Asset rules in manual aren't reflected in game
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oldcrankyman
- Posts: 12
- Joined: 2009-03-14 01:07
Asset rules in manual aren't reflected in game
According to the manual, a side may build 6 FOBs, 3ATs, 12AAs, and 24HMGs, which should mean that you can build at least 2 AAs per FOB, but the game will only let you build 1 AA per FOB. WTF?
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stiff
- Posts: 5
- Joined: 2009-11-04 05:47
Re: Asset rules in manual aren't reflected in game
You can build more than six FOBs in a game, it's just that only six can exist at a time.
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Ford_Jam
- Posts: 458
- Joined: 2009-06-19 01:06
Re: Asset rules in manual aren't reflected in game
You may have been in the section referring to CnC?
I don't know... 3 AT's? what is this? :\
I don't know... 3 AT's? what is this? :\
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General_J0k3r
- Posts: 2051
- Joined: 2007-03-02 16:01
Re: Asset rules in manual aren't reflected in game
i think you mixed up CnC and AAS modes if i understand your post correctly.
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oldcrankyman
- Posts: 12
- Joined: 2009-03-14 01:07
Re: Asset rules in manual aren't reflected in game
Here is what the new manual says regarding deployable assets, this is copied and pasted directly from the manual.
Deployable structures
Here is a list of the deployable structures and the requirements for placing
them. Deployable assets can be wrecked (rendering them unusable) with
incendiary grenades, C4, IEDs, tank shells, bombs or heavy missiles . They can
be completely destroyed by further damaging the wreck. Forward outposts
and hideouts can also be wrecked by knifing the radio in them.
Forward Outpost (FO): The forward outpost
serves as a deployable spawn position for the
team. If 2 or more enemies are close by,
spawning is disabled until 2-3 minutes after
they leave or die. Requirements:
Must be constructed within 50m of a
friendly supply crate
The team may have a total of 6 forward
outposts at the same time
Must be constructed at least 200m from other forward outposts
Hideout: Insurgents use the hideout as a
spawn location. If 2 or more enemies are
close to the hideout, spawning is disabled
until 2-3 minutes after they leave or die.
Requirements:
Requested further than 200m from the
closest hideout
The team may have up to 6 hideouts at
the same time
Heavy MG: A deployable heavy machine gun.
Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
Only one other heavy MG may be within
200m distance
The team can have up to 24 heavy MGs
February 5, 2010 Project Reality 0.9 Manual 28
Anti-Tank: A deployable anti-tank missile
launcher. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
No other anti-tank emplacement may be
within 200m distance
The team can have up to 3 anti-tank
positions at the same time
Anti-Air: A deployable surface-to-air missile
launcher. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
No other anti-air emplacement may be
within 200m distance
The team can have up to 12 anti-air
emplacements
Foxhole: A sandbagged foxhole provides
cover against small arms and artillery strikes.
Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
A maximum of 9 other foxholes or
segments of razor wire are within 200m
The team can have up to 100 foxholes
and segments of razor wire in total
Wire: A 10m stretch of razor wire and tank
traps. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
A maximum of 9 other foxholes or
segments of razor wire are within 200m
The team can have up to 100 foxholes
and segments of razor wire in total
February 5, 2010 Project Reality 0.9 Manual 29
Which is pretty clear. Either the manual or the gameplay is wrong. There's only one section in the manual about construction, section 6: construction
Deployable structures
Here is a list of the deployable structures and the requirements for placing
them. Deployable assets can be wrecked (rendering them unusable) with
incendiary grenades, C4, IEDs, tank shells, bombs or heavy missiles . They can
be completely destroyed by further damaging the wreck. Forward outposts
and hideouts can also be wrecked by knifing the radio in them.
Forward Outpost (FO): The forward outpost
serves as a deployable spawn position for the
team. If 2 or more enemies are close by,
spawning is disabled until 2-3 minutes after
they leave or die. Requirements:
Must be constructed within 50m of a
friendly supply crate
The team may have a total of 6 forward
outposts at the same time
Must be constructed at least 200m from other forward outposts
Hideout: Insurgents use the hideout as a
spawn location. If 2 or more enemies are
close to the hideout, spawning is disabled
until 2-3 minutes after they leave or die.
Requirements:
Requested further than 200m from the
closest hideout
The team may have up to 6 hideouts at
the same time
Heavy MG: A deployable heavy machine gun.
Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
Only one other heavy MG may be within
200m distance
The team can have up to 24 heavy MGs
February 5, 2010 Project Reality 0.9 Manual 28
Anti-Tank: A deployable anti-tank missile
launcher. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
No other anti-tank emplacement may be
within 200m distance
The team can have up to 3 anti-tank
positions at the same time
Anti-Air: A deployable surface-to-air missile
launcher. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
No other anti-air emplacement may be
within 200m distance
The team can have up to 12 anti-air
emplacements
Foxhole: A sandbagged foxhole provides
cover against small arms and artillery strikes.
Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
A maximum of 9 other foxholes or
segments of razor wire are within 200m
The team can have up to 100 foxholes
and segments of razor wire in total
Wire: A 10m stretch of razor wire and tank
traps. Requirements:
Must be placed within 200m of a
forward outpost
2 supply crates must be within 200m
A maximum of 9 other foxholes or
segments of razor wire are within 200m
The team can have up to 100 foxholes
and segments of razor wire in total
February 5, 2010 Project Reality 0.9 Manual 29
Which is pretty clear. Either the manual or the gameplay is wrong. There's only one section in the manual about construction, section 6: construction
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[uBp]Irish
- Posts: 1794
- Joined: 2007-01-17 23:47
Re: Asset rules in manual aren't reflected in game
Must be placed within 200m of a forward outpost. 2 supply crates must be within 200m. No other anti-air emplacement may be within 200m distance
Were you trying to place them too close to each other? They have to be placed 200m within a FOB, but can't be placed 200m within another AA station. If you were trying to set 2 AA's up, they might just have been too close.
Were you trying to place them too close to each other? They have to be placed 200m within a FOB, but can't be placed 200m within another AA station. If you were trying to set 2 AA's up, they might just have been too close.

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oldcrankyman
- Posts: 12
- Joined: 2009-03-14 01:07
Re: Asset rules in manual aren't reflected in game
Nope, I was very careful to keep them more than 200m apart, and within 200m of the FOB. When you try, it says you've already reached the limit. Using the rules they have in the manual, you should be able to put 5 AAs around one FOB, but in game, it'll only let you build one, like in the old days. Somebody needs to change the manual, or the game.............that would rock.'[uBp wrote:Irish;1276059']Must be placed within 200m of a forward outpost. 2 supply crates must be within 200m. No other anti-air emplacement may be within 200m distance
Were you trying to place them too close to each other? They have to be placed 200m within a FOB, but can't be placed 200m within another AA station. If you were trying to set 2 AA's up, they might just have been too close.
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Feriluce
- Posts: 334
- Joined: 2009-03-12 18:35
Re: Asset rules in manual aren't reflected in game
Its always been 2 hmg and 1 AA pr FOB. Dont see why that would change. They could probably have worded it better in the manual though.
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oldcrankyman
- Posts: 12
- Joined: 2009-03-14 01:07
Re: Asset rules in manual aren't reflected in game
I understand that, but the manual pretty much says that has changed, but it didn't. Why print a manual if it's not correct?
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Moonlight
- Posts: 211
- Joined: 2009-07-04 20:05
Re: Asset rules in manual aren't reflected in game
It is correct.oldcrankyman wrote:I understand that, but the manual pretty much says that has changed, but it didn't. Why print a manual if it's not correct?
An example: Chineese army has build 6 FoBs at Barracuda,each of them having AA emplacement. Unfortunately 3 of them has been destroyed by the enemy, but USA left AA untouched. Chineese now want to build another FoB and AA, is it possible? YES! Because the limit of AAs on the map per side is 12.manual wrote:No other anti-air emplacement may be
within 200m distance
The team can have up to 12 anti-air
emplacements
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: Asset rules in manual aren't reflected in game
Can someone give me a link to the manual. I read it at some point and lost the link now
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LyfTaker
- Posts: 66
- Joined: 2009-03-12 08:37
Re: Asset rules in manual aren't reflected in game
Project Reality : Battlefield 2 ModSabre_tooth_tigger wrote:Can someone give me a link to the manual. I read it at some point and lost the link now
About halfway down, underlined. I always google what I don't see, sometimes that helps
Oh yeah, I got tactics.......I just suck at 'em
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Sabre_tooth_tigger
- Posts: 1922
- Joined: 2007-06-01 20:14
Re: Asset rules in manual aren't reflected in game
I did try realitymod manual but see it was hidden out in the open there 
Is there a wiki link also, looking for the one which says which maps have which loadouts, etc
Is there a wiki link also, looking for the one which says which maps have which loadouts, etc
