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

 
Messages:13
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.
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
sevenfm

 
Messages:2206
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]




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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

 
Messages:13
Registered:April 2015
Yes that is it. Thank you thumbs up
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

 
Messages:13
Registered:April 2015
Im using the Unofficial Modpack. Can I update it with the latest Trunk (r8736)?
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
sevenfm

 
Messages:2206
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.



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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

 
Messages:34
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.
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
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
@Sukha
I need a save.
You can also try last revision before r1436 which affected stop cowering decision.



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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

 
Messages:34
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]

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
sevenfm

 
Messages:2206
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.



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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

 
Messages:34
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]

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
sevenfm

 
Messages:2206
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]




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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

 
Messages:34
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]

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:156
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?



I need more details.

(Didi Hallervorden)
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
sevenfm

 
Messages:2206
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]




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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

 
Messages:34
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]

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
sevenfm

 
Messages:2206
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.



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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

 
Messages:34
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]

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
sevenfm

 
Messages:2206
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.



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

 
Messages:34
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.
Re: Experimental Project 7[message #359027 is a reply to message #359025] Wed, 12 February 2020 22:23 Go to previous messageGo to next message
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
Sukha wrote on Thu, 13 February 2020 01:15
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.
If you only have a problem with gas, just remove gas grenades from enemy choices, they will use regular grenades when they become available.
Playing on Novice will also have impact on AI which decides some actions based on game difficulty and soldier's difficulty. There are also many other difficulty based checks in the code which are not controlled by ini.



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Re: Experimental Project 7[message #359028 is a reply to message #359027] Wed, 12 February 2020 22:28 Go to previous messageGo to next message
Sukha

 
Messages:34
Registered:December 2007
sevenfm wrote on Wed, 12 February 2020 21:23
Sukha wrote on Thu, 13 February 2020 01:15
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.
If you only have a problem with gas, just remove gas grenades from enemy choices, they will use regular grenades when they become available.
Playing on Novice will also have impact on AI which decides some actions based on game difficulty and soldier's difficulty. There are also many other difficulty based checks in the code which are not controlled by ini.
Okay this complicates things ROFL
I guess the differences in hard coded AI behavior based on difficulty are not documented anywhere?
Re: Experimental Project 7[message #359029 is a reply to message #359028] Thu, 13 February 2020 00:04 Go to previous messageGo to next message
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
Sukha wrote on Thu, 13 February 2020 01:28
I guess the differences in hard coded AI behavior based on difficulty are not documented anywhere?
It's mostly linear relationship between difficulty level and probability of AI using some features, on easy levels AI will much less often use grenade launchers and other heavy weapons, enemy teams will have very few mortars, enemy soldiers will be less trained so they hit less often, AI will use smoke grenades less often etc.



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Re: Experimental Project 7[message #359107 is a reply to message #332214] Sun, 01 March 2020 14:27 Go to previous messageGo to next message
crackwise

 
Messages:108
Registered:April 2013
Hi Sevenfm, I have a couple of observations and suggestions, I am not sure if they had been raised before, but here they are:

- Is it possible to make the enemies use wire cutters to cut through fences? Currently, they try to go around the fences when attacking a sector which results in them getting easily killed, giving the defenders behind fences an unrealistically high advantage.

- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?

- Would it be possible to include a setting (maybe in the ingame options) which allows us the choice of calibres the enemy is using? For example, the player can decide to have NATO calibres or WP, or both. He can likewise disable experimental or very new calibres (such as 6.8), which are quite unrealistic. I think at the moment the only possibility of doing this is to tediously edit the xml files, so such an option would be great.

[Updated on: Sun, 01 March 2020 14:28]

Re: Experimental Project 7[message #359108 is a reply to message #359107] Sun, 01 March 2020 14:34 Go to previous messageGo to next message
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sun, 01 March 2020 17:27
- Is it possible to make the enemies use wire cutters to cut through fences? Currently, they try to go around the fences when attacking a sector which results in them getting easily killed, giving the defenders behind fences an unrealistically high advantage.
Currently they will sometimes try to blow up obstacles with grenades, especially when flanking. But I'm not sure how effective it works.
Making enemies cutting fences is possible, just requires some coding.

Quote:
- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?
Unfortunately, NCTH is a terrible thing for AI and game balance. If you want suppression to work as it should, you need to play OCTH.
I can change some values for AI but it cannot fix the system.

Quote:
- Would it be possible to include a setting (maybe in the ingame options) which allows us the choice of calibres the enemy is using? For example, the player can decide to have NATO calibres or WP, or both. He can likewise disable experimental or very new calibres (such as 6.8), which are quite unrealistic. I think at the moment the only possibility of doing this is to tediously edit the xml files, so such an option would be great.
That would need making a second system for guns/items distribution which doesn't make much sense since everything can be done with XML. Maybe you need to find some way of automating XML work instead like make a script which will change XMLs.



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Re: Experimental Project 7[message #359109 is a reply to message #359108] Sun, 01 March 2020 18:21 Go to previous messageGo to next message
edmortimer

 
Messages:1311
Registered:January 2015
Location: Home Free
Quote:
- AI with high calibre assault rifles (calibres larger than 5.56) shoots autofire regardless of the recoil, where the recoil causes the shots to stray up into air. Would it be possible to include the weapon recoil (maybe combined with prone/crouched/standing stance) in AIs consideration of autofire?
If you go into JA2Options.ini and set AI_SUPPRESS_MIN_MAG_SIZE to be more than 20 - which will exclude calibres larger than 5.56 in 1.13 and most mods, I think (AV has it set to 30) then the AI with rifle calibre auto weapons will shoot short bursts and not waste ammo shooting into the air. That has been my experience in AV, YMMV.

I also set AI_SUPPRESS_MIN_AMMO_REMAINING to 30 so they only lay down suppression fire if they have a full mag. Otherwise . . . short bursts. Works for me.

[Updated on: Sun, 01 March 2020 18:26]





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Re: Experimental Project 7[message #359116 is a reply to message #359108] Mon, 02 March 2020 01:29 Go to previous messageGo to next message
Hawkeye

 
Messages:2121
Registered:October 2005
Location: Australia
I often wondered if it would be possible for players to fix holes in fences, somewhat like the building sandbags function for defensive purposes. Making enemies be able to cut them open would add another level of detail.


Re: Experimental Project 7[message #359123 is a reply to message #359108] Tue, 03 March 2020 22:29 Go to previous messageGo to next message
crackwise

 
Messages:108
Registered:April 2013
sevenfm wrote on Sun, 01 March 2020 14:34

Unfortunately, NCTH is a terrible thing for AI and game balance. If you want suppression to work as it should, you need to play OCTH.
I can change some values for AI but it cannot fix the system.
Thanks for the reply sevenfm. Is it somehow possible to change to OCTH from NCTH on an ongoing game?


edmortimer wrote on Sun, 01 March 2020 18:21

If you go into JA2Options.ini and set AI_SUPPRESS_MIN_MAG_SIZE to be more than 20 - which will exclude calibres larger than 5.56 in 1.13 and most mods, I think (AV has it set to 30) then the AI with rifle calibre auto weapons will shoot short bursts and not waste ammo shooting into the air. That has been my experience in AV, YMMV.

I also set AI_SUPPRESS_MIN_AMMO_REMAINING to 30 so they only lay down suppression fire if they have a full mag. Otherwise . . . short bursts. Works for me.
Thanks a lot for the tip, will try it out and see if it helps. But the annoying thing is my mercs also shoot sometimes up into air, which is ridicilous, considering this happens with a lvl 8 merc having the machinegunner trait (in this case it is Ice), using FN MAG with bipod on prone position...

It is also quite common for my mercs to shoot on the earth in front of them when prone. This somehow happens more frequently with the FN MAG. Any tips for setting adjustments?
Re: Experimental Project 7[message #359124 is a reply to message #359123] Tue, 03 March 2020 22:38 Go to previous messageGo to next message
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
Changing CTH system in the ongoing game is not possible, but NCTH is fully playable in my opinion, it just doesn't fit well with other parts of the game.
Shooting in the ground is a part of NCTH system, since shots are distributed randomly within aperture, the only solution is to aim better and improve autofire control. I tried to experiment with recoil counterforce settings but still not happy with the results.

[Updated on: Tue, 03 March 2020 22:42]




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Re: Experimental Project 7[message #359125 is a reply to message #359124] Wed, 04 March 2020 10:08 Go to previous messageGo to next message
silversurfer

 
Messages:2678
Registered:May 2009
CTH system can be switched freely during a campaign since build 8625. Maybe you want to move this setting to JA2_Options.ini too in your 7609 based builds?



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 #359126 is a reply to message #359124] Wed, 04 March 2020 15:33 Go to previous messageGo to next message
edmortimer

 
Messages:1311
Registered:January 2015
Location: Home Free
Quote:
I tried to experiment with recoil counterforce settings but still not happy with the results.
I'm experimenting with it also. Is there anywhere where all the NCTH tags are documented as to exactly how they work.




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Re: Experimental Project 7[message #359127 is a reply to message #359126] Wed, 04 March 2020 15:48 Go to previous messageGo to next message
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
edmortimer wrote on Wed, 04 March 2020 18:33
I'm experimenting with it also. Is there anywhere where all the NCTH tags are documented as to exactly how they work.
There is NCTH guide by Headrock on the forum, apart from that I don't know any. You can also google forum for specific tags. The rest of information is in the game code.



7609+AI (r1531) | Unofficial modpack | Win8+ fix | Experimental project | Youtube | Trunk (r8814) | 1.13 Starter Docs

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Re: Experimental Project 7[message #359128 is a reply to message #359125] Wed, 04 March 2020 15:53 Go to previous messageGo to next message
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
silversurfer wrote on Wed, 04 March 2020 13:08
CTH system can be switched freely during a campaign since build 8625. Maybe you want to move this setting to JA2_Options.ini too in your 7609 based builds?
I personally don't like this change:
1. Now half of questions from new players are like "where are all those start options"?
2. It's much more convenient to select CTH system when starting new game, especially when testing and experimenting.
3. If someone really wants to allow changing NCTH in ongoing campaign, it should be implemented as ingame option (like it was originally) and not as hard to find ini settings.
4. In my personal opinion, ini options are for modders, everything that player needs should be available in the game interface.

[Updated on: Wed, 04 March 2020 16:30]




7609+AI (r1531) | Unofficial modpack | Win8+ fix | Experimental project | Youtube | Trunk (r8814) | 1.13 Starter Docs

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Re: Experimental Project 7[message #359129 is a reply to message #359128] Wed, 04 March 2020 16:24 Go to previous messageGo to next message
Stavian

 
Messages:111
Registered:February 2019
Location: Philly/DC
"ini options are for modders, everything that player neeeds should be available in the game interface."

I wholeheartedly agree. When people mess with ini options they are likely to cause unforeseen problems that are not apparent until much later in the game. If you get new players they need to be able to sit down and play. Experienced modders and old-timers know how to do things or find the answers. Any new or people who have not played in a long time need easy quick starts and fewer options.
Re: Experimental Project 7[message #359130 is a reply to message #359127] Wed, 04 March 2020 17:47 Go to previous messageGo to next message
edmortimer

 
Messages:1311
Registered:January 2015
Location: Home Free
Quote:
There is NCTH guide by Headrock on the forum, apart from that I don't know any. You can also google forum for specific tags. The rest of information is in the game code.
I'll check out Headrock's guide if I can find it. I routinely use the forum search to try to find info on tags on this forum - using the whole tag and breaking it up into individual words. Perhaps I'm doing it wrong but I almost never seem to find anything substantial, if anything at all.


I found this over there: https://ja2v113ham.fandom.com/wiki/New_Chance_To_Hit

[Updated on: Wed, 04 March 2020 17:58]





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Re: Experimental Project 7[message #359131 is a reply to message #359128] Wed, 04 March 2020 22:11 Go to previous messageGo to next message
crackwise

 
Messages:108
Registered:April 2013
sevenfm wrote on Wed, 04 March 2020 15:53

3. If someone really wants to allow changing NCTH in ongoing campaign, it should be implemented as ingame option (like it was originally) and not as hard to find ini settings.
That makes a lot of sense! It would be great to be able to toggle the OCTH vs NCTH in the in-game options menu.

[Updated on: Wed, 04 March 2020 22:11]

Re: Experimental Project 7[message #359132 is a reply to message #359130] Thu, 05 March 2020 01:27 Go to previous messageGo to next message
Hawkeye

 
Messages:2121
Registered:October 2005
Location: Australia
edmortimer wrote on Thu, 05 March 2020 02:47
Quote:
There is NCTH guide by Headrock on the forum, apart from that I don't know any. You can also google forum for specific tags. The rest of information is in the game code.
I'll check out Headrock's guide if I can find it. I routinely use the forum search to try to find info on tags on this forum - using the whole tag and breaking it up into individual words. Perhaps I'm doing it wrong but I almost never seem to find anything substantial, if anything at all.


I found this over there: https://ja2v113ham.fandom.com/wiki/New_Chance_To_Hit

You're sometimes better off just googling it Ed, maybe with the keywords 'Bear's pit' included as the search on here isn't all that crash hot.


Re: Experimental Project 7[message #359139 is a reply to message #359131] Thu, 05 March 2020 10:47 Go to previous messageGo to next message
silversurfer

 
Messages:2678
Registered:May 2009
crackwise wrote on Wed, 04 March 2020 21:11

That makes a lot of sense! It would be great to be able to toggle the OCTH vs NCTH in the in-game options menu.
I disagree. The CTH system should be selected at game start, like it was before and the player needs to stick with it during a campaign. Modders may have a use for the ini option to test things but having an ingame option to toggle the CTH system will only provide more ways to cheat.



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 #359142 is a reply to message #359139] Thu, 05 March 2020 22:47 Go to previous messageGo to next message
crackwise

 
Messages:108
Registered:April 2013
silversurfer wrote on Thu, 05 March 2020 10:47
crackwise wrote on Wed, 04 March 2020 21:11

That makes a lot of sense! It would be great to be able to toggle the OCTH vs NCTH in the in-game options menu.
I disagree. The CTH system should be selected at game start, like it was before and the player needs to stick with it during a campaign. Modders may have a use for the ini option to test things but having an ingame option to toggle the CTH system will only provide more ways to cheat.
I don't know why it should allow "cheating", what do you mean? Besides, it is a singleplayer game after all. So if people want to cheat or exploit stuff, nobody is holding them back. Everyone should play it as they see fit and according to how they are having fun.

Apart from that, I would really appreciate the ability to switch the CTH system (I mean including it also in the AI+ exe, since I only play with AI+ exe). It gives the player the chance to see which system they like more, without having to start a new campaign. And since some issues with both OCTH and NCTH have been fixed/adjusted by Sevenfm (thank you so much!) and as he still keeps fine-tuning, it becomes even more important to have the ability to choose the CTH system during the campaign.
Re: Experimental Project 7[message #359426 is a reply to message #359142] Mon, 06 April 2020 21:00 Go to previous messageGo to next message
crackwise

 
Messages:108
Registered:April 2013
Suggestion: Is it possible to change the default stance to "prone" for mercs when entering a hostile sector?

I find it most of the time quite problematic when I place my mercs and they are easily seen by the enemy since the default stance is "standing". The prone stance would also be realistic since it would mean that our mercs hypothetically started crawling earlier already from outside the map (not visible to us) to get into position.

The prone default stance could also be applied to enemy and militia when they attack/reinforce a sector. It also makes sense for them to take position beforehand.
Re: Experimental Project 7[message #359461 is a reply to message #358831] Thu, 09 April 2020 21:44 Go to previous messageGo to previous message
Ortis

 
Messages:13
Registered:April 2015
sevenfm wrote on Tue, 21 January 2020 07:56
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.

Im a little confused of what to do. From your google drive I can download 7609en+modpack or unstable modpack. What is the diffrence there? I can also download Ja2_r8782.exe. What does that do?
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