Battle of Foy - Stress Test NA - looking for players

( special thanks to @frenk4 for this amazing edit. he told me it’s not final, but it will do for this stress test )

greetings fellas.

sorry for the thread, but i’m looking for to get a few players from America to test stress my own mod.

the goal is to understand if the mission is laggy, or if the european servers are the problem.
which i cannot find out on my own.

if anyone is willing to join this small test, let me know.

or find my open session through customs and join.

should only take around 3<5 mins

keep in mind that spawns 2 ( germans are not setted up… because it’s a pve )

and i cannot work around the team balancer.

but, 2 players should be able to join as i’m already on the germans to work as a " team balancer filler ".

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I’d gladly help… If I weren’t at work.

Quite curious to see how this pve turns out :thinking:

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well, as of yet, the only people i know tried my mod, were @iso_seppo123 and @Devenddar

they liked it, but…

you can actually run it in local without any issues ( of course, when you have time… ) :

https://sandbox.enlisted.net/post/5aG9OKi5LiuCMXTB/manifest/18/ ( hardcore historical accurate with custom made loadouts generally, a much slower phased experience similar to hll)

https://sandbox.enlisted.net/post/QrGSFP3CZzkjLZlE/manifest/11/ ( arcade with your own weapons and vehicles, a simple invasion with no restrictions and more in line with the default enlisted experience )

although i’m trying to understand if you can play it with another friend ( i mean, you can, but i don’t know about the stability )

us, EU players are forced to host it in solo, or through NA servers. since EU servers cannot launch the mod with serveral issues ( 1, does not start 2, if it starts, you need to leave and rejoin or you won’t be able to spawn ) . which, if i try to lunch it as NA, it’s laggy.

i gotta understand if it’s a region issue or what not.

also, Iso, can you tell me which timer you are talking about?

when attacking? or defending

also, what does it say.

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When i was attacking as the americans. I had blown up the flaks and i was in the capturing phase. The timer appeared and after 2 mins i lost

can you describe me better the situation?

for example, were all 3 AT cannons blown up?

only 1?

how were your reinforcement points looking ( value ) etc

unfortunately, as i made the map, i kinda know all the enemy locations, so i end up speed running it in under 8 to 10 minutes.

Yeah it sounds interesting, but I also work all day. Lol

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welp…

it seems just my usual luck.

a shame console players cannot host missions on their own unless featured in mods digest…

Really? Well it don’t surprise me one bit. You people know how I think the devs feel about console players. Lol

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Unfortunately I cannot remember the exact situation. If i remember correctly all aa guns were destroyed but i might be wrong. I also cant remember how many points we had left

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okey, it should be fixed. and the time should have been removed.

( theoretically. )

but, it would be great if you could record what you do, and see what happens, and more circumstances, because it might not be what i fixed.
it’s optional, but would allow to me see what happens better… since the game doesn’t make replays in solo / 1 players matches…

The video looks great. How big is the map?

not a whole lot because it’s custom made.

which you can’t go crazy or the servers won’t load them ( unironically, it had troubles to load this one in the HA version and still does. unless you’re planning to host it in singleplayer. that way, it won’t have any issues loading. )

so… unfortunately it’s very short. but i tweaked speed actions so it doesn’t… technically feel short.

I admire the build. Did you use historical reference? With the advent of all the apc vehicles, the maps now in game suddenly feel really small. That said, variation is good. Forgotten hope 2 did one of the first great Foy maps. I hope this one makes it into the game.

for loadouts, weapons, equipment, vehicles in use, and appearance of both the americans and germans, yes.

the map it self, i don’t think it’s a 1 0 1 recreation. mostly because the real foy was actually smaller and more open.

not really enjoyable for enlisted standard. so i based everything around the church and losely inspired to the band of brothers foy.

( primarily the first scene in the hay stacks ) and towards the middle with the AT cannons. )

so, it’s 80/90% historical within enlisted standards and limits.

eh… dunno about that.

i feel like it’s not really suited for standard games. mostly because it’s small, and planes would make a mince of infantry and vehicle in such a smaller map.

but thanks for the kind word :wink:

also, my own mods are made around pves.

not really for pvps.

speaking of pvps, i am collaborating with @Bazsi37 which he might publish a pvp version of my map.

so players can have at it if they wish.

he is prolly better for that sort of stuff than i am. ( in term of designing and logic for missions and what not )


The timer appeared here.

but i just got rid of the timer:

  _template:t="zone_bidirectional_one_chain_box+cap_penalty"
  transform:m=[[93.3004, 0, 41.6122] [0, 60.8894, -0] [-44.8568, 0, 100.575] [-810.859, 34.5346, -479.062]]
  capzone__activateAfterCap:t="sector_2"
  capzone__activateGroupNameAfterTeam1Cap:t="session_finalizer"
  capzone__alwaysShow:b=yes
  capzone__canCaptureOnVehicle:b=yes
  capzone__canCaptureByPresenceDomination:b=no
  capzone__caption:t="Clear And Secure The First Section"
  capzone__decapTime:r=60
  capzone__icon:t="%ugm/foy_bastonge.png"
  capzone__owningteam:i=0
  capzone_timer__isSet:b=no
  groupName:t="sector_1"
  capzone__onlyTeamCanCapture:i=1
  ui_order:i=4
  capzone__capReward:r=300
  capzone__maxCapDecapSpeedMult:r=1
  capzone__capTime:r=150
  capzone__maxTeamPresence:i=10
  capzone__activateAfterTeam3Cap:t=""
  capzone__activateAfterTeam1Cap:t="sector_2"
  capzone__capRewardTeam1:r=200
  decal__id:i=0

  "capzone__activateBidirectionalChoice:object"{
    sector_2:r=1
  }
}

and the time is not even in the team anymore.

entity{
  _template:t="team_usa+respawn_creators_team"
  team__winTitle:t="Foy Has Been Secured. And The Germans Have Been Repelled."
  team__squadSpawnCost:i=100
  team__deserterSubtitle:t="You Will Be Court Martialed For This"
  team__loseSubtitle:t="Foy Remained In German's Hand."
  team__score:r=1000
  team__scoreCap:r=1000
  team__roundScore:i=0
  team__zeroScoreFailTimer:r=200
  team__firstSpawnCostMul:r=0
  team__briefing:t="""
  ( Press F1 )
- Clear Out and secure the Town of Foy, Neutralize The 3 Germans 88s
- Repell The German Counter Attack Coming From The Woods
"""
  team__vehicleSquadSpawnCost:i=150
}

like, the timer is for 0 score. when attacker tickets reaches to 0

not for objectives.

I downloaded the most recent version in the sandbox

@Devenddar

does failTimer needs to be on -1 or 0 if i don’t want it?

weird… in 17 minutes still no timer appearing.

are you sure you downloaded the newest version?

hard to tell… but it’s not really your fault either, because sometimes you need to remove the old one, download the newer version, remove the newer version too, and download it for the second time. ( this happens if the mod has the same name )

it should get the right version ( portal things… )

does failTimer needs to be on -1 or 0 if i don’t want it?

-1 in general means disabled

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