alive civi problem

  1. ‹ Older
  2. 8 years ago

    Tried Alits and Stratis, vanilla civilians are spawning fine.
    Altis with LOP civilians (LOP_TAK_Civ) works aswell.
    CUP Chernarus and Lingor A3 seems to be able to spawn vanilla civilians fine also.
    No vanilla civilians would spawn on Kunduz or Esseker with or without TOAR.
    Spyder addons civilians work on all maps so far.
    Also getting no radio warnings at all to indicate the problem.

    so it seems to be a specific few custom maps that have the problem.

  3. Are you using CUP or AiATP for the maps?

  4. We are using CUP

  5. On Esseker I have this problem as well. Doesn't affect military units, but civs men do not spawn even when using vanilla. Just the vehicles. I am also using CUP for the map base and it's the only map that is supported by ALIVE I have issues with.

  6. It's possible that since switching to CUP, the map needs a reindex (even though, in theory, they should work fine).

  7. I have done some civ placement module testing on several maps and have noticed problems on larger maps. On Altis most towns get civ spawns, but not all. This is true for civ placement without a TOAR. If you confine one of these no spawn areas to a small TOAR, then you get spawn. Messing with different size and numbers of TOARs have lead me to believe that somehow the civ placement module gets overwhelmed. If the number of settlements is too great, some are simply left out. On Takistan, you can cover about half of the map with consistent civ spawns. If you try to cover more than half, large gaps then appear.

  8. Are you sure you aren't filtering out small priority/size objectives? There shouldn't be any issues with TAOR sizes (I haven't seen any either).

  9. Edited 8 years ago by swatter555

    I was on a limited device earlier which created a less than helpful post.

    I just did a clean test on Altis, no mods except ALiVE. I put in the required modules plus civilian population and civilian placement. The parameters were default (no filtering both) except for placement level, which was set to extreme. No TOAR was defined.

    The results were some major settlements were not recognized by placement module. According to the debug info on the map, the settlement just wasn't recognized. For a quick example, there is a settlement near the ruined castle named Oreokastro that is not recognized. Its a fairly sizable place.

    Obviously when I run Takistan(CUP), I am using mods. In that case, I tested a great many parameters. I tested default tests, where I ran module defaults. I ran different TOARs and no TOARS. I didn't mess with the filters much, because I was not seeing settlements populated in the first place ;-)

    In Takistan, it did recognize all the settlements that I checked. However, as I stated, it wasn't consistent with how it spawned civilians. It did spawn ambient vehicles without problems, though.

    To be very specific on Takistan- I setup a civilian population and a placement module, the placement didn't have a TOAR. I went with default setting first and noticed many settlements were not populated at all. Some were and some weren't. The fairly large settlement near the airbase was barren, though the module detected it. It did populate the smaller settlements on either side of the deserted one, though.

    This is where I started running various tests to figure out the problem. I then setup the placement module with a TOAR that encompassed a few settlements near the airbase (including the one that didn't spawn anything) and that was it. The result was that it perfectly spawned civilians in all the settlements within the TOAR.

    So, then I added another TOAR to the module, one that included a few more settlements- it still worked perfectly. BUT the more settlements that I added to a TOAR, the more sparse all of them became. It reached a point when I covered half the settlements on the map with a TOAR and then the massive gaps began to appear in the TOARs (the same gaps that appeared in the no TOAR test).

    This is what lead me to the conclusion that the civilian placement module reaches a saturation point where gaps begin to appear in the settlements, both in density and in location. Having said that, Altis seemed to handle the civilian modules much better.

  10. Oreokastro not being recognized is just an indexing problem, it has never been an objective.

  11. I suppose it is a problem with Takistan. I also noticed the military civilian objective modules were affected too. The spawning methods showed the same avoidance of certain areas. Perhaps something was messed up in transition to CUP.

  12. highhead

    9 Apr 2016 Administrator
    Edited 8 years ago by highhead

    Oreokastro is an uninhabitated ghost town and therefor not indexed as an civilian objective.

    I don't see any issues with CUP Takistan. No filters or TAORs used, Vanilla CIV_F faction for simplicity:

    Civlian clusters:
    -image-

    With civilians:
    -image-

  13. highhead

    9 Apr 2016 Administrator

    PS: Kunduz doesn't work for civis yet - this will be working with upcoming patch

  14. Edited 8 years ago by HeroesandvillainsOS

    @highhead Oreokastro is an uninhabitated ghost town and therefor not indexed as an civilian objective.

    I don't see any issues with CUP Takistan. No filters or TAORs used, Vanilla CIV_F faction for simplicity:

    Civlian clusters:
    -image-

    With civilians:
    -image-

    In theory, would AiA Takistan be populated the same?

  15. Deleted 8 years ago by HeroesandvillainsOS
  16. highhead

    9 Apr 2016 Administrator
    Edited 8 years ago by highhead

    depends on which classes they use and where the map-objects are placed. We indexed CUP Takistan, so it may differ. Are you getting performance warnings on startup in your RPT?

  17. Edited 8 years ago by HeroesandvillainsOS

    @highhead depends on which classes they use and where the map-objects are placed. We indexed CUP Takistan, so it may differ. Are you getting performance warnings on startup in your RPT?

    Yeah the ususal warning of having more than 80 objectives which I think is just tied to me not filtering OPFOR's mil/civ placement modules enough. I find (with confirmation more of less from Spyder) that missions play fine if kept under 120 total objectives or so.

    I actually expected more, TBH. I have 100 for Force Pool in the Civ Module and 30 Force Pool in the Mil Modue for OPFOR and generally expect something over 100+ objectives with that combination, along with my typical BLUFOR settings, without much filtering on most other maps.

    I was actually going to ask you what kind of OPFOR Force Pool numbers you like on that map in general for insurgencies. I'm thinking of making it 100 total with 2 Civilian Placement modules (on Extreme) so there's ample recruits but the mission isn't an instant firefight when the battle begins. 130 OPFOR Force Pool is sort of nuts on mission start. By the time you make it to that first main city from the northern most airport with the mosque, about 500 km just north of the road while you're heading south you just get bombarded with Insurgents that have the advantage because they come over the mountains and have the high ground.

    Though if AiA is indexed differently, your numbers may not reflect my numbers since CUP appears to be different I guess.

    Also wondering if I should switch it to CUP because you guys reindexed it and I'm having an unsolvable error spam issue currently in my rpts.

  18. Deleted 8 years ago by HeroesandvillainsOS
  19. Edited 8 years ago by swatter555

    I haven't played the vanilla campaign, so I don't know what should or should not be occupied on Altis, but there were other settlements not indexed also.

    I wonder if my problems with Takistan come from some sort of data corruption using Steam Workshop. I have heard of people having severe problems with CUP maps that are downloaded that way.

  20. I started the game with only CUP Core, Maps, and ALIVE (plus CBA I think). I started a clean Takistan with only core Alive modules plus population and civ placement at default settings. I got Highhead's results, everything seemed to work.

    I am going to see if I can pinpoint when I break it.

  21. Please keep us posted Swatter and thanks for fighting the good fight! I love that map so if there's an odd issue, I'd definitely want it to be taken care of.

 

or Sign Up to reply!