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Workshop mod by The Boi With No DLC

FF Enemy Command Arma Reforger Mod

PUBLIC BETA - Add-on for FF War Economy 0.11.11+: the enemy has a mood, escalates, reinforces by sea and air, raids, reprisals, finale. Feedback: github.com/FatihHekim0glu/FF-Series-Feedback

C74C7AF9100C7769
FF Enemy Command preview

Ranking

Popular#611478.2Rising#328056.6
5Serversrunning this mod
6Observed players nowon servers reporting this mod
273Estimated player-hours (7d)7-day data
DeploymentTop 16%84.0ahead of 84% of tracked mods by servers running it
ActivityTop 31%69.5ahead of 69% of tracked mods by play on those servers
Popularity78.2deployment and activity combined
How those 5 installs happen100% traced
  • Not identified as a dependency4
  • Required by another mod1
Last 30 days
Servers, last 30 days
5 latest5 peak, 6 Nov1 low, 30 Oct

Servers reporting the mod in each hourly observation. Covers 9 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.
30 Oct1114
31 Oct22124
1 Nov22224
2 Nov24224
3 Nov44224
4 Nov34224
5 Nov44324
6 Nov55324
7 Nov55324
8 Nov44221
9 Nov5551
Observed players, last 30 days
5 latest12 peak, 7 Nov0 low, 30 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 9 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.
30 Oct0204
31 Oct13024
1 Nov03024
2 Nov25024
3 Nov04024
4 Nov26024
5 Nov05024
6 Nov24024
7 Nov612024
8 Nov19021
9 Nov5551

Calculated Nov 9, 2026, 12:25 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

PUBLIC BETA - Add-on for FF War Economy 0.11.11+: the enemy has a mood, escalates, reinforces by sea and air, raids, reprisals, finale. Feedback: github.com/FatihHekim0glu/FF-Series-Feedback

Official Workshop description

PUBLIC BETA (0.1.12) - please send feedback, bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback NEW IN 0.1.12 - Enemy attacks and raids far from players no longer freeze; a stuck force gives its men back. FF Enemy Command gives the enemy in Freedom Fighters a brain. It has a mood, builds up its war over time, keeps a stockpile, answers what you do and ends in a last stand. Needs FF War Economy 0.11.11 or newer (against an older one the scripts do not compile; update it first): https://reforger.armaplatform.com/workshop/8FF9767E026B74B3 Optional: FF High Command. FF Plus loads FF_Reoccupation: add the "FF Enemy Command - FFRO Bridge" to let Enemy Command steer its counterattacks (without it, it only watches them): https://reforger.armaplatform.com/workshop/2ACBA72C0B461BFC QUICK START Install it and start a campaign; there is nothing you must build for it. Build a War Economy HQ, then open the Enemy Intel tab in the War Economy panel. Radio towers, recon and documents raise your intel level. WHAT YOU GET - Aggression (0-100): kills, destroyed vehicles, alarms and captures anger the enemy; it calms down over time. - Escalation tiers T0-T4: police and militia, regular army, APCs, armour, helicopters. T2-T4 are earned by what you do. - A virtual stockpile fed by a homeland trickle and by sea and air shipments through the ports and airports it holds; take one and its shipments are cut. - Alarms get answers: a quick reaction force 4-8 minutes after a base alarm, a relief force for a battle at an enemy place. - Mostly virtual army: forces appear 400-800 m out of sight when players are near, fold back when you leave, and share War Economy's AI budget plus their own cap (default 60). - Garrisons refill out of sight. Enemy factories build vehicle lines; capture one for a chance of a High Command insight. - Reinforcement events and blockade runners, warned with a marker. Reprisals against towns that support you. - FOB discovery grows with your convoys and activity; a decoy mast draws raids away. - Prisoners (interrogate, recruit or release), surrendering soldiers, documents for an intel boost. - Finale: a last stand at the enemy capital, up to 60 men in waves. - With FF Supply Lines 0.10.3+, a hot enemy makes convoys through enemy ground riskier. SERVER ADMINS - File: $profile:FFEC_EnemyCommand/settings.json. No file means Normal. Presets: Easy, Normal, Hard (never change the AI cap). Example: {"preset": "hard", "knobs": {"aiCap": 40}} - 15 knobs (aggressionSpeed, enemyStrength, counterattackPace, aiCap, airOps ...) and over 530 more keys under "advanced". - Added to a running campaign, the enemy counts the places you already hold once: it can start at a high tier. On a small map, taking a port first can lift it two tiers at once. - OFF by default: the armoured follow-up (followupEnabled), ffroTerrorBias, the tier pacing keys (escMaxTiersPerPass, escTierDwellMin). - Versions: if you pin versions, keep FF War Economy at 0.11.11 or newer, else the scripts do not compile and the server does not start (log: Unknown type FFWE_...). - Big mod lists share one start-up script budget of the engine; a crash at start in '#InitGlobals' means the list is too big. - Reset: FF War Economy's reset.json with {"reset": ["FFEC"]}; a copy is kept first. SAVES AND REMOVAL - Saves live inside FF War Economy's record; FF's own save data is never changed. - Before you remove it, dismantle its field radios and decoy masts: they are FF build items and stay in FF's save. Its data waits in the record for its return. COMPATIBILITY - Made for the FF stack: FF_Reoccupation, FF High Command, FF Supply Lines, FF Mortar, FF-Garrisons. Runs with FF Plus, FF Logistic, LTS, FF Freedom Engineers. KNOWN LIMITS - Beta: the balance comes from simulation and short play. Tested on dedicated servers with one player and in Workbench; not yet confirmed with several players, late joiners, single player from the game menu or consoles. - Counter-battery (a barrage on an area FF Mortar keeps shelling) needs a future FF Mortar update; off with 2.4.0. - Enemy armoured cars sometimes do not fire at a player their gunner has not spotted himself (Reforger AI). - A rare hang of about 5 minutes after #shutdown ('Application hangs (force crash)') is an engine shutdown hang on large stacks; the saves are written before it. - After a Freedom Fighters update, check the log; report compile errors naming FFEC_ on the feedback page. - English only. CREDITS Freedom Fighters and FF_Reoccupation are by their authors; Enemy Command reads their behaviour and writes its own code. FF Enemy Command is by Fatih Hekimoglu, licence APL-ND.

Servers running this mod

5

5 currently listed servers report FF Enemy Command in its mod list. Showing the 5 with the most players.

Versions

10
published · approved · 984 KiB
published · approved · 982 KiB
published · approved · 970 KiB
published · approved · 957 KiB
published · approved · 953 KiB
published · approved · 947 KiB
published · approved · 946 KiB
published · approved · 945 KiB
published · approved · 944 KiB
published · approved · 942 KiB
0.1.12Game 1.8.0.13 · 984 KiB · Oct 30, 2026
Dependencies: 4Scenarios: 0PublishedApproved
0.1.12 - Public beta: FF Enemy Command is now Public on the Workshop. Fixed: enemy attacks, raids and relief forces that start far from players no longer freeze; a stuck enemy force is removed and its men go back to the enemy stock; a vehicle Freedom Fighters cannot spawn no longer causes a script error. No new settings and no save changes: saves of 0.1.x load as they are. Needs FF War Economy 0.11.11 or newer (the Workshop does not pin versions): update it first. Counter-battery stays off until a future FF Mortar update. Please send bugs and ideas: https://github.com/FatihHekim0glu/FF-Series-Feedback

config.json entry

{
  "modId": "C74C7AF9100C7769",
  "name": "FF Enemy Command",
  "version": "0.1.12"
}

Use FF Enemy Command on your server

Add FF Enemy Command 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/C74C7AF9100C7769
GET https://api.reforgermods.net/v2/mods/C74C7AF9100C7769/versions

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