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Thanks, Meerkat
I have migrated to a dedicated server with three headless clients. I am getting the same kind of behavior as before.
As a test, I rushed resource zones and factories since they are undefended (this is normal, right?). I would capture a resource zone, then wait there for 15 minutes to see if anything came to retake it - the so-called QRF. Nothing came. I proceeded to take several other resources/factories with impunity.
When I reached war level 2 and high aggression, I got a new task, 'USAF attack.' I was capturing things in the SW corner, so you can imagine my surprise when this attack was being launched from the NE-most airbase - on the other side of the map.
I tried to head over there for quite some time, but was not able to make it by car. I kept losing my undercover status while driving. I believe it is due to 'invisible roadblocks.' I would lose undercover in an area I remember a roadblock being in my past play through, but no roadblock was actually there. To clarify, roadblocks were spawning. I had to go around several on my way there. It seems some of them are 'invisible' or unspawned, but still able to take away my undercover.
When I finally accumulated enough to buy a helicopter, I flew to the airbase this supposed attack was coming from. It was war level 3 and high aggression at this point. I flew above it at about 600 meters - high enough they wouldn't shoot me, but low enough to spawn everyone in. I could see guys running around and some vehicles I initially thought might be the attack 'convoy,' parked side-by-side near the road. I believe these were simply empty vehicles spawned in the airbase, though. I flew over to the Russian's airbase to see if they were doing anything. They shot me down, but I couldn't see any activity outside of the standard garrison.
All told, this USAF 'attack' never actually resulted in anything, despite being an active task for around 45 minutes. Like the AFRF attack before it in my previous play through, I have to assume the task was created but never carried out. Maybe the units spawned, maybe they didn't. Is there any way for me to easily see whether they spawned?
I will do another test with Gov & Inv, as suggested, but I don't expect to see different results. Maybe my expectations are wrong, but I expected this mission to be relatively difficult. I expected to not be able to take and hold territory for at least a little bit. I expected to see enemy convoys running about to reinforce zones (maybe garrison the empty factories and resource zones? They are always 'decimated' in garrison and undefended, even at war level 4-5 and high aggression.). I expected if I would take a resource zone, they would promptly move in to retake it, necessitating some kind of defense on my part. As it stands, the mission is trivially easy, which does not seem right. The only combat that ever occurs is fighting the garrison of an outpost.
Here is my full mod list:
Bullet Casings
CBA_A3
FFAA MOD
Goko ballistic Impact
JSRS SOUNDMOD
JSRS SOUNDMOD - Reloading Sounds
JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support
JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support
JSRS SOUNDMOD - RHS SAF Mod Pack Sound Support
JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support
MagRepack
RHSAFRF
RHSGREF
RHSSAF
RHSUSAF
CUP Units
CUP Vehicles
CUP Weapons
You will be asked for log files so be sure to have them handy. (.RPT) But don't send them in the open channels as they can hold sensitive details such as steam IDs, server IP and such.
I solved this issue by removing FFAA MOD, RHSSAF, and CUP Vehicles. Wurzel, one of the mod devs, thinks FFAA is to blame for the issues I was having. If anyone is having similar issues with the AI not spawning properly, make sure you are not using incompatible mods!
Thanks to Meerkat, Wurzel, and Bob Murphy for helping me fix this!
FFAA had an old integration that we didn't completely remove when we found it was broken. Pretty much my bad as it was my area of development. This will be fixed for 2.3.1 and FFAA will return in 2.4 as a FULL faction replacer!
One last thing that is not clear to me, did the solution above also solve the garrison not spawning? All enemy garrisons are listed as decimated, except outposts and airfields.
What you described is precisely the issue I was having. Wurzel (a dev) is 99% sure FFAA is to blame. I highly suggest you remove FFAA.
RHSSAF might cause issues since it is not technically supported, so it would probably be a good idea to remove that too (it isn't used anyways, so no benefit from keeping it).
Removing CUP Vehicles is for a different reason. If CUP Vehicles is enabled, the aircraft carriers can sometimes bug out and spawn on land, absolutely destroying your framerate (<1 fps). This needs to be removed for that reason.
Also, removing mods and then trying to load a saved campaign might break things too, since important things are initialized on campaign start. It is also advisable to start a new campaign after removing the above-mentioned mods.
I did not remove only FFAA, but removed FFAA and RHSSAF at the same time. As such, I cannot be sure whether FFAA, RHSSAF, or both caused issues. I can confirm that CUP Vehicles was the source of the aircraft carrier bug, though.
All told, I ran the following mods without issue:
Bullet Casings
CBA_A3
Goko ballistic Impact
JSRS SOUNDMOD
JSRS SOUNDMOD - Reloading Sounds
JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support
JSRS SOUNDMOD - RHS GREF Mod Pack Sound Support
JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support
MagRepack
RHSAFRF
RHSGREF
RHSUSAF
CUP Units
CUP Weapons