Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #358053 is a reply to message #358048] Sat, 14 September 2019 12:07 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
After the last version, opening from the side of the door stopped working. The mercenary comes to the door first and opens it.



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 #358054 is a reply to message #358053] Sat, 14 September 2019 16:33 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Randok wrote on Sat, 14 September 2019 14:07
After the last version, opening from the side of the door stopped working. The mercenary comes to the door first and opens it.
This feature was disabled intentionally as it doesn't work correctly with interrupts (if player opens door from the side, enemy team can never get interrupt, so in current state it's just another exploit for the player). When interrupts will be fixed, I will re-enable this feature.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358056 is a reply to message #358054] Sat, 14 September 2019 17:17 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Quote:
When interrupts will be fixed, I will re-enable this feature.
OK, I'm waiting patiently.
PS. Will it be fast (without waiting for the enemy to complete) Alt + L?
You do a great job with exe. Enemies are smarter and more needs to be combined.
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 #358068 is a reply to message #358056] Wed, 18 September 2019 21:37 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
If everything is fine?
Last edited: exe1180 - June 20, 2019



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 #358069 is a reply to message #358068] Wed, 18 September 2019 21:41 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Randok wrote on Wed, 18 September 2019 23:37
If everything is fine?
Last edited: exe1180 - June 20, 2019
Something with google disk probably. Re-uploaded the file, should be ok now.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358142 is a reply to message #358069] Sun, 29 September 2019 15:52 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm,

I am playing AR+SDO with AI r1214. Despite that I have show tracers enabled, they don't appear to have a light effect when I shoot the ammo (on full auto).

This feature seems to come and go with various editions, since I remember in some versions it did similarly not work, in some it actually did.
Re: Experimental Project 7[message #358143 is a reply to message #358142] Sun, 29 September 2019 15:56 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sun, 29 September 2019 17:52
Hi Sevenfm,

I am playing AR+SDO with AI r1214. Despite that I have show tracers enabled, they don't appear to have a light effect when I shoot the ammo (on full auto).

This feature seems to come and go with various editions, since I remember in some versions it did similarly not work, in some it actually did.
You need to enable "Tracer light" option in game options. Just checked on actual revision, the "light fountain" works.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358144 is a reply to message #358143] Sun, 29 September 2019 20:14 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Yes, the tracer light was already enabled.

Just checked it again. Apparently the tracer light works with lower calibres such as 5.56 mm, but does not work when shooting higher calibres such as 7.62 mm and 6.8 mm.
Re: Experimental Project 7[message #358145 is a reply to message #358144] Sun, 29 September 2019 20:18 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sun, 29 September 2019 22:14
Yes, the tracer light was already enabled.

Just checked it again. Apparently the tracer light works with lower calibres such as 5.56 mm, but does not work when shooting higher calibres such as 7.62 mm and 6.8 mm.
As far as I remember, it was a bug in original SDO - tracer flag not set for some calibers. It was fixed in my unofficial modpack.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358146 is a reply to message #358145] Sun, 29 September 2019 20:27 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Oh, ok. Thanks for clarifying.

Is there any chance to fix it by copy-pasting the relevant files from your modpack folder? I have your modpack, but unfortunately my current game-run is on a stand-alone AR+SDO folder, where I have manually changed a lot of stuff.
Re: Experimental Project 7[message #358147 is a reply to message #358146] Sun, 29 September 2019 20:29 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sun, 29 September 2019 22:27
Oh, ok. Thanks for clarifying.

Is there any chance to fix it by copy-pasting the relevant files from your modpack folder? I have your modpack, but unfortunately my current game-run is on a stand-alone AR+SDO folder, where I have manually changed a lot of stuff.
Copying AmmoTypes.xml from Data-SDO should work, I think.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358148 is a reply to message #358147] Sun, 29 September 2019 20:40 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Copy-pasting ammotypes.xml has worked like a charm. Thanks a lot!
Re: Experimental Project 7[message #358157 is a reply to message #358148] Wed, 02 October 2019 00:31 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Using the latest AI r1221 with AR+SDO, I see that weapons have become very accurate for NCTH at long-distance. I personally liked the less accurate version, where long-distance shootouts could last quite a long time, and found it more realistic. The reason for that is, I generally assume that the terrain is not exactly flat as we see it in the game; rather, there are small bumps and irregularities which make it harder to see things properly in a long-distance shoot out.

The problem is that in its current state with increased accuracy, it dictates finding cover and camping out the shootout for our mercs, because maneuvering has become very risky due to similarly very accurate enemy fire. As for the enemy, since they are much more likely to leave cover and charge, they just get mowed down very easily by accurate long-distance machine-gun fire.

With that said, is it possible to adjust the accuracy settings to one's personal taste in the ini settings? If not, I would suggest to undo the improvement, or maybe implement just a much lower improvement.

[Updated on: Wed, 02 October 2019 00:34]

Re: Experimental Project 7[message #358159 is a reply to message #358157] Wed, 02 October 2019 04:42 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Wed, 02 October 2019 02:31
Using the latest AI r1221 with AR+SDO, I see that weapons have become very accurate for NCTH at long-distance.
I don't see that in my tests.
For example, using SDO in my modpack, Leech is shooting at 450m with svd+9x scope+bipod, lying prone.
Stationary target, first shot, second shot at the same target:
Target has moved 15-20 tiles running:
With the aperture of that size, you will have 30-50% CTH, and if target has moved a lot there will be additional misses.
And this is having perfect view on standing target, without shock penalties etc.

Quote:
I personally liked the less accurate version, where long-distance shootouts could last quite a long time, and found it more realistic. The reason for that is, I generally assume that the terrain is not exactly flat as we see it in the game; rather, there are small bumps and irregularities which make it harder to see things properly in a long-distance shoot out.
I think it's more a problem of the maps used - if map has more grass and obstacles, it's much harder to shoot.

Quote:
The problem is that in its current state with increased accuracy, it dictates finding cover and camping out the shootout for our mercs, because maneuvering has become very risky due to similarly very accurate enemy fire. As for the enemy, since they are much more likely to leave cover and charge, they just get mowed down very easily by accurate long-distance machine-gun fire.
I didn't make guns more accurate in recent revisions, just lowered additional aiming penalty for the first shot which wasn't in original NCTH system anyway.
Making this penalty even higher will result in often having 100% aiming penalty because of added movement and sight penalties, which will result in not being able to aim at all.

Quote:
With that said, is it possible to adjust the accuracy settings to one's personal taste in the ini settings? If not, I would suggest to undo the improvement, or maybe implement just a much lower improvement.
I think the problem with too much accuracy in your game is more in cthconstants.ini and xml files than in the game code.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358179 is a reply to message #358159] Thu, 03 October 2019 14:35 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
What would you then suggest that I tweak in cthconstants.ini to make the weapons less accurate (without reducing max. range)? Thanks!
Re: Experimental Project 7[message #358183 is a reply to message #358179] Thu, 03 October 2019 16:01 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Thu, 03 October 2019 16:35
What would you then suggest that I tweak in cthconstants.ini to make the weapons less accurate (without reducing max. range)? Thanks!
Try this cthconstants.ini file which I currently use for testing:
https://drive.google.com/open?id=1PYLWAJ9fV-N_q2mhi_VED-h8dzZgy0OS



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358207 is a reply to message #358183] Sun, 06 October 2019 19:27 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Improved cover display (starting from r1238):
- take into account possible enemy stance when showing cover for a tile (COVER_SYSTEM_STANCE_EFFECTIVENESS option reduces sight to crouched/prone soldier)
- show cover for specific soldier (soldiers can have individual bonuses or penalties for cover on specific tile - from worn camo, LBE, worn stealth etc)
- show cover from specific soldier (if you want to hide from one specific soldier)




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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358208 is a reply to message #358207] Sun, 06 October 2019 20:53 Go to previous messageGo to next message
townltu

 
Messages:385
Registered:December 2017
Location: here
Regarding vision field of mercs,
is it possible to get the vision field of specific merc not as his current place
but instead as if he/she is placed at actual cursor position?

Like [End] respectively [Shift] + [V] works as usual,
and view field at cursor position is displayed when we also pess [Ctrl] or/and [Alt]


There are 2 scenarios where this is useful, although the 2nd may affect only a few players:
1) When it comes to the question "to which place shall my merc move in battle",
i.e. behind which bush he has best vision cover or sees more respectively specific tile(s).

2) if anybody else is also crazy enough to spend 1h real time and more in not yet checked sectors he wants to defend,
moving mercs from tile to tile in order to check the vision conditions, at day and night, and find good spots for his mercs.

I guess the AI already is aware of vision field at other places? Else forget it, no unfair advantages.


In case, for 1 and 2 it would imo make sense to get the mercs actual modifiers, i.e. looking through binocs/scope/glasses/nvg.
Re: Experimental Project 7[message #358209 is a reply to message #358208] Sun, 06 October 2019 20:57 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
@townltu sounds like a good idea to provide possible view from selected spot. As for taking into account binocs and scopes, it could be implementedd using ALT or SHIFT modifier key, for example.

Quote:
I guess the AI already is aware of vision field at other places?
Yes, AI can calculate LOS from any spot to any spot for any known soldier (but he doesn't use exact information for player mercs like their bonus from scopes etc).

[Updated on: Sun, 06 October 2019 20:59]




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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358210 is a reply to message #358209] Sun, 06 October 2019 22:05 Go to previous messageGo to next message
townltu

 
Messages:385
Registered:December 2017
Location: here
Well, if I understand correctly my unprecisly message caused misunderstanding.

It was not about giving option "what vision fields do i get at that tile if I use one of the dozen vision modifiers i have in inventory"
I thought it may be the easiest way to code if you attach a "virtual duplicate" of the active merc to the cursor,
with her/his current modifier, stance, direction, etc, i.e. as if you teleport the merc there.
So player must turn merc, or raise weapon, equip nvg if he wants that specific info.

Precision of view overlay at tile X could even be modified by xp lvl, scout, wisdom, consumed drugs, nervous trait, distance to tile, you name it ;)

[Updated on: Sun, 06 October 2019 22:07]

Re: Experimental Project 7[message #358212 is a reply to message #358210] Mon, 07 October 2019 13:20 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Improved version of merc cover display in r1249.



Press SHIFT when in merc view mode to see possible 360 degree view on selected spot.
All current sight bonuses and penalties apply, including current merc's stance and equipment, only merc's position is changed and 360 degree vision simulated.
For example, if you want to see possible vision field with scope at new spot, you need to raise weapon for your merc, if you want to see possible vision field with NVG on, you need to put on NVG for your merc.

[Updated on: Mon, 07 October 2019 13:29]




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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358213 is a reply to message #358212] Mon, 07 October 2019 14:24 Go to previous messageGo to next message
townltu

 
Messages:385
Registered:December 2017
Location: here
Thank you @sevenfm!

Hopefully many players will recognize how helpful it can be,
not only during battle but also when preparing for incoming attacks,
to estimate vision field of enemies entering the sector and find good defense and fallback positions.
Re: Experimental Project 7[message #358215 is a reply to message #358183] Tue, 08 October 2019 00:02 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Thanks for the ini file example Sevenfm! I have tested the settings a bit. I think the reason was mainly because I use range_coefficient=1.2 by default, that's why probably your NCTH fix had a larger impact in my version.

Apart from that, I like NCTH a lot, but despite using SDO I still get quite often crazy autofire up in the air (even with mercs +95 accuracy). Is there a way to limit it manually in the ini file? I would like to have more lateral dispersion rather than vertical, for instance.

Besides, what does vertical bias do? I see that you have changed it to 1.0 in your version. What was the reason for that change?

Thanks a lot! I love the new sneaky AI behaviour bay the way, and how they fall back.
Re: Experimental Project 7[message #358217 is a reply to message #358215] Tue, 08 October 2019 00:43 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
VERTICAL_BIAS has no effect in Ja2+AI, it's always 1.0 for visuals and 0.5 for bullet distribution calculation. In stock 1.13 it works in a strange and unrealistic way, reducing vertical distribution when you shoot prone or crouched, and turns NCTH cursor into ugly ovals.
Autofire accuracy does not depend on merc's accuracy, as far as I understand. If your mercs shoot up in the air with autofire, they don't have enough strength to compensate gun's recoil. You can probably tweak recoil values in CTHConstants.ini under [Shooting Mechanism], reducing strength needed but not recoil accuracy. For example, you may want to double RECOIL_MAX_COUNTER_FORCE and see how it works. I personally think that recoil system works well - if your merc is not strong enough to control weapon in autofire, use less powerful ammo or add muzzle brake or shoot with bipod etc. Noone shoots autofire in real life with m14, for example, because you will literally shoot in the air with second or third bullet.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358218 is a reply to message #358217] Tue, 08 October 2019 10:46 Go to previous messageGo to next message
silversurfer

 
Messages:2759
Registered:May 2009
When I use autofire I almost always aim at the legs. The recoil will pull the gun up and it's not unlikely that the next bullets will hit the torso or even the head.



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 #358221 is a reply to message #358218] Tue, 08 October 2019 21:35 Go to previous messageGo to next message
Ortis

 
Messages:14
Registered:April 2015
I'm trying to change Fox characer trait from show off to loner. I can't get it to work with WF607+SDO
I have made changes in all the MercProfiles.xlm I can find but nothing takes. (got it to work with vfs_config.113.ini with no problem)
Re: Experimental Project 7[message #358222 is a reply to message #358221] Tue, 08 October 2019 21:52 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Ortis wrote on Tue, 08 October 2019 23:35
I'm trying to change Fox characer trait from show off to loner. I can't get it to work with WF607+SDO
I have made changes in all the MercProfiles.xlm I can find but nothing takes. (got it to work with vfs_config.113.ini with no problem)
If you are talking about my unofficial modpack, then sorry, it's not designed for easy modding. If you want to mod the game, it's better to install official mods and change them to what you like.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358223 is a reply to message #358222] Tue, 08 October 2019 22:02 Go to previous messageGo to next message
Ortis

 
Messages:14
Registered:April 2015
yes, so when I start for example vfs_config.WF607+LP.ini or vfs_config.WF607 I have managed to change the trait to Loner. But I can't get it to work with WF607+SOD or AR+SOD
Re: Experimental Project 7[message #358224 is a reply to message #358218] Wed, 09 October 2019 01:02 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Yes, I aim at the legs also to compensate for the recoil. But it would be better to have it already calculated in i.e."considered" by our mercs.

Besides, I am not sure if it is fair, since I guess the AI does not know that, right? It would actually be cool, or at least fair, that AI also aimed at the legs when autofiring.
Re: Experimental Project 7[message #358225 is a reply to message #358224] Wed, 09 October 2019 01:40 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Wed, 09 October 2019 03:02
Yes, I aim at the legs also to compensate for the recoil. But it would be better to have it already calculated in i.e."considered" by our mercs.
If you have a high skilled merc, he can predict and compensate recoil.

Headrock wrote in CalcPreRecoilOffset()
//////////////////////////////////////////////////////////////////////////////////////
// HEADROCK HAM 4: New Shooting Mechanism, Pre-Recoil Calculation
//
// The new recoil system works on the premise that each gun has its own recoil force
// and direction. After X shots with enough recoil, the muzzle of the gun will be pointing
// a certain distance off the center of the target. After a few bullets have been fired,
// mercs get a chance to begin applying counter-force to act against recoil, and given
// enough bullets might even be able to push their gun back towards the target's center.
// However, by this point several bullets will have been wasted, and the muzzle may already
// be pointing very far from the target's center.
//
// To compensate for this, experienced characters can anticipate the recoil of their gun
// before it even starts firing. Instead of aiming the first shot at the center of the
// target, these characters will aim it at a location which would, once recoil kicks in,
// rake the gun over the target. This minimizes the distance by which the last shot will
// be offset from the target's center, making it easier to return the muzzle towards the
// center once the character gets the chance to start applying Counter-Force.
//
// To visualize this, imagine a gun like an AK-47, which pulls very strongly upwards.
// Experienced soldiers know that if they aim at a target's legs, the first bullets will
// then "rake" upwards, hitting the target in the legs, abdomen, torso, and possibly the
// head. By this point, if they continue autofiring, they'll be able to get control
// of the gun and keep it pointed at least close to the torso. If their volley had started
// while pointed at the torso, they'd be firing above the target by now...
crackwise wrote on Wed, 09 October 2019 03:02
Besides, I am not sure if it is fair, since I guess the AI does not know that, right? It would actually be cool, or at least fair, that AI also aimed at the legs when autofiring.
AI can shoot at legs if opponent is standing (so he can fall). Base chance to shoot at legs is 15%, +15% if target is running, +15% if using NCTH and shooting with autofire/burst, +30% if opponent is zombie or has no gun. Final chance to shoot at legs is modified by CTH, so that soldiers don't waste bullets shooting at legs with low CTH.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358226 is a reply to message #358225] Wed, 09 October 2019 03:54 Go to previous messageGo to next message
Hawkeye

 
Messages:2202
Registered:October 2005
Location: Australia
When did that recoil feature become available? Is that a 1.13 feature or something you have edited/tweaked Seven? I may have to shoot more at the legs from now on with less skilled mercs.


Re: Experimental Project 7[message #358227 is a reply to message #358226] Wed, 09 October 2019 04:01 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
Hawkeye wrote on Wed, 09 October 2019 05:54
When did that recoil feature become available?
When Headrock invented NCTH in 2011 or so.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358246 is a reply to message #358227] Tue, 15 October 2019 00:09 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, I am using AR + SDO + AI r1292. I have a strange bug where some enemies, who are not supposed to be visible, are actually strangely visible. Here is a save file, note the enemy sentries in the south-east:
https://send.firefox.com/download/f456ca051c354258/#vK1BbaQP_a2mAbgRms5N-g

Re: Experimental Project 7[message #358248 is a reply to message #358246] Tue, 15 October 2019 00:28 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Tue, 15 October 2019 02:09
Hi Sevenfm, I am using AR + SDO + AI r1292. I have a strange bug where some enemies, who are not supposed to be visible, are actually strangely visible. Here is a save file, note the enemy sentries in the south-east:
https://send.firefox.com/download/f456ca051c354258/#vK1BbaQP_a2mAbgRms5N-g
Strange bug, don't know why it happens. Tested it with actual r1294 - once enemy leaves his spot, he seems to behave normal.
Please report if it will continue to happen with new version in new battles.
I can also recommend to update to r1297 as it fixes critical bug.

[Updated on: Tue, 15 October 2019 08:18]




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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358259 is a reply to message #358248] Tue, 15 October 2019 23:43 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, I think my game bugged out somehow. I reverted to a previous autosave and things seem fine. I am nevertheless explaining the issue and posting a savegame file so that it may perhaps be helpful:

What I experience in the savegame posted blow is that there are enemies according to the overhead map. However, there are no enemies in the sector to be found.

This issue started happening after I went back to a sector where two enemy soldiers had retreated. They were not visible on the map itself, despite the overhead indication. I therefore suspect the enemy retreating feature had something broken.

Here is the savegame:
https://send.firefox.com/download/0d4e11982f35bd87/#dtNEkoI56j0PtqnlM7adJA
Re: Experimental Project 7[message #358262 is a reply to message #358259] Wed, 16 October 2019 00:32 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
@crackwise enemy retreating is disabled in actual r1298 build. I may re-enable it in the future, but it needs a lot of testing.



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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358293 is a reply to message #358262] Sat, 19 October 2019 17:23 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi sevenfm, I would like to point out a strange thing regarding artillery strikes, which used to exist since almost always. At the beginning of the turn when artillery shells land, almost all enemies in the vicinity become visible. This is probably an unintended bug.

Apart from that, I believe it would also be much better if the enemy did not start to run and leave the artillery area. This results almost always in them leaving their cover charge straight ahead to my troops/militia to get easily slaughtered. This is also not realistic, since in reality the best thing to do when under mortar/artillery strike is to take cover and stay put, since the strike is intended for a large area and running would get you shrapnelled to death. Is it possible to change this behaviour? (FYI: I have manually decreased the damage of mortar rounds, so it mainly acts as an area stun and suppression support)

[Updated on: Sat, 19 October 2019 17:23]

Re: Experimental Project 7[message #358297 is a reply to message #358293] Sat, 19 October 2019 23:59 Go to previous messageGo to next message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sat, 19 October 2019 19:23
Hi sevenfm, I would like to point out a strange thing regarding artillery strikes, which used to exist since almost always. At the beginning of the turn when artillery shells land, almost all enemies in the vicinity become visible. This is probably an unintended bug.
I don't remember that in my games. Are you using stock 1.13 signal smoke which has a buddy flare explosion attached?

Quote:
Apart from that, I believe it would also be much better if the enemy did not start to run and leave the artillery area. This results almost always in them leaving their cover charge straight ahead to my troops/militia to get easily slaughtered. This is also not realistic, since in reality the best thing to do when under mortar/artillery strike is to take cover and stay put, since the strike is intended for a large area and running would get you shrapnelled to death. Is it possible to change this behaviour? (FYI: I have manually decreased the damage of mortar rounds, so it mainly acts as an area stun and suppression support)
Need to think about it. Default behaviour is the same as leaving gas/light/armed explosive area, maybe it should be changed to "run into nearby cover and spread out" instead.

Also check r1321, it has some improvements to red smoke avoidance - soldiers will try not to move closer to known opponents, also they will use terrain with high density as cover from artillery strikes (and also buildings).

[Updated on: Sun, 20 October 2019 06:28]




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

Кто в Москве не бывал, красоты не видал.


Re: Experimental Project 7[message #358499 is a reply to message #332214] Fri, 15 November 2019 22:47 Go to previous messageGo to next message
crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, I am playing AR + SDO + AI r1340 and see that the bug regarding footsteps visualization is back again. The footsteps visualization shows the path as movable despite there is not enough AP. Here is the screenshot: https://imgur.com/J2PmMVd

You can find the savegame here: https://send.firefox.com/download/4dc7f23812e1e433/#JU_AZNXgRchWWudoaOi_kg

Apart from that, if the interrupt bug is fixed, is it possible to enable diagonal door opening again? It was quite a useful feature when clearing rooms.

[Updated on: Fri, 15 November 2019 22:48]

Re: Experimental Project 7[message #358501 is a reply to message #358499] Sat, 16 November 2019 08:52 Go to previous messageGo to previous message
sevenfm

 
Messages:2354
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sat, 16 November 2019 01:47
Hi Sevenfm, I am playing AR + SDO + AI r1340 and see that the bug regarding footsteps visualization is back again. The footsteps visualization shows the path as movable despite there is not enough AP. Here is the screenshot: https://imgur.com/J2PmMVd

You can find the savegame here: https://send.firefox.com/download/4dc7f23812e1e433/#JU_AZNXgRchWWudoaOi_kg
Will take a look, thank you.

Quote:
Apart from that, if the interrupt bug is fixed, is it possible to enable diagonal door opening again? It was quite a useful feature when clearing rooms.
Sorry, no one is working on fixing interrupt bug in 1.13 as far as I know. I cannot re-enable it because in current state it's just cheating.



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

Кто в Москве не бывал, красоты не видал.


Previous Topic: Trunk AI and improvements
Next Topic: New Attachment System Beta
Goto Forum:
  


Current Time: Wed Nov 25 12:41:05 EET 2020

Total time taken to generate the page: 0.05292 seconds