Broken Arrow

Broken Arrow

Absolute War - PvE - Baltiisk Peninsula
26 Comments
Palpatine  [author] 17 hours ago 
Thanks erkage!
erkage 9 Oct @ 2:58pm 
No enemies spawning in multiplayer can be fixed by editing Bravo team in Team manager. Select Mandatory and AI for all 5 Bravo team members. This forces the multiplayer lobby to assign ai to the enemy slots.
Miru 7 Sep @ 3:13am 
There's a bug, where restarting the mission, replaces your deck with the ai deck. SO you get like all 99 of everything tanks planes inf etc.
slipkot86 4 Sep @ 7:39am 
When playing in coop AI cannot be added to opponents
Palpatine  [author] 11 Aug @ 5:01pm 
As of right now, I have no idea why enemies are not spawning in the live version, in my dev version everything is working but who knows this is a new game and they could have updated something that broke it at its core.
I am working on an update, I refactored pretty much the entire project into subgrapghs and am including instructions for remodders to be able to port the logic over to other maps and kinda play with it easier on that end. I'm like 80-90% of the way done with the update, if BF6 beta didnt happen I would have probably posted this last weekend.
Streak 11 Aug @ 8:10am 
Bump on no enemies spawning, we expecting a update?
31SpaceX 6 Aug @ 11:24pm 
Empty
Blitzkrieg 2.0 "Virgil" 26 Jul @ 9:17pm 
There's no enemies spawning
Palpatine  [author] 24 Jul @ 9:53pm 
I got you tsa, easy to do, busy rn check back in a couple days!
tsa00111 24 Jul @ 9:50pm 
We want a scenario with a lot of money and a whole army to enjoy. Do you have any?
Shy_Mango 18 Jul @ 9:05am 
This scenario's great, good job creating it. Is it possible that we can play on the Russia side? thanks!
captinjoehenry 16 Jul @ 7:55pm 
I really like this! The amount of planes and choppers can be a bit overwhelming but it's not too bad.

Main thing I would want changed ( and changed in a local copy of the scenario I made ) was assigning the allied AI to different player than the human player so I wouldn't get my units and the AI units confused.

Any thought about adding radar AA to the AI? As currently it seems like the AI doesn't use any short or long range anti air. Admittedly the amount of fighters both side spawns sort of negates the need for AA for anti plane and anti heli stuff to an extent but doesn't do anything about cruise or ballistic missiles.

Also would be nice if the plane spawn was a bit further from the front line as right now it's pretty close to where the fighter furball tends to take place naturally.
Gotta say this is one of the better scenarios <3
You should feel proud of yourself because this is tons of fun to play
LiangLiang 14 Jul @ 7:54am 
Hyped for the addition of CO-OP to this scenario
Palpatine  [author] 14 Jul @ 12:13am 
Wow this was super successful and I am just flabbergasted by how positive the feedback on this has been!
Whenever you make something for the first time for a new community you never really know what your going to get and this is just an awesome welcome, thank you!
I'll address the issues with co-op and units being on player 1, they'll get defaulted to player 5 on each team. The game types are not super clear so co-op was probably just one of the setting that need changed, I'll figure it out!
Future update for this will address those couple simple bugs then we'll look at porting the logic over to the other maps!
I kind of wish that it would mark the AI controlled vehicles as actually being AI controlled and not labelled as player, makes it hard ot see what I can actually control and what is going to just be "corrected" immediately
ANABIOS101 11 Jul @ 11:08am 
It looks good. Does he work in a co-op?
GySgt~SPARTA~ 11 Jul @ 12:55am 
Oh this is GOOD REAL GOOD!!!! more please :)
JamaViper 9 Jul @ 5:27pm 
let me know when you make this so friends can play also!!
Lazy Canuck 8 Jul @ 12:29pm 
This doesn't work with coop does it? I can understand why since there is a lot going on, but something like this with a friend would be epic
GotnoJA 8 Jul @ 6:03am 
why no enemies?
Palpatine  [author] 8 Jul @ 2:33am 
Doc, thank you so much for such a thoughtful post! I agree 100%! I had a friend playtest for me and he said pretty much the same thing. I'm going to change that around on the next update!
Doc_Ginger 7 Jul @ 7:00pm 
Its an IMO kind of thing, and maybe against your original intent, but I think it would genuinely be improved to have your 'allies' tied to an Ally slot, rather than being your units.

From a mechanical standpoint it gets pretty cluttered and overwhelming pretty quick to control so much since their AI breaks if you manually control the units, and if you are trying not too, they get rather mixed in with your own forces quickly.

From your lore blurb, it also doesn't feel much more 'immersive' as a small piece of a larger battle when you have omniscient control over everything.

It was.... fun past that. But it definitely felt like more of a chore than fun towards the end trying to manage chunks of my allies armies as well as my own.
Palpatine  [author] 7 Jul @ 4:18pm 
Yes I am! I am trying to format this similar to a gamemode. I was expecting to get feedback on a bunch of things not working (its good we haven't lol) so its prolly safe to transfer the code onto another map and start that full series release. That would be Absolute War 1 basically, then AW2 would be a remake of the code in some way, upgrading the logic and stuff like that.
I do have some other historical scenarios planned too that will be available somewhere after AW1 is done and before AW2 gets dropped.
Lazy Canuck 7 Jul @ 12:43pm 
Were you going to make a series out of this on every map? I love the concept but not this exact map so much. I am very excited to show my friends later on! :NATO: :cta_emo10:
alfondavd 5 Jul @ 11:28pm 
how can i choose this Scenario