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So, to be accurate, please correct me if I'm wrong, if it says "payment due on October 11th": * if you pay on the 10th server time then your payment will be lost *by the 12th the base will disappear * the 11th is the only day when you can pay, so better not have a vacation or other RL issue on that day?
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Hi, How does paying for territories work exactly? I remember, when I bought my first level 1 territory, I went to try and pay twice to see if that would pay for the next 14 days, but it didn't, the due date didn't budge. Then I logged in late in the day on that due day, and my base was there but all my 6 vehicles were gone. I am not sure it was because I may have been overdue for a few hours, but I am playing on a PvE server, everything was locked and I am pretty sure I had used those cars in the last 7 days, the coincidence is rather strange. Now October 11th is the new due day. It is becoming a bit expensive to experiment with a level 6 base. I am not sure if paying on the 10th will do anything except eat my money like it did with the level 1 base. Then I wouldn't like to lose all my vehicles again if I pay on the 11th a few hours overdue.
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I was unaware of these two options. OK, I agree, these make sense.
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But I did not steal the vehicle, I shed sweat and blood and died 8 times to earn it :). So at least when I know the code I should be able to change it on the spot like it happens with safes.
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While this seems like a usable band aid, in the long run - why? We don't have to do it for safes. It looks more like a feature that was forgotten or left for later than some design decision.
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Hi, I've played and asked people on many servers, but nobody knows: what are the pron magazines for? And in the game? In survival mods like Ravage every bit of paper can be used to light a fire, but here I can't find an in-game use for it.
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Hi, We have an option to change the lock codes on our safes but don't have one for cars. Is there a chance this option would be implemented? With maybe the option to place a lock code onto a "wild" car to make it persistent and lockable like the purchased ones? I believe that there is a strong need for a code change feature for cars. Actually I don't know how people play on PvP servers, maybe a purchased or reward car lasts you a couple of hours or a couple restarts, then I believe you may not need one, but in PvE we tend to keep them for some time. The actual rationale is because of the DMS missions that give vehicles as rewards. Upon completion they flash an access code in a brief popup. There are many reasons why one would lose it, the popup being too brief, other things requiring the player's attention like combat, or just a loss of yesterday's post-it with the code. In fact I started typing a post in the DMS thread asking the dev to set up 0000 code on reward cars then figured out why this is happening: since we cannot change the code afterwards, a certain portion of the cars would have a 0000 code and would be too easy to unlock. So a possibility to change the vehicle lock code would allow missions like the DMS ones to give us cars with a 0000 code. Before I lost my garage due to whatever, I had some purchased ones with my main code, two rewards with fantasy codes I had to keep post-its for, and two that I couldn't lock because I missed the flashing window with the code.
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Funny thing, I came here to talk about this issue and here it is, in the last post. I too have seen this happen a few times. Case in point, last night I take this Hospital mission solo vs 21 units. I kill 19/21, manage to die in the process through sheer stupidity and overconfidence, come back but can't finish the mission. I patrolled about 1 km away from the mission marker in every direction to draw fire, checked all buildings in the vicinity just in case, killed about 20 annoying roaming AIs, spent about an hour in the area, yet the last two never appeared. I am not sure that a feature like DMS_AI_KillPercent would solve the problem. To what would you set it up? 2/21, 1/21 or 5? Whether one or 21 have wandered away, the mission will not be completable by us, non-admin mere mortals. Maybe another approach would work better? For instance, if the player is within 100m of the marker without combat mode for 10 minutes, this means that the remaining mission enemies have fled and thus the player has won? I don't know if it's technically possible to know if combat mode was against roaming or mission AIs, but it would be nice if fighting vs roamers didn't count.
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Hi, I'm probably missing something obvious, but I cannot find a page with a list of official features for the Exile mod. On the server I am playing there are some random missions against NPCs that are appearing, and I am not sure if it's stock Exile or a server-side mod or set of scripts. Just in case it's stock Exile, I'll ask since I'm already here. There are missions like "a Bauhaus truck got stuck, go liberate it", "Bandits stole an vehicle, go and get it", etc. I have a problem with the missions that send me to take a vehicle from the bandits. When you finish it, the vehicle code flashes for like a second at the upper left, and if you start reading it while something else is happening around you you'll miss that code forever. This is not right. Either give us a way to read that message again, or better yet make it 0000 as it is for safes, and finally allow people to change the lock codes on the cars.
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I keep losing stuff. Something new I noticed, is that if I disconnect with my main AR inside the backpack, when I am back all attachments will become unattached, and most of the time just gone. I must be the trader's best Nightstalker customer.
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A new one fresh from the trenches. Not exactly a vehicle blowing up inside the base but linked to improper positioning. So I was driving my prowler at max speed towards the airport when suddenly another car turns onto the road. Panicked, I brake and swerve and find myself on my side on a road side ditch. No problem thought I, I'll just flip it, works fine with the ones at the base. As soon as I hit "flip", the car disappears, then for a second appears at a depth so I only see its roof above the ground, then burrows itself completely. An almost new Prowler filled with gun I was carrying to the vendor. Ah, well... A few hours later, after a restart, I am prowling the area in a shiny new Qinlin this time. In the distance I see what looks to be a vehicle flipped on its side, but hovering by magic about 2 meters above the ground. I get closer, it "activates", falls onto the ground and its 4 wheels, breaking one in the process and getting itself peppered with bullet holes. Lo and behold, it's my Prowler, same code, same inventory contents, about 500m away from where it went underground. PS: I guess placement bug are also responsible in that a lot of the cheap vehicles that spawn in the wild after a restart are broken? Half the karts I find have broken wheels, while about 8/10 quad bikes have some damage to one side that makes it veer to one side, which makes 5-6Km trips rather tedious. Also, some vehicles that spawn on steep inclines have there upper set of wheels buried inside the hill, making them impossible to drive.
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Here is a new construction bug. I stacked 5 crates, the stack in the middle was like the one on the right but with 5 crates. I piled them up by raising them then using physics to drop them on one another. Then I decided to place a newly looted safe in their place. So I emptied them, targeted each and used the "Pack" option. It worked fine on other things like wall panels or other crates at floor level. Then I realized that I couldn't do anything with all of those 4 boxes that were above ground. As crates I could store stuff in them, now that they were packed they were like regular Arma scenery object with no specific option in the action menu, all I'd get when targeting them was "<handgun> in hand". After a server restart they disappeared (thank you BIS, with professionally written code that didn't require constant restarts they'd have stayed forever ). I am not sure whether they still count towards my objects limit like the invisible power generator.
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Here is another construction bug. I had a 45m radius territory. The XM8 doesn't show the max number of objects, I assume it was 90. Server with no mods except Exile 1.0.1. I wasn't paying attention to the number of objects I had placed. So I am on my second floor balcony and place this new floodlight. Then I figure I need to move the generator that wes next to it. As soon as I click Yes on the "do you want to move this object" popup, I get a message about "too many objects" and the generator disappears. It's not on the balcony, not on the ground floor, inside or outside nor in my inventory, yet I hear it humming around the place it used to be. XM8 shows 89 objects. I go pick up a new generator and try to place it, "too many objects" again, but this one stays in my inventory. XM8 still shows 89 items. After a restart, still 89 items and I cannot place more items, although the humming of the phantom generator is not heard anymore (but they all turn off on a restart). So from what I understand, you can place objects until the max is reached, but when it is, if you try to move one, you won't be able to place it back and it will go "poof". It won't totally disappear though, on the one hand XM8 will show the number of visible objects not counting the ones that are lost, but for some other calculations, like the one checking if you can place more, the game will think that you already have the max.
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I won't bother the admin with the safe, I'll loot another one hopefully. But I consider that aborting, or cancelling the move, should bring the item right back to where it was. I don't know if there are technical issues that prevent the code from remembering the initial position of the object, or if there is a bug that makes it apply the change whether Esc or Space was pressed, but I hope it gets fixed sooner than later. All I can say is that I was alone on my territory and nobody else was placing anything at my current object's old position, so nothing was preventing it from going back there. Also, it would be nice, if at all possible, to make the object "red", i.e. its position invalid, if its top is below ground.
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Hi, I went three months back but did not find anything related to this issue. First I would like to say that I am impressed at how well the whole construction system is working in Exile. I was expecting something unbearably buggy with a poor interface, in which it could take ages to properly align 4 tiles of floor with 7 walls and one door, but in reality it's a snap. And I love that you can move or remove anything whenever you want. If only Bethesda had anything that easy to use. This said I found a small issue. Small or big depending on the consequences of course. Say you placed some stairs or a safe, then you want to move them. You try something then decide to go back. When you hit Esc, the item doesn't go back to where it was before you started moving it (which is usually implied by 'Cancel'), but where it is when you hit Esc, making it identical to hitting Space to accept the new position. I noticed it at first by accident. My safe, with lots of guns in it, was the first item I wanted to move for which I changed my mind and tried to cancel the moving process. When you start moving the items, they jump quite far away from you, so in my case it was behind a new wall. I wanted to bring it across the wall into the house but figured I was hitting PgDn instead of End, so it was way below ground. With no visibility on the item I hit Esc to restart from the beginning and poof, no safe anywhere. I thought OK, bug, it disappeared, a rather big loss at the beginning but life goes on. Then I started moving stairs and floors, and noticed that Esc was just dropping the pieces where they were showing at the time, not where they were before the move. So I figured that my safe didn't go poof, but was placed deep underground, which will no doubt puzzle some future archeologists. I am playing on a server with vanilla Exile 1.0.1 and no mods.