Messages:1827
Registered:December 2012 Location: Soviet Russia
1. May be actually interesting for players who want to play ironman-like but afraid of bugs and/or cannot restrict themselves from saving often in normal game. So it's more a player's convenience and another interesting possibility than forced behaviour.
2. Is just another concept to smooth the border between 'never save' and 'save every turn' style of playing.
Noone is saying about restricting players from doing what they want - such feature, if ever implemented, will be optional.
As for cheats, they can be very useful for exploring the game and learning game mechanics, so they will never be disabled in my game version.
Thank you for report, but I cannot fix the bug without a save just before it happens.
This may be related to SSA feature, try to disable it if you are using it.
Thanks for the reply. As it happens i don't use SSA, i'm using latest version of your AI executable with 7609. I though there might be some bad encoding, since you are russian, and might accidentally inserted some characters, but i won't decompile .exe[idk if its even possible] to check this.
Thank you SevenFM for completely changing the game dynamic. In late game JA2 1.13 i would just sit with my guys with high powered rifles/LMGs picking up enemies. Right now i have to improvise much more, thanks to the return fire. Spotters with binocs are quite useful to pick the enemy machinegunners. Enemy use grenades both frag and smoke. The last time enemy used frag grenade i was very negatively surprised[two of my mercs went in smoke ]. Do enemies in later stage of game use RPGs and grenade launchers? Im terrified of this thought.
Messages:1827
Registered:December 2012 Location: Soviet Russia
@CareBear
Yes, spotters with binocs are very effective, maybe even overpowered :-)
Enemies should use GLs and RPGs in late game but it depends mostly on enemy gun choosing settings in XML, so it highly depends on mod. RPGs are not very effective as they need direct sight and good CTH (though sometimes enemy can use them against mercs hiding in a building). GLs are reported to be used by enemy.
Messages:1827
Registered:December 2012 Location: Soviet Russia
@PAPION
I don't plan to make custom exe for MP as I don't play multiplayer and cannot test it and support.
Also, there are many changes in Ja2+AI that could potentially break something in MP.
If you know c++, I can send you link to Ja2+AI sources so you can patch it in any way you want.
Adding ambients to main trunk is possible, but will require a lot of work to make everything configurable in XML, I personally have no interest in that. Also it's just a small experimental feature, I'm not 100% happy with how it works.
Messages:63
Registered:October 2010 Location: Finland
Flashlight does not work on roof
I was surprised flashlights suddenly did not work, just when I had managed to get half a dozen of them. Turns out merc on a roof can turn flashlight on and off but it does not illuminate anything. After climbing down from roof the flaslights again worked as expected.
Is this intentional or something that game engine forces?
Messages:1827
Registered:December 2012 Location: Soviet Russia
Taleman wrote on Mon, 28 May 2018 23:08
Flashlight does not work on roof
I was surprised flashlights suddenly did not work, just when I had managed to get half a dozen of them. Turns out merc on a roof can turn flashlight on and off but it does not illuminate anything. After climbing down from roof the flaslights again worked as expected.
Is this intentional or something that game engine forces?
Messages:1827
Registered:December 2012 Location: Soviet Russia
Ja2+AI r701:
- removed options: UNCOVER_IN_COMBAT, ALERT_ON_DEAD_LIMIT (mercs are not automatically uncovered in combat, instead suspicion counter us used, officers can raise alert if certain percent of soldier in the enemy team is dead, so for silent killing all soldiers, kill officers first)
- NCTH: increased movement penalty
- AI: movement mode tweaks
- Red AI: allow helping friends on roofs and in buildings
- Red AI: min cth = 25% for sniper shot or 2% if soldier is under attack (no more unaimed sniper shots unless AI soldier is under attack)
- bLastID fix (bLastID is incorrectly used in many places in the 1.13 code, resulting in various bugs with last merc in team)
- ClosestReachableFriendInTrouble: don't allow helping from a building to outside, don't allow helping if too many enemies nearby
- AI movement mode tweaks: swatting/crawling on roof or in a building
- spotting: full bonus only when shooting at the same tile (half spotting bonus for first shot, full bonus for second shot at the same tile to make spotting less cheating)
- allow changing orders in town at day time, allow changing orders to ONGUARD for stationary/snipers on roofs when under attack (less restrictive AI roaming)
- SeekRange: increased seek range at day time (as a result, more defending AI soldiers will attack player team)
- AICheckSpotTooFar: increased max roaming range for day/night
- set COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 0 to prevent problems with AI (movement penalty for cover makes calculating cover at destination point unpredictable)
- r8564 fix: lua function CheckMiscFlags1 checks the wrong flags (by Flugente)
- r8562: If a gun's currently used ammotype has <numberOfBullets> > 1, display the gun damage in EDB in 'bullet damage X bullets fired' format, taking <multipleBulletDamageMultiplier> / <multipleBulletDamageDivisor> into account. (by Flugente)
- improve fix for ignoring invisible opponents when showing path (the fix still doesnt work correctly for prone opponent/merc)
- r8566: NPCs with profile > 170 have missing approach values, making it impossible to fulfill opinion checks (by Flugente)
- soldier tooltips update: show bUnderFire, ubPreviousAttackerID
- fix BG_PERC_PRICES_GUNS, BG_PERC_PRICES backgrounds
Most important changes:
- big penalty for aiming at invisible target
- less restrictive roaming limits for AI
- sniper will only shoot with good CTH
- harder to shoot at moving target in NCTH
- spotter bonus reduced for first shot
- various fixes
Messages:1827
Registered:December 2012 Location: Soviet Russia
Ja2+AI r708:
- no instant merc death feature improved (mercs will die more often, it's easier to kill dying merc now)
- restored normal jam chance (was greatly lowered compared to stock 1.13)
- use Flo discount only if backgrounds disabled
- r8557 fix: sound for drinking water played twice (by Flugente)
- r8553 fix: bad radar/overhead map colours for creature team. (by Flugente)
- r8559 fix: creature attack variables are not always cleaned up properly (by Flugente)
- r8544 fix: If 'forced turn mode' is active, sometimes enemy groups already present in an enemy-occupied sector are interpreted as pending reinforcements, causing them to spawn at the sector edges instead of inside the sector. (by Flugente)
Messages:1192
Registered:January 2015 Location: Home Free
Why disable Flo's discount? What is the reasoning? Her backstory says she was the accountant for a gun dealer, and so would have learned the value of firearms.
Messages:1827
Registered:December 2012 Location: Soviet Russia
edmortimer wrote on Tue, 05 June 2018 03:32
Why disable Flo's discount? What is the reasoning? Her backstory says she was the accountant for a gun dealer, and so would have learned the value of firearms.
If backgrounds are enabled, you can use them instead. In stock 1.13, Flo's background has the same effect as old hardcoded bonus. And if someone will want to replace Flo with another merc in his mod, he can give new merc new background and not use hardcoded bonus.
It is only happen on the start of an new char - then maybe list it as know bug, and the user should create/start an new game with the english version, after this he can switch back to the german version ...
The root of the problem is maybe in german chars (ä,ö,ü,ß...) ?
Messages:1827
Registered:December 2012 Location: Soviet Russia
R-TEAM wrote on Fri, 15 June 2018 22:14
It is only happen on the start of an new char - then maybe list it as know bug, and the user should create/start an new game with the english version, after this he can switch back to the german version ...
The root of the problem is maybe in german chars (ä,ö,ü,ß...) ?
Regards
Just make IMP in stock 1.13 r7609 exe, then import it into Ja2+AI by typing name at IMP screen. No need to switch language versions.
The problem is definitely related to German localisation, but it's hard for me to debug non-English versions of the game.
can a problem with syntax from numbers too (or dates..)
english (imho) : 30000000.56
german : 30000000,56 or 30.000.000,56
english : 3 dez 2017 -> 2017 12 03
german : 3.12.2017
(hope this helps ..)
I'm at the edge of the sector. Enemies mean me with a red flare. I run to the neighboring sector. I'm going back. When the enemy turns on, the game hangs (hangs on the red bar). This suspension also occurs in other sectors.
Many thanks to all those who make new features for Jagged Alliance 2.
New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
I'm at the edge of the sector. Enemies mean me with a red flare. I run to the neighboring sector. I'm going back. When the enemy turns on, the game hangs (hangs on the red bar). This suspension also occurs in other sectors.
Added r8026 from the main trunk in ja2_7609en+AI_r717.exe, the problem should be fixed now.
It works. Thank you for the rapid response (repair).
Many thanks to all those who make new features for Jagged Alliance 2.
New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Messages:1827
Registered:December 2012 Location: Soviet Russia
luk3Z wrote on Tue, 03 July 2018 15:33
Sorry for "stupid" question but what "covert operations" really are?
New feature: Covert operations
Covert operations feature was changed in Ja2+AI:
- you don't need special clothes item to start disguising, just having matching colors of undamaged uniform is enough
- auto redisguise
- suspicion counter
- manual cowering for civilian spies to avoid uncovering
- other changes
You can find all information in this thread.
Quote:
It is even possible to make random missions in JA2 like in JA:DG ?
I guess this is a general 1.13 question but is it possible to increase the minimum range of mortars?
By default, mortars can fire in the game even in very short ranges, maybe something like 20 tiles. I would like to increase this minimum range to around 50 tiles or even more. Is this possible?
Messages:1827
Registered:December 2012 Location: Soviet Russia
Ja2+AI r723:
- Build 18.07.15
- new option: RED_TRACER
- new option: TRACER_LIGHT
- disabled bullet shadow (second frame of BULL.STI is used for red tracers)
- fix tracer effect for single shot
- r8576 fix: When setting up autobandage, use first aid kits before using medkits (by Flugente)
- r8026 fix: It is possible to leave a sector while an explosion has been activated but not yet occurred. In this case the game waits for the explosion to occur before handling AI, resulting in a deadlock. (by Flugente)
- r8020 fix: possible overflow when creating building (by asm-debacle) (by Flugente)
- r8018: If possible, use the intended macrso to determine sector coordinates (by Flugente)
- r8574 fix: IMP creation with HP < OKLIFE possible (by Flugente)
- r8575: Minor code simplification (by Flugente)
Modified BULL.STI can be found in Data\Red Tracers folder on google drive in two variants: white bullet/red tracer and grey bullet/red tracer.
Messages:1827
Registered:December 2012 Location: Soviet Russia
Ja2+AI demo - New weapon sound system for Jagged Alliance 2 1.13 7609+AI:
- loop sound for burst/autofire
- separate first/last sounds for burst/autofire
- echo types: town/hills/forect/plains/underground/default
- case falling types: hard/soft ground
- special echo effect for shots inside room
- special sound for last shot in magazine (Garand ping or mechanical sound)
Advantages of new system:
- much less files for weapon sounds needed, less work to make new weapon sound mod
- more variety of echo sounds depending on the sector type
- rich sound environment (case falling, room echo effect, mechanical sound of last round)
It's not released yet, as it's in the development, some things may change in the process.
Also, to use it, new weapon sound mod needs to be made, though it should be easier than modding sounds for stock 1.13 because of loop sound support.
I'm also not sure yet if I need/want to add support for caliber based weapon sounds system.
Messages:1827
Registered:December 2012 Location: Soviet Russia
Ja2+AI r725
Added support for caliber based NWSS: you can define weapon sound for each caliber, they will be used instead of stock 1.13 sounds for each weapon with that caliber.
This allows making quick "sound skin" mods with your favourite sounds, or replace only sounds for specific caliber and for others use default sounds.
Also default NWSS sound name based system still used and has higher priority than caliber system.
So it looks like:
- the game checks for custom sound name based file.
- if not found sound file, the game checks for caliber based sound
- if not found, uses stock 1.13 sound system
Quick demo sound mod can be found in Data\AltSounds.7z on google drive, just unpack it into Data folder, AltSounds folder should be in the same place as default Sounds folder.
Ja2+AI_r725.exe is needed.
Messages:1827
Registered:December 2012 Location: Soviet Russia
Ja2+AI r742
Suppression system:
- reduced suppression for buckshots
- dauntless mercs need twice the amount of suppression to react
- if crouched soldier needs to react to suppression but cannot go down, he cowers
- removed AP loss from suppression
Fixes:
- r8582, r8581, r8583, r8589, r8590, r8596 from main trunk
- <PercentStatusDrainReduction>: better integer calculation, always use at least 1 kit point (to avoid unlimited use of kits with 1 point left)
- don't allow drinking from canteen with status 1 (as it's considered empty)
- added hack fix for opponents with known gridno = 0
- allow enemy team to better avoid buried bombs (placed in editor)
Misc changes:
- breath damage from explosions more randomized: 50-150% (was 100-150%)
- mercs: only shot/explosion cannot cause instant death (damage is reduced and merc becomes dying instead)
Messages:1827
Registered:December 2012 Location: Soviet Russia
Ja2+AI r745
- better AI movement code
- fixed CTH calculation for thrown weapons
- reworked target spot calculation for thrown weapons (based on r8598 by silversurfer)
- AI will prefer regular mortar shells over smoke shells
Why was AP loss from suppression removed? I thought the idea of suppression was to suck away APs from the target - simulating cowering under fire, hence the target cannot react properly. If suppression does not do that anymore, then what does it do?
sevenfm wrote on Wed, 22 August 2018 18:42
Ja2+AI r742
Suppression system:
- reduced suppression for buckshots
- dauntless mercs need twice the amount of suppression to react
- if crouched soldier needs to react to suppression but cannot go down, he cowers
- removed AP loss from suppression
Fixes:
- r8582, r8581, r8583, r8589, r8590, r8596 from main trunk
- <PercentStatusDrainReduction>: better integer calculation, always use at least 1 kit point (to avoid unlimited use of kits with 1 point left)
- don't allow drinking from canteen with status 1 (as it's considered empty)
- added hack fix for opponents with known gridno = 0
- allow enemy team to better avoid buried bombs (placed in editor)
Misc changes:
- breath damage from explosions more randomized: 50-150% (was 100-150%)
- mercs: only shot/explosion cannot cause instant death (damage is reduced and merc becomes dying instead)
Messages:1192
Registered:January 2015 Location: Home Free
True. If AP Loss is removed from suppression that changes the dynamics of combat immensely. I could see if Morale and CTH is greatly affected instead of AP Loss - affected enough that the suppressed flee and seek cover, even flee off the map if AI.
Messages:1827
Registered:December 2012 Location: Soviet Russia
edmortimer wrote on Fri, 24 August 2018 20:33
True. If AP Loss is removed from suppression that changes the dynamics of combat immensely. I could see if Morale and CTH is greatly affected instead of AP Loss - affected enough that the suppressed flee and seek cover, even flee off the map if AI.
Suppression system in Ja2+AI is different from stock 1.13, it's better to try it in actual game and see how it works. Also it was explained here in detail earlier.
I personally never liked AP loss from suppression as it removes dynamics from combat, as you cannot move under fire and have to stay at one spot.
Messages:1192
Registered:January 2015 Location: Home Free
Quote:
Suppression system in Ja2+AI is different from stock 1.13, it's better to try it in actual game and see how it works. Also it was explained here in detail earlier.
I personally never liked AP loss from suppression as it removes dynamics from combat, as you cannot move under fire and have to stay at one spot.
I agree that AP loss from suppression was frustrating - especially since it --seemed-- to affect PCs more than the enemy. I can't find the explanation you mention. Can you post it again, please.
Messages:1827
Registered:December 2012 Location: Soviet Russia
edmortimer wrote on Fri, 24 August 2018 20:51
I agree that AP loss from suppression was frustrating - especially since it --seemed-- to affect PCs more than the enemy. I can't find the explanation you mention. Can you post it again, please.
It's somewhere earlier in this thread, I don't have time to search for it at the moment.
In short, suppression now is more shock and panic based than original AP based. Every time bullets fly over the merc, he reacts (depending on value of suppression and merc stats) - if he is standing, he will crouch and lose AP_CROUCH, if he is crouched, he will go prone and lose AP_PRONE, if he is prone, he will start cowering and lose all AP.
Also, suppression causes shock as before, but when shock level reaches max value, soldier will start cowering and lose all AP.
So, cowering soldier loses the rest of the turn. At the start of the new turn he can stop cowering if his shock is below max level, and he will have something like 16-24 AP depending on his morale level, it's enough to crawl away 1 tile to hide from enemy, or activate smoke.
So, as long as you keep shock level low and don't allow soldier to lie prone under heavy fire, he will not lose AP, except for small amounts of AP for going crouched/prone (just like it worked in vanilla).
There are also many ways to reduce shock or increase suppression resistance, from drinking alcohol to shooting at enemy to reduce actual shock level.
So, now you can, for example, take a merc with dauntless trait, use energy booster on him and try to run to another position - even under heavy fire he has a chance to not become cowering, if he always runs, and since there's a penalty when shooting at running opponent, it's not easy to hit him.
Or you can place a merc with a fast firing gun, give him some drinks and a lot of ammo, and use him to suppress enemy, shooting every turn a lot to reduce shock level. And since alcohol reduces fear, it will be not easy to suppress him to cowering state. On the other hand, he will not be able to shoot accurately because of alcohol and shock from enemy fire.
Or if there's enemy hiding behind hard obstacles like rock, you can shoot on him several turns with several mercs, it will greatly reduce his morale level, and then you can keep him cowering with one merc, and use another to flank cowering enemy and came closer.