Difference between revisions of "Ruha Rumble"

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| type = {{type_main_op}}
 
| type = {{type_main_op}}
 
| playercount = 69+2
 
| playercount = 69+2
| version = 2.2.1
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| version = 2.2.2
 
| repository =
 
| repository =
 
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==Changelog==
 
==Changelog==
===Version 2.2.1 (Auditor changes)===
+
===Version 2.2.3 (September 18th, 2021)===
 +
*Added Mine Detectors to Artificer (Logistics) engineer loadouts (As it turns out, they all had defusal kits already).
 +
**Set Lead Engineer role as EOD to bring it in line with Engineer role.
 +
*Added missing Lead Engineer loadout to XPTLoadouts.
 +
*Set Explosive Specialists to Engineer to see if that fixes them being unable to defuse IEDs/mines.
 +
**Unknown if this will actually solve the problem as default ACE Explosives settings don't require Engineers to defuse bombs- EOD is a separate toggle on unit ACE settings, and Explosive Specialists were already set as EOD.
 +
 
 +
*'''Briefing has been updated with a META section including instructions on how Bard/Cleric and Artificer are intended to operate as aerial and ground-based logistics teams.'''
 +
**Additional instruction has been added informing Zeus players that spawning replacement helicopters that ''aren't'' UH-60Ms is restricted.
 +
 
 +
===Version 2.2.2 (Auditor changes)===
 
*synced respawn module to Unarmed M1151
 
*synced respawn module to Unarmed M1151
  

Latest revision as of 08:01, 18 September 2021

Ruha Rumble
Gondola.png
Author Asian & BigJim
Map Ruha
Gamemode COOP
Type Main Op
Player Count 69+2
Latest Version 2.2.2
Repository


This is a legally distinct Vagabonds in Virolahti, but on Ruha.
~ Asian

Description

Fugg :DDDD
Finland has more foreign interlopers within it's borders and it's up to us to stop them... again.

Assets

  • 12x M1151 Humvee (M2)
  • 1x M1165 GMV (M134) - Command Vehicle
  • 1x M1151 (Unarmed)
  • 1x HEMTT Box (Mobile Ammo/Refuel/Repair)
  • 1x MTVR Ammo
  • 1x MTVR Refuel
  • 1x MTVR Repair
  • 2x A-164 Wipeout
  • 1x M2A2 Bradley
  • 1x M6 Linebacker
  • 2x UH-60M (Unarmed/FFV)

Changelog

Version 2.2.3 (September 18th, 2021)

  • Added Mine Detectors to Artificer (Logistics) engineer loadouts (As it turns out, they all had defusal kits already).
    • Set Lead Engineer role as EOD to bring it in line with Engineer role.
  • Added missing Lead Engineer loadout to XPTLoadouts.
  • Set Explosive Specialists to Engineer to see if that fixes them being unable to defuse IEDs/mines.
    • Unknown if this will actually solve the problem as default ACE Explosives settings don't require Engineers to defuse bombs- EOD is a separate toggle on unit ACE settings, and Explosive Specialists were already set as EOD.
  • Briefing has been updated with a META section including instructions on how Bard/Cleric and Artificer are intended to operate as aerial and ground-based logistics teams.
    • Additional instruction has been added informing Zeus players that spawning replacement helicopters that aren't UH-60Ms is restricted.

Version 2.2.2 (Auditor changes)

  • synced respawn module to Unarmed M1151

Version 2.2.1 (August 16th, 2021)

  • All triggers set to server only

Version 2.2 (August 16th, 2021)

  • Additional IEDs and mines added to the AO
  • Replaced half of the enemy tanks with APCs/IFVs
  • Added a ground-based logistics team and an accompanying unarmed M1151
  • Set all of the Bradley and UH-60M crew units as engineers and added toolkits to loadouts missing them
  • Changed Hold waypoints for enemy helicopters to Move waypoints with timers for proper delayed takeoffs
  • Removed trees at both ends of the runway for easier takeoffs/landings for A-164s

Version 2.1 (July 27th, 2021 - Auditor Changes)

  • All triggers set to server only

Version 2.0 (July 11th, 2021)

  • Replaced A-10 Thunderbolt IIs with A-164 Wipeouts
  • Adjusted A-164 Wipeout pylons (2x Falchion-22s, 2x Macers, 6x Scalpels, 4x GBU-12s)
  • Replaced M7 Bradleys with a M2A2 Bradley and a M6 Linebacker
  • Replaced SOFLAMs with LRTVs
  • Added binoculars to roles that were missing them
  • Added fortified positions to the town of Ruha and the town of Nyrhilanmaki
  • Added a few side objectives in some of the target locations
  • Added Show / Hide modules synced to a majority of AI to (hopefully) reduce performance impact
  • Added task markers (Centers of target areas only, with the exception of three secondary objectives at the field HQ area)

Version 1.0 (June 14th, 2021)

  • Initial Release