Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #358577 is a reply to message #358576] Sun, 01 December 2019 15:10 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@Amgot
Data-User has highest priority in VFS, you can put all your ini changes there.
If JA2+AI.exe says resolution is not supported, you have not updated your 1.13 folder correctly to 7609, because resolution numbers have been changed between 7435 and 7609.
1.13 with 25AP should be playable, though I would not recommend it, as the game was designed and balanced for 100AP system. For example, many small bonuses and penalties like "add +3% for selected background or weapon attachment" will not work. Old vanilla game was designed in the terms of "add +1AP, subtract 2AP" etc, so it worked well with 25 AP system, but 1.13 is all about small percents and their cumulative effect which will only work well in 100AP system.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358581 is a reply to message #358577] Sun, 01 December 2019 19:39 Go to previous messageGo to next message
Amgot is currently offline Amgot

 
Messages:12
Registered:April 2011
sevenfm wrote on Sun, 01 December 2019 15:10
@Amgot
Data-User has highest priority in VFS, you can put all your ini changes there.
My issue with using the Data-User\JA2_Options.ini from the INI editor is that it doesn't provide as many options as the other INIs: for example, in the Financial Settings subfolder, there are no options to modify starting cash according to the difficulty level.


Report message to a moderator

Private
Re: Experimental Project 7[message #358582 is a reply to message #358581] Sun, 01 December 2019 20:53 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Just add missing options manually.


Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358616 is a reply to message #358582] Mon, 09 December 2019 12:05 Go to previous messageGo to next message
Anderson is currently offline Anderson

 
Messages:5
Registered:December 2019
Hi, I would like to ask about JA+AI mod. I copied sevenfm's .exe file to the folder where the original .exe is and the game works but ... I have a few problems:

- Names of soldiers don't color by a cover taken (when I save the game and load it with original .exe, names are colorful).

- Suppression doesn't work. In the normal 1.13 game, when I fire a few bullets to a soldier, he goes down and does almost nothing during his turs. In JA+AI, I fired six bullets volley on a soldier and he didn't even crouch! And he return fire in his turn as nothing happened.

Didn't I miss some config or something? AI works great (throwing smoke grenades is amazing) but ... they don't care about suppression.

Many thanks for your replay.

Report message to a moderator

Private
Re: Experimental Project 7[message #358617 is a reply to message #358582] Mon, 09 December 2019 15:22 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Just a small convenience feature in r1386 - auto hide top status bar when mouse cursor is on the top row of the map.

Also, AI soldiers will now avoid choosing tiles in top map row as their destination.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358618 is a reply to message #332214] Mon, 09 December 2019 22:02 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
Hi Sevenfm, a couple of suggestions here:

I have noticed several times that enemy soldiers (as well as militia) fire grenade launchers or RPGs when they are in a building or next to it, which results the projectile to hit the roof or some other obstacle and injure/kill the soldier himself. I think it would be cool to have them use these things more carefully. For example when inside buildings, they are restricted to use rockets or grenade launchers only when only standing directly adjacent to the window and shooting outside.

I have also experienced several occasions where the enemy soldier, who is standing 2-3 tiles behind another teammate, fires a rocket at my merc which however hits and kills his teammate instead. I think AI could generally be more careful with rockets big grin

Report message to a moderator

Sergeant
Re: Experimental Project 7[message #358619 is a reply to message #358616] Mon, 09 December 2019 23:07 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Anderson wrote on Mon, 09 December 2019 15:05
Hi, I would like to ask about JA+AI mod. I copied sevenfm's .exe file to the folder where the original .exe is and the game works but ... I have a few problems:

- Names of soldiers don't color by a cover taken (when I save the game and load it with original .exe, names are colorful).
As far as I remember, this feature doesn't work in +AI. Color of merc's name is used to show that merc is covert or drunk now.

Quote:
- Suppression doesn't work. In the normal 1.13 game, when I fire a few bullets to a soldier, he goes down and does almost nothing during his turs. In JA+AI, I fired six bullets volley on a soldier and he didn't even crouch! And he return fire in his turn as nothing happened.
Suppression system in +AI works different from stock 1.13, please read "how suppression works.txt" in the Docs folder, it explains a lot.
Also make sure you have SUPPRESSION_EFFECTIVENESS = 200 in Ja2_Options.INI, as it's recommended value.
In short, there is no AP loss from suppression, apart from AP for changing stance, instead you need to suppress enemy into cowering state so he loses all APs. It only happens when enemy is prone and receives enough suppression in one attack, or his shock reaches 100%, which usually requires several attacks. Prone enemy, running enemy or enemy behind good cover is harder to suppress. Also enemy may have squadleader trait which makes him much harder to suppress, and he also helps his friends to resist suppression.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358620 is a reply to message #358618] Mon, 09 December 2019 23:08 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@crackwise thank you, I will take a look into AI RPG code.


Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358626 is a reply to message #358619] Tue, 10 December 2019 16:19 Go to previous messageGo to next message
Anderson is currently offline Anderson

 
Messages:5
Registered:December 2019
Many thanks for your answer.

Is there any summary of the recommended settings? I looked at your google drive and there is amazing content but I have no idea where I should copy those files (like new sounds, more grenades just for enemies) and what setting I should edit. I tried to copy everything to "appropriate" folders and rewrite original files - unfortunately, I ended up with "full loot" (despite setting at the start of the game).

Report message to a moderator

Private
Re: Experimental Project 7[message #358631 is a reply to message #358626] Wed, 11 December 2019 04:17 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Anderson wrote on Tue, 10 December 2019 19:19
Is there any summary of the recommended settings?
I don't have that. My unofficial modpack has recommended settings in Data-User folder which I use for playing and testing, you can also find there correctly installed additional content for +AI, you may use it as reference if you wish.

Quote:
unfortunately, I ended up with "full loot" (despite setting at the start of the game).
It's not a "full loot", it's "drop all guns but limit other items" mode which is set in xmls you downloaded.

[Updated on: Wed, 11 December 2019 05:07]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358643 is a reply to message #358631] Thu, 12 December 2019 10:02 Go to previous messageGo to next message
Anderson is currently offline Anderson

 
Messages:5
Registered:December 2019
Thanks - now everything works. :-)

I have no idea how to play because enemies are able to constantly hit me with a pistol while I'm shooting with a rifle (and pistol too) so wide they are not even scared ... but AI is awesome. Looks like gun precision has been diminished significantly. I have to try lower difficulty (tried on expert and after Omerta everything was a disaster).

Report message to a moderator

Private
Re: Experimental Project 7[message #358644 is a reply to message #358643] Thu, 12 December 2019 10:15 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Anderson wrote on Thu, 12 December 2019 13:02
I have no idea how to play because enemies are able to constantly hit me with a pistol while I'm shooting with a rifle (and pistol too) so wide they are not even scared ... but AI is awesome. Looks like gun precision has been diminished significantly. I have to try lower difficulty (tried on expert and after Omerta everything was a disaster).
You can try playing OCTH as it's more easy and predictable usually.
Also, depending on which mod you are playing, enemy can have bonus CTH on higher difficulty levels, im my modpack these bonuses are disabled (except for INSANE).
Suppression shock reduces merc's accuracy significantly, so you need to plan your tactics accordingly, for example keep you marksmen behind so they do not become primary targets for enemy suppression, you also need enough mercs with auto weapons (SMG/AR/LMG) to suppress enemy.
Enemy movement also plays big role on CTH reduction, so you may want to target stationary enemies and not those who run around crazy, also suppression helps to stop enemy and prevent him from moving a lot.
Early game can be difficult, but you don't have to fight and win every battle, it's usually worth to make a trip to San Mona, avoiding roads and enemy patrols, you can find some good weapons and equipment there, also you can visit enemy military bases (or smuggler bases when playing AR) and find some more loot there.
Also watching youtube letsplays helps, for example, a good early game field battle by Mozayka, using 7609+AI (comments are in Russian, but it should be easy to understand what happens on screen):

[Updated on: Thu, 12 December 2019 11:33]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358648 is a reply to message #358618] Fri, 13 December 2019 16:30 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
crackwise wrote on Tue, 10 December 2019 01:02
I have noticed several times that enemy soldiers (as well as militia) fire grenade launchers or RPGs when they are in a building or next to it, which results the projectile to hit the roof or some other obstacle and injure/kill the soldier himself. I think it would be cool to have them use these things more carefully. For example when inside buildings, they are restricted to use rockets or grenade launchers only when only standing directly adjacent to the window and shooting outside.
I have also experienced several occasions where the enemy soldier, who is standing 2-3 tiles behind another teammate, fires a rocket at my merc which however hits and kills his teammate instead. I think AI could generally be more careful with rockets big grin
Should be fixed (or at least significantly reduced) in r1394, as enemy will now shoot RPGs more carefully, check if there is friend standing in the shooting direction, also using grenade launchers inside buildings improved as throwing angle is lowered to reduce chance of roof hitting.

[Updated on: Fri, 13 December 2019 16:33]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358668 is a reply to message #358648] Tue, 17 December 2019 14:12 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
New experimental feature in r1380: soldier can randomly slip on blood (similar to marbles feature).
- works only on a flat floor
- there should be visible blood on the floor
- soldier should be running
- chance is 20%
- soldier will curse, fall down and lose Random(current APs)
- works both for enemy soldiers and player mercs

Demo in this video (1:12:07)
demo video



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358715 is a reply to message #358668] Wed, 25 December 2019 16:36 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Experimental boxing tweaks:
- counterattack after failed HTH attack (boxer should have AP > 0, so he can go into negative APs with counterattack, there's a random check based on effective dexterity and breath, doesn't work if boxer is attacked from the back)
- opportunity attack if another boxer approaches from front direction (base chance is based on effective agility and breath, later modified by: 66% front, 50% diagonal, 25% side), boxer should have AP > 0
- bonus to BP regain for boxers, depending on current health
- no tunnel vision for boxers
- AI boxers don't attack dying or unconscious opponents
- AI boxers turn to opponent
- more cautious AI boxer behavior (reserve APs for counterattack, reserve APs for second attack when approaching, rest when low on breath)
- first boxer has bodybuilder trait instead of athletics
- only boxers are valid opponents for boxer if match is active (so he should not try to approach closest merc outside of the ring)
- no instant death for boxers on the ring
- bonus to CTH when boxer is attacking from the back
- lowered base CTH for HTH attacks
- lowered bonus for attacking legs

Demo video:

[Updated on: Thu, 26 December 2019 00:27]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358716 is a reply to message #358715] Wed, 25 December 2019 21:51 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
Nice tweaks, they make boxing more alive.
To you plan on adding some of them to hth combat out of the ring?

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #358717 is a reply to message #358716] Wed, 25 December 2019 23:17 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
grim wrote on Thu, 26 December 2019 00:51
Do you plan on adding some of them to hth combat out of the ring?
Counterattacks should work outside of the ring for any merc or soldier if he has martial arts trait (but no opportunity attacks outside of the ring).
Apart from that, no - I don't think that boxing plays a big role in the world of guns.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358723 is a reply to message #358717] Fri, 27 December 2019 19:39 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Some more boxing improvements
- chance for counterattack is halved if boxer was hit this turn
- counterattacks and opportunity attacks are possible if boxer has AP > 0 (so he can go into negative APs)
- chance for counterattack is based on boxers's effective dexterity and BP level
- chance for opportunity attack is based on boxer's effective agility and BP level
- direction modifiers for opportunity attack are 75% for frontal direction, 50% for diagonal and 25% for side direction
- attack from back direction (3 back directions) has much higher chance for success
- lowered base chance for HTH attacks, so there's less situations with 99% hit chance
- lowered bonus for legs attack (25% -> 15%)
- boxers don't die instantly from one punch, so it's usually not fight to death
- AI boxer can sometimes step back if he has not enough APs for attack, to have chance for opportunity attack on approaching opponent, and force him to spend more APs on moving
- AI boxer can sometimes choose to attack opponent from diagonal direction, to minimize chance for opportunity attack
- if you come to the boxing match with dusters in your hand, expect opponent to play dirty



Some possible tactics:
- first punch to the legs or torso, to have higher CTH and minimize chance for counterattack, if it succeeds, second punch to the head to maximize damage (and chance for counterattack is greatly reduced since opponent was hit this turn)
- in the beginning of the match (when enemy has high BP level and chance of counterattack is high), aim at the legs and step back one tile, this way you will minimize counterattack chance and have a chance for opportunity attack
- boxers with high agility are strong in opportunity attacks, boxers with high dexterity are good in counterattacks, boxers with bodybuilder traits have damage and breath reduction in HTH, so they can withstand more damage
- enemy boxers are different: first can take more hits, but he is slower, you can try mobile tactics against him, second is fast but not very hard, you cannot outrun him, but merc with bodybuilder trait will probably could resist his attacks longer, and third enemy boxer will always be a problem
- if enemy has high agility and BP, try to approach from diagonal (or even side) direction, to minimize chance for opportunity attack
- if there is blood on the floor, you can position your boxer so that enemy will run over blood so he has a chance to slip and lose some APs

[Updated on: Sat, 28 December 2019 09:07]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358738 is a reply to message #358723] Fri, 03 January 2020 00:00 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Interesting boxing match in a real game (letsplay by Mozayka, with Russian comments).
Boxing looks now more like an interesting and challenging mini-game than boring money farming.




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358775 is a reply to message #358738] Sat, 11 January 2020 22:56 Go to previous messageGo to next message
Ortis is currently offline Ortis

 
Messages:18
Registered:April 2015
Is it possible to use the normal/vanilla 1.13 mod with SDO? (vsf_config.113.ini)
Can't select it from the Select JA v1.13 MOD drop down meny.

Report message to a moderator

Private
Re: Experimental Project 7[message #358776 is a reply to message #358775] Sat, 11 January 2020 23:02 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Ortis wrote on Sun, 12 January 2020 01:56
Is it possible to use the normal/vanilla 1.13 mod with SDO? (vsf_config.113.ini)
Can't select it from the Select JA v1.13 MOD drop down meny.
From your description, I cannot understand anything. Why are you mixing three different things - vanilla, stock 1.13 and SDO? And why are you asking it in this thread? It's not about SDO mod.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358780 is a reply to message #358776] Sat, 11 January 2020 23:59 Go to previous messageGo to next message
Ortis is currently offline Ortis

 
Messages:18
Registered:April 2015
ok, so Im using 1.113 7609+AI

Executable file: ja2+AI exe

Now, I can select a few different mods, for example: vfs_config 113.ini, vfs_config.AR.ini, vfs_config.AR+SDO.ini and so on.

Im dont whant AR or WF607 or NO or TypeP. So I select vfs_config 113. Thats what I called normal/vanila 1.13 maps


With AR, WF, NO, TypeP I can select SDO, for example: vfs_config.WF607+SDO. As I understand it now I will have Wildfire maps,and SDO.

I can't select vfs_config 113+SDO and that is what I want. So normal maps but with SDO if that is possible.

Report message to a moderator

Private
Re: Experimental Project 7[message #358781 is a reply to message #358780] Sun, 12 January 2020 00:14 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Ortis wrote on Sun, 12 January 2020 02:59
ok, so Im using 1.113 7609+AI
Executable file: ja2+AI exe
Now, I can select a few different mods, for example: vfs_config 113.ini, vfs_config.AR.ini, vfs_config.AR+SDO.ini and so on.
Im dont whant AR or WF607 or NO or TypeP. So I select vfs_config 113. Thats what I called normal/vanila 1.13 maps
With AR, WF, NO, TypeP I can select SDO, for example: vfs_config.WF607+SDO. As I understand it now I will have Wildfire maps,and SDO.
I can't select vfs_config 113+SDO and that is what I want. So normal maps but with SDO if that is possible.
I understand now, you are using my Unofficial Modpack and want to play SDO with original maps.
Unfortunately, this configuration is not included in my modpack for some reason, maybe I will add it to next version.

Ok, you need vfs_config.SDO.ini, put it into root ja2 folder, add
VFS_CONFIG_INI = vfs_config.SDO.ini
to your ja2.ini, and you can play with SDO+stock maps.

[Updated on: Sun, 12 January 2020 00:18]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358783 is a reply to message #358781] Sun, 12 January 2020 01:37 Go to previous messageGo to next message
Ortis is currently offline Ortis

 
Messages:18
Registered:April 2015
Yes that is it. Thank you thumbs up

Report message to a moderator

Private
Re: Experimental Project 7[message #358830 is a reply to message #358783] Tue, 21 January 2020 05:02 Go to previous messageGo to next message
Ortis is currently offline Ortis

 
Messages:18
Registered:April 2015
Im using the Unofficial Modpack. Can I update it with the latest Trunk (r8736)?

Report message to a moderator

Private
Re: Experimental Project 7[message #358831 is a reply to message #358830] Tue, 21 January 2020 08:56 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Ortis wrote on Tue, 21 January 2020 08:02
Im using the Unofficial Modpack. Can I update it with the latest Trunk (r8736)?
Yes if you are using modpack for unstable. You will need to download exe and also update gamedir from svn.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358940 is a reply to message #358831] Thu, 06 February 2020 16:13 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
Getting a lot of:
ABORTING AI DEADLOCK FOR [60] AI_ACTION_STOP_COWERING DATA -1 MOVEMENT MODE 6

with 7609+AI r1440
running on 7609 modpack WF+SDO

Deadlock setting in the .ini doesn't seem to affect the time of this deadlock either so its very annoying.

Report message to a moderator

Private 1st Class
Re: Experimental Project 7[message #358941 is a reply to message #358940] Thu, 06 February 2020 16:40 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
@Sukha
I need a save.
You can also try last revision before r1436 which affected stop cowering decision.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358942 is a reply to message #358941] Thu, 06 February 2020 18:34 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
Okay, Reinstalled everything to make sure its 100% not something on my end.

Fresh Ja2 Gold 1.12
Oerwrite with 7609en+Modpack
ja2.ini set to "VFS_CONFIG_INI = vfs_config.WF607+SDO.ini"
add ja2_7609en+AI_r1440.exe
PLAY
New Game, Hired Buzz, activated cheats, went around suppressed a bunch of ppl, end of turn, lots of DEADLOCKS
changed to ja2_7609en+AI_r1389.exe
loaded Buzz save, went around suppressed a bunch of ppl, end of turn, no deadlocks, checked my previous save with the deadlocks, also no deadlocks...


Another thing I noticed, I cant realtime stealth mode if I don't put my mercs into stealth? When did this become a thing?

[Updated on: Thu, 06 February 2020 18:40]

Report message to a moderator

Private 1st Class
Re: Experimental Project 7[message #358943 is a reply to message #358942] Thu, 06 February 2020 18:44 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Sukha wrote on Thu, 06 February 2020 21:34
New Game, Hired Buzz, activated cheats, went around suppressed a bunch of ppl, end of turn, lots of DEADLOCKS
changed to ja2_7609en+AI_r1389.exe
loaded Buzz save, went around suppressed a bunch of ppl, end of turn, no deadlocks, checked my previous save with the deadlocks, also no deadlocks...
Please also check r1441 as I tried to fix this bug in the code.

Quote:
Another thing I noticed, I cant realtime stealth mode if I don't put my mercs into stealth? When did this become a thing?
r1194:
Real time sneaking:
- requires stealth movement mode
- can be used after the alert was raised
Previously this realtime sneaking thing was very confusing as it didn't require stealth, and it suddenly stopped working when enemy raised alert.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358944 is a reply to message #358943] Thu, 06 February 2020 18:53 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
Still the same, every time an enemy is coming out of suppressed mode he Deadlocks.
The only thing that changed in 1441 was that some enemies report MOVEMENT MODE 0 in the deadlock log.

new game Buzz save I use for testing: https://drive.google.com/file/d/1ACIJ0aAQA2r39Bl4hbkk5tpVtdYaQMJp/view

sevenfm wrote on Thu, 06 February 2020 17:44
Previously this realtime sneaking thing was very confusing as it didn't require stealth, and it suddenly stopped working when enemy raised alert.
I've noticed problems with sneaking where it enters turn based combat, but no one noticed me... so I have to turn all my mercs around and end the turn to go back to realtime.

[Updated on: Thu, 06 February 2020 18:56]

Report message to a moderator

Private 1st Class
Re: Experimental Project 7[message #358945 is a reply to message #358944] Thu, 06 February 2020 19:04 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Sukha wrote on Thu, 06 February 2020 21:53
new game Buzz save I use for testing: https://drive.google.com/file/d/1ACIJ0aAQA2r39Bl4hbkk5tpVtdYaQMJp/view
I don't see any cowering enemy in this save.
EDIT: r1442 should fix the cowering problem.

Quote:
I've noticed problems with sneaking where it enters turn based combat, but no one noticed me... so I have to turn all my mercs around and end the turn to go back to realtime.
Sorry, I don't understand what is exactly the problem. Realtime sneaking works well if it's enabled in options and your mercs are in stealth mode.

[Updated on: Thu, 06 February 2020 19:12]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358946 is a reply to message #358945] Thu, 06 February 2020 19:12 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
sevenfm wrote on Thu, 06 February 2020 18:04
Sukha wrote on Thu, 06 February 2020 21:53
new game Buzz save I use for testing: https://drive.google.com/file/d/1ACIJ0aAQA2r39Bl4hbkk5tpVtdYaQMJp/view
I don't see any cowering enemy in this save.
There isn't, I just activate cheats and run around autofiring 2-3 guys until they cover then end turn. There is nothing special about the save...


EDIT: did tests, looks like 1442 doesn't have the issue. gj happy

[Updated on: Thu, 06 February 2020 20:57]

Report message to a moderator

Private 1st Class
Re: Experimental Project 7[message #358982 is a reply to message #358946] Mon, 10 February 2020 03:20 Go to previous messageGo to next message
Kitty

 
Messages:436
Registered:October 2017
Location: Germany
sevenfm wrote on Fri, 14 September 2018 19:37

Here you can see all extended options for Ja2+AI, with default values:

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

Removed options:
REINFORCEMENTS_ARRIVE_WITH_ZERO_AP
SHOW_ENEMY_RANK_ICON

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

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

APBPConstants.ini
AP_MIN_AIM_ATTACK = 0

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

For detailed description, search this thread for option name.

That's the most recent Extended-Options for ini-changes I was able to find in thread. Is there a download-place for newest ini?


sevenfm wrote on Wed, 20 November 2019 14:59
...Also, if you are interested, there is version of AR by Strohmann with scaling loot, which means he replaced all items on all maps with random items which are translated by the game into real items of appropriate coolness.

Did you mean the one in AR+SDO ? Or is there another one I'm not aware of?



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

Report message to a moderator

Master Sergeant
Re: Experimental Project 7[message #358984 is a reply to message #358982] Mon, 10 February 2020 09:02 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Quote:
That's the most recent Extended-Options for ini-changes I was able to find in thread. Is there a download-place for newest ini?
https://drive.google.com/open?id=1hOptc76wMyDwy41jjjcU79qbES4VCZPw
https://drive.google.com/open?id=110J8xqC6h8kIFeUgJvuoZ9A9phWkBmch

Quote:
Did you mean the one in AR+SDO ? Or is there another one I'm not aware of?
Yes, AR+SDO.

[Updated on: Mon, 10 February 2020 09:03]




Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #358990 is a reply to message #358984] Mon, 10 February 2020 19:33 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
There is still this annoying bug with 1600x900 resolution and some others where the screen gets displaced on top of the map.

Other forum post about this: http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=349476&&srch=screen+scroll#msg_349476

Does any1 know if its fixed in the .exe in the later releases or?

Not really a priority or anything, but the modpack does come with this bug so Im posting here...

[Updated on: Mon, 10 February 2020 19:34]

Report message to a moderator

Private 1st Class
Re: Experimental Project 7[message #358991 is a reply to message #358990] Mon, 10 February 2020 19:39 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Sukha wrote on Mon, 10 February 2020 22:33
There is still this annoying bug with 1600x900 resolution and some others where the screen gets displaced on top of the map.
Other forum post about this: http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=349476&&srch=screen+scroll#msg_349476
Does any1 know if its fixed in the .exe in the later releases or?
Not really a priority or anything, but the modpack does come with this bug so Im posting here...
Sorry I don't have a fix for that, my exe has mentioned fix from 1.13 but nothing more.
If the bug can be reproduced with actual unstable, you can post it in the main 1.13 bug thread, maybe someone will fix it.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #359023 is a reply to message #358991] Wed, 12 February 2020 21:57 Go to previous messageGo to next message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
Is there a way to reduce the amount of Grenade Launchers AI brings without removing them from Item Choices? Its fun to have them as a spice of life, but in my campaign the enemy is going ham on the gas like its WW1. How does the enemy choose items in general? Is it hardcoded? Are there any Coolness restrictions on items like there is on guns?

[Updated on: Wed, 12 February 2020 21:59]

Report message to a moderator

Private 1st Class
Re: Experimental Project 7[message #359024 is a reply to message #359023] Wed, 12 February 2020 22:07 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Sukha wrote on Thu, 13 February 2020 00:57
Is there a way to reduce the amount of Grenade Launchers AI brings without removing them from Item Choices? Its fun to have them as a spice of life, but in my campaign the enemy is going ham on the gas like its WW1. How does the enemy choose items in general? Is it hardcoded? Are there any Coolness restrictions on items like there is on guns?
In +AI, enemy has more grenade launchers than in stock 1.13.
Army guy has a Chance(gGameOptions.ubDifficultyLevel * 2) of having additional GL, which means on Expert difficulty 1 of 20 soldiers will have additional GL, compared to stock 1.13.
Elite soldier has a Chance(gGameOptions.ubDifficultyLevel * 4) of having additional GL, so on Expert difficulty about 1 of 10 elites will have additional GL, compared to stock 1.13.
I don't think it's too much, maybe you are fighting against elites mostly or play or insane, but in regular game I don't see it as a problem.

Currently all you can do is play on lower difficulty level.
The availability of grenades and GLs is determined by XML, for example in SDO in my modpack enemy starts with rifle grenade launchers and gas and non lethal grenades, later in the game he gets access to regular grenades.



Left this community.

Report message to a moderator

Lieutenant

Re: Experimental Project 7[message #359025 is a reply to message #359024] Wed, 12 February 2020 22:15 Go to previous messageGo to previous message
Sukha is currently offline Sukha

 
Messages:37
Registered:December 2007
Hehe, I do play on Expert and have Increased garrissons to 300 so i have lots of enemies to fight, they spam so much gas the fights get really long because of the vision lol. It was fun at first, but got kinda nnoying and tedious over time.
I guess I will have to copy my settings over to Novice. Thx for the quick answer.

Oh btw, the newest Unstable does have the issue with 1600*900 resolution as well, I will post a bug report on 1.13 forum.

Report message to a moderator

Private 1st Class
Previous Topic: Trunk AI and improvements
Next Topic: New Attachment System Beta
Goto Forum:
  


Current Time: Fri Mar 29 08:53:27 GMT+2 2024

Total time taken to generate the page: 0.04440 seconds