HAIO — Human-AI Overhaul (Dynamic War & RTS Commander)
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 (v1.1.4). Very playable and packed with features, but still actively built — expect the odd rough edge, especially in multiplayer and with unusual mod combos. Bug reports with an .rpt log get fixed fast, often within a day or two.
- Discord (fastest support, bug reports, dev chat): https://discord.gg/pwZxNh5ZTg
- Reddit — original reveal: WIP: HAIO — Human-AI Overhaul (dynamic frontlines)
- Reddit — development update: HAIO development update — thank you for the feedback
Got a bug? Drop your .rpt in the Discord — that’s the fastest way it gets fixed.
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.
- Historical factions run clean — pick a WW2 / period faction (Spearhead 1944, IFA3, Faces of War…) and HAIO no longer leaks vanilla NATO/CSAT/AAF onto the side you didn’t hand-place. Any unfilled side borrows a period-correct faction from the same mod family, so no modern kit sneaks into a 1944 war.
- No vanilla drones or gunships in WW2 — CAS, recon UAVs and airfield air pull only from the faction’s own aircraft; a faction with no air simply fields none.
- Objectives you can actually take — QRF spam is capped (per-objective cooldown + concurrent limit), captured FOBs go dormant until retaken, and capture now works on high-elevation maps.
- Real artillery feedback — fire missions report "No Ammunition", "Out of Range — reposition", or "rounds away, on target" instead of a silent dud.
- The insurgency toggle finally works — turn "Independent insurgency start" off and the random guerrilla uprisings stop; on and they rise.
- 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 moves on a last-known contact instead of magically snapping to your exact position.
- 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 garrisoning, vehicle discipline (convoy spacing, anti-roadkill, unstuck, bail-when-immobilized), and anti-tank teams that actually engage armor.
- 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, 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, sitreps and ambience for a battlefield that feels alive.
- Overhead command camera (Ctrl+F): click / box-select your units, right-click to move (with movement modes — Sneak / Rush / Charge / Tactical), fast-travel the camera from the map.
- Possess any unit (T) — drop into first person to fight on the ground, then jump back to command.
- 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-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.
- Universal faction auto-detection — RHS, CUP, Project OPFOR, Faces of War, IFA3, Spearhead 1944 / SEP and vanilla are picked up automatically; no patches needed. Pick a faction and HAIO fields only that faction’s roster.
- 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 your AI overhaul — LAMBS, SCAI, ASR or VCOM — when present. Run ONE tactical AI mod at a time for the best firefights.
- 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.
Almost everything is a CBA setting (Addon Options) — no scripting required. A few highlights:
- [*
Revisions:
Old revisions of this mod are available below. Click the link to download.