Difference between revisions of "Military Placement (Civilian Objectives)"

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The Military Civilian Placement module works almost identically to the Military Placement module but instead of purely military objectives it creates a list of civilian infrastructure targets such as Power Stations and Ports.
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==How It Works==
  
''Usage'':  place the Military Civilian Placement module in the editor, select the desired Size, Weighting and Faction from the drop down.   
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The Military Placement (Civilian Objectives) module works almost identically to other Military Placement modules but instead of purely military objectives it creates a list of civilian infrastructure targets such as Power Stations and PortsIt will also place roadblocks at intersections and choke points around the map.
  
Custom factions can be entered in the text box (separated by a comma).  These will overwrite the default factions in the drop down.  Custom units need to have groups properly configured for them to work with ALiVE.  See [[Supported Factions|here]] for a list of factions that are known to work with ALiVE.
 
  
Objective Filters provide options to restrict objective clusters by size or relative importance, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers.
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===Usage===
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Place the Military Civilian Placement module in the editor.  Optional parameters are the same as [[Military Placement (Military Objectives)]] module.
  
The Place Units drop down defines whether MCP will spawn units or only provide empty objectives for OPCOM to attack.
 
  
'''TAOR & Blacklists'''
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===Parameters===
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*'''''Objective Type Filter''''' can be used to limit objectives to a specific type of infrastructure target.
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*'''''Roadblocks''''' will determine the probability of defensive road blocks being placed around key civilian objectives.
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*'''''Sea Patrols''''' will determine the probability of surface and subsurface naval units being placed around key maritime objectives.
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==TAOR & Blacklists==
  
 
''Tactical Areas Of Responsibility'' are a fundamental feature of Mil Civ Placement. They represent a zone or boundary area for which the commander is responsible. This does not mean the commander will never leave that zone to attack nearby opposition but his primary objectives will be inside the defined TAOR.
 
''Tactical Areas Of Responsibility'' are a fundamental feature of Mil Civ Placement. They represent a zone or boundary area for which the commander is responsible. This does not mean the commander will never leave that zone to attack nearby opposition but his primary objectives will be inside the defined TAOR.
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''Blacklisted'' areas will be ignored and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_1).  If TAOR and BL area markers overlap, Blacklist always takes precedence.
 
''Blacklisted'' areas will be ignored and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_1).  If TAOR and BL area markers overlap, Blacklist always takes precedence.
  
'''Editor Notes'''
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See the [[TAOR]] guide for further info.
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==Editor Notes==
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It is NOT possible to define custom start locations for Mil Placement to spawn AI.  Units always require some kind of building within their TAOR.  If you want to populate an empty area of the map a good work around is to place high priority custom objectives so OPCOM immediately sends units to those locations after game start.
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It is NOT possible to define custom start locations for MCP to spawn AI.  Units always require some kind of building within their TAOR.  If you want to populate an empty area of the map a good work around is to place high priority custom objectives so OPCOM immediately sends units to those locations after game start.
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[[Category:ALiVE Modules]] [[Category:Military Placement Modules]]

Latest revision as of 20:55, 23 December 2016

Part of:
Icon mil opcom.png ALiVE Military
Requirements: Synced
Icon mil opcom.png Military AI Commander
Onebit yes.png

How It Works

The Military Placement (Civilian Objectives) module works almost identically to other Military Placement modules but instead of purely military objectives it creates a list of civilian infrastructure targets such as Power Stations and Ports. It will also place roadblocks at intersections and choke points around the map.


Usage

Place the Military Civilian Placement module in the editor. Optional parameters are the same as Military Placement (Military Objectives) module.


Parameters

  • Objective Type Filter can be used to limit objectives to a specific type of infrastructure target.
  • Roadblocks will determine the probability of defensive road blocks being placed around key civilian objectives.
  • Sea Patrols will determine the probability of surface and subsurface naval units being placed around key maritime objectives.


TAOR & Blacklists

Tactical Areas Of Responsibility are a fundamental feature of Mil Civ Placement. They represent a zone or boundary area for which the commander is responsible. This does not mean the commander will never leave that zone to attack nearby opposition but his primary objectives will be inside the defined TAOR.

To restrict objectives to a user-defined TAOR, place a named area marker covering the chosen area and add it to the appropriate TAOR box in the module params. A good convention is to use the format TAOR_Faction_xx (e.g. TAOR_BLUE_1). Multiple areas can be listed separated by commas e.g. TAOR1, TAOR 2, TAORxx. Ensure the marker area covers at least one military establishment, otherwise Mil Placement will throw up an error.

Blacklisted areas will be ignored and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_1). If TAOR and BL area markers overlap, Blacklist always takes precedence.

See the TAOR guide for further info.


Editor Notes

It is NOT possible to define custom start locations for Mil Placement to spawn AI. Units always require some kind of building within their TAOR. If you want to populate an empty area of the map a good work around is to place high priority custom objectives so OPCOM immediately sends units to those locations after game start.