Arma 3
Field of War - Mod [CTI] [SP-MP]
442 Comments
GenCoder8  [author] 13 Sep @ 1:27am 
thx :)
wolfgangsargeant 12 Sep @ 1:19pm 
best mod in Arma 3 :steamthumbsup:. I hope we get warfare in Arma 4.
GenCoder8  [author] 2 Sep @ 1:25am 
i rewrote some of the unit movement code, should be better now. In my tests at VR the attacking works good but it may be different scenario when playing in the "real" maps
GenCoder8  [author] 31 Aug @ 1:28am 
@1tsniko thx for your feedback! this is the second time I hear there something wrong with attacking so I'll try to figure it out. if you could send me the .rpt file to feedback@fieldofwar.net it can help me to solve those bugs

thx!
this mod feels like its patched up with duct tapes so many bugs sometimes it get unplayable but when it works its good but then at some point it stops spawning and friendlies stop attacking its a shame the mod really turns war lords into tactical war
GenCoder8  [author] 14 Aug @ 12:49am 
@DarkSight007 currently there is no way to add new gear to existing mods (Apex etx). You could create custom mod and have apex and your stuff in it but the way gear is loaded is that its loaded from units so you wont list the gear yourself

sorry i dont know what you mean by weight/arsenal. you mean like know how much everything weights?
DarkSight007 13 Aug @ 5:53pm 
@GenCoder8 Is there any way of adding modded gear to the missions? Also, can we kind of buy them based on weight or something trough armas arsenal?
GenCoder8  [author] 13 Aug @ 1:21am 
@tolohasabolo904 sorry no spectator mode. but you could use something like https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2081120309
or some spectate mod
tolohasabolo904 12 Aug @ 2:10pm 
also us to use spectator mods or sum similar for us players who wanna watch everything go on(sorry if already possible)
Zombeh 11 Aug @ 12:46am 
Will give it a try, hadn't thought to mess with the admin menu since I wasn't sure what it was for.
GenCoder8  [author] 10 Aug @ 11:42pm 
@Zombeh IFA is working on my end. So you get the group limit mission end? can you try setting one of the light performance presets in the admin menu? the admin menu overrides most of the lobby parameters
Zombeh 10 Aug @ 2:22pm 
Is IFA3 not working with FOW? Can't for the life of me get a match to run when using IFA3. Had thought it was due to ACE but that works fine with Vanilla and CUP so I'm not sure what the issue is. Match starts, you pop in the new base and hear the AI begin saying something, then mission ends within a half second. Was getting group limit initially because I was doing 50% battle, 50% support, and 200% defense strengths, but still happening even lowering everything.
GenCoder8  [author] 9 Aug @ 3:54am 
Thanks to everyone who has used the new error report button to report errors. But I noticed that not all of the errors come from FOW but they come from some other mod. So if you have trouble playing try disabling all mods except FOW.

thx!
GenCoder8  [author] 7 Aug @ 2:20am 
@Feorge Gloyd unfortunately arma has group limit of 288 per side. So i made it so that if the amount of groups at start of the mission goes over ~220 the group limit error pops up. This is because if the group limit is reached during the game the new unit creation would begin to fail

i have been thinking of asking arma devs to increase the limit but cant say if they'll do it

thx
Nister Migger 6 Aug @ 4:30pm 
Is it possible to remove the Group Limit? I cant play on extreme preset on Altis because of this Group Limit error
GenCoder8  [author] 31 Jul @ 12:44am 
@JukeBox thanks for the explanation! i wonder what it might be. I'm making a change that special forces also count to the town capture but i dont know if that's it.
have to run more tests to see if I can figure this out

thx! :)
JukeBoX 30 Jul @ 4:51pm 
@gencoder. No, not quite. I'm referring to when a town that is being contested (Gorka for example on Chernarus Summer). When I enter the town the capture bar is 99% red, yet it's full of soldiers on my team, like 30 troops just wandering around in the zone, waiting for it to capture. I walk around the whole town looking for enemy troops, but there all gone. So, thinking that was odd, I looked at the map, and saw an enemy base in the middle of my controlled territories. I ordered a helo, a small squad, and landed not far away and attacked the base. The only defenders were the static units (AA and mounted guns), so I dispatched them all. Yet, the 'capture bar' remained at around 75% green, without moving. Eventually an enemy hip showed up, and landed in the base, so I killed the crew. The bar never changed, and no more enemy to be found. I eventually shut the server down.



BTW, dedicated server using CUP and Advanced Command 2 are the only mods.
GenCoder8  [author] 30 Jul @ 12:45am 
Hi JukeBoX! you mean no matter where you go the capture bar is there?
JukeBoX 29 Jul @ 2:33pm 
Hi. I have mod working great, using cup. The only problem I've encountered is that the 'capture bar' stops moving. The game isn't frozen, as I can still purchase stuff and issue commands to units, and soldiers still move and attack towns, but the 'capture bar' seems to freeze, and no more towns or bases are captured.
Yes 15 Jul @ 11:44am 
@Bloob12 you generally want a single landmass when porting over any cti mission, Arma ai can't handle crossing the water like GenCoder8 said. I'm trying to port it to Suursaari atm since aside from a cool design it's a pretty narrow island with good chokepoints and a pretty straightforward expansion. The only drawback being a single airfield that huge planes tend to get stuck on, but i'm still trying to figure this out
GenCoder8  [author] 15 Jul @ 9:33am 
@McMeal thx! the dll has some features like frontline rendering and server registering etc
i guess battleye needs to approve it again after changes. but you can turn off battleye
McMeal 15 Jul @ 9:16am 
Best functional sp cti mod so far. I got a question tho, what is fieldofwar.dll because battleye block it i guess? do i need to turn off battleye?
HazeNoir 15 Jul @ 1:16am 
I see thanks, very cool mod
GenCoder8  [author] 15 Jul @ 1:04am 
@HazeNoir by creating custom mod. instructions here: https://armagc.blogspot.com/p/creating-custom-field-of-war-mod.html
HazeNoir 15 Jul @ 12:54am 
may I ask how do you change both west and east faction? I want to use custom one
GenCoder8  [author] 15 Jul @ 12:31am 
@Bloob12 i like to add support for more maps but the problem with Green Sea is that it has a lot of water on the center and AI cant cross water. So you could only play on the corner. still want it?
Bloob12 14 Jul @ 1:46pm 
Is there any chance of you porting over the mission for the Green Sea terrain. I think it would be a pretty good one to have for the mod. Me and my friends have been looking for something like this for a while and have been thoroughly enjoying it great work!
GenCoder8  [author] 14 Jul @ 5:01am 
Good to hear!
Yes 14 Jul @ 4:51am 
I can confirm it works exactly like you said, you're amazing bro. Thanks for your work
GenCoder8  [author] 13 Jul @ 1:11am 
@Yes defenders wipe after flag/town is captured
Yes 12 Jul @ 1:09pm 
Hey, yeah 10k for 6 man paradrop IMO is a good change, thanks - makes more sense with default 100% infantry price. Town defenders cleanup I still need to test because it requires some setup, but would you mind clarifying what was changed, in a bit more detail? Is it defenders wipe after the flag is captured, or just some idling units after a while? Ty
GenCoder8  [author] 12 Jul @ 5:04am 
Ok I increased the reinforcement prices a little bit. can probably rise it more later
Also no town defenders should be left hiding anymore after town is captured
GenCoder8  [author] 11 Jul @ 11:39am 
@Yes I'm doing some changes to the para drop etc prices. The AI commander actually also orders the special reinforcements and then they will stay as separate group until cleaned up after some time

thx :)
Yes 11 Jul @ 10:25am 
Thank you!
Btw in regard to para drop, I think it wouldn't really be affecting the players economy IF the units weren't being added to players group - considering that as a private u can recruit 1 unit (with max units at highest rank 10 set), but for 4k you can pretty much fill your entire group with units and go over the limit. I think this feature would be great if airborne reinforcements called by the player would be created as a separate group and then were cleaned them up after some time. But I'm not if that'd be too script heavy or possible with how things are set up currently :)

And I gotta say again, you're doing an amazing work sir. New higher vehicle prices are much better too, so thank u for this change. Cheers
GenCoder8  [author] 11 Jul @ 9:01am 
@Yes thanks for the info! i will look into it
Babal Disfarcado 11 Jul @ 8:41am 
@GenCoder8 alright, you fixed some stuff, i will test it!
Yes 11 Jul @ 8:02am 
Hey man, your mod is exactly what I was looking for, the scale of it, mechanics, general feel - its all great and thank you for your work.
This said, while some features that IMO don't really seem to 'fit' the 'economy' like calling in airborne reinforcements (over 10 man insta drop for 4k when a single rifleman costs over 1k) I just skip, one of the things that sadly affects every mission, as it happens pretty much everytime, are groups getting stuck around an "old" objective.
And everytime it's because of a single resistance guy left being hidden in one of the buildings, with 3-4 groups stuck idling around the objective since it "has to be defended" Most of the time they aren't actively searching for the guy, just sitting there and using up the active group limit for Commander AI, and they sit there stuck for hours. Could you please take a look into it?
Thanks!
GenCoder8  [author] 8 Jul @ 4:23am 
good to hear
ivanindavid1 7 Jul @ 1:49pm 
@GenCoder8 thanks its veru good/
GenCoder8  [author] 7 Jul @ 5:51am 
Ok i changed vehicle prices, hopefully not too high
GenCoder8  [author] 7 Jul @ 1:36am 
thx I appreciate that :)
ivanindavid1 7 Jul @ 1:33am 
You are the best developer of this genre.
ivanindavid1 7 Jul @ 1:33am 
@GenCoder8 thanks for the answer.

Can you tell me in which file I can write the prices?
I'll adjust it as I'm interested and send you.
GenCoder8  [author] 7 Jul @ 1:26am 
@ivanindavid1 yeah i have thought of raising the vehicle prices. I'll try to figure something out for the next release
ivanindavid1 7 Jul @ 1:17am 
@GenCoder8

thanks for the answer. I play cars 200% gear 50%.

but there is still a lot of money, the difference in price between top and pre-top vehicle is very small.
and people are not profitable (4 machine gunners for the price of 1 APC).
GenCoder8  [author] 7 Jul @ 12:24am 
@ivanindavid1 thx!

There are some mission parameters that allows you set the prices of everything and money income

Look for these from the parameters (under Preferences):

Price multiplier for the gear
Price multiplier for the land vehicles
Price multiplier for the aircraft
and
Average income from a town
ivanindavid1 6 Jul @ 11:35pm 
hi, in which file are prices edited?
ivanindavid1 6 Jul @ 4:02pm 
This is real best cti!!!!
I would suggest lowering the price of X10 or adding more settings
GenCoder8  [author] 4 Jul @ 4:34am 
Starting bug fixed now
GenCoder8  [author] 3 Jul @ 1:08am 
The reason why this isnt working right now for you guys is probably because the admin menu is bugged. disable the "admin startup menu" from parameters to be able to play for now