Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #350857 is a reply to message #350853] Mon, 04 September 2017 21:28 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
sevenfm, did You receive the e-mail with link to save game?

I have no mods installed. JA 2 1.13, 7609, the en+AI exe. I have modifiend files thus:

Ja2.ini:
Toggle Spoiler


Files modified in Data-1.13:

-r--r--r-- 1 taleman taleman  21K elo   19 21:02 CTHConstants.ini
-r--r--r-- 1 taleman taleman 225K elo   12 10:22 Ja2_Options.INI
-r--r--r-- 1 taleman taleman  34K helmi 15  2016 Skills_Settings.INI


CTHConstants.ini is copied from You. Skills_Settings.INI has this change:
Quote:

< RADIO_OPERATOR_ARTILLERY = TRUE
---
> RADIO_OPERATOR_ARTILLERY = FALSE


Diff for Ja2_Options.INI:
Toggle Spoiler


I believe that is all modifications.

I play with dual displays, but the HDMI display is only for sounds, I play fullscreen on the VGA display. I just tried with turning off the HDMI display and starting ja2 without my startup script. Same thing happens, game exits fullscreen and shows game in window that is totally black. Game is stuck, nothing happens and nothing is heard. I have to kill the .exe with -TERM. Stack_trace is generated, I posted that previously.

Also, now that I started games it shows on the Sirtech -screen "ERROR_REPORT.iniErrorMessages.txt has been created. Please review its content." But no such file can be found.
Re: Experimental Project 7[message #350858 is a reply to message #350857] Mon, 04 September 2017 21:41 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
@Taleman
Yes I received your email with save, thank you. Will take a look soon.



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Re: Experimental Project 7[message #350859 is a reply to message #350537] Mon, 04 September 2017 23:14 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Quote:
Also, this change will not fix the crash because distance is only half of day vision range so at day your mercs will see enemy, also if there are not enough edgepoints to place reinforcements, they will appear anywhere regardless if there are mercs close or not.




Quote:
It will help. Even with half vision distance there will many times be obstructions in the way to block LOS.

As for saves -- it is an old vanilla fault: crashes when Player Mercs see enemy spawning. Next time it happens to me I'll send you a save.


I haven't experienced a crash since you've instituted this change, and I've had several instances where my Mercs have immediately seen spawning enemy.




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Re: Experimental Project 7[message #350879 is a reply to message #350859] Wed, 06 September 2017 15:07 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Ja2+fix update:

This version includes some fixes and also small AI improvements.
It may be interesting for those who wants to play with default simple and aggressive 1.13 AI but with some fixes.
Also AI ignoring dying mercs and no instant death should be good for ironman style playing.
New zombie AI should be more aggressive and effective than stock 1.13 zombie AI.
Also AI should work faster with this version.

Known bugs:

Bloodcat ambush - possible game freeze/crash.
LBE: missing items in backpacks, lost items when using "move item" assignment, inaccessible items.
In German version - crash on IMP creation.

To avoid bugs:
- don't put filled LBE into another LBE
- don't put filled LBE into vehicle inventory
- don't use "move item" assignment
- always load tactical sector before using strategic inventory

Important information:

Ja2+fix.exe is unoffical patched version of stable 7609 release.
If you find any bug or have a question, don't post in official 1.13 threads, use this thread instead.
This version is not well tested, use it at your own risk.

Installation:

1. Install original Jagged Alliance 2 (no mods, no Wildfire).
Note: don't install into Program Files or any system protected folder.

2. Download and install stable 7609 release (first install 7435 then patch it to 7609): link

3. Download and install any mods for 7609.

4. Download Ja2+fix.exe for your language version, copy into game folder and use instead of original Ja2.exe

5. Optionally, use registry patch or DLL patch if you are using Windows 8+: link

Changes:

- Build 17.09.06

- sometimes AI will incorrectly calculate APs needed for attack, allow him to shoot anyway and go into negative APs
- Path AI: skip deep water if not in deep water already
- player mercs should not die instantly
- covert: distance check to corpse depends on ubAIWarningValue
- uncover spy when seen in combat close to a soldier or near enemy
- AI will ignore dying player mercs
- NCTH fix: initialize fBuckshot
- AICalcChanceToHitGun: return 1 to allow AI shoot when using NCTH

DetermineMovementMode:
- zombies always run if they know enemy location
- crouched movement mode when taking cover
- NewDest: always use DetermineMovementMode

ClosestReachableDisturbance:
- ignore empty vehicles
- if soldier is zombie and he cannot climb, skip location

CalcMorale:
- zombies always hide
- if soldier has no weapons, instead of leaving sector, try to attack with hands/knife
- neutrals always have low AI morale even if they have weapons (so they run from enemy)
- advance if last attack was successful
- set min limit as MORALE_WORRIED
- no penalty for DEFENSIVE

RoamingRange:
- for zombies, allow max range

AI:
- cautious approach: check LOS at current spot, check distance to enemy
- new zombie AI

FindBestNearbyCover:
- ignore empty vehicles

ClosestReachableFriendInTrouble: allow help if:
- if this friend is under fire and called for help
- if friend has more recently seen opponents than friends nearby

- RangeChangeDesire: no penalty for defensive
- Main Red AI: no helping in combat
- Black AI: new code for advancing to firing range

- removed yellow flanking
- no cover checks in realtime
- FindBestNearbyCover: no cover for tanks

- allow AI to always reload
- allow random hits on standing and crouching not cowering soldiers
- no friendly fire for AI
- use SOLDIER_SKIP_COVER_CHECK
- added NCTH movement penalty

[Updated on: Wed, 06 September 2017 15:14]




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Re: Experimental Project 7[message #350881 is a reply to message #350879] Wed, 06 September 2017 17:06 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Continuing previous message: I continued with ja2-7607.exe from the save, this time no crash and I saved when enemy and militia had played their turn.

Then switching to ja2_7609en+AI_ .exe: no crash, and I could continue until the sector was cleared from enemies. No idea what causes the crash, but this way I could circumvent the bug.
Re: Experimental Project 7[message #350894 is a reply to message #350881] Thu, 07 September 2017 19:37 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Still continuing my crashing game story.

Now I tested with ja2_7609en+AI_r421.exe. The game does not crash with this exe.



    ja2_7609en+AI_r421.exe No Crash
    ja2_7609en+AI_r460.exe No Crash
    ja2_7609en+AI_r472.exe Crash
    ja2_7609en+AI_r473.exe Crash
    ja2_7609en+AI_r485.exe Crash

Sorry, I do not have all old exes on my computer. Perhaps this helps to find the cause of the crash?
Re: Experimental Project 7[message #350895 is a reply to message #350894] Thu, 07 September 2017 21:05 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Thu, 07 September 2017 21:37
Still continuing my crashing game story.
Now I tested with ja2_7609en+AI_r421.exe. The game does not crash with this exe.

ja2_7609en+AI_r421.exe No Crash
ja2_7609en+AI_r460.exe No Crash
ja2_7609en+AI_r472.exe Crash
ja2_7609en+AI_r473.exe Crash
ja2_7609en+AI_r485.exe Crash[/list]

Sorry, I do not have all old exes on my computer. Perhaps this helps to find the cause of the crash?

It will definitely help, thank you!



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Re: Experimental Project 7[message #350913 is a reply to message #350895] Sat, 09 September 2017 18:22 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
I'm playing ja2_7609en+AI_r497.exe. I have to say the AI is very good. I am tempted to suggest no more improvements, otherwise winning the game becomes too hard.

Battle in G6, Mountain, Road. Opposition was 8 redshirts, two of which were snipers with 10x scopes. It was pretty hard to survive, these snipers kept turning and looking around so I could not get near with my mercs with 4x or 2x scopes. Luckily Ira with good binoculars could scout so I sometimes avoided getting shot.

But I have questions:

- are the enemies using camo? They lie prone in an empty area, on a green tile and are surrounded by green when I check the merc cover view. I had to get to 17 tiles distance before I could see the enemy. Or is the cover view buggy? Anyway it does not seem reliable.
- How come my mercs can not hide as well as the enemy? My mercs had 15 % or 20 % camo, does it have to be near 100 % to have an effect?
- Is there a way to see which trees or boulders provide effective cover from being shot? Seems a place that looks like a safe spot is not, and I get shot there. Now I could guess approximate location of enemy and tried to place a boulder between, but this seems to sometimes work and sometimes not.

Nice game you all have made, thanks.
Re: Experimental Project 7[message #350915 is a reply to message #350913] Sat, 09 September 2017 19:18 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Quote:
- are the enemies using camo? They lie prone in an empty area, on a green tile and are surrounded by green when I check the merc cover view. I had to get to 17 tiles distance before I could see the enemy. Or is the cover view buggy? Anyway it does not seem reliable.
- How come my mercs can not hide as well as the enemy?


I was frustrated about this too. However, the situation is that the AI is more conscious of actual cover than the Player. To level the playing field in this regard it is vitally important to use the the cover display hotkeys, END & DELETE (and the + & - keys to increase or decrease the range of information). Using only what you see in a normal Tactical screen is deceptive. Once I started using these hotkeys the situation became much more balanced. It is also important to use the fire and move tactic, as the AI can keep track of unseen positions where shots are being fired from better than the Player.

Sevenfm's AI improvements make it necessary to use better tactics. Be aware that the AI will flank you. So you have to outflank the AI. One tactic I use is to have my sniper on the flank, and pre-occupy the AI with concentrated fire from the center or other flank. That puts my sniper in the position to see the enemy advancing toward the concentrated fire and pick the enemy off.

Sevenfm's AI improvements, I think, make every battle more interesting and thought-provoking. I also think the improvements make excellent training in battle tactics for the Player. Battling Sevenfm's enhanced AI is like playing against an expert battle tactician -- it's not easy, and that makes it all the more enjoyable for me.

However, I feel your pain. I do curse the enemy a lot during play!

Oh, and sometimes you have to retreat . . . not every battle can be won.

[Updated on: Sat, 09 September 2017 19:19]





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Re: Experimental Project 7[message #350916 is a reply to message #350913] Sat, 09 September 2017 20:31 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Sat, 09 September 2017 20:22
I'm playing ja2_7609en+AI_r497.exe. I have to say the AI is very good. I am tempted to suggest no more improvements, otherwise winning the game becomes too hard.

The game is probably best played at Experienced level, even Expert is hard without cheating or using exploits.
From my point of view, the AI is definitely more effective than original, but it's still far from what I want to see in the game :-) I want to make even battles with equal numbers challenging, though it will require more work.

Quote:
Battle in G6, Mountain, Road. Opposition was 8 redshirts, two of which were snipers with 10x scopes. It was pretty hard to survive, these snipers kept turning and looking around so I could not get near with my mercs with 4x or 2x scopes. Luckily Ira with good binoculars could scout so I sometimes avoided getting shot.

It looks not much as AI but the balance issue. Scopes are very powerful, so you need to find good scopes as soon as possible, at least for your snipers. If enemy has 10x scope, the game progress is probably high, or maybe you decided to play with quick item progression? Also using binocs to scout area is a good idea.
I think 10x sniper scopes should have a high coolness value so I would expect elites using them and not redshirts and definitely not early in the game. I made a change in Ja2+AI for enemy to have scopes more often as later in the game AI without scopes is helpless against player who usually quickly equips his mercs with best weapons/attachments available, but AI should not have anything better than allowed by current progress/item coolness.

Quote:
But I have questions:

- are the enemies using camo? They lie prone in an empty area, on a green tile and are surrounded by green when I check the merc cover view. I had to get to 17 tiles distance before I could see the enemy. Or is the cover view buggy? Anyway it does not seem reliable.

Yes, they use came, just like player. My idea is that anything that player can use the AI should use too (except save/loading abuse maybe). If AI soldier is created with a camo kit, he will have 65+ camo level, depending on CAMO_KIT_USABLE_AREA value and some randomness(and he will be shown with palette camo).
Compared to stock 1.13, in Ja2+AI enemy will have camo more often, but it's the same game mechanics that player can use. Also if you remove camo kits from enemy item choices xml, you will see no camo enemies in the game except maybe preplaced enemies with custom equipment on maps.

Quote:
- How come my mercs can not hide as well as the enemy? My mercs had 15 % or 20 % camo, does it have to be near 100 % to have an effect?

20% camo is very low level, you need something like 80+ to be able to hide well.
By default COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50, so with 100% camo you should expect 50% reduction in visual range when you soldier can be seen. 20% camo will only mean a few tiles. Also remember than lasers can reduce camo, and your merc will be seen better if he moves a lot or carries to much equipment.
You also need to take into account the terrain - wood camo will not work on roads or roofs etc.

Quote:
- Is there a way to see which trees or boulders provide effective cover from being shot? Seems a place that looks like a safe spot is not, and I get shot there. Now I could guess approximate location of enemy and tried to place a boulder between, but this seems to sometimes work and sometimes not.

Cover from being shot and cover from visual sight are a different things - you can hide very will behind some grass but it will not stop the bullet.
I think the problem with AI higher effectiveness in hiding is that player can only see cover from the opponents he sees currently and AI takes into account all opponents including those he only heard 3 turns ago (but his knowledge may become outdated).
Usually hiding directly behind some dense object that covers you from the same direction as direction to enemy works well (and AI uses this behavior very often - even if he has no perfect cover from all known enemies, he will try behind tree or fence or furniture just to have something behind him and opponent).

Also it may be good to stop usual playing patterns and use new tactical solution, for example, if there is sniper and you known his approximate location - throw some smoke behind you and him, and only then change position.
Or you can attract enemy attention with a shot and then try to flank him while he looks in your old direction.
Also it's a good rule to always change location after shooting when enemy has snipers - just rolling one tile should be enough, as AI will usually try to shoot at your old location where your merc was heard.
And if you can see the red locator when invisible enemy shoots on his turn - remember where it was and shoot with your sniper or machinegunner at this spot - you have some chance to hit him or at least suppress him.

Quote:
Nice game you all have made, thanks.

Thank you, have fun playing!



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #350917 is a reply to message #350915] Sat, 09 September 2017 20:40 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
edmortimer wrote on Sat, 09 September 2017 21:18
I was frustrated about this too. However, the situation is that the AI is more conscious of actual cover than the Player. To level the playing field in this regard it is vitally important to use the the cover display hotkeys, END & DELETE (and the + & - keys to increase or decrease the range of information). Using only what you see in a normal Tactical screen is deceptive. Once I started using these hotkeys the situation became much more balanced. It is also important to use the fire and move tactic, as the AI can keep track of unseen positions where shots are being fired from better than the Player.

I agree with that, if you look at my demo videos you can see that nearly every turn I enable sight cover for a few seconds to see where is the best position for my merc. It's very convenient if your mouse has additional buttons that are used in Ja2+AI to show cover/sight just like DEL and END keys.

Quote:
Sevenfm's AI improvements make it necessary to use better tactics. Be aware that the AI will flank you. So you have to outflank the AI. One tactic I use is to have my sniper on the flank, and pre-occupy the AI with concentrated fire from the center or other flank. That puts my sniper in the position to see the enemy advancing toward the concentrated fire and pick the enemy off.

Some players say that enemy flanking makes game sometimes easier as you can guess where enemy will try to flank you and make ambush, preferrably with a silenced weapons, and hide corpse so other AI soldier will not try to avoid this path.

Quote:
Sevenfm's AI improvements, I think, make every battle more interesting and thought-provoking. I also think the improvements make excellent training in battle tactics for the Player. Battling Sevenfm's enhanced AI is like playing against an expert battle tactician -- it's not easy, and that makes it all the more enjoyable for me.

The effectiveness of AI is very far from a good player currently, but still requires at least preparing some battle plan, analyzing terraing and thinking tactically. Just taking stationary defensive position doesn't work well.

As for unusual tactics agains snipers or flankers - you can throw some molotovs or incendiary grenades at supposed enemy locations or possible flanking paths, and since the fire spreads on grass, in next turns the enemy will have to change position or stop flanking.

[Updated on: Sat, 09 September 2017 20:41]




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Re: Experimental Project 7[message #350919 is a reply to message #350916] Sat, 09 September 2017 21:39 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Quote:
I think 10x sniper scopes should have a high coolness value so I would expect elites using them and not redshirts


You can also eliminate the 10x scope from Regulars (Red Shirts) and Admins (Yellow Shirts (White Shirts in AV)) by modifying ItemChoices_Enemy_Regular.XML and ItemChoices_Enemy_Admin.XML so only Elites have them. That is what I've done in AV.




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Re: Experimental Project 7[message #350922 is a reply to message #350917] Sun, 10 September 2017 01:22 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Quote:
Quote:
Sevenfm's AI improvements, I think, make every battle more interesting and thought-provoking. I also think the improvements make excellent training in battle tactics for the Player. Battling Sevenfm's enhanced AI is like playing against an expert battle tactician -- it's not easy, and that makes it all the more enjoyable for me.



The effectiveness of AI is very far from a good player currently, but still requires at least preparing some battle plan, analyzing terrain and thinking tactically. Just taking stationary defensive position doesn't work well.


OK, perhaps I waxed too poetically on the abilities of the AI, but it is a welcome change from vanilla tactics.




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Re: Experimental Project 7[message #350926 is a reply to message #332214] Sun, 10 September 2017 13:51 Go to previous messageGo to next message
oneperson

 
Messages:9
Registered:August 2017
@sevenfm My save game using Ncth i want to edit my NCTH using your NCTH setting.

Do i have to restart a new game after editing?
Re: Experimental Project 7[message #350927 is a reply to message #350926] Sun, 10 September 2017 14:21 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
oneperson wrote on Sun, 10 September 2017 15:51
@sevenfm My save game using Ncth i want to edit my NCTH using your NCTH setting.

Do i have to restart a new game after editing?


You can edit CTHConstants.ini any time and don't need a new game.
Please write your feedback on NCTH settings when you play for some time.



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Re: Experimental Project 7[message #350943 is a reply to message #332214] Mon, 11 September 2017 21:08 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Playing wine ja2_7609en+AI_r497.exe

Some question / observations:


  • Militia threw a break light at 15:54 o'clock. It was daylight. Accurate throw, but exploding grenade would have been more useful.
  • Militia picked up commando mortar. Is there any way to get it back? I ran out of shells, so I left it on the ground until I had shells.
  • Seems it is not possible for a merc to bandage militia. I was trying to save him, had to use smoke to cover him instead. Luckily he was alive at end of battle.
  • I was trying to command that bleeding militia to retreat or come to me, but as he was inside smoke the game told "Can not see this person". I had to be next to him to issue command.
  • Is enemy now able to bandage? Looked like one enemy did that. If that is the case my tactic of waiting until enemy bleeds to death or flees no longer works.
  • I have a bunch of mercs in San Mona C5 with Gasket and my IMP merc both doing repairs. Nothing happens, stuff is not getting repeired. Gasket has been repairing two days.
  • I tried camo kit on Tex. The game kept saying "Heh?". On another merc camo kit worked. Does Tex have permanent face camo? If so, could the error popup be made clearer about what is going on.
  • I looked at militia equipment, several of them had sniper rifles with 10x scope. My mercs have none so far. It is annoying to win over enemies who do have sniper rifles, but they swallow the rifle with their last gasp. I know I can set that drop all stuff in .INI, but then there is loads loot to get rid of. Perhaps some increased chance to get loot if it is better than my mercs currently have would be popular?
Re: Experimental Project 7[message #350944 is a reply to message #350943] Mon, 11 September 2017 22:08 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Mon, 11 September 2017 23:08
Militia threw a break light at 15:54 o'clock. It was daylight. Accurate throw, but exploding grenade would have been more useful.

This should not happen, need to check code.

Quote:
Militia picked up commando mortar. Is there any way to get it back? I ran out of shells, so I left it on the ground until I had shells.

You can try command from sector menu that forces militia to drop equipped weapons.
Can't say if it will drop mortar after battle but I think it should be dropped when militia soldier is killed.
You can also move all items in the sector using Shift+m to a place where militia will not pick it up.

Quote:
Seems it is not possible for a merc to bandage militia. I was trying to save him, had to use smoke to cover him instead. Luckily he was alive at end of battle.

Bandaging militia always worked in 1.13 as far as I remember. What happens when you try to bandage militia soldier?

Quote:
I was trying to command that bleeding militia to retreat or come to me, but as he was inside smoke the game told "Can not see this person". I had to be next to him to issue command.

To give orders to militia soldier, your merc needs to see him or both merc and militia soldier should have extended ear equipped.
Also militia orders don't work well in turnbased as next turn he will forget what you told him, only changing attitude defensive/aggressive works well and also AI orders seekenemy/stationary.

Quote:
Is enemy now able to bandage? Looked like one enemy did that. If that is the case my tactic of waiting until enemy bleeds to death or flees no longer works.

Yes, there is AI Medics feature by Flugente that was added to Ja2+AI from main trunk and reworked in the process.
Militia soldiers should also have medics. AI soldier can become medic if he has any medical/first aid kit and any level of doctor skill.

Quote:
I have a bunch of mercs in San Mona C5 with Gasket and my IMP merc both doing repairs. Nothing happens, stuff is not getting repeired. Gasket has been repairing two days.

Can't say about repair assignment as I never changed that code apart from very few bugfixes ftom the main trunk. Will need to check the code some day. Does this repair bug happen only in San Mona and only with certain mercs?

Quote:
I tried camo kit on Tex. The game kept saying "Heh?". On another merc camo kit worked. Does Tex have permanent face camo? If so, could the error popup be made clearer about what is going on.

Yes it's the Camo Mercs feature from VR (by anv) added to Ja2+AI. You can disable it in the options: set CAMO_PROFILES = FALSE.

Quote:
I looked at militia equipment, several of them had sniper rifles with 10x scope. My mercs have none so far. It is annoying to win over enemies who do have sniper rifles, but they swallow the rifle with their last gasp. I know I can set that drop all stuff in .INI, but then there is loads loot to get rid of. Perhaps some increased chance to get loot if it is better than my mercs currently have would be popular?

You can set the game to drop all weapons but very small amounts of other equipment like ammo, LBE etc.
It works better than drop all for the game balance but still allows access for player to better guns.
As for scopes, it depends on game progress and Bobby settings, I didn't change the availability of scopes for AI.

[Updated on: Mon, 11 September 2017 22:34]




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Re: Experimental Project 7[message #350947 is a reply to message #350944] Tue, 12 September 2017 01:22 Go to previous messageGo to next message
Hawkeye

 
Messages:1680
Registered:October 2005
Location: Australia
I've had Gasket repairing items in C5 with no issues.


Re: Experimental Project 7[message #350950 is a reply to message #350947] Tue, 12 September 2017 10:40 Go to previous messageGo to next message
silversurfer

 
Messages:2210
Registered:May 2009
In r8325 I fixed some bugs with the repair system alongside the changes to the dirt system. As far as I remember there was a bug where the merc had enough skill to do repairs in general and he also had a toolkit but the items that needed repairing were beyond his abilities so the assignment could be selected but he never repaired anything. Changes to fix that should be in assignments.cpp functions "CanCharacterRepairButDoesntHaveARepairkit" and "CanCharacterRepair" so you may want to check that.



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Re: Experimental Project 7[message #350962 is a reply to message #350944] Wed, 13 September 2017 17:36 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
Quote:
I have a bunch of mercs in San Mona C5 with Gasket and my IMP merc both doing repairs. Nothing happens, stuff is not getting repeired. Gasket has been repairing two days.


Can't say about repair assignment as I never changed that code apart from very few bugfixes ftom the main trunk. Will need to check the code some day. Does this repair bug happen only in San Mona and only with certain mercs?


I tested this repair thing a bit more. I made notes of the state of equipment at the beginning and let the repairs run. Seems there is no bug, some repairs just take very long. 40 mm grenades are -4 difficult to repair and thrown grenades -3.

Experiment started Day 41 at 03:00. I ended it about 50 hours later. For the first 24 hours only the 40 mm grenades got repaired, they were 43 % and 21%. Leech had one grenade in each hand. After seven hours the status was 57 % and 56 %. What I learn from this is to not buy damaged 40 mm grenades.

Until now I have assumed the repair person repairs one item at a time. But now it seems he repaired both of the 40 mm grenades at the same time.

Also, when those grenades got into a reasonable status, also other stuff got under repairs. Seems the repair pool is distributed to the worst items and when all items are somewhat equally broken they all get a share of repair pool each hour. Last thing that got repaired was a 7x scope attached to a rifle. The scope was originally at 41 %.
Re: Experimental Project 7[message #351043 is a reply to message #350962] Tue, 19 September 2017 22:10 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Ja2+AI update

Changes r485 - r512
- no gas damage for dying soldiers (more chance to save merc dying in mustard gas)
- Ctrl+Alt+dot - locate spot (enter gridno and locator will show the spot)
- fix Fatima bug
- auto refill canteens every hour
- low volume for eat/drink sounds
- don't allow more than one canteen use/turn (only when food system is disabled)
- disable auto canteen refill every turn in peaceful sector
- only allow chain reaction for volatility >= 10 (if item is not on the ground) (so you can safely carry grenades but not explosives with high volatility like RDX)
- improved total item volatility calculation
- added movement penalty to NCTH calculation (it is harder to aim at moving target, especially with high power scopes)
- removed USE_NEW_CTH_CALCULATION option (old NCTH code removed)
- EnoughPoints use MSG_INTERFACE instead of MSG_UI_FEEDBACK for "not enough AP" message (show screen message instead of popup)
- SeemsLegit: range check to uncover near fresh corpse increased to ubAIWarningValue (uncover range from corpse will decrease with each turn)
- covert: uncover spy when seen in combat close to a soldier or near known enemy (enemy soldier who sees enemy or is under fire will uncover covert mercs if they are too close to him or close to any known opponent)
- CAMO_PROFILES option disabled by default
- AI flashlight use in Black state: fix divide by zero bug (reported by Taleman)
- fix: Russian translation
- if AI soldier sees the spot where the enemy should be according to his knowledge and nobody is there, he will check nearby reachable hidden tiles and assume the opponent is hiding in closest hidden tile

Improved NCTH movement penalty:
- aiming penalty depending on the amount of tiles the opponent has moved in his turn
- directional penalty (sets min bTilesMoved depending on target's direction, stance, health and agility)
- aiming penalty is reduced at close range
- aiming penalty is increased if shooter uses scope
- total movement penalty can be reduced if shooter has high level and dexterity

Interrupt level:
- raised weapon adds bonus depending on direction (only if target is in weapon range)
- if soldier has knife/dusters of empty hands, add bonus to interrupt at very close range
- if soldier has pistol in hands, add bonus to interrupt on close range (only if target is in weapon range)

[Updated on: Tue, 19 September 2017 22:22]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351044 is a reply to message #351043] Tue, 19 September 2017 23:03 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Just in time for the v1.09 release of Av, which will be later today. aww However:

Quote:
- only allow chain reaction for volatility >= 10 (if item is not on the ground) (so you can safely carry grenades but not explosives with high volatility like RDX)


Damn! That means no more 'fiery dance of death' for enemies because they don't get RDX Crystals to carry around, and RDX is the only 10 Volatility. It's a minor consequence considering all the great improvements, but I so liked to see those enemies do the 'fiery dance of death'! shy




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Re: Experimental Project 7[message #351045 is a reply to message #351044] Tue, 19 September 2017 23:25 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3780
Registered:July 2009
edmortimer wrote on Tue, 19 September 2017 22:03
Just in time for the v1.09 release of Av, which will be later today. aww However:

Quote:
- only allow chain reaction for volatility >= 10 (if item is not on the ground) (so you can safely carry grenades but not explosives with high volatility like RDX)


Damn! That means no more 'fiery dance of death' for enemies because they don't get RDX Crystals to carry around, and RDX is the only 10 Volatility. It's a minor consequence considering all the great improvements, but I so liked to see those enemies do the 'fiery dance of death'! shy

You have item changes, don't you? You realize you can just shift your explosives to a slightly higher baseline ... ? angel



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Re: Experimental Project 7[message #351047 is a reply to message #351045] Tue, 19 September 2017 23:46 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Quote:
You have item changes, don't you? You realize you can just shift your explosives to a slightly higher baseline ... ? angel


Yes, I can do that, of course. However, it's a big change and I don't have time to playtest it for this release because I want to be done with modding this for a while -- and whenever I start to mod one thing I end up modding many things because there's always more to do. I don't want to change volatilities willy-nilly and end up with Players and enemies blowing themselves up all over the place -- but that would be funny. big grin




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Re: Experimental Project 7[message #351048 is a reply to message #351047] Tue, 19 September 2017 23:56 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
@edmortimer
You can change volatility to 10 only for TNT/HMX/C1/C4, and if in your mod enemy carries explosives, they will blow up sometimes, and your mercs can carry explosives in backpacks and drop them when the battle starts.

The idea of this change is to allow playing without a lot of saveloading, especially since AI uses grenades much more in Ja2+AI.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351050 is a reply to message #351048] Wed, 20 September 2017 00:00 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Quote:
You can change volatility to 10 only for TNT/HMX/C1/C4, and if in your mod enemy carries explosives, they will blow up sometimes, and your mercs can carry explosives in backpacks and drop them when the battle starts.

The idea of this change is to allow playing without a lot of saveloading, especially since AI uses grenades much more in Ja2+AI.


Yes, I know. It's not a big thing, really. And, no, in AV the enemy doesn't carry TNT/HMX/C1/C4 because they can't do anything with those items. They do, however, carry molotovs sometimes . . .




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Re: Experimental Project 7[message #351051 is a reply to message #351050] Wed, 20 September 2017 00:09 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
edmortimer wrote on Wed, 20 September 2017 02:00
And, no, in AV the enemy doesn't carry TNT/HMX/C1/C4 because they can't do anything with those items.

They will use them soon :-)



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351053 is a reply to message #351051] Wed, 20 September 2017 01:35 Go to previous messageGo to next message
edmortimer

 
Messages:859
Registered:January 2015
Location: Home Free
Quote:
Quote:
And, no, in AV the enemy doesn't carry TNT/HMX/C1/C4 because they can't do anything with those items.



They will use them soon :-)


Cool beans, yo! When they can use them I'll just release a small update for their inventories and volatility ratings.




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Re: Experimental Project 7[message #351076 is a reply to message #351053] Wed, 20 September 2017 20:38 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Added some performance improvements in r515.
Also improved auto fast forward should work better now.
Disabled radio animation for invisible soldiers and soldiers in water.
Militia soldier will always change orders to SEEKENEMY unless he was given a different order by player (previously stationary/sniper militia soldiers didn't change orders).



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351105 is a reply to message #351076] Sun, 24 September 2017 12:08 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Ja2+AI r520:
- slow animation for visible soldiers when in fast forward mode
- lowered attachment class for soldiers/militia
- OCTH movement penalty: removed additional penalty for scopes for directional movement penalty
- improved OCTH: use max from directional movement penalty and animation movement penalty
- CalcBestShot: knowledge/suppression improvements, check LOS to avoid shooting through walls



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351174 is a reply to message #351105] Tue, 03 October 2017 18:40 Go to previous messageGo to next message
Taleman

 
Messages:26
Registered:October 2010
Location: Finland
I am running ja2_7609en+AI_r520.exe . Is it possible some regression has happened in the AI? Battling in Grumm the militia shot each other quite a lot, previously I had seen only once a militia shoot a team mate. Maybe the militia just clustered too tightly between Grumm factory wall and the wire fence?

In Grumm residential area, a civilian stands motionless in the middle of the firefight. I have seen in previous plays a civilian in the same spot and similarly just standing there oblivious the bullets flying wildly. Is the AI doing nothing for civilians? Does this sector have a scripted civilian standing motionless on purpose?

The militia seems to like throwing smoke grenades. Does the smoke not affect visibility for militia? Seems they still see the enemy in the middle of the smoke. The enemy also kept shooting militia members. The game showed the enemies in the middle of the smoke, I thought they would disappear from view until the smoke clears.
Re: Experimental Project 7[message #351175 is a reply to message #351174] Tue, 03 October 2017 18:47 Go to previous messageGo to next message
silversurfer

 
Messages:2210
Registered:May 2009
Taleman wrote on Tue, 03 October 2017 17:40

In Grumm residential area, a civilian stands motionless in the middle of the firefight. I have seen in previous plays a civilian in the same spot and similarly just standing there oblivious the bullets flying wildly. Is the AI doing nothing for civilians? Does this sector have a scripted civilian standing motionless on purpose?

Isn't that caused by ALLOW_LAZY_CIVILIANS = TRUE? This is the default value in JA2_Options.ini, at least in the development build. If you set it to FALSE the game will calculate civilian actions which will cause more delay before it's your turn again. I still have it set to FALSE because I don't like them to just stand there.



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

Re: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #351191 is a reply to message #351175] Thu, 05 October 2017 08:36 Go to previous messageGo to next message
plu
Messages:1
Registered:October 2017
liked
Re: Experimental Project 7[message #351276 is a reply to message #351191] Mon, 16 October 2017 22:45 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
r524:
- improved OCTH movement penalty calculation
- improved NCTH movement penalty calculation
- lowered non combat skills when creating new AI soldier (medical, mechanical, explosive, leadership, wisdom)

[Updated on: Mon, 16 October 2017 22:45]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351277 is a reply to message #351174] Mon, 16 October 2017 22:54 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Taleman wrote on Tue, 03 October 2017 20:40
I am running ja2_7609en+AI_r520.exe . Is it possible some regression has happened in the AI?

I don't think so, at least there are no such changes in recent versions.

Quote:
Battling in Grumm the militia shot each other quite a lot, previously I had seen only once a militia shoot a team mate. Maybe the militia just clustered too tightly between Grumm factory wall and the wire fence?

I think it depends mostly on tactical situation. If AI soldiers have some place to spread, they will receive less friendly fire.

Quote:
In Grumm residential area, a civilian stands motionless in the middle of the firefight. I have seen in previous plays a civilian in the same spot and similarly just standing there oblivious the bullets flying wildly. Is the AI doing nothing for civilians? Does this sector have a scripted civilian standing motionless on purpose?

This may be because of ALLOW_LAZY_CIVILIANS option, or because of some bug in AI. Can't say without save or at least AI log which you can enable in options if you are interested in examining AI behavior.

Quote:
The militia seems to like throwing smoke grenades. Does the smoke not affect visibility for militia? Seems they still see the enemy in the middle of the smoke. The enemy also kept shooting militia members. The game showed the enemies in the middle of the smoke, I thought they would disappear from view until the smoke clears.

AI uses smoke grenades just like regular grenades, there is some fake 'damage' used when considering smoke grenade attack, so smoke use is stupid now, maybe I will rework it someday.
As far as I remember, there should be 3 tiles of smoke between watching soldier and target to block LOS.
Also, AI can shoot at target that he have seen recently or shoot only by hearing so hiding in smoke is not enough as enemy will still shoot for 1-2 turns even if he cannot see opponent anymore.

[Updated on: Mon, 16 October 2017 22:55]




Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351301 is a reply to message #351276] Thu, 19 October 2017 20:49 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
sevenfm wrote on Mon, 16 October 2017 19:45
r524:
...
- lowered non combat skills when creating new AI soldier (medical, mechanical, explosive, leadership, wisdom)

Is that because you were at that code part, or do you plan to have the AI use these stats more in the future angel ?



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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.


Re: Experimental Project 7[message #351302 is a reply to message #351301] Thu, 19 October 2017 21:20 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Quote:
Is that because you were at that code part, or do you plan to have the AI use these stats more in the future

Some players complained that AI can find and avoid mines too often, and I also slightly increased all skills for soldiers at some moment (because soldier with 65 marksmanship doesn't make sense for me, they should have at least some training), so I decided to lower non combat skills while keeping marksmanship, dexterity, agility and strength at slightly higher level than in official 1.13
I don't plan any skill related AI improvements, at least in near future, and for things like planting bombs on the roof above player existing explosives level should be enough.



Stable 7609+fix | Stable 7609+AI (r571) | Win8+ fix | Additional content | Youtube channel


Re: Experimental Project 7[message #351303 is a reply to message #351276] Fri, 20 October 2017 16:27 Go to previous messageGo to next message
Kitty

 
Messages:5
Registered:October 2017
Location: Germany
I was playing AR1.14 (stable version 7609 2014 by strohmann) and patch by CVB. I liked it very much and chance is high, that I will give it a replay.

Now I came across your 7609+AI, during instalation of edmortimers AV1.09, which seems to become a lot of fun.

As you stated this should work on stable 7609. Is this also true for the version of strohmann (and the patch of CVB) ? Or will your 7609+AI even make both of them obsolete, since they probably fix the same things and more?

I realy like the idea of smarter AI, so thanks for that!



I need more details.

(Didi Hallervorden)
Re: Experimental Project 7[message #351304 is a reply to message #351303] Fri, 20 October 2017 16:46 Go to previous messageGo to next message
sevenfm

 
Messages:1390
Registered:December 2012
Location: Under the Mountain
Quote:
As you stated this should work on stable 7609. Is this also true for the version of strohmann (and the patch of CVB) ? Or will your 7609+AI even make both of them obsolete, since they probably fix the same things and more?

Ja2+AI.exe is used instead of official stable 7609 1.13 ja2.exe and can be used with any mod based on stable 7609, including Arulco Revisited.

You still need all patches and fixes to the mod you are using as Ja2+AI.exe doesn't change mod data, only executable file.

I would recommend using Arulco Revisited with SDO mod, as it has much better weapon/equipment balance than stock 1.13, especially if you are playing with NCTH.

[Updated on: Fri, 20 October 2017 16:50]




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Re: Experimental Project 7[message #351309 is a reply to message #351304] Fri, 20 October 2017 21:39 Go to previous messageGo to previous message
Kitty

 
Messages:5
Registered:October 2017
Location: Germany
Ah, I see, no changes in Data-AR, get it. Thanks for the answer!

This seems to work expect one little error shown at the loadsreen:

"The value [Graphics Settings] [HIDE_EXPLORED_ROOM_ROOF_STRUCTURES]= "in file [JA2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. "

I wasn't able to find this setting in the ini-editor (2.9.0.0), so i couldn't change it. This entry doesn't exist. I was able to start the game nevertheless, but something might went wrong. I'm using the german r525 on JAgold ger, 7435 updated to 7609 from offical download.Using your exe in ini-editor instead of ja2exe. Also copied your ambient sounds and loadscreenhints, but since these went to totally other places i don't think there are any connections. AR isn't installed at all at the moment. Tried to use the english version of r525 instead, but same result. I tried looking into ja2options.ini and realized i got two of them, one with a dot at the end, don't know if this is normal.
I scrolled the side a little to see if someone else had this issue but found nothing, but came across "extended settings" for the ini, where this might belong to, i guess. But these settings also don't show up in editor, too.
The source of my copy for this installation (JA2with7609) works fine, doesn't show this error.

Since i was able to start otherwise normaly, can i safely ignore this, or will i run into trouble? Although, i rather wouldn't use it without beeing fixed, or at least having a clue what's going on, honestly.



I need more details.

(Didi Hallervorden)
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