ALiVE.OS · ALiVE 3 Development
The virtual AI high command that captures objectives, defends ground, recruits troops and runs insurgent campaigns without a player micromanaging every group.
Overhaul complete · ALiVE 3
ALiVE 3 is in active development. This briefing describes work in progress, and the behaviour it covers is subject to change as testing continues. Check the changelog at the foot of the page for what has moved recently.
Overview
OPCOM, short for Operational Command, is the AI Commander module mission makers place to give a side (or several) an operational brain. Once a Virtual AI module and at least one Placement module are placed in the mission (Placement modules synced to OPCOM), it takes command of every virtual profile belonging to its chosen factions and starts running a campaign: capturing and defending objectives, moving reinforcements, and reacting to what happens on the ground. Mission makers choose one of five doctrines: Invasion (aggressively pushes and captures objectives), Occupation (holds ground with static defences and patrols, advancing more slowly), Asymmetric (an insurgency that uses recruitment centres, hidden installations like IED factories and weapon caches, roadblocks and hit-and-run attacks instead of capturing objectives head-on), Dug In (a last stand that keeps what it holds and never attacks) or Assault (waves) (sends wave after wave at one objective at a time until it falls).
OPCOM is designed to hand off intelligently to other ALiVE systems: it syncs with Placement modules to know what it commands, with C2ISTAR so its objectives and orders feed into the task and intel system, and with Combat Support/Logistics for reinforcement requests. Multiple OPCOM modules can run side by side, each controlling different factions or doctrines on the same map. It can also give players tasks around its operations: preparation tasks before an Invasion attack, and clean-up tasks after an Occupation capture.
Where you place this module matters. Where you drop this module becomes the starting point for resupply and reinforcement that PLAYERS request, until a delivery establishes somewhere closer. Put it on a base or airfield the side holds, on land. Deliveries the AI commander sends itself start from the Military Logistics module instead.
How it works
A commander on Invasion, Occupation, Dug In or Assault (waves) works through its objectives one order at a time: it looks at who holds each one, picks the next job, and sends the nearest free groups to do it.
Reading the states in debug. unassigned: nobody holds it. attack, attacking: the enemy holds it, and attacking means groups are on the way. defend, defending: held with the enemy there. reserve, reserving: held and quiet. idle: secured and garrisoned.
A Dug In commander never attacks. Its ground vehicles are parked at the objective they hold, groups sent to defend another objective go back to their own once the enemy's gone, and Security Patrols and Groups Call For Help stay home.
An Assault commander attacks one objective at a time in waves, and while its next wave is due it looks every 20 seconds until the wave goes. See How an Assault commander attacks.
An Asymmetric commander runs a different engine altogether (recruitment, installations, roadblocks), so none of the orders above apply to it.
How it works
When the commander attacks an objective it sends a section of its nearest free groups in two legs: first to scout from about 500 m out, then in to take the centre.
Dashed steps are optional. Preparation Fire is not called while a friendly group is within 250 m of the target, and at most once per objective in 15 minutes.
Insurgency
A commander on Asymmetric doesn't set out to capture and hold objectives. It gives each town an order that suits it, builds installations there, and grows by recruiting from the civilians around its recruitment HQs.
Worth knowing. After the start, a recruitment HQ only goes up in a town that leans the insurgents' way, has at least Min. recruitment size civilians and gets a hold back order. An Asymmetric commander never asks Military Logistics for reinforcements, so its Reinforcements setting does nothing.
How it works
With Preparation Tasks on, an Invasion or Occupation commander gives players tasks at the objective before it attacks, and waits for them or for the Preparation Timeout. With Tasks Only Against Known Enemy also on, a place it knows nothing about gets a recon first, and with Choice After Recon the players then decide who takes what they found.
Dashed steps only happen with Tasks Only Against Known Enemy on. An Occupation commander can also hold new attacks after a capture with Pause After Capture, while players get clean-up tasks there.
How it works
Spare infantry at quiet objectives patrol the commander's rear. Objectives mode walks the roads between its objectives; Coverage walks the ground nobody has been through lately. A Dug In commander sends none.
Starting from a ship
With Start From Ship on, part of the commander's force begins aboard a ship that never moves and goes ashore in waves, by helicopter or by boat. If anything it needs is missing, the commander starts on land as usual and the RPT says why.
Worth knowing. Only infantry and motorised groups can be aboard; mechanised and armoured groups start on land as usual. The groups aboard are extra to what your placement modules put on land, and they count in the commander's starting strength, so losses ashore are made up later. A faction with no transport helicopter or troop-carrying boat, and none on its side either, can't leave the ship at all: the RPT says so and those groups are left out of the starting strength. Motorised groups that no helicopter can lift, or that are refused three times running, are left out the same way.
Landing craft
A commander that starts from a ship lands in boats when it has no transport helicopter of its own, or when Go Ashore By puts boats first. They set off from open water off the ship, run in to a beach near the objective and let the men out there.
No beach? If Military Logistics finds no beach within 1.5 km of the objective, or no open water off the ship, it turns the wave down and the commander asks again. After three refusals in a row, or if the commander finds no beach itself, nothing leaves the ship: the force still aboard is dropped from the commander's starting strength and the RPT says why. With no objective to land at, the force stays aboard until one is synced. A wave also waits while any player is within 1.5 km of the ship, so the boats never appear in sight of one.
Recruiters
In an Asymmetric war the insurgents raise new fighters at Recruitment HQs. Turn Recruiters on and each HQ gets a man doing that work. While he lives his town recruits; kill him, catch him or chase him off and it slows down.
Worth knowing. Disable the Recruitment HQ itself and it stops recruiting; if the recruiter is there with a player within 400 m, he runs for it. Civilians asked about hideouts can name his Recruitment HQ, say whether he's inside or out walking with his guards, and put a Recruiter marker on him. Recruiter HVT Task Chance (%) can also give your side a task to kill him; it has no marker until he's spotted or one of you is within 200 m.
Follow up and hold
Taking an objective isn't the end of it. The commander garrisons what it took, defends it when the enemy comes back, retakes it if it's lost, and moves on to the next attack when it's free to.
Follow The Players Up. Occupation only, off by default. With Follow The Players Up on, the commander never picks an attack of its own at step 4. Once players of its side are in an objective with no enemy left within 500 m, it garrisons the place as in step 3. It still defends what it holds, retakes a place it had garrisoned, and attacks an objective players give it through OPCOM Orders or with a map marker whose text starts obj take or obj hold.
Reading it in debug. An objective's marker turns red while it's attacked, blue while it's defended and green while a garrison moves in, then takes the commander's side's colour once it's held.
Find Out Before Attacking
With Find Out Before Attacking on, an Invasion, Occupation or Assault commander holds each assault while its recon, a recce flight and the players report what's at the objective. How sure it is decides when the assault goes in, and Intel Markers and the tablet show players the same picture. Once it takes the objective, it follows up on the enemy it saw there.
Worth knowing. With the setting off, nothing changes. A recce flight is waited for up to Intel Wait, counted from when the air commander accepted it, and it's over once the flight is home or lost; one it never answers is given up after 10 minutes. On an Assault commander, a wave that falls due while it's still finding out goes in anyway. What the commander finds joins what it knows of the enemy, so Tasks Only Against Known Enemy can use it. A mission that limits remoteExec must allow ALiVE_fnc_OPCOMIntelMarkers for clients, with jip on, or players see no markers.
Control Type
A Dug In commander is a last stand. It keeps what it holds, parks its ground vehicles and sends nobody out, except to help one of its own objectives under attack.
Worth knowing. Under Dug In, aircraft still fly close air support, and Prepared Defences and Frontline Minefields work as on Occupation. Security Patrols and Groups Call For Help stay home, and a contact doesn't send anyone after it. Players can't give it new objectives or send its groups on recon, search and destroy or ambush. Switched to another Control Type from the C2ISTAR tablet, it frees only the vehicles it parked; a roadblock's or a composition's stay put.
Control Type
An Assault (waves) commander picks one objective and sends wave after wave at it until it falls, then picks the next. Pocket takes the ground round a target first.
Worth knowing. Defence and reserve work as on Invasion, and Max. simultan attacks doesn't limit Assault. A save keeps the target, the wave number and the time to the next wave. Players see when the next wave goes on the tablet's Commander tab. With Find Out Before Attacking on, a wave that falls due while the commander is still finding out goes in anyway. Start From Ship needs an Invasion or Occupation commander.
Capabilities
An Invasion or Occupation commander placed on a ship, a static one such as the Expeditionary Forces amphibious ship or a large ship that can sail such as the Naval Legends ships, can start infantry aboard. Military Logistics flies them off the ship's helipads to the objective nearest the ship, two groups a wave, and the campaign carries on from the beachhead. Go Ashore By sends them in by boat first instead, when the faction or its side has boats. Set it under Start From Ship.
The Factions field is now a multi-select list auto-filled from loaded faction mods (Ctrl+click to add one, Shift+click for a range), plus a manual text field for factions from mods that aren't loaded yet. One OPCOM can now command a mixed roster instead of needing a separate module per faction.
In Asymmetric mode, insurgent installations (IED factories, weapon caches, HQs) can now be automatically disabled when a friendly AI patrol gets close, when a friendly commander is defending an objective within 200 m, or both, so insurgent activity backs off convincingly where your side's AI advances instead of running on regardless. Groups with a player in them don't trigger it; players use the hold action.
Asymmetric OPCOM recruits new fighters from the civilian population over time on a configurable cycle (recruit cycle timing, attempt limit and success chance), rather than all at once, so insurgent strength builds up gradually across a mission instead of spawning in full force immediately.
OPCOM objectives and commander reports are read by C2ISTAR per sync connection, so tasks, markers and reports for this commander show up correctly even with more than one OPCOM or C2ISTAR module on the map.
With Preparation Tasks Before Attacks (Invasion or Occupation) the commander holds each new attack until players have done the preparation tasks at the objective, such as a wiretap, or destroying the vehicles and emplacements there. With Pause After Capture (Occupation) it holds new attacks after taking an objective while players do the clean-up tasks. Fewest and Most Tasks per Operation set how many tasks each operation gives, and Tasks Only Against Known Enemy keeps them from pointing at anything the commander hasn't seen. With Choice After Recon, players who have reconnoitred an objective choose whether to take the targets themselves or hand them to the commander and watch from overwatch. All of it needs a C2ISTAR module and players on the commander's side.
With Find Out Before Attacking on, an Invasion, Occupation or Assault commander holds each assault until it knows what's waiting. Its recon groups look (its SpecOps groups go first), a recce flight from the Air Component Commander reports once a minute while it's over the objective, and players on its side get a Reconnoitre Objective task when a C2ISTAR module is placed. The assault goes in once it's sure enough, everyone sent has reported, or Intel Wait runs out, and an airstrike it calls there goes for up to three of the vehicle groups it saw. Once it takes the objective it radios what became of each enemy group seen there and moves on to where most of them fell back. Players can follow all of it on the tablet's Commander's Picture. Off by default. See Find Out Before Attacking.
With Intel Markers on as well, players on the commander's side see each objective it's finding out about on their map: an area round it, a label such as "Intel: 4 seen, 100% sure" and a dot for each group seen. The area is yellow until the commander is sure enough, then red, and the markers go once the objective is taken or the attack is given up. The tablet's Commander's Picture shows the same positions; with Intel Markers off it shows counts only.
Control Type Dug In keeps the objectives the commander holds and never goes after another. Ground vehicles at a held objective are parked where they stand and infantry garrisons. When an objective is attacked, groups from the others go to help, then go back once the enemy's gone. Aircraft still fly close air support, and its minefields and prepared defences work as on Occupation. Security Patrols and Groups Call For Help stay home, and players can't give it new objectives or send its groups out. Switched to another type, it lets the vehicles it parked go.
Control Type Assault (waves) attacks one objective at a time and keeps at it until it falls. It goes for the objective it doesn't hold with the highest Objective priority, the nearest among equals, or works through the places named in Assault Targets and then carries on as Invasion. The first wave goes at once, scouting with up to 4 groups, and every Wave Interval (15 min) another Groups Per Wave (4) groups join it. Waves take free groups only, never the garrison of an objective it holds, and Max. simultan attacks doesn't limit it. Assault Order Pocket takes the objectives within Pocket Radius (1500 m) of a target first. A save keeps the target, the wave number and the time to the next wave.
With Hold Until Go on Yes, the commander, and the Air Tasking Order with it, orders nothing until an admin picks Start the war in the C2ISTAR menu or on the tablet's Commander's Picture page, so players can brief, kit up and get in place first. The menu entry shows whatever the Commander's Picture setting. A script on the server can give Go too. One Go starts every commander that's holding, and each radios its side that the war has started. unPauseModule doesn't lift the hold, and a campaign loaded from a save doesn't hold again.
Invasion, Occupation and Assault commanders can build forts at objectives they've held a while (Prepared Defences), lay minefields in front of them (Frontline Minefields) and send some of their quiet-objective infantry out on Security Patrols. In Coverage mode those patrols head for the ground that none of the commander's patrols has walked lately and no garrison watches.
With Harassing Fire on, an Asymmetric commander now and then sends a cell to a spot 400 to 700 m from enemy troops near one of its objectives. It sets up a mortar, fires 3 to 5 rounds, packs up and heads back. It only fires for real when a player is near enough for the cell to be on the map; otherwise the attack is just counted. Harassing Fire Interval sets the shortest wait between attacks.
Asymmetric
An Asymmetric commander works town by town. At the start, the Installations setting gives each town a chance of one IED factory, weapons depot, recruitment HQ, roadside IED site or roadblock. After the first two minutes it goes round its towns every 30 seconds or so and picks what to do next from how the town stands: where it is under pressure it terrorises (factory, sabotage, roadside IEDs, suicide bombers), where it is even it attacks (ambushes), and where civilians oppose it, it builds up (depot, roadblocks, recruitment HQ). Installation Types says which of these it may use.
A large building in the town, furnished with tables, tools and an IED that goes off if a player shoots it (drug labs carry no trap). While it stands, the first civilian recruited there walks to it, waits one to three minutes and comes out as a suicide bomber. With Drug Labs on it is a drug lab instead, and each lab speeds up recruitment at the town's HQ, up to twice as fast with four. While a player is within 2 km of a lab, a smuggler drives a pickup or open van loaded with sacks and bundles from it to the nearest town and back; stop him and that lab stops speeding up recruitment for 30 minutes. Disable it with the hold action (stand within 10 m; it takes longer the more furniture there is), destroy the building, or let friendly AI get within 150 m. Taking it out turns the town's civilians against the insurgents, and it can be built again later.
A building furnished with ammo crates, with IEDs hidden among the props. Up to three local civilians collect weapons from it and join the insurgents. Disable it with the hold action, destroy it, or let friendly AI near it, as for the factory.
A building that raises new insurgent groups from the town. Every 30 to 60 minutes (by default) it tries to recruit, and half the attempts succeed; each success puts an insurgent group in the town. Hearts and Minds slows it down, drug labs speed it up, and the recruitment settings set the pace. With Recruiters on, a recruiter and two guards appear while a player is within 800 m; killing or capturing him skips the town's next recruitment. Disable the HQ with the hold action or destroy it and recruiting stops.
Nothing to see until a player comes within the town's size plus 250 m. Then IEDs are laid around the town, one for every 100 m of town size, plus one car bomb, and a local civilian arms himself and goes for the nearest enemy within 600 m. They are cleared away when the players leave. It needs a Military IED module in the mission. There is no hold action: disarm the IEDs one by one.
The first player to come within the town's size plus 250 m sets it off, once: a suicide bomber appears, waits up to a minute, then chases that player for up to 10 minutes and goes off within 8 m. Killed with his vest on, he still goes off 3 times in 10. A local civilian may also be turned into a bomber. It needs a Military IED module. Kill the bomber before he reaches you.
Nothing is built. The commander picks the tallest building in the town that can be destroyed and sends one of the town's own civilians to blow it up; nobody is brought in. He gets a suicide vest and charges, walks slowly to the building, plants three charges at spots inside over about a minute, then runs back the way he came. The charges go off once he is 50 m from the first one, and only if he is still alive: kill him before then and they never fire. There is no hold action.
It is only chosen where the town has civilians, and only once per town until the insurgents pull out. No task is made for it. Intel from a dead insurgent can show it: a Sabotage marker on the building they mean to blow up. The marker goes once the attempt is over, when the saboteur is killed or 15 minutes on with the building still standing. The Stop the Saboteur task is a separate C2ISTAR task with a saboteur of its own, not this one.
A road on the far side of town is held for 15 minutes: an insurgent section takes position on it, one or two IEDs are laid there when a player comes near, and a local civilian arms himself and goes for the nearest enemy. It clears itself after the 15 minutes, or when you kill the section.
A checkpoint on the roads at the edge of town, about one for every 200 m of town size, with guards and a car half the time, built from the dominant faction's pieces. It also needs Roadblocks set to Yes. Disable it with the hold action (within 8 m, 15 seconds), which removes it.
Hostile civilians can give false leads. When you ask a hostile local for intel, he may mark two to four spots 800 to 2000 m away, some with a Recruitment HQ, Weapons depot, IED factory, Sabotage or Ambush marker, where nothing is waiting. Roadside IED, suicide bomber and roadblock markers are never faked.
How to use it
Settings
These settings decide which factions the AI Commander controls, how it fights (invasion, occupation, insurgency, a dug-in last stand, or waves at one objective at a time) and how many objectives it goes after at once. Most of the lower sections only matter when the Control Type is Asymmetric, where they tune insurgent installations, recruitment, hostility and the Hearts and Minds reaction.
Presets that use this module: Combat support: CAS, transport and artillery on call, Combined arms assault: guns, armour and infantry, Defensive: CSAT invades, NATO holds, First steps: one enemy commander, Forward bases: build and hold FOBs, Ground convoy: transport, escort and recruits, Hearts and minds: NATO wins over the towns, Hunt the recruiters: NATO against FIA, Insurgency: FIA against NATO, One area: NATO holds an area you mark, Whole island: NATO takes and holds an island, Offensive: NATO attacks CSAT-held ground, Outbreak: zombies hold an area, Persistent campaign: a war that carries on where you saved, Special operations: a small team against a held town, Three-way war: NATO, CSAT and AAF. Place one in the editor to see it set up.
Occupation sends more groups to hold each objective it takes (5 against Invasion's 2) and defends before it attacks, and a cap of 3 means the commander only ever pushes on 3 objectives at a time.
Each eligible objective gets a 75% chance of starting with an installation, and 10% of killed insurgents drop intel that helps find them.
Recruitment pauses while the commander's factions have 20 or more live profiles, and at most a quarter of attempts produce a group, fewer once Hearts and Minds pressure builds.
High uses the lowest thresholds, so light and then medium vehicles join recruitment soonest as players destroy installations and overrun insurgent objectives, and once unlocked they stay unlocked.
Improving a settlement then carries a real risk of an insurgent backlash that knocks its trust, services or security back down. Needs the C2ISTAR module's Enable Civic-State COIN Model switched on, or nothing happens.
Held objectives grow forts and the approaches facing the enemy get minefields, so attacks need recce and engineers.
A named officer waits at the commander's most important objective; intel from its dead sometimes shows where he was last seen, and killing him halts its attacks for 20 minutes.
Each Recruitment HQ gets a recruiter with 4 guards who walk the town's buildings, and while he lives his town recruits twice as fast, so players have a reason to find and kill him.
Before each new attack on an enemy-held objective, players on the commander's side get 2 or 3 preparation tasks there, as many as the objective has kinds to give. The attack goes in when they're done or after 10 minutes. It needs C2ISTAR with automatic player tasks on, and with nobody on the side the commander doesn't wait.
After taking an objective the commander starts no new attacks for up to 20 minutes, or until players have finished the clean-up tasks, and those tasks only go after enemy the commander has seen. Defence and reinforcement carry on as usual.
Every group an objective has above its minimum (2 at a large objective, 1 at a small one) goes out on a patrol through the quietest ground within 5000 m of home, and one group always stays. Nothing goes out within 2 km of a fight.
The commander picks its most important objective and sends 4 more groups at it every 10 minutes until it falls, then moves on, so players face a rising tide rather than one big push.
It takes the objective nearest marker townA, then townB, in that order, clearing the objectives within 1500 m of each before the place itself, and carries on as Invasion once it holds both.
The commander and its air commander give no orders until an admin presses Start the war on the tablet, so players can brief and get into place first.
Choices: Yes / No
Shows this commander's debug markers on the map and writes diagnostic output to the RPT log.
TryTurn it on while building a mission to see which objectives the commander has picked, then off for release.
Choices: No / Yes
Saves this commander's objectives and starting force strength and loads them again next session, so a campaign picks up where it left off.
AffectsOnly works with the ALiVE Data module placed and enabled.
See it inPersistent campaign: a war that carries on where you saved (true), Persistent campaign: a war that carries on where you saved (true)
A name for this commander in the Command Support commander list and in the log. HQ radio messages to its side also open with it: named Viper, they start "This is Viper." If several commanders on one side are named, the first is used. Left blank, it's named after its side, for example "BLUFOR Commander".
TryType "Task Force Anvil" to tell two commanders on the same side apart.
See it inCombat support: CAS, transport and artillery on call (NATO), Combat support: CAS, transport and artillery on call (CSAT), Combined arms assault: guns, armour and infantry (NATO), Combined arms assault: guns, armour and infantry (CSAT), Defensive: CSAT invades, NATO holds (NATO), Defensive: CSAT invades, NATO holds (CSAT), First steps: one enemy commander (CSAT), Forward bases: build and hold FOBs (NATO), Forward bases: build and hold FOBs (CSAT), Ground convoy: transport, escort and recruits (NATO), Ground convoy: transport, escort and recruits (CSAT), Hearts and minds: NATO wins over the towns (FIA), Hunt the recruiters: NATO against FIA (FIA), Insurgency: FIA against NATO (NATO), Insurgency: FIA against NATO (FIA), One area: NATO holds an area you mark (NATO), Whole island: NATO takes and holds an island (NATO), Offensive: NATO attacks CSAT-held ground (NATO), Offensive: NATO attacks CSAT-held ground (CSAT), Outbreak: zombies hold an area (Zombies), Persistent campaign: a war that carries on where you saved (NATO), Persistent campaign: a war that carries on where you saved (CSAT), Special operations: a small team against a held town (CSAT), Three-way war: NATO, CSAT and AAF (NATO), Three-way war: NATO, CSAT and AAF (CSAT), Three-way war: NATO, CSAT and AAF (AAF)
Choices: None / Seldom / Often
The chance any soldier on this commander's side drops intel when killed, by anyone: Seldom 5%, Often 10%. Reading the intel marks this side's objectives and installations within 1500 m of it on the map. Each wiretap task players complete adds another 10 points to the chance, so it can end up higher than you set here.
AffectsWorks with any kind of commander, not only insurgents. All commanders on the same side share one value, and the last one to start wins. The markers show this side's installations, roadside IED sites and sabotage targets within 1.5 km, and fade over about 40 seconds. A Sabotage marker sits on the building the insurgents mean to blow up while the attempt is under way; no task comes with it.
Choices: Invasion / Occupation / Asymmetric / Dug In / Assault (waves)
Invasion takes objectives nearest the module first. Occupation ranks them by size, importance and height, sends more groups to hold each (5 against Invasion's 2) and defends before it attacks. Both keep one group in reserve. Asymmetric runs an insurgency (recruitment, installations, IEDs, roadblocks, hit-and-run) and acts on objectives set on the Command tablet, borrowing the nearest insurgents if nobody is free. Dug In keeps the objectives it holds and never attacks another: its ground vehicles are parked at their objective and infantry garrisons, and groups from the other objectives go to help one under attack, then go back. Aircraft still fly, and Security Patrols and Groups Call For Help stay home. Assault (waves) attacks one objective at a time in waves: the first goes at once, then another every Wave Interval minutes until the objective falls, and then it picks the next. It goes for the highest Objective priority first, the nearest among equals, unless Assault Targets names the places, and takes free groups only, never an objective's garrison. Defence and reserve work as on Invasion.
AffectsThe Asymmetric Settings, Asymmetric Hostility and Civic State sections only have an effect with Asymmetric. Dug In uses Prepared Defences and Frontline Minefields as Occupation does, and turns down objectives and orders from players. Assault uses the five settings below it; Max. simultan attacks doesn't limit it, and Start From Ship needs Invasion or Occupation.
See it inCombat support: CAS, transport and artillery on call (Invasion), Combat support: CAS, transport and artillery on call (Occupation), Combined arms assault: guns, armour and infantry (Invasion), Combined arms assault: guns, armour and infantry (Occupation), Defensive: CSAT invades, NATO holds (Occupation), Defensive: CSAT invades, NATO holds (Invasion), First steps: one enemy commander (Occupation), Forward bases: build and hold FOBs (Occupation), Forward bases: build and hold FOBs (Occupation), Ground convoy: transport, escort and recruits (Invasion), Ground convoy: transport, escort and recruits (Occupation), Hearts and minds: NATO wins over the towns (Asymmetric), Hunt the recruiters: NATO against FIA (Asymmetric), Insurgency: FIA against NATO (Occupation), Insurgency: FIA against NATO (Asymmetric), One area: NATO holds an area you mark (Occupation), Whole island: NATO takes and holds an island (Occupation), Offensive: NATO attacks CSAT-held ground (Invasion), Offensive: NATO attacks CSAT-held ground (Occupation), Outbreak: zombies hold an area (Occupation), Persistent campaign: a war that carries on where you saved (Invasion), Persistent campaign: a war that carries on where you saved (Occupation), Special operations: a small team against a held town (Occupation), Three-way war: NATO, CSAT and AAF (Occupation), Three-way war: NATO, CSAT and AAF (Occupation), Three-way war: NATO, CSAT and AAF (Occupation)
Choices: No / Yes
Yes keeps this commander from ordering anything until an admin gives Go, so players can brief, kit up and get in place first. The Air Tasking Order is held with it. An admin gives Go with Start the war in the C2ISTAR menu (shown to admins, the host and a singleplayer player while a commander holds, whatever the Commander's Picture setting), or on the tablet's Commander's Picture page (Commander tab, no objective picked), or a script on the server runs [nil, "go", "a name"] call ALiVE_fnc_OPCOM.
AffectsOne Go starts every commander that's holding, and each radios its side: "All units, the war has started. Go given by <name>." The button shows for a logged-in admin, the host of a hosted game and the player in singleplayer, while C2ISTAR's Commander's Picture isn't Off. unPauseModule, the empty-server resume and the save menu's resume don't lift the hold. A campaign loaded from a save doesn't hold again. A paused commander stays paused through a stance change.
TrySet Yes, wait a few minutes and check nothing moves, then press Start the war as an admin and listen for the radio call.
Choices: 1 or more
Assault (waves) only. Minutes between waves at the same target. The first wave at a new target goes at once; the wait for the next one starts when the last wave has actually set off.
AffectsA wave that finds no free groups tries again a minute later. While a wave is due the commander checks every 20 seconds until it goes. Players see the time to the next wave on the tablet's Commander tab.
TrySet 2 on a small map and watch the waves pile in on one objective.
Choices: 0 or more (0 = every free group)
Assault (waves) only. How many groups each wave adds to the attack, joining those already there. The first wave on a target it hasn't scouted looks with up to 4 of them. 0 sends every group that's free.
AffectsNot the Start From Ship setting of the same name. Waves take only free groups, so a wave short of groups goes with what it found, and garrisons on held objectives stay put.
TrySet 0 for an all-out push that throws every free group at the target.
Choices: Marker or object names, separated by commas
Assault (waves) only. The places to take, in order: marker names or object variable names, separated by commas. Each one means the objective whose centre is nearest it, within 500 m. Empty takes the objective it doesn't hold with the highest Objective priority first, the nearest among equals.
AffectsPlaces it already holds are passed over. Once it holds every one, the commander carries on as Invasion. A name with no marker or object, or no objective within 500 m, is left out and the RPT says so once.
TryPut markers named townA and townB on two towns, type townA, townB and watch it take them in that order.
Choices: One after another / Pocket
Assault (waves) only. One after another attacks each target in turn. Pocket cuts a target off first: the commander takes every objective it doesn't hold within Pocket Radius of it, one at a time, and only then the target itself.
AffectsIt changes only the order of attack round each target; the target itself is still chosen from Assault Targets or by Objective priority. Each objective in the ring gets its own waves until it falls.
TrySet Pocket with a Pocket Radius a little over the distance from a target to its neighbour, and watch the neighbour go first.
Choices: 0 or more (0 = off)
Assault Order Pocket only. How far round a target the objectives it takes first can be.
Affects0 turns the pocket off, so it goes straight for the target.
Choices: Aggressive (90%) / Moderate (75%) / Conservative (50%)
How weak this commander's forces have to get, as a share of what they started with, before it asks Military Logistics for replacements. Aggressive asks as soon as it's below 90% strength, Moderate below 75%, Conservative only once it's below 50%. The request is sized to make up the losses, sent as a convoy with air-lifted infantry following in waves.
AffectsNeeds the Military Logistics module placed; without it the commander never asks. Invasion and Occupation only: the insurgent commander reads the value but never acts on it.
Choices: Type 0 to 100
Type the force strength, from 0 to 100, at which the AI Commander asks for reinforcements. When you fill it in, it replaces the Reinforcements dropdown above. Leave it empty to use the dropdown.
AffectsNeeds the Military Logistics module placed; without it the commander never asks.
Choices: No / Yes
Yes shapes each reinforcement request around the enemy this commander's units have seen in the last 30 minutes. Half of the request still replaces its own losses, type for type; the other half follows the enemy mix, so a commander facing tanks asks for armour even if it only lost infantry.
AffectsInvasion and Occupation, with Military Logistics. It can ask for a type it didn't start with when its faction has groups of that type and Military Logistics is allowed to send them. It never asks for more groups than it has lost, nor more than it is short of its starting strength. With nothing seen it replaces losses as before. Aircraft are left to the Military Air Component Commander, and landing from a ship is not affected.
TrySet Yes on an Invasion commander facing an armoured enemy, let it lose some infantry, and watch its next request in the RPT ask for armour.
The factions this commander controls. The commander's side comes from the first faction in the list, and if nothing is picked here or below it falls back to NATO (BLU_F). Missions saved before this picker existed keep their old single-faction picks (up to four). Those are only used when this list and the box below are both empty; anything picked here replaces them.
AffectsCombined with Additional Factions; together they replace the old single faction slots from older missions.
See it inCombat support: CAS, transport and artillery on call (BLU_F), Combat support: CAS, transport and artillery on call (OPF_F), Combined arms assault: guns, armour and infantry (BLU_F), Combined arms assault: guns, armour and infantry (OPF_F), Defensive: CSAT invades, NATO holds (BLU_F), Defensive: CSAT invades, NATO holds (OPF_F), First steps: one enemy commander (OPF_F), Forward bases: build and hold FOBs (BLU_F), Forward bases: build and hold FOBs (OPF_F), Ground convoy: transport, escort and recruits (BLU_F), Ground convoy: transport, escort and recruits (OPF_F), Hearts and minds: NATO wins over the towns (OPF_G_F), Hunt the recruiters: NATO against FIA (OPF_G_F), Insurgency: FIA against NATO (BLU_F), Insurgency: FIA against NATO (OPF_G_F), One area: NATO holds an area you mark (BLU_F), Whole island: NATO takes and holds an island (BLU_F), Offensive: NATO attacks CSAT-held ground (BLU_F), Offensive: NATO attacks CSAT-held ground (OPF_F), Outbreak: zombies hold an area (WBK_AI_ZHAMBIES), Persistent campaign: a war that carries on where you saved (BLU_F), Persistent campaign: a war that carries on where you saved (OPF_F), Special operations: a small team against a held town (OPF_F), Three-way war: NATO, CSAT and AAF (BLU_F), Three-way war: NATO, CSAT and AAF (OPF_F), Three-way war: NATO, CSAT and AAF (IND_F)
Extra faction class names added to the Factions picked above, handy for mods you don't have loaded while editing.
TryType rhs_faction_msv to add a faction from a mod that isn't loaded in the editor.
Optional. Factions this commander only sends to civilian objectives, the ones from Civilian Placement and Custom Civilian Placement. Empty means no limit. Orders a player gives through Player Command/Control aren't limited.
TryWith an army and a police faction in one commander, put the police faction's class name here (for example BLU_GEN_F) to keep the police in the towns.
Optional. Factions this commander only sends to military objectives, which is every objective that didn't come from a civilian placement module. Empty means no limit, and a faction in neither list goes anywhere.
TryPut the army's class name here (for example BLU_F) and the police in Town-Only Factions, so each keeps to its own kind of objective.
Changes how many groups the commander sends for each kind of task, typed as a list of name and number pairs. Attack, defend and reserve apply to Invasion and Occupation; the insurgent action names apply to Asymmetric. If the text can't be read, it's quietly ignored.
TryType [["attack",6],["reserve",0]] for bigger attacks and no held-back reserve.
See it inCombat support: CAS, transport and artillery on call ([["attack",8]]), Offensive: NATO attacks CSAT-held ground ([["attack",8]])
Changes what kind of groups the commander uses for each task: infantry, motorized, mechanized, armored, artillery, AAA, air or sea. Unknown types are quietly dropped.
TryType [["attack",["mechanized","armored"]]] to make attacks armour-heavy.
The most objectives the commander will attack at the same time; it won't start a new attack while this many are running. Lower numbers give a slower, more focused campaign.
AffectsIn Asymmetric it caps how many objectives the insurgents have groups assigned to at once instead. An Assault (waves) commander attacks one objective at a time and isn't limited by it.
TrySet 3 for a slow front that concentrates its forces.
See it inCombat support: CAS, transport and artillery on call (3), Ground convoy: transport, escort and recruits (2), Offensive: NATO attacks CSAT-held ground (3)
Choices: No / Yes
When Yes, a faster ground group waits where it is by the estimated difference in travel time, so the groups of an attack arrive at about the same moment. It applies on both legs: the move to the points round the objective, then the move to capture it.
AffectsA wait is at most 15 minutes, and gaps under 20 seconds are ignored. Vehicles' travel times are raised by a third to allow for roads. Aircraft are not held.
TrySet Yes, order an attack on an objective several kilometres away from a mix of foot and vehicle groups, and watch the vehicles stop short while the infantry catches up.
See it inCombined arms assault: guns, armour and infantry (true)
Choices: No / Yes
When Yes, and a Military AI Commander Artillery module is in the mission, the commander calls for fire on the defenders of an objective as soon as its scouts have found the enemy there, and the assault waits 150 seconds before sending its groups in.
AffectsThe artillery module's own settings decide whether a battery answers: its range, rounds, cooldown, how many enemy are needed and its friendly check. No call goes out with a friendly group within 250 m of the target, and there's at most one per objective in 15 minutes. Aircraft don't wait.
TrySet Yes with an artillery module on the commander's side, send scouts at a defended objective and watch for shells before the assault goes in.
See it inCombined arms assault: guns, armour and infantry (true)
Choices: No / Yes
When its scouts have found defenders on an objective and it sends 3 or more ground groups, one group stops about 300 m short and holds the defenders in place. The others swing round to its side, about 90 degrees off, and then all of them close in together.
AffectsInvasion and Occupation commanders only. The group that holds is the heaviest it has (armour, then mechanised, motorised, infantry), the one nearest the objective. It waits for the others, never more than 20 minutes. Attacks with fewer than 3 groups, or where the scouts found nobody, go straight in as before, and aircraft take no part.
TrySet Yes, order an attack on a defended town from 4 ground groups, and watch one group stop short while the others curve round to the flank.
Choices: No / Yes
Yes lets a group that is losing a fight ask the commander for help. Once a minute the commander looks over its groups: one that has lost at least half its men, and at least 2, in the last 2 minutes, with an enemy within 500 m, gets 2 free groups sent at that enemy. The hurt group's own kind (infantry, motorised, mechanised, armour) is tried first, and the hurt group itself is never sent.
AffectsInvasion, Occupation and Assault (waves) only. A group asks at most once every 2 minutes, the commander answers at most 2 calls a minute, an enemy it is already dealing with is skipped, and after 5 minutes without losses a group's remaining men count as its full strength. Player groups never ask. Every call writes an OPCOM HELP line to the RPT.
TrySet Yes, ambush an AI section until half of it is down, and watch 2 other groups head for you; the RPT names them.
Choices: None / Few / Many
Invasion, Occupation, Assault and Dug In commanders dig in. Once an objective has been held for 10 minutes, the commander builds a small fort at its edge facing the enemy: sandbags and barriers, sometimes with a mortar pit or a static weapon, from its own faction's compositions (or its side's, for a mod faction with none).
AffectsFew fortifies up to 3 objectives per commander, Many up to 8; at most one every 5 minutes, never within 300 m of a player, on a runway, taxiway or apron, or where forts already stand. On Many, an objective held for 40 minutes also gets a medium fort (up to 4 per commander). Persistence saves forts. Players can remove one with a 15 second hold action, offered only when no enemy is within 60 m. Insurgents never build them.
TrySet Many on an Occupation commander, let it take and hold an objective, keep 300 m away and check the map edge of the objective facing the enemy after about 15 minutes.
Choices: None / Few / Many
Invasion, Occupation, Assault and Dug In commanders mine the approaches to objectives they hold that face the enemy: about a dozen mines in a band beyond the objective's edge, anti-tank on roads, anti-personnel elsewhere.
AffectsFew allows 2 fields, Many 6, one per objective and at most one every five minutes. Own and friendly sides know the mines. Never within 300 m of a player. With persistence on, the mines left in each field are laid again after a load.
TrySet Many, let the commander hold an objective near the enemy, then approach it with a mine detector.
Choices: None / Few / Some / Many
Some of the infantry the commander keeps at quiet objectives walk a route through the rear objectives within the patrol reach (3 km by default) and back home, so the ground between objectives isn't empty. Few sends a quarter of them, Some half and Many three quarters.
AffectsOne group always stays at an objective that has more than one. Nothing goes out within 2 km of a fight, and the commander takes the patrols back whenever it needs them.
TrySet Many, hold a few objectives close together, and watch the map for groups walking between them.
See it inCombined arms assault: guns, armour and infantry (Some)
Choices: Objectives / Coverage
Objectives walks the rear objectives within reach, as before. Coverage walks the ground of the commander's territory that none of its patrols has been through lately, past the sentries at home, through up to four stops and back.
AffectsIn Coverage the patrols are the groups an objective has to spare: above 2 at a large objective, above 1 at a small one, and every reserve group the commander has parked there, which go out first. Few sends a third of them, Some two thirds, Many all. One group always stays home, and nothing goes within 2 km of a fight.
TrySet Security Patrols to Many and the mode to Coverage, hold a few objectives, and watch the patrols spread out over the ground between and around them rather than walking the roads.
Choices: 500 to 10000 m
How far a patrol goes from its home objective, in either mode. In Coverage the commander's territory reaches the same distance from each objective it holds.
AffectsA longer reach means longer walks; past about 5 km a foot patrol may not get round before it's called back.
TrySet 1500 for patrols that stay close to home, or 5000 to cover a wide rear.
Choices: minutes
Occupation only. After taking an objective the commander starts no new attacks for this many minutes, or until the clean-up and hearts-and-minds tasks it gives players there are done, whichever is first. Defence and reinforcement go on as usual. 0 is off.
AffectsTasks need C2ISTAR with auto player tasks; without players or C2ISTAR the timer alone decides. Hearts and Minds families switched off in C2ISTAR aren't given.
TrySet 20 for a slower occupation that leaves players time to secure each town.
Choices: No / Yes
Yes stops the commander attacking on its own, so it leaves enemy-held places to the players. Once players of its side are in an objective with no enemy left within 500 m, it sends a group to garrison it, and Security Patrols then walk it.
AffectsOccupation only. It still defends a place under attack, takes an objective players order through OPCOM Orders, and retakes a place it had garrisoned. A player counts there on foot or in a vehicle.
TrySet Yes on an Occupation commander, clear an enemy town on foot, and watch a group arrive to garrison it.
Choices: No / Yes
Invasion and Occupation. Before attacking an enemy-held objective the commander gives players on its side preparation tasks there, one objective at a time. The attack goes ahead when the tasks are done or failed, or at the timeout. Nothing is asked while Pause After Capture or a high value target hold is keeping attacks back.
AffectsNeeds C2ISTAR and players on the side; with nobody on the side it doesn't wait.
Choices: minutes
How many minutes an attack waits for its preparation task before going in anyway.
Choices: Every attack / Many attacks (2 in 3) / A few attacks (1 in 3)
How many of the commander's attacks get preparation tasks, and the recon before them when Tasks Only Against Known Enemy is on.
AffectsOnly matters with Preparation Tasks Before Attacks on. Each attack is picked at random at about 2 in 3 or 1 in 3 odds; one that isn't picked goes ahead as usual. A group that opts out of automatic orders in the OPCOM Orders menu gets no preparation tasks either.
TrySet A few attacks, turn Preparation Tasks Before Attacks on and watch several attacks: about one in three should be preceded by a task.
Choices: No / Yes
Needs Preparation Tasks and Tasks Only Against Known Enemy. When the players' recon has reported, HQ asks whether they take the targets or hand them over, and they answer from the OPCOM Orders menu. Take gives them a second round of tasks against any vehicles and emplacements. Hand over sends the commander's own sections at up to 4 of the targets still alive and in reach, and the attack waits up to 5 minutes for them. No answer by the Preparation Timeout counts as handing over; a recon that found nothing asks nothing.
AffectsAnswering needs the C2ISTAR item. With Military AI Commander Artillery present, the commander may also call fire on the targets.
Choices: a number
The fewest tasks players get for each operation: preparation tasks before each Invasion attack, or clean-up tasks after each Occupation capture. A preparation task can be a wiretap, destroying the AA and mortar emplacements or the enemy vehicles at the objective, or an insurgent installation near it, where there's one to destroy. 0 here and in Most Tasks per Operation keeps one wiretap per attack and every clean-up task after a capture.
Choices: a number
The most tasks players get for each operation (see Fewest Tasks per Operation). An operation never gets more than there are kinds of task to give there.
Choices: No, Yes
Yes aims the preparation and clean-up tasks only at what this commander has found: enemy vehicles and emplacements whose crews its units have seen in the last 30 minutes (or that stand within 100 m of a group they saw), and an insurgent installation once a seen enemy group was within 300 m of it or one of its own groups is within 500 m. A kind with nothing known is left out, and so is removing IEDs after a capture. The wiretap is always offered. No (the default) uses whatever is really there, as before.
Choices: Yes / No
Yes makes an Invasion, Occupation or Assault (waves) commander find out what's at an objective before its assault goes in. Its recon groups look, a recce flight reports when the mission has a Military Air Component Commander, and players on its side get a Reconnoitre Objective task when C2ISTAR is placed. The assault waits, with its groups holding where they are, until the commander is sure enough, everyone sent has reported, Intel Wait runs out, or a player orders Go now on the tablet.
AffectsWhat it finds joins what it knows of the enemy, so Tasks Only Against Known Enemy can use it, and an airstrike it calls on the objective goes for up to three vehicle groups seen there, the newest first, instead of a building. An objective lost or given up while it waits is let go. Once it takes one, it radios what became of each enemy group seen there and moves on to where most of them fell back. On Assault (waves), a wave that falls due while it's still finding out goes in anyway. With No, nothing changes.
TryTurn it on with Intel Markers and watch an objective's area on the map go from yellow to red before the assault.
Choices: 0 to 1
How sure the commander must be of what's at the objective before it attacks. It's fully sure when what it has seen in the last 10 minutes covers at least half the ground round the objective, such as two of its four sides. Less counts for less, and nothing seen over 30 minutes ago counts.
AffectsOnly used with Find Out Before Attacking on. A lower value lets the assault go sooner on less.
Choices: 1 or more
The longest an assault waits while the commander finds out what's at the objective. When it runs out, the assault goes ahead on what is known.
AffectsOnly used with Find Out Before Attacking on. A recce flight is waited for up to this long, counted from when the Air Component Commander accepted it; one it never answers is given up after 10 minutes.
Choices: Yes / No
Shows players on the commander's side what it knows of each objective it's finding out about: an area round the objective, a label such as "Intel: 4 seen, 100% sure", and a dot for each group seen. The area is yellow until the commander is as sure as Intel Needed Before Attacking asks, then red.
AffectsOnly used with Find Out Before Attacking on. The markers go once the objective is taken or the attack is given up, and players who join later get them too. A mission that limits remoteExec must allow ALiVE_fnc_OPCOMIntelMarkers for clients, with jip on. The tablet's Commander's Picture shows the same positions; with this off it shows counts only.
Choices: No / Yes
Starts some of this commander's infantry aboard a ship, and has Military Logistics fly them ashore by helicopter to the objective nearest the ship. A faction with no transport helicopter of its own, such as a WWII faction, goes ashore in its own boats instead (Go Ashore By can put boats first for any faction), landing on the beach nearest the objective, and each of its motorised groups comes ashore there from a landing craft of its own. Once everyone is ashore the ship plays no further part, and later reinforcements come from the ground the commander holds.
AffectsThe ship can be a static one, such as the Expeditionary Forces amphibious ship or the base game carrier and destroyer, or, when no static ship is within 400 m, a large ship that can sail: 40 m long or more, not a submarine, such as the Naval Legends ships. A ship that can sail is left where it was placed. Place the module on the ship's deck (within 400 m of it) and sync Military Logistics plus a Location or Custom Objective on the shore. Needs an Invasion or Occupation commander and a faction, or its side, with transport helicopters or boats that carry troops. If anything is missing it starts on land and says why in the RPT. Built and tested on the Expeditionary Forces amphibious ship; on other ships, such as the Naval Legends Essex carrier, the helicopters use flat spots on the deck, or one spot above the ship when there are none.
TryPut the module on the amphibious ship 1.5 to 2 km off a coastal town, sync a Location in the town, and watch the waves land. With a WWII faction such as Spearhead's US Army, watch the landing craft run in to the beach instead.
Choices: Any whole number
How many infantry groups start aboard. They go ashore a wave at a time, as Groups Per Wave and Seconds Between Waves set (2 groups about 3 minutes apart by default), by helicopter or by boat. Mechanised and armoured groups start on land as usual.
AffectsOnly used when Start From Ship is Yes. While any player is within 1.5 km of the ship (or the helicopter spawn distance, if that is larger) the next wave waits, so the helicopters never appear in sight of a player. If the landing objective is held by the enemy, the wave parachutes in instead.
TryLeave it at 6 for three waves of 2; set 2 for a single quick landing.
Choices: Any whole number
How many motorised groups start aboard. They go ashore after the infantry, in waves of their own the same size. By helicopter, each vehicle is made on one of the ship's helipads and carried under a heavy lift helicopter. By boat, each group gets a landing craft of its own and is made on the beach as its craft comes in.
AffectsOnly used when Start From Ship is Yes. By helicopter, the faction or its side needs one that can lift the vehicle. If none can, or Military Logistics can't sling a wave three times running, these groups are left out and the usual reinforcements resume. With enemy at the landing the vehicles wait aboard until the infantry have cleared it. A landing craft lost on the way in loses its group, and the rest of the wave carries on.
TryNATO Pacific with 2: a Hunter or an HEMTT comes ashore under a Huron after the infantry. Spearhead's US Army with 2 (and Spearhead: Extended for its LCVP): a jeep section and a motorised squad come ashore from landing craft.
Choices: Any whole number, 1 or more
How many groups leave the ship in each wave. The infantry goes first, then the motorised groups in waves of their own the same size. Every wave lands at the same place: the objective nearest the ship that the commander is attacking or holding.
AffectsOnly used when Start From Ship is Yes. A bigger wave needs more helicopters or boats at once, so Military Logistics may take longer to send it. Not the Assault (waves) setting of the same name.
TrySet 4 with 8 infantry aboard for two big waves, as on a D-Day beach.
Choices: A number of seconds, 0 or more
How long the commander waits between asking for one wave and the next.
AffectsOnly used when Start From Ship is Yes. 0 asks for the waves together, up to 8 infantry and 4 motorised groups at a time (or one whole wave, if a wave is bigger); the rest follow once those have left the ship. The waves still arrive as fast as Military Logistics can fly or sail them.
TrySet 40 with 3 groups a wave: 6 infantry go as 2 waves, asked for 40 s apart.
Choices: Helicopters, boats with none / Boats, helicopters with none
How the force aboard goes ashore. The default flies it in on the faction's own transport helicopters and uses boats only when it has none. Boats first puts the infantry ashore in the faction's boats that seat 4 or more, then in the boats of the side's other commanders, and flies only when there are no boats or no beach near the landing.
AffectsOnly used when Start From Ship is Yes. When Military Logistics keeps transport to the faction, the other commanders' boats aren't used. Motorised groups go ashore in landing craft by boat, or slung under a helicopter.
TryPut NATO Pacific on a destroyer off a coastal town, set Boats, helicopters with none, and watch its own boats run in instead of helicopters.
Choices: None, or on with attacks paused 10, 20 or 30 minutes, stopped for good, or paused for the minutes typed in Pause After Kill
Places a named officer of this commander's faction, with a guard group, at the most important objective it holds. He stays there and takes no orders. With Intel on, intel read from this side's dead marks where he was last seen about a third of the time, within 200 m, for ten minutes. Works for every commander, conventional or asymmetric.
AffectsKilling him stops the commander starting new attacks for the time chosen, and every side gets a popup. He's saved with the mission, with any pause still running; if his profile doesn't come back with a save, a new officer is placed.
Choices: Minutes
With High Value Target set to pause as typed: how many minutes the commander starts no new attacks after its officer is killed.
AffectsOnly the pause after a kill.
Try45 for a long lull after a successful raid.
Choices: Yes / No
Once the pause after a kill is over, the commander places a new officer and guard, and the hunt starts again. Not when attacks stop for good.
AffectsWhat happens after the pause.
TryYes for a long campaign with a new target to hunt after each kill.
Choices: Unit class names
The officer's unit class. Give several, separated by commas, and one is picked at random.
AffectsOnly the officer placed when High Value Target is on.
Tryrhs_msv_officer_armored for a Russian commander's officer.
Choices: Unit classes, a group class, or none
The officer's guard: unit classes separated by commas (one soldier each, repeat a class for more), or one group class from the editor's group list, or none for no guard.
AffectsOnly the guard placed with the officer.
TryB_Soldier_F,B_Soldier_F,B_medic_F for a three-man guard.
Choices: Any name
The officer's name, as every side is told it when he's killed and as it shows on the intel marker. The soldier in the world wears it too, so ACE and name tags agree.
AffectsOnly the officer's name.
TryColonel Ivan Petrov for a named villain.
Choices: Any text
What his enemies are told when the officer is killed, in place of the standard message. %1 is his name and %2 the map grid where he was last seen.
AffectsOnly the message; the pause on new attacks is the same.
TryOfficer %1 is down at grid %2. Good work.
Choices: Any text
What his own side, and sides friendly to it, are told when the officer is killed, in place of the standard message. %1 is his name and %2 the map grid where he was last seen.
AffectsOnly the message.
TryWe've lost %1 near %2.
Choices: Unused / Low / Medium / High / Extreme
The chance each eligible objective starts the mission with an insurgent installation: Low 25%, Medium 50%, High 75%, Extreme every one. Unused places none.
AffectsAsymmetric only.
Choices: Any of factories (IED factories, or drug labs with Drug Labs on), weapons depots, recruitment HQs, roadside IEDs, suicide bombers, sabotage, ambushes and roadblocks
What this Asymmetric commander may set up or carry out. An unticked type is never placed at mission start and never chosen later, so a mission can keep only recruitment HQs, or leave out IED factories so the insurgents have no IEDs.
AffectsAsymmetric only. Roadblocks also need Roadblocks set to Yes. What each type does in play: What each insurgent installation does.
Choices: Yes / No
Lets the insurgents set up roadblocks, both in the installations seeded at mission start and as an action the commander can take at an objective later on. On No, only IEDs go on roads at start and the commander's only overt option at an objective is a weapons depot.
AffectsAsymmetric only.
Choices: Yes / No
War on Drugs: this commander's IED factories become drug labs. A lab is furnished for cooking, storing and packing, has no booby-trapped charge, and is called a drug lab on the map, in hints, in civilians' answers and in tasks. Every lab left standing speeds up the commander's recruiting, up to twice as fast with 4, and with Drug Smugglers on each lab sends a smuggler to town and back while players are near.
AffectsAsymmetric only. Needs Factories ticked in Installation Types.
Choices: Yes / No
While a player is within 2 km of a drug lab, a smuggler drives a pickup or open van with sacks and wrapped bundles in the back from the lab to the nearest town (400 m to 3 km off) and back again, over and over. Wreck the car, kill the driver, or get him out of the car and stand beside him, and that lab stops speeding up the commander's recruiting for 30 minutes. The next smuggler leaves 15 minutes later.
AffectsOnly with Drug Labs set to Yes. The car is picked from the local traffic and always has an open bed. The wreck and its load stay until nobody's near, and a smuggler on the road goes once no player is within 2.5 km. The RPT says when one leaves and when one is stopped.
TrySet Drug Labs to Yes, find a drug lab and wait within 2 km of it until the smuggler drives off, then follow him to town and back, or stop him and look for the RPT line saying the lab won't speed recruitment for 30 minutes.
Choices: Off / Proximity / Objective Capture / Both
Lets AI groups on the other side knock out this commander's installations without a player. Proximity: a friendly AI unit within 150 m of an installation, checked every 30 seconds (one check is enough; groups with a player don't count). Objective Capture: installations go down once a friendly commander is defending an objective within 200 m of the insurgent one. Both runs both checks.
AffectsAsymmetric only.
See it inInsurgency: FIA against NATO (capture)
Choices: Auto, ALiVE's own (tables and IEDs), Modern, Vietnam, WW2, Cold War
What the IED factory, weapons depot and recruitment HQ are furnished with inside their building: one or two small furniture sets, placed where they fit and lined up with the room. Auto picks the era from the commander's faction.
AffectsSOG factions get Vietnam, Spearhead 1944 WW2, Global Mobilization Cold War, any other faction Modern. ALiVE's own keeps the older loose tables and props. Where nothing fits, nothing is placed and the installation's actions sit on the building.
Choices: Any of the IED factory sets, ticked by era, or typed set class names
The furniture sets an IED factory can be dressed with; one is picked at random each time, two in a larger building. The factory's IED sits on the first table.
AffectsA mission's own sets go in description.ext under ALiVE_Interiors, Factory.
Choices: Any of the weapons depot sets, ticked by era, or typed set class names
The furniture sets a weapons depot can be dressed with.
AffectsMission sets go in description.ext under ALiVE_Interiors, Depot.
Choices: Any of the recruitment HQ sets, ticked by era, or typed set class names
The furniture sets a recruitment HQ can be dressed with.
AffectsMission sets go in description.ext under ALiVE_Interiors, HQ.
Choices: Any of the drug lab sets, or typed set class names
With Drug Labs on, the furniture sets a drug lab is dressed with: a cooking bench, a store and a packing table. One is picked at random each time, two in a larger building. The lab sets fit every era, so SOG, Spearhead and Global Mobilization missions get them too.
AffectsOnly with Drug Labs set to Yes. A pick here is used even when Installation Interiors is ALiVE's own.
Choices: Off / Low / Medium / High
Lets recruitment add light and then medium vehicles as the civilians in the commander's settlements turn against the insurgents: each installation destroyed or objective overrun by enemy troops adds 50 to that total. Light vehicles unlock at 50 and medium at 150 on High, 100 and 300 on Medium, 200 and 500 on Low. Once unlocked, a tier stays. Off keeps recruitment to infantry.
AffectsAsymmetric only. Anything in Excluded force kinds is never recruited, whatever the tier.
Vehicle kinds kept out of insurgent recruitment, as a comma-separated list. Empty means nothing is excluded. The list is only read when the mission starts.
AffectsOnly matters with Escalation intensity on: with it Off, recruitment is infantry only whatever this says. Anything listed here is never recruited, whatever the tier.
TryRemove Tank to let a state-backed insurgent faction recruit old tanks.
Choices: No / Yes
Yes lets the Military Placement and Custom Military Placement modules synced to this commander decide what the insurgents recruit. If none of them places AA, no group with an AA vehicle is recruited at any escalation level; if every one sets Armour or Mechanised to 0, no wheeled APC group is. No, the default, recruits AA and APC groups as escalation rises, whatever the placements hold.
AffectsShows only with Escalation intensity on. The RPT names each group left out, in lines starting ALiVE OPCOM asymmetric recruits.
TrySet Yes with Spawn AA Units at 0 on the placements to keep the insurgents off AA vehicles.
New recruitment stops while the commander's factions have this many live profiles or more; -1 means no cap. It's checked on each recruitment attempt, so groups from other sources aren't held back.
TrySet 20 to keep an insurgency small enough for a small group of players.
See it inHearts and minds: NATO wins over the towns (10), Hunt the recruiters: NATO against FIA (30), Insurgency: FIA against NATO (40)
Choices: metres, 0 = no limit
Asymmetric only. How far away a group can be when this commander picks it for a task at a town: attacks and ambushes, IEDs and suicide bombers, depots, roadblocks and recruitment HQs, or holding the town in reserve. Groups further away stay put, so insurgents stay local, and a town with nobody in range gets nobody. A player's or FOB objective with nobody in range still borrows the nearest insurgents.
TrySet 600 to stop insurgents crossing the map to a quiet town. With no limit a commander sent groups up to 1737 m to its towns; with 600 the furthest went 125 m.
Choices: No / Yes
Asymmetric only. Now and then a cell drives to a spot 400 to 700 m from enemy troops near one of its objectives, sets up a mortar, fires 3 to 5 rounds at them, packs up and heads back.
AffectsFires for real only when a player is near enough for the cell to be on the map; otherwise the attack is only counted. No mortar is left behind.
Choices: minutes
The shortest wait between two mortar attacks from this commander. The next one comes between this many minutes and twice this many.
Scales how much insurgent actions at an objective (attacks, recruiting, ambushes and the like) swing local civilians towards the insurgents and against everyone else. 0 switches this off.
AffectsAsymmetric only. Because this pulls civilians towards the insurgents, it works against the build-up that Escalation intensity keys on.
Scales how much living insurgent installations swing nearby civilians towards the insurgents over time, and against the other sides. Where the locals already dislike the insurgents, only the quiet installations (IED factories, IEDs, sabotage) still work on them. 0 switches this off.
AffectsAsymmetric only.
Minutes between each hostility shift from active installations. Lower numbers make areas around installations turn hostile faster.
AffectsAsymmetric only.
How many civilians an objective needs before the insurgents will set up a recruitment centre there. The locals also have to lean towards the insurgents already. Lower numbers let small villages become recruitment centres.
AffectsAsymmetric only.
The shortest wait, in minutes, between recruitment attempts at a recruitment centre.
AffectsThe actual wait is picked at random between this and the max, then adjusted by mission state.
The longest wait, in minutes, between recruitment attempts. If it's lower than the min, the min is used.
How many recruitment attempts each recruitment centre gets. 0 gives one attempt for each civilian living at that objective, -1 keeps it going until the centre is destroyed. Failed attempts count too.
TrySet -1 so a recruitment centre keeps producing until players find and destroy it.
See it inHearts and minds: NATO wins over the towns (-1), Hunt the recruiters: NATO against FIA (-1), Insurgency: FIA against NATO (-1)
The chance, from 0 to 100, that a recruitment attempt produces a new insurgent group. It's the top value: Hearts and Minds progress and civic pressure can bring it down during the mission.
TrySet 0 to stop recruitment spawns altogether.
Choices: Yes / No
Insurgency commander only. When on, a recruiter stands in each Recruitment HQ whenever players are within 800 m. Killing him, or finishing his recruiter HVT task, makes that town skip its next recruitment (Recruitments Skipped sets how many). Another recruiter arrives once the Recruit cycle max wait has passed. If the Recruitment HQ is disabled while he's there and players are near, he runs for it.
AffectsAsymmetric only. Works with the Recruiter HVT Task Chance setting above, but doesn't need it. The five Recruiter settings below only matter when this is on.
TryTurn it on, walk up to a Recruitment HQ and shoot the recruiter, then watch that town's recruitment skip a round.
See it inHunt the recruiters: NATO against FIA (true), Insurgency: FIA against NATO (true)
Choices: 0 to 100
Insurgency commander only. Chance that a new Recruitment HQ gives each hostile side with players an Assassination task at that HQ, once per town. A side has one recruiter task open at a time: the next HQ's task comes once that one is done or failed, and one nobody goes after stops holding the queue after an hour.
AffectsNeeds a C2ISTAR module. 0 turns it off.
TrySet 100 on an insurgency commander and watch your task list as its cells set up in towns.
Choices: One or more unit class names
The unit class a recruiter is made from. Several can be listed, separated by commas, and one is picked each time. Empty picks one of the faction's officers, the same way the High Value Target does.
AffectsNeeds Recruiters on. A class the game doesn't know is left out.
TryPick a civilian-looking class so the recruiter doesn't stand out from the locals.
Choices: 0 to 8
How many of the faction's men stand guard over a recruiter in his Recruitment HQ. 0 gives him none. If he's killed, his guards stay and fight, and leave once no player is within 1200 m. A replacement recruiter doesn't bring a second set while the first are alive.
AffectsNeeds Recruiters on.
TrySet 4 for a better-defended cell, or 0 to make him easy to reach.
See it inHunt the recruiters: NATO against FIA (2)
Choices: 1 to 10
How many of the town's recruitment attempts are lost each time its recruiter is killed.
AffectsNeeds Recruiters on.
TrySet 3 so one dead recruiter silences his town for several rounds.
Choices: None / Some / More / Double
While a town's recruiter is alive, its Recruitment HQ recruits faster and with a better chance: Some is a quarter more, More is half again, Double is twice as much. It counts whether or not players are near enough for him to be standing there, and stops while he's dead and not yet replaced, so killing him matters more. It works alongside the drug labs' speed-up and the Hearts and Minds pressure.
AffectsNeeds Recruiters on.
TrySet Double, leave a town alone for a while, then kill its recruiter and see recruiting slow down.
See it inHunt the recruiters: NATO against FIA (1.5)
Choices: No / Yes
No keeps the recruiter in his Recruitment HQ. Yes sends him and his guards on a round of the town's buildings within 150 m of the HQ and back, pausing at each, out finding recruits, so players can catch him away from it. His guards keep close to him.
AffectsNeeds Recruiters on.
TrySet Yes and watch a town from a hillside to see him come out.
See it inHunt the recruiters: NATO against FIA (true), Insurgency: FIA against NATO (true)
Choices: Yes / No
No: the recruiter stays put whatever happens. Yes: he runs out of town, away from the nearest player, when a hostile player within 150 m kills one of his guards or fires near him, or stays within 60 m of him for half a minute. Kill him on the run and it counts as usual; let him get out of sight and he's gone, and a new recruiter turns up after the usual pause.
AffectsNeeds Recruiters on. Get within 30 m and he's cornered: with his guards down he still gives himself up. His guards stay at the HQ and fight.
TryShoot one of his guards from 100 m and watch him break for the edge of town.
Scales how much Hearts and Minds progress in a settlement slows insurgent recruitment there: at full pressure the wait between attempts doubles and the success chance drops to 30% of normal. With the civic model off only the support players earn with tasks counts, so a town nobody has worked on doesn't slow recruitment. 0 turns it off, though with the civic model on a town's civic phase still cuts the chance.
AffectsAsymmetric only.
See it inHearts and minds: NATO wins over the towns (2)
Scales how much Hearts and Minds pressure weakens the hostility installations cause. Strong pressure can cancel it completely, for example around a lone installation once a town is largely won over. 0 means civic pressure has no effect here.
AffectsAsymmetric only.
The base chance insurgents strike back when a Hearts and Minds task improves a settlement within 2500 m of this commander's objectives. A run of successes with the same task in a settlement adds 4% each, up to 12%, the chance is capped at 85%, and a settlement can't be hit again for 30 minutes. 0 switches retaliation off.
AffectsOnly works with the C2ISTAR module's Enable Civic-State COIN Model switched on, and only hits settlements already rated Recovering or Stable. Type whole numbers: 0.5 is read as 50%, not half a percent.
TrySet 20 to make civic wins risky without happening every time.
See it inHearts and minds: NATO wins over the towns (20)
Scales how much a retaliation knocks a settlement's trust, services or security back. 0 switches retaliation off even if the chance is above 0.
TrySet 2 for backlashes that undo a good chunk of a civic win.
Overhaul
Status
From 31 August the commander's orders came back rejected as malformed, so nothing it decided ever reached its forces and it looked idle. Orders are confirmed and acted on again.
One module can now command multiple factions via a multi-select list plus manual override, replacing the old one-faction-per-module dropdowns.
Friendly-disable behaviour for insurgent installations is configurable: off, proximity, capture, or both.
Asymmetric insurgencies recruit over time on a configurable cycle instead of instantly reaching full strength.
Positionless objectives and certain C2ISTAR sync setups no longer stall mission startup.
Preparation Tasks Before Attacks, Pause After Capture, Fewest and Most Tasks per Operation and Tasks Only Against Known Enemy, with HQ radio calls on progress.
Patrols can cover the ground nobody has walked lately, out to a Security Patrol Reach you set (#1092).
Commanders dig in, mine their front, time their attacks to land together and shell an objective before assaulting it.
A named officer to hunt, and recruiters with guards who can walk the town, speed up recruiting, become assassination tasks or be questioned.
A control type that takes one objective at a time with wave after wave, most important first or from a list, with an optional pocket round each target.
The commander and its air commander wait for an admin's Start the war before giving any orders.
Testing
Test the control types (Invasion, Occupation, Asymmetric, Dug In and Assault (waves)) on a map with objectives placed, paying attention to whether the commander actually captures/defends/holds as expected for that doctrine. For Asymmetric, place installations and let a friendly AI patrol with no players in its group approach them, with Friendly AI disables installations on Proximity, Objective Capture and Both, to confirm installations go quiet appropriately (your own group never triggers it); also watch recruitment happen gradually over a mission rather than all at once. Try a single OPCOM with two or more factions selected in the multi-select list, and one using the Additional Factions (by name) field for a faction from an unloaded mod. Load a saved mission with objectives and confirm it no longer hangs on start. If anything goes wrong, note the map, the OPCOM's control type and factions, what the AI units were doing, and attach the mission's RPT log if possible. For the newer settings: on an Invasion commander turn on Preparation Tasks Before Attacks with a C2ISTAR module and a player on the side, and check each new attack waits for its task (or the timeout). On an Occupation commander set Pause After Capture to 5 or more, take an objective and check clean-up tasks arrive and attacks start again once they're done. With Security Patrols on Many, compare Objectives and Coverage and watch where the patrols walk. With Find Out Before Attacking and Intel Markers on, watch an objective's area on the map turn from yellow to red as reports come in, and the assault go in after it. Set Control Type to Dug In and check its vehicles stay parked, no new objective is attacked, and groups go to help an objective you attack, then go back. For Assault (waves), set Wave Interval (min) to 2 and check the first wave goes at once to the most important objective, the next joins about 2 minutes later, and the commander moves on once it falls; the RPT says "assault wave" for each. Name two places in Assault Targets and check it takes them in order, then carries on as Invasion. Try Pocket with a Pocket Radius a little over the distance to a neighbouring objective, and save and load mid-attack to check the waves carry on. For Hold Until Go, set Yes and check nothing is ordered and no aircraft fly for a few minutes, then press Start the war as an admin and listen for the radio call.
Spotted a problem? Please report it on the ALiVE issue tracker on GitHub, with the map, rough location and what the units were doing so it can be reproduced.
Changelog