HAIO — Human-AI Overhaul (Dynamic War & RTS Commander)

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Authors: stolkey, navidkabir

Last revision: 30 Jun at 07:44 UTC

File size: 877.27 KB

On Steam Workshop

Description:
HAIO — Human-AI Overhaul

A standalone AI + dynamic-war + RTS-commander overhaul for Arma 3. Smarter soldiers, a living front
line, and a full commander mode — solo, co-op, or versus. Only needs CBA_A3, and it auto-detects your
faction mods.

⚠ Work in progress (v1.0). Playable and packed with features, but actively being built — expect rough
edges, especially in multiplayer and with unusual mod combos. Bug reports with an .rpt log get fixed fast.


What it does

HAIO drops onto almost any map and faction and runs a whole war. The AI scouts, captures towns, reinforces,
escalates and fights with real small-unit tactics — and you can step in as the commander and run the
campaign like an RTS. Play it three ways: a pure AI war you watch unfold, a solo commander, or co-op /
versus with a friend.


Smarter soldier & squad AI
  • Tactical decision brain — squads weigh the situation and pick advance, hold, flank, suppress,
    withdraw, regroup or ambush, with hysteresis so they don’t flip-flop.
  • Real fog of war — the AI acts on what it has actually seen. Contacts are remembered as last-known
    positions and decay over time; sightings are shared between groups by delayed, imperfect radio reports;
    engine omniscience is suppressed so the AI isn’t cheating. It investigates sounds and last-known contacts
    instead of magically knowing where you are.
  • Morale — suppression, fear, fatigue and leadership drive panic, broken units, surrender and POWs,
    plus dynamic accuracy (veterans outshoot conscripts) and veterancy that grows with experience.
  • Squad coordination — fireteams, bounding overwatch, mutual support, covering fire, target sharing,
    and shattered squads merging back into a fighting force.
  • Urban CQB & night ops, building clearing, vehicle discipline (convoy spacing, anti-roadkill,
    unstuck, bail-when-immobilized), and anti-tank teams that actually engage armor.

A living, dynamic war
  • Territory & capture engine with automatic per-map objective scanning, plus a dynamic front
    line (FLOT)
    drawn from who controls what.
  • War economy — hold ground to earn supply; tech tiers and war-XP unlock heavier kit over time, so
    armor and air are something you earn, not spam from minute one.
  • Lean reinforcement — paced and capped, delivered by tier-gated transport: trucks → APC
    mechanized assaults → helicopter air-lift, dropped at a safe staging point near the front.
  • Real strategy — recon-pull onto the weakest point, combined-arms pushes, counterattacks to retake
    lost ground, committed reserves, and escalation as the war drags on.
  • Will-to-fight — a battered side goes defensive, then collapses and surrenders, so wars actually end.
  • Strategic landmarks — capture special sites for one-time perks: airfields (air assets), military
    bases (armor), factories (faster production), fuel depots, comms stations (reveal nearby enemy movement),
    and hospitals (better recovery).
  • Logistics depth — supply convoys you can interdict, supply networks, field hospitals, vehicle
    recovery/towing, field engineers, fuel and ammo as real constraints.
  • Insurgency layer — IEDs on enemy supply roads, asymmetric recruiting, and hearts-and-minds support.
  • Salvage — take a town and crew the abandoned vehicles left behind.
  • Dynamic events, war contracts and side tasks, refugees, reconstruction, sitreps and ambience for a
    battlefield that feels alive.

RTS Commander mode
  • Overhead command camera (Ctrl+F): click / box-select your units, right-click to move, fast-travel
    the camera from the map.
  • Tech-tree spawn menu — buy by category and tier; vehicle variants grouped by role
    (Weaponized / Transport / Support).
  • Build menu — FOBs, forward spawn bases, and fortifications: sandbags, bunkers, trenches, HMG / AT /
    AA nests, SAM / radar sites, watchtowers, mortar pits, roadblocks, minefields, ammo caches and field HQs.
  • Rank & promotion (unlock perks), commander doctrine, control groups (save/recall
    squads like an RTS), floating 3D town tags, a fog-limited command map, and a war-overview panel.
  • Support powers — artillery, CAS, recon, and a shoot-down-able UAV recon perk; counter-battery
    fire answers enemy guns.

Air, naval & air defense
  • Air-assault waves (with optional ACE fast-roping), amphibious landings, SEAD, on-call CAS and recon.
  • SAM / radar air defense and counter-battery artillery.
  • An offshore warship staging base on coastal maps.

Works with your mods
  • Universal faction auto-detection — RHS, CUP, Project OPFOR, Faces of War, IFA3 and vanilla are
    picked up automatically; no patches needed.
  • Cross-faction fill — a ground faction still gets its mod’s aircraft and support (e.g. RHS MSV draws
    VVS helicopters; Project OPFOR pulls CUP/RHS air).
  • Per-faction static weapons (HMG / AT / AA / GMG / mortar) and JCA — Land Systems
    (NASAMS / Skynex / Sentinel) support for air defense and SAM builds.
  • Runs alongside ACE (with optional ACE-medical handling) and defers small-unit combat to LAMBS
    when present.

Multiplayer
  • Co-op (share a side) and versus (each player commands their own side).
  • Strict per-player ownership — you only command your own units.
  • Persistent campaigns — autosave and save slots carry the war across sessions.
  • Restart-proof commander state and a host/client version-mismatch warning.


Mission-maker / Zeus options

Almost everything is a CBA setting (Addon Options) — no scripting required. A few highlights:

  • Confine the war to an area: place map markers named haio_obj… (a dot, or a rectangle/ellipse
    for a radius) and enable "only placed objectives" — the war is fought over exactly those and the rest of
    the map is ignored.
  • Set each side’s HQ: place haio_hq_west / haio_hq_east / haio_hq_guer markers and enable
    custom HQs.
  • Tune the tech tree: tier thresholds, research/build costs and times, and tier-progression speed.
  • Tune fog of war, reinforcement caps, war intensity, per-side aggression/difficulty, economy income,
    victory condition + win share + time limit — and toggle every subsystem on or off.
  • Set up a war by placing units per side, or flip on Instant Action for an automatic laydown.


Planned for future updates
  • A proper scenario / instant-action generator screen.
  • Distinct Conventional vs Insurgency game modes that play differently.
  • More objective variety (destroy / defend / hold-for-time / sabotage / rescue).
  • Deeper ACE-medical integration and casualty evacuation.
  • Headless-client support and a dedicated large-scale (200+ AI) performance pass.
  • A "draw your combat zone in 3D" tool and more Zeus-side authoring.


Requirements
  • Required: CBA_A3
  • Optional (auto-detected): RHS · CUP · Project OPFOR · Faces of War · IFA3 · JCA — Land Systems · ACE · LAMBS

How to play
  1. Load HAIO + CBA_A3 (plus any faction mods). In the editor, place a few units per side, OR enable
    HAIO → Scenario → Instant Action.
  2. Pick your side in the HAIO setup menu (or leave it off for a pure AI war).
  3. Press Ctrl+F to open the command camera and take charge. (Full controls are in the mod folder.)

Multiplayer note: every player must run the same HAIO version and the same mod set.
Made by a small team, for fun. Feedb