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Re: Sevenfm's modpack[message #362886 is a reply to message #362885]
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Tue, 13 April 2021 19:55 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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gougluinn wrote on Tue, 13 April 2021 21:53[Recruitment Settings] ????
Yes, use the section's name from Data-1.13\Ja2_Options.ini as a reference.
[Updated on: Tue, 13 April 2021 19:55]
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Re: Sevenfm's modpack[message #362899 is a reply to message #362897]
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Thu, 15 April 2021 16:04 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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gougluinn |
![](/images/avatars/Haywire.jpg) ![](/images/ranks/master_sergeant.png) |
Messages:383
Registered:September 2018 |
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sevenfm wrote on Thu, 15 April 2021 06:04gougluinn wrote on Thu, 15 April 2021 00:51looks like your AI troops have a lot more AP than vanilla one because even the shitty ones in the first city shoots me at least 6 or 7 times and kill everytime though.
Shooting code is the same as in stock 1.13, there is no AP bonus apart from regular one in ini settings. Your experience may depend on mod you are using and difficulty level.
this must smth to do with urban chaos then because i dont remember anyone fired at least 6 times at me in vanilla 1.13. i've completed a playthrough with last unstable ver. in last summer. and that game was expert while this is experienced.
sevenfm wrote on Thu, 15 April 2021 06:04gougluinn wrote on Thu, 15 April 2021 00:51playing experienced but can not pass even the first city lol.
You need to adapt your tactics, after that it's not that difficult.
it is because first city with shitty ranged weapons. in vanilla 1.13 i overcame this with silent machete night ops. i mean with guns in day or night i can not kill them without wounded badly because in 1.13 they try to encircle you. i have only raven with mark. value over 90.
i'd like to watch if you know some youtube videos which includes nice 1.13 tactics.
sevenfm wrote on Thu, 15 April 2021 06:04gougluinn wrote on Thu, 15 April 2021 00:51also do they've gps or radio because lots of soldiers gather around the dead one who is killed silently.
If enemy sees fresh corpse when no alert is raised, nearby soldiers will try to find killer, so they will move around and search some spots.
Apart from that, there is no special code for killed soldiers.
i didnt like this because it ruined my silent/night attack/machete/real time mode strategy. they are hanging and running around the dead body like crazy lol. i mean if we had a chance to hide body then it is ok but we dont have.
maybe you or flugente want to add "hide dead bodies" feature in future huh?
[Updated on: Thu, 15 April 2021 16:08] Report message to a moderator
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Master Sergeant
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Re: Sevenfm's modpack[message #363058 is a reply to message #363057]
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Fri, 30 April 2021 22:16 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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LatZee |
![](http://thepit.ja-galaxy-forum.com/images/avatars/Raffi.jpg) ![](/images/ranks/staff_sergeant.png) |
Messages:187
Registered:December 2015 |
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Seven has been experimenting with binoculars lately, so they work a bit differently in +AI, that's not UC thing. First, you have to actually raise binoculars to use them (like raising a weapon, so L), which is not a new thing in +AI, but nowadays they will just provide limited vision around the place you focused your binoculars onto (so, the tile your cursor was over when you pressed L, or gave him spotter assignment). That's about the limit of my knowledge about it, so if there is something more, Seven will have to provide details himself
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Staff Sergeant
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Re: Sevenfm's modpack[message #363073 is a reply to message #363072]
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Sat, 01 May 2021 18:13 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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Deleted. |
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Messages:2656
Registered:December 2012 Location: Russian Federation |
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gougluinn wrote on Sat, 01 May 2021 20:09i see. btw i tested sneak killing 5 times. i put my merc right behind of enemy in real time sneaking and tried to cut his throat with machete. 4 of 5 times enemy turned back and killed my merc before that. but..
i killed him 5/5 times if i enter turn base right before killing him. i dont know it has something to do with your AI or UC mod or simply vanilla 1.13.
I think it's just the way interrupts work, they are calculated differently in realtime and turnbased.
Also check r2080, it changes code so that target will not turn to hth/melee attacker in realtime unless target is under attack or can see the attacker.
r2081 prevents target from turning in turnbased if attacker is covert and target is not alerted.
In stock 1.13, enemy will only turn to attacker if he was seen or heard in last 3 turns.
[Updated on: Sat, 01 May 2021 20:48]
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