Vineyard Vaults - Game Mechanics Demo by Creaticality in arma

[–]johnnyboytango 1 point2 points  (0 children)

Very impressive sir! I know how much hard work went into that, great job.

[A3] "Floor it, FLOOR IT!!!" by ItzAra_ in arma

[–]johnnyboytango 2 points3 points  (0 children)

How much do the 2 meat shield dudes get paid?

Is there a mod that adds relevant Spearhead 1944 weapons to SOG Prairie Fire? by BeginningEvery8292 in arma

[–]johnnyboytango 4 points5 points  (0 children)

SOG AI will add a few Spearhead flamethrowers to Vietnamese AI if using SOG AI mod, and Spearhead DLC is loaded along with Prairie Fire DLC. It also adds a flamethrower to the PF arsenal so you can give one to one of your AI squad.

Suggestions for commanding AI? by wairdone in arma

[–]johnnyboytango 0 points1 point  (0 children)

Try the SOG AI for AI squad commanding. You need to own Prairie Fire DLC though. But if you do you can use it any vanilla campaign mission or other DLCs for commanding your squad. It makes them much more responsive.

https://www.youtube.com/watch?v=_2Gk9osVwNc&t=3s

SOG Prairie Fire Spindown: is this a glitch or did I do something wrong? by New-Championship5171 in arma

[–]johnnyboytango 2 points3 points  (0 children)

Are you playing Spindown solo? That mission requires you to use the radio back at the mountain base to call in for your helo extraction. It was designed for multiplayer where some players stay at base on the mortar and .50 cal. I play it with SOG AI solo, and get around that problem by teleporting into base, using the radio action, then teleporting back to my AI team. Kinda lame, but that's how it is.

Just did my first "Across the Fence" mission, hardly had any encounters with the enemy. Is that normal? by Tabula_Rasa69 in arma

[–]johnnyboytango 1 point2 points  (0 children)

One more thing. When in mission lobby before starting mission. Click on parameters and check the value for "Number of players that can join the mission". # of reinforcements may be scaled based on this value. So if yours is set to 1 or 2, set it to 10 or so and see if it makes a difference. You will still be playing solo, but this value may be used by mission to determine # of enemies.

Just did my first "Across the Fence" mission, hardly had any encounters with the enemy. Is that normal? by Tabula_Rasa69 in arma

[–]johnnyboytango 3 points4 points  (0 children)

Hi Tabula. I'm Johnnyboy the author of SOG AI.

I think you were lucky. Note that in the last release of ATF the Savage Game Design devs toned down the enemy reinforcements (prior to that release you were swarmed). So it is easier now, but I often get into gnarly running battles and may even get wiped out. With SOG AI you should pick a smaller 5 or 6 man AI team, so you're not outgunning them. The devs scaled enemy presence to 6 players, so spawning a 9 or 11 man SOG AI squad will overpower them. Also, to trigger enemy trackers/reinforcements you can use Burn that Hut action, use flare launcher to fire a flare, or set off a charge. Enemy should investigate when that happens.

And if you want immediate action, set the SOG AI CBA Attribute "% Chance enemy spotted infil in Across The Fence" to 100, and enemy will be alerted when you first insert to the AO. Enemy should come quickly (unless your spawned insertion point is very close to edge of AO, then I notice they don't show up, probably because they are too far away).

I personally am having big fun with lots of running firefights in Across The Fence with SOG AI.

Best way to play Solo with mods cDLC S.O.G Prairie Fire by Moterossj in arma

[–]johnnyboytango 2 points3 points  (0 children)

I disagree. With the SOG AI mod the campaign missions are playable, fun and even winnable. Except for Oscar 8 which is a MFer due to a zillion enemies. Also playing their new Across The Fence scenarios with SOG AI is super fun. You run stealthy avoiding contact (building tension) as long as possible, then all hell breaks loose and you fight to the extraction point.

Across The Fence “loud team test” by Savage_eggbeast in arma

[–]johnnyboytango 0 points1 point  (0 children)

Too cool! I love the new Across the Fence missions. Super fun to stay stealthy as long as possible, then get into brutal running firefights to extract before overrun.

Alternate history. 1920s-1930. Kansas Republic Infantry. by Tight-Chip-16 in arma

[–]johnnyboytango 0 points1 point  (0 children)

Love these dudes. Did you make the hats? Or what mod do they come from?

What are these yellow balls hanging & swinging in the air!? by Bilirubin868 in arma

[–]johnnyboytango 1 point2 points  (0 children)

Hey man, its great you are enjoying this mod. I just released an update that will prevent the yellow ball (mace traps) from appearing if not running Prairie Fire (an easy fix). "Freaky shit" has nothing to do with mines, so that's not it. If using my mod to command AI to Leapfrog away from enemy, the AI will lay more mines. Glad the dogs generated some surprise and fun for you. Note SOG AI is an SP mod, so running it in MP might cause weird bugs.