Summary
PUBLIC BETA - Add-on for FF War Economy 0.11.11+: the enemy has a mood, escalates, reinforces by sea and air, raids, reprisals, finale. Feedback: github.com/FatihHekim0glu/FF-Series-Feedback
Description
PUBLIC BETA (0.1.12) - please send feedback, bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
NEW IN 0.1.12
- Enemy attacks and raids far from players no longer freeze; a stuck force gives its men back.
FF Enemy Command gives the enemy in Freedom Fighters a brain. It has a mood, builds up its war over time, keeps a stockpile, answers what you do and ends in a last stand.
Needs FF War Economy 0.11.11 or newer (against an older one the scripts do not compile; update it first):
https://reforger.armaplatform.com/workshop/8FF9767E026B74B3
Optional: FF High Command. FF Plus loads FF_Reoccupation: add the "FF Enemy Command - FFRO Bridge" to let Enemy Command steer its counterattacks (without it, it only watches them):
https://reforger.armaplatform.com/workshop/2ACBA72C0B461BFC
QUICK START
Install it and start a campaign; there is nothing you must build for it. Build a War Economy HQ, then open the Enemy Intel tab in the War Economy panel. Radio towers, recon and documents raise your intel level.
WHAT YOU GET
- Aggression (0-100): kills, destroyed vehicles, alarms and captures anger the enemy; it calms down over time.
- Escalation tiers T0-T4: police and militia, regular army, APCs, armour, helicopters. T2-T4 are earned by what you do.
- A virtual stockpile fed by a homeland trickle and by sea and air shipments through the ports and airports it holds; take one and its shipments are cut.
- Alarms get answers: a quick reaction force 4-8 minutes after a base alarm, a relief force for a battle at an enemy place.
- Mostly virtual army: forces appear 400-800 m out of sight when players are near, fold back when you leave, and share War Economy's AI budget plus their own cap (default 60).
- Garrisons refill out of sight. Enemy factories build vehicle lines; capture one for a chance of a High Command insight.
- Reinforcement events and blockade runners, warned with a marker. Reprisals against towns that support you.
- FOB discovery grows with your convoys and activity; a decoy mast draws raids away.
- Prisoners (interrogate, recruit or release), surrendering soldiers, documents for an intel boost.
- Finale: a last stand at the enemy capital, up to 60 men in waves.
- With FF Supply Lines 0.10.3+, a hot enemy makes convoys through enemy ground riskier.
SERVER ADMINS
- File: $profile:FFEC_EnemyCommand/settings.json. No file means Normal. Presets: Easy, Normal, Hard (never change the AI cap). Example: {"preset": "hard", "knobs": {"aiCap": 40}}
- 15 knobs (aggressionSpeed, enemyStrength, counterattackPace, aiCap, airOps ...) and over 530 more keys under "advanced".
- Added to a running campaign, the enemy counts the places you already hold once: it can start at a high tier. On a small map, taking a port first can lift it two tiers at once.
- OFF by default: the armoured follow-up (followupEnabled), ffroTerrorBias, the tier pacing keys (escMaxTiersPerPass, escTierDwellMin).
- Versions: if you pin versions, keep FF War Economy at 0.11.11 or newer, else the scripts do not compile and the server does not start (log: Unknown type FFWE_...).
- Big mod lists share one start-up script budget of the engine; a crash at start in '#InitGlobals' means the list is too big.
- Reset: FF War Economy's reset.json with {"reset": ["FFEC"]}; a copy is kept first.
SAVES AND REMOVAL
- Saves live inside FF War Economy's record; FF's own save data is never changed.
- Before you remove it, dismantle its field radios and decoy masts: they are FF build items and stay in FF's save. Its data waits in the record for its return.
COMPATIBILITY
- Made for the FF stack: FF_Reoccupation, FF High Command, FF Supply Lines, FF Mortar, FF-Garrisons. Runs with FF Plus, FF Logistic, LTS, FF Freedom Engineers.
KNOWN LIMITS
- Beta: the balance comes from simulation and short play. Tested on dedicated servers with one player and in Workbench; not yet confirmed with several players, late joiners, single player from the game menu or consoles.
- Counter-battery (a barrage on an area FF Mortar keeps shelling) needs a future FF Mortar update; off with 2.4.0.
- Enemy armoured cars sometimes do not fire at a player their gunner has not spotted himself (Reforger AI).
- A rare hang of about 5 minutes after #shutdown ('Application hangs (force crash)') is an engine shutdown hang on large stacks; the saves are written before it.
- After a Freedom Fighters update, check the log; report compile errors naming FFEC_ on the feedback page.
- English only.
CREDITS
Freedom Fighters and FF_Reoccupation are by their authors; Enemy Command reads their behaviour and writes its own code. FF Enemy Command is by Fatih Hekimoglu, licence APL-ND.License
Arma Public License No Derivatives (APL-ND)