G

Guitar18

Member

Last active 4 years ago

  1. 5 years ago
    Sat Oct 20 23:59:32 2018

    I’m currently experimenting now, what I’ve worked out in the past is that if you have too many troops the AI Commander won’t do anything at all and only the smaller force will attack, regardless of commander type.

  2. Sat Oct 20 23:25:06 2018
    G Guitar18 started the conversation AI Commander won’t capture civ objectives.

    So I’m running an insurgency mission and start the mission out with BLUFOR commander only spawning units and owning mil objectives at the start. I’ve set civ objectives to objectives only, so that the insurgent force can establish themselves early on.

    However, the BLUFOR commander only captures about 1-3 civ objectives before staying idle and not sending units to capture anything.

    I’ve set the commander up on occupation mode so I’m not sure if it would work better on invasion, but do the civ objectives need to be attacked first and then they send troops or should they go and capture every vacant civ objective on the map?

  3. Fri Oct 5 08:00:24 2018
    G Guitar18 posted in ORBAT not saving face wear.

    Don’t worry, the face wear is saved it just doesn’t show up in the ORBAT editor. When you export the faction and use it ingame, units will be wearing the face wear.

  4. Mon Jul 23 15:25:28 2018
    G Guitar18 posted in Something is wrong with OPCOM.

    I’ve noticed this can happen if there are lots of objectives and/or too many groups spawned. Barely any groups move to attack or neither side sends any groups, just idles troops.

  5. Wed Jul 4 19:00:28 2018
    G Guitar18 started the conversation Exporting crates.

    So I've been creating a faction and trying to export crates and I understand (i think) where to copy the data, except the last part which states to copy it to 'Alive logistics static data'. Does anyone know where this is located as it isn't a file that is created when you export a faction to file.
    Thanks in advance.

  6. Sun Jun 17 09:44:48 2018
    G Guitar18 posted in Stuck!.

    What map are you using? Is it listed in the indexed page?

  7. Fri May 18 06:36:10 2018
    G Guitar18 posted in Reliable Fire Support?.

    Have you messed around with ORBAT? If you edit the units in the unit editor for the player’s faction, you can add any vehicle/artillery that you please from any faction, regardless of side. All you need to do then is put a unit from the faction inside the vehicle/artillery (should be an option in the top right when you have the vehicle or artillery selected. Then I believe all you do is export it as you would a normal custom faction (or possibly just export the units). If you’ve never used ORBAT, there’s some great tutorials on YouTube which explain how to use it.

  8. Sat May 5 18:28:47 2018
    G Guitar18 posted in A Few Insurgency Questions.

    I'm definitely sure that civs collect weapons/bombs regardless of hostility. I've come across dozens of friendly civs who were carrying suicide vests. I've also come across a civ who was prone on a mountain side overlooking a mine wearing a suicide vest, my guess is again he didn't actually blow it up due to his hostility being low. I have a hard time actually getting interesting things to happen because I treat the civs so well! So was hoping maybe the insurgents caused hostility to rise too, not just players being reckless.

  9. Sat May 5 17:39:48 2018
    G Guitar18 started the conversation A Few Insurgency Questions.

    So I've made an insurgency mission and have a couple questions regarding hostility and installations.

    1) How does civilian hostility rise? I've set BLUFOR hostility to Low/Medium to try and get a more tension build up feel, but I'm not sure how hostility can rise. I've read that insurgents can employ civilian saboteurs to target buildings, causing hostility to rise, but so far the insurgents seem to just be creating Recruitment HQ's, Depots and Roadblocks. Is there any other way hostility can rise? I always find civs with suicide vests, but the hostility is too low for them to be a threat.

    2) My second question is, do insurgents deploy certain tasks depending on hostility? As mentioned before, the hostility for BLUFOR is set to Low and the insurgents seem to be just creating Recruitment HQ's primarily. Does it also depend on the hostility of the insurgents too?

    3) My final question is about the hostility debug. Does the hostility debug (via asymmetric OPCOM) show hostility towards the security forces or the insurgents? Also, I've noticed that when there are friendly troops in an area, the debug shows a positive value in red, but a negative value and green when no friendlies are in the area, what do these mean?

    Thanks in advance and thank you Dev team for the great mod! :)

  10. 6 years ago
    Sat Mar 31 15:44:44 2018

    I’m using RHSUSAF, CUP and Project Opfor. But I can try and recreate the mission using ALiVE and CBA only and see if the problem still persists.

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