Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #354524 is a reply to message #354518] Sat, 25 August 2018 00:30 Go to previous messageGo to next message
crackwise

 
Messages:37
Registered:April 2013
I am currently playing with suppression effectiveness 150% and it is quite rare that Mercs nor enemies lose all their APs in one large burst of autofire. It takes really quite a lot of fire to get them into shock and cower. So losing APs works fine with this setting.

In the new setting without AP loss, I guess I would have to increase suppression effectiveness and maybe at the same time decrease shock resistance to have similar behavior. But first let's see how it plays happy
Re: Experimental Project 7[message #354565 is a reply to message #354524] Tue, 28 August 2018 00:41 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Ja2+AI r748

- new option ALLOW_INSTANT_DEATH (disabled by default) (allows instant death for player mercs)
- for player mercs, damage to health below OKLIFE results in damage to max life



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354572 is a reply to message #332214] Tue, 28 August 2018 23:45 Go to previous messageGo to next message
Blacksun
Messages:1
Registered:August 2018
hi,
i am using the latest build (28.07.18) of your Ja2+fix exe.

everything runs fine, until enemy turn starts. then the game runs very slow, stutters and lags until the enemy turn is over.

versions 15.07.18 and earlier didn't have this bug.

please fix this and thank you very much for your modding effort, sevenfm!

i can upload a savegame, if necessary.
Re: Experimental Project 7[message #354595 is a reply to message #354572] Thu, 30 August 2018 14:35 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Blacksun wrote on Wed, 29 August 2018 01:45
hi,
i am using the latest build (28.07.18) of your Ja2+fix exe.

everything runs fine, until enemy turn starts. then the game runs very slow, stutters and lags until the enemy turn is over.

versions 15.07.18 and earlier didn't have this bug.

please fix this and thank you very much for your modding effort, sevenfm!

i can upload a savegame, if necessary.

Will take a look, thank you.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354596 is a reply to message #354595] Thu, 30 August 2018 14:45 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Ja2+AI hotkeys

Tactical:
Ctrl+D: when in realtime, enable forced turnbased
Ctrl+X: toggle realtime sneak mode (moved from Ctrl+Shift+X)
SHIFT + click: move group in formation
Ctrl+Alt+G: toggle formation mode
SHIFT - show last known enemy location
G: toggle light effects (restored vanilla key)
SHIFT+Q - quick drop item from hand for 4 AP
Q: start/stop cowering any time (if merc has APs)
CTRL+Q: start/stop cowering any time (if merc has APs)
Q - swap items in hands
A: turn flashlights on/off, auto bandage moved to Ctrl+A
Alt+N: put on gasmasks for all mercs in sector
Ctrl+D - skip interrupts for this merc only
Ctrl+Alt+D - skip interrupts for player team
Ctrl+B - pick up backpacks
U - manual unjamming, manual chambering
I - switch tactical panel mode

Tactical panel:
middle-click - switch tactical panel mode
RMB - swap hands
ALT - show quick item panel

The_Bob:
Ctrl+Space bind for testing/fixing broken LBE contents
ctrl+left-click on attachment to remove and drop it in sector inventory
Ctrl+Shift+E now fills LBE items in sector with other items and places them in vehicles first.
Right-Click on remove attachments button on sector inventory screen will not empty LBE items in sector

Changes:
print out structure tileset when 'F' key is pressed (by Flugente), also print out the room number
F shows correct CTH for grenades/launchers
D starts player turn with half AP
Ctrl+T starts forced turnbased with player's turn with half AP
V shows if using IIS and NCTH
Ctrl+Shift+F - don't pick up backpacks (only sort and separate)
Q - disabled GL angle changing, as it now changes automatically depending on distance

Cheat mode:
Ctrl+Alt+dot - enter gridno to locate spot
Alt+O - obliterating sector kills tanks
Alt+B creates only elites and regulars
Q - disabled cheat code

Also look at Docs folder on Google disk for more documentation.

[Updated on: Sat, 01 September 2018 23:55]




7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354597 is a reply to message #354596] Thu, 30 August 2018 16:51 Go to previous messageGo to next message
townltu

 
Messages:279
Registered:December 2017
Location: here
sevenfm wrote on Thu, 30 August 2018 14:45
...
Q: start/stop cowering any time (if merc has APs)


May i suggest to require the cowering command a key combination like e.g. Ctrl+Q,
so we do not accidentially trigger an action with potentially bad consequences?
After decades with computers I still occasionally hit the wrong keys,
(see typos in my messages):D ), and other players may have same issue.
Re: Experimental Project 7[message #354599 is a reply to message #354597] Thu, 30 August 2018 17:22 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
townltu wrote on Thu, 30 August 2018 18:51
May i suggest to require the cowering command a key combination like e.g. Ctrl+Q,
so we do not accidentially trigger an action with potentially bad consequences?
After decades with computers I still occasionally hit the wrong keys,
(see typos in my messages)big grin ), and other players may have same issue.

Currently, Ctrl+Q swaps hands, Q starts cowering. I think I can swap them.

Also, there's much more potentially dangerous key - D. I think it also can be changed to Ctrl+D (or Alt+D?), for example:
In realtime, D starts turnbased.
In turnbased, D does nothing, Ctrl+D ends turn.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354683 is a reply to message #332214] Tue, 04 September 2018 22:32 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
SHOW_COVER_INDICATOR = 1

Doesn't work in +AI version, works in +fix version...
Re: Experimental Project 7[message #354684 is a reply to message #354683] Tue, 04 September 2018 22:49 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Sukha wrote on Wed, 05 September 2018 00:32
SHOW_COVER_INDICATOR = 1

Doesn't work in +AI version, works in +fix version...

SHOW_COVER_INDICATOR is not used in Ja2+AI code.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354685 is a reply to message #354684] Tue, 04 September 2018 23:02 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
sevenfm wrote on Tue, 04 September 2018 21:49
Sukha wrote on Wed, 05 September 2018 00:32
SHOW_COVER_INDICATOR = 1

Doesn't work in +AI version, works in +fix version...

SHOW_COVER_INDICATOR is not used in Ja2+AI code.


:-/

Is there a setting that disables the door kick health loss?
Re: Experimental Project 7[message #354686 is a reply to message #354685] Tue, 04 September 2018 23:07 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Sukha wrote on Wed, 05 September 2018 01:02
Is there a setting that disables the door kick health loss?

It's simple - don't kick the door, and your merc will not lose health. Or use crowbar if you care about your feet.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354687 is a reply to message #354686] Tue, 04 September 2018 23:15 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
sevenfm wrote on Tue, 04 September 2018 22:07
Sukha wrote on Wed, 05 September 2018 01:02
Is there a setting that disables the door kick health loss?

It's simple - don't kick the door, and your merc will not lose health. Or use crowbar if you care about your feet.


But my STR Gains!!! big grin

Okay I can live with this.
Gj on the modpack and exe modifications btw, respect.
Re: Experimental Project 7[message #354716 is a reply to message #354687] Thu, 06 September 2018 21:36 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
Getting Same Error As CareBear

Runtime Error
File: \src\Core\vfs_string.cpp
Line: 205
Function: vfs:string:as_utf16
Invalid UTF8 character 'A'=139

Running Modpack on vfs_config.IoV_Revised+WF607
with en+AI_r750

Basically happens every time some enemy with a pistol shoots any of my mercs and actually hits.

going to try with SSA disabled

[Updated on: Thu, 06 September 2018 21:37]

Re: Experimental Project 7[message #354720 is a reply to message #354716] Thu, 06 September 2018 22:16 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Sukha wrote on Thu, 06 September 2018 23:36
Getting Same Error As CareBear

Runtime Error
File: \src\Core\vfs_string.cpp
Line: 205
Function: vfs:string:as_utf16
Invalid UTF8 character 'A'=139

Running Modpack on vfs_config.IoV_Revised+WF607
with en+AI_r750

Basically happens every time some enemy with a pistol shoots any of my mercs and actually hits.

going to try with SSA disabled

Thank you for bug report, but I need a save just before the bug happens to try to fix it.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354721 is a reply to message #354720] Thu, 06 September 2018 22:29 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 21:16
Sukha wrote on Thu, 06 September 2018 23:36
Getting Same Error As CareBear

Runtime Error
File: \src\Core\vfs_string.cpp
Line: 205
Function: vfs:string:as_utf16
Invalid UTF8 character 'A'=139

Running Modpack on vfs_config.IoV_Revised+WF607
with en+AI_r750

Basically happens every time some enemy with a pistol shoots any of my mercs and actually hits.

going to try with SSA disabled

Thank you for bug report, but I need a save just before the bug happens to try to fix it.


I play on IronMan so just before is a no go angry

But battle on this save has crashed like 6+ times already. I can't finish it >_<
https://drive.google.com/open?id=1NyiK2uFyTpXaIgq0pCgQw7gJWRQN5V9T

It always crashes when some dude with a pistol shoots at my mercs ROFL

Can I edit the save game to disable Iron Man? I could probably get an autosave just before the crash then.

[Updated on: Thu, 06 September 2018 22:31]

Re: Experimental Project 7[message #354722 is a reply to message #354721] Thu, 06 September 2018 22:34 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
As far as I remember, you can always save in cheat mode.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354725 is a reply to message #354722] Thu, 06 September 2018 23:10 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 21:34
As far as I remember, you can always save in cheat mode.


Here! Made it with cheat mode on

https://drive.google.com/file/d/1qFaiOYBgC_a1t4foQAwEIqfPAnmUkjAt/view?usp=sharing

Just press D and one of the goons with a pistol will shoot and crash the game with that error.
(Its not always the same guy that crashes the game tho)

Cannot get the game to crash with +fix, with +AI crashes without fail

[Updated on: Thu, 06 September 2018 23:16]

Re: Experimental Project 7[message #354726 is a reply to message #354725] Thu, 06 September 2018 23:28 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Sukha wrote on Fri, 07 September 2018 01:10
sevenfm wrote on Thu, 06 September 2018 21:34
As far as I remember, you can always save in cheat mode.


Here! Made it with cheat mode on

https://drive.google.com/file/d/1qFaiOYBgC_a1t4foQAwEIqfPAnmUkjAt/view?usp=sharing

Just press D and one of the goons with a pistol will shoot and crash the game with that error.
(Its not always the same guy that crashes the game tho)

Cannot get the game to crash with +fix, with +AI crashes without fail

Your save is from day 1 before the Omerta landing, and it doesn't crash.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354728 is a reply to message #354726] Thu, 06 September 2018 23:52 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 22:28
Sukha wrote on Fri, 07 September 2018 01:10
sevenfm wrote on Thu, 06 September 2018 21:34
As far as I remember, you can always save in cheat mode.


Here! Made it with cheat mode on

https://drive.google.com/file/d/1qFaiOYBgC_a1t4foQAwEIqfPAnmUkjAt/view?usp=sharing

Just press D and one of the goons with a pistol will shoot and crash the game with that error.
(Its not always the same guy that crashes the game tho)

Cannot get the game to crash with +fix, with +AI crashes without fail

Your save is from day 1 before the Omerta landing, and it doesn't crash.


Sorry, confusing save names got me all messed up.
Here's the correct file
https://drive.google.com/file/d/1zI1L6dS6jcuPVP8YJsO4FzIpDnMPi0bR/view?usp=sharing

[Updated on: Thu, 06 September 2018 23:55]

Re: Experimental Project 7[message #354729 is a reply to message #354728] Fri, 07 September 2018 00:55 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Sukha wrote on Fri, 07 September 2018 01:52

Sorry, confusing save names got me all messed up.
Here's the correct file
https://drive.google.com/file/d/1zI1L6dS6jcuPVP8YJsO4FzIpDnMPi0bR/view?usp=sharing

Cannot reproduce the bug.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354737 is a reply to message #354729] Fri, 07 September 2018 11:05 Go to previous messageGo to next message
Sukha

 
Messages:25
Registered:December 2007
sevenfm wrote on Thu, 06 September 2018 23:55
Sukha wrote on Fri, 07 September 2018 01:52

Sorry, confusing save names got me all messed up.
Here's the correct file
https://drive.google.com/file/d/1zI1L6dS6jcuPVP8YJsO4FzIpDnMPi0bR/view?usp=sharing

Cannot reproduce the bug.


Did a clean setup with 1.12 + modpack
Cant reproduce it either.
I've done some minor edits here and there on the setup with the error, gona try pinpointing the issue.
Sorry for the confusion. happy

I might have gone full retard at some point and actually saved in XMLEditor corrupting something, even though I do edits by hand.

[Updated on: Fri, 07 September 2018 11:26]

Re: Experimental Project 7[message #354862 is a reply to message #354737] Fri, 14 September 2018 01:14 Go to previous messageGo to next message
crackwise

 
Messages:37
Registered:April 2013
I have an issue about silenced guns and night operations with the +AI mod, and here it is:

At night, when I shoot at enemy with my silenced pistols/SMGs and manage to kill the enemy soldier immediately without allowing any enemy turn, then he does not have time to inform others and my location remains unknown, and I receive no blind suppression fire.

However, if I can't manage to kill him in one turn, then all the enemies in the sector know of my location immediately. As a result, I receive crazy amounts of very accurate blind suppression fire, making night time operations almost impossible to pull off. The thing is, the soldier I have shot at does not see my merc and he theoretically should not have an exact idea of my merc's location since I am using silenced weapons. This should therefore normally not result in my mercs being discovered immediately.

Is this behavior intentional or is it an unexpected side-effect due to new AI? Unfortunately, this makes silenced weapons pretty much useless and night operations also quite impossible to pull off. So I would be very happy to hear if this could be somehow fixed.

[Updated on: Fri, 14 September 2018 01:16]

Re: Experimental Project 7[message #354863 is a reply to message #354862] Fri, 14 September 2018 01:20 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Fri, 14 September 2018 03:14
I have an issue about silenced guns and night operations with the +AI mod, and here it is:

At night, when I shoot at enemy with my silenced pistols/SMGs and manage to kill the enemy soldier immediately without allowing any enemy turn, then he does not have time to inform others and my location remains unknown, and I receive no blind suppression fire.

However, if I can't manage to kill him in one turn, then all the enemies in the sector know of my location immediately. As a result, I receive crazy amounts of very accurate blind suppression fire, making night time operations almost impossible to pull off. The thing is, the soldier I have shot at does not see my merc and he theoretically should not have an exact idea of my merc's location since I am using silenced weapons. This should therefore normally not result in my mercs being discovered immediately.

Is this behavior intentional or is it an unexpected side-effect due to new AI? Unfortunately, this makes silenced weapons pretty much useless and night operations also quite impossible to pull off. So I would be very happy to hear if this could be somehow fixed.

Silenced weapon doesn't mean it has no sound, it's just that hearing range is greatly reduced but still can be like 10 tiles.
Have you tried silenced guns with cold ammo?
Have you tried throwing knives?
If enemy can hear you, first thing he will do on his turn is inform others. I can look into this situation if you provide a save just before you shoot at enemy.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354864 is a reply to message #354863] Fri, 14 September 2018 01:27 Go to previous messageGo to next message
crackwise

 
Messages:37
Registered:April 2013
Thanks Sevenfm for the prompt feedback! I find the idea of throwing knives at enemies with ballistic armor ridiculous so I don't allow that for my mercs due to roleplaying reasons happy

No, the pistols and SMSg had norma FMJ ammo, not cold ammo.

But I will try to create such a situation and provide the save in the comings days, thanks a lot!

[Updated on: Fri, 14 September 2018 01:28]

Re: Experimental Project 7[message #354875 is a reply to message #354864] Fri, 14 September 2018 19:09 Go to previous messageGo to next message
Morbo513

 
Messages:47
Registered:February 2015
Location: West Yorkshire, United Ki...
Thanks crackwise for pointing me to this.

How do you access options such as ALLOW_INSTANT_DEATH ?
Re: Experimental Project 7[message #354876 is a reply to message #354875] Fri, 14 September 2018 19:14 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Morbo513 wrote on Fri, 14 September 2018 21:09
How do you access options such as ALLOW_INSTANT_DEATH ?

All new options are in Ja2_Options.ini, section [Extended Options] - just add it to the end of the file using any plain text editor like notepad.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354877 is a reply to message #354864] Fri, 14 September 2018 19:16 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
@crackwise it usually helps to avoid suppression fire to move one tile from the tile where you were shooting from and go prone. Prone soldiers avoid shots that were not aimed directly on them.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354879 is a reply to message #354876] Fri, 14 September 2018 19:34 Go to previous messageGo to next message
Morbo513

 
Messages:47
Registered:February 2015
Location: West Yorkshire, United Ki...
sevenfm wrote on Fri, 14 September 2018 17:14
Morbo513 wrote on Fri, 14 September 2018 21:09
How do you access options such as ALLOW_INSTANT_DEATH ?

All new options are in Ja2_Options.ini, section [Extended Options] - just add it to the end of the file using any plain text editor like notepad.

Could you point me to a complete list of all the additional options? I'm having trouble navigating the google drive. Anyway, thanks a bunch for this addon and especially the prevent insta-death feature.
Re: Experimental Project 7[message #354880 is a reply to message #354879] Fri, 14 September 2018 19:37 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Morbo513 wrote on Fri, 14 September 2018 21:34
Could you point me to a complete list of all the additional options? I'm having trouble navigating the google drive. Anyway, thanks a bunch for this addon and especially the prevent insta-death feature.

It's somewhere in this thread earlier.

Here you can see all extended options for Ja2+AI, with default values:
[Extended Options]
; enables "old camo faces + permanent CAMO_KIT_USABLE_AREA % of wood camo" feature for Shadow, Monk and Tex.
CAMO_PROFILES = FALSE
; allow replacing admins in garrisons and patrols
UPDATE_GARRISON_ADMINS = TRUE
UPDATE_PATROL_ADMINS = TRUE
; SSA is an ambient sound that plays constantly in a loop in the background, mostly consists of nature sounds like wind, birds, insects and such, but also can be used for town/underground ambients, or you can even define a soundtrack for each sector if you wish.
; There can be no more than 10 sounds of each type currently (10 for every sector or for every town).
; This can be used together with music as it works completely independent.
; The system to select current sound is flexible and based on file names, so you don't need any XMLs or other data to make it works.
ENABLE_SSA = FALSE
DEBUG_SSA = FALSE
VOLUME_SSA = 25
; Another small experimental feature - play ambient sound when a fire source is visible on screen.
; The sound is correctly faded in/out when you move in/out the screen with fire.
; Only one fire sound can play at the same time, so no additional effect from multiple fire sources.
ENABLE_TA = FALSE
VOLUME_TA = 25
; smart weapon chosing for AI soldiers
; if weapon is raised and soldier can shoot, he will use weapon in hands, if he cannot see opponents, he will use weapon with longest range, 
; if he sees opponent and no weapon equipped or not enough APs, AI will try to use weapon with best firing rate - 
; this should allow AI to correctly use sidearms and switch back to long range weapons when necessary
AI_WEAPON_CHOOSING = TRUE
; allows to turn off tactical reinforcements which happen at the end of each turn while keeping strategic reinforcements that happen at the start of battle
TACTICAL_REINFORCEMENTS = TRUE
; adds more grenades for AI soldiers: flares at night, smoke grenades
; added items are not droppable
EXTRA_ITEMS = TRUE
; determine chance of interrupt depending on duel points (OIS only)
; In original interrupt system, higher interrupt level means that soldier will always win interrupt.
; With new chance based calculation, if one soldier has level 4 and another has level 6, then first will win 40% of the time and second will win 60% of the time.
RANDOM_INTERRUPTS = TRUE
;  chance to critical hit that partially ignores armour
CHANCE_IGNORE_ARMOUR = FALSE
; randomly move noise location when soldier hears noise, number of tiles depends on distance to noise source 
; (so shooting at heard only enemies is less effective now)
RANDOMIZE_NOISE_LOCATION = TRUE
;  limit max CTH (OCTH only) depending on gun's accuracy and distance to target
LIMIT_MAX_CTH = TRUE
; new OCTH options
MAX_ANIMATION_PENALTY = 40
MAX_MOVEMENT_PENALTY = 60
MOVEMENT_TILE_PENALTY = 2.0
; reduce bullet impact by range: 10% at weapon range, 25% at 2x weapon range
REDUCE_BULLET_IMPACT = TRUE
; NCTH option.  It works like AIM_ penalties from CTHConstants.ini, allowing to set aiming penalty when shooting at head in NCTH.
HEAD_PENALTY_NCTH = 0
; show red tracers in the game (uses second frame of BULL.STI)
RED_TRACER = FALSE
; New Weapon Sound System (not implemented yet)
NWSS = FALSE
; allows enemies to drop items in autoresolve combat, feature from main trunk (by Flugente)
NPC_AUTORESOLVE_DROP_ALL = FALSE


Removed options:
REINFORCEMENTS_ARRIVE_WITH_ZERO_AP
SHOW_ENEMY_RANK_ICON


Changed options:
Ja2_options.ini
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE 
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 0

SPOTTER_PREPARATIONTURNS: changed min value to 2
CAMO_KIT_USABLE_AREA: only limits camo from kits, worn camo is not limited by this value

APBPConstants.ini
AP_MIN_AIM_ATTACK = 0

CTHConstants.ini
VERTICAL_BIAS: 1.0 always used for visual representation, 0.5 is used for shooting


For detailed description, search this thread for option name.

[Updated on: Mon, 24 September 2018 00:59]




7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354893 is a reply to message #354877] Sat, 15 September 2018 10:10 Go to previous messageGo to next message
silversurfer

 
Messages:2409
Registered:May 2009
sevenfm wrote on Fri, 14 September 2018 18:16
@crackwise it usually helps to avoid suppression fire to move one tile from the tile where you were shooting from and go prone. Prone soldiers avoid shots that were not aimed directly on them.

Are you implying that the enemy knows the exact tile just from hearing your gunfire? If it's implemented like that then this should be changed because it is impossible to locate the exact spot just from hearing a sound. Better use function RandomGridFromRadius to locate a random tile around the location of the merc.



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: Experimental Project 7[message #354895 is a reply to message #354893] Sat, 15 September 2018 10:40 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
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silversurfer wrote on Sat, 15 September 2018 12:10
Are you implying that the enemy knows the exact tile just from hearing your gunfire?

It works this way since vanilla.
Quote:
If it's implemented like that then this should be changed because it is impossible to locate the exact spot just from hearing a sound. Better use function RandomGridFromRadius to locate a random tile around the location of the merc.

There is already option to use random tiles around the noise location. But I don't see it as a problem, because that exact tile is used for suppression fire which has CTH 1% so it's pretty realistic actually. People get hit by suppression fire usually because they don't move mercs, and because they play NCTH which is far from being balanced because of game scale and as a result too many lucky shots from suppression.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354897 is a reply to message #354893] Sat, 15 September 2018 13:41 Go to previous messageGo to next message
crackwise

 
Messages:37
Registered:April 2013
@ silversurfer: Exactly, that's the issue. Enemy gets apparently a very accurate information of my merc is only by hearing. I would also prefer having him a much more limited idea about my location like maybe around 10-15 tiles or so.

@Sevenfm: I am using NCTH with SDO and I am overall quite happy with how it works. I find the OCTH unrealistically too deterministic and hence predictable. But you are right, with NCTH, suppression fire can hit you like crazy even if you are prone. It is a must to always lie behind some cover.

The thing about shooting and then changing position is that with SDO mod, readying and shooting weapons cost more AP than in vanilla 1.13, which makes "hit and move on the same round" tactics generally harder.
Re: Experimental Project 7[message #354899 is a reply to message #354897] Sat, 15 September 2018 16:38 Go to previous messageGo to next message
silversurfer

 
Messages:2409
Registered:May 2009
Even if it worked this way since vanilla we should still fix it. I see it as a design error. In my opinion the heard tile should be random and the radius around the actual tile should depend on the distance of the listener. The further he is away the more inaccurate the guess should be, within reasonable limits of course. The listener shouldn't fire in the wrong direction...

This would solve two problems at once:
1. There would be less accidental hits to the person making the noise.
2. Suppression effectiveness would be low because the shooter wouldn't fire at the exact spot where the person is located.

In my opinion it makes a huge difference if I fire at a certain spot or just in a certain direction. The latter should be the case if neither I nor my team can see the opponent.



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: Experimental Project 7[message #354905 is a reply to message #354897] Sat, 15 September 2018 23:22 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
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crackwise wrote on Sat, 15 September 2018 15:41
But you are right, with NCTH, suppression fire can hit you like crazy even if you are prone.

Only if you stay at the same spot where you fired from and where enemy is aiming, so the solution is simple - if you expect suppression fire, move 1-2 tiles and go prone, so the worst result will be your merc cowering from suppression. It is both balanced and realistic.



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354906 is a reply to message #354905] Sat, 15 September 2018 23:32 Go to previous messageGo to next message
Randok

 
Messages:313
Registered:March 2004
I tried version 755. I made a hole in the roof. Here is the problem. The mercenary walks around the hole like on the roof. happy



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.
Re: Experimental Project 7[message #354907 is a reply to message #354906] Sat, 15 September 2018 23:35 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
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Randok wrote on Sun, 16 September 2018 01:32
I tried version 755. I made a hole in the roof. Here is the problem. The mercenary walks around the hole like on the roof. happy

Sorry, I don't understand. What happens? Do you have a save just before you made a hole on the roof?



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354908 is a reply to message #354907] Sat, 15 September 2018 23:42 Go to previous messageGo to next message
Randok

 
Messages:313
Registered:March 2004
The mercenary should only walk on the roof and not in the air (hole).



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.
Re: Experimental Project 7[message #354909 is a reply to message #354908] Sun, 16 September 2018 00:12 Go to previous messageGo to next message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Randok wrote on Sun, 16 September 2018 01:42
The mercenary should only walk on the roof and not in the air (hole).

I used Flugente's code for roof collapsing feature, so it should work exactly as in the main trunk. If there's a critical bug in roof collapsing code, it's probably best to not use it (disable ROOF_COLLAPSE in Ja2_Options.ini).



7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #354912 is a reply to message #354909] Sun, 16 September 2018 00:27 Go to previous messageGo to next message
Randok

 
Messages:313
Registered:March 2004
I think that sooner or later you will deal with this problem.
happy



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.
Re: Experimental Project 7[message #355044 is a reply to message #354912] Sat, 22 September 2018 23:54 Go to previous messageGo to previous message
sevenfm

 
Messages:1667
Registered:December 2012
Location: Soviet Russia
Ja2+AI r766

- r7871, r7872, r7874: Using shaped charges, keys or lockpicks on a locked door now only unlocks the door. It doesn't automatically open the door anymore. This solves the problem that a merc manages to pick a lock and after automatically opening the door he is a sitting duck because he has no AP left. (by silversurfer)
- AI will ignore dying opponents only if instant death is not allowed
- removed message when switching TOPTION_GL_HIGH_ANGLE as it's not used anymore (throwing angle is calculated automatically from distance)
- moved cowering to Ctrl+Q, moved swapping hands to Q (to avoid cowering by accident key press)
- updated ingame hotkey tooltips for Ctrl+Alt+G and Ctrl+X
- play m_die, f_die battlesounds
- disabled roof collapse animation (as it seems to not always work correctly)
- additional worn stealth camo only for elite soldiers from enemy team
- increase suspicion when enemy/non neutral civ is hit: only for player spies
- Disguise: check that no alerted enemy heard this solder for 2 turns (so you cannot disguise if you were uncovered and sombedy seen/heard you recently)
- CountSuspicionValue: take into account only enemies that see this spy
- lower chance for fragments to hit structure
- removed hardcoded value (20) for MAX_SUPPRESSION_SHOCK (can be set in options now)
- reworked AICalcChanceToHitGun: always allow min 1% CTH for AI
- [x] key fix: check that both soldiers are alive
- panel background fix (check correct file name)

- removed IMPROVED_TRACERS option (as it wasn't used in the code)
- removed CTGT_LONG_RANGE option
- removed option PANEL_BACKGROUND (panel background is always shown if image file found)
- renamed SHOW_CTH_INFO to SHOW_NCTH_INFO (to avoid confusion as this option only works with NCTH)

The following options moved to ingame settings:
- ENEMY_GUN_JAMS (TRUE)
- ROOF_COLLAPSE (TRUE)
- BADASS_ANIMATION (FALSE)
- SOFT_IRON_MAN (TRUE)
- DELAYED_GRENADE_EXPLOSION (FALSE)
- SPREAD_FIRE (TRUE)
- ALLOW_INSTANT_DEATH (FALSE)
- TRACER_LIGHT (FALSE)
- BAD_TARGET_QUOTE (FALSE)
- SHOW_SKILLS_ON_MERC_PORTRAIT (TRUE)
- EQUAL_CHANCES (TRUE)
- TACTICAL_PANEL, QUICK_ITEM_PANEL, TACTICAL_LOG_PANEL, TACTICAL_INFO_PANEL (TRUE)

New ingame settings:
https://i.imgur.com/uitHxSr.png

[Updated on: Sun, 23 September 2018 00:12]




7609+fix | 7609+AI (r790) | 7609 unofficial modpack | Win8+ fix | Experimental project | Vengeance:Reloaded | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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