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Protegimus

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Everything posted by Protegimus

  1. Update: A test version of Zeus AI Combat Skills compatible with ArmA 2 and CO or OA together with further information is available here. There are a number of new features for those interested in testing, including dynamic AI response to contact, use of buildings for cover and improved CQB. If you use ACE, follow the instructions in the readme. Rumour has it those sneaky folk at BIS cunningly camouflaged a search button on this page. Cordon and Search! For those that find it, it is alledged to reveal answers to any questions... /////////////////////////////////////////////////////////////////////////////// Credit and thanks to: Sickboy (config reference ai_override addon (sb_at_dev-heaven.net)) Jinef for reference values & Hund for setting up the testing! Zeus (beta testing) fabrizio_T for reference FAB_character2_mod Charon Productions for TroopMon2 tool (http://forums.bistudio.com/showthread.php?t=88670) Solus for reference information and improvements (http://forums.bistudio.com/showthread.php?t=84968) BIS and BIKI ref.: http://community.bistudio.com/wiki/Main_Page This mod improves the ability of AI soldiers in a number of key areas: - Improves AI's ability to spot and engage enemy, extending engagement ranges out to 500m and beyond - Changes the speed at which an AI can get a bead on a target - The AI now reacts to effective enemy fire, before taking casualties - Accuracy is changed to ensure sustained firefights take place, allowing movement under contact with good use of cover. Ammunition dispersion and weapon accuracy are not changed - AI use smoke and frag. Be aware of your enemy's ability to throw frags! - AI hearing ability is reduced to realistic levels, enabling a player to make stealthy close quarter approaches providing he can remain unseen - Vehicle gunners now react to enemy fire - Building on the native game feature, AI characters have varying ability to spot enemy according to role. This is to represent equipment and training variation, e.g. Observers, Snipers and Officers with Binoculars have greater ability to detect enemy - Sniper teams that make effective use of tactics, cover & concealment can now carry out their mission, especially at extended engagement ranges - Careful movement and correct use of formation is now an important factor in improving a soldiers survivability, as are planned ingress and egress routes - AI react more aggressively under contact and don't give up as easily - Injuries occur more frequently in firefights. Good drills and wise medics are now an essential part of the game It is fully tested in single and multiplayer and causes no known issues. For coop multiplayer, it is recommended to be installed both on the server and clients. If the server is running the mod and you choose not to install it client side, then any AI you command will be at a disadvantage compared to the server controlled AI. It has greatly increased the immersion and challenge of coop play for Zeus, hope you enjoy it! // Installation /////////////////////////////////////////////////////////////// Extract the @zeu_cfg_core_ai_skills.7z archive to your main ArmA II directory. If you don't already have a suitable archiving tool, ref.: http://www.7-zip.org/ Inside the new @zcommon\Addons directory are the .pbo and .bisign files: zeu_cfg_core_ai_engagement.pbo zeu_cfg_core_ai_engagement.pbo.ZEU.bisign zeu_cfg_core_ai_sensors.pbo zeu_cfg_core_ai_sensors.pbo.ZEU.bisign zeu_cfg_core_ai_skills.pbo zeu_cfg_core_ai_skills.pbo.ZEU.bisign zeu_cfg_core_ai_spotting.pbo zeu_cfg_core_ai_spotting.pbo.ZEU.bisign The .bisign file is to enable players using properly signed addons to join servers that require them. Make a copy of the ARMA II shortcut on the desktop or wherever you have it. Right click the copy and select properties. In the target box, append: -mod=@zcommon It should look like this: "C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -mod=@zcommon -maxmem=2047 To load more than one mod folder use semi-colons to separate the mod list: ...\arma2.exe -mod=@mod1;@mod2;@mod3;@zcommon For an explanation of the -nosplash & -maxmem= parameters, reference the ArmA II startup parameter page: http://community.bistudio.com/wiki/ArmA:_Startup_Parameters Player and server profile skill levels significantly affect gameplay. Empirical data provides the following recommended skill settings for the profile: skillFriendly=0.98500001; skillEnemy=0.98500001; With the above settings, AI provide good suppression levels, attempt flanking manoeuvres on spotted enemy while maintaining close formation and also make use of cover and concealment during movement. Attacks are slower, in larger force and more deliberate. Spotting distance is slightly extended in comparison to lower skill settings. Reducing skill settings to: skillFriendly=0.5; skillEnemy=0.5; With these settings AI tend attack individually or in loose formation with little regard for use of cover. Frontal attacks are common. Recommended precision settings for the player/server profile are: precisionFriendly=0.5; precisionEnemy=0.2; Higher precision settings tend to make the AI too accurate, which destroys some of the immersion. These are recommended values borne out of extensive testing. You can of course vary them as you wish to make enemy more lethal, but the window for adjustment is very small for precision: 0.2 - 0.245 Friendly precision is set higher to mitigate against friendly fire and does not appear to unbalance gameplay when commanding AI squads. It is recommended that enemy tags are disabled for all difficulty levels by setting the server profile entries to: EnemyTag=0; UltraAI should also be disabled - enabling it makes AI into AK snipers, ruining any chance of movement under fire: UltraAI=0; // Changelog ////////////////////////////////////////////////////////////////// Please refer to the readme included with the packages Video showing some of the AI improvements: <object width="853" height="505"><param name="movie" value="http://www.youtube.com/watch?v=6NTp9pD8fz8&hl=en_GB&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=6NTp9pD8fz8&hl=en_GB&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="853" height="505"></embed></object> Downloads ---------- Armaholic mirror: - Zeus AI Combat Skills & AI Spotting modular ArmA II Zeus AI Combat Skills for ACE2 mod: Armaholic mirror: - Zeus AI Combat Skills & AI Spotting modular - ACE Protegimus
  2. Protegimus

    ARMA 2: OA beta build 83657

    .bisign's are ok. Delete the contents of the beta directory (or rename it to beta.83657 or whatever) and re-install the beta; maybe the files are mixed up. Protegimus
  3. Protegimus

    ARMA 2: OA beta build 83657

    Yes, I can confirm this. After healing another player you are stuck in the medic animation (reported in previous beta) for some time 30-60s after he is once again mobile. With beta 83657 you now also get randomly teleported 2-300m away from currently location at end of heal animation. While you're looking at the first aid stuff, could you make a healed players aim stay much worse for a period after they are healed; maybe one or two minutes so that there is more of a penalty for getting shot? It also would be great if the first aid module didn't kick in immediately on 1% injured, let us experience the damage in arm/legged injuries first, before bleeding or being injured further and going into the full writhing in agony anim. Thanks Suma, for all the fixes and improvements over the last couple of weeks, massive progress ...and of course to all those posting tickets and creating detailed repro's. Protegimus
  4. Protegimus

    ArmA 2 OA Beta Build 83181

    Yes, please test carefully, as further runs with build 79384 aren't providing consistent results... DCDeadBody is frequently 2x Body Count, but appears to vary. Will test further. Protegimus
  5. Protegimus

    ArmA 2 OA Beta Build 83181

    Hi fabrizio, I looked at this with great interest and have found a few things that profoundly affect the outcome of the test mission: 1. Place (not spawn) a West (BlueFor) soldier on the map away from the combat zone 2. Amend your init.sqf from _opforGrp = createGroup East; to _opforGrp = createGroup West; Now re-run the test, first with version 1.59 build 79384. Version 1.59 build 79384 now behaves as expected with all danger.fsm _dangerCause values observed & DCDeadBody in sync with Body Count. With beta 83281, the danger.fsm _dangerCause values do not increment as expected. No DCFire (fire visible) cause, only DCEnemyDetected and CAN FIRE appear to increment as expected. I triggered DCEnemyNear and DCExplosion by manually (as the civie) picking a weapon and frag and attacking the Russian rifleman. DCDeadBody is twice Body Count. With beta 83181 and 83281 AI aim is very poor in single fire mode - appears (from observation) to be fine in burst. Now a couple of questions of my own: fabrizio, you were spawning USMC soldiers in an East group - was this purely for the purpose of testing? The pre-requisite for spawning West units: _sideWestAIHQ = createCenter West; did not correctly initialise the AI behaviour (danger.fsm causes not being detected) in my testing - is there something else that needs to be done when you intend to start a mission with no OpFor present, but spawn them all in during the course of a mission? @Suma: please could you explain how the DCFire event is incremented - it appears to jump in orders of magnitude when enemy fire is observed. Also, is there a significance to the priority values in the Reacting on Danger init? _priors = [3, 4, 5, 1, 4, 1, 1, 2, 2]; Protegimus
  6. Protegimus

    ArmA 2 OA Beta Build 83015

    I'm surprised you're talking this down? If you were playing against another player and he could walk through walls, the base of a house or fences then shoot you in the back you'd be pretty annoyed - so what can be more immersion breaking than the AI doing this? I'd rather they hold position and either cover, or pour fire into the gap for a few seconds. This is obviously a different perspective, though equally valid - I was referring to opposing AI doing it rather than leading a bunch of AI and them getting held up somewhere. Perhaps a tiny bit of logic can give us the best of both - any enemy around and they either wait or traverse the obstacle the same way the player does (simply play a funky animation) ...or no enemy around - they stare at goats and pass through walls/houses/fences and keep up with their human leader? Protegimus
  7. Protegimus

    ArmA 2 OA Beta Build 83015

    Visual state improvements welcome, though the 'jerkiness' is still there and the AI appear to rapidly warp from one position to another. It makes leading a target moving across your arc incredibly difficult - perhaps more intermediate stages of interpolation are needed so that the AI don't warp so much? Currently this is experienced in online multiplayer: o o o o | --------> | ::::::::> | --------> | normal fast normal warp o | player The slowdown when looking through optics is also reduced in this version, which re-appeared a few betas ago. Performance feels great with -malloc=0, slightly more 'sluggish' over time with -malloc=3 and this is re-inforced on Zargabad which now runs incredibly well. One thing that appears significantly worse though is the AI walking through buildings and the concrete fences - please can you look at this as it significantly affects the gameplay. Protegimus
  8. CSM2 Sounds for ArmA 2: British Armed Forces weapons version: 0.1c This addon provides replacement sounds for the following weapons: L85A2 SUSAT L85A2 ACOG L86A2 LSW ACOG L115A3 (courtesy of Messiah, P:UKF) AS50 L111A1 Browning .50 cal L7A2 GPMG NLAW GMG L94A1 M621 CTWS including round impact sounds It can be used standalone, combined with CSM2 / CSM2OA, or your favourite sound mod. Downloads Armaholic mirror (thanks Foxhound) arma2base.de mirror (danke Miller) Download mirrors are appreciated. CSM2 download links: CSM2 ArmA 2: Armaholic mirror Thanks to Messiah for the L115A1 and BIS for a great MilSim. Protegimus
  9. Small update to my CSM2 sound mod for the BAF addon, taking it to version: 0.1c. New sounds are added for the NLAW, additional L85A2 firing sound and improved 40mm munition impact sounds and mounted L7A2 firing sounds. Download link in first post, thanks for Foxhound @ Armaholic for hosting it. Protegimus
  10. Protegimus

    Zeus AI Combat Skills

    Good, we'll count that one as closed then. I wouldn't bother, line 23 of the readme: - Changes the speed at which an AI can get a bead on a target No one that enjoys doing infantry stuff likes playing against aimbot AI. metalcraze, the speculation is getting a little out of hand. From the description you gave in Death From Above, do you think the two AA units you were detected by and which fired missiles on your LB may have had an influence? AA units can realistically operate at night. If you want to play carefully scripted campaign missions designed for ArmA 2, remove Zeus AI; or accept that it changes stuff. What I'm interested in with regard to AI observation at the minute is whether it is possible to improve the AI vision at night (without NV and before contact is initiated). This has always been very closely linked to AI hearing ability and the recent patches do appear to have changed this ability again (AI seems less sensitive). Solus also mentioned that during his testing he obtained different values than I for spotTime[]= which affected this, so I will revisit that. spotDistance[] = values, no I've always been satisfied that the low skill level was essential to improving the AI spotting...tested in broad daylight on a flat runway. By all means test spotting related stuff and report data from your observations, different values for cfgAISkill and such. The source information is deliberately included in the .pbo, for you or anyone else that's interested in contributing - there's nothing to say it can't be improved upon and just as with AI "Hold fire", I'm not too proud to revisit it and sort it out if I can. Protegimus
  11. Protegimus

    Zeus AI Combat Skills

    ok, thanks for testing. Version: zeu_AI_v0.02d1.7z passes your test mission (at least for me) and mine, irrespective of who calls the enemy. For aircraft recognition, please test without: zeu_OA_c_ai_recognition.pbo btw, you can simply ask questions in a reasonable manner and I'll try to point you in the right direction. Protegimus
  12. Protegimus

    WarFX : Blastcore

    The amount of effort that must have gone in to this must be immense...like the results: <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=SdjvYGLkPv4&hl=en_GB&feature=player_embedded&version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=SdjvYGLkPv4&hl=en_GB&feature=player_embedded&version=3" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> Hope you don't mind a bit of constructive feedback: Fire is especially improved on burning vehicles, though fuel fires should be much more orange/red than yellow and smoke is light grey very close to the vehicle quickly turning grey/dark grey to black and 'dirty' then grey again as you reach the edges - pity we can't post pictures on this forum as I have a couple of perfect examples. Muzzle flash for small arms is a bit overcooked - even pre-dating the vortex flash hiders they are way too obvious especially in daylight. You only rarely see a orange red blast about 15cm from the muzzle, it is particularly bad on the M249/Minimi. Smoke from Hellfire, Tow has already been picked up. Finally AT4 - is the light the tracer as it has no rocket motor? If tracer can you tone it down to just like that on a .50 tracer round. I realise many want the effects turned right up, but you're so close on so many aspects a few tweaks will really make it excellent. PM me if you want a look at the photo's, they might be helpful. NM, have a look at David Leeson's images, there's also a video of MLRS launches. Protegimus
  13. Protegimus

    Zeus AI Combat Skills

    Well, well, AI engaging under "Hold Fire" order i.e. ROE violation when enemy near... The biki states units ordered to hold fire are set to combatMode "GREEN" (Hold fire - defend only) - as of build 1.57.76934 this is not the case, they are in combatMode "YELLOW" (Fire at will). ref.: http://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes#Engagement_rules Can someone test and confirm AI hold fire finally matches default ArmA 2 performance. The file you want is: zeu_AI_v0.02d.7z NoBrainer: the only reason the files weren't versioned as well was because if you followed the thread this was meant to be a casual test release. I've tested with a specific scenario and my AI both hold fire and cease fire on order. Protegimus
  14. Protegimus

    Zeus AI Combat Skills

    If we put re-inforcement range it in a config, it will be one size fits all - which is no different to where we are now really. If it's taken from the mission, be that by .sqf or a game logic it will be mission specific; albeit useless to missions created without it, when it will default to what I set. As it stands, if AI have an active waypoint sequence they are not eligible to be called as re-inforcement. I will code some sort of "stay static" option, as I appreciate mission makers want some units to stay exactly where they expect - I'm considering the best way to implement it. zeu_AIBypass wasn't working the way it was intended so it was removed. metalcraze: wrt to the AI spotting armoured vehicles, etc. it's not a bug, it was a conscious design decision to make the AI recognise armour/air and vehicle contacts more readily - is that ok, because they were really shit at it before? I (once again) tested your suggestion regarding AI breaking "hold fire" order, but I can't see a difference in my test scenario and as "doFire" was borked until the latest patch I think that if there is any influence from Zeus it lies with the caller, not the zeu_fireAtEnemy function. I'll do some more testing in the next few days. Before you play the 'realism' card, do the tanks you are referring to have thermal/NV? Please keep the feedback succint guys...I only need to read something once and while it may be frustrating for some of you that the mod takes an unwelcome path in its development, it will be refined over time. Protegimus
  15. Configuration files are available for download from the TS3 server as zeu_BAF_wep_cfg.7z at: teamspeak.zeus-community.net:9987 Channel: Support & File Repository for graphical instructions, go here thanks Rabbit! Protegimus
  16. Protegimus

    Zeus AI Combat Skills

    Version 0.02c is available for download from the TS3 server: teamspeak.zeus-community.net:9987 Channel: Support & File Repository for graphical instructions, go here thanks Rabbit! Version numbers and fixes are in the readme Changelog section (also reproduced below), together with instructions, including instructions on what to do for ACE. Fixes/improvements: - version 0.02c (27.12.2010): Changed: re-inforcement ranges for each faction are reduced to prevent all enemy forces being sucked in to the first contact: East: 2000m West: 2500m Resistance: 1400m others: 1000m Improved: AI will now only use small boats for transport, not ships Improved: Rating for helicopters is now more granular, attack helicopters are treated differently to transport choppers Improved: information sharing is less efficient between AI groups, variation added for how long it can take and how likely it is to succeed Fixed: helicopters that are transporting troops will no longer attack enemy Fixed: zeu_OA_c_ai_rof.pbo - attack helicopters not engaging targets Fixed: zeu_OA_c_RocketBallistics.pbo - AH-64D not firing FFAR (FFAR initSpeed must be 0.05 or greater) From that we also kill one from the known issues list: 10.12.2010 UGLY58: Helicopter crews engage ground targets irrespective of what type of helicopter they are in, ref. BIS help us again with patch 1.57: [76747] Fixed: doFire did not work on most targets CQB should see an improvement due to this and it should be obvious on the Utes airport test (maturin). metalcraze: very timely information regarding the FFAR's, you must have realised I was looking at the helicopter stuff, so thanks for that. While it was testing this one thing seems clear - <object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=LAWVK4ofPQo&hl=en_GB&feature=player_embedded&version=3" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> default AI don't select ordnance according to the type of target they are attacking...one more for the wish list. Protegimus
  17. If your server has ACE installed, you are incorrectly using: zeu_OA_c_wep_dispersion.pbo From the readme... Important: You must use the ACE specific version for: zeu_ACE_c_wep_dispersion.pbo instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency error message will be generated on mission load: .rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list of active addons." Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. zeu_OA_c_wep_dispersion" Protegimus
  18. Protegimus

    Zeus AI Combat Skills

    Version 0.02b is available for download from the TS3 server. Version numbers and fixes are in the readme Changelog section, together with instructions, including instructions on what to do for ACE. I've added a Known Issues section. Hopefully it will reduce the quantity of me two's that plague the forum. Fixes/improvements: - version 0.02b (19.12.2010): Fixed: AI missing radios causing loss of radio Tx Fixed: Bad conversion: array Error in expression <eader _tg) ) >500) ... File x\zeu\addons\GLx\f\zeu_Travel.sqf, line 78 Thx for report AnimalMother Improved: Error in expression <argetGroup))) == 0) then { ... File x\zeu\addons\GLx\f\zeu_AlertedGroup.sqf, line 633 Improved: distance AI can call for reinforcement using radio is now dependent on which faction they are a member of (placebo equipment variation) neofit: AI vehicle gunners - is that with ACE? I want to try and improve this aspect of the game too, telepathic vehicle gunners are no fun. GvsE: you can use Zeus AI with upsmon, though there will be duplication of features and no doubt higher processor utilisation. gatordev: I see the latest beta reportedly fixes the problem you reported with AI engaging captive soldiers: [76733] Fixed: SetCaptive doesn't stop AI shooting at a unit/player (fix 2.0) Looking forward to this one too: [76747] Fixed: doFire did not work on most targets as it should improve the situation with AI firing when moving which appears exacerbated with suppressFor. Protegimus
  19. Protegimus

    Zeus AI Combat Skills

    metalcraze: post your shortcut Target: and Start in: details Tested your mission - works fine. I walked towards the enemy and paused on each join on the prefab concrete. AI gunner did engage at about 60m when I ran instead of walking. I'm using CBA version: 0.7.1 For those using ACE, can someone confirm whether the T-55 problem is fixed when zeu_OA_c_wep_dispersion.pbo is replaced with the ACE version zeu_ACE_c_wep_dispersion.pbo? Protegimus
  20. Protegimus

    Zeus AI Combat Skills

    maturin: for radio transmissions, there's nothing to stop you using the hotfixed version already available. A_Blunt_Rifle: if you won't use TS3 you'll have to depend on someone posting a mirror of CSM2OA for you as the Zeus webserver/Yoma's are complete chaos at the moment. metalcraze: try veteran then, that's what I use. Protegimus
  21. Protegimus

    Zeus AI Combat Skills

    metalcraze: to be clear, I suppose you are using version: 0.02a I referred to above? You will find the version number in the Changelog section of ARMA OA Zeu_readme.txt and it will be of release date 04.12.2010. I've re-run my own test mission and re-created the one you described, both without failure - the gunner and I could walk up to within 15m of the back of the enemy before he turned around and shot us. Thanks for checking the radio issue, I'll incorporate the fix into the next release. Protegimus
  22. Protegimus

    Zeus AI Combat Skills

    metalcraze: remove .pbo's until you have it the way you want it. Start with zeu_cfg_core_ai_skills.pbo Please tell others if you get what you want, it may be helpful to them. Protegimus
  23. Protegimus

    Zeus AI Combat Skills

    There is a test build of zeu_GLx.pbo on the TS3 server that should resolve the radio problem. If someone can confirm the fix that would be most helpful. Thanks to lecholas for posting useful feedback relating to this - most helpful when debugging development versions. metalcraze: answered here ... Do we need to follow that circular discussion path, for I fear it will become ever smaller; eventually leading to someone disappearing up their own hooplah. galz: yes, you can modify the AI turnspeed. class CfgMovesBasic { class Default; // External class reference class Actions { class NoActions; // External class reference class RifleBaseLowStandActions : NoActions { turnSpeed = 7; }; class RifleBaseStandActions; // External class reference class RifleProneActions : RifleBaseStandActions { turnSpeed = 2; }; }; }; You can then redefine the States to override the default behaviour: class CfgMovesMaleSdr : CfgMovesBasic { class States { ... }; }; maturin: glad you can see things working. The airfields are great for gaining an overview of how the AI behaves - hopefully you can appreciate the most basic tactical traits they now posess. I'm reasonably happy with the amount of suppressive fire the AI are putting down while they manoeuvre and with their ability to flank, close and destroy a target - at least in comparison to lying still and dumping all their ammo downrange, or the effectiveness of suicidal direct frontal attacks. The issue with the AI gunners firing while changing position is rather annoying - I think it's related to suppressFor and should be less of a problem once I have the gun team move to a slightly wider position. Your comment certainly comes across as criticism; so in your opinion, what should the AI be doing in the scenario you describe? Kroky: Yes and properly credited to Solus for allowing me to use his excellent work. Protegimus
  24. Protegimus

    Zeus AI Combat Skills

    The zeu_ACE_c_wep_dispersion.pbo from the channel has been removed and it should be disregarded - was uploaded separately for the Zeus server. Thanks for the mirror. Post back if you still get the pausing you were experiencing. Protegimus
  25. Protegimus

    Zeus AI Combat Skills

    Version 0.02a is available for download from the TS3 server. Added zeu_ACE_c_wep_dispersion.pbo for ACE compatibility. AI engaging too soon when in combatMode "WHITE" (Hold fire, engage at will), i.e. perceived ROE violation. AI hold fire now matches default ArmA 2 performance (zeu_GLx.pbo not yet fully tested) Version numbers are in the readme Changelog section, together with instructions, including what to do for ACE. CBA version: 0.7.1 is tested and works fine. Can you post more detail about what behaviour is different with Zeus to without, as after comparing it there doesn't seem to be any. With regard to some of the big opinions about how things should or shouldn't be done, I'm sure we'd all appreciate less noise on these pages and more insight into how the mod is/isn't working for people. zeu_GLx feature: as the leader of an AI squad, if you are close to buildings and change your formation to "Vee", your section will garrison the nearest building. Protegimus
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