Jump to content

Ghost Recon: Heroes Unleashed


ApexMods
 Share

Recommended Posts

18 hours ago, Jose21crisis said:

Question: I completed the Ghost Recon campaign and I'm proceding to Desert Siege now. I noticed that, on the DS intro scene, the boss man (Ashenafi Abate or something like that) holds a Desert Eagle, and that model appears to be the one from SOAF. The point is, why no (at least NPC only) Desert Eagle yet?

Err... because it's an unreliable much too heavy and much too loud overpriced Hollywood-style muzzle blast pistol with close to zero practical use? On the other hand, it does fit that African warlord quite nicely, so maybe for NPC only. BTW, well spotted, Jose! Never had a closer look and always thought it was a nickel-plated 1911 he's swinging about in the Desert Siege intro. Weird that our fanatical gun-identifying friends at IMFDB haven't picked up on that chrome Deagle yet.

17 hours ago, Rocky said:

Comment: I think it's awesome the level of detail you guys pick up on!! I would never have noticed that.!

Says the man who picks up on incoming email notifications in the tiniest corners of YouTube videos and 1/10th of a second Easter egg cameos in Westworld episodes. Priorities, dude. Priorities. :)

  • Like 2
Link to comment
Share on other sites

13 minutes ago, ApexMods said:

Says the man who picks up on incoming email notifications in the tiniest corners of YouTube videos and 1/10th of a second Easter egg cameos in Westworld episodes. Priorities, dude. Priorities. :)

Haha, point taken.

  • Like 2
Link to comment
Share on other sites

So I dont know if Im doing something wrong. But I put the difficulty down to Recruit, and my AI teammates really cant seem to fight at all. Its frustrating because I like to play No Death style and these rebels are just massacring my trained ghosts. Im getting this problem on the HU campaign. 

Link to comment
Share on other sites

Even if I switch to spectator mode and leave the fighting completely to my AI buddies, they usually take care of business pretty well (actually that's one of the new ways I sometimes play the game with beta 9, trying to complete missions with as little human intervention as possible). So what you describe is definitely not normal.

Admittedly, I never play on Recruit difficulty myself (the unlimited ammo kills it for me), but nonetheless that should not happen. Have you tried playing on Veteran to see if the problem persists? Do you experience other weird anomalies? Is your GR installation fully patched to v1.4.0.0? Did you restart the game after activating the mod?

  • Like 2
Link to comment
Share on other sites

First of all, if you're using the Steam or GOG release of Ghost Recon, your game should be fully updated. Otherwise, to check your current Ghost Recon version, deactivate Heroes Unleashed and other third-party mods, and then restart the game. The version number will be displayed at the bottom right of the main menu screen.

Alternatively, and again this only applies to non-Steam/GOG releases, you can try re-applying the 1.4.0.0 patch again to make sure. You can find the update patches for the English version of the game within the Heroes Unleashed XTRAS folder under "GR Update Patches".

Finally, make sure to issue appropriate movement and combat RoE (Rules of Engagement) to your AI team. By default, buttons 4-6 issue movement ROE orders "Hold", "Advance", and "Advance at All Cost", while buttons 7-9 issue combat ROE orders "Recon", "Assault", and "Suppress". Regardless of your RoE, your soldiers will always seek available cover when you stop moving. The formation you move in changes depending on whether you have two or three soldiers in your fireteam. Setting waypoints and firing arcs limits a fireteam's movement and enemy engagement autonomy.

All that being said, the performance of your AI teammates indeed also depends on the situation they find themselves in, e.g. I have observed that they'll often perform much better when left to make their own decisions rather than being micro-managed all the time, but your mileage may vary. Always keep in mind though that enemy AI in HU will put up much more of a fight than in the vanilla game, and to get your team through a mission without friendly casualties is a lot harder.

I'd also recommend reading the "GAMEPLAY & STRATEGY TIPS" section of the mod's documentation (the "PLEASE READ ME" file) for general hints.

  • Like 1
Link to comment
Share on other sites

@ApexMods

 

Hey there. some peages ago you said you were interested in any contribution to HU.

 

I'd like to know if you are interested in Art / Drawings that can be used for "press-release-like" stuff, propaganda, illustrate videos and manuals, etc.

 

If yes, here is an example of something I did. I could provide a Full-Collor digital version of it, if you think it could be useful somehow.

 

Let me know =]

IMG_20161122_0001.jpg

  • Like 4
Link to comment
Share on other sites

15 hours ago, ApexMods said:

First of all, if you're using the Steam or GOG release of Ghost Recon, your game should be fully updated. Otherwise, to check your current Ghost Recon version, deactivate Heroes Unleashed and other third-party mods, and then restart the game. The version number will be displayed at the bottom right of the main menu screen.

Alternatively, and again this only applies to non-Steam/GOG releases, you can try re-applying the 1.4.0.0 patch again to make sure. You can find the update patches for the English version of the game within the Heroes Unleashed XTRAS folder under "GR Update Patches".

Finally, make sure to issue appropriate movement and combat RoE (Rules of Engagement) to your AI team. By default, buttons 4-6 issue movement ROE orders "Hold", "Advance", and "Advance at All Cost", while buttons 7-9 issue combat ROE orders "Recon", "Assault", and "Suppress". Regardless of your RoE, your soldiers will always seek available cover when you stop moving. The formation you move in changes depending on whether you have two or three soldiers in your fireteam. Setting waypoints and firing arcs limits a fireteam's movement and enemy engagement autonomy.

All that being said, the performance of your AI teammates indeed also depends on the situation they find themselves in, e.g. I have observed that they'll often perform much better when left to make their own decisions rather than being micro-managed all the time, but your mileage may vary. Always keep in mind though that enemy AI in HU will put up much more of a fight than in the vanilla game, and to get your team through a mission without friendly casualties is a lot harder.

I'd also recommend reading the "GAMEPLAY & STRATEGY TIPS" section of the mod's documentation (the "PLEASE READ ME" file) for general hints.

Thank you, and Im sorry for getting salty earlier. I was just trying for like 40 minutes on the first mission of the HU campaign over and over. I still really love the mod.

 

I usually only play with one fire team because I found I was never good at strategy mid combat since I play the "No Deaths" rule. One reason why I like GR so much over RB6 is because you are able to change the plan mid mission.  

  • Like 1
Link to comment
Share on other sites

20 hours ago, LeBaron said:

@ApexMods

 

Hey there. some peages ago you said you were interested in any contribution to HU.

 

I'd like to know if you are interested in Art / Drawings that can be used for "press-release-like" stuff, propaganda, illustrate videos and manuals, etc.

 

If yes, here is an example of something I did. I could provide a Full-Collor digital version of it, if you think it could be useful somehow.

 

Let me know =]

IMG_20161122_0001.jpg

I hope you are entering our Art competition, with skills like that!

  • Like 4
Link to comment
Share on other sites

Nope, that's not the mod's fault, there's all kinds of floating things in the vanilla game, just as there are misaligned walls, gaps in the ground, holes in mountains and rock formations etc. (I'm surprised nobody noticed the trees floating in mid-air in e.g. D08). Without access to the original map models there's no way to fix these issues, yet.

Link to comment
Share on other sites

Something interesting happened during a black op XL on the castle night map. We spawned right beside the enemy stronghold, where the warlord we were supposed to capture but eventually killed was and the POW that we had to rescue but ended up hit by suppressive fire was. But we also had a VIP who caught a round and got killed.......funny thing is that the onjective of "Get VIP to extraction zone" was listed as completed instead of failed, like "Capture warlord" and "Rescue POW" ended up. Basically everyone but the team got hit during that op (or was saved by armor).

Link to comment
Share on other sites

I was using a custom-made "Legacy Missions" addon (which I use for my walkthrough), that uses the base mission scripting, Droppy's Realism Mod weapon selection for the AI and HU actors. The zones where the player can spawn are less than on the HU version. What about the "VIP killed yet objective was completed" thing?

Also, good thing you found a way to fix the CTD on the Battlefield (M08) and Mountain (M14) maps of the base campaign.

Link to comment
Share on other sites

Believe it or not it worked pretty much flawlessly with b8, although I never did a Black Op XL on Castle Night back when I had b8, pretty much everything worked properly. The same happens with b9........with the exception of that specific incident. Either way, now I'm going to consider deactivating the "Legacy Missions" addon when not recording.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...