FF Enemy Command

by The Boi With No DLC

0.1.12

0.1.12 - Public beta: FF Enemy Command is now Public on the Workshop. Fixed: enemy attacks, raids and relief forces that start far from players no longer freeze; a stuck enemy force is removed and its men go back to the enemy stock; a vehicle Freedom Fighters cannot spawn no longer causes a script error. No new settings and no save changes: saves of 0.1.x load as they are. Needs FF War Economy 0.11.11 or newer (the Workshop does not pin versions): update it first. Counter-battery stays off until a future FF Mortar update. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback
Game Version
1.8.0.13
Created
Fri, 30 Oct 2026 01:34:19 GMT
Last Modified
Fri, 30 Oct 2026 01:34:24 GMT

0.1.11

FF Enemy Command 0.1.11 - State of the war rows, filling fix, convoy alert

Needs FF War Economy 0.11.11 or newer; FF Enemy Command will not compile against an older one, so update FF War Economy first. No new settings, no save changes: saves of 0.1.x load as they are. The Reoccupation Bridge stays at 0.1.2. The armoured follow-up stays OFF by default (followupEnabled).

NEW
- State of the war: the enemy's strength, mood and battle, and operations beaten or not stopped, on War Economy's new page.
- With FF Supply Lines 0.10.3 a hot enemy makes supply convoys through enemy ground riskier (by up to 15 points with the default cap; two settings, 0 = off).
- Intel log lines when a town is lost or held.

FIXED
- Enemy forces that Freedom Fighters is still building keep their men: squads are not deleted or surrendered half built, and an operation's queued men survive a wiped first group.
Game Version
1.8.0.13
Created
Thu, 29 Oct 2026 08:25:47 GMT
Last Modified
Thu, 29 Oct 2026 08:25:59 GMT

0.1.10

FF Enemy Command 0.1.10 - what is coming, optional pacing, stuck riders

Needs FF War Economy 0.11.9 or newer; FF Enemy Command will not compile against 0.11.8 or older, so update FF War Economy first. One new setting (followupWaitSec), two optional advanced keys (escMaxTiersPerPass, escTierDwellMin, off by default), no save changes: saves of 0.1.x load as they are. The armoured follow-up stays OFF by default (followupEnabled).

NEW
- Intel overview: a "What is coming" block (enemy armour ready / on the way, battle now, expected counterattack once the Reoccupation Bridge is updated, which comes later).
- An armoured follow-up waits up to followupWaitSec (180 s) for a defender before it appears.
- Optional escalation pacing for admins; the README explains how fast the enemy grows.

FIXED
- Riders of a stalled enemy vehicle are put out and attack; a new order no longer cuts the crew's unload short.
- A follow-up cancelled without a fight gives its price back.
- Vehicles of a force take the slot queued with their own prefab.
Game Version
1.8.0.13
Created
Wed, 28 Oct 2026 04:53:29 GMT
Last Modified
Wed, 28 Oct 2026 04:53:36 GMT

0.1.9

FF Enemy Command 0.1.9 - bigger text, exact vehicle slots, FOB log

Needs FF War Economy 0.11.9 or newer (text size API 1.3); FF Enemy Command will not compile against 0.11.8 or older, so update FF War Economy first. No new settings, no save changes: saves of 0.1.x load as they are. The bridge stays at 0.1.1. The armoured follow-up stays OFF by default (followupEnabled).

NEW
- Enemy Intel and Prisoners pages follow the A / A+ / A++ text size button (16 / 14 / 12 rows).
- The server console logs every FOB stage change (one line per change).

FIXED
- Enemy forces with more than one vehicle: each vehicle is paired with its own slot, so the restored vehicle health and the destroyed/failed report land on the right vehicle.
Game Version
1.8.0.13
Created
Mon, 26 Oct 2026 07:09:37 GMT
Last Modified
Mon, 26 Oct 2026 07:09:42 GMT

0.1.8

FF Enemy Command 0.1.8 - exact enemy vehicle crews

Needs FF War Economy 0.11.0 or newer (tested with 0.11.8). No new settings, no save changes: saves of 0.1.x load as they are. The bridge stays at 0.1.1.

FIXED
- Enemy vehicle forces and gunships field exactly the soldiers planned. Before, every vehicle crew and dismount group and every gunship door-gunner group brought 6 extra soldiers, so an armoured force held about twice the men the plan and the AI budget counted.

NEW
- Prisoners tab at the War Economy HQ (when a tab slot is free): interrogate, recruit or release prisoners there as well as at the field radio.

OTHER
- With the debug setting on, a slow commander pass logs its sub-pass times. The first read of the faction catalog is spread over several passes.
- The armoured follow-up for counterattack battles is built but OFF by default (followupEnabled).
Game Version
1.8.0.13
Created
Tue, 20 Oct 2026 00:59:18 GMT
Last Modified
Tue, 20 Oct 2026 00:59:24 GMT

0.1.7

FF Enemy Command 0.1.7 - garrison refill fix

Needs FF War Economy 0.11.0 or newer (tested with 0.11.8). No new settings, no save changes: saves of 0.1.x load as they are. The bridge stays at 0.1.1.

FIXED
- Enemy garrison refill: a place that the per-pass write limit held back stays first in line for the next pass instead of being skipped, and the pass keeps scanning the other places. It also keeps scanning when FF writes are blocked.
Game Version
1.8.0.13
Created
Sun, 18 Oct 2026 23:05:41 GMT
Last Modified
Sun, 18 Oct 2026 23:05:48 GMT

0.1.6

FF Enemy Command 0.1.6 - performance and surrender fixes

Needs FF War Economy 0.11.0 or newer (tested with 0.11.7). No new settings, no save changes: saves of 0.1.x load as they are. The bridge stays at 0.1.1.

FIXED
- No more periodic server tick spikes: the road-checkpoint list is rebuilt in slices and the refill pass looks at a limited number of places per pass.
- Enemy soldiers can surrender during an assault on a garrisoned base (the player check counts characters, not props).
- The status line says "intel settling" until the site poll has settled.
Game Version
1.8.0.13
Created
Sat, 17 Oct 2026 23:10:09 GMT
Last Modified
Sat, 17 Oct 2026 23:10:15 GMT

0.1.5

FF Enemy Command 0.1.5 - text fixes

Needs FF War Economy 0.11.0 or newer (tested with 0.11.6). The FFRO Bridge stays at 0.1.1. Saves of 0.1.x load as they are.

FIXED
- The Enemy Intel log no longer adds "Your intel level is now 1." on every restart.
- Sites and factories have names: the intel log and supply rows name a site by its nearest town, and the factory line-lost toast uses the factory display name, never a raw key.
Game Version
1.8.0.13
Created
Fri, 16 Oct 2026 23:02:19 GMT
Last Modified
Fri, 16 Oct 2026 23:02:25 GMT

0.1.4

FF Enemy Command 0.1.4 - performance

Needs FF War Economy 0.11.0 or newer (tested with 0.11.5). The FFRO Bridge stays at 0.1.1. Saves of 0.1.x load as they are.

CHANGED
- The enemy's vehicle posting pass is 3-10x cheaper on a campaign-sized map.
Game Version
1.8.0.13
Created
Fri, 16 Oct 2026 06:14:35 GMT
Last Modified
Fri, 16 Oct 2026 06:14:43 GMT

0.1.3

FF Enemy Command 0.1.3 - polish from the second play test

Needs FF War Economy 0.11.0 or newer (tested with 0.11.3). The FFRO Bridge stays at 0.1.1. Saves of 0.1.x load as they are.

CHANGED
- Clearer player texts: spacing in read and interrogation messages, no doubled kind in supply rows, the Prisoners page explains what to do, FOB tips only when you have a FOB, plainer wording on the intel pages.
- On a running campaign the first-start log names the sites you already hold (by kind), so its count can be compared with FF War Economy's (radio, radar and port sites count for FF Enemy Command only, by design).
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 21:01:44 GMT
Last Modified
Thu, 15 Oct 2026 21:01:51 GMT

0.1.2

FF Enemy Command 0.1.2 - counter-battery and a proper link to FF High Command

Needs FF War Economy 0.11.0 or newer (tested with 0.11.1). The FFRO Bridge stays at 0.1.1. Saves of 0.1.1 load as they are.

ADDED
- Counter-battery: when FF Mortar keeps shelling from one area, the enemy answers with a delayed barrage on that spot. One strike at a time, no toast. Off when FF Mortar is not loaded (the boot line says why).
- FF Enemy Command now logs its link to FF High Command at start-up. With FF High Command 0.2.2 the research mirror, FOB and intel modifiers, insights and division recruits are active.
- Vehicle research falls back per pillar when High Command's vehicles pillar is off.

FIXED
- The first status line after a start no longer shows stock 0 for about 15 seconds; it says "status: seeding" until the real values are there.
- Counter-battery keeps working in any decided phase and with all four pillars off.

CHANGED
- Documentation of the High Command contract corrected.
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 15:54:49 GMT
Last Modified
Thu, 15 Oct 2026 15:54:55 GMT

0.1.1

FF Enemy Command 0.1.1 - wave 2: the enemy acts on more fronts

Needs FF War Economy 0.11.0 or newer (tested with 0.11.1). Prisoner recruits need FF High Command 0.2.1. Works with or without FF_Reoccupation; pair it with the FFRO Bridge 0.1.1 when FFRO is loaded.

ADDED
- Reinforcement arrivals and APC blockade runners at ports and airports, announced with a marker.
- Reprisals against towns that support you.
- FOB discovery with suspicion stages, decoy masts and warned mechanized assaults.
- Commander personality, revealed with intel.
- Scripted air operations (inserts, gunship support, air bridge, evacuation); weather and night limits.
- Finale: last stand at the enemy capital, evacuation, victory or withdrawal.
- Prisoners: surrender, restrain, escort, interrogate, recruit or release; rescue raids.
- Own counterattacks when FFRO is not loaded.

CHANGED
- Enemy Intel page polished (rows, states, buttons, log tones, localised times). Cleaner toasts and log lines.

FIXED
- Prisoners: a restrained prisoner stays held; refusals say why; escort vehicles count as aboard.
- Intel markers expire when they should.
- ec_meta writes back what it loaded until FFEC is ready (no read-back warning on the second start).
- The minimum War Economy contract API is now 1.1, which the pages need.

SAVES: saves of 0.1.0 load as they are.
Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 14:01:50 GMT
Last Modified
Thu, 15 Oct 2026 14:02:06 GMT

0.1.0

Game Version
1.8.0.13
Created
Thu, 15 Oct 2026 00:56:41 GMT
Last Modified
Thu, 15 Oct 2026 00:56:52 GMT

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