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The subskill values are lowered depending on the *position of AI units* relative to *the amount of foliage* around *them*. So basically, if a player is in a forest but the AI is not, the *AI skills are not lowered*. The severity of reduction can be affected by lowering the maximum terrain count slider. AFAIK, the mod only counts bigger bushes and trees for this..
Then, the "detect" module has *no effect under 300 meters*. It's instead meant to give the AI detection range over those default arma values with KnowsAbout probability checks based on player posture, AI posture, weather and daylight. So messing around in the detect menu has no effect on the subskill part of the mod, or the possibility of being detected under ~300m.
This mod doesn't do anything else for AI functionality; that's all on Arma or other AI mods.
After that, this mod allow to set accuracy AI on several situations: under suppression , in the forest /foliage.
The "boost module" increase the AI precision , if you shoot from the same corner too long.
And the "detect module" allow the AI to detect you from far, than vanilla.
The key is testing, good luck!
I spend a lot of hours, testing ai reaction / accuracy, before to find a good balance, to play.
(testing with vanilla presentation "infantry", and battle as spectator in editor, between 4 groups (2 NATO/2 CSAT)
With CFBAI i use "expert" for AI (0.8 skill/ 0.7 precision).
In CFBAI, in suppression set/general skill, i put 0.45 instead of 0.5 .
Firefight are more long, the ai can flee, hide , smoke.
They are dangerous unsuppressed, but when AI is suppressed you can survive more easily.
I tested to adjust only the courage( defaut 0.20) to 0.10 and 0.15
Result: AI too coward: hide very long/ don't move
I use CFBAI with Isky Ai mod (light ai mod)
Do you have some setting of CFBAI to share?