Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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.

Report message to a moderator

Private
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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.

Report message to a moderator

Private
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 is currently offline 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.

Report message to a moderator

Private
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline Geo92

 
Messages:5
Registered:October 2015
Location: Netherlands
Alright, thanks. I'll stick to SDO then.

Report message to a moderator

Private
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 is currently offline 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.

Report message to a moderator

Civilian
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
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Hi Nickkk! Thank you for bug report, I will take a look when I have more time.


Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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

Report message to a moderator

Civilian
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
Deleted.

 
Messages:2663
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.


Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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!

Report message to a moderator

Sergeant
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 is currently offline Randok

 
Messages:321
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.

Report message to a moderator

Master Sergeant
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
Deleted.

 
Messages:2663
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]




Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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.

Report message to a moderator

Sergeant
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
Deleted.

 
Messages:2663
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]




Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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.

Report message to a moderator

Sergeant
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
Deleted.

 
Messages:2663
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]




Left this community.

Report message to a moderator

Lieutenant

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
Deleted.

 
Messages:2663
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]




Left this community.

Report message to a moderator

Lieutenant

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 is currently offline Ortis

 
Messages:18
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?

Report message to a moderator

Private
Re: Experimental Project 7[message #358048 is a reply to message #358047] Fri, 13 September 2019 23:46 Go to previous messageGo to next message
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline Randok

 
Messages:321
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.

Report message to a moderator

Master Sergeant
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline Randok

 
Messages:321
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.

Report message to a moderator

Master Sergeant
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 is currently offline Randok

 
Messages:321
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.

Report message to a moderator

Master Sergeant
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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.

Report message to a moderator

Sergeant
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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.

Report message to a moderator

Sergeant
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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.

Report message to a moderator

Sergeant
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline crackwise

 
Messages:113
Registered:April 2013
Copy-pasting ammotypes.xml has worked like a charm. Thanks a lot!

Report message to a moderator

Sergeant
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 is currently offline 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]

Report message to a moderator

Sergeant
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
Deleted.

 
Messages:2663
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.



Left this community.

Report message to a moderator

Lieutenant

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 is currently offline 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!

Report message to a moderator

Sergeant
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
Deleted.

 
Messages:2663
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



Left this community.

Report message to a moderator

Lieutenant

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
Deleted.

 
Messages:2663
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)




Left this community.

Report message to a moderator

Lieutenant

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:384
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.

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #358209 is a reply to message #358208] Sun, 06 October 2019 20:57 Go to previous messageGo to previous message
Deleted.

 
Messages:2663
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]




Left this community.

Report message to a moderator

Lieutenant

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


Current Time: Fri Mar 29 08:28:30 GMT+2 2024

Total time taken to generate the page: 0.05316 seconds