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Last active 4 years ago
I'd been using the 'Company 200' size, and then with the Custom Objectives I'd do something that added up to 200 similarly.
Is this number to low for the type of setup I've got?
Thanks BvB, I will try out changing max simultaneous and also placing a few groups down and syncing them to the module!
Hello,
Not sure if this is something frowned upon, but I'm hoping someone here could help me. I'm working on a mission that takes place in MBG Celle2 which is said to be a supported map. It works for the most part, though I quickly found that most of the small villages don't register as Civilian objectives. So I've used Custom objectives for most of my modules, and then I have working military objectives at each airfield.
What I'm trying to have happen, is the OPFOR Soviet force try and break through across the river and overrun the BLUFOR held areas. My question I think stems from a lack of understanding of the ALiVE system basics.
Does the AI Commander of the invading force go straight for the Objectives of the enemy when set to 'Invasion'? It seems like they might send a few units here and there, but what I want is for them to throw almost their entire force at the objectives. Does the AI first have their units secure all areas in their TAOR before advancing? Would this delay the main attacks that don't seem to ever really come outside of Recon/Probing forces? Here's basically what I've got it setup like now, with BLUFOR set to Occupation and OPFOR set to Invasion. Each dot being a mil/civ/custom objective.
http://i.imgur.com/JT2RKX8.png
Is it better to start the OPFOR group at a single TAOR at the rear of the map and have them work their way across at their own pace? Or does it make sense to have them built up and starting closer to the BLUFOR?
Thanks for any input and help.
Nice, I do enjoy occasionally flying on the ALiVE map. One thing I notice though, I often am going too fast or too high for the game to spawn the actual entities in where the AI should be. So I'll fly toward an enemy location, but by the time I've passed and are flying away, still no units have spawned in. Is there some way to correct this outside of setting a crazy distance for spawning units? I don't want to do that and bog the system down.
Thanks! I wasn't aware of the blacklist for Tasks like this. Appreciated
Hello,
I notice that with the Combat Controller for air units module you can edit the list of tasks to determine which types of tasks are assigned to the pilots. However, is there a way to change this for the normal task generation? If I'm playing as a squad of recon infantry, I don't want to be assigned tasks for transporting soldiers in a truck or helo. I want to instead limit it to say search & rescue, hostage rescue, attacking enemies, etc.
I haven't been able to find any module that has this option available to it though, and I'd rather not manually assign tasks to myself via the tablet.
Ah okay, thanks. I didn't add the other TAOR to the blacklist. I'll have to do that.
Hello,
I'm fairly experienced with the ALiVE modules overall, but recently I've been working on a mission that takes place on the MBG_Celle2 map, which is supported, and I'm trying to recreate the Soviet Union invading West Germany in the 80s.
Anyways, my main question is in regards to TAORs. As I've got the TAORs currently angled diagonally across the map, I wanted to create a sort of 'frontline' without the need for the Invading and Defending forces to try and populate the locations in the back of the map where nothing should really be happening. As the NATO forces are outnumbered, I've currently got two (2) TAORs for BLUFOR setup and synced to a single AI Commander. In each of those TAORs I've got a Civilian, Military objective module with the field in it's attributes set to BLUFOR_TAOR_1. For OPFOR I've got 4 TAORs. OPFOR_TAOR_1...4 with modules in their areas as well. But all of these are synced to a single commander for each side. I've got company sized element chosen for the module's strength.
So, is this the proper way to configure a multiple TAOR setup? Or should I not need additional objective modules in each TAOR? Also, do I need to have each TAOR set with it's own AI Commander?