Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #356165 is a reply to message #356162] Thu, 13 December 2018 10:45 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
sevenfm wrote on Thu, 13 December 2018 08:42
buuface wrote on Thu, 13 December 2018 11:28
I noticed to the Vengence:Reloaded link in your sig; does this mean the current version of V:R has your AI modifications integrated already?

No but I applied a few fixes to the Vengeance code. The AI in VR is the same as in stock 1.13, as it is based on stable 7609 code with some improvements.

Quote:
Do you have any plans to update your mod in line with some of the newer development versions of 1.13 in order to take advantage of some of the new features. It seems like a lot has been added to the trunk since 7609 from flugente's workshop and other places.

No, the idea is using stable code base to improve AI and implement some experimental features that I find interesting.

Quote:
In fact it would make a lot more sense for them to incorporate your AI mod into the 'official' version of 1.13. Has this been talked about?

Not possible for many reasons, the code is too different. It would be easier to make new AI from scratch than to merge Ja2+AI into the trunk.



Ah that's a real shame. What you have achieved with your AI re-work is pretty monumental in the scope of 1.13's overall development. It's pity that from the sounds of it, it will remain trapped in this earlier stable build whilst the rest of the mod will eventually move on.
Re: Experimental Project 7[message #356181 is a reply to message #356165] Fri, 14 December 2018 22:38 Go to previous messageGo to next message
Taleman

 
Messages:63
Registered:October 2010
Location: Finland
Crash report:

$ ja2.sh
PANIC: unprotected error in call to Lua API (not enough memory)
0009:err:ntdll:RtlpWaitForCriticalSection section 0x1510b1d8 "?" wait timed out in thread 0009, blocked by 0030, retrying (60 sec)
0009:err:ntdll:RtlpWaitForCriticalSection section 0x1510b1d8 "?" wait timed out in thread 0009, blocked by 0030, retrying (60 sec)
/home/taleman/bin/ja2.sh: rivi 7: 1766 Päätetty wine ja2_7609en+AI_r883.exe

Playing on Debian GNU/Linux 9.6 under wine 3.0.3-2~bpo9+1. Can not reproduce when playing again from end of turn save.

Had been playing more than an hour. Long battle in Alma factory sector. I forgot I should save every 15 minutes and restart game.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #356184 is a reply to message #356181] Sat, 15 December 2018 13:04 Go to previous messageGo to next message
Taleman

 
Messages:63
Registered:October 2010
Location: Finland
Save done with ja2_7609en+AI_r883.exe can not load with ja2_7609en+AI_r937.exe. Game says it does automatic update of save, but then fails to load it.

I went back to r883, the save could be loaded.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #356185 is a reply to message #356184] Sat, 15 December 2018 13:11 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
@Taleman you need to hold SHIFT while loading older saves in new builds and then save them as usual.



7609+fix | 7609+AI (r946) | 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 #356187 is a reply to message #356185] Sun, 16 December 2018 14:53 Go to previous messageGo to next message
Taleman

 
Messages:63
Registered:October 2010
Location: Finland
That I did not know, thanks.

It does work, excellent. Seems it is necessary to keep SHIFT down, and release it only after game has loaded.

Now playing with wine ja2_7609en+AI_r937.exe.

- combining magazines no longer works. Tried a few kinds, adding from a similar magazine to a not full magazine does not work. I would say this worked in r883. I can add bullets to magazine in rifle, and combine half full magazines that way.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #356189 is a reply to message #356187] Tue, 18 December 2018 04:50 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
Taleman wrote on Sun, 16 December 2018 17:53
- combining magazines no longer works. Tried a few kinds, adding from a similar magazine to a not full magazine does not work. I would say this worked in r883. I can add bullets to magazine in rifle, and combine half full magazines that way.

Should be fixed in r943. Also you can always use Ctrl+click to merge items.



7609+fix | 7609+AI (r946) | 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 #356195 is a reply to message #356189] Wed, 19 December 2018 02:29 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
Ja2+AI r946

Fixes:
- fix: the game sometimes didn't charge APs for changing stance after cowering
- r8427: The total weight of the equipment carried by a merc is now displayed in a tooltip. (by Flugente)
- autoresolve fixes from r8554 (by Flugente)
- r8524 Fix: on low resolutions, the message log blocks parts of the inventory,so deactivate the log in that case (by Flugente)
- updated r8524 fix to work in 1024x600
- GetClosestFlaggedSoldierID: find closest soldier
- initialize last suppression values (fixes incorrect suppression values shown above the soldier when he is suppressed for the first time in the battle)
- fix cowering animation
- create soldier: possibly initialize broken militia/army class (the game works incorrectly if soldier is in enemy team but has no correct enemy class assigned in editor)
- campaign stats: if soldier has no defined class, use CAMPAIGNHISTORY_SD_ENEMY_ARMY or CAMPAIGNHISTORY_SD_MILITIA_GREEN group, changed default group to CAMPAIGNHISTORY_SD_CIV

Misc:
- Build 18.12.18
- better rounding for diagonal movement (for better balance between straight and diagonal movement costs)
- lower range penalty for grenade launchers
- tanks, vehicles, robots cannot be gassed
- smoke and signal smoke don't have gas effect on soldiers
- play grenade pin sound
- added support for custom grenade pin sound (<sSound> tag in Weapons.xml)
- added weapon raising sounds support
- NCTH: increase deviation when shooting beyond effective range, limit additional deviation multiplier to 2.0
- start bullet drop at weapon range/2 for fragments, at weapon range in OCTH, use gravity constant 4 for OCTH, 2 for fragments
- set usClockTicksPerUpdate = 30 for fragments, always use speed specified in weapons.xml

Save version and compatibility:
- revert gameversion to SNITCH_TRAIT_EXTENDED
- set max number of keys to 64 to restore save compatibility with older Ja2+AI releases or stock 1.13 7609
- hold SHIFT to load earlier saves with 255 keys

Interrupts:
- bonus to interrupt level for pistol only if weapon is not raised (first check bonos for any weapon raised in enemy direction, second check for pistol in hand which can be not raised, then check for melee weapon in hand which also can give small bonus at close range)
- tank can interrupt even if it was hit this turn
- interrupt level penalty for soldier if he was hit this turn
- bonus from raised weapon/pistol in hand/knife in hand applies only for merc bodytypes
- interrupts: apply cowering/hit/suppressed restrictions only to merc bodytypes

AI:
- AI: use throw attacks more often when attacking town sector
- lower chance to use smoke depending on range, bonus if enemy recently have seen many opponents, penalty if friends see this enemy, don't use smoke against enemies with short range weapons
- lower value for flare attack if friends see this enemy
- AI code speed optimization
- Green, Yellow AI: raise alert if found drugged soldier (raise alert if player used combat drugs against enemy soldiers)
- check that fast forward was used when breaking AI (should fix breaking AI because of fast forward timer used)
- for soldiers without profile, avoid locations near doors if alert was not raised yet (so random AI movement will not block doors too often)
- CalcCoverValue: retreat/take cover when under fire, allow better taking cover after shot

Covert:
- SeemsLegit: uncover if seen near collapsed soldier
- applying items to enemies: penalize attacker value if someone is watching, penalize defender value if he cannot see attacker, penalize defender value if he never seen attacker, increase suspicion of attacker if still covert (in general, it's much harder now to apply items to opponent if someone is watching or if alert is raised)

Suppression:
- allow AP loss for prone soldier (previously there was no AP loss for prone soldiers, they could only lose all APs when cowering)
- move adrenaline effect on suppression to suppression tolerance (adrenaline increases suppression tolerance)
- correctly show APs lost from suppression
- show suppression face icon at 25%
- moved alcohol bonus/penalty to FearResistancePercent (alcohol helps to lower suppression shock)

Game Options:
- removed SHOW_SUPPRESSION_COUNT_ALT option
- SHOW_SUPPRESSION_COUNT, SHOW_SHOCK_COUNT, SHOW_AP_COUNT, SHOW_MORALE_COUNT - disable value = 2 (always show suppression in regular way, after damage counter)
- removed options: SHOW_SUPPRESSION_USE_ASTERISK, SHOW_SUPPRESSION_SCALE_ASTERISK
- options ENEMY_HIT_COUNT = 1, PLAYER_HIT_COUNT = 1 show red '*' instead of white '?'
- removed XML_LOCKS option (the game simply checks for xml files and use them if they exist, no need for option as all locks binary files in mods are identical to vanilla ja2)

Merges:
- added new tags to Merges.xml: PointsUsed, PointsAdded, ExtraItem, ExtraItemPointsUsed, SkillCheck, SkillDifficulty



7609+fix | 7609+AI (r946) | 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 #356207 is a reply to message #356195] Thu, 20 December 2018 01:16 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
New feature: grenade activation sound.



New grenade activation sounds are available for testing in 7609 unofficial modpack.

[Updated on: Thu, 20 December 2018 01:46]




7609+fix | 7609+AI (r946) | 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 #356209 is a reply to message #356207] Thu, 20 December 2018 02:14 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
Thanks for the update!
Re: Experimental Project 7[message #356252 is a reply to message #356209] Wed, 26 December 2018 16:37 Go to previous messageGo to next message
Taleman

 
Messages:63
Registered:October 2010
Location: Finland
Bug report:
$ ja2.sh
PANIC: unprotected error in call to Lua API (not enough memory)
0009:err:ntdll:RtlpWaitForCriticalSection section 0x15172da0 "?" wait timed out in thread 0009, blocked by 002e, retrying (60 sec)
^[^[		0009:err:ntdll:RtlpWaitForCriticalSection section 0x15172da0 "?" wait timed out in thread 0009, blocked by 002e, retrying (60 sec)

Playing wine ja2_7609en+AI_r946.exe on Debian GNU/Linux 9.6. No mods.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #356253 is a reply to message #356252] Wed, 26 December 2018 16:44 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
@Taleman
Cannot do anything without a reproducible save. Sorry but I see no point in posting here some random bugs that cannot be reproduced on windows from the save.
That information you posted also doesn't tell me anything useful.



7609+fix | 7609+AI (r946) | 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 #356254 is a reply to message #356253] Wed, 26 December 2018 20:24 Go to previous messageGo to next message
Taleman

 
Messages:63
Registered:October 2010
Location: Finland
These errors never occur again when loading end of turn save and trying to play exact same way again. Without source code I can not run under debugger.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #356260 is a reply to message #356254] Thu, 27 December 2018 07:29 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
Taleman wrote on Wed, 26 December 2018 23:24
Without source code I can not run under debugger.

Are you a professional c/c++ coder? I can send you a link to the game source but you would need a decent knowledge of c/c++, without it the source code or Ja2_debug.exe will be useless.



7609+fix | 7609+AI (r946) | 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 #356265 is a reply to message #332214] Fri, 28 December 2018 03:40 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
Possible bugs; (wf607 mod with latest exe)

1. I applied royal jelly to a spectra helmet and it turned into a rag.
2. When 2 of my mercs contracts expired I asked them drop their stuff in B13 (Drassen airport) before leaving. But when i entered the sector none of their equipment was dropped there (i'm not sure where in the sector it is supposed to be).

Will try to attach a save later today. (Right now im at work)



Re: Experimental Project 7[message #356266 is a reply to message #356265] Fri, 28 December 2018 07:09 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
buuface wrote on Fri, 28 December 2018 06:40
1. I applied royal jelly to a spectra helmet and it turned into a rag.

Applying jelly on treated armour destroys it.



7609+fix | 7609+AI (r946) | 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 #356269 is a reply to message #356266] Fri, 28 December 2018 09:29 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
Ok that must be it.

BTW what version of Alruco Vacations mod is included in your moddpack?
Re: Experimental Project 7[message #356270 is a reply to message #356269] Fri, 28 December 2018 09:34 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
buuface wrote on Fri, 28 December 2018 12:29
Ok that must be it.

BTW what version of Alruco Vacations mod is included in your moddpack?

Should be actual version available on Ed's site.



7609+fix | 7609+AI (r946) | 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 #356310 is a reply to message #356270] Tue, 01 January 2019 04:11 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
Dear seven. I notice that a new item type in your moddpack(playing wf607) are tripwire grenades, which can be de-attached from the tripwire to transform them into regular grenades.

But when i tried to do the reverse (add tripwire to a grenade in order to make a kind of mine for sector defense) it doesn't allow the attachment. Am i doing something wrong?

edit: Nvm. I realised this is an old feature and i just had to click the transform button on the tripwire item to make it attachable

[Updated on: Tue, 01 January 2019 04:17]

Re: Experimental Project 7[message #356327 is a reply to message #356310] Thu, 03 January 2019 02:43 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
Hi again Seven.

Is there somewhere I can find a summary of changes you have made to the covert-ops/spy system in your mod?

Also, i'm playing wf607 with your modpack and havn't found any radios either in the world or in the loadout of any of the radio-operator mercs so far. I've taken 4 cities, have I just been unlucky not to have found one yet?

A question about loyalty. I noticed that whenever I defend one of the cities against the queen's forces, even if I am victorious, the loyalty of that city takes a dive of at least a few percent, and raising it again seems to take forever or simply doesn't happen at all (Cambria has been stuck at 15% for about 8 days and I can't find a way to raise it enough to train militia or staff the facilities). Grumm is now quickly heading the same way due to the frequency of attacks. I need some advice on how to raise/maintain loyalty in the cities.

[Updated on: Thu, 03 January 2019 02:46]

Re: Experimental Project 7[message #356333 is a reply to message #356327] Thu, 03 January 2019 12:04 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
buuface wrote on Thu, 03 January 2019 05:43
Is there somewhere I can find a summary of changes you have made to the covert-ops/spy system in your mod?

All information can be found in this thread or in Docs folder on my google drive. There is no separate complete description for Ja2+AI.

Quote:
Also, i'm playing wf607 with your modpack and havn't found any radios either in the world or in the loadout of any of the radio-operator mercs so far. I've taken 4 cities, have I just been unlucky not to have found one yet?

Should be available from BR and from enemy soldiers at some point.

Quote:
A question about loyalty. I noticed that whenever I defend one of the cities against the queen's forces, even if I am victorious, the loyalty of that city takes a dive of at least a few percent, and raising it again seems to take forever or simply doesn't happen at all (Cambria has been stuck at 15% for about 8 days and I can't find a way to raise it enough to train militia or staff the facilities). Grumm is now quickly heading the same way due to the frequency of attacks.

If you win the battle but lose many militia soldiers, loyalty will drop. Try to avoid high casualties or destroy enemy patrols outside of town sectors.
If the rate of attacks is too high, try to play on lower difficulty, disable mass counterattacks and aggressive enemy AI.

Quote:
I need some advice on how to raise/maintain loyalty in the cities.

- kill enemy soldiers
- win battles
- take sectors/SAMs/mines
- some quests raise loyalty
- use snitch to spread propaganda



7609+fix | 7609+AI (r946) | 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 #356338 is a reply to message #356333] Fri, 04 January 2019 02:25 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
Great reply. Thanks. Your docs folder is very useful.

What features are you planning to add in coming releases?

[Updated on: Fri, 04 January 2019 04:49]

Re: Experimental Project 7[message #356340 is a reply to message #356338] Fri, 04 January 2019 09:47 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
buuface wrote on Fri, 04 January 2019 05:25
What features are you planning to add in coming releases?

Sorry, but there will be no coming releases.



7609+fix | 7609+AI (r946) | 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 #356341 is a reply to message #356340] Fri, 04 January 2019 15:01 Go to previous messageGo to next message
crackwise

 
Messages:56
Registered:April 2013
sevenfm wrote on Fri, 04 January 2019 09:47
buuface wrote on Fri, 04 January 2019 05:25
What features are you planning to add in coming releases?

Sorry, but there will be no coming releases.


Dear Sevenfm does this mean you won't be developing the AI mod further? suprised
Re: Experimental Project 7[message #356354 is a reply to message #356340] Mon, 07 January 2019 03:35 Go to previous messageGo to next message
buuface

 
Messages:163
Registered:October 2011
Terrible news suprised

Are you stopping modding ja2 entirely? Or just changing projects?
Re: Experimental Project 7[message #356500 is a reply to message #356354] Sun, 20 January 2019 12:31 Go to previous messageGo to next message
CareBear

 
Messages:81
Registered:April 2016
Would it be possible to show all sound sources/approximate location of enemies? Right now we can only see one "blimp" for unseen enemies by pressing SHIFT, that made the sound, whereas enemies can sense multiple sound sources and suppress them appropriately.

Shame you wont work on the project anymore angry

[Updated on: Sun, 20 January 2019 12:46]

Re: Experimental Project 7[message #356501 is a reply to message #356500] Sun, 20 January 2019 12:39 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
@CareBear
Press shift to see source of most important noise for currently selected merc.
If merc uses radio for listening, he can remember all heard noises.

Human player and AI play this game differently, so 100% equality cannot be achieved.



7609+fix | 7609+AI (r946) | 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 #356502 is a reply to message #356500] Sun, 20 January 2019 12:42 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
CareBear wrote on Sun, 20 January 2019 15:31
Shame you wont work on the project anymore angry

If people cared to support this project maybe it would have lasted longer.



7609+fix | 7609+AI (r946) | 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 #356503 is a reply to message #356501] Sun, 20 January 2019 12:48 Go to previous messageGo to next message
CareBear

 
Messages:81
Registered:April 2016
Yeah i can press shift, but i can see only one noise source, whereas AI can hear all noise sources. Kind of unbalanced. So with radio i can see all noise sources when i press shift? Thats nice, i didnt know about that!

As for support, well im broke[partly thats why i also play JA2 cheeky]. Shame we wont see merging your project with newest SCI angry

[Updated on: Sun, 20 January 2019 12:58]

Re: Experimental Project 7[message #356504 is a reply to message #356503] Sun, 20 January 2019 13:17 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
CareBear wrote on Sun, 20 January 2019 15:48
Shame we wont see merging your project with newest SCI angry

Full main trunk merging was never planned for this project and is impossible for many reasons.
If anyone wants to make improved AI for main trunk, I would advise making new AI from scratch instead of trying to improve something that wasn't designed for that.



7609+fix | 7609+AI (r946) | 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 #356509 is a reply to message #356502] Sun, 20 January 2019 16:36 Go to previous messageGo to next message
edmortimer

 
Messages:1192
Registered:January 2015
Location: Home Free
Quote:
Shame you wont work on the project anymore


If people cared to support this project maybe it would have lasted longer.



Thank you for what you have given us. I know it was a lot of work.




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Experimental Project 7[message #356510 is a reply to message #356504] Sun, 20 January 2019 17:39 Go to previous messageGo to next message
Randok

 
Messages:318
Registered:March 2004
I checked every day whether you did a new exe. What did you introduce? The game is getting more interesting (more and more clever enemies). Maybe you will change your mind and enrich your exe with new features. Would be nice.
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 #356511 is a reply to message #356502] Sun, 20 January 2019 18:05 Go to previous messageGo to next message
edmortimer

 
Messages:1192
Registered:January 2015
Location: Home Free
Can you give us the description and value ranges of the new tags you have added to Merges.XML? Or did I miss it?




Arulco Vacations Blog

Arulco Vacations Bears Pit Forum


Re: Experimental Project 7[message #356512 is a reply to message #356511] Sun, 20 January 2019 18:10 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
edmortimer wrote on Sun, 20 January 2019 21:05
Can you give us the description and value ranges of the new tags you have added to Merges.XML? Or did I miss it?

I planned to make a post describing merges.xml and new tags.
Currently description is only available in Russian here.

[Updated on: Sun, 20 January 2019 18:15]




7609+fix | 7609+AI (r946) | 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 #356520 is a reply to message #356510] Mon, 21 January 2019 12:58 Go to previous messageGo to next message
sevenfm

 
Messages:1826
Registered:December 2012
Location: Soviet Russia
Randok wrote on Sun, 20 January 2019 20:39
Maybe you will change your mind and enrich your exe with new features. Would be nice.
happy

Any particular ideas? I don't see currently what would improve playing experience radically.



7609+fix | 7609+AI (r946) | 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 #356524 is a reply to message #356520] Mon, 21 January 2019 22:43 Go to previous messageGo to next message
crackwise

 
Messages:56
Registered:April 2013
Dear Sevenfm, I would like to thank you very much for all your effort and this wonderful mod and I respect your decision to stop development, since it is your precious time you spend on this project.

I also can't think of any particular improvements which would radically change the gameplay maybe apart from including jeeps and tanks, as in the newer versions of 1.13. I don't know if it is possible to include them also with AI+, but it would make the game certainly quite interesting.

Other than that, I always thought if it could be possible to make AI spawns with realistic squads with dedicated roles. E.g. an AI spawn of five soldiers makes a squad formed of one machinegunner, one marksman and three riflemen.

Having a dedicated enemy squad, it would also be cool if they could use realistic tactics, like they stick together and don't charge alone. They move with bounding overwatch i.e. when one soldier moves, the others cover him. Then the one on the behind moves to the front while the others cover for him, so on and so forth.
Re: Experimental Project 7[message #356530 is a reply to message #356520] Tue, 22 January 2019 11:54 Go to previous messageGo to next message
Randok

 
Messages:318
Registered:March 2004
I thought you had new ideas but you stopped them.
I have ideas for enriching the game for many years but lack of interest. Look at my signature.



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 #356531 is a reply to message #356530] Tue, 22 January 2019 17:38 Go to previous message
edmortimer

 
Messages:1192
Registered:January 2015
Location: Home Free
A new map (a new country) is possible. It's a lot of work but it's possible right now to make a new country for the Mercs to adventure in, and even have new NPCs to interact with. Disconnecting the JA2 storyline from the new country and being able to create meaningful quests is the obstacle to making a truly new adventure. I think efforts toward removing that obstacle would be more rewarding than waiting for a worthy successor to JA2 (I am not impressed with JA: Rage). However, that project is beyond the scope of this project of Sevenfm.




Arulco Vacations Blog

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