Member
Last active 6 years ago
I was playing one of my missions recently that is largely finished. It takes places on Stratis after the events in the game and it's supposed to have become a haven for smugglers and rebels. I noticed that there seemed to be alot of insurgents and friendlies in odd places. Not like they were garrisoning, but more like camping.
I have thought about making missions without CQB, or toning down the numbers. I'm using VCOM AI and I wonder if VCOM plays well with ALiVE and garrisoning buildings?
How does that hit performance, in CPU or memory/storage? I'm looking to optimize my missions because I'm noticing performance issues.
Can somebody clue me in why I might want to set a placement module to ignore tiny or small objectives?
I could think of many situations, however, where the objectives should be unclear.
Out of curiosity I let an ALiVE game run several hours that only had non-overlapping TAOR's and no syncing of modules, on the Zargabad map using NATO vs. FIA. I then put it on 4x speed. Some combat must have happened because when I came back to it, all the insurgent profiles were gone and the Blufor were all camped out at base.
I have encountered situations with my Unsung missions where insurgents (VC) will enter blacklisted areas such as bases to plant mines and punji sticks, if their TAOR is close enough and they aren't shot first. But they never spawn in blacklisted areas.
Should civilian and military objectives be synced to the opponent AI commander in asymetric scenarios?
I'm still a little confused about the nuances of syncing objectives.
In my Unsung Lam Dong campaign, , I just set up blacklisted areas for the insurgents and a "hotzone" TOAR in the rice paddies, and some small TOAR's around my bases for basic setup and blacklisting. In reality, the Blufor units seem to go on anti-insurgent patrols all on their own once their TOAR is secured. And insurgents do not confine themselves strictly to the TOAR if they know about Blufor's objectives. But, if you are not syncing modules, then TOAR might be more important.
Does OPCOM collect intelligence from a player on their patrols to use towards its strategic goals? Does this require syncing the player with the Military AI Commander module?
I'm doing a rebel campaign on Sahrani (CSAT is opfor, FIA are rebels), using the redone map that has more interiors. I'm also using the 64-bit executable since it seems to perform better in general on my computer (Ryzen 2200 with about 8 gigabytes of RAM). I've got about 800 total CSAT on the map, and about 100 rebels. Careful placement of TAOR's seems to make it run smoothly. It's been tricky because the central land bridge with the city in the middle becomes a chokepoint where units bunch up.
I'm primarily a singleplayer oriented gamer, and I like the GTA style gameplay that the asymetrical setup produces. I've also made an Unsung Special Forces campaign on the Lam Dong map.
ALiVE is probably the most amazing mod I have seen for any game. I'm going to release my missions and if people want to mod them for multiplayer, that's OK. I don't quite understand the intricacies of multiplayer setup, though.
I have managed to get singeplayer saving to work, at least with what little bit I have played with it (I am relatively new to Arma 3). It takes longer to save but I have not had a problem yet.
Is this just a fluke or will I encounter problems as I continue to play a game?