Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #350729 is a reply to message #350728] Thu, 24 August 2017 21:19 Go to previous messageGo to next message
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1. Mod_Settings.ini works the same as in stable 7609, information should be somewhere on forum. I am not a modder so cannot tell much about it.
2. No features from the main trunk that were added after stable release.
3. Loadscreens work fine as far as I know, you can try to ask edmortimer how they work as he used many in his Arulco Vacations mod.
4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.
5. You need to enable ENABLE_SSA option in Ja2_options.ini, this feature described in detail earlier in this thread.
6. No features from the main trunk that were added after stable release.
7. I cannot tell much about food feature as I usually play/test without it. Should work the same as in stable 7609.
8. There's a thread about fortifications on this forum, look in Flugente's forum section. This feature works the same as in stable 7609 with some fixes. You need a mod that supports "sandbags everywhere" feature like WF+SDO, or you will only be able to place sandbags in sectors which have sandbags already on map (or at least in tileset).



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Re: Experimental Project 7[message #350730 is a reply to message #350729] Thu, 24 August 2017 21:33 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
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sevenfm wrote on Thu, 24 August 2017 18:19
1. Mod_Settings.ini works the same as in stable 7609, information should be somewhere on forum. I am not a modder so cannot tell much about it.
2. No features from the main trunk that were added after stable release.
3. Loadscreens work fine as far as I know, you can try to ask edmortimer how they work as he used many in his Arulco Vacations mod.
4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.
5. You need to enable ENABLE_SSA option in Ja2_options.ini, this feature described in detail earlier in this thread.
6. No features from the main trunk that were added after stable release.
7. I cannot tell much about food feature as I usually play/test without it. Should work the same as in stable 7609.
8. There's a thread about fortifications on this forum, look in Flugente's forum section. This feature works the same as in stable 7609 with some fixes. You need a mod that supports "sandbags everywhere" feature like WF+SDO, or you will only be able to place sandbags in sectors which have sandbags already on map (or at least in tileset).



Thank you very much for your detailed reply. thumbs up

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Re: Experimental Project 7[message #350732 is a reply to message #350729] Thu, 24 August 2017 22:54 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
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sevenfm wrote on Thu, 24 August 2017 18:19

4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.


I think have found the thread with this information. Have unfortunately no plan as me the further helps, since I have with the german exe no crashes and freezes. Only the representation is not true. Would therefore be great, if me please someone of yours English is better helps. Is there a link to the posting where exactly described is what to do?

Thanks for your help guys.

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Re: Experimental Project 7[message #350733 is a reply to message #350676] Fri, 25 August 2017 00:02 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
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sevenfm wrote on Sun, 20 August 2017 19:33
Ja2+AI update with some fixes:

https://www.dropbox.com/s/nxlqgrn12k9g8u6/ja2_7609ge%2BAI_r473.exe?dl=0

Changes:
- removed GERMAN defines for tactical keys, so cheat code for German version is GABBI


Next bug with this exe i have found.

The cheat level two was activate with GABBI. The shortcuts ALT-E and O and all other have no function...

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Re: Experimental Project 7[message #350736 is a reply to message #350732] Fri, 25 August 2017 07:51 Go to previous messageGo to next message
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DocSchuh wrote on Fri, 25 August 2017 00:54
sevenfm wrote on Thu, 24 August 2017 18:19

4. There should be a thread on forum about win8+ compatibility. Ja2+AI works the same as stable 7609 + timer fixes by The_Bob which prevent game freeze.


I think have found the thread with this information. Have unfortunately no plan as me the further helps, since I have with the german exe no crashes and freezes. Only the representation is not true. Would therefore be great, if me please someone of yours English is better helps. Is there a link to the posting where exactly described is what to do?

Thanks for your help guys.

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
According to description, [3] should help with air view bug.



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Re: Experimental Project 7[message #350737 is a reply to message #350733] Fri, 25 August 2017 07:56 Go to previous messageGo to next message
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DocSchuh wrote on Fri, 25 August 2017 02:02

Next bug with this exe i have found.
The cheat level two was activate with GABBI. The shortcuts ALT-E and O and all other have no function...

This update should fix the cheats problem:
https://www.dropbox.com/s/00n70hwt2oox27z/ja2_7609ge%2BAI_r475.exe?dl=0



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Re: Experimental Project 7[message #350741 is a reply to message #350737] Fri, 25 August 2017 11:42 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
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sevenfm wrote on Fri, 25 August 2017 04:56
DocSchuh wrote on Fri, 25 August 2017 02:02

Next bug with this exe i have found.
The cheat level two was activate with GABBI. The shortcuts ALT-E and O and all other have no function...

This update should fix the cheats problem:
https://www.dropbox.com/s/00n70hwt2oox27z/ja2_7609ge%2BAI_r475.exe?dl=0


Thank you very much! The cheats go again and the problem with the optic I could also solve. thumbs up

Very nice, if one is so great helped from you @sevenfm. angel

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Re: Experimental Project 7[message #350742 is a reply to message #350736] Fri, 25 August 2017 11:54 Go to previous messageGo to next message
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sevenfm wrote on Fri, 25 August 2017 06:51

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
According to description, [3] should help with air view bug.


Number 2 does also help and doesn't require any DLLs. I'm sticking with number 2.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Experimental Project 7[message #350743 is a reply to message #350742] Fri, 25 August 2017 15:51 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
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silversurfer wrote on Fri, 25 August 2017 08:54
sevenfm wrote on Fri, 25 August 2017 06:51

http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
According to description, [3] should help with air view bug.


Number 2 does also help and doesn't require any DLLs. I'm sticking with number 2.


I have the dll's deleted an the ja2.exe with the reg-file in my registry written. I think is the best way to play and the game works fine.

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Re: Experimental Project 7[message #350801 is a reply to message #350743] Wed, 30 August 2017 23:00 Go to previous messageGo to next message
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Two changes in r485 that should work well together:

1. Player mercs will not die instantly when hit by bullet/blade/throwing knife, instead they will always become dying, so there will be some time to heal them. Powerful explosion or special death animation (head or chest exploded) can kill merc as usual.

2. AI soldiers will not attack dying player mercs, also they will not seek them or try to get closer.

With these changes, it should be easier to play without frequent saves.

Also, tear/mustard gas will not damage dying soldier.
The same behavior should apply to empty vehicles - AI soldiers will not seek or attack them.

[Updated on: Thu, 31 August 2017 10:33]




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Re: Experimental Project 7[message #350807 is a reply to message #350801] Thu, 31 August 2017 11:16 Go to previous messageGo to next message
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Ja2+AI r485 changes:

- cheat fixes for GERMAN language
- added r8459, r8460, r8461, r8463
- allow exchanging places with captured soldier
- don't allow exchanging places with kingpin men
- fix: disable inventory popups for vehicles (by silversurfer)
- less frequent gun jams
- correctly alert soldier in FreePrisoner, EVENT_SoldierHandcuffPerson, EVENT_SoldierApplyItemToPerson, AIDoctorFriend, AIDoctorSelf
- agility gain when sneaking: check that enemy is not collapsed or captured, check that opponent is soldier or bloodcat or monster and merc not used elixir, reduce bonus value
- UseGunNCTH: initialize fBuckshot (possibly fix some rare NCTH shooting bugs)
- player mercs should not die instantly (not critical hits will not result in instant death, instead merc will become dying and can be saved)
- AI should ignore dying player mercs and empty vehicles (AI will not attack, seek or get closer to dying mercs or empty vehicles)
- CreatureDecideActionBlack: use CreatureDecideActionRed instead of DecideActionRed (fix vanilla bug)
- when checking sight cover, AI will also consider adjacent tiles for known opponents (to correctly take cover from enemy who is hiding behind the corner and then steps out)

Download

[Updated on: Thu, 31 August 2017 11:19]




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Re: Experimental Project 7[message #350819 is a reply to message #350807] Fri, 01 September 2017 18:12 Go to previous messageGo to next message
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Experimental AI feature in r489:

When AI soldier sees that known opponent location is empty, he will try to search for nearby reachable spots, choose the closest unseen reachable spot and update his knowledge assuming that opponent moved there.



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Re: Experimental Project 7[message #350831 is a reply to message #350819] Sat, 02 September 2017 21:42 Go to previous messageGo to next message
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r490 update:
- fix Fatima bug



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Re: Experimental Project 7[message #350837 is a reply to message #350831] Sun, 03 September 2017 20:39 Go to previous messageGo to next message
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While watching this video with Drassen defense, I decided to play it with different tactics and also test different NCTH settings
I placed snipers to make cross fire on possible enemy positions and placed two small teams on flanks for support and to prevent enemy flanking me.
Since I was using Ja2+fix version without AI improvements, it wasn't too hard to win having 3 snipers and 4 support mercs, but still it was an interesting fight, at some moment I had to retreat with one sniper to safe position and cover him with other mercs.

[Updated on: Sun, 03 September 2017 21:44]




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Re: Experimental Project 7[message #350840 is a reply to message #350837] Mon, 04 September 2017 01:59 Go to previous messageGo to next message
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I also decided to replay the same combat using Ja2+AI to see the difference:



In this Ja2+AI version (r493) I added movement penalty to NCTH aiming calculation: if target solder was moving during his turn, the penalty applied depending on tiles moved and scope magnification factor. This means that it's better to shoot at moving targets with less powerful scope and if target wasn't moving much it may be better to use scope with high magnification.

Also in this combat I used custom NCTH settings for better balance:
https://www.dropbox.com/s/fkjlbsjjwtqrf64/CTHConstants.ini?dl=0

I was able to win the fight with some wounds, though no one died fortunately.
The most important thing was blocking flanks with fire/gas to stop enemy from flanking my mercs.
North part of the map had some grass that allowed fire to spread and block enemy, while on the south there was no grass to feed the fire so the situation became dangerous at some point.
It also seems I needed to retreat with my central sniper to a building to the south east, that could save him from close combat situation which resulted in heavy wounds.

AI was working better than in Ja2+fix, it was able to ambush my mercs several time and had a few successful attacks. Fortunately enemy had mostly pistols and very few smgs so I was able to win using sniper rifles and scoped weapons. If enemy had better equpment, some sniper rifles and more ARs and SMGs, the fight could be much harder for me.



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Re: Experimental Project 7[message #350848 is a reply to message #347471] Mon, 04 September 2017 15:33 Go to previous messageGo to next message
oneperson is currently offline oneperson

 
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I download your latest SCI and start playing with it. What the difference using your SCI and this mod here. They look similar i am confuse which mod to use.

I am new to using mods here

[Updated on: Mon, 04 September 2017 15:37]

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Re: Experimental Project 7[message #350849 is a reply to message #350848] Mon, 04 September 2017 15:41 Go to previous messageGo to next message
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oneperson wrote on Mon, 04 September 2017 17:33
I download your latest SCI and start playing with it. What the difference using your SCI and this mod here. They look similar i am confuse which mod to use.

I am new to using mods here


Not sure what SCI are you using, I don't make any SCI.
You can download Ja2+AI.exe or Ja2+fix.exe and use it with your stable 7609 instead of official 1.13 ja2.exe.

There is a thread on forum explaining how to install Ja2 1.13 and mods.



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Re: Experimental Project 7[message #350850 is a reply to message #350849] Mon, 04 September 2017 17:05 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
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Playing ja2_7609en+AI_r493.exe. I'm playing in Debian GNU/Linux 8.9 with Wine. This has been working well (except mouse wheel does not work in Ja2, it does work in notepad.exe), but just now got exit to desktop. The ja2 was still running, but in a window which was black. Could not get back to it and had to kill -TERM it.

taleman@yosemitesam:/opt/ja2/ja2-datadir$ cat stack_trace.log 
 *** Mon Sep 04 16:24:10 2017 *** 
[ TIWMD-G3B8X-7TTMH-Y1N41-OA903 ]

[0.239035] : Backtrace: [Data\Intro.slf] - Error when opening file : 2

[0.446868] : Backtrace: Could not open file : Data\Intro.slf

[0.446989] : Backtrace: 

[0.447128] : Backtrace: ========== Mon Sep 04 16:24:10 2017 ==========
File     :  ..\src\Core\vfs_file_raii.cpp
Line     :  54
Location :  vfs::COpenReadFile::COpenReadFile

   
========== Mon Sep 04 16:24:10 2017 ==========
File     :  ..\src\Core\vfs_file_raii.cpp
Line     :  50
Location :  vfs::COpenReadFile::COpenReadFile

   Could not open file : Data\Intro.slf



This happened in Cambria Hospital sector fighting at night with militia.

The AI code is good stuff. The 7609 got a little too straight forward once I learned how to play. AI did not utilize it's possibilities and was easier to defeat and same tricks worked all the time. Now AI is harder to defeat.

Is my assumption that new AI code does not affect autoresolve correct?

When my mercs fight together with militia, the militia is very passive. They shoot back when shot at, but otherwise stay put. Is this intended behaviour? If I command them to Attack then things start happening.

So far militia has not shot my mercs, and only once shot another militia member slightly. This is good, previously I did not dare steal stuff from enemy if miltia was nearby. Militia kept shooting the unconsious enemy and shot my stealing mercs also.

One thing with the AI is that militia seem to like being inside buildings. Then they go prone and aim at the enemy outside but on the other side of a wall. AI does not seem to realise those militia members do not contribute to the defence. Commanding them to Attack does help.



Tapio Lehtonen
Pori, Finland

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Re: Experimental Project 7[message #350851 is a reply to message #350850] Mon, 04 September 2017 17:31 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
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Same crash seems to happen every time. I have savegame available if someone is interested.

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Re: Experimental Project 7[message #350852 is a reply to message #350850] Mon, 04 September 2017 17:38 Go to previous messageGo to next message
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Taleman wrote on Mon, 04 September 2017 19:05
Playing ja2_7609en+AI_r493.exe. I'm playing in Debian GNU/Linux 8.9 with Wine. This has been working well (except mouse wheel does not work in Ja2, it does work in notepad.exe), but just now got exit to desktop. The ja2 was still running, but in a window which was black. Could not get back to it and had to kill -TERM it.

I had reports that Ja2+AI sometimes freezes when playing in Windows, don't know what causes it yet.
I can probably help if there's a save with reproducible bug.

Quote:
The AI code is good stuff. The 7609 got a little too straight forward once I learned how to play. AI did not utilize it's possibilities and was easier to defeat and same tricks worked all the time. Now AI is harder to defeat.

Yes it was the original intention to improve AI - as soon as you learn game mechanics and get good weapons, the standard 1.13 game becomes boring and repetitive.

Quote:
Is my assumption that new AI code does not affect autoresolve correct?

Yes, I did not change strategic game aspects except bugfixes and very few small improvements.

Quote:
When my mercs fight together with militia, the militia is very passive. They shoot back when shot at, but otherwise stay put. Is this intended behaviour? If I command them to Attack then things start happening.

It should depend on their orders, Attack order will change them to SEEKENEMY so they will attack more.
I also need to test playing with militia to see more, maybe I will finally add Advanced Militia Command feature :-)

Quote:
So far militia has not shot my mercs, and only once shot another militia member slightly. This is good, previously I did not dare steal stuff from enemy if miltia was nearby. Militia kept shooting the unconsious enemy and shot my stealing mercs also.

Great! I hope the friendly fire is less issue now than previously, though there's still much to improve.

Quote:
One thing with the AI is that militia seem to like being inside buildings. Then they go prone and aim at the enemy outside but on the other side of a wall. AI does not seem to realise those militia members do not contribute to the defence. Commanding them to Attack does help.

Sounds like a bad AI decision, need to look at AI log or save.
AI soldier should not go prone if there is enemy nearby, no matter if he is seen or not.
Maybe he has too defensive attitude/orders which result in that he doesn't want to attack.



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Re: Experimental Project 7[message #350853 is a reply to message #350851] Mon, 04 September 2017 17:39 Go to previous messageGo to next message
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Taleman wrote on Mon, 04 September 2017 19:31
Same crash seems to happen every time. I have savegame available if someone is interested.

Yes, please post or send it to me with description of what mod you are using, also if you modified INI files except visuals and such I need them too.
If the bug can be reproduced, I should be able to find and fix it.



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Re: Experimental Project 7[message #350857 is a reply to message #350853] Mon, 04 September 2017 21:28 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
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sevenfm, did You receive the e-mail with link to save game?

I have no mods installed. JA 2 1.13, 7609, the en+AI exe. I have modifiend files thus:

Ja2.ini:
Toggle Spoiler


Files modified in Data-1.13:

-r--r--r-- 1 taleman taleman  21K elo   19 21:02 CTHConstants.ini
-r--r--r-- 1 taleman taleman 225K elo   12 10:22 Ja2_Options.INI
-r--r--r-- 1 taleman taleman  34K helmi 15  2016 Skills_Settings.INI


CTHConstants.ini is copied from You. Skills_Settings.INI has this change:
Quote:

< RADIO_OPERATOR_ARTILLERY = TRUE
---
> RADIO_OPERATOR_ARTILLERY = FALSE


Diff for Ja2_Options.INI:
Toggle Spoiler


I believe that is all modifications.

I play with dual displays, but the HDMI display is only for sounds, I play fullscreen on the VGA display. I just tried with turning off the HDMI display and starting ja2 without my startup script. Same thing happens, game exits fullscreen and shows game in window that is totally black. Game is stuck, nothing happens and nothing is heard. I have to kill the .exe with -TERM. Stack_trace is generated, I posted that previously.

Also, now that I started games it shows on the Sirtech -screen "ERROR_REPORT.iniErrorMessages.txt has been created. Please review its content." But no such file can be found.

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Re: Experimental Project 7[message #350858 is a reply to message #350857] Mon, 04 September 2017 21:41 Go to previous messageGo to next message
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@Taleman
Yes I received your email with save, thank you. Will take a look soon.



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Re: Experimental Project 7[message #350859 is a reply to message #350537] Mon, 04 September 2017 23:14 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Also, this change will not fix the crash because distance is only half of day vision range so at day your mercs will see enemy, also if there are not enough edgepoints to place reinforcements, they will appear anywhere regardless if there are mercs close or not.




Quote:
It will help. Even with half vision distance there will many times be obstructions in the way to block LOS.

As for saves -- it is an old vanilla fault: crashes when Player Mercs see enemy spawning. Next time it happens to me I'll send you a save.


I haven't experienced a crash since you've instituted this change, and I've had several instances where my Mercs have immediately seen spawning enemy.

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Re: Experimental Project 7[message #350879 is a reply to message #350859] Wed, 06 September 2017 15:07 Go to previous messageGo to next message
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Ja2+fix update:

This version includes some fixes and also small AI improvements.
It may be interesting for those who wants to play with default simple and aggressive 1.13 AI but with some fixes.
Also AI ignoring dying mercs and no instant death should be good for ironman style playing.
New zombie AI should be more aggressive and effective than stock 1.13 zombie AI.
Also AI should work faster with this version.

Known bugs:

Bloodcat ambush - possible game freeze/crash.
LBE: missing items in backpacks, lost items when using "move item" assignment, inaccessible items.
In German version - crash on IMP creation.

To avoid bugs:
- don't put filled LBE into another LBE
- don't put filled LBE into vehicle inventory
- don't use "move item" assignment
- always load tactical sector before using strategic inventory

Important information:

Ja2+fix.exe is unoffical patched version of stable 7609 release.
If you find any bug or have a question, don't post in official 1.13 threads, use this thread instead.
This version is not well tested, use it at your own risk.

Installation:

1. Install original Jagged Alliance 2 (no mods, no Wildfire).
Note: don't install into Program Files or any system protected folder.

2. Download and install stable 7609 release (first install 7435 then patch it to 7609): link

3. Download and install any mods for 7609.

4. Download Ja2+fix.exe for your language version, copy into game folder and use instead of original Ja2.exe

5. Optionally, use registry patch or DLL patch if you are using Windows 8+: link

Changes:

- Build 17.09.06

- sometimes AI will incorrectly calculate APs needed for attack, allow him to shoot anyway and go into negative APs
- Path AI: skip deep water if not in deep water already
- player mercs should not die instantly
- covert: distance check to corpse depends on ubAIWarningValue
- uncover spy when seen in combat close to a soldier or near enemy
- AI will ignore dying player mercs
- NCTH fix: initialize fBuckshot
- AICalcChanceToHitGun: return 1 to allow AI shoot when using NCTH

DetermineMovementMode:
- zombies always run if they know enemy location
- crouched movement mode when taking cover
- NewDest: always use DetermineMovementMode

ClosestReachableDisturbance:
- ignore empty vehicles
- if soldier is zombie and he cannot climb, skip location

CalcMorale:
- zombies always hide
- if soldier has no weapons, instead of leaving sector, try to attack with hands/knife
- neutrals always have low AI morale even if they have weapons (so they run from enemy)
- advance if last attack was successful
- set min limit as MORALE_WORRIED
- no penalty for DEFENSIVE

RoamingRange:
- for zombies, allow max range

AI:
- cautious approach: check LOS at current spot, check distance to enemy
- new zombie AI

FindBestNearbyCover:
- ignore empty vehicles

ClosestReachableFriendInTrouble: allow help if:
- if this friend is under fire and called for help
- if friend has more recently seen opponents than friends nearby

- RangeChangeDesire: no penalty for defensive
- Main Red AI: no helping in combat
- Black AI: new code for advancing to firing range

- removed yellow flanking
- no cover checks in realtime
- FindBestNearbyCover: no cover for tanks

- allow AI to always reload
- allow random hits on standing and crouching not cowering soldiers
- no friendly fire for AI
- use SOLDIER_SKIP_COVER_CHECK
- added NCTH movement penalty

[Updated on: Wed, 06 September 2017 15:14]




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Re: Experimental Project 7[message #350881 is a reply to message #350879] Wed, 06 September 2017 17:06 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
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Continuing previous message: I continued with ja2-7607.exe from the save, this time no crash and I saved when enemy and militia had played their turn.

Then switching to ja2_7609en+AI_ .exe: no crash, and I could continue until the sector was cleared from enemies. No idea what causes the crash, but this way I could circumvent the bug.

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Re: Experimental Project 7[message #350894 is a reply to message #350881] Thu, 07 September 2017 19:37 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
Location: Finland
Still continuing my crashing game story.

Now I tested with ja2_7609en+AI_r421.exe. The game does not crash with this exe.



    ja2_7609en+AI_r421.exe No Crash
    ja2_7609en+AI_r460.exe No Crash
    ja2_7609en+AI_r472.exe Crash
    ja2_7609en+AI_r473.exe Crash
    ja2_7609en+AI_r485.exe Crash

Sorry, I do not have all old exes on my computer. Perhaps this helps to find the cause of the crash?

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Re: Experimental Project 7[message #350895 is a reply to message #350894] Thu, 07 September 2017 21:05 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Taleman wrote on Thu, 07 September 2017 21:37
Still continuing my crashing game story.
Now I tested with ja2_7609en+AI_r421.exe. The game does not crash with this exe.

ja2_7609en+AI_r421.exe No Crash
ja2_7609en+AI_r460.exe No Crash
ja2_7609en+AI_r472.exe Crash
ja2_7609en+AI_r473.exe Crash
ja2_7609en+AI_r485.exe Crash[/list]

Sorry, I do not have all old exes on my computer. Perhaps this helps to find the cause of the crash?

It will definitely help, thank you!



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Re: Experimental Project 7[message #350913 is a reply to message #350895] Sat, 09 September 2017 18:22 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
Location: Finland
I'm playing ja2_7609en+AI_r497.exe. I have to say the AI is very good. I am tempted to suggest no more improvements, otherwise winning the game becomes too hard.

Battle in G6, Mountain, Road. Opposition was 8 redshirts, two of which were snipers with 10x scopes. It was pretty hard to survive, these snipers kept turning and looking around so I could not get near with my mercs with 4x or 2x scopes. Luckily Ira with good binoculars could scout so I sometimes avoided getting shot.

But I have questions:

- are the enemies using camo? They lie prone in an empty area, on a green tile and are surrounded by green when I check the merc cover view. I had to get to 17 tiles distance before I could see the enemy. Or is the cover view buggy? Anyway it does not seem reliable.
- How come my mercs can not hide as well as the enemy? My mercs had 15 % or 20 % camo, does it have to be near 100 % to have an effect?
- Is there a way to see which trees or boulders provide effective cover from being shot? Seems a place that looks like a safe spot is not, and I get shot there. Now I could guess approximate location of enemy and tried to place a boulder between, but this seems to sometimes work and sometimes not.

Nice game you all have made, thanks.

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Corporal
Re: Experimental Project 7[message #350915 is a reply to message #350913] Sat, 09 September 2017 19:18 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
- are the enemies using camo? They lie prone in an empty area, on a green tile and are surrounded by green when I check the merc cover view. I had to get to 17 tiles distance before I could see the enemy. Or is the cover view buggy? Anyway it does not seem reliable.
- How come my mercs can not hide as well as the enemy?


I was frustrated about this too. However, the situation is that the AI is more conscious of actual cover than the Player. To level the playing field in this regard it is vitally important to use the the cover display hotkeys, END & DELETE (and the + & - keys to increase or decrease the range of information). Using only what you see in a normal Tactical screen is deceptive. Once I started using these hotkeys the situation became much more balanced. It is also important to use the fire and move tactic, as the AI can keep track of unseen positions where shots are being fired from better than the Player.

Sevenfm's AI improvements make it necessary to use better tactics. Be aware that the AI will flank you. So you have to outflank the AI. One tactic I use is to have my sniper on the flank, and pre-occupy the AI with concentrated fire from the center or other flank. That puts my sniper in the position to see the enemy advancing toward the concentrated fire and pick the enemy off.

Sevenfm's AI improvements, I think, make every battle more interesting and thought-provoking. I also think the improvements make excellent training in battle tactics for the Player. Battling Sevenfm's enhanced AI is like playing against an expert battle tactician -- it's not easy, and that makes it all the more enjoyable for me.

However, I feel your pain. I do curse the enemy a lot during play!

Oh, and sometimes you have to retreat . . . not every battle can be won.

[Updated on: Sat, 09 September 2017 19:19]

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Re: Experimental Project 7[message #350916 is a reply to message #350913] Sat, 09 September 2017 20:31 Go to previous messageGo to next message
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Registered:December 2012
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Taleman wrote on Sat, 09 September 2017 20:22
I'm playing ja2_7609en+AI_r497.exe. I have to say the AI is very good. I am tempted to suggest no more improvements, otherwise winning the game becomes too hard.

The game is probably best played at Experienced level, even Expert is hard without cheating or using exploits.
From my point of view, the AI is definitely more effective than original, but it's still far from what I want to see in the game :-) I want to make even battles with equal numbers challenging, though it will require more work.

Quote:
Battle in G6, Mountain, Road. Opposition was 8 redshirts, two of which were snipers with 10x scopes. It was pretty hard to survive, these snipers kept turning and looking around so I could not get near with my mercs with 4x or 2x scopes. Luckily Ira with good binoculars could scout so I sometimes avoided getting shot.

It looks not much as AI but the balance issue. Scopes are very powerful, so you need to find good scopes as soon as possible, at least for your snipers. If enemy has 10x scope, the game progress is probably high, or maybe you decided to play with quick item progression? Also using binocs to scout area is a good idea.
I think 10x sniper scopes should have a high coolness value so I would expect elites using them and not redshirts and definitely not early in the game. I made a change in Ja2+AI for enemy to have scopes more often as later in the game AI without scopes is helpless against player who usually quickly equips his mercs with best weapons/attachments available, but AI should not have anything better than allowed by current progress/item coolness.

Quote:
But I have questions:

- are the enemies using camo? They lie prone in an empty area, on a green tile and are surrounded by green when I check the merc cover view. I had to get to 17 tiles distance before I could see the enemy. Or is the cover view buggy? Anyway it does not seem reliable.

Yes, they use came, just like player. My idea is that anything that player can use the AI should use too (except save/loading abuse maybe). If AI soldier is created with a camo kit, he will have 65+ camo level, depending on CAMO_KIT_USABLE_AREA value and some randomness(and he will be shown with palette camo).
Compared to stock 1.13, in Ja2+AI enemy will have camo more often, but it's the same game mechanics that player can use. Also if you remove camo kits from enemy item choices xml, you will see no camo enemies in the game except maybe preplaced enemies with custom equipment on maps.

Quote:
- How come my mercs can not hide as well as the enemy? My mercs had 15 % or 20 % camo, does it have to be near 100 % to have an effect?

20% camo is very low level, you need something like 80+ to be able to hide well.
By default COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50, so with 100% camo you should expect 50% reduction in visual range when you soldier can be seen. 20% camo will only mean a few tiles. Also remember than lasers can reduce camo, and your merc will be seen better if he moves a lot or carries to much equipment.
You also need to take into account the terrain - wood camo will not work on roads or roofs etc.

Quote:
- Is there a way to see which trees or boulders provide effective cover from being shot? Seems a place that looks like a safe spot is not, and I get shot there. Now I could guess approximate location of enemy and tried to place a boulder between, but this seems to sometimes work and sometimes not.

Cover from being shot and cover from visual sight are a different things - you can hide very will behind some grass but it will not stop the bullet.
I think the problem with AI higher effectiveness in hiding is that player can only see cover from the opponents he sees currently and AI takes into account all opponents including those he only heard 3 turns ago (but his knowledge may become outdated).
Usually hiding directly behind some dense object that covers you from the same direction as direction to enemy works well (and AI uses this behavior very often - even if he has no perfect cover from all known enemies, he will try behind tree or fence or furniture just to have something behind him and opponent).

Also it may be good to stop usual playing patterns and use new tactical solution, for example, if there is sniper and you known his approximate location - throw some smoke behind you and him, and only then change position.
Or you can attract enemy attention with a shot and then try to flank him while he looks in your old direction.
Also it's a good rule to always change location after shooting when enemy has snipers - just rolling one tile should be enough, as AI will usually try to shoot at your old location where your merc was heard.
And if you can see the red locator when invisible enemy shoots on his turn - remember where it was and shoot with your sniper or machinegunner at this spot - you have some chance to hit him or at least suppress him.

Quote:
Nice game you all have made, thanks.

Thank you, have fun playing!



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Re: Experimental Project 7[message #350917 is a reply to message #350915] Sat, 09 September 2017 20:40 Go to previous messageGo to next message
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edmortimer wrote on Sat, 09 September 2017 21:18
I was frustrated about this too. However, the situation is that the AI is more conscious of actual cover than the Player. To level the playing field in this regard it is vitally important to use the the cover display hotkeys, END & DELETE (and the + & - keys to increase or decrease the range of information). Using only what you see in a normal Tactical screen is deceptive. Once I started using these hotkeys the situation became much more balanced. It is also important to use the fire and move tactic, as the AI can keep track of unseen positions where shots are being fired from better than the Player.

I agree with that, if you look at my demo videos you can see that nearly every turn I enable sight cover for a few seconds to see where is the best position for my merc. It's very convenient if your mouse has additional buttons that are used in Ja2+AI to show cover/sight just like DEL and END keys.

Quote:
Sevenfm's AI improvements make it necessary to use better tactics. Be aware that the AI will flank you. So you have to outflank the AI. One tactic I use is to have my sniper on the flank, and pre-occupy the AI with concentrated fire from the center or other flank. That puts my sniper in the position to see the enemy advancing toward the concentrated fire and pick the enemy off.

Some players say that enemy flanking makes game sometimes easier as you can guess where enemy will try to flank you and make ambush, preferrably with a silenced weapons, and hide corpse so other AI soldier will not try to avoid this path.

Quote:
Sevenfm's AI improvements, I think, make every battle more interesting and thought-provoking. I also think the improvements make excellent training in battle tactics for the Player. Battling Sevenfm's enhanced AI is like playing against an expert battle tactician -- it's not easy, and that makes it all the more enjoyable for me.

The effectiveness of AI is very far from a good player currently, but still requires at least preparing some battle plan, analyzing terraing and thinking tactically. Just taking stationary defensive position doesn't work well.

As for unusual tactics agains snipers or flankers - you can throw some molotovs or incendiary grenades at supposed enemy locations or possible flanking paths, and since the fire spreads on grass, in next turns the enemy will have to change position or stop flanking.

[Updated on: Sat, 09 September 2017 20:41]




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Re: Experimental Project 7[message #350919 is a reply to message #350916] Sat, 09 September 2017 21:39 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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Quote:
I think 10x sniper scopes should have a high coolness value so I would expect elites using them and not redshirts


You can also eliminate the 10x scope from Regulars (Red Shirts) and Admins (Yellow Shirts (White Shirts in AV)) by modifying ItemChoices_Enemy_Regular.XML and ItemChoices_Enemy_Admin.XML so only Elites have them. That is what I've done in AV.

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Re: Experimental Project 7[message #350922 is a reply to message #350917] Sun, 10 September 2017 01:22 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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Quote:
Quote:
Sevenfm's AI improvements, I think, make every battle more interesting and thought-provoking. I also think the improvements make excellent training in battle tactics for the Player. Battling Sevenfm's enhanced AI is like playing against an expert battle tactician -- it's not easy, and that makes it all the more enjoyable for me.



The effectiveness of AI is very far from a good player currently, but still requires at least preparing some battle plan, analyzing terrain and thinking tactically. Just taking stationary defensive position doesn't work well.


OK, perhaps I waxed too poetically on the abilities of the AI, but it is a welcome change from vanilla tactics.

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Re: Experimental Project 7[message #350926 is a reply to message #332214] Sun, 10 September 2017 13:51 Go to previous messageGo to next message
oneperson is currently offline oneperson

 
Messages:7
Registered:August 2017
@sevenfm My save game using Ncth i want to edit my NCTH using your NCTH setting.

Do i have to restart a new game after editing?

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Re: Experimental Project 7[message #350927 is a reply to message #350926] Sun, 10 September 2017 14:21 Go to previous messageGo to next message
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oneperson wrote on Sun, 10 September 2017 15:51
@sevenfm My save game using Ncth i want to edit my NCTH using your NCTH setting.

Do i have to restart a new game after editing?


You can edit CTHConstants.ini any time and don't need a new game.
Please write your feedback on NCTH settings when you play for some time.



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Re: Experimental Project 7[message #350943 is a reply to message #332214] Mon, 11 September 2017 21:08 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
Location: Finland
Playing wine ja2_7609en+AI_r497.exe

Some question / observations:


  • Militia threw a break light at 15:54 o'clock. It was daylight. Accurate throw, but exploding grenade would have been more useful.
  • Militia picked up commando mortar. Is there any way to get it back? I ran out of shells, so I left it on the ground until I had shells.
  • Seems it is not possible for a merc to bandage militia. I was trying to save him, had to use smoke to cover him instead. Luckily he was alive at end of battle.
  • I was trying to command that bleeding militia to retreat or come to me, but as he was inside smoke the game told "Can not see this person". I had to be next to him to issue command.
  • Is enemy now able to bandage? Looked like one enemy did that. If that is the case my tactic of waiting until enemy bleeds to death or flees no longer works.
  • I have a bunch of mercs in San Mona C5 with Gasket and my IMP merc both doing repairs. Nothing happens, stuff is not getting repeired. Gasket has been repairing two days.
  • I tried camo kit on Tex. The game kept saying "Heh?". On another merc camo kit worked. Does Tex have permanent face camo? If so, could the error popup be made clearer about what is going on.
  • I looked at militia equipment, several of them had sniper rifles with 10x scope. My mercs have none so far. It is annoying to win over enemies who do have sniper rifles, but they swallow the rifle with their last gasp. I know I can set that drop all stuff in .INI, but then there is loads loot to get rid of. Perhaps some increased chance to get loot if it is better than my mercs currently have would be popular?

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Corporal
Re: Experimental Project 7[message #350944 is a reply to message #350943] Mon, 11 September 2017 22:08 Go to previous messageGo to next message
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Taleman wrote on Mon, 11 September 2017 23:08
Militia threw a break light at 15:54 o'clock. It was daylight. Accurate throw, but exploding grenade would have been more useful.

This should not happen, need to check code.

Quote:
Militia picked up commando mortar. Is there any way to get it back? I ran out of shells, so I left it on the ground until I had shells.

You can try command from sector menu that forces militia to drop equipped weapons.
Can't say if it will drop mortar after battle but I think it should be dropped when militia soldier is killed.
You can also move all items in the sector using Shift+m to a place where militia will not pick it up.

Quote:
Seems it is not possible for a merc to bandage militia. I was trying to save him, had to use smoke to cover him instead. Luckily he was alive at end of battle.

Bandaging militia always worked in 1.13 as far as I remember. What happens when you try to bandage militia soldier?

Quote:
I was trying to command that bleeding militia to retreat or come to me, but as he was inside smoke the game told "Can not see this person". I had to be next to him to issue command.

To give orders to militia soldier, your merc needs to see him or both merc and militia soldier should have extended ear equipped.
Also militia orders don't work well in turnbased as next turn he will forget what you told him, only changing attitude defensive/aggressive works well and also AI orders seekenemy/stationary.

Quote:
Is enemy now able to bandage? Looked like one enemy did that. If that is the case my tactic of waiting until enemy bleeds to death or flees no longer works.

Yes, there is AI Medics feature by Flugente that was added to Ja2+AI from main trunk and reworked in the process.
Militia soldiers should also have medics. AI soldier can become medic if he has any medical/first aid kit and any level of doctor skill.

Quote:
I have a bunch of mercs in San Mona C5 with Gasket and my IMP merc both doing repairs. Nothing happens, stuff is not getting repeired. Gasket has been repairing two days.

Can't say about repair assignment as I never changed that code apart from very few bugfixes ftom the main trunk. Will need to check the code some day. Does this repair bug happen only in San Mona and only with certain mercs?

Quote:
I tried camo kit on Tex. The game kept saying "Heh?". On another merc camo kit worked. Does Tex have permanent face camo? If so, could the error popup be made clearer about what is going on.

Yes it's the Camo Mercs feature from VR (by anv) added to Ja2+AI. You can disable it in the options: set CAMO_PROFILES = FALSE.

Quote:
I looked at militia equipment, several of them had sniper rifles with 10x scope. My mercs have none so far. It is annoying to win over enemies who do have sniper rifles, but they swallow the rifle with their last gasp. I know I can set that drop all stuff in .INI, but then there is loads loot to get rid of. Perhaps some increased chance to get loot if it is better than my mercs currently have would be popular?

You can set the game to drop all weapons but very small amounts of other equipment like ammo, LBE etc.
It works better than drop all for the game balance but still allows access for player to better guns.
As for scopes, it depends on game progress and Bobby settings, I didn't change the availability of scopes for AI.

[Updated on: Mon, 11 September 2017 22:34]




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Re: Experimental Project 7[message #350947 is a reply to message #350944] Tue, 12 September 2017 01:22 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2412
Registered:October 2005
Location: Australia
I've had Gasket repairing items in C5 with no issues.

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Re: Experimental Project 7[message #350950 is a reply to message #350947] Tue, 12 September 2017 10:40 Go to previous messageGo to previous message
silversurfer

 
Messages:2793
Registered:May 2009
In r8325 I fixed some bugs with the repair system alongside the changes to the dirt system. As far as I remember there was a bug where the merc had enough skill to do repairs in general and he also had a toolkit but the items that needed repairing were beyond his abilities so the assignment could be selected but he never repaired anything. Changes to fix that should be in assignments.cpp functions "CanCharacterRepairButDoesntHaveARepairkit" and "CanCharacterRepair" so you may want to check that.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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