Initial Platoon/Company size for mil and civ objective

  1. ‹ Older
  2. 8 years ago
    Edited 8 years ago by HeroesandvillainsOS

    So two quick questions for you guys regarding Assymetrical:

    1. In practice, is it recommended to have multiple duplicate civ/mil placement modules or one of each with a higher platoon/company size? I currently might place one civ platoon at 30 and another at civ platoon at 60 covering the same AO (placed on different civ objects). Would it be cleaner or recommended in any way to just place one but have the company size be 100? I know 90 and 100 are not equal, just using this as an example where the figures are close. I guess I'm just not sure how well distributed profiles are made around the map with only one module. This is why I place several, to make sure most of the areas have activity. Is that bad practice?

    2. What do you guys like to do on smaller maps? Specifically I'm making a mission on FATA which basically has to cluster all spawns in the center of the map. I'd say it equates to a 5x5KM radius. Maybe less. I'm finding it difficult to balance the modules to spawn enough enemies for each encounter, versus spawning too many profiles all at once and killing my FPS when in this radius (I'll get 60 FPS when off the grid at my base but 20 or under in the towns where the modules are).

    Could someone give me an example for how they like to set up the modules for maps like this? I currently have two civ modules with Platoon 60 and one mil module with platoon 60, and the Virtual AI Active Limiter at 20 which seems too much for my performance because of the cluster of spawns. However, when I reduce the initial platoon size to 30, the enemy groups seem a little thin and encounters are a little too easy.

    Would I be better off having maybe two modules only (one mil and one civ) with Platoon 60 and just living with the small force size hoping it may increase after they recruit some civs?

  3. For a map like FATA (smaller). I would do this (I'm actually designing one w 75th rangers on FATA now)

    1. I'm setting Opfor to one Civ module objectives only. No mil module. I'm manually placing Opfor starting units myself to better control starting strength.

    2. Blur or I set to one military module, platoon 60 size. No vehicle spawns. I'll manually place some hummers, etc. little to no air support.

    3. Sync the blufor module to the Opfor commander. I don't sync blufor to the Opfor Civ module.

    I do this for a few reasons. One...it keeps US forces in military installations and allows the actual civilian patrolling to be done by my player forces. It's not a big map and I want my players to have as much "action" as possible. Also, I don't have "overkill" in the amount of firepower I can drop on Taliban strongholds...keeping the combat in line with my goal...intense man to man firefights.

    That's my general strategy for 5x5 size maps with insurgency missions.

  4. Edited 8 years ago by HeroesandvillainsOS

    @AUTigerGrad For a map like FATA (smaller). I would do this (I'm actually designing one w 75th rangers on FATA now)

    1. I'm setting Opfor to one Civ module objectives only. No mil module. I'm manually placing Opfor starting units myself to better control starting strength.

    2. Blur or I set to one military module, platoon 60 size. No vehicle spawns. I'll manually place some hummers, etc. little to no air support.

    3. Sync the blufor module to the Opfor commander. I don't sync blufor to the Opfor Civ module.

    I do this for a few reasons. One...it keeps US forces in military installations and allows the actual civilian patrolling to be done by my player forces. It's not a big map and I want my players to have as much "action" as possible. Also, I don't have "overkill" in the amount of firepower I can drop on Taliban strongholds...keeping the combat in line with my goal...intense man to man firefights.

    That's my general strategy for 5x5 size maps with insurgency missions.

    That's a really cool approach for this map! I use a lot of your missions as a guide for me but FATA has me stumped. Thanks for the advice!

    So you only have one module per-side right now? One Mil for BLUFOR and one Civ for OPFOR? What are you setting the initial force size to for OPFOR? 100?

    Also, how are you approaching populating the hills and valleys? I have two Custom obj modules now, both set to spawn medium HQ's. It makes creeping around the hills pretty scary at night! :) Are you manually placing units in these areas or was that just in the cities?

  5. Edited 8 years ago by AUTigerGrad

    Opfor initial size doesn't matter because I'm setting their module to objective only and manually placing the starting Opfor units. Those forces will grow after recruiting from the local civilian population. What that also does is allow me to control the size of the initial groups. Using my "go to" Taliban/Al Qaeda unit pack of CAF Aggressors I am starting with a few 4 or 6 man teams spread throughout the map. I also have 3 different custom objectives set up at specific locations to represent Taliban remote camps in the mountains. I also added a few technicals to add some extra "spice" to the mission.

    I sync the Taliban commander to know about the US Army Military locations..but I don't sync the US Army to the Taliban modules because I want there to some mystery as to when and where the Taliban are operating from.

    Close Air Support on this map is overkill as is Close Air Transport in my opinion. With a map that is only 5x5...it plays better and flows better if all transport is ground transport. So I'll supply my player FOB with appropriate Humvees and light armored vehicles.

    I'll use my typical complimentary mods/modules such as ACE and Spyder's Addons for vehicle/recruitment spawners. I'll also add my Middle Eastern ambient sound pack as well.

    I've also created some of my own custom compounds to use as Taliban headquarters complete with Jihad propaganda, etc. Then I'll set those as Taliban custom objectives for my forces to raid.

    That's my setup. Should be a good time for a 4-15 man coop night.

  6. Edited 8 years ago by HeroesandvillainsOS

    A night I look forward to. Let me know when it's up. As if the custom sounds you're using aren't amazing enough. Yeah I can't wait to see the compounds. :)

    And thanks so much for the detailed response. It makes perfect sense now. It's a great map and I appreciate you sharing your mission making expertise with me. It'll make editing what I have much easier now.

  7. Edited 8 years ago by HeroesandvillainsOS

    Quick question: How do you limit the BLUFOR mil obj spawns from patrolling and obliterating the heck out of most of the city before you and your team have a chance to thoroughly patrol? LOL! I put a lot of your principals in place (the mission is much better), but my (mil obj platoon 60) side just wiped the floor with the first wave of OPFOR spawns. The city was nearly empty other than civs after about an hour. My player squad didn't do much.

    Just to note, I have the BLUFOR mil obj not synced to the OPFOR OPCOM, with OPFOR OPCOM synced to the objective, and have limited my side to infantry only via the the placement and Logistics modules. Are you blacklisting their spawn area at all or having them ignore small objectives (etc)?

  8. Deleted 8 years ago by HeroesandvillainsOS
  9. @AUTigerGrad I'll also add my Middle Eastern ambient sound pack as well.

    @AUTigerGrad what's this sound pack you're referring to? I'm looking for exactly this type of thing for one of my missions right now!

  10. I found that with FATA, the OPFOR insurgents sometimes throw too much weight at the BLUFOR military placement rather than trying to recruit and make factories in civilian areas, and consequently get wiped out pretty quickly. One way around this is to create low(ish) priority custom objectives that don't spawn any units, place them over BLUFOR bases that you want the Taliban to eventually attack, then sync them to the Talib OPCOM only (not BLUFOR). As AUTigerGrad suggested, I also wouldn't sync BLUFOR OPCOM to the OPFOR civilian placement. OPFOR just get wiped out before they can pick up strength.

    Another option is creating an Objectives Only civilian placement with an "ignore small and medium objectives" filter (do check this first - it may not pick anything up on FATA!) synced to the BLUFOR so it will clear large towns autonomously but leave the smaller areas for the insurgents. This works well for my scenario as it's the smaller, backcountry areas where insurgencies start up usually, then move into the bigger areas once they have picked up enough strength / momentum.

    If I want a hotbed of insurgents, I'll create a high priority, large custom objective with some OPFOR spawns (no composition) synced to the OPFOR OPCOM only, and place that over the town I want to see crawling with Terrance.

    For unit counts, I use no more than 100 BLUFOR and around 60 OPFOR. This keeps frames high and means that BLUFOR don't overpower OPFOR, but also that once OPFOR gets a foothold, they won't automatically overrun BLUFOR.

    Earlier on you mentioned finding units in hills and mountains. A really good way to get this is to place OPFOR units using a military placement module with random camps set to high and no filters, then blacklist out all the areas you don't want camps to appear. This keeps some element of mystery if you play your own missions.

    FATA is divided roughly into four equal squares of mountains, with roads and urban areas going through the middle (both north / south and east / west) and around the outside. However, not much exists in the mountains. So I have seven blacklist markers, three long thin ones for the outside edges (SE, SW, S - I leave the north as free reign for the insurgents so they can get a foothold somewhere), two long thin ones for the east to west riverbed area and the north-south road / central urban area, and two smaller blacklist markers for the two BLUFOR FOBs that are slightly off-centre. This creates about 10+ OPFOR camps in random locations away from roads in the hills, and plenty of activity all over the map.

  11. Edited 8 years ago by HeroesandvillainsOS

    Great great advice Incontenenetia!

    Earlier on you mentioned finding units in hills and mountains. A really good way to get this is to place OPFOR units using a military placement module with random camps set to high and no filters, then blacklist out all the areas you don't want camps to appear. This keeps some element of mystery if you play your own missions.

    Yeah, I manually placed 4 camps around the roads near the mountains but it's a real buzzkill knowing exactly where the enemy camps will spawn. I didn't realize "random camps" literally meant random. I thought they relied on objects so this is really good information. And if I'm reading you right, you've pretty much blacklisted the urban areas and areas with civ/mil objects which makes sense seeing as you want them in the mountainous areas only. Good idea man! Being surprised is a big part of what I'm looking to do. I will do this immediately!

    One way around this is to create low(ish) priority custom objectives that don't spawn any units, place them over BLUFOR bases that you want the Taliban to eventually attack, then sync them to the Talib OPCOM only (not BLUFOR).

    I'm actually not using a BLUFOR Military Placement module at all. I have only one BLUFOR Placement module and it's a Civilian Placement module set to Platoon 60, placed on the southern most portion of the urban area, in an attempt to keep my friendly spawns as far away from the city center as possible. Unfortunately, due to lack of any objects on the map that's really the only place I could think of putting it. Do you think I should use a Military Placement module instead?

    To paint you a picture, my main base is the one on the southern left most area of the map. Though it doesn't actually show up as a military object. This is why I placed a BLUFOR Civ Placement module on the southern-most part of the city. So my guys would spawn as close to me (the south) as possible and the southern-most area of the map would be "under my control." With middle, north, east and northwest being under OPFOR control.

    What's happening now is that even though I don't have this module synced to the OPFOR OPCOM, it still feels like they must be aware of OPFOR objectives because my units are immediately attacking the city center, wiping enemy forces clean. I have to wonder if where I'm physically placing this module is what's causing my issues? My guys are pretty much spawning directly on the OPFOR right now. Do you think I should use a Military Placement module instead and/or try to find a place to put it that's farther away from the center of the map?

    If I'm reading the quote above correctly, I take it doing this would be done in an attempt to keep my side on their toes and bunkered down more, and held closer to my base, because the base itself would be under attack more? It's a great idea.

    Another option is creating an Objectives Only civilian placement with an "ignore small and medium objectives" filter (do check this first - it may not pick anything up on FATA!) synced to the BLUFOR so it will clear large towns autonomously but leave the smaller areas for the insurgents.

    I like this idea a lot too. That's exactly what I'm looking to accomplish. I want my spawned guys focused on the big stuff with the outskirts and shacks being all mine. :) Brilliant! Thanks for this.

    And I appreciate the detailed reply!

  12. You should have Blufor w a Mil placement module. There are several depots, factories,and FOBs on FATA that Blufor would spawn in. I'd do that and only use a Civ placement module white listed for the 2-3 largest towns. That will allow the more remote towns to build up insurgent strength.

  13. Edited 8 years ago by HeroesandvillainsOS

    @AUTigerGrad You should have Blufor w a Mil placement module. There are several depots, factories,and FOBs on FATA that Blufor would spawn in. I'd do that and only use a Civ placement module white listed for the 2-3 largest towns. That will allow the more remote towns to build up insurgent strength.

    Will do.

    The way I want to attempt getting this mission going is with modules pretty much exclusively (I like modules over manually placing units because I like the randomness and surprise of how the units spawn). Though I do have some manually placed units in the north with RPG's to keep me honest and not flying around at my heart's content.

    I want to keep both side's inital spawns low. Right now I have OPFOR only spawning 60 units total, with 3 Civilian Placement modules to keep their ability to recruit high.

    So if I place one BLUFOR Mil Obj module, and one BLUFOR Civ Module blacklisted to just the largest cities, what would you say is a good spawn amount? Platoon 30 for each, infantry only? So 60 total units on my side, and 60 total units on the Taliban side; with a shit ton of civs for them to replenish their forces. And random camps. How does that sound? Is that too light for OPFOR?

  14. In my opinion...I would go to the individual unit numbers in each module (infanty, armored, motorized, etc.) and do it that way. For example....Have the Opfor Civilian Obj Module spawn 5 Infantry groups, 2 motorized, and that's it. That way, you still have your randomness of where they are, but you are also absolutely certain of the numbers to start, rather than launch the game and have 100 Taliban groups all over the valley. That's my .02.

  15. Edited 8 years ago by HeroesandvillainsOS

    @AUTigerGrad In my opinion...I would go to the individual unit numbers in each module (infanty, armored, motorized, etc.) and do it that way. For example....Have the Opfor Civilian Obj Module spawn 5 Infantry groups, 2 motorized, and that's it. That way, you still have your randomness of where they are, but you are also absolutely certain of the numbers to start, rather than launch the game and have 100 Taliban groups all over the valley. That's my .02.

    That sounds like the best of both worlds! Should I do the same with BLUFOR? Maybe 3 infantry only in the Mil module and 3 infantry only in the Civ module? Vehicles may be overkill for BLUFOR. Helicopters are WAY overkill. Had to remove those yesterday.

  16. You could...but I set Blufor to 60 and it seemed to be the right amount. Nothing too crazy. Just have Blufor geared toward light infantry so you don't have a ton of M1 tanks and Bradleys rolling all over FATA. I'm sticking with Humvees and MRAPs myself. I'm also placing one Blufor Apache down to let the AI use as it will. I'm not using CAS through ALiVE because I want to keep the combat "mano e mano" and not just call in my CAS to destroy at will.

  17. Just a hunch, but I think you may be misunderstanding how the modules work... I know you'll be aware of most of this, but it's worth going to basics just to make sure you have a complete understanding. Sorry if it's too basic! Also, please do correct me if I'm wrong on any of this. This is just my understanding, but it seems to yield the results I'm after.

    Where you physically place the military placement modules generally makes very little difference unless it's a custom objective. The only real difference it can make is placing a HQ near the module if the module is set to do that. Same goes for adding multiple overlapping Military Placement modules. Unlike the CQB and civilian population modules, they each identify the same things and layering won't make them more efficient or pick up any more objectives. Filters control that. The only reason to have multiple overlapping placement modules is to create different weightings of units (for instance, one for spawning armoured groups in only the large objectives, another for spawning infantry everywhere), or trying to spawn numbers that don't fit with the standard settings (i.e. 300 would take two Civ - 1 x 100 + 1 x 200).

    The best way to see this in action is using each of the modules in debug mode. A civilian placement will identify set civilian locations as objectives within the specified TOAR that aren't blacklisted. If there is no defined TAOR, it will set all civilian locations as objectives across the whole map. Obviously, filtering will change the size of the civilian location that gets set as an objective but you get the idea. Same goes for military placement module. I imagine you probably already know this! But worth reiterating that it doesn't really matter where the module is physically placed.

    Syncing the OPCOM tells the AI commander to attack the objectives identified by the placement module. If you set the module to "Place Units", then units will be placed at all the objectives identified by the placement module (providing there are enough units to do that) and OPCOM will try to use those units to hold the objectives, regardless of where that module has actually been placed on the map. You could even put it way off the map and it will still work pretty much identically. If it is "Objectives Only", then no units will be placed, but OPCOM will try to take those objectives using other available units, according to their priority.

    Think of it this way. These modules essentially define what the OPCOM can "see". If there are no placement modules synced to an OPCOM, that OPCOM is essentially blind and won't try to take any objectives, no matter how many units it has at its disposal. The settings within the placement modules define how many objectives are "revealed" to OPCOM by the module. If there are no filters on the synced module, all objectives of whichever type (civilian or military) will be revealed to OPCOM, and OPCOM will prioritise those objectives based on their individual value, rather than the module location. Having multiple placement modules won't change this value either, or the amount of objectives revealed.

    Thus, if the OPCOM is synced to a military placement module but not a civilian one, it will not "see" civilian objectives, and vice versa. Or if the OPCOM is synced to a filtered placement module, it will not "see" the smaller objectives and will totally ignore them, no matter what happens during the battle.

    So think of these things less as placement modules, but more as objective generators for synced OPCOMs, with the ability to scatter units in and around those objectives. This way, you can get one OPCOM to see all the civilian objectives and only large military ones, while the opposing OPCOM sees all military objectives, but only large civilian ones. So both have safe havens effectively, which works well for asymmetric.

    The reason your BLUFOR are attacking what seem like OPFOR objectives is probably because the Civ Placement module you've synced them to has identified the main urban area as an objective, even though it is on the edge of it, and that this overlaps with what the OPFOR Mil Civ Placement has identified as an objective. So both are attacking the same objective because of their overlapping Mil Civ Placement modules without knowing anything about the other side. Does that make any sense? You can test this using debug mode.

    With FATA, I'd definitely agree with @AUTigerGrad and say use a military placement module for BLUFOR. In my mission, the BLUFOR military placement module TAOR is basically the areas blacklisted by the OPFOR military placement (which is used for random camps). Also bear in mind that the military placement modules will only identify the southernmost base (and a few of the other FOBs / military installations) if you set the military placement module to "No Filter".

    Hope this was useful in some way!

  18. Edited 8 years ago by HeroesandvillainsOS

    Yes. Very helpful! There's a wealth of knowledge in this thread. :) I guess what threw me off about the physical location of the modules was that ALiVE requires civ modules to be placed on civ objects and mil modules to be placed on mil objects. I guess in that way I thought it effected where units spawned too so I really appreciate you clearing that up. That makes perfect sense. I just wrote up a working mission on a notepad at my work trying to combine the advice from both you and Autigergrad. LOL! It works on paper at least!

    Anyway, sort of OT but considering all three of us are working on FATA, is Spyder's Ambience module working for you at all? When I sync it to Game Logic (which needs to be done on FATA) nothing happens. I miss my goats and civs driving terribly. :)

  19. Edited 8 years ago by HeroesandvillainsOS

    Ok. This is more of a note to for me to reference later, but here's a mix-mash of both of your shared philosophies here:

    Overall goals:

    • Limit BLUFOR to around 100 units
    • Limit OPFOR to around 60 units
    • No CAS support but a manually placed chopper near a base for BLUFOR to use if needed

    BLUFOR:

    • Mil Objective 60 units, whitelisted to OPFOR's Mil Objective Random camps areas. Still not sure what effect "No filter" could have.
    • Civ Objective 30 units, whitelisted to 3 of the largest towns

    OPFOR:

    • Civ Objective 30 units. Or, Autigergrad's 5 infantry, 2 vehicles override. Not sure yet.
    • Custom Objective in northern most city with some units, no composition, to simulate a northern most hotbed.
    • Military Objective 30 units. High amount of camps. Blacklisted/Whitelisted to only remote camp areas.
    • Custom Objective. No units. Place low priority modules over BLUFOR base areas in an effort to make OPFOR eventually attack these areas. Place as many as needed.
    • Cutom Objective. Place several (and include some units/installations, or maybe just objectives instead?) in the areas near the city that OPFOR can't populate like they normally would due to lack of Mil/Civ objects.

    Sound decent?

  20. FYI, if you run debug you'll realize that FATA has several smaller villages that ALiVE doesn't recognize for Mil or Civ objectives...mainly in the middle of the map to the right side of the major city on the map. I placed about 5 or 6 Custom objectives on those locales and synced them (all Civ) to the Opfor commander to let him know to place units and installations in those areas at some point.

  21. @AUTigerGrad FYI, if you run debug you'll realize that FATA has several smaller villages that ALiVE doesn't recognize for Mil or Civ objectives...mainly in the middle of the map to the right side of the major city on the map. I placed about 5 or 6 Custom objectives on those locales and synced them (all Civ) to the Opfor commander to let him know to place units and installations in those areas at some point.

    Good call. I think the far left side of the city is sans mil/civ objects too. I really appreciate the help. Seems like I have a pretty solid game plan thanks to you guys. You both saved me several hours of trial and error.

  22. Newer ›
 

or Sign Up to reply!