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Last active 4 years ago
So the civs spawn when placing zeus, like units do, but after a few seconds half of them delete. That's weird. Although there's SPyders addons in play here as well.
Something else. If I put Zeus camera in a populated area you get a lot more civs spawn, then a second or so later most of them are deleted again. It doesn't make sense.
Hi, Civ Pop work, however there could be a tweak on balancing I think for Asymmetric settings.
Reasoning: The civilian population are essentially decorations for any conventional combat, they shouldn't be walking around and if they are, not many. So in all cases but for Asymmetric they work. However, in an Asymmetric game we are talking Counter insurgency and Civilian pop is way more important. Now if you set the opfor to the lowest level of 25% readiness, light infantry and platoon strength, you still get something like 3 groups for one arma sized town whereas you are lucky to get 5 civvies even if you set it on extreme everything. And that doesn't really work for the scenarios Asymmetric is trying to create I think. There should be a way of making the civ population the main event and the insurgents a fraction of them, not 3x's as many insurgents for the actual population. Hope that makes sense.
Having said that I've sone all my testing on Malden and Lythium and i know Lythium was previously bad. But with debugging on it shows the index results of the civvies and its very densely indexed, so I can't see that it is the maps.
Hi, looking for experience and consensus on which unit addons are best to use for an insurgency in the Middle East. There's many posts on it and not a real consensus that I can see.
Requirements in order of importance :)
I hope i'm not asking too much, I'm really looking for opinions from people who have spent way too long pondering this very issue (looking at you HeroesandvilliansOS) :)
I need a mission solution. Persistence works, but I seem to lose vehicles that are set to respawn at the starting area of my mission. Presume it's because at the time they hadn't had their respawn timer come up, but I don't exactly know the mechanics. Could someone give me pointers to having a reliable respawning vehicle that survives persistences pleasE?
i'm still playtesting it on dedicated, I really can't say that either are conflicting. VCOM definitely runs, since the GTA vehicle theft, is often hilarious (one enemy guy stole a humvee 10m behind me, quite the genius) Vehicle theft is like ACE medical, great idea until you realise its changing the entire game. I've not seen any gamebreaking unplanned features though, so it's staying in, but I'll remove vehicle theft.
Hi. In working with tasks from C2iSTAR i've addictionally tweaked it but find invariably it's a bit random and more aimed at side missions.
I read up on:
ALIVE_fnc_getNearProfiles
ALiVE_fnc_OPCOM
... in advanced ALiVE scripts and was thinking of putting together a script that looks at clearing sectors on a map for an invasion, to make it more structured. I find players often like the TRACE system as its a type of "progress", I think it makes sense to have a tasking system aligned to this, to defend or attack areas on the map in a logical fashion, not leapfrogging through front lines.
Has anyone done something similar?
Hc doubled my server perf fps. Im nearly capped on a 2300m virtual bubble. Howevr i parked it on my cores 3 and 4 of my client so i didnt get too much client perf benefit. But 25fps is good given theres a tonne of things going on.
Ive got a full alive experience on a modded game. Warroom and local db much better performance than a year ago. Im quite blown away by what you guys have achieved. All works. Pretty amazing tech. Gj team!
Hi, i'm considering a HC since i have dedicated FPS around 20-25 in a particular, heavy mission. My question is, if my ALiVE setup virtualises quite aggressively, does this diminish the benefit of HC since it's only controlling AI (well this is my assumption), BUT BUT BUT, if I don't virtualise as aggressively, does this not pour the AI control to the HC AND reduce the Virtual AI giving a net gain? Does that make sense?
So add HC, increase AI virtualised bubble, slightly better as servers net change is a loss in managing virtual ai?
OR, is the virtual AI nothing to worry about?
I have another question on the in Eden editor virtualisation, does it clash with ALiVE virtualisation and what happens by runnign both of them?
I'm using VCOM 2.92 on dedicated as a script with the fix in the forums. It's very much the same as reported, lots of vehicle theft etc, also tend to notice AI pathing seems to be wierd: the group leader rmeains still, the section patrols around him, along with errors about cycling waypoints on no waypoints or WP 0. Difficult to see if it's vcom or alive or what, just watching the thread.