Complete AI overhaul: infantry that suppress and flank, squads that clear buildings door by door, working ambushes and convoys, and Game Master tools to run it all. Requires CRX Enfusion A.I.
Players now
7
Servers
42
Rating
83%
6 votes
Subscribers
-
1,015 downloads
Busiest servers running it 42 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- JDripstein
- Version
- 2.3.1
- Size
- 450 KB
- Licence
- APL-ND
- Game version
- 1.8.0.10
- Likes
- 0 / 0 dislikes
- Published
- 11 Aug 2026
- Updated
- 1 month ago
- Workshop ID
- 6A16AC294F079592
Recent adoption
30 days: +132 −109 ↑0
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Requires
1Often used with
8Version history
10-
v2.3.1 450 KB 31 Aug 2026
Fixes and tuning: CONVOYS - A Game Master force move now takes a mounted column OUT of the fight instead of into it: the contact drill (break-contact and the flank assault) yields for mounted groups holding a GM waypoint, keeping only its fire-superiority half, so the column drives and the gunners stay hot. The exhibit was a live column at zero throttle for four minutes while the brain re-issued flank orders at a lone ambush survivor and the stall kicks fought it to exhaustion twice; the moment perception lapsed the standing move resumed on its own, which proved the grip was the drill. - New m_bConvoyMoraleLock (on): a mounted column under orders never breaks and flees. Any live waypoint counts, not just a Game Master one (commander moves and convoy-link follow waypoints sit below GM priority), and so does membership in a linked convoy; the broken flag still sets, so morale takes effect the moment the column dismounts or its orders end. Owner doctrine: guns hot, keep driving. - New m_bConvoyDriverRecovery (on): a vehicle with living crew but no conscious driver gets one back while under orders. A body in the pilot seat is ejected beside the vehicle, then a passenger is promoted into the seat using the same server-side placement the GM editor uses; cargo passengers are promoted before gunners, so the guns stay hot, and players are never touched. Closes the gap vanilla cannot: its replacement path needs a get-out first, which CRX force-stay refuses, and a driver who died in the seat blocked everything. HORN - The horn mute now starts unconditionally and the config value owns on/off at runtime: the old boot gate meant a server that started with m_bMuteAiHorn false could never enable the mute without a restart, and since the setting DEFAULTS to false, a fresh config shipped with the feature dead. The boot line also told the truth backwards - it printed ENABLED unconditionally whenever the system started - and now reports ENABLED with the patience/hold values, or INACTIVE naming the setting. - New m_bHornColumnQuiet (on): a convoy follower blocked by his OWN column mate never honks. At the first press the mute checks whether another tracked AI vehicle sits in the driver's forward arc (18m, same group or same DCO convoy id) and suppresses instantly with no patience window, since a follower honking at his lead is the one honk with no audience - the probe sessions showed exactly that profile, pulses at 0-5kph with no contact. Warning honks at civilians, players and strangers are untouched, and it works even with the general mute off. - Horn mute cycle telemetry under debug: every honk run logs its start with vehicle speed and the driver's lifetime hold count, every earned hold is numbered, every expiry logs the release, and a press observed WHILE a hold is active logs "hold NOT sticking" once per hold - the one signature that separates the engine outracing the frame-cadence zero from a driver eternally re-earning holds. Diagnosis for the "horn is back and not clearing" report; the behavioural fix follows the evidence.
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v2.3.0 445 KB 30 Aug 2026
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v2.2.0 425 KB 30 Aug 2026
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v2.1.1 378 KB 28 Aug 2026
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v2.1.0 378 KB 27 Aug 2026
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v2.0.0 369 KB 27 Aug 2026
Description from the Workshop
DCO EXTENSIONS Infantry fight properly: they suppress, flank, hold their range, use cover, and break or surrender when they've had enough. Squads clear buildings room by room, opening doors, stacking beside the breach and going in one man at a time. Game Masters get working ambushes with kill-zones, convoys that arrive as a column, live-editable task zones, and a Clear Buildings order on the command bar. An AI commander feeds reserves to the fight with optional LLM Connection capabilities. Everything is configurable from one server file or live from the GM menu. Server-side only, nothing attaches to a mission. Built on 25th Direct Combat Overhaul (MIT), now fully absorbed and grown well past it. REQUIRES - CRX Enfusion A.I. FEATURES AI behaviour (bundled from 25th DCO) - Morale: groups break, surrender, rally, and a surrender can be a trap. - Suppression: pinned units keep their heads down, seek cover, pop smoke and dig in. - Tactical movement: flanking, bounding overwatch, cover-aware repositioning, weapon-aware standoff. - Urban combat: room-by-room CQB clearing, garrisons, ambushes, machine-gun emplacements. - Vehicles: convoy doctrine, armoured angling, hijacking, safe eject. - Commander: reserves, QRF responses, objectives, and an optional external bridge for a server owner's own brain. Extension fixes - QRF zones stop dragging their groups back to the centre past 30 m and yield to your orders. - The commander skips groups already under orders, and all ten objective scoring fields are settable. - The ADVANCE course of action is implemented, so a group pushes through contact instead of stalling. - Convoy columns close up behind an arrived leader, drivers stay on the road, vehicle crews stop doing infantry drills. - Standoff is close-only: AI never back away from a fight to hold their minimum range. - CQB stacks gate on the nearest man, sweeps cover every floor, and Clear Buildings sits on the GM command bar. - Zone placeables take a faction; zones and...