Last active 2 days ago
Heads up for everyone,
We are using the latest VCOM update (updated last week) and it is by far the best AI mod I've used, much more so than ASR AI.
We're running UNSUNG on our server and Genesis, as a matter of fact, has been playing with us (creator of VCOM).
The AI will also deploy support units (mortar teams, artillery pieces, etc.) and blast the ever living hell out of you when it gets clear indication of your position.
The AI will also use smoke rounds to cover an assault.
It's a wonderful combination with the ALiVE OPCOM and creates a very aggressive and determined opponent in campaigns.
VERY VERY impressive stuff. Flying units work very well with zero issues as well.
We're always open to new folks jumping in.
OS Tactical Server
PM me if interested.
specifically by Tupolov and Friznit.
Dynamic compositions and fortifications.
Really hope those features make the cut in the near future.
Good stuff fellas.
GREF does work with ALiVE if you group them properly. I have properly configured GREF factions in the ORBATRON shared drive. Logistics will work.
I used the code that JDWang posted in the Vcom thread and it worked like a charm. Logistics helos landed properly, Combat Support Choppers worked properly
Another cool item that VCOM does is if a soldier is carrying explosives..even if he is not designated as an Explosive specialist..that soldier will place mines/explosives when appropriate. It's pretty darn cool.
@Friznit Part of Combined Arms Concept
On the subject of VCOM, it's worth noting that the AI will use any Combat Support mortars/artillery placed. Not sure if there's a way to prevent them using a specific unit, cos it can be unwelcome to find they've used up all your ammo.
Yup...Genesis updated the latest VCOM to disable VCOM on Air units. Logistics and Combat Support work great. Need to test on the artillery support.
So I've been messing around with VCOM AI and talking to the developer, Genesis, on steam. Once I disabled the vcom on combat support, it's pretty outstanding and works very well in tandem with the overall ALiVE AI OPCOM commander.
With VCOM....if the army has properly configured artillery units...and they have forces with radios who see the enemy...they will fire on that enemy after the other friendly forces radio in where the enemy location. It's truly the shining point for VCOM over other AI mods IMO.
That being said... since ALiVE virtualizes units once they are out of range...a large majority of the artillery units don't actually "exist" in an ALiVE campaign since they are only in the game at that time as profiles. Many artillery pieces would, in real life, be able to engage enemies literally miles away given the proper coordinates.
I say all of that to ask this....is there any way, via scripting, etc. that a virtualized artillery unit profile could take on the attributes of a "spawned in" artillery unit and be able to fire on targets from far away....perhaps even by "temporarily" spawning them in to fire..then "re-virtualizing them"?
Just thinking out loud as I waste away at work when I should be on Christmas vacation right now.
I haven't tried on dedi, but on LAN..that code that JD Wang posted for aircraft worked. ALiVE spawned helos landed via logistics with no problems.
Faster loading times?
When the release client becomes 64bit live, will it automatically choose 64 bit for me if my machine supports a 64bit OS?
If a mod has both 32bit and 64bit dlls, will it default to the right one?
I'm just curious. It sounds like it will be a pretty substantial upgrade in experience for everyone.