jmlane

Member

Last active 8 years ago

  1. 8 years ago
    Sat Jan 2 22:54:20 2016

    Thank you for the suggestion. Using only light infantry in the placement modules won't suit my goals since I still want a combined arms force to be profiled initially since players could reasonably travel to military objectives where the OPCOM should have those units garrisoned. In addition, ideally, the OPCOM would use those assets to protect or recapture certain objectives, but wouldn't use them outside of given TAORs under normal circumstances.

  2. Sat Jan 2 21:10:49 2016

    One way I thought to tune the balance of an asymmetrical mission I'm creating on Altis would be to add some scripting to prevent my conventional OPCOM from tasking any armour or air units that are initially placed under its command to certain objectives, depending on conditions. I don't really know where to begin with this, so any advice or guidance would be appreciated.

  3. Fri Jan 1 09:40:48 2016

    @HeroesandvillainsOS  Not really sure how to work around that or what to expect without that module working. Can you play an Assymetric mission with both sides only using Civilian obj?

    Yes, this will still work. For asym scenario the civilian objectives are arguably more important since a lot of the asym features rely on civilians population and objectives. Conventional forces will act as normal.

    The only work around I've discovered is using the custom military objective modules to fake military objectives where the placement modules won't work or find anything suitable.

  4. Tue Dec 29 07:07:10 2015

    @HeroesandvillainsOS  Thanks for breaking that down for me. Just a quick correction, I plan on making civilian population extreme, not hostility. I'm placing it a low for OPFOR and Medium for me (BLUFOR).

    Understood. More civilians will make things easier for the asym, especially if they are low hostility.

    @HeroesandvillainsOS  So I take it, even with a small OPFOR platoon size of 30 for each mil and civ, based on your explanation the enemy forces can multiply to large numbers just simply by not intervening on the AI civilian objectives quickly enough? That sounds like exactly what I'mlookong for. Using company size 100 or even platoon 60 at the beginning on debug makes the entire map crawling with enemies. Again, I'd like for it to be possible to turn into that, I just want it to be relatively "slow" in the beginning so I can patrol.

    Yes, that should work the way you want it, so long as any profiled BLUFOR don't camp the civilian objectives before the OPFOR can get access to enough to start recruiting.

    I've also had some trouble getting the asym OPCOM to make effective use of its starting forces, since it likes to garrison starting objectives a lot more than I think is necessary. Maybe that's just my mission setup and not a general thing so I'd like to hear how you get along.

  5. Sun Dec 27 08:26:29 2015

    We noticed the same thing on ACE-enabled mission. It seems that if AI go unconscious (a medical module setting), when they finally die after the timeout expires, the death is self-attributed—you may notice the self-kills in the debriefing screens. As Numrollen said, disabling that feature should give you what you want.

  6. Sun Dec 27 08:20:44 2015

    In my experience, the asymmetrical AI Commander puts a much stronger priority on civilian objectives than military ones, often to the point where that faction seems to avoid the military objectives, unless sending an occasional ambush. That being said, they will garrison a military objective is they spawn initially by way of military placement module.

    I cannot really comment on what you'll see with civilian hostility set to extreme. Even without that, if the asymmetrical force has unrestricted access to even just a few civilian objectives and population centres, they will grow pretty quickly. In my testing, I've seen asymmetrical forces that gets a foothold in heavily populated areas overrun the opposing occupying conventional forces with ease.

  7. Fri Dec 25 08:12:29 2015

    @SavageCDN [...]Through the tablet you will only see friendly units and known enemy positions within a certain (configurable) radius. The enemy intel will also fade over time.

    This has never been my experience. When this intel radius is enabled in my mission, it is always visible on the map, it is not restricted to the intel tablet (I'd love it if it was).

  8. Fri Dec 25 07:56:31 2015
    jmlane posted in Insurgency only as Players.

    Thanks SpyderBlack723.

    @SpyderBlack723 [...]The current commander can defeat the insurgency by domination using this method though.

    Do you mean domination as in greater numbers/force multipliers so the spawning asymmetrical units always get wiped out? Do the objectives get "blocked" from the Asym recruitment pool when enemy units control objectives or do the continue to count the objective for spawning in new forces?

    In my limited testing, once an asym OPCOM controlled unit makes it to an objective uncontested, it becomes listed as "occupied" in the asym faction's C2ISTAR Commander objectives display, and that never goes away when the opposition is an AI OPCOM with no player support to blow up installations, lower hostility, etc. So maybe the asym faction isn't actually benefitting from the objective mechanically, but the players have no way of knowing based on the C2ISTAR intel that those positions are contested or controlled by the enemy now.

  9. Fri Dec 25 01:10:01 2015
    jmlane posted in Insurgency only as Players.

    I created an ALiVE mission where the asymmetric faction was the player faction as well. As far as I can see, there is no built-in way for players to do what the asymmetrical OPCOM controlled units can do in terms of creating installations and occupying objectives. If the ALiVE team decides to support this out-of-the-box, I assume they'll have to add asymmetrical objectives to the C2ISTAR tasking system, but until that time, you'll have to script it yourself AFAIK (please correct me if I'm wrong, I'd love to know of any alternatives).

    In addition, it seems like conventional forces (invading/occupying) have no idea about installations and will simply garrison objectives cleared of hostile units, without really doing anything about the fact that the asymmetric OPCOM still considers the objective to be "occupied". I'm not sure if this is a bug in the C2ISTAR objective display or that the conventional forces truly cannot clear out an asymmetrical force occupation once it's established on an objective, but this seems to make it difficult to balance a player symmetrical force against conventional AI forces.

  10. Fri Dec 25 01:02:58 2015
    jmlane joined the forum.