Features
Comprehensive AI systems that transform battlefield dynamics
π― Core AI Systems
Fog of War
AI only knows what it can see - no omniscient awareness
Intel System
Information decays over time, creating realistic uncertainty
Tactical States
AI switches between offensive, defensive, and retreat modes
Classical Doctrine
Based on real military principles and tactics
ποΈ Detection Systems
Visual Detection
Line-of-sight based enemy spotting
Audio Detection
AI hears gunshots with realistic range and modifiers
Drone Recon
UAV operators deploy drones to scout enemy positions
Explosion Deafness
Nearby explosions temporarily deafen AI units
Vision Limiter
AI cannot see through grass or smoke - concealment works
βοΈ Combat Systems
Building Garrison
AI occupies buildings during defensive posture
Building Assault
Heavy weapons (armor, AT rockets) engage fortified buildings before infantry clear
Static Weapons
AI mans HMGs, GMGs, mortars, and AT positions
CQB Clearing
Room-by-room building clearing with grenades
Suppression Response
AI reacts to incoming fire with cover and return fire
Skill Degradation
AI accuracy dynamically decreases under suppressive fire
π Support Systems
CAS Support
AI can call in close air support strikes
Artillery
Coordinated artillery barrages on player positions
Counter-Battery
Detects incoming artillery and returns fire on the source
Reinforcements
Dynamic spawning when taking casualties
Medic System
Wounded AI call for help, medics heal with animations
πΊοΈ Tactical Behaviors
Baseline Stance
Per-side DEFENSIVE / PROBING / OFFENSIVE setting controls behavior when no explicit objectives exist. OFFENSIVE auto-generates ephemeral ATTACK directives at known threat clusters
Escalation System
4-level proportional response based on threat and casualties
Environment Tactics
AI adapts formations and behavior to terrain type (forest, urban, hills, open)
Eden Modules
Drag-and-drop Eden Editor and Zeus modules for Init, Attack, Defend, Defend Object, Defend Area, and custom patrol/garrison waypoints
Vanilla Zeus Hook
Place the vanilla "Search and Destroy" module from the Zeus interface and AI Zeus translates it into an ATTACK directive automatically
Marker Directives
Mission makers set attack/defend objectives via map markers, including object defense, town/village area defense with fallback, and adaptive behavior
Patrol System
Multiple patrol types when no enemies detected
Ambush Tactics
L-shaped ambushes with coordinated triggers
Night Operations
Flares, tighter formations, slower movement at night
ποΈ Per-Side Doctrine
NATO Doctrine
Combined-arms / AirLand Battle. Default for WEST. Pincer assaults, 3-round precision artillery, 200m dismount, upper-floor garrisons, 90° flanking envelopment
Eastern Bloc Doctrine
Soviet motor-rifle (FM 100-2.1 / Grau & Bartles). Default for EAST. Echeloned 2-wave assaults with tanks forward, 30s artillery preparation, 400m dismount, reverse-slope garrisons, deeper 70° envelopment, sticky commitment
Guerrilla Doctrine
Mao + Giap insurgent practice. Default for INDEPENDENT. Harass-and-fade only — brief suppress from 300m standoff then immediate fall-back. Never assaults. No CAS, no organic artillery, no idle helicopter patrols. Ground-floor garrisons, lower aim, higher courage and terrain awareness
Auto-Mapping
Doctrine defaults from <code>AIZEUS_controlledSide</code> (AUTO mode). Override via Eden Init module Combo, CBA Settings, or <code>#aizeus doctrine_*</code> admin command. Live transitions re-apply skill biases to controlled units
Skill Biasing
Each doctrine multiplies the EASY / MEDIUM / HARD / VETERAN skill preset before randomization — NATO baseline, Eastern Bloc 0.95 aim / 1.05 courage, Guerrilla 0.85 aim / 1.15 courage / 1.1 spot distance
Backward Compatible
NATO doctrine values are bit-for-bit identical to v1.7.9 constants — missions on WEST keep their previous behavior. Missions on EAST that depended on v1.7.9 NATO-flavored behavior must set <code>AIZEUS_doctrineStr = "NATO"</code>
π Monitoring & UX
Live Assignment Overlay
Toggleable in-game panel for admins and Zeus curators showing every managed group, its directive, and state (Engaging / En Route / Holding / Routed). Bound to a configurable CBA keybind
First-Run Hint
One-shot hint shown 25-30s after init if no objectives are configured, listing the three workflows (module / marker / OFFENSIVE stance)
Server-Rendered State
Group state classification and overlay content built once on the server every 3s and broadcast as a string — HC-safe, low overhead
Workshop FAQ
"How Do I Tell My AI to Attack?" pinned at the top of the Steam Workshop description and README so new admins are productive in seconds
π‘οΈ Self-Preservation
Vehicle Preservation
Four-tier response: withdraw at >50% damage, crew bailout at >80%, static defense when immobilized, RTB at <20% fuel
Casualty Retreat
Groups losing 50%+ of original strength independently fall back 200m, with 60s cooldown before new orders
Remnant Regrouping
Groups with 2 or fewer survivors merge into the nearest friendly group within 300m instead of continuing suicide runs
Ambush Break-Contact
Ambushers break off when own casualties hit 30% or enemy count doubles - pop smoke, bound back 100-200m
Water-Aware Retreat
Retreat rally and bound positions snap away from water via directional ring-search; smoke is suppressed for units in water so stuck waders no longer turn into continuous smoke factories
π¦ Logistics
Transport System
AI orders units into APCs, trucks, helicopters for tactical repositioning
Always-Moving Helicopters
Idle helis automatically loop a 600-900m patrol cycle around their home position. After dropoff they RTB and resume the patrol, never sitting on the deck or hovering at a finished waypoint
Paradrop Support
Helicopters paradrop troops over target positions
Resupply System
Ammo sharing and resupply crate spawning
Vehicle Coordination
Convoy behavior and infantry support
Headless Client
Automatic load balancing across HCs
Skill System
Configurable AI skill presets
Feature Details
Fog of War System
AI Zeus implements a realistic fog of war system where AI units only have knowledge of what they can actually observe. This fundamentally changes how AI behaves compared to vanilla ArmA.
Intel Gathering
Units gather intel through line-of-sight checks. When an enemy is spotted, the information is logged with position, time, and confidence level.
Intel Sharing
Information is shared between friendly units within communication range. Squad leaders can relay intel to the commander level.
Intel Decay
Old information becomes stale and eventually expires. The AI must re-acquire targets rather than knowing positions indefinitely.
Tactical State Machine
The AI commander evaluates the battlefield situation and selects appropriate tactical postures:
| State | Trigger Conditions | Behavior |
|---|---|---|
OFFENSIVE |
Numerical advantage, fresh intel on enemy positions | Aggressive movement, flanking, coordinated assaults |
DEFENSIVE |
Roughly matched forces, holding objectives | Hold positions, garrison buildings, set up static weapons |
RETREAT |
Heavy casualties, overwhelmed by enemy | Leapfrog withdrawal, smoke deployment, fighting retreat |
Fire Support Systems
Close Air Support (CAS)
When enabled, AI Zeus can call in CAS strikes on confirmed enemy concentrations. The system evaluates target value, friendly proximity, and available assets before committing to a strike.
Artillery Support
Artillery barrages can be called on static enemy positions. The AI considers ammunition availability, cooldown timers, and collateral damage risk.
Reinforcements
When casualties exceed thresholds, AI Zeus can spawn reinforcement squads. Reinforcements arrive from designated spawn points and are automatically integrated into the command structure.
Each support system can be individually enabled or disabled. Cooldowns, thresholds, and spawn limits are all configurable.
Building Assault System
When AI Zeus detects confirmed enemies in buildings, it coordinates heavy weapons to assault fortified positions before sending infantry to clear.
Armor Support
Tanks and IFVs within 400m engage occupied buildings with main guns, suppressing defenders before infantry advance.
AT Teams
Infantry with AT weapons within 300m fire rockets at fortified positions. AT teams prioritize armor threats over buildings.
Infantry clearing operations begin after the heavy weapons assault completes, reducing casualties during CQB operations.
Night Operations
AI Zeus detects low-light conditions and adapts its behavior accordingly:
- Tighter Formations - Squads maintain closer spacing to prevent separation
- Reduced Speed - Movement is slower and more cautious
- Flare Deployment - AI will deploy illumination flares when engaging
- Enhanced Listening - Greater reliance on sound detection
Comparison
AI Zeus vs Vanilla ArmA AI
| Capability | Vanilla AI | AI Zeus |
|---|---|---|
| Enemy Knowledge | Often omniscient | Limited to line-of-sight |
| Coordination | Individual groups only | Force-wide coordination |
| Fire Support | Script-triggered only | Autonomous decisions |
| Building Use | Basic pathfinding | Tactical garrison positions |
| Retreat Behavior | Stand and die | Organized withdrawal |
| Smoke/Grenades | Rare, random | Tactical deployment |
| Medical | None | Medics heal wounded |
| Night Adaptation | None | Formation/speed/flares |