General Staff - AI Commander

by PapaLazarou

1.0.19

New setting m_fDefendShare (default 0.8): how much of a known threat's power a place holds and is reinforced with - lower lets prepared attacks break through more often, higher holds fronts.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 17:32:52 GMT
Last Modified
Wed, 11 Nov 2026 17:32:55 GMT

1.0.18

AI pass 3: retreat is judged for the force around a unit (attackers no longer turn back one by one at 900 m, so attacks land; bloodied units still pull out); off-screen infantry behind the lines moves up at 5 m/s (new setting m_fRearMarchSpeed); a side below half its starting strength raises up to 6 new groups a cycle; initiative offensives removed. -gsWarStats now also reports attacker progress, manpower and depots.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 16:33:11 GMT
Last Modified
Wed, 11 Nov 2026 16:33:15 GMT

1.0.17

Commander AI rework: places keep a minimal garrison and hold only up to 0.8x a known threat (the rest goes out to fight); spare units top up attacks, hunt known enemies, then open new attacks only with enough strength; targets are weakly held places next to own ground; flanking approach routes; preparatory fire before assaults; initiative offensives where a side is locally strongest; counter-attacks on lost places; orders turn over after 10 min; side strategy follows the config in a running war. Test ****: -gsWarSpeed N, -gsWarStats.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 15:12:47 GMT
Last Modified
Wed, 11 Nov 2026 15:12:50 GMT

1.0.16

1.0.16: Sides keep their minimum FOB count (m_iMinFobs): below it a new FOB follows a minute after the last, toward a different location 1.5 km+ from the others, with the cost waived. Capture flags at every location, neutral ones too (m_sNeutralFlagPrefab). Seeded location vehicles patrol instead of holding, no extra garrison on top of the seeded squad. FOB helicopters spawn with an AI crew. Operations tab shows General Staff operations only.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 04:44:15 GMT
Last Modified
Wed, 11 Nov 2026 04:44:17 GMT

1.0.15

1.0.15: FOB defenders stay inside the wall ring and the FOB helicopter circles over it. Optional modern gunner per side for FOB guns (m_sTurretGunner). Every mission is logged. FOB sites keep clear of forest trees. Tab renamed 'Enemy FOBs & ops'.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 03:42:48 GMT
Last Modified
Wed, 11 Nov 2026 03:42:51 GMT

1.0.14

1.0.14: Spread-out war. Commanders attack several locations at once (m_iMinFronts) and assault targets get a capped force instead of every free unit. Front-line patrols (m_fFrontline) circle enemy-held locations, spread over the ones with the fewest friendly units. Vehicle-only patrols (m_iVehiclePatrols, m_aPatrolVehicles) drive the front and hunt known enemy units. FOB sites now avoid forest trees properly.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 02:54:01 GMT
Last Modified
Wed, 11 Nov 2026 02:54:05 GMT

1.0.13

1.0.13: Each controlled location keeps a single holding squad; every other squad patrols, hunts the enemy or scouts. Depots and HQs off the playable area are removed and never built there.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 02:28:50 GMT
Last Modified
Wed, 11 Nov 2026 02:28:53 GMT

1.0.12

1.0.12: Playable area: a scenario can limit the war to part of the map (GS_SpawnFilter.IsPlayableArea). Locations, ground units and FOBs outside it are removed (re-checked every 30 s) and nothing spawns or is built there.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 02:10:05 GMT
Last Modified
Wed, 11 Nov 2026 02:10:08 GMT

1.0.11

1.0.11: Flag capture (config): a flagpole stands at every location; players take a cleared location by holding its flag (15 m, 30 s by default). Hold garrisons: an AI side can keep a squad and a vehicle at every location it holds. Keep-out zones can exclude a scenario's main base from objectives, missions and spawn points. Modern-unit group filter and an anti-tank soldier for some AI squads (config). Free units mostly roam and hunt known enemy units instead of holding. FOB sites must be flat and open; spawn points are named after their FOB. A restored war is topped up to the preset start size.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 01:53:45 GMT
Last Modified
Wed, 11 Nov 2026 01:53:48 GMT

1.0.10

1.0.10: A captured FOB stays on the map for a few minutes (config "FOB remove delay", default 3 min), then is cleared away; an AI side that keeps FOBs up founds the next one after its replace delay.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 01:01:20 GMT
Last Modified
Wed, 11 Nov 2026 01:01:24 GMT

1.0.9

1.0.9: New "Operations" tab in the task list (J): General Staff operations in one place, each with Show on map. Optional standing FOB operations: every enemy FOB becomes a "destroy the enemy FOB" operation (config). FOBs are placed on open, fairly flat ground clear of roads, buildings and trees. FOB pieces can be "manned": their static weapons get gunners. Parked FOB vehicles settle onto the ground. The radio no longer lies on the ground at FOBs.
 AI sides can keep a minimum number of FOBs (a destroyed one is replaced after a delay) and give each new FOB its own garrison of infantry, mechanized, armour and helicopters (config).
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 00:56:55 GMT
Last Modified
Wed, 11 Nov 2026 00:56:59 GMT

1.0.8

1.0.8: Supply convoys can have escorts: a new per-side list of vehicles (config "Convoy escort") drives with every truck supply run and then helps hold the FOB. Convoys and escorts are harder to kill in off-screen fights (config "Convoy toughness", default half losses). AI FOBs are placed clear of roads. Parked FOB vehicles never spawn on top of another vehicle.
Game Version
1.9.0.37
Created
Wed, 11 Nov 2026 00:19:40 GMT
Last Modified
Wed, 11 Nov 2026 00:19:44 GMT

1.0.7

1.0.7: Fixes server crashes a few minutes into play (players kicked with "replication timeout"): the K17 Berezok APC crashed the server when spawned with some mod stacks. New config list "Excluded vehicles" (default /K17/): those vehicles are never used, and saved units that had one get another vehicle of the same type.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 23:56:23 GMT
Last Modified
Tue, 10 Nov 2026 23:56:26 GMT

1.0.6

1.0.6: Fixes a start-up crash (#InitGlobals) on servers and Workbench running General Staff with large mod stacks such as Operation Haget + RHS + WCS. Reforger 1.9 has a shared limit on foreach loops and container locals across all loaded mods; every foreach in General Staff is now an index loop, which doesn't count toward it.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 23:19:49 GMT
Last Modified
Tue, 10 Nov 2026 23:19:54 GMT

1.0.5

1.0.5: Player FOBs grow in stages (HQ, bunkers, full arsenal with every item from loaded mods, hospital, mortar, vehicle and helicopter spots, HESCO walls, guard towers) and players can spawn at them. Supply truck convoys and helicopter runs feed the FOBs. Enemy AI builds FOBs, with missions to destroy them. Tanks and BMPs from faction catalogs. Free units spread across the map: hold towns, roam, recon, man checkpoints. Your units show on your map with their job. Side missions: set number up at once (default 10), replaced when done; 0 turns them off.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 21:31:51 GMT
Last Modified
Tue, 10 Nov 2026 21:31:54 GMT

1.0.4

Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 21:26:25 GMT
Last Modified
Tue, 10 Nov 2026 21:26:29 GMT

1.0.3

1.0.3: AI commanders now build their own FOBs. When the front is far from their supply, a commander sets up a forward base and depot short of the target, garrisons it, and routes convoys and reinforcements through it. Max 2 per side, cooldown and cost set in config. Losing a FOB loses its stock; enemy FOBs only show on your map once scouted. Insurgents still use hideouts.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 16:27:39 GMT
Last Modified
Tue, 10 Nov 2026 16:27:46 GMT

1.0.2

1.0.2: Renamed to General Staff (the previous names were already taken on the Workshop) and repositioned as an AI command controller. Chat command is now /gs, class prefix GS_, folders .../GeneralStaff. No gameplay changes.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 16:02:03 GMT
Last Modified
Tue, 10 Nov 2026 16:02:08 GMT

1.0.1

1.0.1: Renamed from Warden to Theatre Command (the Warden name is taken). Chat command is now /tc. Class prefix TC_, folders Configs/Prefabs/Worlds/Missions/TheatreCommand. Fixed a Defend-waypoint error when AI groups change orders, objective names for unnamed map locations, and AI waypoints placed in the sea. Every player side now always has an HQ depot to respawn at.
Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 15:50:00 GMT
Last Modified
Tue, 10 Nov 2026 15:50:04 GMT

1.0.0

Game Version
1.9.0.37
Created
Tue, 10 Nov 2026 15:32:59 GMT
Last Modified
Tue, 10 Nov 2026 15:33:05 GMT

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