How are all the various insurgency type game mode mods these days? I've not played one for a couple of years and they were a blast. Wouldn't know where to start now :)
Alive has an asymmetric capability with civilian interaction, ieds, stuff like that. It works okay, but has some issues. If you mean where you play as insurgents, Antistasi is still the king pretty much, there was one called Vindicta that was pretty cool but idk if it’s still under development.
@@95percentrookie A year late but no Vindicta is not under development any more which is sad as with a bit more improvement and work on it, I'd play Vindicta over Antistasi any day.
Hey I’m not sure if there is a way you can help with this, but like in my Alive scenarios, it works fine and not buggy or anything. HOWEVER, I come into another issue in how with alive, it just doesn’t feel like anything is going on. The units take forever to get anywhere, and if I were to drive all the way to the enemy’s AO, I hardly see myself getting into a gunfight. It just feels like it exists as some random population without anything dynamic. It could be the map (i’m using rosche, germany) but I’m not sure. This may be related to what’s going on, but with an Alive scenario, is the whole purpose around this scenario to go with what Alive is doing, or do you like traditionally create a scenario and then have it run in the background?
Generally, the solution to this is add more units. Alive has a system now that makes it easier to have guards placed at objectives in addition to regular forces, I recommend doing that so that there is a good concentration of forces in the AO. As for offensives, light infantry forces are going to generally take a while to move in to attack, if you want to see units attacking more you are going to want mechanized/motorized because those are the guys who will be moving in faster. The more units there are on the map, the more the ai is going to send into enemy territory because they have more available. Reinforcements will help with this because if they deplete their excess forces on the offensive they will switch to the defensive. Of course, adding more units can possibly cause performance issues but this should be mitigated with how Alive caches stuff. Roche should be fine, I have run ops on it before with Alive, but there are other considerations such as how you have set up objectives etc. If you are running the scenario on the whole map for example, you may want to consider scaling it down so it's easier to see what the problem is since it's easier to see if there is an issue with 10 objectives vs 100. And also, if you find that Alive isn't giving you what you want, you might want to consider switching to another dynamic scenario mod such as Drongo Map Population or HAL. I find myself switching between these 3 depending on how they are working out, sometimes I get tired of how Alive works because it isn't perfect and sometimes operations slow down due to the fully dynamic nature, vs if I am making a more focused(but still dynamic to an extent) mission using Drongo or HAL in which I can ensure my needs are being met more directly. Basically, I'd say add more units(if performance is an issue then reduce view distance and cache distance) to the mission both ambient guards and regular, and maybe switch up objectives and other parameters, and if you can't get ALIVE to do what you want try out HAL or Drongo Map Population.
How are all the various insurgency type game mode mods these days? I've not played one for a couple of years and they were a blast. Wouldn't know where to start now :)
Alive has an asymmetric capability with civilian interaction, ieds, stuff like that. It works okay, but has some issues. If you mean where you play as insurgents, Antistasi is still the king pretty much, there was one called Vindicta that was pretty cool but idk if it’s still under development.
@@95percentrookie Antistasi! That's the one.
@@95percentrookie A year late but no Vindicta is not under development any more which is sad as with a bit more improvement and work on it, I'd play Vindicta over Antistasi any day.
you recommend running this on a dedicated server and a headless client even if im only hosting to play with me and up to no more than like, 3 friends?
nah you should be fine just running it locally. Dedicated can just be easier in some ways but even I don't really need it with 7-10 people.
Hey I’m not sure if there is a way you can help with this, but like in my Alive scenarios, it works fine and not buggy or anything. HOWEVER, I come into another issue in how with alive, it just doesn’t feel like anything is going on. The units take forever to get anywhere, and if I were to drive all the way to the enemy’s AO, I hardly see myself getting into a gunfight. It just feels like it exists as some random population without anything dynamic. It could be the map (i’m using rosche, germany) but I’m not sure. This may be related to what’s going on, but with an Alive scenario, is the whole purpose around this scenario to go with what Alive is doing, or do you like traditionally create a scenario and then have it run in the background?
Generally, the solution to this is add more units. Alive has a system now that makes it easier to have guards placed at objectives in addition to regular forces, I recommend doing that so that there is a good concentration of forces in the AO. As for offensives, light infantry forces are going to generally take a while to move in to attack, if you want to see units attacking more you are going to want mechanized/motorized because those are the guys who will be moving in faster. The more units there are on the map, the more the ai is going to send into enemy territory because they have more available. Reinforcements will help with this because if they deplete their excess forces on the offensive they will switch to the defensive. Of course, adding more units can possibly cause performance issues but this should be mitigated with how Alive caches stuff.
Roche should be fine, I have run ops on it before with Alive, but there are other considerations such as how you have set up objectives etc. If you are running the scenario on the whole map for example, you may want to consider scaling it down so it's easier to see what the problem is since it's easier to see if there is an issue with 10 objectives vs 100. And also, if you find that Alive isn't giving you what you want, you might want to consider switching to another dynamic scenario mod such as Drongo Map Population or HAL. I find myself switching between these 3 depending on how they are working out, sometimes I get tired of how Alive works because it isn't perfect and sometimes operations slow down due to the fully dynamic nature, vs if I am making a more focused(but still dynamic to an extent) mission using Drongo or HAL in which I can ensure my needs are being met more directly.
Basically, I'd say add more units(if performance is an issue then reduce view distance and cache distance) to the mission both ambient guards and regular, and maybe switch up objectives and other parameters, and if you can't get ALIVE to do what you want try out HAL or Drongo Map Population.
men we need how to setup other factions in alive :( RHS is broken