FF High Command

by The Boi With No DLC
FF High Command

Summary

PUBLIC BETA - Add-on for FF War Economy 0.11.10+: R&D, doctrines, reverse engineering, Division Designer, operations, veteran divisions. Feedback: github.com/FatihHekim0glu/FF-Series-Feedback

Description

PUBLIC BETA (0.2.9) - please send feedback, bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback

NEW IN 0.2.9
- Divisions earn experience and titles (Blooded, Veteran, Elite) with a battle record.
- Division attacks and raids far from players no longer freeze.

FF High Command turns your FF War Economy money into an army.
Research soldier roles, weapons and vehicles, steal enemy vehicles to learn them, design divisions and send them on operations. Divisions cost wages, so your economy decides the size of your army.

Needs FF War Economy 0.11.10 or newer (against an older one the scripts do not compile; update it first):
https://reforger.armaplatform.com/workshop/8FF9767E026B74B3
Part of the FF series: FF Mortar, FF Supply Lines, FF Enemy Command.

QUICK START
1. Build a War Economy HQ (command tent) at a base or FOB.
2. At its R&D map table: F > Open R&D. Classes: research a Medic or Engineer.
3. Designer: save a template. Divisions: Raise it. Pick it on the HQ's Operations tab.
Research is paid by the war chest only. If it is short, donate at an HQ radio or a held town workshop.

CLASSES AND WEAPONS
- Start: Rifleman with an SMG. Tier 1: Medic, Engineer (6000 money). Radio operator at tier 3. MG gunner, AT, Marksman, Sapper and AA gunner come with their weapon family.
- Ten weapon families, from sidearms (free) to mortars and anti-air missiles. A researched family lets the Weapons section order its crates and unlocks its soldier class. Anti-air needs WCS Armaments.
- Classes shape your AI: division slots and FF's recruit offers. Players are never restricted.

VEHICLES AND REVERSE ENGINEERING
- Research: Light 4000, Truck 6000, APC 8000, IFV and tank 35000 + 2000 supplies.
- Reverse engineer a captured enemy vehicle at a Vehicles section (it is used up) for a chance of an insight: Light 100%, truck 70%, APC 65%, tank 45%. Insights cut the price; enough unlock it free.

DOCTRINE
- 26 doctrines in 7 branches: Organisation (division size 6, 10, 14, 20), Logistics, Pay, Replacements, Morale, Recon, Command.

DIVISIONS
- A template holds up to the slot cap of unlocked classes. A vehicle slot takes a depot vehicle and brings 2 paid crew. Raise costs 40 to 150 supplies of gear per soldier.
- Wages 25 per soldier per hour, x2 on an order. Unpaid 30 min: no new orders; 2 h: desertion.
- Attack, Defend, Raid run as War Economy operations at 25% of the cost. Patrol walks held places. Escort covers an FF Supply Lines route (needs 0.10.0+).
- Experience: a division earns it by taking places, raids, holding on Defend, escorts and kills, and becomes Blooded, Veteran, Elite (one to three stars). New recruits dilute it. The setting veteranSkill (off by default) makes Veteran and Elite divisions fight better.
- With FF Enemy Command, the enemy reacts to your research.

HONEST AI
- Reforger AI drives badly. Vehicles carry troops to 200-350 m from the objective and support from there; they do not assault into towns.
- Medics heal; engineers do not repair. Radio operators pin enemies, never call mortars.

SERVER ADMINS
- Settings: $profile:FFHC_HighCommand/settings.json (none = defaults). Logs: [FFHC] lines.
- Versions: the Workshop loads the newest of each mod. If you pin versions, keep FF War Economy at 0.11.10 or newer.
- Big mod lists share one start-up script budget of the engine; a crash at start in '#InitGlobals' means the list is too big (not one mod).
- Reset: FF War Economy's reset.json with {"reset": ["FFHC"]} (needs FF War Economy 0.11.11+); a copy is kept first.

SAVES AND REMOVAL
- Data lives inside FF War Economy's record; FF's own save data is never changed. Saves of 0.2.x load as they are.
- It builds nothing. Removing it is safe: running division operations end, and research and divisions wait for its return.

COMPATIBILITY
- Requires FF War Economy and Freedom Fighters (plus EDF and EPF). Built for FF Plus: FF-Garrisons lets divisions take places.
- Runs with FF Mortar, FF Supply Lines, FF Enemy Command, FF Logistic, LTS and FF Freedom Engineers.

KNOWN LIMITS
- 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.
- Escort is virtual: no convoy AI drives.
- English only.

CREDITS
- Freedom Fighters by JohnnyKerner (JWK) and the FF team: called, never copied. https://reforger.armaplatform.com/workshop/CAFEBEEFF0CACC1A
- FF-Garrisons (battles, defenders), Arkensor (Persistence Framework), Bohemia Interactive.
- Pictures: our own renders of vanilla and FF models, our own drawings (including silhouettes of WCS, Zagoria and other third-party vehicles; none of their models are shown) and our render of the M113 APC by Worst Case Scenario (APL-SA).

LICENSE
FF High Command by Fatih Hekimoglu: Arma Public License No Derivatives (APL-ND).

License

Arma Public License No Derivatives (APL-ND)

Version
0.2.9
Game Version
1.8.0.13
Version size
2.29 MB
Downloads
28
Created
13.10.2026
Last Modified
30.10.2026
ID
DE7A5CF9EA3981DA

Dependencies