What the mod does
ATG AI is the AI layer other ATG mods build on. It places garrisons and keeps them behaving like soldiers, decides when a position under attack calls for help and what it sends, populates towns with civilians, and runs the AI mortar batteries. It decides nothing about objectives, score or missions. A scenario mod tells it where the positions and towns are, and it does the rest.
It depends on nothing but the base game. ATG Scenario requires it, so a server running ATG Scenario is already running ATG AI, and every garrison, reinforcement and civilian on an ATG Scenario map is ATG AI’s work.
Its settings are its own. They live in $profile:ATG/atg-ai.json and in an ATG
AI tab of the Game Master’s Scenario properties, separate from ATG Scenario’s. See
Configuration.
What it runs, and what the scenario decides
| ATG AI runs | The scenario mod decides |
|---|---|
| Garrison profiles: who defends, how strong, how skilled, what kit | Where a garrison goes, and which tier the faction is at |
| Placing a garrison, manning its guns and posts, parking its trucks | How far the groups spread, and when a garrison is resized |
| Calling for help: reinforcements, hunting parties and ambushes | What an objective is, when it is finished, and the inbound warning |
| Civilians: their day, gunfire, aid, warnings, doors and name tags | Which towns exist, when they stand down, and what killing one costs |
| Mortar fire control, siting and the beaten zone | When a battery is called in |
| Pacing AI arrivals so a joining client is not flooded |
How that plays on an ATG Scenario server is on its own pages: Garrisons, Reinforcements and Civilians.
Optional integrations
ATG Core, loaded ahead of this mod, adds the per-server JSON file and lets a Game Master’s changes to the settings tab be saved. Without it the mod runs on its own defaults and any override in your own mod, and a change made in game lasts until the restart. Its log level also inherits from Core’s.
Game Master tools
Settings
The ATG AI tab in Scenario properties carries the switches worth flipping during a session. See Editing settings from the Game Master.
Placeables
Under ATG AI systems in the content browser:
-
Garrison puts a garrison on the ground around the point. It mans the posts there, shares what each group sees, screens itself with smoke and calls for help when attacked.
- Force: which garrison profile holds it. Drawn by tier picks one the way an objective would; a named force is held to its own tier range.
- Radius: how much ground it spreads over and defends, 20 to 300 m.
- Strength: how many men, 0 to 128. Zero scales by tier and player count, the way the force says to.
- Calls for help: whether it calls for reinforcements, hunting parties and ambushes. The Response setting has to be on as well.
A placed garrison does not park the force’s vehicles.
-
Civilian town has people living in the buildings around the point while players are near.
- Radius: how far from the point they live, 30 to 500 m.
- Civilians: how many, 0 to 64. Zero scales with the radius.
A placed town is named Placed town and a number.
Orders
On page two of the Commanding toolbar:
- Patrol circuit: the group walks a circuit around the point, pausing at each stop, until it is given another order. Circuit radius defaults to 50 m.
- Move, engaging close contacts: the group moves to the point and ignores fire from further off. An enemy it can see inside the Engage range (50 m) is fought; once every enemy is past the Release range (75 m), it carries on. Keep the release range wider than the engage range, or a group fighting at the edge keeps stopping and starting.
Context actions
On an AI group or character:
- Throw smoke: men in the group carrying smoke grenades screen it from the enemy it knows about. A group that knows of no enemy throws nothing, and a notification says which of the two happened.
- Write report to log: writes what the group is doing, which order it holds and what it can see to the server log, for working out why it is not doing what it was told.
Neither is offered on a player’s group or on your own character.
Places the AI keeps out of
Any mod can mark an area the AI should treat differently, and a server owner sees the effect without configuring anything. ATG Scenario marks its main base this way, with every flag set. An area can carry any of four:
- No spawn: nothing ATG AI places lands inside it.
- No orders: a party sent after somebody stops at its edge rather than walking in. A hunt provoked from inside the area is allowed in.
- Sanctuary: a hunted player who reaches it has the hunt called off, unless the hunt was provoked from inside it. No ambush is laid against people inside it, or on a route through it.
- No fire: a mortar battery will not fire on a target within 100 m of it.
Each area is written to the server log as it is registered:
[ATG_AI] Exclusion zone 1 registered: the base at <position>, <radius>m, no-spawn no-orders sanctuary no-fire