Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #357425 is a reply to message #357422] Sun, 26 May 2019 18:15 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sun, 26 May 2019 16:33
Hi Sevenfm, I am playing the AI r1045 with AR+SDO and keep seeing a bug with the soldier health/suppression/shock indicator appearing far away from the soldier in strange places.

Here is a screenshot:
https://imgur.com/a/7Ld0nFl

You can find the save file here: https://send.firefox.com/download/1d49bcd6aa71314e/#kNqSBBsHTzPidLqkJ_4IZA

Thanks a lot!
Should be fixed in r1050.

[Updated on: Mon, 27 May 2019 00:46]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357429 is a reply to message #357425] Mon, 27 May 2019 01:12 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Again using AR+SDO+AI, I have noticed that anti materiel ammo (e.g. 12.7mm ammo of OSV-96) does not destroy objects as it used to do in standard 1.13.

Since this feature was included pre 7609 version, it should theoretically work with those mods, right? Or is it switched off in SDO or the AI mod for some reason? If so, is there a way to switch it back on?
Re: Experimental Project 7[message #357430 is a reply to message #357429] Mon, 27 May 2019 01:23 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Mon, 27 May 2019 03:12
Again using AR+SDO+AI, I have noticed that anti materiel ammo (e.g. 12.7mm ammo of OSV-96) does not destroy objects as it used to do in standard 1.13.

Since this feature was included pre 7609 version, it should theoretically work with those mods, right? Or is it switched off in SDO or the AI mod for some reason? If so, is there a way to switch it back on?
This is common misunderstanding.
Anti materiel ammo was added to the main trunk in r7069.
Stable branch was created in r6749:
Created new branch for the official 2014 release
- Based on development trunk rev. 6748
  https://ja2svn.no-ip.org/source/ja2/trunk/GameSource/ja2_v1.13
- This branch should only contain bugfixes
After that, no new features were added, only bugfixes from the main trunk until r7435, when it was officially released and later updated at r7609 with more bugfixes.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357444 is a reply to message #357430] Tue, 28 May 2019 23:38 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, a question regarding militia AI:

I generally position my militia manually by "hold position" command before the start of battle if the enemy is attacking (for example to my SAM sector).

It seems that in the recent AI releases (perhaps from r1000 onward) militia seems to shoot much less, return less suppression fire, and stay overall more passive during the battle if they were ordered to "hold position", and also kept like that during the combat.

Instead, if I order them to attack during the battle, they seem to act more properly, take better cover, shoot more often etc. There did not seem to exist a difference in the past AI versions, and since I would prefer them to hold position behind their cover, I don't like to order them to attack. Is this intentional and to be expected in the newer versions?

Re: Experimental Project 7[message #357445 is a reply to message #357444] Tue, 28 May 2019 23:51 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Wed, 29 May 2019 01:38
Hi Sevenfm, a question regarding militia AI:

I generally position my militia manually by "hold position" command before the start of battle if the enemy is attacking (for example to my SAM sector).

It seems that in the recent AI releases (perhaps from r1000 onward) militia seems to shoot much less, return less suppression fire, and stay overall more passive during the battle if they were ordered to "hold position", and also kept like that during the combat.

Instead, if I order them to attack during the battle, they seem to act more properly, take better cover, shoot more often etc. There did not seem to exist a difference in the past AI versions, and since I would prefer them to hold position behind their cover, I don't like to order them to attack. Is this intentional and to be expected in the newer versions?
The only thing that "HOLD" command does is changes it to STATIONARY/DEFENSIVE and makes current position their original position so they don't move away.
SOLDIER_MILITIA_ORDER flag prevents militia from auto switching to SEEKENEMY like all militia does when alert is raised.
if ( (pTMilitiaSoldier->bActive) && (pTMilitiaSoldier->bInSector) && (pTMilitiaSoldier->stats.bLife >= OKLIFE) )
{
	//Hold Position !!!
	//ScreenMsg( FONT_WHITE, MSG_INTERFACE, L"Hold Position" );
	pTMilitiaSoldier->aiData.bOrders = STATIONARY;
	pTMilitiaSoldier->aiData.bAttitude = DEFENSIVE;
	// sevenfm: set this spot as original point
	pTMilitiaSoldier->aiData.sPatrolGrid[0] = pTMilitiaSoldier->sGridNo;

	pTMilitiaSoldier->usSoldierFlagMask |= SOLDIER_MILITIA_ORDER;
}
There are no other changes to militia AI apart from that.
In general, "HOLD" command should be used when militia soldier is in a good cover (inside building, for example), so he should stay there and hide as much as possible. In this mode, soldier's movement is limited to 5 tiles from his original point.
If they are ordered to attack, they will have much more freedom in movement so they will find a place with cover more easily.
As for suppression fire, chance to shoot depends on weapon range and range to enemy, so if your militia soldiers are far away from enemy and armed with short range SMGs, they will shoot for suppression less than when they run to enemy.
If any soldier is in BLACK state (he sees enemy), there's no difference between his orders/attitude, he will always try to shoot.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357473 is a reply to message #357445] Sat, 01 June 2019 00:37 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, I have noticed that my mercs in some instances cannot throw grenades through the windows (window glass is broken). Here is a savefile (AR+SDO+AI r1050):

https://send.firefox.com/download/ed280a433c8dbc25/#g3C7AYjlfPuYfVXkdvo0hw

Apart from that, I have the feeling that the enemy seems to return much less blind suppression fire in the recent AI versions. Is it intentional? Or does it have to do with enemy being outnumbered, staying on the defensive etc.? I don't think it has to do with weapon range, since it is 100% game progress and almost all of them have at least assault rifles.

[Updated on: Sat, 01 June 2019 00:52]

Re: Experimental Project 7[message #357474 is a reply to message #357473] Sat, 01 June 2019 02:31 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sat, 01 June 2019 02:37
Apart from that, I have the feeling that the enemy seems to return much less blind suppression fire in the recent AI versions. Is it intentional? Or does it have to do with enemy being outnumbered, staying on the defensive etc.? I don't think it has to do with weapon range, since it is 100% game progress and almost all of them have at least assault rifles.
What do you have in AI_SUPPRESS_MIN_MAG_SIZE, AI_SUPPRESS_MIN_AMMO_REMAINING settings?
Looking at more or less recent changes to AI:
- chance for suppression fire is 50% if soldier has no cover at current spot, previously AI soldiers could spend too much AP in Red state shooting instead of advancing to enemy or hiding.
- AI soldiers will try to avoid shooting if chance for friendly fire > 10
- AI will only shoot at the start of the turn (to limit CPU time)

I made some tweaks to suppression in r1058 that should help AI to shoot more often.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357475 is a reply to message #357473] Sat, 01 June 2019 02:48 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sat, 01 June 2019 02:37
Hi Sevenfm, I have noticed that my mercs in some instances cannot throw grenades through the windows (window glass is broken). Here is a savefile (AR+SDO+AI r1050):
https://send.firefox.com/download/ed280a433c8dbc25/#g3C7AYjlfPuYfVXkdvo0hw
Looks like some AR jsd-related bug, some windows block grenade throwing while others not.
Since the bug can be reproduced in stock 1.13 7609 exe, it's not Ja2+AI related.

[Updated on: Sat, 01 June 2019 02:48]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357491 is a reply to message #357475] Mon, 03 June 2019 23:58 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Thanks Sevenfm for the clarification!

I would like to bring up another issue, which I find rather annoying: enemy ambushes and how they occur! It don't know if it could be improved by the AI mod, but would like to point it out regardless:

Currently, when enemy ambushes occur our mercs are huddled together like cattle and enemy is very close, generally within pistol or at most within SMG range, totally surrounding the mercs. I find this quite unrealistic and it makes enemy ambushes very hard to survive without casualties, making having a scout in the team a complete necessity.

I would suggest the following remedies to have more gameplay variety and make ambushes actually a fun and challenging tactical situation:

- Mercs are not bunched together and have several (e.g. 4-5) tiles between each other.
- Enemy still starts having surrounded our mercs. However, their distance equals to vision range x some multiplier. The multiplier could depend for instance on the map type: urban 1.5, desert 1.7, jungle: 1.2 etc. to simulate a realistic ambush case.

[Updated on: Mon, 03 June 2019 23:58]

Re: Experimental Project 7[message #357492 is a reply to message #357491] Tue, 04 June 2019 00:04 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
@crackwise
I think improved ambushes feature from the trunk can solve most of the mentioned problems, and it was even implemented in Ja2+AI, unfortunately it causes bugs with bloodcat ambushes, so I had to disable it.

[Updated on: Tue, 04 June 2019 00:04]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357493 is a reply to message #357492] Tue, 04 June 2019 00:37 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Wow, that is actually really cool! Sad to hear that it causes issues. However, would it be possible to disable bloodcat ambushes instead but keep the improved ambush feature? Bloodcat ambushes are much less fun and are quite tedious anyway. The improved enemy ambush, on the other hand, brings a new level of dimension to the game. Especially with the improved AI+ mod, it would be very interesting for sure.

It would actually be really neat to be able to choose that option in the ini file, i.e. to choose betwen default ambush or improved ambush (bloodcat ambush disabled) happy
Re: Experimental Project 7[message #357494 is a reply to message #357493] Tue, 04 June 2019 04:05 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
@crackwise
I tried to enable improved ambush code in r1067 for enemy team only, hope it works well.
This is simplified version of what is described in Flugente's thread - no ini options, no tactical placement etc.
Enemy soldiers are placed at distance between VISION_RANGE and VISION_RANGE * 1.5 from central spot, this should be more or less safe during day, and dangerous at night.
Mercs are distributed at distance no more than DAY_VISION_RANGE / 4 from central spot.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357498 is a reply to message #357494] Tue, 04 June 2019 17:10 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Ja2+AI demo r1068


https://youtu.be/xfkMaWKluEk

See how after first soldiers die, enemy hides in a building until some friends end their flanking and score successful hits, after that they all run out and rush attack.
NWSS: room, case falling, echo effects.
Reworked code for advancing/retreating when taking cover.
See new enemy names and their adjusted placement.

[Updated on: Tue, 04 June 2019 17:12]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357499 is a reply to message #357498] Wed, 05 June 2019 00:07 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
@Sevenfm: Thanks for the improved ambush feature, I will let you know once I test it.

Besides, really cool demonstration of the AI features! I really liked how they capitalized on the situation, was very impressive.

Regarding enemy trying to shoot through the wall, I find it quite good. The only thing is I notice in my games so far that the militia occasionally goes prone below a window and empties quite a portion of the magazine on the wall. Is this also related with the possibility of bullets going through? It would be ok if that was a wall type which could be penetrated by the calibre, but unfortunately most of the time it is not. Perhaps the soldier could check first whether his caliber can pierce the type of wall he is facing.

Re: Experimental Project 7[message #357500 is a reply to message #357499] Wed, 05 June 2019 00:18 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Wed, 05 June 2019 02:07
Regarding enemy trying to shoot through the wall, I find it quite good. The only thing is I notice in my games so far that the militia occasionally goes prone below a window and empties quite a portion of the magazine on the wall. Is this also related with the possibility of bullets going through? It would be ok if that was a wall type which could be penetrated by the calibre, but unfortunately most of the time it is not. Perhaps the soldier could check first whether his caliber can pierce the type of wall he is facing.
Cannot say exactly what happens without a save before the shooting happens, it may be some AI bug or maybe they really think it's better to shoot through wall.
AI always checks CTGT (chance to get through) when deciding target and shooting stance, so it has direct influence on shooting decision. This may be reasonable when shooting for suppression through wooden wall with machinegun, but not when shooting through concrete wall with SMG.
I think I can add some modifiers for AI to prefer shooting with clear sight if possible in next versions.

Update: starting from r1070, CTGT is calculated separately for each stance, this should prevent prone shooting through concrete walls.

[Updated on: Wed, 05 June 2019 03:45]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357535 is a reply to message #357500] Thu, 13 June 2019 22:26 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, I have just updated my AI mod version (with AR+SDO) from r1076 to r1080. As of r1080 , I see that I need to double click to move my mercs.

Single click changes the movement cursor to red, and then I need an additional click at the same spot, in order my merc to move to that spot. Is this intentional or a bug? (I don't see anything like it described in the log.)

If it is a feature, I hope there will be an option to revert to default, since it is rather tedious.
Re: Experimental Project 7[message #357536 is a reply to message #357535] Thu, 13 June 2019 22:36 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Fri, 14 June 2019 00:26
Hi Sevenfm, I have just updated my AI mod version (with AR+SDO) from r1076 to r1080. As of r1080 , I see that I need to double click to move my mercs.

Single click changes the movement cursor to red, and then I need an additional click at the same spot, in order my merc to move to that spot. Is this intentional or a bug? (I don't see anything like it described in the log.)

If it is a feature, I hope there will be an option to revert to default, since it is rather tedious.
It looks like you turned on "realtime movement confirmation" option.
I just checked realtime movement in the game, and it works the same way in Ja2+AI, Ja2.exe r7609 and vanilla 1.12



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357537 is a reply to message #357536] Thu, 13 June 2019 23:14 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
@Sevenfm, thanks for the info! Pardon my noobish mistake.

Again AR + SDO + AI r1080: I have just noticed a strange bug. When targeting at head, instead of head, legs appear on the reticule. See screenshot below. This happens only when targeting the soldier on the left-hand-side.
https://imgur.com/a/sItF0zA

Here is the save file:
https://send.firefox.com/download/cb334fed0029516d/#kOYxEDniQVAuUr2KXhGnBA

Re: Experimental Project 7[message #357538 is a reply to message #357537] Thu, 13 June 2019 23:22 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Another bug/source of AI deadlock: soldiers/militia healing themselves. You can see it if you progress the savegame I have posted above one round, some militia try to heal themselves, which then results in AI deadlock.

This has problem been around for some time now (maybe since r900s), but I just had the chance to capture it on a save file.
Re: Experimental Project 7[message #357543 is a reply to message #357537] Sat, 15 June 2019 02:01 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Fri, 14 June 2019 01:14
Again AR + SDO + AI r1080: I have just noticed a strange bug. When targeting at head, instead of head, legs appear on the reticule. See screenshot below. This happens only when targeting the soldier on the left-hand-side.
I could not reproduce this bug.

Quote:
Another bug/source of AI deadlock: soldiers/militia healing themselves. You can see it if you progress the savegame I have posted above one round, some militia try to heal themselves, which then results in AI deadlock.

This has problem been around for some time now (maybe since r900s), but I just had the chance to capture it on a save file.
This bug is very old, from my tests it appears even in r6xx.
Unfortunately, I have no idea what causes it. The bug is not related to AI healing, it happens when soldier id=144 decides to change facing (AI_ACTION_CHANGE_FACING) which fails for some unknown reason.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357647 is a reply to message #357543] Tue, 16 July 2019 21:47 Go to previous messageGo to next message
Geo92

 
Messages:5
Registered:October 2015
Location: Netherlands
Hello sevenfm. Been using your "unofficial modpack", since it has everything I require/prefer in one handy package: rather have intelligent AI than a more recent revision 1.13 with dumber AI.

However, one tiny thing I would like to change, but not sure how to change: I have nothing against girls or anything, but is there a way to remove/revert the image of the sexy woman on the laptop screen? That is with the Wildfire+SFO combination. I am not sure where that image is located, as I rather have a more professional looking laptop. Other than that: excellent package.
Re: Experimental Project 7[message #357648 is a reply to message #357647] Tue, 16 July 2019 22:05 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Geo92 wrote on Tue, 16 July 2019 23:47
Hello sevenfm. Been using your "unofficial modpack", since it has everything I require/prefer in one handy package: rather have intelligent AI than a more recent revision 1.13 with dumber AI.

However, one tiny thing I would like to change, but not sure how to change: I have nothing against girls or anything, but is there a way to remove/revert the image of the sexy woman on the laptop screen? That is with the Wildfire+SFO combination. I am not sure where that image is located, as I rather have a more professional looking laptop. Other than that: excellent package.
Hello Geo92! Glad to hear this modpack is useful to you, the idea was to provide players easy way to play various mods that were made over years. Unfortunately, for many people it's not easy to find and correctly install mods, especially mod combinations like AR+SDO or Wildfire+IoV.

That sexy girl is hiding in Mods\Data-WF607.7z\Laptop\Desktop.pcx file which you can change or remove. If you change 7z archive, you need to use no compression (store) method or the game will not be able to load it.
This picture is from official Wildfire 6.07 svn so it's not something I added to the modpack :-)

I wouldn't say that stock 1.13 AI in actual version is dumb, it even has some improvements over older AI such as better flanking and fixed AI decisions but it definitely plays differently, so everyone can chose what he likes. Some people like faster meat grinder and rush attacks, some prefer more preparation and slower and more cautious battles.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357649 is a reply to message #357648] Tue, 16 July 2019 22:17 Go to previous messageGo to next message
Geo92

 
Messages:5
Registered:October 2015
Location: Netherlands
sevenfm wrote on Tue, 16 July 2019 21:05
Geo92 wrote on Tue, 16 July 2019 23:47
Hello sevenfm. Been using your "unofficial modpack", since it has everything I require/prefer in one handy package: rather have intelligent AI than a more recent revision 1.13 with dumber AI.

However, one tiny thing I would like to change, but not sure how to change: I have nothing against girls or anything, but is there a way to remove/revert the image of the sexy woman on the laptop screen? That is with the Wildfire+SFO combination. I am not sure where that image is located, as I rather have a more professional looking laptop. Other than that: excellent package.
Hello Geo92! Glad to hear this modpack is useful to you, the idea was to provide players easy way to play various mods that were made over years. Unfortunately, for many people it's not easy to find and correctly install mods, especially mod combinations like AR+SDO or Wildfire+IoV.

That sexy girl is hiding in Mods\Data-WF607.7z\Laptop\Desktop.pcx file which you can change or remove. If you change 7z archive, you need to use no compression (store) method or the game will not be able to load it.
This picture is from official Wildfire 6.07 svn so it's not something I added to the modpack :-)

I wouldn't say that stock 1.13 AI in actual version is dumb, it even has some improvements over older AI such as better flanking and fixed AI decisions but it definitely plays differently, so everyone can chose what he likes. Some people like faster meat grinder and rush attacks, some prefer more preparation and slower and more cautious battles.
Thanks for the answer. Been looking for that one everywhere, didn't realise it would be in a 7z archive.

I see, anyhow your AI has had several videos of explanations on youtube. So that's reason enough for me to prefer yours for now. But I understand what you mean.
Re: Experimental Project 7[message #357650 is a reply to message #357649] Tue, 16 July 2019 23:19 Go to previous messageGo to next message
Geo92

 
Messages:5
Registered:October 2015
Location: Netherlands
Sorry for Double post, sevenfm: I noticed the "extra" folder in your modpack. And noticed "Better Enemy Gun Progress". Did you create this yourself? Not entirely sure if I should use it or not. I like realism, so I am not quite sure if this is indeed more realistic.

Re: Experimental Project 7[message #357651 is a reply to message #357650] Tue, 16 July 2019 23:31 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Geo92 wrote on Wed, 17 July 2019 01:19
Sorry for Double post, sevenfm: I noticed the "extra" folder in your modpack. And noticed "Better Enemy Gun Progress". Did you create this yourself? Not entirely sure if I should use it or not. I like realism, so I am not quite sure if this is indeed more realistic.
Unfortunately, I don't remember where I got that file (it's named 7435_ImprovedEnemyGunProgress.zip in my archive). It's an update for gun progress for clean 7609 (so no SDO/AFS/IoV or other weapon mods). I wouldn't recommend using it for the first playthrough, for realism and balance it's better to use SDO item mod in my opinion (I personally develop and test AI in Wildfire+SDO mod).
There are xls tables included so you can check if it's what you like.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357660 is a reply to message #357651] Wed, 17 July 2019 16:19 Go to previous messageGo to next message
Geo92

 
Messages:5
Registered:October 2015
Location: Netherlands
Alright, thanks. I'll stick to SDO then.
Re: Experimental Project 7[message #357690 is a reply to message #332214] Thu, 25 July 2019 14:19 Go to previous messageGo to next message
Nickkk
Messages:1
Registered:July 2019
Hello, sevenfm, first of all I'd like to thank you for your development
of improved AI, spanned for more than 1000 versions. I'd like to report
some minor, but annoying graphical issue, when i use ja2_7609en+AI_r1085.exe
in INI editor. I play 7609en+Modpack.
The issue is as follows: in my game mute confirmation is OFF, so mercs
say something if you click them in tactical mode. The sound goes all right,
but the animated portrait works somewhat wrong, it is glitchy and acts like
speed-up animation. Some important symptoms: this issue does not show if cursor
is not located on any merc, this issue does not show if I use Ja2+fix.exe.
In fact, according to my little testing, this issue starts from some revision
(version) of ja2_7069en+AI, the last version which gives normal response/speech
animation is ja2_7609en+AI_r598.exe (which i got from archive on your Google drive).
Issue was reproduced on Win XP and Win 7 and does not depend on used VFS in INI editor.
Would be grateful if you could somehow fix it.
Re: Experimental Project 7[message #357691 is a reply to message #357690] Thu, 25 July 2019 21:10 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Hi Nickkk! Thank you for bug report, I will take a look when I have more time.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357759 is a reply to message #332214] Sat, 03 August 2019 23:29 Go to previous messageGo to next message
Alewalek
Messages:1
Registered:August 2019
Hi

I am new to this game and trying to run it with your Ai upgraded version. But it seems there is a bug when you chose old version of skill tree and during IMP creation when chosing skills you cant do it and after presing ok this appear: Runtime Error press exc to Continue/ Assertion Failure [Line1300 in file button system.cpp]Attemting toSaveGame247.sav (this may fail) and in RED: Attemting to removeButton with out of range buttonID572195240.
When I chose new skill system, game start ok and there is no problem so I defynitly instaled everything ok.

If you have some tips how to bypas this help is apriciated. Thanks
Re: Experimental Project 7[message #357796 is a reply to message #357759] Thu, 08 August 2019 01:22 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Hi Alewalek! Sorry, Ja2+AI is designed to work with new skills and new inventory only, old systems are obsolete and not supported.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357821 is a reply to message #332214] Sat, 10 August 2019 12:48 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, is it possible to make the militia on the roof to get down and come to the merc when they are given the order "come to me"? Currently that does not seem to work, they just stay were they are.

The militia stationed on the roofs get wasted much easier by the enemy due to lack of cover on the roofs. So I would be very happy to get them down and position them somewhere with cover.

Thanks a lot again!
Re: Experimental Project 7[message #357896 is a reply to message #357796] Fri, 16 August 2019 23:39 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Can you please make the game load ( Alt+L ) immediately without waiting for the enemy to finish?
Thank you in advance.



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 #357942 is a reply to message #357896] Thu, 22 August 2019 22:35 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Playing with Ja2+AI r1135.

In this video:
Improved ambush feature - enemy appears around our mercs at distance close to vision range, so we have some space to maneuver and hide but we are still nearly encircled.
Adrenaline rush under suppression - any soldier or merc can get adrenaline when suppressed. The chance of adrenaline effect depends on soldier's stats and level of suppression, also drunk or dauntless soldiers are immune to adrenaline rush. When this effect starts, soldier receives small bonus to APs for several turns, and later small penalty to APs for several turns, and also morale and stamina hit.
NWSS gun sounds - notice the changed gun echo in the mountains.
Fire spreading - see how a single molotov caused a relatively big fire on the grass, forcing enemies hiding behind rocks to leave their cover.

[Updated on: Fri, 23 August 2019 02:39]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357960 is a reply to message #357942] Sat, 24 August 2019 11:46 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
@sevenfm: I am playing currently with the AI+ r1136. But I have noticed in the recent AI+ revisions snipers/marksmen - in my case Lvl 9 Scope with 100 Marksmanship, using AWM - seem to shoot much less accurate than they used to do.

Aiming with increasing clicks seems to have almost no effect, despite that the enemy has not been moving the previous turn. Aiming seems to have an effect after 2-3 turns, assuming the enemy has stayed at the same spot. Is this intentional? I could not find a change in the version control logs, but I guess something has been tweaked that affects this.
Re: Experimental Project 7[message #357963 is a reply to message #357960] Sat, 24 August 2019 21:01 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sat, 24 August 2019 13:46
@sevenfm: I am playing currently with the AI+ r1136. But I have noticed in the recent AI+ revisions snipers/marksmen - in my case Lvl 9 Scope with 100 Marksmanship, using AWM - seem to shoot much less accurate than they used to do.

Aiming with increasing clicks seems to have almost no effect, despite that the enemy has not been moving the previous turn. Aiming seems to have an effect after 2-3 turns, assuming the enemy has stayed at the same spot. Is this intentional? I could not find a change in the version control logs, but I guess something has been tweaked that affects this.
There are two main penalties for aiming:
1. Penalty for target movement. In Ja2+AI, target movement penalty does not instantly disappear next turn, instead it decreases over turns (something like /2 each turn). So you may need to wait several turns for the movement penalty to completely disappear.
2. Penalty for first shot at long distance, so you can only have full aim bonus at long range when shooting second time at the same tile.

Both penalties are increased for high power scopes.

You can enable
[Extended Options]
EXT_TOOLTIP_NCTH = TRUE
in Ja2_Options.ini if you want more details, and if you post the screenshot here, I can maybe give you more information on what's happening with your aiming.

You can also try r1144, in which additional movement penalty for scopes is removed.

[Updated on: Mon, 26 August 2019 01:53]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #357978 is a reply to message #357963] Tue, 27 August 2019 23:30 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, thanks for the helpful reply. I have checked my ini settings and have noticed the following values with NCTH_SCOPE_MOVEMENT_PENALTY = TRUE:

CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 37

I am a big fan of scope penalty for moving target, I find it quite realistic and it makes snipers also less overpowered. I would therefore be happy to play with it turned on, but it is possible that my settings are perhaps too punishing. Would you be kind enough to tell me your preferred values? Thanks again.
Re: Experimental Project 7[message #357979 is a reply to message #357978] Wed, 28 August 2019 04:35 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Wed, 28 August 2019 01:30
Hi Sevenfm, thanks for the helpful reply. I have checked my ini settings and have noticed the following values with NCTH_SCOPE_MOVEMENT_PENALTY = TRUE:

CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 37
Sorry, these options are not used in Ja2+AI, also the latter two are for OCTH only (in stock 1.13).
There's "removed or changed options.txt" file in Docs folder on google drive which describes most of the changes to options in Ja2+AI.

Quote:
I am a big fan of scope penalty for moving target, I find it quite realistic and it makes snipers also less overpowered. I would therefore be happy to play with it turned on, but it is possible that my settings are perhaps too punishing. Would you be kind enough to tell me your preferred values? Thanks again.
Movement penalty currently uses hardcoded values, no way to change them using INI. I think they are mostly balanced currently, though NCTH additional scope penalty could be too punishing, so I disabled it to see how it works. There's still additional movement penalty for scopes based on PercentTargetTrackingSpeed penalty in items.xml
Also regular 1.13 tracking penalty is still here, and it should be more powerful in Ja2+AI since aperture is usually bigger for moving targets.

[Updated on: Wed, 28 August 2019 05:38]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #358012 is a reply to message #357979] Sun, 08 September 2019 10:43 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
A good example in real playthrough, showing that AI doesn't cheat and if you sneak behind him without making any noise, he will have no idea he is being watched:

watch at 1:40:55
youtube.com/watch?v=ErCMp5nUYMY&feature=youtu.be&t=6055
Chaos aims at enemy and skips turn to have more APs, while enemy soldier continues to watch at the location of known opponent.

[Updated on: Sun, 08 September 2019 10:45]




7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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Re: Experimental Project 7[message #358047 is a reply to message #358012] Fri, 13 September 2019 23:29 Go to previous messageGo to next message
Ortis

 
Messages:14
Registered:April 2015
I installed the 7609 modpack. What an amazing modpack! The music is also absolutely perfect. Good job!
I have a few questions.

1. What is the difference between Ja2+fix and Ja2+AI?
2. What is Lev Progression? (ex Wildfire 6.07 + Lev Progression)
3. Im playing Wildfire 6.07 + SOD, and it seems I can loot stuff from Tony and Kingpins men and they dont care. As an example, in sector c4 there is alot of good stuff and alot of kingpin guys. It feels like they are supposed to guard all the goodies but they dont turn hostile. Is this correct?
Re: Experimental Project 7[message #358048 is a reply to message #358047] Fri, 13 September 2019 23:46 Go to previous messageGo to previous message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
1. +Fix includes stock 1.13 AI and some fixes, +AI includes tweaked AI and many fixes, improvements and balance changes. +Fix plays like regular 1.13, while +AI is very different.
2. Look at readme.txt on google drive, it has all links to mod descriptions.
LevProgression
--------------
Author: Lev Arris
Forum:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22160
Download:
https://ja2svn.mooo.com/source/ja2/branches/silversurfer/Levs%20Weapon%20Progression.zip
3. Should be the way WF 6.07 or +SDO version works. I don't know if it's correct, maybe some ownership items are missing.



7609+AI (r1779) | Experimental project | Unofficial Modpack | Youtube | Trunk (r8916) | 1.13 Starter Docs | 1.13 How to get

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