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IPC AC - Extended Combat

by VeryIpsum · all their mods

This mod is intended to extend the combat complexity for the IPC Autonomous Capture mod.

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100%

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2,071 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/684D48E6199E7E23

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Details

Author
VeryIpsum
Version
0.1.38
Size
16 KB
Licence
APL
Game version
1.7.0.54
Likes
0 / 0 dislikes
Published
6 Jan 2026
Updated
3 months ago
Workshop ID
684D48E6199E7E23

Version history

10
  1. v0.1.38 16 KB 27 Jun 2026
  2. v0.1.37 11 KB 11 Jan 2026
  3. v0.1.36 11 KB 11 Jan 2026
  4. v0.1.35 11 KB 11 Jan 2026
  5. v0.1.34 11 KB 11 Jan 2026
  6. v0.1.33 11 KB 11 Jan 2026
Description from the Workshop

Note: this is a public testing release; there are currently no known bugs and the mod should be stable; however no extensive testing has yet been done and issues are likely to appear. The current build of this mod is based on the 'dev' branch of IPC Autonomous Capture; functionality can fail after updates to the main mod. I extend my thanks to the IPC Autonomous Capture mod team for their work! Main features of the Extended Combat addon: - Adjusted all AI to use Perception value 1.0 if playing single-player - Adjusted OPFOR to have slightly higher spawn rates (both number of units and frequency of spawning) - Adjusted BLUFOR to also have slightly higher spawn but comparably lesser than OPFOR - Implemented a "Reinforcement" system for OPFOR - Implemented clean-up logic for friendly rear bases to trigger NPC despawns to clear AI budget How does the "Reinforcement" system work? When any number of players is fighting within 300 meters of a base a timer begins: - At 5 minutes of fighting Wave 1 of Reinforcements spawns in a random 100-300m range spread from the Base that is under attack (the spawn location is random within that range) - At 10 minutes of fighting Wave 2 of Reinfocements spawns within the same range and spawn rules as Wave 1. - At 15 minutes of fighting Wave 3 of Reinforcements spawns; same rules as previous waves. Wave 1: 1 x SQUAD_RIFLE; Wave 2: 1 x FIRETEAM; Wave 3: 1 x SQUAD_RIFLE + 1 x FIRETEAM These reinforcements are independent from the defenses spawned by the base that's being attacked; meaning that in long extended combat enemy forces can become overwhelming. - Beyond 15 minutes no more reinforcements will spawn for that base The timer for reinforcements resets under these conditions: - All players in range of the base died; - All players in range of the base left; - The base has begun being captured (to note: if the base is no longer actively being captured; for ex. if the player capturing dies but there are other players in range of the ba...