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Gunter Severloh

AI Compilation List of Addons/Mods/Scripts & Misc

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Hey Mac its been a while, good to see you, er read, lol

anyways keep warmod with warmod please, this is all about AI, if you want more info on status of warmod go to my website on the

warmod wip part of the menu, as well as check my a2WarMod thread.

Keep on topic.

Plenty of AI addons and mods , as well as scripts to use that will enhance your game, any questions pertaining to them, let me know, or read up on them.

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ASR AI Addons also includes an updated version the ASR AI Skills so the latter should be delisted.

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Thanks for the update Rob, List has been updated.

ASR AI Skills has been removed from the list.

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Are SLX and Zeus AI compatible with each other?

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Arma2 Scripts

AI Artillery Framework

http://www.armaholic.com/page.php?id=8421

Creates a base for adding AI artillery

Artillery AI

http://www.armaholic.com/page.php?id=10879

Allows a battery of AI controlled Artillery to mimic a single player controlled piece and fire as a battery.

AI Convoy Script

http://www.armaholic.com/page.php?id=9975

This is a script that improves the convoy behavior of AI controlled vehicles.

AI respawn group patrol area using UPS

http://www.armaholic.com/page.php?id=6540

This creates a group of respawning AI using Kronzky's fabulous UPS script which is available here:

http://kronzky.info/ups/index.htm

AI vehicle respawn move via waypoints

http://www.armaholic.com/page.php?id=6542

AI vehicle respawn that moves to WP script.

AI vehicle respawn patrol area using UPS

http://www.armaholic.com/page.php?id=6543

AI vehicle respawn patrol an area using Kronzky's UPS script.

Advanced House Patrol Script

http://www.armaholic.com/page.php?id=13195

AIsoldierFlare

http://www.armaholic.com/page.php?id=13796

AI to shoot FLARES when they got engaged or spotted enemy in the dark. So they could put pressure

on players using NVG´s against opponents that do not have that technological perk.

Now there are all colors flares available through options.

Script works with Arma2, OA, or CO, BAF and PMC, as well as compatible with any

addon if using custom weapons option.

Automated Medic

http://www.armaholic.com/page.php?id=14769

If you were ever tired of micro managing AI medics in your group, look no further, here is the automated version of the AI medic in player group.

It also makes any unit able to act as medic when "fullAuto" or "closeMedic" option is used, not just medics.

BD Building Patrol Script

http://www.armaholic.com/page.php?id=10855

this script is to allow AI units to patrol inside of a building.

BD Capture/Play Scan Pattern

http://www.armaholic.com/page.php?id=11398

This is a set of scripts that work basically like the UnitCapture/UnitPlay functions, except it records "scan" pattern

for a specific unit to be played back on an AI unit. Essentially, you can use the capture function to record yourself

aiming a weapon in a specific pattern, then use the playback function to make the AI watch that same recorded pattern.

The playback scripts also allow the AI to react to the presence of enemies.

Berserker AI Project

http://www.armaholic.com/page.php?id=20186

Make AI react better and be more elite than normal ai

cB Multiplayer Call Support

http://www.armaholic.com/page.php?id=11829

This mission is to demonstrate the use of multiplayer compatible Call Support functionality. You can direct any

AI unit(s), who will mount up, move to, and dismount, to any location on the map.

Combined AI Arty

http://www.armaholic.com/page.php?id=10534

Regular scans of a radius about the FO set by WAIT_TIME in minutes, minimum 1 minute.

When an enemy is encountered a salvo of half the set value is fired at the largest group of OPFOR set by FIRE_AT_SIDE.

This salvo is static and will not 'lead' a moving group.

DAC - Custom release & control script (SUITE)

The script is aimed at releasing a DAC zone and ordering the units within that zone to move to a WAYPOINT or an ARRAY of WAYPOINTS.

http://forums.bistudio.com/showthread.php?t=112745

Editor based AI script by trigger

http://www.armaholic.com/page.php?id=7074

How it works:

- Deletes units on mission starts and save them for later usage and/or copy to Clipboard

- Spawn them again based on a trigger

- Unlike my sample mission, the AI should be given more time to get "accustomed" to the world.

Spawning enemies too close to each other can cause weird behavior.

HunterKiller Patrol

http://www.armaholic.com/page.php?id=15345

Enemy groups will patrol a specific area and inform each other inside a specific distance about spotted enemies

If enemies are spotted the groups will start to hunt them.

Mechanized Infantry Tactics Script

http://www.armaholic.com/page.php?id=12872

Makes infantry fighting vehicles and their infantry squad cooperate better.

PipeBomb-Drop Script

http://www.armaholic.com/page.php?id=13276

AI-unit drop pipe bombs on pre defined locations, returns to safe location and wait for touchoff command

Random House Patrol

http://www.armaholic.com/page.php?id=6078

Reinforcements

http://www.armaholic.com/page.php?id=6653

This is a script package that it will give you different options of reinforcements in game

- Call Armor support (3 M1A2 Tusk tanks)

- Call Helicopter (2 AH1Z)

- Call Infantry (5 members will join your squad)

- Call LAV HQ - Construct Base/Defenses

- Buy Units

- act as Respawn point - Call MV-22 HQ - Construct Base/Defenses

- Buy Units

- act as Respawn point

- Helicopter HQ vehicle - Call SOM Support - Supply Drop, Artillery, UAV, CAS, Transport

- Call Paratroopers - 20 FR soldiers will paradrop at your location with C130J

Squad Management Script

http://www.armaholic.com/page.php?id=9209

This is script to allow for a small group of people to have large battles against the AI.

With this you can recruit squads of infantry and vehicles and command them through the high command.

UPSMON-Urban Patrol Script

http://www.armaholic.com/page.php?id=9213

Features:

- Now groups of IA plays together, they communicates themselves by radio.

- There is a General commander of IA that organize the atack of all groups of IA.

- IA does flanking movements in group.

- IA does suppressing fire.

- IA can be suppressed by fire and cancel their movements

- IA has enhanced their actions and movements, now they can use smoke grenades, avoid moves,

run down when near enemy or in fire, etc..

- IA now avoid snipers when fired by unknown enemy.

- IA can enter buildings and towers to surprise enemy.

- IA interacts with environment, if they had a vehicle near and are far of enemy they use it.

Now you can put empty transport vehicles in bases and IA will use them.

Urban Patrol Script

http://www.armaholic.com/page.php?id=6053

Allows easy creation of randomly patrolling units, with improved AI behavior. -website on how to setup the script:

http://kronzky.info/ups/index.htm

Edited by Günter Severloh
Updated

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AI Scripts for Lag

cB AI Unit Caching Demo

http://www.armaholic.com/page.php?id=10102

This mission is to demonstrate the use of AI unit caching when not within player or enemy range.

The caching script works by reducing squads when they are outside a specified distance from the players,

so that entire squads will reduce to a single unit to save on CPU when they are not near the player.

RMM Reducer

http://www.armaholic.com/page.php?id=8544

Kills about 67% of AI related lag issues for the server.

Eliminates up to 95% of AI related lag issues for the player (on a dedicated server).

Edited by Günter Severloh
Recompiled & Updated

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Arma2OA Addons

All Round Defense

http://www.armaholic.com/page.php?id=12815

All Round Defense (ARD) is a formation typically used by the British Army (and other fighting forces)

after a firefight to 're-org' the squad, making sure everyone has ammunition and tending any wounds.

ASR AI

http://www.armaholic.com/page.php?id=12105

This is an AI skill mod to make the AI better, more diverse and distinct by type. Some units will be better skilled than others.

Ai Heli Control

http://www.armaholic.com/page.php?id=15898

Allows control of AI controlled helicopters.

Features:

Ability to create a LZ for the heli

Commands to Land, with Engine on and off

Control Flight Altitude

If MP Compatible Fastrope Addon is present -

Ability to have the AI pilot fastrope infantry out of helicopter

Dynamic Force Balancer

http://www.armaholic.com/page.php?id=13558

Decrease enemy unit number to balance the mission difficulty.

Enhanced Skills Slider

http://www.armaholic.com/page.php?id=16213

The Enhanced Skills Slider will allow you to change the skills of a whole side, a whole group or a single unit on the fly.

It works in Single Player, Multiplayer (LAN) and Multiplayer (Dedicated).

The Enhanced Skills Slider is a Client and Server Side Addon and will only be available to the server admin when playing multiplayer.

It is accessed via the Action menu.

Gibbet's Team Level Movement Planner

http://www.armaholic.com/page.php?id=17234

Team Level, meaning a unit or units within the players group. Movement planner, The ability to place separate waypoint sets

for teams, in real time, within the game map.

Iranian Forces AI Configuration

http://www.armaholic.com/page.php?id=14522

AI Combat improvements, which basically build and improve on some of the AI Mods out there,

whilst trying to keep as much original BIS configurations to try and keep compatibility for future games patches/versions etc.

MP Compatible Fast Rope Addon

http://www.armaholic.com/page.php?id=5791

1. Allows an AI pilot to move to a waypoint and then AI and player automatically rappel to the ground once the fast ropes are deployed.

2. Allows player pilots to fast rope AI units at their whim.

3. If a player is in a cargo position then he will get an option to deploy fastropes from a stationary chopper, he will also get an option to descend ropes

PvPscene Tweaks: AIGunnerToUseAllWeapons AI C PvPscene

http://www.armaholic.com/page.php?id=16055

With an important fix in the recent 1.61 beta patches, AI in vehicles finally starts to act properly with a player inside the vehicle as well.

This means the AI gunner engages targets by himself now. However he is still restrained in the use of the full weapon arsenal available to him.

This little tweak changes/fixes that.

So the AI gunner will now engage also with SABOT/HEAT and missiles at targets (aka fire automatically without command order for each shoot).

(normally only true for: MG/AP/rockets)

Sniper Camo Changer

http://www.armaholic.com/page.php?id=16245

This is a set of scripts that will allow you (or your AI partners) to change their sniper pattern during a mission. Simply activate the script via the action menu,

and the sniper's camo changes once every two seconds until you find one that you like. You can also have your AI teammates change their camo as well.

TPWC AI suppression system

http://www.armaholic.com/page.php?id=17049

This addon makes AI units react to passing projectiles.

TPWLOS

http://forums.bistudio.com/showthread.php?136304-Tpwc-ai-suppression&highlight=suppression

https://dl.dropbox.com/u/481663/TPW_AI_LOS_104.zip (download)

This addon improves AI response and realism in closer engagements. It is based on SaOk's excellent line-of-sight code

which implements the new line intersects, terrain intersect, eye pos and eye direction commands introduced in OA beta patch 94103

(and simply won't work on earlier versions). TPWLOS works well with and nicely complements TPWCAS.

TPWLOS scans for enemies near each opfor or blufor or independent unit, determines if they have line of sight

to the enemy (no buildings or terrain in the way), runs a few more visibility checks based on light level, movement,

camouflage etc, and if the enemy is determined as visible then the unit will face towards and shoot at the enemy.

Reaction time should be well under a second, which greatly enhances squad response and aggression in CQB situations.

Edited by Günter Severloh
Updated

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Thanks for taking the time to do this Günter, this is just the kind of stuff im looking for. =)

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Arma2OA Scripts

Advanced IED script

http://www.armaholic.com/page.php?id=12180

script provides you with an easy way to have the AI place an IED & then semi intelligently find an

observation location that they can see it from.

AI Recruitment

http://www.armaholic.com/page.php?id=12113

The script handles Recruitment,deletion of dead AI bodies as well as cleanup in case the player disconnects

BAF IED-Script

http://www.armaholic.com/page.php?id=11966

An ai sets an ied, moves of and blows it when the target side gets within 10m. I use it to place random IEDs by placing a civilian

or opfor (execVM the script in init), and grouping him to several markers to make it random. I have added some control over the

type of IED to set. Parameters are explained at the top of the script. I have tested it SP and it seems to work fine.

cB Random House Position and Patrol

http://www.armaholic.com/page.php?id=11089

This mission is to demonstrate the use of the Random House Position and Patrol script.

Garrison House Area Script

http://www.armaholic.com/page.php?id=15241

The script places men inside houses at windows, doors, and on rooftops and balconies.

JTD Building Search script

http://www.armaholic.com/page.php?id=13130

The fundamental goal of that script is to have a single AI group search all the building positions in

a single enterable building, in a way that appears 'lifelike.'

Scud targeting script

http://www.armaholic.com/page.php?id=11812

The script lets the player and the AI fire a scud missile with the OA scud launcher at any target.

Minimum range of the scud missile is 1000 meters.

SR5 Tactical IED Detection and Ordnance Disposal

http://www.armaholic.com/page.php?id=13216

This script suite allows a unit or vehicle to detect IEDs, explosive ordnance and bombs, allowing disposal

functions such as manual defuse, remotely controlled detonations etc.

SNEAKY HUNTER AI

http://forums.bistudio.com/showthread.php?161325-Sneaky-Hunter-AI-algorithm

SH is an AI algorithm that simulates animal-like hunting behavior of controlled unit (Hunter) against chosen unit(s) (Prey).

Support Radio

http://www.armaholic.com/page.php?id=15906

Support Radio is a interface that will help you control Artificial Intelligent units for support such as Transport (Air Taxi),

Close Air Support and Artillery. Only units with an itemRadio and itemGps can access the Support Radio.

-[TdC]- Convoy Script

http://forums.bistudio.com/showthread.php?t=120389

Creation of totally personalized convoys (with some randomness, if you want) that reacts under fire.

You can create friendly convoy if you want too.

Protected SCUD convoy, black jeeps convoy, protected supply convoy, infantry convoy, bus convoy, whatever...

Working AI mortars

http://www.armaholic.com/page.php?id=18342

Working AI mortars - works with all mortars

Zonekiller's AI Vehicle Control System

http://www.armaholic.com/page.php?id=12532

what it does is invite AI to use the vehicle the script is attached to, also adds respawn if you wish and it

will delete the vehicle once it is destroyed, if the vehicle gets left somewhere it will respawn or die within 5 min,

if someone gets in it at 4 minutes it will reset the clock back and can be left for 5 minutes again.

The script works for empty units and AI units as well as players.

Edited by Günter Severloh
Made list alphabetical order and added working Ai mortars

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First Page of the Compilation List adds a link under each group to their own page, this will cut down the time it

takes a given user looking for something in half, as well as allows me more room to add to the list when needed.

Also helps me add to the lists faster!

Below is part of the first page of the lsit, it is nothing new added here:

===================================================

Battle Generators

PlannedAssault web-based single-player mission generator

http://www.plannedassault.com (free, registration required)

Pick and place squads and platoons using your web browser, then let the PlannedAssault planner generate large scale offensive

or defense maneuvers for your side and the opposing side. Download and play (and edit) the resulting mission.

The planner acts like a commander at battalion or company level, coordinating the units in space and time, including flank attacks,

artillery missions, air assaults, counter-attack, use of crew served weapons, close air support.

The generated missions can be enjoyed with 'vanilla' Arma2 or any other AI mod as long as they don't spawn units,

command artillery or interfere with vehicle loading.

Video explanation --->

Forum Threads

FlexiAI (WIP) discussion

http://forums.bistudio.com/showthread.php?t=88194

Arma 2 - ai first aid support

http://forums.bistudio.com/showthread.php?t=111819&highlight=support

Dynamic-AI-Creator (DAC) BIS Thread

http://forums.bistudio.com/showthread.php?t=99753

Distributed AI Processing

http://forums.bistudio.com/showthread.php?t=117775

AI Thread in Suggestions section of BIS forum

http://forums.bistudio.com/showthread.php?t=26337

Commanding AI

[GUIDE] AI Squad Command

http://forums.bistudio.com/showthread.php?t=81123

ArmA II AI Squad Command

http://community.bistudio.com/wiki/ArmA_II_AI_Squad_Command

Comprehensive and In-Depth guide to commanding your AI squad

http://forums.bistudio.com/showthread.php?t=107231

CMI Command Improvement Mod A2

http://www.armaholic.com/page.php?id=19946

makes the commanding of the Team more accessible.

Edited by Günter Severloh
update

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The List has been updated.

The new additions are the following:

Arma2 Addons

"Fire At Will" - Functional AI artillery

http://www.armaholic.com/page.php?id=15653

Purpose of the "Fire At Will" addon is to give in simplest way possible fully functional AI artillery to battlefield for those, who can't or simply

refuse to learn script language but still want functional AI artillery in his Arma 2 missions.

HETMAN - Artificial Commander

http://www.armaholic.com/page.php?id=15824

This addon gives one or both sides of a conflict a field-commander level AI.

- simply usage;

- several different AI personalities;

- customizable;

- addon and script versions;

- optional handling of logistic/ambulance support;

- up to eight Leaders on map;

- alternative, limited control modes;

- up to four primary and two secondary objectives per Leader;

- optional usage of ungrouped transport vehicles;

- handling of garrisons;

- mission notifications for human controlled team leaders;

- secondary orders for idle groups;

- alternative control modes;

- optional "front" mode with limited to chosen area enemy groups recognition;

- demo missions for simply and complex HAC config;

- pdf manual.

Arma2OA Addons

Ai Heli Control

http://www.armaholic.com/page.php?id=15898

Allows control of AI controlled helicopters.

Features:

Ability to create a LZ for the heli

Commands to Land, with Engine on and off

Control Flight Altitude

If MP Compatible Fastrope Addon is present -

Ability to have the AI pilot fastrope infantry out of helicopter

MP Compatible Fast Rope Addon

http://www.armaholic.com/page.php?id=5791

1. Allows an AI pilot to move to a waypoint and then AI and player automatically rappel to the ground once the fast ropes are deployed.

2. Allows player pilots to fast rope AI units at their whim.

3. If a player is in a cargo position then he will get an option to deploy fastropes from a stationary chopper, he will also get an option to descend ropes

Enhanced Skills Slider

http://www.armaholic.com/page.php?id=16213

The Enhanced Skills Slider will allow you to change the skills of a whole side, a whole group or a single unit on the fly.

It works in Single Player, Multiplayer (LAN) and Multiplayer (Dedicated).

The Enhanced Skills Slider is a Client and Server Side Addon and will only be available to the server admin when playing multiplayer.

It is accessed via the Action menu.

PvPscene Tweaks: AIGunnerToUseAllWeapons AI C PvPscene

http://www.armaholic.com/page.php?id=16055

With an important fix in the recent 1.61 beta patches, AI in vehicles finally starts to act properly with a player inside the vehicle as well.

This means the AI gunner engages targets by himself now. However he is still restrained in the use of the full weapon arsenal available to him.

This little tweak changes/fixes that.

So the AI gunner will now engage also with SABOT/HEAT and missiles at targets (aka fire automatically without command order for each shoot).

(normally only true for: MG/AP/rockets)

Sniper Camo Changer

http://www.armaholic.com/page.php?id=16245

This is a set of scripts that will allow you (or your AI partners) to change their sniper pattern during a mission. Simply activate the script via the action menu,

and the sniper's camo changes once every two seconds until you find one that you like. You can also have your AI teammates change their camo as well.

Arma2OA Scripts

Support Radio

http://www.armaholic.com/page.php?id=15906

Support Radio is a interface that will help you control Artificial Intelligent units for support such as Transport (Air Taxi),

Close Air Support and Artillery. Only units with an itemRadio and itemGps can access the Support Radio.

==============

If I have missed anything please let me know, if you have any addons/mods/scripts,

or misc related to AI then also please let me know, either on this thread or pm me.

Thank you.

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List Update

under

Arma2OA Scripts

Garrison House Area Script

http://www.armaholic.com/page.php?id=15241

The script places men inside houses at windows, doors, and on rooftops and balconies.

more scripts and such to come!

If you guys have any addons/mods, scripts ect,. that deal with AI that I may have missed,

then post your reply, and or send me a pm.

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I have a curious question. I've been messing around with the Harvest Red campaign, and I've come across a few snaffus with the AI, and I'm only using ACE and ASR AI. There have been times where my allies don't tend to take cover and rush right into enemy fire (an example here would be the many dense forests in the game, and there have been instances where I can get up and close with the enemy (usually if they gun down one of my guys I book it and try to be Rambo before the mission fails) and some of them tend to not mind my company at all. Is this an issue with the campaign and the AI conditions it has for my specific allies, or do I need another AI addon to improve this? I was considering Zeus AI, but I have no idea if it would improve things for me. The missions where I'm not in charge had AI using cover with the trees very smartly, but when I was given the lead role it seems they're unsure on what to do half of the time. They've even ran into the motor blades of helicopters we're supposed to be boarding..

Also, I've heard of issues with Zeus crashing the game. Is this still true, and why exactly does it do so?

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The missions of the Harvest Red campaign are prolly among the most scripted out there. You are running ACE and ASR AI which are by definition a total conversion and AI mod. Both of these mods have probably a greater impact on gameplay than any other mod. And you're surprised that your AI are reacting in ways which don't seem coherent with the mission? I'm not. For campaigns and other heavily scripted missions, I advise against ACE and, to a lesser extent, ASR AI. The same can be said to other AI-influencing mods such as SLX and Zeus AI. If you want to improve the game but minimise impacts on the mission, I suggest audio and video mods like JSRS and BlastCore WarFX, noBlur, etc.

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You can improve your game greatly with AI mods, just you have to decide which one to use and which one will work for what your play on.

Coop missions are good, campaigns are heavily scripted, best to play with the vanilla game AI and enhance the effects as Domokun

has suggested, other campaigns based on mods would be different of course but all depends.

Slx mod has many features, it is not a total Ai enhancement mod, it is listed on the list but its only 25% AI enhancement,

now when i say enhancement i mean the AI are using combat oriented tactics, or taking cover, shooting longer distances etc,.

some other noncombat oriented more in general features you would see are like animations,wounding features.

ACE by itself has its own Ai enhancement built into it, I suggest if you are going to use ACE with a mission or campaign that you run missions

and or campaigns that were built using ace, others would prob say it dont matter, I suggest try and see what you get find out for yourself and you

will know, same for ASR try it and find out for yourself.

I've heard of issues with Zeus crashing the game. Is this still true, and why exactly does it do so?

I have no idea, suggest run Zeus by itself with a mission and see what it does for you or what it will do.

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Hi guys, I'm just getting into the Armaverse and have finished most of my Basic Training in Arma2 with no other expansion packs installed. I've installed CBA and CopyMyStance and Copy seems to be working fine.

As a newcomer to the game(s) I have to say, they are beautiful and very realistic, with one exception: my AI teammates are morons: they often don't listen to orders or take forever to react; they charge at enemy defensive positions; they stand up to shoot when I've told them to lie down; they don't make use of cover, etc.. I suppose that is to be expected from a game that is maybe primarily intended for multiplayer?

Part of the problem might be that I just don't know how to command them, but I think this is only a minor part of it, as the most egregiously stupid behavior is observed in those scenarios where I'm not the squad leader.

The opponent AI seems a bit less stupid but maybe that is just my biased perspective.

The missions of the Harvest Red campaign are prolly among the most scripted out there. You are running ACE and ASR AI which are by definition a total conversion and AI mod. Both of these mods have probably a greater impact on gameplay than any other mod. And you're surprised that your AI are reacting in ways which don't seem coherent with the mission? I'm not. For campaigns and other heavily scripted missions, I advise against ACE and, to a lesser extent, ASR AI. The same can be said to other AI-influencing mods such as SLX and Zeus AI. If you want to improve the game but minimise impacts on the mission, I suggest audio and video mods like JSRS and BlastCore WarFX, noBlur, etc.

So is it safe to interpret from the emboldened part above that the AI in the campaigns was scripted to act like a moron?

Any pointers on how to make the stock game scenarios and missions a bit less aggravating as a result of the silly teammate AI?

Hope I don't sound like one of those noob gits who shows up on a forum and starts badmouthing a game. It is clearly a great game, and I reckon there are 'solutions' to the problems I've noted -- assuming it is not just me?

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@Anthropoid: welcome to the community. Ensure you're running the latest beta patch as there have been considerable improvements in AI over the last 5 months (last official patch, 1.60, dates from Dec 2011). If that doesn't improve AI behaviour sufficiently, I suggest trying Robalo's ASR AI mod. If you ever want to go a step further, but a considerable step further, try installing the COWarMod. Finally, as a regular player online, I can also suggest the even human players act occasionally VERY stupidly. So maybe cut the AI some slack ;)

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Hey thanks Domokun. I recently installed ASR AI mod, and I am presently 56% done with download of COWarMod.

Mostly I've been playing Markb50K's "Lost" mod, which I absolutely adore: sandboxy focus on stealth, force conservation and partisan support, as well as the need to attend to logistics. I could just go on playing that mod for weeks . . . except for one thing: the incredibly frustrating way the AI "Groups" in the High Command mode fail to follow orders, take forever to execute orders, and sometimes, for no apparent reason, just randomly go running off on their own to get decimated.

I went on about it in great detail here:

http://forums.bistudio.com/showthread.php?132721-SP-Lost-v-4-0-Like-a-mash-up-of-Dogs-of-War-and-Manhattan-(without-the-bugs)!/page23

I don't know if this is a consequence of how the vanilla AI works, how the vanilla AI works in concert with the High Command features (originally from Clayman's "Zero" mod I think) included in Lost, or if it maybe even has to do with ASR AI conflicting with something. To be fair, I had these sorts of problems before I installed ASR AI, though it is maybe happening a bit more often now.

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Antrhopoid: glad to see that you're getting stuck in. OA is like an uncut gem, she's got a lot of potential but she requires a fair amount of work. The advantage is that you can fashion her to your liking, i.e. fast'n'furious, hyper realistic, etc.

Obiviously the more you customise her, the less likely the missions are run as originally intended by their authors.

In terms of modding, the choice is vast so rather than loose yourself, I'd recommend a gradual approach:

a) drop in a couple of high-viz/low-impact mods, i.e. audio or video mods, e.g. JRSRS and/or WarFX

b) test with a few AI mods, e.g. ASR AI or even Zeus and/or GL4

c) test with a major mod, e.g. COWarMod but customise it to your tastes

d) test with a TC mod, e.g. ACE2

e) test with MP mod, e.g. ACRE, PR2

Don't rush in. Take your time. If you feel like you're spending more time configuring & testing, play a few missions. During the missions you'll enjoy yourself but you'll also notice the little details that jar and hinder that suspension of disbelief. Then you can come back to the table with those peeves and "correct" them using mods.

Edited by domokun

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Somehow I missed this conversation, You guys mentioned COWarMod but please understand that COWarMod isnt an AI mod,

it has AI mods in it, but it is 230+ addons/mods that deal with gameplay, effects, and fixes to the game.

Further discussion of the mod should be on its own thread.

In general not all AI mods are the same, some do different stuff and make the AI do things that other mods dont do, good general AI mods are a combo of SLX,ASR, &GL4.

Lets not stop there, as those three mods even though they are great, dont cover or do everything, again it all depends on what you want to do in the game.

Refer to the 1st page and look through the list of whats out there.

Lastly if anyone has any addons, mods, scripts for Ai you wish i should add to the list, then please let me know either by reply,

or through pm, and I will update the list accordingly.

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