Changes r314 - r357:
- updated Chinese translation
- attaching explosives can increase item size
- allow militia team to become medics
- ignore dying target if there's opponent with better health
- attached explosives: allow explosion of grenade attached to tripwire if there is another grenade attached with tripwire activation
- removed options: UPDATE_GARRISON_ADMINS_PROGRESS_MODIFIER, UPDATE_PATROL_ADMINS_PROGRESS_MODIFIER
- Strategic AI: modify speed of admin replacing by difficulty level
- ReloadGun fix: allow AI to always reload to prevent it from marking gun as unusable if there's not enough AP to reload
- militia control: change initial spot when on HOLD order
- FindBombNearby: always check LOS when searching for bomb, set WORLD_ITEM_SEEN_BOMB flag when bomb is found
- TakeNewBombFromInventory: disable taking similar items
- FindBombNearby: neutral civilians don't need to check LOS, don't set flag for neutral civs to prevent enemy team exploiting this
- disabled SHOW_ENEMY_RANK_ICON option - always show enemy role icon
- don't show enemy weapon info if enemy health bars disabled
- less suppression for buckshots in NCTH
- enabled prone cover advance and any cover advance code
- Black advance: check if soldier can find better cover before disabling attack
- CalcCoverValue: check any cover from enemy at spot, add penalty to his attack, add bonus to my attack
- FindBestNearbyCover: use NO_DISTANCE_LIMIT for fSightCover check, in RED state, skip locations with fresh corpses if not in dangerous place or under attack, check if we outnumber enemy when skipping location without sight cover if enemy is beyond weapon range
- allow hiding corpses in water
- allow aimed suppression for machinegunners
- Black AI: new "get closer before shooting" behavior
- better "end turn to wait for full AP when searching for advance spot" code
- allow prone cover advance spot in black state
- DecayPublicOpplist: decay public knowledge if enemy is dying
- WatchedLocLocationIsEmpty: check central gridno for public known enemies
- DetermineMovementMode: use walking for "get closer" decision only if weapon is raised, soldier is not under fire and in black state
- Black AI get closer: try to get closer if enemy is helpless (dying, cowering or unconscious) even if soldier has cover at his current spot
- WatchedLocLocationIsEmpty: decay watched location if known enemy is dying\cowering or collapsed
- main Red AI decisions: penalty to watch decision weight from successful attack, penalize watching if we outnumber enemy
- Black advance: allow moving if soldier has fired this turn
- Black AI: allow cover check if soldier is near sight cover spot, has no cover and can shoot/hide next turn
- new AP from suppression shock calculation
- psycho characters recover from suppression shock faster
- stop cowering animation: always stop cowering animation for player mercs if soldier has APs at the start of new turn and soldier is not dying or collapsed
- soldier tooltips: show orders/attitude as text
- Red seek: allow seeking in prone stance when in dangerous spot
- reworked watch location to avoid turning in a loop
- Black AI: use any cover advance spot if we outnumber or last attack was successful
- CalcCoverValue: add bonus from sight cover
- AI_TOWN_DEFENSE disabled by default
- moved AP from shock reduction code to CalcActionPoints, updated AICalcActionPoints
- don't communicate watched location if soldier adds watched location by hearing
- disable incrementing watched location by hearing for flanking soldiers
CalcBestShot:
- determine enemy location: use personal knowledge if more recent or public knowledge is incorrect
- consider target as seen if we can have LOS to opponent after turning, this will allow aimed shooting at currently invisible opponent with single shot weapons
- allow suppression fire in Black state
- when deciding target to attack, prefer opponent that attacked me recently
Red AI: find advance spot:
- determine regular move spot first, search for advance spot only if regular move spot is valid
- use prone cover advance spot only when defending or there are friends nearby under attack or fresh corpses nearby
- use any cover advance spot only if there are friends nearby under attack or fresh corpses nearby
- crouch before ending turn
- rest when low on breath: turn to closest threat first
- disable seek/help when in building and seen enemy recently: check that we can attack enemy with current gun
Black AI:
- check if soldier can find better position before firing: check LOS only if we see enemy currently, otherwise find generally better position
- get closer to enemy before shooting: only if we see this enemy currently
FindBestNearbyCover:
- penalize location where soldier was attacked
- for DEFENSIVE, bonus 25% in buildings: only if soldier has sight cover at spot
CalcCoverValue:
- penalty to enemy position value if he cannot see my prone position
- bonus to my position value if I can see enemy prone position
SearchForItems:
- use min gun status 35 when searching for weapon if no weapon in hand
- don't search for guns when searching for ammo
- safety checks
Panic AI update:
- correctly determine movement mode
- when in black state, ignore panic trigger if we don't have enough AP to reach and activate it in one turn
- if red alert is raised, also check path for fresh corpses, abort moving to panic trigger if there's fresh corpse in the way
- сheck if enemy can attack soldier at spot when checking path for fresh corpses
r8136:
- Fix: Get Item assignement: if no valid gridno is found, let the game find one upon loading the sector instead of risking a wrong gridno assignment
- Fix: When dropping an item in strategic inventory, height values are not set
- Fix: When looking for a valid gridno to drop items t via strategic inventory, WORLD_ITEM_REACHABLE is not reliable, as updated map topology trumps this. Instead rely upon finding a valid gridno once the sector is entered.
- Fix: when searching for a new item dropoff gridno, search for new height too
- Fix: if items are spawned mid-air, the player cannot retrieve them
r7995:
- Bugfix: Reinforcements: Parts of roadblocks were resurrected after reinforcements death (by navaroe)
r8100:
Fix: sometimes items moved by the MOVEITEM assignment are left unreachable
r8050: When displaying a merc's maximum assignment points, factor in backgrounds values.
r7988:
- Bugfix - POWs' activity level being overwritten
- Feature - automatically bandage bleeding mercs on a PATIENT assignment
- Bugfix - mercs treated at facilities should not use mercs' medkits
- Bugfix for facility patients not detected as being in a facility
- Bugfix - iBurstAPCost was ignoring half of its calculation due to extraneous semicolon
- r7724 Bugfix: When using a vehicle to move to an enemy sector mercs will force exit the vehicle. In this case the team panel sort order was random depending on which merc was last selected. This problem occurred because the sort function for the squad was not called for this scenario. It is now called whenever a merc is added to a squad.
Because of this the call for the sort function was removed from function SetAssignmentForList(). We do not need to call it twice.
r8315:
- New command: On [Alt] + [N], all team members in the sector try to put on gas masks
- Fix: gasmask status was not always evaluated correctly
Thief will only steal money from sectors (no stealing random items), chance is 10% / item, so if there are 10 money items in sector, every hour thief can steal 1 of them in average.
Stealing money results in loyalty drop (if sector has loyalty).
If thief cannot find any money, he 'creates' random sum (average 100$), representing that he steals money from people's pockets.
This only possible in town sectors with loyalty, chance is loyalty/10, so with loyalty 100% thief can steal money roughly once in a day, no stealing if loyalty < 10 or town has no loyalty.
Note: there's only 50% chance of stealing attempt every hour for any stealing method.
Also changed chance to prevent stealing/drinking by snitch: leadership/2 + level*5 + 25*squadleader_num - 25*stealth_num
- reduced effective strength for door kicking by half
- failed kick will not damage lock
- failed kick has a chance to damage merc's agility
With this change, strong mercs can still smash some weak doors (wooden etc), especially with Martial Arts trait, but in general it is less effective than crowbar using and kick spamming doesn't work anymore.
Thief will only steal money from sectors (no stealing random items), chance is 10% / item, so if there are 10 money items in sector, every hour thief can steal 1 of them in average.
Stealing money results in loyalty drop (if sector has loyalty).
If thief cannot find any money, he 'creates' random sum (average 100$), representing that he steals money from people's pockets.
This only possible in town sectors with loyalty, chance is loyalty/10, so with loyalty 100% thief can steal money roughly once in a day, no stealing if loyalty < 10 or town has no loyalty.
Note: there's only 50% chance of stealing attempt every hour for any stealing method.
Also changed chance to prevent stealing/drinking by snitch: leadership/2 + level*5 + 25*squadleader_num - 25*stealth_num
That sounds very promising! While I added the 'merc steals items' part, I know that it can be rather annoying. And also somewhat odd - the merc goes to the trouble of taking stuff, and simply... keeps it?
This sounds very good - the behavior doesn't screw with our items, but would still be a pain (due to pissing of the population).
However... doesn't that open the exploit that you can send thiefs to towns without mines to 'milk' their population dry? San Mona, Omerta, Balime and whatever town whose mine runs out would be prime targets. Unless loyalty drops so low that I can't train militia anymore, why care? Even if you take volunteers into account, San Mona would still be viable. Then again, that would fit San Mona.
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.
That sounds very promising! While I added the 'merc steals items' part, I know that it can be rather annoying. And also somewhat odd - the merc goes to the trouble of taking stuff, and simply... keeps it?
This sounds very good - the behavior doesn't screw with our items, but would still be a pain (due to pissing of the population).
However... doesn't that open the exploit that you can send thiefs to towns without mines to 'milk' their population dry? San Mona, Omerta, Balime and whatever town whose mine runs out would be prime targets. Unless loyalty drops so low that I can't train militia anymore, why care? Even if you take volunteers into account, San Mona would still be viable. Then again, that would fit San Mona.
Other possible solutions:
- allow stealing only hidden items, including items with ownership, this would allow using thief to steal something valuable that player cannot or doesn't want to take directly - place thief in the sector and hope he will steal it sooner or later
- allow thief to not only create money, but also create random misc items, limited by what BR (or a merchant placed in the sector) sells, for example, representing that he can find something very well hidden by citizens, steal from merchants etc - this can make thief much more useful and interesting to play as he may suddenly provide you with a good scope early in the game or some camo kit and such
About money balance - 100$ / day in average means 3000$ / month, it's less than what one fight in Mona gives, so I don't think that someone will really exploit it this way, though this can even be interesting - international gang takes control over the country, demanding 'tax for protection' from each city :-)
Also, in stock 1.13 San Mona doesn't use loyalty, so creating money from thin air will not work there.
Also, to prevent exploit it should be possible to apply smaller global penalty after every succcessful 'stealing' attempt though I decided to wait for player's feedback on this change first.
As far as I know, there is no easy way to count alive neutral civilians in sector if it's not loaded, so I used loyalty as fast and self balancing check.
Update:
- stealing chance is 20% at night, 5% at day
- allow stealing hidden items of types IC_MISC, IC_MEDKIT, IC_KIT, IC_FACE
- global penalty for stealing something valuable ( value > 500$ )
- DeductPoints: apply background BG_PERC_REGEN_ENERGY only for gaining BP
- DetermineFlashbangEffect: face items with bright light bonus provide protection from blind effect
- walkman and item with hearing bonus provide protection from deafening
- AttemptToSmashDoor: damage agility if not successful, don't reduce lock status if not successful
- SMASH_DOOR_CHECK: reduce effective strength for skill check by half
- r8354 fix, r8351 fix
Cover operations, suspicion value:
- bonus if weapon raised
- bonus if covert soldier is spotting
- bonus if covert soldier is carrying item with sight bonus in main hand
- bonus if observing soldier sees more than one covert soldier
Is the source code on the main 1.13 SVN, or otherwise publicly available? I didn't see a branch for it on first glance.
The project is not finished so there's no publicly available svn.
If you want to play it, you need to download Ja2+AI.exe to your game folder and use it instead of official 1.13 ja2.exe
On using loyalty as a check whether civilians live in a sector - we have a tag for the civilian population in SectorNames.xml, but I'm not sure whether that is included in stable 2014.
Having more uses for thieves might be interesting. For example, we could have some Balime buildings staffed with private guards that are neutral but attack us once we steal pre-placed items in a house (or perhaps even break in? That might need a bit of code). Attacking them would cause a huge loyalty drop, so sneaky would be the way to go.
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.
Changes:
- use 3/4 effective strength for door kicking
- damage crowbar only after failed attempt
- reduced damage to crowbar, stress/2 percent chance to damage by 1 point
- TransformObject, DeductPoints: no BP cost for vehicles
- suppression tweaks
- unjam gun: lower chance to gain mechanics
- NCTH: iron sights bonus fix
- bullets: allow hit if target is not cowering
- fragments: allow to hit soldier in any stance
Smashing doors:
- damage health after unsuccessful kick (no more than 1 point of damage, chance depends on door strength)
AI morale:
- if closest enemy is too far for weapon and soldier has no prone cover - advance
- Interrupts (original system): raised weapon adds bonus/penalty depending on direction
- strategic movement: less strength bonus for carrying too much
- new option: IMPROVED_OCTH (enabled by default)
- turn off "realistic tracers", use REALISTIC_TRACERS only for visuals
- EXT_TOOLTIP_CTH: show OCTH tooltips (only for new OCTH calculation)
Attacks:
- allow shooting at seen this turn opponents
- lower suppression priority
Red AI:
- try to turn to closest possibly seen opponent
- turn to closest noise when under fire or at the start of the turn
- penalize watching if IIS enabled and no instant interrupts
Black AI:
- turn to closest unseen opponent before shooting
- disabled watch if IIS enabled
Can I get the ability to purchase real estate locations before opening up a local shop to sell to npc civilians? I will place the items I want to sell into my shop inventory via the strategic inventory screen. Purchase certain item ability via fortifications feature. (Want to sell porn magazines to the locals in San Mona? Pull up the fortifications menu and buy a magazine rack. Tattoos? Drugs? Liqour? Guns? Food? Clothes?)
Naming our shops
Customers per day are directly related to local population size.
We set the prices on items. Supply and demand markets for specific sectors.
Happens in real time (Based on population and local market demand, Every x hours We can see civilian npcs walking into shop maybe making a round through the room)
Security deterrents for thieves (Cameras, turrets, Armed guards, Mines, Dogs, bloodcats, zombies, whatever)
Can use bobby rays as a distributor but must carry bobby rays franchise logo and name and pay leasing every month to bobby ray's fat ass.
Shop Expansion
Ability to purchase repair shop to significantly increase repair speed. (If dedicated repair man is hired)
Vehicle to make deliveries (Must have telephone, dedicated delivery driver, and delivery truck purchased first)
Back Office for my employee Flo {Filing Cabinet and desk grants financial ability to see fancy charts and graphs and information via website feature)
In this video:
AI plays defensively, trying to ambush player instead of running to opponent and dying.
AI waits for the good possibility for attack, hiding somewhere and moving out of cover when it has a chance for attack.
If some friend has success, AI starts playing more aggressively and attacks.
AI tries to hide from opponent's sight.
AI tries to suppress known target for several turns even if it's invisible.
AI avoids fire and armed grenades.
Red locator shows armed grenade that will explode soon.
Improved OCTH - new movement penalty calculation.
Sector ambients feature - airport noise.
Improved suppression - soldiers with low morale are more vulnerable for suppression and recover slowly.
Is it possible to win the fight with this team and what strategy is optimal?
Messages:1533
Registered:January 2015 Location: Home Free
Is there a way to show the flash of a weapon when it fires? It would be helpful to the player to gauge where the hidden attacker is. Might look pretty cool too.
The game already takes care of muzzle flash when calculating visibility of shooters. If the mercs can't see the flash the player shouldn't be able to see it as well.
The game already takes care of muzzle flash when calculating visibility of shooters. If the mercs can't see the flash the player shouldn't be able to see it as well.
I think he was talking about creating light for a short period of time, similar to how tracer lights work.
Not sure how easy this would be to implement.
I think he was talking about creating light for a short period of time, similar to how tracer lights work.
Not sure how easy this would be to implement.
Sure, but this should only be a graphic effect if the mercs can already see the shooter. Otherwise it's a cheat.
So what we can see here:
- there's no difference in NCTH if you shoot standing or prone, if you don't use bipod
- Glock 17 is better than AK 74 at close and medium range (at medium range the aperture is bigger but Glock is much faster than AK so it will win when using the same APs for shooting)
- AK 74 is better than Glock 17 at 300m
- adding bipod to AK helps a bit but still no big difference
- adding 4x scope to AK changes everything, now you can hit things with about 50% chance at any distance to 300m
- adding 8x scope doesn't help much because of AIM_TOO_CLOSE_SCOPE penalty, this scope can be used at distance higher than usual visual range but it's still much better than iron sights
Messages:344
Registered:July 2006 Location: France
A small note : The aperture size doesn't reflect the weapon's accuracy (afaik). There is a dispersion dependent on it after the "aiming" dispersion. The AK-74 will shoot more precisely where it was pointed at compared to the handgun. It might influence mid and long distance shots.
Those tests reflect one problem i find with NCTH, as it focuses a lot on optics, and not that much on the shooter's dexterity. I'm not a sharpshooter or anything so i might have that wrong, but for me it's much more difficult to stay straight on target than using the sight precisely (it is still difficult especially with iron sights but it's not the most important factor). In fact, using a bipod of something to mount the weapon on is much more helpful for quick and accurate shooting. By the way, it's actually quite hard to align a scope (or binoculars) to a specific point, the more powerful the scope, the less easy it is to find your target, stay on it and not vomit.
All that said, I admit JA2' scale is very compact, and when we are shooting at 10 tiles, it's supposed to be 100m. 30 tiles, 300m. I suppose scopes become much more important the farther you shoot, but still, if you struggle staying straight on target at 10m or 20m, it must be even worse at 300m.
NCTH is based mostly on experience for base accuracy and marksmanship + dexterity for aiming. At least that is how it is in default 1.13. Marksmanship is supposed to represent a shooters ability to align the sights to the target.
The SCOPE_EFFECTIVENESS_ options were introduced to simulate that not everyone is trained in using scopes. Those who are not will not benefit much from a scope. I don't know if this functionality was imported into the experimental build.
A small note : The aperture size doesn't reflect the weapon's accuracy (afaik). There is a dispersion dependent on it after the "aiming" dispersion. The AK-74 will shoot more precisely where it was pointed at compared to the handgun. It might influence mid and long distance shots.
The aperture that you see includes all modifiers - iron sights bonus, laser bonus and accuracy, the only thing that is not shown in 7609 is movement offset.
Quote:
Those tests reflect one problem i find with NCTH, as it focuses a lot on optics, and not that much on the shooter's dexterity. I'm not a sharpshooter or anything so i might have that wrong, but for me it's much more difficult to stay straight on target than using the sight precisely (it is still difficult especially with iron sights but it's not the most important factor). In fact, using a bipod of something to mount the weapon on is much more helpful for quick and accurate shooting. By the way, it's actually quite hard to align a scope (or binoculars) to a specific point, the more powerful the scope, the less easy it is to find your target, stay on it and not vomit.
Yes it's a well known problem - scopes are more powerful in NCTH than most other factors, AIM_TOO_CLOSE_SCOPE tries to compensate that on close distance, also SCOPE_EFFECTIVENESS modifiers make scopes less effective for shooters with low stats.
Quote:
All that said, I admit JA2' scale is very compact, and when we are shooting at 10 tiles, it's supposed to be 100m. 30 tiles, 300m. I suppose scopes become much more important the farther you shoot, but still, if you struggle staying straight on target at 10m or 20m, it must be even worse at 300m.
I would say that Ja2 scale is not linear - 10 tiles is actually like 25m (distance for pistol shot, grenade throw or number of tiles a soldier can move and attack with HTH in one turn), and 30 tiles is maximum vision distance which may be taken realistically as 300m.
NCTH is based mostly on experience for base accuracy and marksmanship + dexterity for aiming. At least that is how it is in default 1.13. Marksmanship is supposed to represent a shooters ability to align the sights to the target.
I understand the idea but I prefer the NCTH to work more like OCTH - when marksmanship is the main skill for shooting, less for base aperture and much more for aiming.
Quote:
The SCOPE_EFFECTIVENESS_ options were introduced to simulate that not everyone is trained in using scopes. Those who are not will not benefit much from a scope. I don't know if this functionality was imported into the experimental build.
SCOPE_EFFECTIVENESS option is a part of 7609 NCTH code so it's used in Ja2+AI without changes.
This is NCTH balance that I prefer in my games:
- pistols are effective at 100m, giving at least 50% CTH
- AK-74 and other rifles with iron sights are effective at 200m and even at 300m can provide CTH about 25-30%
- scopes don't have big penalties at close range and don't become too powerful at medium distance, instead they extend the effective range of shooter
- even with a good rifle and scope 100% CTH at the head is not possible at any distance
Messages:344
Registered:July 2006 Location: France
sevenfm wrote on Thu, 09 February 2017 17:52
grim wrote on Thu, 09 February 2017 20:20
A small note : The aperture size doesn't reflect the weapon's accuracy (afaik). There is a dispersion dependent on it after the "aiming" dispersion. The AK-74 will shoot more precisely where it was pointed at compared to the handgun. It might influence mid and long distance shots.
The aperture that you see includes all modifiers - iron sights bonus, laser bonus and accuracy, the only thing that is not shown in 7609 is movement offset.
I don't know if the current NCTH reflects that initial thinking, but i based my small input on that thread, scroll down to "Bullet Deviation".
Once again, it's just a tiny note, i don't want to nitpick.
I don't know if the current NCTH reflects that initial thinking, but i based my small input on that thread, scroll down to "Bullet Deviation".
Once again, it's just a tiny note, i don't want to nitpick.
Bullet deviation is included in NCTH cursor code, see
Iterface.cpp, DrawCTHIndicator():
/////////////////////////////////////////////
// Factor in Gun Accuracy.
INT16 sAccuracy = GetGunAccuracy( &(pSoldier->inv[ pSoldier->ubAttackingHand ]) );
sAccuracy = __max(0, sAccuracy);
sAccuracy = __min(100, sAccuracy);
FLOAT iBulletDev = (gGameCTHConstants.MAX_BULLET_DEV * (100-sAccuracy)) / 100;
if( gGameCTHConstants.RANGE_EFFECTS_DEV == TRUE )
iBulletDev *= iRangeRatio;
iBulletDev *= iDistanceRatio;
// Since bullet dev is only affected by distance, we add it last as a flat modifier.
iBasicAperture += iBulletDev;
iDistanceAperture += iBulletDev;
iAperture += iBulletDev;
Don't know when this code was added, but that article by Headrock is very old, before 4870 release.
In this video:
- reduced max bullet deviation for OCTH results in better suppression
- improved friendly fire: cannot hit prone or cowering soldiers, AI cannot hit friend if he is at lower stance (standing soldier can hit only standing friend, crouched can hit only crouched or standing friend etc)
- enemy hides effectively, decides better position before firing
- enemy shoots for suppression (and any not prone merc has a chance to be hit by stray bullet)
- enemy will move from his position at least one tile if he was hit last turn (this removes 'same target' bonus for shooter, also AI leaves bad position)
- SDO weapon balance: m1 carbine needs 3-4 hits in the torso with AP ammo, shotgun needs 1-2 hits
- AI effectively avoids fire and delayed grenades
- effective tactical solution: one merc shoots for suppression every turn, keeping enemy cowering, second merc gets closer and shoots from point blank range at helpless opponent (suppression fire reduces morale each time so soldier becomes more vulnerable for suppression)
- if there are targets that AI soldier can see after turning but haven't seen them this turn, he will try to turn first before shooting, this allows him to chose best target for attack this turn, this also sometimes prevents situation when AI ignores dangerous opponents in Black state because of tunnel vision
- AI effectively fights in buildings, hiding and waiting for opportunity for good shot
Looks like this approach (from small building to the SE) is more effective, though I had to abandon assault because of high casualties.
- remove options: IMPROVED_AIMING_LEVELS, FULL_PATHING, SAFE_SUPPRESSION
- OCTH: limit aiming levels depending on shock
- spotting or watching soldier cannot interrupt
- disable delayed explosions on roof
- Red AI: if soldier is moving to climb, check if he can climb another building
- suppression: zero AP fix
- OCTH: min CTH when shooting at visible solder at torso or legs - 1%
- OCTH: square scope movement penalty, reduce percent penalty only to 50% at close range
- covert: fix suspicion counter bug
- badass animation fix
- AI: always check suppression direction
- AI: better friendly fire checks (don't allow or limit autofire if not safe direction, new friendly fire avoidance check)
- CalcBestShot: take into account friendly fire
Not sure of you noticed, but in ~r8382 I did a bit of delayed explosion things. Perhaps this might whatever issue you might have.
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.
Not sure of you noticed, but in ~r8382 I did a bit of delayed explosion things. Perhaps this might whatever issue you might have.
Thank you, I've seen it but it doesn't help. Last time I tested the delayed explosion was created at ground level instead of roof so I just disabled it until I will have time to debug it more.
I don't use your custom drawing functions but instead a code based on HandleMultiPurposeLocator() which has all needed level calculations, so it's seems it's not the wrong display but the delayed explosion that was created on wrong level.
"To use new sector ambients, enable option ENABLE_SSH." Could you help mi a little and tell where this option exactly is? I'm not very familiar with 1.13 mod, so probably that's why i just can't find it or I just don't see something. Thanks in advance.
"To use new sector ambients, enable option ENABLE_SSH." Could you help mi a little and tell where this option exactly is? I'm not very familiar with 1.13 mod, so probably that's why i just can't find it or I just don't see something. Thanks in advance.
All new options are in new [Extended Options] section of ja2_options.ini
Changes:
- r8391 fix
- r8395 Fix
- FireFragments: even if explosive item is not directional, use vertical distribution if specified in Explosives.xml
- don't show noise locator for invisible voice noise
- need more loud noise to show locator
Inventory Choosing:
- choose NVGs more often for elite soldiers
- choose attachments/scopes more often
- put gasmask to inventory instead of face slot
Improved OCTH:
- disable sight range reduction for snipers
- use sniper trait for calculating aiming bonus only when using sniper rifle, rifle or assault rifle
- gradient penalty when shooting beyond sight range
AI:
- smoked locations are less attractive for AI
- CalcCoverValue: take into account friendly fire chance
- Red AI: allow going prone only if soldier can be seen or is under fire
- AI morale: suppression shock can reduce AI morale
- CalcBestShot: no suppression for dying targets, no suppression for vehicles
- Red AI: disable sight cover advance spot, prone cover advance spot
- Black AI: disable prone cover advance spot
- DetermineMovementMode: use running for taking cover when not under attack
- CalcMorale: don't limit AI morale for SEEKENEMY and soldiers without weapons
- Black AI: new decision "change position"
- CalcCoverValue: don't advance when changing position, don't add bonus/penalty when changing position
- FindBestNearbyCover: added support for "change position" decision
- change position restrictions: any cover at spot, at least DAY_VISION_RANGE / 2 to closest enemy, no water or smoke
- DetermineMovementMode: don't use running for taking cover when in a room
- Black AI: allow changing position depending on number of friends nearby
- FindBestNearbyCover: improved can see enemy check
- Change Position decision: skip positions with more friends than at previous spot
- allow shooting at heard enemies if they haven't moved since last turn
- don't allow prone shooting when turning
- allow shooting in Red AI for all soldiers
- medics should check for safe location when moving and healing
- only allow going prone when shooting if not turning
Changes:
- r8397 fix: game info display showed incorrect levels for BR
- moved distance/shock aiming level limits to dynamic aiming part
- r1587 VR: fixed loading screens wonky behaviour and incorrect resolution detection - if loading screen in specific resolution is not found, first fallback to lower resolution, before falling back to LS_DayGeneric (by anv)
- tunnel vision fix: apply scout TUNNEL_VISION_REDUCED_WITH_BINOCULARS only for activated binocs
- scout vision bonus fix: apply SIGHT_RANGE_INCREASED_WITH_BINOCULARS bonus only for activated binocs, only day/bright light
Hi sevenfm, I've rediscovered JA2 thanks to 1.13 and was messing with mods, but now I want to make clean install of 1.13 with your "Stable 7609+AI (r415 29.04.2017)". Got few questions:
- Before new fresh JA2 installation and patch to 7609 - Is just deleting old JA2 folder enough or I need to search/clean windows registry to avoid possible conflicts? Any .ini changes are required or just copy/paste and run your .exe?
- could you please help with installation of ambient and improved weapon sounds - where to copy them and what if any .ini changes are needed?
Hi sevenfm, I've rediscovered JA2 thanks to 1.13 and was messing with mods, but now I want to make clean install of 1.13 with your "Stable 7609+AI (r415 29.04.2017)". Got few questions:
- Before new fresh JA2 installation and patch to 7609 - Is just deleting old JA2 folder enough or I need to search/clean windows registry to avoid possible conflicts? Any .ini changes are required or just copy/paste and run your .exe?
- could you please help with installation of ambient and improved weapon sounds - where to copy them and what if any .ini changes are needed?
Thank you!
Jagged Alliance 2 doesn't use or need any registry entries, you can use it as portable installation as far as I know - for example make several copies on your hdd with different mods.
To use Ja2+AI, you need:
1. Make a clean install of Ja2 (or make a copy of clean Ja2).
2. Install 7609 release (if you use official release, install 7435 first then patch to 7609).
3. Download actual Ja2+AI.exe and copy into your Ja2 7609 folder.
4. Run Ja2+AI.exe instead of Ja2.exe
To use improved weapon sounds, download archive and unpack into Data-1.13/Sounds folder (check that files and subfolders match as improved sounds simply replace existing 1.13 sounds).