Su Touko 18, 2008 12:15
- Handle: LLv34_DrDom
- Laivue: LLv34
- Etunimi: Vellu
- Sukunimi: Halkosalmi
- Verkkosivu: http://www.halkosalmi.com
- Paikkakunta: Helsinki
- Viesti:
Re: Il2 ala War-Birds
Meikä asensi tuon lisämodin ja kävin lentämässä 2 jabokeikkaa areenalla eilen päivällä kun ajatus jumitti töiden parissa. Porukkaahan siellä ei vielä paljoa ole, mutta näyttäisi olevan hyvin toteutettu. Tämän päivän WB:hen (ja varmaan AH:kin) erona on se, että axis/allies-jako konesettien osalta, rolling planeset jossa mennään alkusodasta loppusotaan kaluston osalta. Ikonit on tosi lyhyet, ja ilmassa ollessa ei ole tutkaa. (Mun mielestä nää kaikki tosi jees!) Ihan niinkuin "vanhan ajan WB".
Jännä nähdä asettuuko tuonne areenalle entisiä WB-kuskeja?
Hitto kun nää mun laivueaktiviteetit ei vaan meinaa kyllä nykyspekseillä toteutua ...
Jännä nähdä asettuuko tuonne areenalle entisiä WB-kuskeja?
Hitto kun nää mun laivueaktiviteetit ei vaan meinaa kyllä nykyspekseillä toteutua ...
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- Viestit: 1439
- Liittynyt: Ma Joulu 15, 2008 10:01
- Handle: LLv34_Untamo
- Laivue: Lentolaivue 34
- Etunimi: Heikki
- Sukunimi: Siltala
- Verkkosivu: http://www.virtualpilots.fi/LLv34/
- Paikkakunta: Liminka
Re: Il2 ala War-Birds
Jep, eilen illalla tuli itsekkin testattua. En voi suositella kellekkään! Aiheuttaa vakavaa addiktoitumista Vaarantaa yöunet yms.
Tosiaankin, niinkuin AH areena tuotuna Illuun. Ainoana parannuksena mikä tuli yhtäkkiä mieleen voisi olla tosiaan, että planesetti rajattaisiin nykyisestä axis vs. allied koneet jonkun tietyn teatterin/kampanjan settiin, eli esim. vain itä/länsirintaman koneet, tai pacific meininkiä jne.
-Untamo
Tosiaankin, niinkuin AH areena tuotuna Illuun. Ainoana parannuksena mikä tuli yhtäkkiä mieleen voisi olla tosiaan, että planesetti rajattaisiin nykyisestä axis vs. allied koneet jonkun tietyn teatterin/kampanjan settiin, eli esim. vain itä/länsirintaman koneet, tai pacific meininkiä jne.
-Untamo
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- Viestit: 239
- Liittynyt: Ti Joulu 16, 2008 00:59
- Handle: icedi
- Laivue: LLv34
- Etunimi: Lauri
- Sukunimi: Pohjanheimo
- Verkkosivu: http://
Re: Il2 ala War-Birds
Käytiin Untamon kanssa eilen vähän aikaa testaamassa ja hyvältä vaikutti. Vallattiin jopa yksi kenttä onnistuneesti. Siinä touhutessa tuli mieleen, että maakohteita saisi olla muuallakin, kuin pelkästään kenttien ympäristössä. Puolustamattoman (vain it:tä) kentän haltuunotto 3 pilotilla oli aika helppo taski (jabokeikka 2 mitchelillä, ja P-38:lla ja sitten 2 DC3:lla ja suojahävittäjällä laskuvarjoukot sisään). Mukana saisi olla vielä tehtaita ja liikkuvia maajoukkoja joilla on merkitystä käynnissä olevaan peliin.
In the year 3991 A.D
Vikings will surprise attack,
often with nuclear weapons.
Vikings will surprise attack,
often with nuclear weapons.
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- Viestit: 73
- Liittynyt: Su Touko 18, 2008 12:15
- Handle: LLv34_DrDom
- Laivue: LLv34
- Etunimi: Vellu
- Sukunimi: Halkosalmi
- Verkkosivu: http://www.halkosalmi.com
- Paikkakunta: Helsinki
- Viesti:
Re: Il2 ala War-Birds
Tää on ilmeisesti vasta eka testiversio jolla tsekkaavat että servu toimii niinkuin pitääkin. Olettaisin että jatkossa konesettiä rajattais teatterin mukaan, mutta jää nähtäväksi. Ainakin omalla nettisivullaan puhuvat testeistä tämän nykyisen kartan osalta. Mä mitään tiiä tosin ...
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- Viestit: 210
- Liittynyt: Su Heinä 06, 2008 20:37
- Handle: LLv34_Illu
- Laivue: Lentolaivue 34
- Etunimi: Ilkka
- Sukunimi: Hietsalo
- Verkkosivu: http://www.virtualpilots.fi/LLv34
Re: Il2 ala War-Birds
Tulipa kokeiltua eilen illalla ja meinasi venähtää pikkutunneille... Mielenkiinnolla odotan mitä tästä vielä tulee, vaikutti ainakin lupaavalta.
Illu
Illu
1. Lentueen Varapäällikkö, Lentolaivue 34
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- Viestit: 210
- Liittynyt: Su Heinä 06, 2008 20:37
- Handle: LLv34_Illu
- Laivue: Lentolaivue 34
- Etunimi: Ilkka
- Sukunimi: Hietsalo
- Verkkosivu: http://www.virtualpilots.fi/LLv34
Re: Il2 ala War-Birds
1. Lentueen Varapäällikkö, Lentolaivue 34
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- Viestit: 1439
- Liittynyt: Ma Joulu 15, 2008 10:01
- Handle: LLv34_Untamo
- Laivue: Lentolaivue 34
- Etunimi: Heikki
- Sukunimi: Siltala
- Verkkosivu: http://www.virtualpilots.fi/LLv34/
- Paikkakunta: Liminka
Re: Il2 ala War-Birds
Jep, foorumeilla vaadittiin juurikin tätä teatterikohtaista settiä. Vaikuttaa siltä että ehdotus menisi läpi (tai ainakin yksi turkkilainen laittoi myötäilevän vastauksen).
-Untamo
-Untamo
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- Viestit: 53
- Liittynyt: Pe Touko 09, 2008 13:48
- Handle: -koko-
- Etunimi: Kari
- Sukunimi: Riekki
- Verkkosivu: http://
Re: Il2 ala War-Birds
joo, kyllähän tässä on vahvasti samanlainen fiilis kuin alkuperäisessä Wb:ssä aikoinaanLLv34_Illu kirjoitti:Tulipa kokeiltua eilen illalla ja meinasi venähtää pikkutunneille...
Suosittelen lämpimästi entisiä Wb-lentäjiä kokeilemaan.
S> koko