Last active 2 days ago
@Cobra Re: Disabling vs destroying insurgency installations....you can still blow them up if you wish. However, and this is why we introduced the new system, it was getting to the point that half of a village would need to be blown up to disable the installation and there was no way at all to remove a roadblock as you couldn't blow them up.
I agree that it's more satisfying blowing a building sky high..but at the same time...it's not a very effective way of winning the hearts and minds of the local population if you blow half of their village away.
If you blow up the building now, there is a cost to it. Yes, you remove the installation, but you also increase hostility as you are destroying the Civilian property in the process, which in my opinion, is a good thing.
I absolutely agree that Spyder's Civ interaction needs to be in ALiVE. End of statement. It's an absolute necessity for immersion within Assymetric campaigns.
I would LOVE to see more immersive tasks for Insurgencies as well....have a task that generates a Convoy from point A to point B that needs to be escorted and protected from insurgent ambush....have a task that identifies the local insurgent commander in the region and provide massive bonuses to capturing the target rather than killing them.
Tapping into more of the actual strategic objectives and using those for the tasks is my biggest wish. There have been improvements, but it can be so much more IMO.
Nice! We love seeing CFP missions on Steam!
We actually have a massive..and I do mean massive...update coming Friday. I believe...at last count..after our update tomorrow we will be at a total of 50 new or revamped factions. Of the top of my head update includes:
US Navy Seals Arid/Desert faction
US Navy Seals Jungle/Woodland faction
75th Ranger Regiment
Israeli Defense Force
Hamas Al Qassam Brigades
Islamic Republic of Iran Armed Forces
Central African Rebels
Sudan/Darfur conflict factions (5 or 6 different factions)
Completely revamped/overhauled German CUP KSK (Desert and Woodland factions)
Plus a ton of newly acquired assets, redone textures, completely redone Crye Uniforms and probably some other stuff I can't remember.
Yes, if you do not turn off VCom on the placed Arty units, VCOM will use them for fire support.
Al Rayak is another great map for insurgencies and conventional that is Middle Eastern style.
I'll be honest....I'm more focused on CFP faction centered campaigns now. I don't really use RHS/Project Opfor. Yes, the units are pretty...but there are just too many quirky issues with RHS units in game. CUP/CFP units behave much better. And we are greatly enhancing the "pretty part" of CUP too with CFP.
For an insurgency I blacklist a 500-1000 meter radious around the player base from IEDs, objectives etc. so the players have a "clean" area to gear up. That's pretty much it. I'll typically have the Blufor friendlies set to only patrol major areas..with players responsible for taming the smaller, more remote villages and towns. Finding the balance on friendlies between overpowering insurgents and getting annihilated by an overwhelming tide of insurgents is the challenge.
I have Zeus enabled but I rarely (more like never) use it to spawn in Opfors, etc during an actual ALiVE campaign. It's more of an insurance policy if a vehicle needs replacing, things get "fubared" in game and need a god like fix, etc. I find that the combination of VCOM plus ALiVE more than provides enough dynamic situations for my group on our server. That being said, I've thought about doing a purely Zeus mission but it just doesn't appeal to me as much as it does to some folks. I've played a Zeus mission with some folks and did have fun..I just prefer not knowing where and what is gonna happen.
But I always have a Zeus enabled on my campaigns for the reasons i posted above...insurance against shenanigans and hijinks derailing a campaign. Too many helos hovering overhead that won't go away? Zeus removes them, etc.
Get Github for Desktop..then add the VCOM github to your repository. Choose the branch that has the fixes and select to clone that repository.
I am guessing none of you have been in any large milsim units, because this is honestly a VERY humble mod-list.
I haven't been in a large milsim group...but I have run my own server for 3 years and built about 293874832 missions using 294874578239 mods.
I only want 30 groups of AI on the map at any given time, to limit the amount of time the AI FSM's take up the scheduler, what undesirable behavior would I see? 144 active groups of AI is a INSANE number, and I feel it's just a terrible benchmark.
The chances of actually getting 144 groups virtualized at once are slim to none unless you have a player in 30 different locations on the map at once. I've used the default with 1 HC on my server and my server FPS rarely dips below 35.
If you drop the group levels down, what COULD happen is that you'll have enemy AI spawning in behind you or on top of you which is not good.
Content mods (spec4vest, TAC VEST, TRYK, and the various Weapon Mods) also should not impact the performance of ALiVE. If these do, will someone please explain why?
They don't. But running VCOM on top of VCOM AI Driving on top of ASR AI on top of ACE absolutely will affect your server FPS. And Running ASR AI in conjunction with VCOM AI is a very very bad idea. On top of that...I can verify that as of right now, Dominic (Genesis) has some code cleanup needed to be done on VCOM because after running for 6-8 hours on your server, it will cause your server FPS to plummet and will negate your ability to save your server as well. It's still the best AI mod out there IMO, but needs an update and Genesis is trying to get his Dissension mod pushed before he updates. So I'd recommend dropping VCOM for the time being.
That doesn't sound like proper behavior. We just finished a conventional campaign on Altis last week and I can assure you that the Enemy sent a ton of Helos up for attacks and patrols.