Last active 55 minutes ago
VCOM by default will set the AI skill depending on the rank of the unit. You can go in and change the settings (there's even some presets linking in the VCOM AI 1st post on the BI forums) to make them harder or easier, although I think they're about right straight out to the box.
Problem is changing those settings will affect both sides equally.
As Heroes says though, the big advantage is usually gear, and it often a great way to balance things out.
Random Civ AI should not be forgotten.
I know Spyders addon has the ambience module which is cool, but I've also been playing Liberation lately, and watching those civs drive around from place to place is pretty awesome too.
Yeah from what I've seen it's still working fine. Although that was on the higher setting. On the lower setting I'm not so sure.
We're using it for my "Vanilla Insurgency" and it works great. Initially I used the shared presets to increase the difficulty, but then they became too accurate and deadly. Now we're back to default settings and it's awesome.
Easily the best AI mod out there. AI are smart and effective without being insanely difficult.
I'm also running it alongside Persians "Injured AI" script which allows AI which are shot to not die outright, but instead writhe in pain crying out for help, then it gives a chance other AI will attempt to drag them to cover while popping more smoke.
Combine the 2 with say the bloodlust mod and you get some really intense, visceral firefights.
As I say it's the one addon I'm struggling not to add to our "Vanilla only " ALiVE mission.
Hopefully someone can have a go at creating "dickers" or trigger men for IEDs.
Something I really like about the EOD mod is that it will spawn vehicles with IED's attached and a triggerman with a cellphone nearby.
If you kill/arrest the trigger man then the car is safe to approach, if not then the triggerman sets off the IED when you get close.
The problem with this in the EOD mod though is that I can't see any way to specify what cars it uses, so if I used it for my Takistan mission the only vanilla cars you see you would know where potential IED's with triggermen :(
The other thing would be trip mines across doorways. Although that could be a real PITA to make work properly.
I don't suppose there's any chance we could see Spyders civilian interaction/ambiance/CTP finally integrated into ALiVE? I just made a vanilla ALiVE mission for my group and I have to admit that added layer of "immersion" is what I miss most about using no mods.
I may be wrong, but I think the entire Artillery combat support system is kind of unreliable and broken at the moment. I believe it's being completely rewritten.
Usually when you put a mission onto a server and get the flashing screen it means the mission uses an addon that the server does not have loaded in it's mod line.
The flashing is the "helpful" message saying that one or more mods in the mission have been deleted.
Just FYI we built this the other night after clearing a troublesome minefield through one of the Takistani passes.
This was done with R3F logistics, and was the first time half the guys on had actually used it.
*note usually what happens after such a mission is I take screenshots of the construction, then edit the mission adding everything in the editor so it looks the same, then I'll put down a custom objective module at the spot so both sides know to fight over it. I just find this way works best for us.
Civilian crowds was something I tried to get to work to no effect. That sounds amazing.