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Workshop mod by Silence_AUS

SilenceAI - Enhanced Combat Arma Reforger Mod

Overhauls Reforger AI into tactical squads: a Commander per faction, battle drills, building clearing, suppression reactions, mortar support and one 0 to 5 difficulty level.

6A1AA2A95D40BC57
SilenceAI - Enhanced Combat preview

Ranking

Popular#323985.4Rising#73686.7
19Serversrunning this mod
0Observed players nowon servers reporting this mod
1.3kEstimated player-hours (7d)7-day data
DeploymentTop 9%91.1ahead of 91% of tracked mods by servers running it
ActivityTop 23%76.9ahead of 77% of tracked mods by play on those servers
Popularity85.4deployment and activity combined
How those 19 installs happen100% traced
  • Not identified as a dependency19
Last 30 days
Servers, last 30 days
19 latest37 peak, 30 Sept5 low, 8 Oct

Servers reporting the mod in each hourly observation. Last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept32332910
20 Sept25292324
21 Sept27292224
22 Sept30322624
23 Sept29322824
24 Sept26312624
25 Sept30302624
26 Sept25312524
27 Sept33332324
28 Sept33332724
29 Sept35353224
30 Sept34373424
1 Oct34353224
2 Oct24352424
3 Oct21252024
4 Oct21221824
5 Oct15211424
6 Oct11171124
7 Oct610624
8 Oct56524
9 Oct57524
10 Oct78624
11 Oct1113724
12 Oct1516924
13 Oct14161424
14 Oct11141124
15 Oct12131124
16 Oct16181224
17 Oct15171424
18 Oct21211424
19 Oct19201814
Observed players, last 30 days
0 latest133 peak, 11 Oct0 low, 20 Sept

Sampled player counts on servers reporting the mod; not unique players. Last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept23452210
20 Sept955024
21 Sept8792124
22 Sept581072324
23 Sept63901024
24 Sept6297824
25 Sept1001001324
26 Sept75802124
27 Sept681131924
28 Sept52751324
29 Sept66781524
30 Sept42681124
1 Oct2264824
2 Oct70941524
3 Oct60822424
4 Oct61812224
5 Oct361124
6 Oct36024
7 Oct06024
8 Oct06024
9 Oct01024
10 Oct23024
11 Oct3133024
12 Oct3554024
13 Oct143024
14 Oct511024
15 Oct211024
16 Oct511024
17 Oct57024
18 Oct1231024
19 Oct08014

Calculated Oct 19, 2026, 1:52 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Overhauls Reforger AI into tactical squads: a Commander per faction, battle drills, building clearing, suppression reactions, mortar support and one 0 to 5 difficulty level.

Official Workshop description

SilenceAI makes Arma Reforger's AI fight like trained infantry instead of a crowd of individual riflemen. SQUADS THAT WORK TOGETHER Groups share contacts by voice and radio, help a friend in trouble from the flank, and fix the enemy with fire while another group goes wide. Travelling squads push out a point man, garrisons take real window positions, and machine gun and anti-tank teams pick their own ground. REAL TACTICS Battle drills for ambushes and breaking contact. Building clearing room by room. Cordon and search when they lose you in a town. Cut-off groups when you pull back. Infantry leading armour into built-up areas. Covering fire and smoke for a man who is down. Recon by fire into likely ambush spots. Defensive positions chosen on reverse slopes. SOLDIERS THAT REACT Every man reacts to near misses, bursts, wounds and explosions. He gets low, hides or dashes to cover, relocates when pinned, holds longer under suppression at range, fires on the move, and walks to the fallen for ammunition when he runs low. AI hear footsteps, doors and engines, and lose their aim when you move out of sight. A COMMANDER On by default, one commander per faction holds objectives, sends reaction forces, reconnoitres and runs staged assaults with support fire, smoke and illumination, knowing only what its groups report by radio. Groups crew mortars standing nearby, and optionally a side with no mortar builds its own pit with 12 shells, then moves on. Trucks for long moves can be spawned too. YOUR SERVER, YOUR RULES One difficulty level on the game's own skill scale, 0 Noob to 5 Cylon (4 Expert out of the box), and every system has its own switch in a JSON config. Game Master can change most of it live, per group or for the whole scenario, including a combat style for each group (CQB, Urban, Defensive or Offensive). A self report in the server log shows what each system did and why anything was blocked. Server-side logic, no extra assets. Remove CRX Enfusion A.I. before using SilenceAI: both change AI behaviour and will conflict.

Servers running this mod

20

20 currently listed servers report SilenceAI - Enhanced Combat in its mod list. Showing the 5 with the most players.

View all 20 servers

Versions

10
published · approved · 1.6 MiB
published · approved · 1.58 MiB
published · approved · 1.44 MiB
published · approved · 1.43 MiB
published · approved · 1.43 MiB
published · approved · 1.43 MiB
published · approved · 1.43 MiB
published · approved · 1.44 MiB
published · approved · 1.41 MiB
published · approved · 1.4 MiB
1.0.71Game 1.8.0.13 · 1.6 MiB · Oct 19, 2026
Dependencies: 0Scenarios: 0PublishedApproved
SilenceAI: changes since v0.70
New for Game Masters
Explain this group: right-click any AI group or soldier and choose "SAI: Explain this group". You get a short report of what the group is doing and why: 
doctrine, morale, contact (how long ago and how far)
current tactic and drill, flank, withdraw, garrison or ambush state
the leader's standing order and time left, and any commander task
the last few decisions, newest first
It only works for Game Masters with the full editor open, and is rate limited.
Benchmark: right-click the ground with nothing selected and choose "SAI: Benchmark start / stop". 
It records frame time, SilenceAI tick cost, group and agent counts, active AI and players to $profile:SilenceAI_bench.csv, with a summary line per sample.
It can also start itself after a delay (m_Bench.m_bAutoStart), so you can capture a run with SilenceAI switched off for comparison. See "SilenceAI - Benchmark.md".
SilenceAI now adds its own GM menu actions (ambush, explain, benchmark and the others). You no longer need entries in another mod's config, and nothing is added twice.
Save support (experimental, off by default)
Set m_Save.m_bSaveGroupOverrides to true to keep each group's GM settings in scenario saves: 
garrison, ambush, smoke, posture, despawn, routing, commander exclusion, combat style, and the difficulty or skill sliders
Saves made with it off are identical to vanilla, and saves still load without SilenceAI.
Compatibility
SilenceAI's perception and target selection changes now call the vanilla code first. Other mods that change these now run as well. SilenceAI's own values are unchanged.
Config
Config version 43. Your existing config updates itself once and adds the new m_Explain (on), m_Bench (off) and m_Save (off) blocks with defaults.
Fixes
Fixed a compile error in the benchmark ("Formula too complex").
Per-world resets for the new systems, so nothing carries over between missions.

config.json entry

{
  "modId": "6A1AA2A95D40BC57",
  "name": "SilenceAI - Enhanced Combat",
  "version": "1.0.71"
}

Use SilenceAI - Enhanced Combat on your server

Add SilenceAI - Enhanced Combat 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/6A1AA2A95D40BC57
GET https://api.reforgermods.net/v2/mods/6A1AA2A95D40BC57/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.