Difference between revisions of "Civilian Placement"

From ALiVE Wiki
Jump to: navigation, search
(Created page with "50px ALiVE Civilian Civilian Placement reads the map and creates a prioritised list of civilian objectives. Locations includ...")
 
Line 1: Line 1:
 +
{|
 +
! style="text-align:left;"|Part of:
 +
|-
 +
|{{Partof_Military}}
 +
|-
 +
! style="text-align:left;"|Requirements:
 +
|-
 +
|{{Require_OPCOM}}
 +
|-
 +
|}
 +
 
[[File:Icon_sys_AISkill.png|50px]]
 
[[File:Icon_sys_AISkill.png|50px]]
 
[[ALiVE Civilian|ALiVE Civilian]]
 
[[ALiVE Civilian|ALiVE Civilian]]

Revision as of 08:38, 27 January 2014

Part of:
Icon mil opcom.png ALiVE Military
Requirements:
Template:Require OPCOM

Icon sys AISkill.png ALiVE Civilian

Civilian Placement reads the map and creates a prioritised list of civilian objectives. Locations include industrial complexes, primary resources such as mines as well as towns and cities. These locations will be used as tactical objectives by synced Operational Commanders.

Usage: Place the Civilian Objectives module in the editor. By default, Civ_CO uses a precompiled list of objectives. These have been generated for most popular maps and included in the module.

To restrict Civ_CO to identifying objectives within a user-defined Tactical Area Of Responsibility, place an appropriately named area marker covering the chosen area. A good convention is to use the format TAOR_Faction_xx (e.g. TAOR_BLUE_1).

Blacklisted areas will be ignored by Civ_CO and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_2). If TAOR and BL area markers overlap, Blacklist always takes precedence.

Objective Filters provide options to restrict Civ_CO by size or relative importance, so for example it is possible to identify only large settlements and important infrastructure as objectives, excluding smaller villages and objectives.