Arma Reforger · Online Manual

STW Veni Vidi Vici Ecosystem

A plain-language map of the STW Veni Vidi Vici family: what each mod owns, how packages fit together, and what changes when an optional companion is missing.

Architecture guideExtensionsBridges & adaptersSoft dependencies

Start with the simple picture

Think of the ecosystem as a campaign machine. The core supplies rules for occupied places and combat. Extensions add objectives, movement, pressure and content. Bridges let two established systems exchange a specific capability. Adapters translate one system’s events or data into another system’s public contract.

Soft dependency means “richer when present,” not “the base mod must fail without it.” A package can be installed alone unless its own project dependency says otherwise.

Architecture map

Arrows show responsibility and information flow. This is a mental model, not a strict launcher load-order command.

STWVeniVidiVicicore campaign + CQB encountersSTWVeniVidiViciSystemsshared services + orchestrationBasesobjectives + strongholdsReinforcementspressure + new unitsHelicoptersair mobility + LZsExtras One / Twoadditional contentBridgesD&C ↔ support systemsAdapterstranslate events / contractsExternal STW modsCombatKnowledge, DAC, crates
ecosystem package bridge adapter soft companion relationship

Main and extension packages

Main: STWVeniVidiVici

Foundation package. Installs STW Divide and Conquer, the campaign/combat framework and CQB encounter logic that makes towns, compounds and objectives feel occupied.

Core

Support: Systems

Shared services, orchestration and integration points. It is the connective tissue that lets several modules behave like one server-led operation.

Core support

Extension: Bases

Base, stronghold and defensive-position geography: places to advance, defend, flank and use as campaign objectives.

Optional

Extension: Reinforcements

Logic and content for bringing additional units and support into active operations, so captured objectives continue to generate pressure.

Optional

Extension: Helicopters

Aircraft content, transport and landing-zone operations. It links bases and front lines through air mobility.

Optional

Extensions: Extras One / Two

Additional vehicles, equipment, factions, specialist assets and scenario-building pieces. They broaden what the systems can use.

Optional

Bundle: Full Edition

A convenience package containing the complete VVV ecosystem: core, Bases, Reinforcements, Helicopters, Systems and extra content. It is a packaging choice, not a second core.

All-in-one

Bridges and adapters

A bridge connects two systems that already share a meaningful concept. An adapter translates one system’s vocabulary into another system’s public contract. Neither should own the source feature it connects.

ConnectorConnectionJobIf omitted
STWBasesDACIntegration
adapter
BasesGenerator ↔ D&CTranslates D&C owned/frontline and shoreline cells into generic Bases placement areas.Bases and Crates remain independent; no D&C-aware placement.
STWBasesCratesIntegration
integration
Bases ↔ CratesListens to the generic base-removal event so crate behavior follows base lifecycle without knowing D&C.No base-to-crate lifecycle integration.
STWFPVDroneDACAdapter
adapter
FPV Drone ↔ D&C surveillanceConverts server-authoritative drone detections into the surveillance-bridge contract; owns no drones.FPV Drone still works standalone; no D&C response.
STWFPVDroneEnvironmentAdapter
adapter
FPV Drone ↔ environment rulesValidates drone routes against environment rules and hooks into that contract.Standalone drone controller remains unchanged.
STWCombatZoneCKnowledgeAdapter
adapter
Combat Zones ↔ CombatKnowledgePublishes combat-zone information in the shared perception vocabulary.Zones do not contribute to CombatKnowledge through this path.
STWDACHeavyWeaponBridge
bridge
D&C ↔ Heavy WeaponsExposes heavy-weapon support as a capability the campaign can use.Both systems remain usable separately.
STWDACSurveillanceBridge
bridge
D&C ↔ surveillance sourcesProvides the surveillance notice/response path for compatible sources such as drone detections.No cross-system surveillance response.
STWStrongholdHWeaponsBridge
bridge
Stronghold ↔ Heavy WeaponsHooks heavy-weapon support into stronghold behavior when that capability exists.Stronghold and Heavy Weapons work without this connection.

Soft dependencies, case by case

Keep two lists separate: project dependencies are engine-level resources declared by a package; soft gameplay dependencies are optional companions that improve behavior.

Base mod startsits own feature is availableCompanion present?optional capability detectedYes: richer integrationbridge or adapter activatesNo: safe standalone modeextra behavior is simply absent
CaseWith companionWithout companion
VVV / CombatKnowledgeShared perception improves strategic CQB and stronghold reactions.VVV can run, but tactical reactions and encounter quality may be reduced.
VVV / extension packsCore plus selected packs creates broader objectives, pressure, air mobility and content.Core still works; the omitted pack contributes none of its content.
FPV Drone / D&C adapterDrone detections enter the D&C surveillance response path.FPV Drone stays standalone.
Bases / D&C adapterPlacement can use D&C ownership/frontline and shoreline information.Generic Bases placement and lifecycle still work.
Stronghold or D&C / Heavy Weapons bridgeHeavy-weapon capability becomes visible to compatible logic.Source systems work, but the cross-system behavior is absent.

Choosing an installation shape

Minimal

Start with STWVeniVidiVici. Add Systems and only the extensions your scenario needs.

Selective

Core + Bases + Reinforcements gives objectives and pressure. Add Helicopters for air mobility and Extras for variety.

Complete

Use Full Edition for the whole family, then add connectors only for external systems you actually run.

Integration server

Verify standalone systems first, then add one bridge or adapter at a time. This makes missing contracts easy to identify.

Server and clients: keep selected gameplay mods and compatible versions aligned across the server and connected clients. Server authority does not remove the need for clients to have required content/resources.

Reading a problem by its shape

SymptomLikely meaningFirst check
Campaign starts but feels quietCore is present, but a selected content pack or recommended companion is missing.Check VVV, extensions and CombatKnowledge.
Base placement ignores frontline ownershipBases-to-D&C adapter is absent or inactive.Check STWBasesDACIntegration.
Drones work but do not trigger campaign surveillanceStandalone source is present, but its adapter/bridge is absent.Check FPV adapter and D&C surveillance bridge.
Strongholds lack heavy-weapon behaviorBridge or source capability is missing.Check STWStrongholdHWeaponsBridge and Heavy Weapons.
Everything loads but reactions are less coherentSoft perception dependency is absent or mismatched.Compare server/client lists and enable CombatKnowledge for the intended experience.

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