Adds a dynamic enemy AI layer to any scenario: garrisons, patrols and armed vehicles around bases, cities, towns and villages. Standalone, dedicated servers.
Players now
6
Servers
13
Rating
100%
3 votes
Subscribers
-
77 downloads
Busiest servers running it 13 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- Ludo310
- Version
- 1.0.3
- Size
- 193 KB
- Licence
- APL
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 17 Oct 2026
- Updated
- 1 day ago
- Workshop ID
- 73D641ACD1F29101
Recent adoption
30 days: +7 −2 ↑1
- + WolfWorld 1.0.3 2h ago
- + jax server 1.0.3 7h ago
- + Chicken******** 1.0.3 20h ago
- + Big Red Dirty Mike 1.0.3 23h ago
- − |DRE|La Dernière Résistance Européenne / Insurgé 1.0.3 1d ago
- ↑ [FR/EN] BGC Chernarus | PVE | Build+ - Plane - Arty - Drones 1.0.1 1.0.3 1d ago
- − [PL] # Zmora | TEST SERVER | 1.0.3 1d ago
- + [PL] # Zmora | TEST SERVER | 1.0.3 1d ago
- + |DRE|La Dernière Résistance Européenne / Insurgé 1.0.3 1d ago
- + [FR/EN] BGC Chernarus | PVE | Build+ - Plane - Arty - Drones 1.0.1 1d ago
Often used with
8Version history
4-
v1.0.3 193 KB 17 Oct 2026
Fix update
-
v1.0.2 193 KB 17 Oct 2026
-
v1.0.1 193 KB 17 Oct 2026
-
v1.0.0 191 KB 17 Oct 2026
Description from the Workshop
# BGC Dynamic - Enemy AI **Bring an existing scenario to life.** BGC Dynamic adds enemy AI to the map you already play: a garrison holds every capturable base, city, town and village, patrols sweep the area around it, and some points get an armed vehicle with its crew. Server side only, made for multiplayer on dedicated servers. Standalone: no dependency other than the base game. Part of the Battlegroup Command family, works with or without BGC_Core. **Early version (0.1.0).** The core works; more features will come with updates. Please read the known limitations below. ## How it works **Enemy faction, found automatically** - A faction that players cannot play and that is hostile to all playable factions (FIA in Conflict). Otherwise a faction without HQ hostile to the factions that have one. - Or set it yourself in the server config, with your own group and vehicle prefabs. Modded factions are read from their catalogues, nothing is hard-coded. **Points held by the enemy** - Capturable bases (not the HQs, not the bases held by a playable faction) and the cities, towns and villages of the map. - A base close to a locality becomes one point. No point within 800 m of a player base. **On each point** - A garrison defends the centre (always at least one group). - Patrols walk a circuit 400 to 800 m around it, at walking pace. - Armed vehicles with their crew (based on the faction's vehicle catalogue, no aircraft), more likely at high density. - Density from 1 (3 to 10 AI per point) to 10 (30 to 50 AI per point). Cities get more, villages less. **Light on the server** - The population is planned once at start, then created a few groups at a time. - Soldiers only exist near players (900 m). Further away, groups sleep and keep their survivors: a cleared village stays cleared until the server restarts. - No reinforcement wave, no endless respawn. Wrecks and abandoned vehicles of the mod are removed when no player is near. - The mod only ever deletes what it cr...