This mod is intended to extend the combat complexity for the IPC Autonomous Capture mod.
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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
Requires
2Often used with
8Version history
10-
v0.1.38 16 KB 27 Jun 2026
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v0.1.37 11 KB 11 Jan 2026
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v0.1.36 11 KB 11 Jan 2026
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v0.1.35 11 KB 11 Jan 2026
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v0.1.34 11 KB 11 Jan 2026
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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...