ALiVE – Battlefield Manager
NOTE: This mod is very experimental at the moment. Expect it to break / update often.
Battlefield Manager is an unaffiliated add on for the Advanced Light Infantry Virtual Environment (ALiVE) ( https://steamcommunity.com/workshop/filedetails/?id=620260972 ). The system aims to expand on ALiVE’s static "map indexing" system to produce a more dynamic and customisable battlefield.
MODULES:
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The ALiVE-BFM system is comprised of 6 modules for use with ALIVE in mission design:
Battlefield Manager – (Main) : The core module, and only required module, of the BFM system.
Map Objectives Manager : Allows the user to conduct a survey of a nominated battle space and defines points of military interest (major road intersections, settlements, hill-tops etc). The POI are assigned as objectives to the ALiVE military commanders. This system also allows maps not previously indexed for ALiVE to be used with minimal effort. (Must be synced to the "Main" module.)
Front Line Manager : Allows the user to define a line of "front line" objectives which are assigned to the ALiVE military commanders. Unlike map objectives, which are fixed, the front line objectives experience "forces", exerted on them by virtual and visual AI units. The front line objectives therefore move around the map as the battle progresses, resulting in a far more dynamic feel to the battle. The size and priority of the fixed, map objectives are continually updated based on their proximity to the front line; Objectives on or near the front are weighted with higher importance whereas objectives in the rear are weighted less. "Front Line" objectives are ignored by asymmetric military commanders. (Must be synced to the "Main" module.)
Reinforcements Manager : Allows the user to define custom reinforcement points for the replacement of virtual units killed in battle. The BFM system attempts to maintain the same composition of troops within the battle space, replacing dead units at a rate defined by the user. If continuous reinforcements are not desired, the native ALiVE logistics system may be used. (Must be synced to the "Main" module.)
Ambient Artillery : The Ambient artillery module periodically generates random artillery strikes on both map and front line objectives. The size and frequency of arty strikes can be configured by the user.
Ambient Aviation : Generates periodic patrols of the front line by user defined aircraft.
Custom ALiVE Settings : Allows the user to customise the movement speed and combat rate of virtualised units as an arbitrary number, rather than the fixed 25%, 50%, 75%, 100% options in the drop down menus of the AliVE modules.
Custom Opcom Settings : Defunct – This module does not work and should be removed from all missions.
BASIC USAGE:
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1 – Open a new map and place the ALiVE-Required and ALiVE-Virtual AI modules. For best results, set the virtual unit speed and virtual combat speed to minimum, though this is not required. It is recommended to turn on the debug setting in the ALiVE-Virtual AI module.
2 – Place a map marker defining the desired battle space. Give it a sensible variable name, e.g. "battlefield".
3 – Place two ALiVE-Military Commander modules on opposite ends of the battle area. For best results place the commander modules as far away from the centre of the battlefield as is convenient. Define the factions as normal and set the commander strategy ("Invasion" mode appears to work best).
4 – For each command place one or more ALiVE-Custom Military Objectives. Give it a size and value of 0, and set "place HQ", "place field HQ", "Place supplies" to none. These modules are used ONLY for the initial placement of troops on the field. Set the number of each type of unit you want in the battle (infantry / motorised / mechanised / armour / spec ops), and sync each objective to its corresponding commander.
5 – Place the BFM-Main module, and enter the name of the battlefield from step 2.
6 – Place the BFM-Map Objectives, BFM-Front Line and BFM-Reinforcements modules and sync them to the BFM-Main module. It is recommended to turn on all debugging initially.
7 – (OPTIONAL) The initial position of the front lines can be defined using map markers. Place any type of marker on the map and give it the following name INIT_FRONT_0. Place it at one end of the front line, and then copy and paste the marker to form the ‘initial’ front line. 3den should automatically increment the counter to give a set of markers INIT_FRONT_0, INIT_FRONT_1, INIT_FRONT_2 … etc.
8 – The respawn positions of reinforcements are defined in a similar way. Place a marker and name it SOURCE_SIDE_0 (where SIDE = EAST / WEST / GUER) and copy and paste as many as desired. Placing source markers on logical ports or highways results in a more realistic battle space. Do the same for the other AI commander.
9 – Place a playable unit, (add zeus modules if requried) and hit play.