Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #347248 is a reply to message #347229] Sun, 09 October 2016 19:13 Go to previous messageGo to next message
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Registered:December 2012
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ArulcoLiberator wrote on Sun, 09 October 2016 01:47
Get regeneration or energy booster, rags out of a medical kit. The bloody rags are good for molotovs happy
In combat you can take a regen booster from the kit if you don't have it in inventory.
I havent much coding experience with JA2, but maybe its possible to adjust the item health of the medkit depending on what taken from it.
Same coud be done with a Tool Kit. Then you can take a wire cutter, a crowbar or a locksmith kit from it.
These itens can be found regularly in game but i think it would be an nice feature...

Any modder can do this easily with XML, for example:
Med kit -> First aid kit + regen + energy booster + rag + scalpel

Sniki Hor
How about separating bullets, grenades, explosives into gunpowder and metal, which you can use to create another bullets(calibers that you actually need/use), grenades, explosives.
To make it more realistic this can be limited only to sectors with workshops and that you can make only lower quality products like pipebombs/explosives, homemade mines, lower grade bullets.

The same XML magic - use transformations and merges.

edmortimer
Retract/extend and fold/unfold retractable and folding stocks.

Easy to do using XML, and we already have all kinds of retractable stocks in mods like AFS/SDO/Aimnas.

I was more thinking of something that cannot be done using XML transformations and merges.



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Re: Experimental Project 7[message #347252 is a reply to message #347248] Sun, 09 October 2016 21:56 Go to previous messageGo to next message
mg979 is currently offline mg979

 
Messages:16
Registered:May 2007
Cleaning guns maybe? or is it already possible?
In the INI there's an option to let full repair clean guns too, but shouldn't cleaning guns be a priority (to be done in the first repair iteration)? Cleaning tools come a bit later iin the game, so at first it's very impractical to use the dirt mechanic. Can something be don about it?

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Re: Experimental Project 7[message #347254 is a reply to message #347252] Sun, 09 October 2016 22:23 Go to previous messageGo to next message
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mg979 wrote on Sun, 09 October 2016 23:56
Cleaning guns maybe? or is it already possible?
In the INI there's an option to let full repair clean guns too, but shouldn't cleaning guns be a priority (to be done in the first repair iteration)? Cleaning tools come a bit later iin the game, so at first it's very impractical to use the dirt mechanic. Can something be don about it?

I don't use dirt system, for me, it's just unneeded extra micromanagement that doesn't add anything to the game.
You can clean all guns by pressing Ctrl+dot and selecting option.

I have an idea though how to use cleaning kits when playing with dirt system disabled - they could (instantly) repair very small amount of gun damage, this will allow keeping important guns (sniper rifles, for example) in a good state without frequent repairing.



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Re: Experimental Project 7[message #347255 is a reply to message #347254] Sun, 09 October 2016 22:29 Go to previous messageGo to next message
Flugente

 
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Registered:April 2009
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sevenfm wrote on Sun, 09 October 2016 19:23

I have an idea though how to use cleaning kits when playing with dirt system disabled - they could (instantly) repair very small amount of gun damage, this will allow keeping important guns (sniper rifles, for example) in a good state without frequent repairing.

But then the player can rapidly repair a gun to 100% (or repair threshold).

Hmm. Unless you add a flag once done and only allow this when the flag isn't present, and remove the flag every time the gun gets damaged.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Re: Experimental Project 7[message #347256 is a reply to message #347255] Sun, 09 October 2016 22:49 Go to previous messageGo to next message
silversurfer

 
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Registered:May 2009
In my opinion cleaning a gun was part of gun repair before the dirt system was introduced. As I see it the "damage" a gun took in the past was wear-out and dirt. Now that we have a split system I believe that the damage formula should be modified to reflect that.

So we could have:

1) Dirt System off = normal gun damage like in the past
2) Dirt System on = lower gun damage + dirt

In order not to have useless cleaning kits in system 1 a cleaning kit could be used to "repair" for example 1 percent gun damage (make it 2 if you want for technicians ;) ) and the kit would be used up in the process.
In system 2 you wouldn't need to repair your gun as often because it takes lower damage but you would regularly have to clean it with a cleaning kit which is only partially used on each cleaning attempt.

This should provide a balanced solution for both systems.



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Re: Experimental Project 7[message #347257 is a reply to message #347255] Sun, 09 October 2016 22:58 Go to previous messageGo to next message
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I was thinking about adding a flag every time the gun gets damaged, and if this flag is present, player can repair 1 point of gun status by "cleaning" it.
When the gun is cleaned, the flag is removed, also the flag is removed when gun is fully repaired.
This will allow players to keep some weapons in good condition (if they don't shoot a lot, so this will work for sniper rifles but not for SMG's and LMG's used for suppression) by micromanaging them or simply repair weapons as usual.

Or I can use bDirtLevel as a "damage buffer", for example it will be added when gun should be damaged from firing (instead of actually damaging it), and when bDirtLevel reaches a certain amount (5 or more), the gun will be damaged.
So if player doesn't shoot much with a gun and cleans it after every battle, it will be possible to keep it in a perfect condition for a long time.

EDIT:
Quote:
In my opinion cleaning a gun was part of gun repair before the dirt system was introduced. As I see it the "damage" a gun took in the past was wear-out and dirt

Agree with that.

[Updated on: Sun, 09 October 2016 23:08]




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Re: Experimental Project 7[message #347260 is a reply to message #347257] Mon, 10 October 2016 00:03 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
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Regarding Gun Cleaning Kits and repairing weapons . . . we can already do that in the XML by adding the ToolKit and PercentStatusDrainReduction tags so that a Gun Cleaning Kit can repair damage and be used up quickly (in effect, repairing only a little damage depending on the strength of the percentage reduction).

Same thing for Med Kits -- I made a compression bandage that is used up fast, in effect a one-time use for a moderate wound, two-time use for a minor wound, and doesn't heal a serious wound completely.

Likewise, ToolKits can have the WireCutter tag added so that there is a wirecutter "inside" the toolkit (but unseen by the player). The DisarmModifier and LocksmithKit tags can also be used to allow ToolKits to be used in those capacities, as well.

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Re: Experimental Project 7[message #347261 is a reply to message #347260] Mon, 10 October 2016 01:49 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
sevenfm wrote on Sun, 09 October 2016 21:58
I was thinking about adding a flag every time the gun gets damaged, and if this flag is present, player can repair 1 point of gun status by "cleaning" it.
When the gun is cleaned, the flag is removed, also the flag is removed when gun is fully repaired.

How does the player know if he can repair a gun that way? Wouldn't it be easier to work without the flag? I mean if 1 percent of damage needs a whole cleaning kit you would have to invest quite a number of cleaning kits to repair something. For example if we have 10 mercs and our guns are in good condition (95%) in order to repair them with cleaning kits we would need 10 * 5 = 50 cleaning kits! Who would waste such an amount of cleaning kits instead of simply using the repair assignment? I don't even want to mention repairing the crappy guns this way that we usually get from enemies with a status of <60 percent...
Also repairing beyond the repair threshold shouldn't be possible with cleaning kits but I guess that's logical and it provides another boundary apart from the (un)availability of cleaning kits.


edmortimer wrote on Sun, 09 October 2016 23:03
Regarding Gun Cleaning Kits and repairing weapons . . . we can already do that in the XML by adding the ToolKit and PercentStatusDrainReduction tags so that a Gun Cleaning Kit can repair damage and be used up quickly (in effect, repairing only a little damage depending on the strength of the percentage reduction).

As far as I know we can't do that without changes to the code. Repairing is done via Repair assignment and takes skill and at least one hour of game time to repair something and we can't even select directly which item gets repaired. So in order to make the "Clean gun" command directly repair a weapon the code needs to be changed. Also code changes need to be done to gun damage when the dirt system is active, something like Sevenfm described above.



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Re: Experimental Project 7[message #347262 is a reply to message #347256] Mon, 10 October 2016 03:32 Go to previous messageGo to next message
mg979 is currently offline mg979

 
Messages:16
Registered:May 2007
silversurfer wrote on Sun, 09 October 2016 19:49


So we could have:

1) Dirt System off = normal gun damage like in the past
2) Dirt System on = lower gun damage + dirt

In order not to have useless cleaning kits in system 1 a cleaning kit could be used to "repair" for example 1 percent gun damage (make it 2 if you want for technicians ;) ) and the kit would be used up in the process.
In system 2 you wouldn't need to repair your gun as often because it takes lower damage but you would regularly have to clean it with a cleaning kit which is only partially used on each cleaning attempt.

This should provide a balanced solution for both systems.


In 1) cleaning kits could be also used to unjam weapons during combat.
In 2), to me it's also important that when repairing items with tool kits, the first action should be cleaning guns (not the last one, when guns are fully repaired). So after every battle, if you have a mechanic in the squad, he would spend 1h or so to clean the guns. Cleaning kits would be reserved for the situations when you don't have a mechanic, you don't want to waste 1h for repairs, or for cleaning during combat.

sevenfm wrote on Sun, 09 October 2016 19:58


Or I can use bDirtLevel as a "damage buffer", for example it will be added when gun should be damaged from firing (instead of actually damaging it), and when bDirtLevel reaches a certain amount (5 or more), the gun will be damaged.
So if player doesn't shoot much with a gun and cleans it after every battle, it will be possible to keep it in a perfect condition for a long time.


I think this would be much better.

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Re: Experimental Project 7[message #347263 is a reply to message #347262] Mon, 10 October 2016 09:41 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
mg979 wrote on Mon, 10 October 2016 02:32

In 1) cleaning kits could be also used to unjam weapons during combat.

I disagree. Cleaning kits are not for unjamming weapons. You can clean a gun when it is dirty but you'd still have to remove the jam manually. A cleaning kit could provide a bonus to the chance to unjam if you want to improve their usefulness but this should apply to both systems.

mg979 wrote on Mon, 10 October 2016 02:32

In 2), to me it's also important that when repairing items with tool kits, the first action should be cleaning guns (not the last one, when guns are fully repaired). So after every battle, if you have a mechanic in the squad, he would spend 1h or so to clean the guns. Cleaning kits would be reserved for the situations when you don't have a mechanic, you don't want to waste 1h for repairs, or for cleaning during combat.

I agree. Without cleaning the tech can't even see all the damage a weapon has taken.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #347264 is a reply to message #347263] Mon, 10 October 2016 10:44 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I would also like to see a "real" usage of the cleaning kits. I'm no big fan of the "add another button pressing routine after combat routine" the dirt system currently is, either. The idea came up at the latest summer con as well, but was dismissed as being "unbalancing" if you used cleaning kits to repair guns via the combine merge.

Having a restriction on cleaning kits that they can only repair a certain percentage total absolutely seems a good idea, but having them only repair 1% total is next to useless (Total repair potential of at least 10% per kit, if not 20%, seems way more appropriate and I'd second that the kits should only repair the non permanent damage).

I'm all for it. Get it into the trunk and make the percentage mod-able.

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Re: Experimental Project 7[message #347265 is a reply to message #347264] Mon, 10 October 2016 12:59 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Currently cleaning kits aren't even available if the dirt system is off (apart from some pre-placed items on the map maybe) because cleaning kits are considered "illegal". This has to be changed to give them any use if dirt system is off.

If the percentage they can "repair" is too high they will replace the need to repair guns via repair assignment (apart from repairing thresholds which only techs can do). This could be a way to modify the system but it can also be unbalancing.
Let's assume the system is changed that way and normal gun damage is only considered dirt whereas repair threshold is considered real damage" then:

- any merc can repair a gun up to repair threshold in the blink of an eye using a cleaning kit
- only techs can repair beyond the repair threshold but this takes a toolkit and time on "Repair Items" assignment

If the system is changed that way I wonder if we still need a dirt system anyway because if we see non-threshold gun damage as dirt only we don't need two systems.
Also in this case the repair function for guns should be changed so that repairing a gun up to repair threshold costs no repair points and happens instantly (after the first repair hour) and only the real gun repair costs tech repair points. The toolkit of course will be used up by cleaning and repairing just like cleaning kits are used up by cleaning.

Makes sense?



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #347266 is a reply to message #347265] Mon, 10 October 2016 14:39 Go to previous messageGo to next message
mg979 is currently offline mg979

 
Messages:16
Registered:May 2007
Personally I'd be for:

Dirt: makes weapon jam more frequently, increases the chance of non-permanent damage, and also chance of permanent damage after a threshold.
Cleaning kits: remove dirt and nothing else. To repair below threshold, there are tool kits and technicians. To repair above threshold there are specialized NPCs/Bobby Rays.
Tool kits: also clean weapons if dirty, as soon as the repair assignment starts (first cleaning, then real repairing if necessary)

Anything else seems over-complication to me and potentially unbalancing. I'd rather have cleaning kits as default gear for mercs/IMPs and more frequent in drops.

[Updated on: Mon, 10 October 2016 14:42]

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Re: Experimental Project 7[message #347267 is a reply to message #347266] Mon, 10 October 2016 14:53 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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mg979 wrote on Mon, 10 October 2016 13:39
Personally I'd be for:

Dirt: makes weapon jam more frequently, increases the chance of non-permanent damage, and also chance of permanent damage after a threshold.
Cleaning kits: remove dirt and nothing else. To repair below threshold, there are tool kits and technicians. To repair above threshold there are specialized NPCs/Bobby Rays.

Anything else seems over-complication to me and potentially unbalancing. I'd rather have cleaning kits as default gear for mercs/IMPs and more frequent in drops.


That's basically what we have right now, no?

As elaborate the dirt system is, it doesn't offer anything in terms of interesting game choices. It just results in the "use another button combination after each battle" routine, which only requires you to have a cleaning kit on each merc and only requires you to constantly use that routine after each battle. There is only very little option or choice included in this system...
-> Your gun is dirty? yes
-> You have a kit? yes
-> Press button xyz to unclean

I'm all for a second use of cleaning kits. If it involves a rework of the current repair system, well that's rather nasty. But if it will make it more diverse and add more actual options (you could still get rid of the "dirt" with regular repairing after all... the cleaning kits are more of an emergency "repair" option to get guns from 85% status back to a more reasonable amount).

The heavy damaged loot you get from enemy drops should still be needed to be fully repaired most of the time instead of field stripped and cleaned only. Cleaning kits should of course be limited in the early game (sort of like camo kits are). You can stock up on them during a longer campaign, but that also includes choices (along with enabled food system you might really have to think about what to spent your money on... unless of course you're a certain Dutchie who kjust plays with basically unlimited money).

More choices make for a better overall gaming experience. Simple button pressing routines just make things tedious and boring.

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Re: Experimental Project 7[message #347268 is a reply to message #347267] Mon, 10 October 2016 15:33 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
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Location: People riding polar bears...
Oh how I've waited for delayed grenade detonations. Good on ya, man.
Using those to disperse troops from cover... mmmmmm.

Do interrupts work with this?

[Updated on: Mon, 10 October 2016 15:35]




1.13: Install JA2, unpack latest, play.
AIMNAS: Complete 1.13 installation, Download ZIP and unpack, play.

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Re: Experimental Project 7[message #347269 is a reply to message #347267] Mon, 10 October 2016 15:48 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
smeagol wrote on Mon, 10 October 2016 13:53

As elaborate the dirt system is, it doesn't offer anything in terms of interesting game choices. It just results in the "use another button combination after each battle" routine, which only requires you to have a cleaning kit on each merc and only requires you to constantly use that routine after each battle. There is only very little option or choice included in this system...
-> Your gun is dirty? yes
-> You have a kit? yes
-> Press button xyz to unclean

That's basically the reason why I have the dirt system disabled in my campaigns.


smeagol wrote on Mon, 10 October 2016 13:53

I'm all for a second use of cleaning kits. If it involves a rework of the current repair system, well that's rather nasty. But if it will make it more diverse and add more actual options (you could still get rid of the "dirt" with regular repairing after all... the cleaning kits are more of an emergency "repair" option to get guns from 85% status back to a more reasonable amount).

The heavy damaged loot you get from enemy drops should still be needed to be fully repaired most of the time instead of field stripped and cleaned only. Cleaning kits should of course be limited in the early game (sort of like camo kits are). You can stock up on them during a longer campaign, but that also includes choices (along with enabled food system you might really have to think about what to spent your money on... unless of course you're a certain Dutchie who kjust plays with basically unlimited money).

More choices make for a better overall gaming experience. Simple button pressing routines just make things tedious and boring.

That's why I would get rid of the extra dirt system and change the old repair system to treat certain damage value as dirt. It would be easy to use because people would only need to do what they were used to do, clean and/or repair their guns from time to time but not after every battle.

The system would work like this:
  • move through dirty sectors (mostly desert) and the gun accumulates dirt so the status drops but the repair threshold does not. This is a feature of the current dirt system.
  • fire a gun and the gun accumulates dirt so the status drops. The lower the status the higher the percentage chance of permanent damage to the gun (repair threshold). The amount of permanent damage depends on the current status of the gun. So a gun at for example 80% status will suffer a smaller reduction in repair threshold than a gun at 50% status.
  • the lower the status of a gun the higher the chance for gun jams. This is what we have currently.
  • all mercs can clean a gun with a cleaning kit and improve its status up to the repair threshold but not beyond
  • special NPCs and techs can repair a gun beyond the repair threshold (MERCS_CAN_DO_ADVANCED_REPAIRS) using a toolkit and the repair assignment
With this system all players will have to clean or repair (which includes cleaning) their guns from time to time just like they always did. Using a cleaning kit is faster of course because it is instant. Repairing the permanent damage takes time. In the end if you clean your guns regularly it will save you some repair time.
I'm not completely happy with this because cleaning guns is currently instant and doesn't require time. That's not how it is in real life. There you spend quite some time for gun cleaning so it might also be a new assignment OR the repair assignment could use cleaning kits (1st priority or tool kits as 2nd priority) to get rid of any dirt on all guns the mercs are carrying. I'd prefer the latter option and I'd volunteer to change the code if we'd agree on this system.



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Re: Experimental Project 7[message #347270 is a reply to message #347268] Mon, 10 October 2016 19:51 Go to previous messageGo to next message
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Slax wrote on Mon, 10 October 2016 17:33
Using those to disperse troops from cover... mmmmmm.

Unfortunately in stock 1.13 enemy troops don't know that they should avoid bombs, delayed grenades, or even gas or fire :-)

Quote:
Do interrupts work with this?

This feature doesn't change how interrupts work. So if you are playing with IIS and you are lucky to get interrupt after enemy throw, you should be able to disarm, pick up grenade and then throw it back at the enemy.

[Updated on: Mon, 10 October 2016 19:55]




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Re: Experimental Project 7[message #347271 is a reply to message #347270] Mon, 10 October 2016 20:18 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
sevenfm wrote on Mon, 10 October 2016 18:51

Unfortunately in stock 1.13 enemy troops don't know that they should avoid bombs, delayed grenades, or even gas or fire :-)

Enemies do know how to avoid gas or fire and get out of it if hit by such grenade in stock 1.13. That's the reason why I changed the way gas works long time ago. It's the same problem that you get with timed grenades. They explode at the start of the players turn and do their damage at that time just like gas grenades used to do. The player was always at a disadvantage because of that and gas grenades were rather useless except for blocking paths.



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Re: Experimental Project 7[message #347272 is a reply to message #347271] Mon, 10 October 2016 20:39 Go to previous messageGo to next message
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Messages:2657
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silversurfer wrote on Mon, 10 October 2016 22:18
Enemies do know how to avoid gas or fire and get out of it if hit by such grenade in stock 1.13.

Yes but for some reason I often see that they run into the gas/fire or start running in gas from one spot to another, not sure why this happens, but excluding gassed tiles from pathfinding in PATHAI.cpp/FindBestPath() seems to help:
// sevenfm: skip gas if not in gas already
if( !(s->flags.uiStatusFlags & SOLDIER_PC) &&
	InGas(s, newLoc) &&
	!InGas(s, s->sGridNo) )
{
	goto NEXTDIR;
}



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Re: Experimental Project 7[message #347361 is a reply to message #347272] Tue, 18 October 2016 10:41 Go to previous messageGo to next message
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Ja2+AI update

Changelog since r239:

- improvements to AI soldier choosing best gun to fire (main weapon/sidearm)
- allow admins to use veteran AI in some conditions (should make them smarter)
- allow machinegunners to shoot through walls (shoot on noise or on target spotted by friends)
- r8229 fix
- added: r8130, r8131, 8162 - fix 'invisible army' bug from delayed reinforcements
- new option: SOFT_IRON_MAN (save in realtime)
- night AI improvements (allow cautious AI/watch decision if soldier has endless prone sight cover at spot)
- r8275 fix: price display in sector inventory was incorrect and didn't take Shift key into account (by Silversurfer)
- use transformation to set grenade to delayed mode (it will explode on next turn)
- AI will try to avoid staying near timed grenade
- removed option ADVANCED_TACTICAL_AI
- added option DELAYED_GRENADE_EXPLOSION (all normal/stun/flashbang hand/GL grenades work as delayed, false by default)
- single rocket launcher fix (correctly set buddyitem)
- not Normal/Stun/Flashbang type explosives will always explode immediately (even with a bad state)
- regen boosters: lower damage to max health (you can restore broken max health later with doctor's assignment or in hospital)
- item transformations: correctly update interface (for example, remove EDB when item is destroyed in transformation)

- new option: SPREAD_FIRE (create new fire when structure is destroyed by fire)
- fix: use FindCorpseAtGridNo instead of GetCorpseAtGridNo, this allows to interact with corpses on roof
- InternalIgniteExplosion: no fragments in water, no smoke from explosions in water, no light from fire in water
- GenerateExplosionFromExplosionPointer: check water level
- fire removes corpses
- fire can damage burnable structures
- fire can spread when damaging burnable structures
- spread fire adds light at night
- add burn marks when fire damages structure
- cannot spread fire in rain
- ExpAffect: don't spread fire on water
- hand or GL grenade cannot damage roof (use more powerful explosives or destroy all walls to collapse roof)
- explosion adds burn marks randomly
- stun grenades remove fire
- fire damages items on the ground
- fire will ignite explosive structures
- limit smoke effects duration when in the rain
- increased NUM_SMOKE_EFFECT_SLOTS to 100

- r8288 fix: one could remove Nails' jacket via [Ctrl] + [W] in strategic inventory

FindAIUsableObjClass:
- check only currently seen opponents
- stop searching if we see enemy currently and we are carrying weapon in hands and weapon is raised and we have enough AP to attack
- always select weapon with max range if we cannot see enemy currently
- select weapon with longer range if we see enemy and selected weapon has not enough range
- if we see enemy currently - select weapon with best firing speed from all weapons with sufficient range

- Fixed bug - CanNPCAttack returned TRUE when soldier's weapon was out of ammo but he had a grenade, this resulted in soldier trying to shoot without ammo and stopping AI for this soldier because of error

- r8312 (by Flugente): Code change: When loading gun/looking for a default maazine for a gun while no mag with fitting magsize exists, instead take a magazine of same calibre and ammotype that has magsize bigger (but close to) the originally requested magsize.

- fill canteens: if new water quality is better than old - replace completely
- new transformation: empty canteen
- ambush: don't place soldiers on cliffs

- Improved "Under fire" AI check - use ubPreviousAttackerID and his sLastTarget

- r7791: Enhancement: It is now possible to view detailed camo information on the map screen (mouse-over popup at the camo value) (by Silversurfer)

- r7808 (by Flugente): Minor change: when aiming a weapon in prone stance, this also counts as 'mounting' the weapon. This allows redefining 'mounting' as 'weapon is readied an leaning on a physical object, which can be a structure, person or floor'

- when putting merc to sleep, show message in game log instead of annoying messagebox

- r8052 (by Silversurfer): Fix: the game had inconsistent handling of maximum XP level. At some points it was 9, at others it was 10. Now it is 10 throughout the code.

- set max mortars per team to DifficultyLevel/2 + 1 (Easy - 1 max mortar, normal/hard - 2 max mortars, insane - 3 max mortars)

- AI soldiers will avoid red smoke if artillery strike is ordered
- AI soldiers will always avoid mustard gas, even if they have gas mask

- removed optimizations when searching item table, this should fix bugs with magazines (now 32rnd magazines in IoV 929 work fine)

- new options for modders to control admin replacing:
UPDATE_GARRISON_ADMINS
UPDATE_PATROL_ADMINS
UPDATE_GARRISON_ADMINS_PROGRESS_MODIFIER
UPDATE_PATROL_ADMINS_PROGRESS_MODIFIER
How it works:
Toggle Spoiler


Download:

https://www.dropbox.com/s/mh3soohyka29eor/ja2_7609en%2BAI_r263.exe?dl=0

[Updated on: Tue, 18 October 2016 10:57]




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Re: Experimental Project 7[message #347369 is a reply to message #347361] Wed, 19 October 2016 10:43 Go to previous messageGo to next message
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Registered:December 2012
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Demo video - playing with improved enemy AI and new features:



In this video:
- enemy using cautious tactics, trying to suppress and ambush mercs
- using delayed grenade explosion to prevent enemy from moving into good firing position
- red locators show armed bombs/grenades
- improved suppression allows better tactical balance



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Re: Experimental Project 7[message #347371 is a reply to message #347369] Wed, 19 October 2016 18:50 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Nice video. I see you still prefer OCTH. ;-)

As far as I remember you enabled gun jams for enemies in your experimental build. How well does it work? If it works well I would like to see this enabled in the dev code. So if you think the feature is ready for general use please incorporate it.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #347374 is a reply to message #347371] Wed, 19 October 2016 19:54 Go to previous messageGo to next message
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silversurfer wrote on Wed, 19 October 2016 20:50
Nice video. I see you still prefer OCTH. ;-)

I think it's better for AI as it's more predictable and the original AI was made for original CTH system, though I like NCTH as it works very well in my tests.

Quote:
As far as I remember you enabled gun jams for enemies in your experimental build. How well does it work? If it works well I would like to see this enabled in the dev code. So if you think the feature is ready for general use please incorporate it.

Haven't seen any bugs related to enemy gun jams so I think this feature can be added to the main trunk without any problems, the feature is very simple as all needed code was always here and was just disabled for some reason.



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Re: Experimental Project 7[message #347376 is a reply to message #347374] Wed, 19 October 2016 20:03 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
sevenfm wrote on Wed, 19 October 2016 18:54

Haven't seen any bugs related to enemy gun jams so I think this feature can be added to the main trunk without any problems, the feature is very simple as all needed code was always here and was just disabled for some reason.

Didn't you add some code that allows the AI to unjam a gun or gives them some bonus or another? Anyway, I'd be happy if you'd enable all the necessary stuff in the dev code and add whatever is missing.

Btw. I wasn't worried much about bugs, more about balancing issues in the form that AI guns jam too often giving the AI a big disadvantage (we all know that their guns are not in best shape...). If that is not the case I don't see a reason why this feature shouldn't be enabled in the main trunk.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #347377 is a reply to message #347376] Wed, 19 October 2016 20:16 Go to previous messageGo to next message
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silversurfer wrote on Wed, 19 October 2016 22:03
sevenfm wrote on Wed, 19 October 2016 18:54

Haven't seen any bugs related to enemy gun jams so I think this feature can be added to the main trunk without any problems, the feature is very simple as all needed code was always here and was just disabled for some reason.

Didn't you add some code that allows the AI to unjam a gun or gives them some bonus or another? Anyway, I'd be happy if you'd enable all the necessary stuff in the dev code and add whatever is missing.

Btw. I wasn't worried much about bugs, more about balancing issues in the form that AI guns jam too often giving the AI a big disadvantage (we all know that their guns are not in best shape...). If that is not the case I don't see a reason why this feature shouldn't be enabled in the main trunk.

Unjamming is a part of shooting code, it works the same way for mercs and AI soldiers, and AI soldiers consider jammed gun as working so they just try to shoot them as usual.
I only changed AP to fire a jammed gun to correctly add AP_UNJAM, also AI always successfully unjams guns to prevent silly behaviour.
In my test games I didn't see too much enemy gun jams, though this can depend on mod used.
I will put this feature on my "add to the trunk" list.



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Re: Experimental Project 7[message #347454 is a reply to message #347377] Tue, 01 November 2016 16:20 Go to previous messageGo to next message
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Short and incomplete description of changes in Ja2+AI

Download Ja2+AI.exe:
https://drive.google.com/drive/folders/0B_PNaFvHBMdBYTh0NzBvc1c0Ym8?resourcekey=0-55VlGbktIvL6p02vIt5dhg

Important note:
Ja2+AI.exe is alternate executable file that you can put in your Ja2 1.13 7609 folder and run instead of default Ja2.exe.
It is based on stable 7609 release, so use it only with stable 7609 or mods based on stable release.

AI:
- AI soldier can shoot for suppression at enemies that nobody can see currently, aiming at last known seen or heard position
- roof climbing fixed
- flanking fixed and improved
- AI decisions fixed and improved
- fixed 'jump over fence' bug
- avoid sitting at door tiles when doing random patrols, this should help when playing covert
- don't raise alarm again if found handcuffed friend and status is already RED
- raise alarm when found friend who is captured with binders
- avoid going too close to seen armed bombs
- decide aiming location when shooting or stabbing depending on cth, distance to target and other factors
- AI will aim at head more often when shooting at zombies
- AI will aim at legs more often when using burst fire in NCTH at distance
- limit search range when deciding random patrols or visiting friends in GREEN to reduce CPU load and make enemy green behaviour more realistic
- Shooting: Reserve MAX_AP_CARRIED before attack if found sight cover spot nearby, try to reserve AP by lowering aim time if needed
- Shooting: check if soldier can find better position before firing (take cover keeping LOS to target)
- Black AI: Black cover advance (if soldier cannot attack or weapon range is short)
- Red AI: search advance spot with sight cover
- suppression shock reduces AI morale (AI aggressiveness) depending on current shock and morale level
- allow AI to shoot HeavyGun weapons when crouched or prone (fix 1.13 bug)
- allow attacking empty vehicles with greandes or RPGs
- tanks can use suppression fire (only machinegun at the moment)
- fix many shooting related 1.13 bugs
- improvements to AI soldier choosing best gun to fire (main weapon/sidearm)
- AI will try to avoid staying near timed grenade
- r8127: If a tank just took a heavy hit, but cannot see an enemy to fire upon, it can detonate a smoke grenade on itself to hide.
- Tank can activate mustard grenade in Red state if there is opponent close
- r7072: New Feature: enemies roles allows the AI to use medics
- r7080: Enemy roles improvement: medics can heal themselves

Zombie AI:
Zombie AI reworked and simplified, should work faster with less bugs now:
- zombie will always go to nearest known enemy
- if zombie doesn't know enemy location, it will move to closest friend who knows
- zombies don't do anything that humans do like starting patrol routes or using radio etc, they just roam here and there if not alerted, and attack closest enemy if they see or hear him
- no flanking or hiding or other complex AI for zombies
- added some safety checks for zombies to prevent possible problems - if enemy is on the roof and zombie cannot climb, this enemy will be skipped to avoid AI loop
- zombies always have highest AI morale

AI morale:
Every turn, morale for AI soldiers is restored by value equal to soldier's exp. level (1-10), to max value of (60 + 2 * ExpLevel).
This means, if AI soldier will be under heavy suppression fire for several turns, his morale will drop to low level, so he will play defensively and also will be more vulnerable to suppression attacks, but if he will avoid suppression fire for several turns, his morale will restore to max level.
In stock 1.13, morale value for AI soldiers is not used at all.

Watched locations:
- allow communication if distance < DAY_VISION_RANGE / 2 and there is line of sight between soldiers
- allow communication if both soldiers have hearing aid and distance < DAY_VISION_RANGE
- removed vanilla AI cheating when checking watched location, use public knowledge instead

DetermineMovementMode:
- night crawling
- getting closer
- crawling when taking cover
- crawling for snipers on roofs

Improved roaming range:
STATIONARY: 0 - 5 (if sees enemy or under attack)
ONGUARD: 5 - max (if sees enemy or under attack)
CLOSEPATROL: 15 - max (if sees enemy or under attack or friends need help)
POINTPATROL: 10 - max (if sees enemy or under attack or friends need help)
RNDPTPATROL: 10 - max (if sees enemy or under attack or friends need help)
FARPATROL: 25 - max (if knows enemy position)
ONCALL: 10 - max (if sees enemy or under attack or friends need help)
SEEKENEMY: max
SNIPER: 5
With this change, ONCALL/POINTPATROL/RNDPTPATROL soldier will not move far from it's position unless he sees enemy or is attacked or there are some friends that need help.
Note: ONGUARD and CLOSEPATROL are changed to FARPATROL when red alert raised.

Improved aiming levels in OCTH:
Pistols 2-4
MP, shotguns: 3-4
Rifles, AR, LMG: 4-6
Sniper rifles: 4-8

Scopes give bonus to aim levels:
- small scope (2x): +1
- medium scope (4x): +2
- high power scope (8x): +3
- very high power scope (10x): +4

Limit aim levels depending on distance:
on distance less than half of day vision range - no more than 4 aim clicks
on greater distance - up to 8 aim clicks at day vision range

Militia control improvements:
- Hold: change attitude to defensive
- Take Cover: use low morale when searching for cover spot
CheckForChangingOrders(Militia):
- don't change orders for STATIONARY/SNIPER
- change ONGUARD, ONCALL, CLOSEPATROL, RNDPTPATROL, POINTPATROL to FARPATROL

Covert Operations:
- exploit Fix: we can only disguise successfully if we haven't been seen recently
- disabled automatic clothes stripping when uncovered
- disguise automatically if spy haven't been seen by enemy recently and wears correct clothes
- default civilian clothes: white + blue/jean
- don't use enemy military colors for civilian clothes
- moved most limits for covert soldiers to suspicion counter
- if a merc intentionally removes the diguise property via the [Ctrl] + [.] menu, the disguise property will not be reapplied until new clothes are applied
- allow wearing backpack for covert civs/soldiers, use suspicion counter instead

Now soldier will be uncovered immediately only in following conditions:
- suspicion counter is red
- suspicious animation is seen by enemy
- civilian spy doesn't look like a civilian (has camo or gun in hand or any not covert weapons or military gear)
- soldier spy doesn't look like a soldier (he carries a corpse)
- spy is very close to a corpse (standing next to it)
- soldier is targetting a buddy of observing enemy
- soldier is standing near armed bomb

More realistic clothes:
- disguise/lose disguise in [Ctrl]+[.] menu
- [Ctrl]+[.] menu will show if merc has damaged vest/pants
- cannot 'wear off' clothes, only replace them with other color (we dont't have naked Fox animation anyway)
- don't disguise automatically when applying clothes, instead use menu (this will also turn on automatic disguise mode)
- don't need new clothes to disguise, only check that they have correct color and not damaged

Tactics:
- show red quick locators to show noise sources
- changed the way X-Ray detector works - it now shows locators on enemy positions, works only in front direction, distance is limited to day vision range / 2, also it randomly inflicts 1-3 damage to user (radiation is dangerous!)
- "x ray activated.wav" sound is played when x-ray is activated
- OCTH now uses gravity constants from NCTH, this makes OCTH ballistics look much better.
- enemy weapon jamming
- manual unjamming and chambering using 'u' key
- manual unjamming using transformations menu
- changed BASIC_DEPRECIATE_CHANCE to 45 (default value in NCTH) so there will be less damage to guns when shooting (and less frequent jams when doing a lot of suppression fire)
- changed maxJamChance from 50% to 30 - 4 * GunReliability, so it will be about 20% for good weapons, no more than 50% for bad weapons
- AI always unjams weapon successfully
- Vehicle is visible if any part of it is visible
- bonus for trap detect level if soldier is crawling and has knife in his hand
- CalcTrapDetectLevel: removed chance to ignore trap for optimists
- reduce camo when soldier is crawling
- reworked CAMO_KIT_USABLE_AREA option, now it only limits camo from kits, but not camo from gear, this also fixes some bugs with camo applying (so if you set this option to 100 it should work as in vanilla)
- reworked camo worn/kit bonuses for camo zombies and soldiers created with camo kits inventory (65% worn camo + random camo value)
- Drunk level visual indicator: Feeling good, Borderline, Drunk, Hungover
- "Enemy can see me" indicator in stealth mode
- Enemy roles: Commander, Officer, Marksman, Sniper, Mortar, Machinegunner, Medic, Radio operator
- regen boosters now less cheating as they cause damage to max health, if you healed 40 HP with regen booster, you will lose in average 10 max HP and will have to restore them later with doctor
- auto refill canteens if no hostile enemy in sector (less micromanagement)
- AI always successfully unjams guns
- Camo faces for Monk, Shadow and Tex (feature from VR code)
- pre-placed bombs (action items with an explosive) can now be blown up by explosives, this allows clearing mine fields with grenades for example
- disabled taunts for collapsed soldiers
- if soldier is unconscious, he can't see anything
- garotte should be used on head only, also check AI knowledge instead of LOS test
- added r7016: static shadows decrease brightness (by anv)
- auto pick up backpacks when combat is over
- it's possible to set side for civ groups (any not 0 value can be used) - <Side>2</Side>
- disabled badass animations by default (enable them using BADASS_ANIMATION = TRUE if you want)
- less BP loss when shooting with RPG or flamethrower
- flyback critical animation is possible only when using powerful weapon (ubImpact >= 40)
- [v] button shows if IIS/NCTH is used
- SAFE_SUPPRESSION option enables additional checks for AI when shooting for suppression (ni general, this will mean less suppression fire, also less bullets to the backs of your mercs from militia and less harm for civilians)
- fix: walkman only works from head slots
- bonus 20% to morale when using walkman
- if soldier is captured, he cannot see anything
- if soldier is captured, he cannot hear anything
- you can empty canteen using transformation (useful if you don't want to carry poisoned water)
- mercs will replace bad water in canteens with good when filling
- new option: SOFT_IRON_MAN (save in realtime)
- new option: SPREAD_FIRE (create new fire when structure is destroyed by fire)
- show enemy role icon only after 2 turns or in cheat mode
- show red locators on visible armed timed bombs
- disable messagebox when putting group of mercs to sleep, show message in the game log instead
- lowered laser bonus in OCTH when aiming: bonus = 2 * bonus / (2 + AimTime) (lasers are mostly used when hip firing or with little aim)
- take into account trap difficulty when performing disarm check (previously trap level had no effect on trap disarming, only on detecting)
- removed wirecutter bonus when disarming tripwire (use items with <DisarmModifier> tag)
- neutral civilians always avoid player mines (CIVILIANS_AVOID_PLAYER_MINES has no effect)
- new command: On [Alt] + [N], all team members in the sector try to put on gas masks

Fire/gas/explosions improvements:
- no fragments in water, no smoke from explosions in water, no light from fire in water
- fire removes corpses
- fire can damage burnable structures
- fire can spread when damaging burnable structures
- spread fire adds light at night
- add burn marks when fire damages structure
- cannot spread fire in rain
- don't spread fire on water
- hand or GL grenade cannot damage roof (use more powerful explosives or destroy all walls to collapse roof)
- explosion adds burn marks randomly
- stun grenades remove fire
- fire damages items on the ground
- fire will ignite explosive structures
- limit smoke effects duration when in the rain
- enable flyback animation only if explosion power >= 50 and distance from explosion center <= explosion radius / 2
- limit fire spreading to 7 generations

List of useful transformations:
- manually unjam guns (or you can press 'u' for that)
- delay grenade explosion
- empty canteen

Delayed grenade explosion:
Use transformation to activate delayed mode for grenade - it will explode at the beginning of the next turn. This may be useful in some tactical situations.

Set DELAYED_GRENADE_EXPLOSION = TRUE to make all hand/GL grenades work as timed (disabled by default).

Notes:
- only Normal/Stun/Flashbang grenades can work as timed - gas/flare/other types will always explode immediately
- grenades with fExplodeOnImpact tag set will always explode immediately
- attached explosives feature will not work for timed grenade
- armed grenade can be picked up and disarmed like any other explosive item, but it can be dangerous
- AI soldier will usually try to avoid staying close to armed grenade/bomb, but he still can be hit with fragments

Alcohol and drugs:
- alcohol level is changed every hour instead of every turn, so being drunk can have some serious consequences now
- using alcohol and drugs in turnbased requres AP
- alcohol and drugs start effect immediaely (don't need to wait for new turn)
- not recommended to use alcohol and adrenaline at the same time (will result in heart attack with stats loss)

NCTH:
- VERTICAL_BIAS is always 1.0 for showing cursor, so it always looks like circle (no more ovals)
- max shown aperture limited to 100 (no more gigantic circles), in this case color is changed to dark red
- laser is shown as dot in the center of target cursor
- press ALT to see bullet deviation as gray circle
- no more than 10 bullets are shown in autofire mode, the rest is shown as + sign
- use full IRON_SIGHT_PERFORMANCE_BONUS at half day vision range, at greater distance iron sights bonus is reduced
- changed distribution: accurate shots are more accurate (green cursor), less lucky hits with bad aim (red cursor)
- always use VERTICAL_BIAS = 0.5 for shooting (less stupid shots to the ground)
- r8281 fix: BASE_STANDING_STANCE was missing from handling calculations in NCTH
- enabled AIM_VISIBILITY penalty

Improved suppression:
- action points can be reduced to zero when soldier is suppressed
- action points at the start of new turn are reduced depending on current shock level
- if soldier has cowering shock level (you can see this by cowering animation though it's not 100% always happens)
- if soldier has cowering shock level after suppression attack, he loses all APs
- soldier can still have negative APs if he is hit or for another reason, but not from suppression
- alcohol reduces shock from suppression, hungover state increases shock
- adrenaline effect reduces AP loss from suppression
- suppression is less effective if soldier is running
- cowering shock level is equal for all soldiers (MAX_SUPPRESSION_SHOCK/2), but different soldiers have different suppression tolerance which determines how quickly soldier will reach max level and how effective suppression is in general against this soldier
- new shock level at new turn depends on soldier's morale, with morale=100 shock level is reduced by 50%
- shock level is reduced by 50% at the start of new turn if soldier is not under attack or if soldier is dauntless
- shooting at enemy reduces actual shock level, depending on number of bullets fired and also gun damage and loudness
- shock level reduces effective marksmanship and dexterity, old shock effects for shooting are disabled
- shock from attack is reduced by fear resistance value (from skills and backgrounds), max SL_FEAR_RESISTANCE is limited by 25%
- AI soldiers also use morale for shock calculation, they start with max morale depending on soldier's level, every successfull suppressive attack redices morale for AI soldier, every turn that AI soldier is not under attack his morale is restored up to max value depending on his exp. level
- allow suppression fire for soldiers with machineguns for 2 turns
- allow tanks to use aimed suppression
- allow soldiers with machineguns to use aimed suppression in prone stance with full AP

You can make a civ group hostile to both player and enemy:
- set Side 2 or 3 in CivGroupNames.xml, for example:
<NAME>
<uiIndex>1</uiIndex>
<Enabled>1</Enabled>
<szGroup>Rebel</szGroup>
<AddToBattle>1</AddToBattle>
<Loyalty>1</Loyalty>
<Side>2</Side>
</NAME>
- set group as hostile in GameInit.lua
SetCivGroupHostile( Group.REBEL_CIV_GROUP , Civ_status.CIV_GROUP_HOSTILE )
Strategic enemy detection:
- UpdateStrategicDetectionLevel fix: detect enemy movement direction using assignments
- scouts can detect enemy direction
- ScoutIsPresentInSquad fix: allow scouting only if soldier is not in a vehicle, not sleeping and not on assignment
- Skyrider can detect enemy direction when flying over sector with enemy

Updated feature: Attached explosives
- can attach rubber band to any grenade
- if there's rubber band attached, allow attaching another grenade
- can attach duct tape to any explosives
- can attach any explosives to duct tape
- can attach any tripwire activated item to tripwire
- use buddy item to define special attachments (like gas can, alcohol bottle or marbles)
- cannot attach explosive item with zero volatility (if not using tripwire activation)

Interrupts:
- Ctrl+D - skip interrupts for this merc only
- Ctrl+Alt+D - skip interrupts for player team
- don't allow interrupt if shock level percent > 50
- StandardInterruptConditionsMet: cowering soldier cannot interrupt

Backpacks:
- allow jumping/climbing with backpacks.

Backpack penalties in 1.13:
- movement cost is increased depending on backpack weight
- jumping over fence cost is increased when wearing backpack
- need to use zipper to access backpack contents in combat

Fixes:
- all possible fixes from main trunk
- other fixes to AI and tactics
- fixed problems with enemy cowering animation that prevented AI from working sometimes
- interrupt fixes
- Drop/pick up backpacks - added check for DropPackFlag, only current squad will drop backpacks, added message for successful drop/pick up
- corpses on roof interaction fix

Improved Covert Operations:

- if player selected "Loose Disguise" from Ctrl+dot menu, spy will not disguise automatically until clothes are reapplied
- default civilian clothes: white + blue/jean
- don't use enemy military colors for civilian clothes
- moved some limits for covert soldiers to suspicion counter
- garotte attack has effect only when attacking at head

Any soldier will be uncovered immediately when:
- suspicion counter is red
- suspicious animation is seen by enemy
- civilian spy doesn't look like a civilian (has camo or gun in hand or any not covert weapons or military gear)
- soldier spy doesn't look like a soldier (he carries a corpse)
- spy has serious bleeding
- spy is very close to a corpse (standing next to it)

Civilian spy will be uncovered when:
- in restricted area with curfew = 2 or underground
- in restricted area with curfew = 1 at night
- he has suppressed guns on him (if they are not placed in covert LBE)

Soldier spy will be uncovered when:
- soldier is targetting a buddy of observing enemy
- drunk/under drugs soldier is standing next to enemy who sees him
- soldier's equipment is too good (close inspection can be performed only by officers of this or higher type, so elite officer can check any spy, army officer can only check army spy or admin spy etc...)
- soldier is using flashlight at night and alert is raised

All other conditions are moved to suspicion counter:

basic value is 1..5 depending on the level of enemy soldier
+1 for each squadleader skill of enemy soldier
+1 if spy is using flashlight
+1 if spy is bleeding
+1 if spy is drunk or under drugs
+2 if enemy is alerted
+2 if enemy is in combat (seen enemy recently or under attack)
+2 in capital (Meduna)
Total: 1..16 for each enemy observing our soldier

*2 if spy is running or crawling or swatting
*2 if when disguising as soldier

/2 if spy has covert skill, for each level of covert skill
/2 if spy has no covert skills but he is special NPC (native)
if observer is drunk, he is less suspicious (up to 75% penalty at max drunk level)
if observing soldier is farther than day vision range /4, value is reduced accordingly, so at full day visoin range value will be divided by 4

Finally, all suspicion values from observing soldiers are added, and then total value is multiplied by amount of spent APs and added to merc's suspicion counter.
Maximum value for merc's suspicion counter is 100 * AP_MAXIMUM, this means:
100 turns in turnbased being observed by low level enemy close without additional modifiers
50 turns in the same situation but with 2 observing enemies
25 turns if spy is disguised as soldier
etc...

So what this change means for player?
1. Less 'binary' playing - if your disguise is good, it doesn't mean you can go everywhere and walk endlessly in front of enemy.
2. You have to avoid big groups of enemy, avoid running or swatting/crawling, if enemy becomes alerted, playing covert becomes much harder.
3. You need to find some places to hide (to lower suspicion counter), so you need to plan your actions.
4. Performing spy actions in sectors with limited access (SAM sites etc) will be much harder, especially on high difficulty levels with many high level soldiers.
5. You have visual representation of covert status (merc name color), so this feature is now more player friendly.

Attached explosives:
To use attached explosives feature, you need to define tags in items.xml:
<nasLayoutClass>1</nasLayoutClass>		
<nasAttachmentClass>1</nasAttachmentClass>
for all attachments you want to use with this feature - grenades, explosives, duct tape, rubber band, string, gas can, alcohol bottle and marbles.

To use some items as special explosive attachments, define buddy item for them, for example, in stock 1.13 define
<buddyitem>1703</buddyitem>
for gas tank, then if you attach gas tank to TNT, explosive item will be activated to simulate gas explosion when this TNT will blow up.

For marbles, add
<buddyitem>1704</buddyitem>
to use it as added fragments to any explosion.

For alcohol bottle, add
<buddyitem>979</buddyitem>
to use molotov fire explosion.

Any attached explosive should have volatility > 0 to be activated, also main item should be of normal explosion type (tripwaire activated items attached to tripwire don't need this as they use tripwire activation instead of detonation)/ If you attach mk2 grenade to gas grenade, it will not blow up.

Also turn on options in ja2_options.ini
ALLOW_EXPLOSIVE_ATTACHMENTS = TRUE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = TRUE
New options in Ja2+AI:
[Extended Options]
IMPROVED_AIMING_LEVELS = TRUE
FULL_PATHING = TRUE

ROOF_COLLAPSE = TRUE
CAMO_PROFILES = TRUE
ENEMY_GUN_JAMS = TRUE
BADASS_ANIMATION = FALSE
SAFE_SUPPRESSION = FALSE

SOFT_IRON_MAN = TRUE
DELAYED_GRENADE_EXPLOSION = FALSE
SPREAD_FIRE = TRUE

UPDATE_GARRISON_ADMINS = TRUE
UPDATE_PATROL_ADMINS = TRUE
UPDATE_GARRISON_ADMINS_PROGRESS_MODIFIER = 0
UPDATE_PATROL_ADMINS_PROGRESS_MODIFIER = 0

ENABLE_SSA = TRUE
DEBUG_SSA = FALSE
VOLUME_SSA = 25

ENABLE_TA = TRUE
VOLUME_TA = 25

[Updated on: Wed, 06 April 2022 19:22]




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Re: Experimental Project 7[message #347470 is a reply to message #347454] Wed, 02 November 2016 20:58 Go to previous messageGo to next message
yarco is currently offline yarco

 
Messages:37
Registered:October 2013
Hello,
What is the main difference between 7609+fix and 7609+AI ?
Where can I downlaod latest packages and do I have to install both of them ?
Is combination of JA2 Gold + Depri's SCI + 7609AI/fix best for playing ?

Thanks for all your answers

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Private 1st Class
Re: Experimental Project 7[message #347471 is a reply to message #347470] Wed, 02 November 2016 21:08 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Do not use this with my SCIs, use the official/stable release from the wiki.


Chat with us!
#bearpit on IRC
Discord
Get your latest 1.13 Builds
(Pls don't use my forum PMs for general game queries)

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Captain

Re: Experimental Project 7[message #347472 is a reply to message #347470] Wed, 02 November 2016 21:17 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
yarco wrote on Wed, 02 November 2016 23:58
Hello,
What is the main difference between 7609+fix and 7609+AI?

7609+fix - only bugfixes
7609+AI - bugfixes + AI improvements + tactics improvements
Quote:
Where can I downlaod latest packages and do I have to install both of them ?

See links in my sig for most recent release.
You can use any exe with stable 7609 release - official Ja2.exe, Ja2+fix.exe or Ja2+AI.exe.
You don't need to install anything, just download Ja2+AI.exe or Ja2+fix.exe, copy it to your stable 7609 Ja2 folder and run instead of official stable Ja2.exe.
Quote:
Is combination of JA2 Gold + Depri's SCI + 7609AI/fix best for playing ?

You need to install stable 7609 to use Ja2+fix or Ja2+AI.
Any mod compatible with stable 7609 will work.
What is best for playing is your personal preference, with latest unstable SCI from Depri you can play with many new features, with stable 7609 you can play with some AI and tactics improvements and use all mods that work with stable 7609.

[Updated on: Wed, 02 November 2016 21:18]




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Re: Experimental Project 7[message #347478 is a reply to message #347472] Fri, 04 November 2016 17:20 Go to previous messageGo to next message
yarco is currently offline yarco

 
Messages:37
Registered:October 2013
Quote:
See links in my sig for most recent release.

Ja2 1.13 Stable 7609+AI (18.10.2016) - there is text only (list of changes) without link, can you navigate me to working link please?
I found this link https://www.dropbox.com/s/mh3soohyka29eor/ja2_7609en%2BAI_r263.exe?dl=0 - is this one latest?

Quote:
Is combination of JA2 Gold + Depri's SCI + 7609AI/fix best for playing ?

I'm using these SCIs for several years and I also like your ideas and changes. Is this combination wrong or incompatible?

[Updated on: Fri, 04 November 2016 17:24]

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Private 1st Class
Re: Experimental Project 7[message #347479 is a reply to message #347478] Fri, 04 November 2016 17:36 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
yarco wrote on Fri, 04 November 2016 20:20
Ja2 1.13 Stable 7609+AI (18.10.2016) - there is text only (list of changes) without link, can you navigate me to working link please?
I found this link https://www.dropbox.com/s/mh3soohyka29eor/ja2_7609en%2BAI_r263.exe?dl=0 - is this one latest?

Added links to the post.

Quote:
I'm using these SCIs for several years and I also like your ideas and changes. Is this combination wrong or incompatible?

To use 7609+AI, you need to download and install stable 7609 release.
You can find it here on official page:
http://ja2v113.pbworks.com/w/page/4218334/Downloads
Ja2+AI is not compatible with unstable releases or any SCI's or mods that are not based on stable 7609.



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Re: Experimental Project 7[message #347493 is a reply to message #347479] Mon, 07 November 2016 09:37 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Changelog since r263:

- suppression shock will reduce slightly faster for all soldiers
- fix: merc saying quote when trying to drink alcohol without needed APs
- adrenaline reduces AP loss at the start of new turn instead of reducing AP loss in suppression attack
- CalcTrapDetectLevel: examining gives 25% bonus, bleeding and shock give penalty
- lowered volume for CURSE1 battle sound when gun jams for AI soldier
- don't offer surrender when soldier is under fire
- r8127: If a tank just took a heavy hit, but cannot see an enemy to fire upon, it can detonate a smoke grenade on itself to hide.
- Tank can activate mustard grenade in Red state if there is opponent close
- disable suppression fire on close targets
- r7072: New Feature: enemies roles allows the AI to use medics; if an enemy is spawned with a radio set, he is more likely to become a radio operator.
- r7080: Enemy roles improvement: medics can heal themselves, tanks cannot become medics, and can't be treated by them either, wounded soldiers seek medics, direct sight line between medic and target is no longer required, if hostile civilians allied to the army are in sector, their surrender strength is added to the enemy team
- show enemy role icon only after 2 turns or in cheat mode
- ClosestReachableFriendInTrouble: medics should help wounded friends, officers should help groups of friendly soldiers that have no officer
- GetClosestWoundedSoldierID, GetClosestMedicSoldierID: don't approach soldiers who are under fire or too close to enemy
- AICheckIsSniper: check if soldier has sniper rifle in his inventory
- Green, Yellow, Red, Black AI: if we are being bandaged - wait
- added more debug info to DecideAction.cpp
- Red, Black AI: allow healing only if soldier has some cover at spot
- Black AI: stop movement if soldier is being bandaged
- Black AI: stop flanking when too close to enemy
- CheckForChangingOrders: change Attitude for medics to CUNNING
- ClosestReachableFriendInTrouble: for officers, check that target has seen enemy recently, check that helping soldier has not many friends nearby or there is another officer in this group
- experimental fix from Ja2cw: add building information if found room and flat roof at gridno
- InternalGoAsFarAsPossibleTowards: jump over fence fix from Ja2cw
- spread fire: limit spreading depending on number of adjacent tiles already having fire effect
- increased NUM_SMOKE_EFFECT_SLOTS to 256
- show red locators on visible armed timed bombs
- set thrown delayed grenade as visible bomb to allow enemy to avoid it
- attached explosives: cannot attach explosive item with zero volatility (if not using tripwire activation)
- disable messagebox when putting group of mercs to sleep, show message in the game log instead
- set cost for changing grenade activation mode to 20 AP
- AP lost from shock at the start of new turn depends on current shock level and AP loss during previous turn
- adrenaline drug can reduce AP loss at the start of new turn (depending on current shock level)
- disabled instant damage for fire to prevent problems with fire spreading
- SoldierGotHitExplosion: enable flyback animation only if explosion power >= 50 and distance from explosion center <= explosion radius / 2
- GetClosestWoundedSoldierID, GetClosestMedicSoldierID fix: don't check path cost
- AICheckIsBandaged: improved check if soldier is being bandaged
- fix: AI soldiers always had low morale
- abort flanking if AI is breaking deadlock
- ConsiderProne: changed min distance to DAY_VISION_RANGE / 3
- RangeChangeDesire, CalcMorale: balance changes
- CalcCoverValue: disable agression booster bonus when soldier is under fire and has shock

RED AI:
- added random check based on distance to target and weapon range when deciding suppression fire
- penalize watching if watch location is beyond weapon range
- abort seek if soldier is in sight cover and closest target is beyond weapon range
- turn to closest enemy before seeking

- taking cover improvements, AI soldiers should not try to get closer to zombie
- enemy role icons: increased red cross size for medic
- new threat calculation for zombies, calc cover depending on distance
- tanks always perform safety checks when shooting for suppression
- fix: use BuddyItem for single shot rocket launchers
- improved gas checks (check that soldier is in radius of closest gas source)
- allow suppression fire for soldiers with machineguns for 2 turns
- allow tanks to use aimed suppression
- allow soldiers with machineguns to use aimed suppression in prone stance with full AP
- improved WATCH decision
- penalize WATCH decision if known enemy at watched location has high effective interrupt level and no prone cover from watch spot
- limit fire spreading to 7 generations

Militia control improvements:
- Hold: change attitude to defensive
- Take Cover: use low morale when searching for cover spot
CheckForChangingOrders(Militia):
- don't change orders for STATIONARY/SNIPER
- change ONGUARD, ONCALL, CLOSEPATROL, RNDPTPATROL, POINTPATROL to FARPATROL

Download:
Follow link in the sig for r299



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Re: Experimental Project 7[message #347494 is a reply to message #347493] Mon, 07 November 2016 10:24 Go to previous messageGo to next message
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Messages:2657
Registered:December 2012
Location: Russian Federation
Changes since r299

- FindBombNearby: increase bomb search range
- RangeChangeDesire: restore vanilla penalty for DEFENSIVE
- increase RCD from bConsNumTurnsWeHaventSeenButEnemyDoes only for SEEKENEMEY orders and other teams than ENEMY_TEAM
- RED AI: check if soldier is standing at gridno with old knowledge, remove old knowledge, add noise for random spots near gridno to soldier and his friends
- FindSpotMaxDistFromOpponents fix: wrong gridno check when searching for bombs and red smoke

- <BurstToHitBonus>, <AutoFireToHitBonus>: added scope mode support (this allows effective using burst/auto penalties on scopes in OCTH)
- stealth, camo penalty for lasers: apply only if weapon is raised (should be more realistic than before and allow using lasers for sneaking soldiers)
- total camo, stealth cannot be negative, camo penalty can reduce only total camo of it's type (a bugfix to prevent urban camo penalty reducing wood camo, for example when penalty is used for lasers)
- reduce laser bonus when aiming, so lasers are mostly useful for unaimed or hip firing (should be realistic as lasers are mostly used for quick unaimed shot)
- min gun impact for chest explode animation = 40 (this will prevent chest explode animation when firing at someone with glaser 9x19mm round, use shotguns, 12,7mm ammo and such for cruel death animations)
- new options: ENABLE_SSA, DEBUG_SSA, VOLUME_SSA
- increased SOUND_MAX_CHANNELS to 64
- new feature: sector ambients
- new feature: fire ambient
_ new options: ENABLE_TA, VOLUME_TA
- feature for modders: print out structure tileset when 'F' key is pressed in cheat mode (by Flugente)

AI:
- take cover improvements (check enemy CTGT when adding advance value, this should force AI to use cover more often when advancing)

New feature: Sector Steady Ambients
To use new sector ambients, enable option ENABLE_SSA.
By default volume VOLUME_SSA is set to LOW_VOLUME (25), you can increase it to 127 if you wish.
Option DEBUG_SSA will show some useful information on screen when starting new ambient, this should help in some situations.

How it works:
SSA is an ambient sound that plays constantly in a loop in the background, mostly consists of nature sounds like wind, birds, insects and such, but also can be used for town/underground ambients, or you can even define a soundtrack for each sector if you wish.
There can be no more than 10 sounds of each type currently (10 for every sector or for every town).
This can be used together with music as it works completely independent.
The system to select current sound is flexible and based on file names, so you don't need any XMLs or other data to make it works.

First, the game will search a file with a specific sector name, for example, A1_DAY_1.ogg .. A1_DAY_10.ogg (only ogg files are supported as using wav's are too big).
This means sector A1, day time, and you can provide any number of sounds from 1 to 10, but numbers should be in continuous order, so there should be 1,2,3 for example but not 1, 5, 7.
You need to set a DAY or NIGHT for all sectors above the ground, but not for underground sectors.
For underground sectors, the name will have U2..U4 added to sector name and no DAY/NIGHT keyword, so it will look like:
A1U2_1.ogg, A1U4_1.ogg etc...
U2 is the first undergound level and U4 is the deepest underground level.
So the game will find all sounds for loaded sector, chose a random one from them and play it in a loop as long as you stay in tactical screen.
Random number is not really random but depends on time (current hour) of day, so if you unload sector, wait for next hour and load it again, you will hear different (next number) sound.

Second, if the game was unable to load a sound for specific sector, it will check if current sector is a town (only above the ground), and search for a file with a town name, for example, OMERTA_DAY_1.ogg .. OMERTA_DAY_10.ogg

Finally, if the sound is not found yet, the game will try to make some generic name for a sector type, based on <Here> movement type in MovementCosts.xml, using the following rule:
TOWN: Town
SAND, SAND_ROAD: Desert
FARMLAND, FARMLAND_ROAD: Farmland
PLAINS, PLAINS_ROAD, ROAD: Plains
HILLS, HILLS_ROAD: Hills
SPARSE, SPARSE_ROAD, DENSE, DENSE_ROAD: Forest
TROPICS, TROPICS_ROAD: Tropics
WATER: Water
NS_RIVER, EW_RIVER: River
COASTAL, COASTAL_ROAD: Coastal

So the name will look like: DESERT_DAY_1.ogg .. DESERT_DAY_10.ogg
For towns, generic name will always be TOWN.
For mines, generic name will always be MINE or EMPTYMINE, and day status for mines should not be added.

Note: all file names in Windows are not case sensitive, so you can use names like EmptyMine or emptymine or EMPTYMINE.
Note: put all sector steady ambient sounds into the Data\Ambient\SSA folder.

For example, I made some ambient sounds for default campaign, should work with most mods:

Toggle Spoiler


Fire ambient
Another small experimental feature - play ambient sound when a fire source is visible on screen.
The sound is correctly faded in/out when you move in/out the screen with fire.
Only one fire sound can play at the same time, so no additional effect from multiple fire sources.
To use it, put fire.ogg into Data\Ambient folder.
Options:
ENABLE_TA = TRUE to enable new tactical ambients (only fire is supported at the moment)
VOLUME_TA = 25 to set volume level for tactical ambients (default is 25 which is LOW_VOLUME, can be increased to 127 max).

Download:
https://www.dropbox.com/s/g1ai3is1w4ywxip/ja2_7609en%2BAI_r303.exe?dl=0
https://www.dropbox.com/s/erirz2kpm16py8q/fire.ogg?dl=0
Example ambient sector sounds: https://www.dropbox.com/s/djjsdjn54duf38z/Ambient.7z?dl=0

[Updated on: Mon, 05 December 2016 20:55]




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Re: Experimental Project 7[message #347533 is a reply to message #347494] Mon, 14 November 2016 21:02 Go to previous messageGo to next message
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Messages:2657
Registered:December 2012
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Ambient sounds demo:




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Re: Experimental Project 7[message #347534 is a reply to message #347533] Mon, 14 November 2016 22:13 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Hey, that's fantastic. Sounds add a lot to atmosphere. The barking dogs reminded me of one thing that is missing in this game. The enemy doesn't have dogs to guard his installations. But don't worry, this is no feature request. ;)


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #347535 is a reply to message #347534] Mon, 14 November 2016 22:30 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
silversurfer wrote on Tue, 15 November 2016 01:13
Hey, that's fantastic. Sounds add a lot to atmosphere. The barking dogs reminded me of one thing that is missing in this game. The enemy doesn't have dogs to guard his installations. But don't worry, this is no feature request. ;)

Ambient sounds is the feature that exists in most of games and I agree it adds a lot to the game atmosphere, and there are signs in the code that this was planned originally but never fully implemented:
Toggle Spoiler

The dog bodytype is something I would want to see in the game, and the animation is not a big problem as far as I can tell - there is already a wolf animation existing and it's possible to convert dogs from Fallout Tactics, but implementing it is more a request for masters like Flugente :-)



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Re: Experimental Project 7[message #347538 is a reply to message #347535] Tue, 15 November 2016 07:29 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
The dog bodytype is something I would want to see in the game


That would be awesome!

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Re: Experimental Project 7[message #347555 is a reply to message #347538] Fri, 18 November 2016 13:15 Go to previous messageGo to next message
weidox is currently offline weidox

 
Messages:45
Registered:March 2013
Almost all welcome changes but sadly x-ray detector made useless. At night in heavy rain probably could see some use, otherwise not even worth inventory slot to keep. And that's the item which is so hard to get, kind of end game prize. The only change I think was right was to add damage to user, to prevent spamming it. Maybe even increase damage and remove any other changes. Or add .ini options to control behavior.

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Re: Experimental Project 7[message #347556 is a reply to message #347555] Fri, 18 November 2016 13:30 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
weidox wrote on Fri, 18 November 2016 16:15
Almost all welcome changes but sadly x-ray detector made useless. At night in heavy rain probably could see some use, otherwise not even worth inventory slot to keep. And that's the item which is so hard to get, kind of end game prize. The only change I think was right was to add damage to user, to prevent spamming it. Maybe even increase damage and remove any other changes. Or add .ini options to control behavior.

The idea was originally to limit it's using to checking if there's enemy in a room before entering, it should work well for that with half day vision range distance (14 tiles in default 1.13) and front direction + one additional direction to each side.
Original Ja2 x-ray was too cheating, though I agree that Ja2+AI implementation could be changed and improved if players can give some ideas.

I also had an idea to give a notebook 'satellite view' ability, so it will mark all enemies on a tactical view map for several turns (similar to old x-ray) at a cost of using 1000$, but only at day and only for enemies not in building. This could provide a lot of useful information to fight during daylight.

And for night it's always possible to use hearing aid or radio operator with hearing mode to detect enemy presence (in Ja2+AI the game will mark all heard enemies with short red locators).

Also, from the balance view, having any magical items that uncover enemy positions remove the need for using night ops experts, camo, stealth etc and remove a lot of interest from the game.

As for new ini options, I want to keep as few new ini options as possible. If some feature needs options it usually means that it's not well thought and balanced and needs more testing and improving, adding 10 options hoping that somebody someday will make it better doesn't really work but makes things too complex and at some point unmanageable.



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Re: Experimental Project 7[message #347557 is a reply to message #347556] Fri, 18 November 2016 16:09 Go to previous messageGo to previous message
weidox is currently offline weidox

 
Messages:45
Registered:March 2013
sevenfm wrote on Fri, 18 November 2016 12:30
The idea was originally to limit it's using to checking if there's enemy in a room before entering

That would be ok for some basic device, but not for one which you're hunting for most of the game.


sevenfm wrote on Fri, 18 November 2016 12:30

Original Ja2 x-ray was too cheating

I did not feel it that useful to look like cheating because you could not do much by knowing enemy position (except maybe mortar or grenade as you cannot shoot and rocket launchers are too inaccurate when not in sight). That helped a lot though to plan which direction to go by saving time (and giving more pleasure per play time), plus encouraged something more than camping on roof.

sevenfm wrote on Fri, 18 November 2016 12:30

I also had an idea to give a notebook 'satellite view' ability

Idea is fun and realistic. But while I almost always play night ops and have little experience at day, I have read in forums that people later in the game prefer to play at day as it becomes easier. Laptop with $1000 price per day-only use would be only affordable later in campaign when people move to day combat, making day combat even easier later on. Does not sound right for balance.

sevenfm wrote on Fri, 18 November 2016 12:30

And for night it's always possible to use hearing aid or radio operator with hearing mode to detect enemy presence (in Ja2+AI the game will mark all heard enemies with short red locators).

I need to get used to use radio operator, I at least started bringing him with my main squad.

sevenfm wrote on Fri, 18 November 2016 12:30

Also, from the balance view, having any magical items that uncover enemy positions remove the need for using night ops experts, camo, stealth etc and remove a lot of interest from the game.

X-ray device does not truly uncover enemy positions as you cannot just shoot them after that. You still need to approach them safely to be able to shoot first, using the same night ops, camo and stealth. So I did not feel much effect on that. Instead it was helping me to tactically plan battle forward.



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