Summary
A full tactical overhaul of Reforger AI with a faction commander, real doctrine, and GM controls for everything.
Description
SilenceAI makes the AI fight like trained soldiers instead of target practice. Squads take cover, fix and flank, suppress with their machine guns, look after their wounded, and break contact when they're losing. Behind them, an optional commander runs the whole faction.
SQUAD BEHAVIOUR
- Fire and manoeuvre: base of fire, flanking, bounding, assault teams
- Near and far ambush drills, break contact, withdrawal under cover
- Suppression that slows movement, and morale that shakes, pins and breaks
- Buddy aid and casualty cover, ammo sharing, resupply from bodies
- Building clearing, garrisons with real window and door positions
- Sniper and observer teams, mortars, illumination, smoke and grenade discipline
- Vehicle crews that slow for bends, keep convoy order and escort infantry
- Hearing gunshots, footsteps, engines and doors; night compensation
THE COMMANDER
- Runs a faction: picks objectives, plans frontal, flanking and pincer attacks, holds a reserve
- Raises reinforcements from held bases near players, never on a side players are on
- Recon, patrols toward players, roaming armour, mines and fortifications
- Doctrine profiles (Russian, Soviet, Western, insurgent) shape how each side fights
- Scales itself to how many players are online
GAME MASTER CONTROL
- Difficulty dial from recruit to tier-one, plus per-group and per-soldier sliders
- Over 100 scenario and group attributes in the GM editor
- Right-click orders: set ambush, clear building, convoy, CQB sweep, explain what a group is doing
- Self report in the server log that says what's running and why anything hasn't
Settings live in $profile:SilenceAI/SilenceAI_config.json. No dependencies beyond the base game.
by Silence_AUS for A.R.G.C.
License
Arma Public License No Derivatives (APL-ND)