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Workshop mod by M.Pac

EXPBG Realistic AI Mod Arma Reforger Mod

Infantry AI that fights by what it can see: it fires only at enemies it can see, moves under covering fire and rescues casualties under smoke. Never load with EXPBG AI Enhancement.

471BC3478DB6C44F
EXPBG Realistic AI Mod preview

Ranking

Rising#267862.3
2Serversrunning this mod
0Observed players nowon servers reporting this mod
70Estimated player-hours (partial)Partial 7-day data (41% coverage)
Deployment35th34.9ahead of 35% of tracked mods by servers running it
Activity25th24.9ahead of 25% of tracked mods by play on those servers (partial 7-day data)
Popularity32.2deployment and activity combined (partial 7-day data)
How those 2 installs happen100% traced
  • Not identified as a dependency2
Last 30 days
Servers, last 30 days
2 latest2 peak, 7 Nov0 low, 24 Oct

Servers reporting the mod in each hourly observation. Covers 17 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
23 Oct1116
24 Oct01024
25 Oct00024
26 Oct00024
27 Oct00024
28 Oct01024
29 Oct00024
30 Oct00024
31 Oct01024
1 Nov11024
2 Nov11124
3 Nov11124
4 Nov01024
5 Nov01024
6 Nov11024
7 Nov12024
8 Nov00021
9 Nov11024
10 Nov2213
Observed players, last 30 days
0 latest21 peak, 7 Nov0 low, 23 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 17 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
23 Oct0406
24 Oct00024
25 Oct00024
26 Oct00024
27 Oct00024
28 Oct02024
29 Oct00024
30 Oct00024
31 Oct02024
1 Nov01024
2 Nov01024
3 Nov00024
4 Nov00024
5 Nov01024
6 Nov01024
7 Nov021024
8 Nov00021
9 Nov00024
10 Nov0003

Calculated Nov 10, 2026, 2:11 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Infantry AI that fights by what it can see: it fires only at enemies it can see, moves under covering fire and rescues casualties under smoke. Never load with EXPBG AI Enhancement.

Official Workshop description

Infantry AI that fights by what it can see. Forked from EXPBG AI Enhancement 1.0.1 (Backblast / K.Edgar), itself based on Realism Overhaul - AI. - Soldiers fire only at enemies their own eyes can reach, and smoke blocks their sight. - They move under covering fire, rush from cover to cover and do not lie in the open near the enemy. - A squad brain picks one of 10 tactic patterns from the situation, the terrain and the squad strength. - Behaviour trees (wave 1): cover rush, flank leg, assault through, consolidate, smoke screen, recon by fire, alternate position, frag then rush, wounded withdraw, hasty line slot. - Rescue drill: smoke first; with ACE Carrying, an unconscious casualty is carried out of sight of the enemy and treated there (dedicated servers only). - Optional, off by default: smart re-arm, and an LLM squad leader through the EXPBG Realistic AI middleware. Server settings: mission header block m_RAIPAC_Settings (EXPBG AI Enhancement reads m_EXPBG_ROAI_Settings: rename that block when switching). Do not load together with EXPBG AI Enhancement: both change the same vanilla AI. Requires: base game only. ACE Carrying and ACE Medical are optional and never a dependency.

Servers running this mod

2

2 currently listed servers report EXPBG Realistic AI Mod in its mod list. Showing the 2 with the most players.

Versions

10
published · approved · 1.34 MiB
published · approved · 1.32 MiB
published · approved · 1.31 MiB
published · approved · 1.31 MiB
published · approved · 1.31 MiB
published · approved · 1.3 MiB
published · approved · 1.3 MiB
published · approved · 1.3 MiB
published · approved · 1.29 MiB
published · approved · 1.29 MiB
1.1.0Game 1.9.0.37 · 1.34 MiB · Nov 9, 2026
Dependencies: 0Scenarios: 0PublishedApproved
Game 1.9 (game 1.9.0.37). Roadmap 2026-11 (owner: "it still feels janky ... bound with covering fire not sprint towards
enemy ... they see the enemy but dont shoot it takes a second or two"). Settings freeze: no new keys.

**Not fixed by this release.** From seeing an enemy to the first round still takes about 1.6 s (median: Regular 1.63 s, 1.72 s on
1.0.9; Veteran 1.63 s, 1.71 s on 1.0.9), against targets of 0.6 s Regular and 0.4 s Veteran. The complaint that they see the
enemy but take a second or two to shoot is still open. Regular visible hit share is 9.85 %, against 10.9 % on 1.0.9 and a
target of 12 %, inside noise on 9 fights per arm. Sprinting toward a visible enemy is down to about 4 % (1.0.9: 9.5 % Regular,
12.3 % Veteran; target under 5 %). Stance flips at AI LOD 1 rose from 0.25 to 0.328 per minute (bar 0.6). The rain range has
not been tested in game.

- **One skill dial** (#7): the soldier's skill (vanilla, or the GM Tools AI Global Skills tier when GM Tools is loaded)
  drives recognition, reaction, decide moment, hesitation, look-away, reaction spread, dash length and bound length.
  `m_fPerceptionVigilant`, `m_fPerceptionAlerted`, `m_fPerceptionThreatened`, `m_fReactionScale` and
  `m_fReactionFireSpread` now default to `-1` (auto by skill); a set value still overrides every soldier.
- **Faster recognition** (#8): vanilla identification decay (0.05, was 0.1); absolute recognition targets per threat
  state by skill (regular under fire 1.4, was 0.5); a man shot at recognises his shooter at least at 0.8 x his alerted
  speed; vanilla's perception constants are no longer redeclared (the effective factor was ambiguous); calm soldiers
  get the proximity look and boost for an enemy walking up in view within 40 m; a squad mate's contact callout turns a
  soldier without a target toward that spot with x1.3-1.7 recognition for 4 s (by skill); fire at him lifts recognition
  x1.5 for 5 s while not suppressed (boosts together at most x3); heavy rain shortens the range at which a new target
  is acquired to about two thirds, as fog does (a target already held is kept).
- **No 2 s look-away from a visible target** (#9): an undirected threat-sector escalation is not looked at while the
  current target was seen within 1 s; the look-away lasts vanilla's computed duration instead of a fixed 2 s, capped
  by skill (novice 2 s, regular 1.2 s, expert 0.7 s); a calm or vigilant soldier with an unknown contact decides at
  least every 0.55 s, and a fresh hostile is evaluated on the same decision.
- **First round without spray** (#10): no hesitation within 25 m (was 20 m); the decide moment (it holds his first move
  and stance drop, never his fire) capped by skill; garrison posts, Defend squads and IDLE-speed posts count as ready,
  never surprised; reaction-fire spread by skill (regular 2.2, was 4 for everyone); heard-direction bursts only as
  covering fire; a man on a manoeuvre leg (alternate position, assault) who sees his target in the clear
  within 200 m stops for one burst (at most once per 7 s; was: kept running beyond 80 m); a flank element keeps
  moving beyond 80 m while the base of fire shoots.
- **No weapon-down sprint toward the enemy** (#11): vanilla's long-range attack advance becomes an aimed crouch run
  toward the threat; open-ground sprints only under fire as a short dash; brain legs sprint only under fire; a squad
  on a GM Move/ForcedMove waypoint in contact runs instead of sprinting.
- **Bounding overwatch live** (#12): one fireteam element holds and fires while the other bounds (crouched runs of at
  most 25 m), in tactics mode 2 without the cover director.
- **Assault appetite by skill** (#13, first part): when the force ratio is not clearly favourable (under 1.5:1),
  a novice leader's squad leans toward the frontal final or building assault and a veteran's toward base of fire and
  flank (pattern score bias up to 0.15).
- A start-up warning when CRX Enfusion A.I. or AIO AI Overhaul is loaded with Realistic AI (D17).

config.json entry

{
  "modId": "471BC3478DB6C44F",
  "name": "EXPBG Realistic AI Mod",
  "version": "1.1.0"
}

Use EXPBG Realistic AI Mod on your server

Add EXPBG Realistic AI Mod to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/471BC3478DB6C44F
GET https://api.reforgermods.net/v2/mods/471BC3478DB6C44F/versions

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