Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: AI medics and officers
Re: New feature: AI medics and officers[message #331454] Fri, 21 March 2014 20:29 Go to previous messageGo to next message
sevenfm

 
Messages:1378
Registered:December 2012
Location: Under the Mountain
Toggle Spoiler


Re: New feature: AI medics and officers[message #331456] Fri, 21 March 2014 22:17 Go to previous messageGo to next message
Maalstroom

 
Messages:343
Registered:December 2008
Location: en route to San Hermanos
Nice work tais. Smile
Re: New feature: AI medics and officers[message #331477] Mon, 24 March 2014 19:17 Go to previous messageGo to next message
rowan

 
Messages:11
Registered:January 2003
So how do we install this? Sounds great
Re: New feature: AI medics and officers[message #331487] Mon, 24 March 2014 20:45 Go to previous messageGo to next message
tais

 
Messages:812
Registered:February 2008
Location: NL
It should make it's way into the code eventually, after that moment you can find it in the development builds, it won't make it's way into the upcoming stable release though


Re: New feature: AI medics and officers[message #331586] Tue, 01 April 2014 13:33 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
How about adding some sorts of penalties for killing enemies with certain "roles"? (Like loyalty drop in towns when you kill medics or a high morale drop for "good guy" mercs)

This could maybe add a bit to the "take prisoners" instead of killing off everyone without checking who the guy is.

Sure, in some situations you can't afford to check out everyone before shooting them, but in the situations when you actually have a choice (like sector attacks when you spent time setting up the team), it would certainly add another layer to gameplay.


Re: New feature: AI medics and officers[message #331587] Tue, 01 April 2014 15:12 Go to previous messageGo to next message
silversurfer

 
Messages:2185
Registered:May 2009
I think the local population couldn't care less what role a soldier has in Deidranna's army. They all follow orders and kill people.
Maybe that "medic" was doing experiments on people and that mortar guy was the best friend of Waldo the mechanic when they went to school. Too bad he just blew up Waldo so the player had to kill him. But let's still give the player a penalty because that soldier had a special role? No thank you. Wink

Re: New feature: AI medics and officers[message #331589] Wed, 02 April 2014 00:16 Go to previous messageGo to next message
Shanga

 
Messages:3536
Registered:January 2000
Location: Danubia
I see this as influencing battle outcome (sort of Total War style) - as if you don't really need to kill the entire squad to rout the enemy force, just the key elements.

Also, combined with class equipment this would be a nice way to have really good loot table - for example: need medpacks, kill a few medics, need a sniper rifle or a scope, focus on the sniper...


Re: New feature: AI medics and officers[message #331736] Sun, 13 April 2014 22:54 Go to previous messageGo to next message
Kaerar

 
Messages:2089
Registered:January 2003
Location: Australia :D
This is actually an awesome feature, it doesn't really affect difficulty or make things easier really either. You do know who to take down first but any JA2 player who isn't in their first game knows to go for that Sniper first!

Really like the icons too Smile


Re: New feature: AI medics and officers[message #331752] Tue, 15 April 2014 06:16 Go to previous messageGo to next message
Azure_Repeater

 
Messages:152
Registered:March 2014
Location: Philippines
I have a question: viewing their traits via tooltip (level 4(debug)) would be cheating?

Example 1:
You view the enemy's info via tooltips, then you see that he has the "deputy" trait, which means that he's an officer.

Example 2:
You view the enemy's info via tooltips, it says that he has the "radio operator" trait. Then, you know that he's a radio operator from the very beginning.


Tooltips might be considered an exploit when making attempts to discover their role.
Re: New feature: AI medics and officers[message #331754] Tue, 15 April 2014 09:43 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3776
Registered:July 2009
Of course they are, they are debug tools after all.


Re: New feature: AI medics and officers[message #331933] Sat, 26 April 2014 17:26 Go to previous messageGo to next message
veedotja2

 
Messages:88
Registered:April 2012
Location: New York
I can't change the values for enemy roles and other related settings in the INI Editor. All the sections in "Tactical Enemy Role Settings" show "MISSING: PROPERTY DESCRIPTION" when clicked and I can't change the values, there is no editing box.

I did a clean install over a new JA2 install of r7141 from so everything is new.

I got it from here: http://kermi.pp.fi/JA_2/v1.13_Releases/Unofficial/English/Depri/SCI_113/SCI_Unstable_Revision_7141_on_GameDir_2007.7z
and did a replace all over a clean game director, as I do with every release.

I changed all my usual settings without issue (turning off dirt, overheating, food, increasing suppression and gun damage).

I played a few sectors and took Drassen, the enemy role features appear to work well, but I saw odd movement behavior with the AI medics. I played about 10 battles.

I can dig in the INI files I suppose, I saw one in the Data-1.13 folder, but any idea why the INI Editor cannot simply edit these values? It would be better to be able to do INI changes in there and not in Notepad Smile

My goal is simply to disable enemy medics, not all of the enemy role features.
Re: New feature: AI medics and officers[message #331957] Sun, 27 April 2014 12:53 Go to previous messageGo to next message
silversurfer

 
Messages:2185
Registered:May 2009
Flugente probably forgot to add the new parameters to INIEditorJA2Options.xml so the Ini editor doesn't know what to do with these parameters. For now you will have to change them with a text editor until the updated XML file is in the next SCI (or download it from SVN).

I just added the properties in GameDir 2021.

Re: New feature: AI medics and officers[message #332049] Thu, 01 May 2014 20:24 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Update: As or r7179, the there is a lower priority for enemy soldiers to become medics, as there were quite a lot of them later on. Also, the enemy generals feature is somewhat related to this feauture.

The rank symbols in all their glory:
http://i58.tinypic.com/10zs9kp.png


Re: New feature: AI medics and officers[message #335543] Sat, 06 September 2014 19:41 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
I have a question: if this is not implemented in stable 1.13(2014), how can I add it? Along with other new features (anti-mat. ammo, helicopter repair n refuel, spotter)
Re: New feature: AI medics and officers[message #335544] Sat, 06 September 2014 19:43 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
You can get features not in stable '14 (those that are newer than 1st Jan '14) by either using an unstable release, or waiting for the next stable (perhaps around 2016 or so).


Re: New feature: AI medics and officers[message #335545] Sat, 06 September 2014 21:08 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
eeeh, ok. I suppose that there will be some unstable versions until the next stable... or does such thing exist already?
EDIT: I mean version which has all ver2014 features plus these we discussed now

[Updated on: Sat, 06 September 2014 21:09] by Moderator

Re: New feature: AI medics and officers[message #335546] Sat, 06 September 2014 21:15 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3776
Registered:July 2009
A few.


Re: New feature: AI medics and officers[message #335547] Sat, 06 September 2014 21:30 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
Ok, I will ask differently then: Can I somehow manage to play version of 1.13 with features of newest stable version AND features developed by Flug which are not in stable version? If yes, How exactly?
Re: New feature: AI medics and officers[message #335548] Sat, 06 September 2014 21:34 Go to previous messageGo to next message
Flugente

 
Messages:3165
Registered:April 2009
Location: Germany
Play unstable version.


Re: New feature: AI medics and officers[message #335552] Sat, 06 September 2014 22:42 Go to previous messageGo to next message
grim

 
Messages:297
Registered:July 2006
Location: France
... by clicking on Latest 1.13 builds link in DeppressiveBrot's signature and follow the instructions there (Hint : Get the latest SCI).
Re: New feature: AI medics and officers[message #335582] Sun, 07 September 2014 13:27 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
Thanks a lot Smile I reinstalled JA2 Gold and downloaded biggest SCI pack. I noticed that AIM menu kits are changed from sapper sniper fastrope etc to kit 1 2 3... pity.
Anyway, how can I activate menu of this actual feature? I read that it's ctrl+c but it does nothing ingame. Do I have to somehow insert code somewhere to make these Flugs features work?

Sorry for all those questions, but I really just dont know :/
Re: New feature: AI medics and officers[message #335586] Sun, 07 September 2014 14:22 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
It sounds like you may have downloaded the wrong sci, the Kits should be the same and Flug's features should be there and working (give or take the latest stuff).

What sci did you download?



Re: New feature: AI medics and officers[message #335587] Sun, 07 September 2014 14:24 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
SCI_Unstable_Revision_6371_on_GameDir_1759.7z

...I aimed for biggest size, thought that would be latest.
I am really generally confused what version includes what feature and which mod can be played with which version etc:/ Perhaps I am in need of idiot's guide How to Very Happy

[Updated on: Sun, 07 September 2014 14:26] by Moderator

Re: New feature: AI medics and officers[message #335591] Sun, 07 September 2014 14:37 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
I'm on mobile, so I can't check the sci.

With regard the mod compatibility, the stable version is just out, so give that time.

I think you need to settle on one way of playing and progress from there. You might be better off with the stable release.

What features are missing out on?


Re: New feature: AI medics and officers[message #335594] Sun, 07 September 2014 14:52 Go to previous messageGo to next message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
I cannot acces Various menu to be a spotter or such. (If I understood your qiestion right)
Re: New feature: AI medics and officers[message #335599] Sun, 07 September 2014 15:14 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
If you download Depri's latest sci, that should be there. I'll jump in a laptop after dinner and have a better look.


Re: New feature: AI medics and officers[message #335601] Sun, 07 September 2014 15:42 Go to previous messageGo to next message
grim

 
Messages:297
Registered:July 2006
Location: France
That's an old build, the latest is "SCI_Unstable_Revision_7476_on_GameDir_2138"
Get it here

[Updated on: Sun, 07 September 2014 15:42] by Moderator

Re: New feature: AI medics and officers[message #335602] Sun, 07 September 2014 15:45 Go to previous message
Schneider8

 
Messages:13
Registered:September 2014
Location: Slovakia
Thank you all, I understand now.
Previous Topic: New feature: Scope modes
Next Topic: New mod: full-scale zombie invasion
Goto Forum:
  


Current Time: Tue Nov 21 08:24:47 EET 2017

Total time taken to generate the page: 0.00968 seconds