Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #350962 is a reply to message #350944] Wed, 13 September 2017 17:36 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
Location: Finland
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?


I tested this repair thing a bit more. I made notes of the state of equipment at the beginning and let the repairs run. Seems there is no bug, some repairs just take very long. 40 mm grenades are -4 difficult to repair and thrown grenades -3.

Experiment started Day 41 at 03:00. I ended it about 50 hours later. For the first 24 hours only the 40 mm grenades got repaired, they were 43 % and 21%. Leech had one grenade in each hand. After seven hours the status was 57 % and 56 %. What I learn from this is to not buy damaged 40 mm grenades.

Until now I have assumed the repair person repairs one item at a time. But now it seems he repaired both of the 40 mm grenades at the same time.

Also, when those grenades got into a reasonable status, also other stuff got under repairs. Seems the repair pool is distributed to the worst items and when all items are somewhat equally broken they all get a share of repair pool each hour. Last thing that got repaired was a 7x scope attached to a rifle. The scope was originally at 41 %.

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Corporal
Re: Experimental Project 7[message #351043 is a reply to message #350962] Tue, 19 September 2017 22:10 Go to previous messageGo to next message
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Ja2+AI update

Changes r485 - r512
- no gas damage for dying soldiers (more chance to save merc dying in mustard gas)
- Ctrl+Alt+dot - locate spot (enter gridno and locator will show the spot)
- fix Fatima bug
- auto refill canteens every hour
- low volume for eat/drink sounds
- don't allow more than one canteen use/turn (only when food system is disabled)
- disable auto canteen refill every turn in peaceful sector
- only allow chain reaction for volatility >= 10 (if item is not on the ground) (so you can safely carry grenades but not explosives with high volatility like RDX)
- improved total item volatility calculation
- added movement penalty to NCTH calculation (it is harder to aim at moving target, especially with high power scopes)
- removed USE_NEW_CTH_CALCULATION option (old NCTH code removed)
- EnoughPoints use MSG_INTERFACE instead of MSG_UI_FEEDBACK for "not enough AP" message (show screen message instead of popup)
- SeemsLegit: range check to uncover near fresh corpse increased to ubAIWarningValue (uncover range from corpse will decrease with each turn)
- covert: uncover spy when seen in combat close to a soldier or near known enemy (enemy soldier who sees enemy or is under fire will uncover covert mercs if they are too close to him or close to any known opponent)
- CAMO_PROFILES option disabled by default
- AI flashlight use in Black state: fix divide by zero bug (reported by Taleman)
- fix: Russian translation
- if AI soldier sees the spot where the enemy should be according to his knowledge and nobody is there, he will check nearby reachable hidden tiles and assume the opponent is hiding in closest hidden tile

Improved NCTH movement penalty:
- aiming penalty depending on the amount of tiles the opponent has moved in his turn
- directional penalty (sets min bTilesMoved depending on target's direction, stance, health and agility)
- aiming penalty is reduced at close range
- aiming penalty is increased if shooter uses scope
- total movement penalty can be reduced if shooter has high level and dexterity

Interrupt level:
- raised weapon adds bonus depending on direction (only if target is in weapon range)
- if soldier has knife/dusters of empty hands, add bonus to interrupt at very close range
- if soldier has pistol in hands, add bonus to interrupt on close range (only if target is in weapon range)

[Updated on: Tue, 19 September 2017 22:22]




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Re: Experimental Project 7[message #351044 is a reply to message #351043] Tue, 19 September 2017 23:03 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Just in time for the v1.09 release of Av, which will be later today. aww However:

Quote:
- only allow chain reaction for volatility >= 10 (if item is not on the ground) (so you can safely carry grenades but not explosives with high volatility like RDX)


Damn! That means no more 'fiery dance of death' for enemies because they don't get RDX Crystals to carry around, and RDX is the only 10 Volatility. It's a minor consequence considering all the great improvements, but I so liked to see those enemies do the 'fiery dance of death'! shy

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Sergeant Major
Re: Experimental Project 7[message #351045 is a reply to message #351044] Tue, 19 September 2017 23:25 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
edmortimer wrote on Tue, 19 September 2017 22:03
Just in time for the v1.09 release of Av, which will be later today. aww However:

Quote:
- only allow chain reaction for volatility >= 10 (if item is not on the ground) (so you can safely carry grenades but not explosives with high volatility like RDX)


Damn! That means no more 'fiery dance of death' for enemies because they don't get RDX Crystals to carry around, and RDX is the only 10 Volatility. It's a minor consequence considering all the great improvements, but I so liked to see those enemies do the 'fiery dance of death'! shy

You have item changes, don't you? You realize you can just shift your explosives to a slightly higher baseline ... ? angel



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Captain

Re: Experimental Project 7[message #351047 is a reply to message #351045] Tue, 19 September 2017 23:46 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
You have item changes, don't you? You realize you can just shift your explosives to a slightly higher baseline ... ? angel


Yes, I can do that, of course. However, it's a big change and I don't have time to playtest it for this release because I want to be done with modding this for a while -- and whenever I start to mod one thing I end up modding many things because there's always more to do. I don't want to change volatilities willy-nilly and end up with Players and enemies blowing themselves up all over the place -- but that would be funny. big grin

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Sergeant Major
Re: Experimental Project 7[message #351048 is a reply to message #351047] Tue, 19 September 2017 23:56 Go to previous messageGo to next message
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@edmortimer
You can change volatility to 10 only for TNT/HMX/C1/C4, and if in your mod enemy carries explosives, they will blow up sometimes, and your mercs can carry explosives in backpacks and drop them when the battle starts.

The idea of this change is to allow playing without a lot of saveloading, especially since AI uses grenades much more in Ja2+AI.



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Re: Experimental Project 7[message #351050 is a reply to message #351048] Wed, 20 September 2017 00:00 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
You can change volatility to 10 only for TNT/HMX/C1/C4, and if in your mod enemy carries explosives, they will blow up sometimes, and your mercs can carry explosives in backpacks and drop them when the battle starts.

The idea of this change is to allow playing without a lot of saveloading, especially since AI uses grenades much more in Ja2+AI.


Yes, I know. It's not a big thing, really. And, no, in AV the enemy doesn't carry TNT/HMX/C1/C4 because they can't do anything with those items. They do, however, carry molotovs sometimes . . .

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Re: Experimental Project 7[message #351051 is a reply to message #351050] Wed, 20 September 2017 00:09 Go to previous messageGo to next message
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edmortimer wrote on Wed, 20 September 2017 02:00
And, no, in AV the enemy doesn't carry TNT/HMX/C1/C4 because they can't do anything with those items.

They will use them soon :-)



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Re: Experimental Project 7[message #351053 is a reply to message #351051] Wed, 20 September 2017 01:35 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Quote:
And, no, in AV the enemy doesn't carry TNT/HMX/C1/C4 because they can't do anything with those items.



They will use them soon :-)


Cool beans, yo! When they can use them I'll just release a small update for their inventories and volatility ratings.

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Sergeant Major
Re: Experimental Project 7[message #351076 is a reply to message #351053] Wed, 20 September 2017 20:38 Go to previous messageGo to next message
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Added some performance improvements in r515.
Also improved auto fast forward should work better now.
Disabled radio animation for invisible soldiers and soldiers in water.
Militia soldier will always change orders to SEEKENEMY unless he was given a different order by player (previously stationary/sniper militia soldiers didn't change orders).



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Re: Experimental Project 7[message #351105 is a reply to message #351076] Sun, 24 September 2017 12:08 Go to previous messageGo to next message
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Ja2+AI r520:
- slow animation for visible soldiers when in fast forward mode
- lowered attachment class for soldiers/militia
- OCTH movement penalty: removed additional penalty for scopes for directional movement penalty
- improved OCTH: use max from directional movement penalty and animation movement penalty
- CalcBestShot: knowledge/suppression improvements, check LOS to avoid shooting through walls



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Re: Experimental Project 7[message #351174 is a reply to message #351105] Tue, 03 October 2017 18:40 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
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I am running ja2_7609en+AI_r520.exe . Is it possible some regression has happened in the AI? Battling in Grumm the militia shot each other quite a lot, previously I had seen only once a militia shoot a team mate. Maybe the militia just clustered too tightly between Grumm factory wall and the wire fence?

In Grumm residential area, a civilian stands motionless in the middle of the firefight. I have seen in previous plays a civilian in the same spot and similarly just standing there oblivious the bullets flying wildly. Is the AI doing nothing for civilians? Does this sector have a scripted civilian standing motionless on purpose?

The militia seems to like throwing smoke grenades. Does the smoke not affect visibility for militia? Seems they still see the enemy in the middle of the smoke. The enemy also kept shooting militia members. The game showed the enemies in the middle of the smoke, I thought they would disappear from view until the smoke clears.

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Corporal
Re: Experimental Project 7[message #351175 is a reply to message #351174] Tue, 03 October 2017 18:47 Go to previous messageGo to next message
silversurfer

 
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Taleman wrote on Tue, 03 October 2017 17:40

In Grumm residential area, a civilian stands motionless in the middle of the firefight. I have seen in previous plays a civilian in the same spot and similarly just standing there oblivious the bullets flying wildly. Is the AI doing nothing for civilians? Does this sector have a scripted civilian standing motionless on purpose?

Isn't that caused by ALLOW_LAZY_CIVILIANS = TRUE? This is the default value in JA2_Options.ini, at least in the development build. If you set it to FALSE the game will calculate civilian actions which will cause more delay before it's your turn again. I still have it set to FALSE because I don't like them to just stand there.



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: Some Experimental Visual Enhancements, Niggling Features & Modifications[message #351191 is a reply to message #351175] Thu, 05 October 2017 08:36 Go to previous messageGo to next message
plu is currently offline plu
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Civilian
Re: Experimental Project 7[message #351276 is a reply to message #351191] Mon, 16 October 2017 22:45 Go to previous messageGo to next message
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r524:
- improved OCTH movement penalty calculation
- improved NCTH movement penalty calculation
- lowered non combat skills when creating new AI soldier (medical, mechanical, explosive, leadership, wisdom)

[Updated on: Mon, 16 October 2017 22:45]




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Re: Experimental Project 7[message #351277 is a reply to message #351174] Mon, 16 October 2017 22:54 Go to previous messageGo to next message
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Taleman wrote on Tue, 03 October 2017 20:40
I am running ja2_7609en+AI_r520.exe . Is it possible some regression has happened in the AI?

I don't think so, at least there are no such changes in recent versions.

Quote:
Battling in Grumm the militia shot each other quite a lot, previously I had seen only once a militia shoot a team mate. Maybe the militia just clustered too tightly between Grumm factory wall and the wire fence?

I think it depends mostly on tactical situation. If AI soldiers have some place to spread, they will receive less friendly fire.

Quote:
In Grumm residential area, a civilian stands motionless in the middle of the firefight. I have seen in previous plays a civilian in the same spot and similarly just standing there oblivious the bullets flying wildly. Is the AI doing nothing for civilians? Does this sector have a scripted civilian standing motionless on purpose?

This may be because of ALLOW_LAZY_CIVILIANS option, or because of some bug in AI. Can't say without save or at least AI log which you can enable in options if you are interested in examining AI behavior.

Quote:
The militia seems to like throwing smoke grenades. Does the smoke not affect visibility for militia? Seems they still see the enemy in the middle of the smoke. The enemy also kept shooting militia members. The game showed the enemies in the middle of the smoke, I thought they would disappear from view until the smoke clears.

AI uses smoke grenades just like regular grenades, there is some fake 'damage' used when considering smoke grenade attack, so smoke use is stupid now, maybe I will rework it someday.
As far as I remember, there should be 3 tiles of smoke between watching soldier and target to block LOS.
Also, AI can shoot at target that he have seen recently or shoot only by hearing so hiding in smoke is not enough as enemy will still shoot for 1-2 turns even if he cannot see opponent anymore.

[Updated on: Mon, 16 October 2017 22:55]




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Re: Experimental Project 7[message #351301 is a reply to message #351276] Thu, 19 October 2017 20:49 Go to previous messageGo to next message
Flugente

 
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sevenfm wrote on Mon, 16 October 2017 19:45
r524:
...
- lowered non combat skills when creating new AI soldier (medical, mechanical, explosive, leadership, wisdom)

Is that because you were at that code part, or do you plan to have the AI use these stats more in the future angel ?



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Re: Experimental Project 7[message #351302 is a reply to message #351301] Thu, 19 October 2017 21:20 Go to previous messageGo to next message
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Quote:
Is that because you were at that code part, or do you plan to have the AI use these stats more in the future

Some players complained that AI can find and avoid mines too often, and I also slightly increased all skills for soldiers at some moment (because soldier with 65 marksmanship doesn't make sense for me, they should have at least some training), so I decided to lower non combat skills while keeping marksmanship, dexterity, agility and strength at slightly higher level than in official 1.13
I don't plan any skill related AI improvements, at least in near future, and for things like planting bombs on the roof above player existing explosives level should be enough.



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Re: Experimental Project 7[message #351303 is a reply to message #351276] Fri, 20 October 2017 16:27 Go to previous messageGo to next message
Kitty

 
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I was playing AR1.14 (stable version 7609 2014 by strohmann) and patch by CVB. I liked it very much and chance is high, that I will give it a replay.

Now I came across your 7609+AI, during instalation of edmortimers AV1.09, which seems to become a lot of fun.

As you stated this should work on stable 7609. Is this also true for the version of strohmann (and the patch of CVB) ? Or will your 7609+AI even make both of them obsolete, since they probably fix the same things and more?

I realy like the idea of smarter AI, so thanks for that!



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

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Master Sergeant
Re: Experimental Project 7[message #351304 is a reply to message #351303] Fri, 20 October 2017 16:46 Go to previous messageGo to next message
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Quote:
As you stated this should work on stable 7609. Is this also true for the version of strohmann (and the patch of CVB) ? Or will your 7609+AI even make both of them obsolete, since they probably fix the same things and more?

Ja2+AI.exe is used instead of official stable 7609 1.13 ja2.exe and can be used with any mod based on stable 7609, including Arulco Revisited.

You still need all patches and fixes to the mod you are using as Ja2+AI.exe doesn't change mod data, only executable file.

I would recommend using Arulco Revisited with SDO mod, as it has much better weapon/equipment balance than stock 1.13, especially if you are playing with NCTH.

[Updated on: Fri, 20 October 2017 16:50]




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Re: Experimental Project 7[message #351309 is a reply to message #351304] Fri, 20 October 2017 21:39 Go to previous messageGo to next message
Kitty

 
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Ah, I see, no changes in Data-AR, get it. Thanks for the answer!

This seems to work expect one little error shown at the loadsreen:

"The value [Graphics Settings] [HIDE_EXPLORED_ROOM_ROOF_STRUCTURES]= "in file [JA2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. "

I wasn't able to find this setting in the ini-editor (2.9.0.0), so i couldn't change it. This entry doesn't exist. I was able to start the game nevertheless, but something might went wrong. I'm using the german r525 on JAgold ger, 7435 updated to 7609 from offical download.Using your exe in ini-editor instead of ja2exe. Also copied your ambient sounds and loadscreenhints, but since these went to totally other places i don't think there are any connections. AR isn't installed at all at the moment. Tried to use the english version of r525 instead, but same result. I tried looking into ja2options.ini and realized i got two of them, one with a dot at the end, don't know if this is normal.
I scrolled the side a little to see if someone else had this issue but found nothing, but came across "extended settings" for the ini, where this might belong to, i guess. But these settings also don't show up in editor, too.
The source of my copy for this installation (JA2with7609) works fine, doesn't show this error.

Since i was able to start otherwise normaly, can i safely ignore this, or will i run into trouble? Although, i rather wouldn't use it without beeing fixed, or at least having a clue what's going on, honestly.



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

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Master Sergeant
Re: Experimental Project 7[message #351310 is a reply to message #351309] Fri, 20 October 2017 21:46 Go to previous messageGo to next message
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Quote:
"The value [Graphics Settings] [HIDE_EXPLORED_ROOM_ROOF_STRUCTURES]= "in file [JA2_Options.ini] is neither TRUE nor FALSE. The value TRUE will be used. "

You can add this option manually to Ja2_options.ini or simply ignore the message as default value will be used.
It was probably added after the official release so may exist in updated stable 7609 svn but not in official 1.13 pack.



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Re: Experimental Project 7[message #351312 is a reply to message #351310] Fri, 20 October 2017 23:28 Go to previous messageGo to next message
Kitty

 
Messages:436
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Again, thanks for the quick response. I've added this and since i wanted to hear the ambient sounds i also copied the "extended options" as you mentioned to another player a few posts above - first time ever i changed something there on myself. With the german exe i came along a ctd during imp-creation, so i use the english one. Start in omerta just went fine then and i could hear also some birds. Loadscreenhints also work fine.
Since I'm new to this forum, i guess that my questions so far have been very much stated me out as beginner, but on whatever topic i asked i got a quick and polite answer. That's very nice! I really appriciate it. thumbs up



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

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Re: Experimental Project 7[message #351314 is a reply to message #351312] Fri, 20 October 2017 23:38 Go to previous messageGo to next message
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Quote:
With the german exe i came along a ctd during imp-creation, so i use the english one.

German Ja2+AI.exe is not well tested, you can still use it if you don't create IMP or make IMP with original Ja2.exe and then import into Ja2+AI.exe by typing IMP name instead of code. The problem is - for any language specific exe you will need not only language specific base 1.13 7609 but also mod localisation which will include xml files for items.xml etc. So if you are using English 1.13 7609 and English AR mod, it's better to use English Ja2.exe or Ja2+AI.exe



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Re: Experimental Project 7[message #351330 is a reply to message #351314] Sat, 21 October 2017 21:06 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
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Playing wine ja2_7609en+AI_r525.exe, v in game says Build 17.10.11.

Militia fired mortar inside the F8 sector hospital storage building. The shell had a funny flight, looked like it hit the roof and slided along the roof to the door.

Militia throws breaklight during daytime. I reported this previously, and this was marked as fixed.

The hospital has started charging fees not divisible by ten. For example, 113 $ or 323 $. When paying the bill must be rounded up to nearest 10 dollar sum, otherwise doctor complains "The entire amount".

Does
ALLOW_LAZY_CIVILIANS = FALSE
affect AI behaviour?

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Corporal
Re: Experimental Project 7[message #351331 is a reply to message #351330] Sat, 21 October 2017 21:21 Go to previous messageGo to next message
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Taleman wrote on Sat, 21 October 2017 23:06
Militia fired mortar inside the F8 sector hospital storage building. The shell had a funny flight, looked like it hit the roof and slided along the roof to the door.

AI checks chance to get through when deciding attack, maybe there was a chance to shoot through roof or hit the target in some other way. Maybe easy solution will be to disable mortar shooting inside buildings.

Quote:
Militia throws breaklight during daytime. I reported this previously, and this was marked as fixed.

Will take a look. I don't remember when it was fixed, there are no related entries in svn log.

Quote:
The hospital has started charging fees not divisible by ten. For example, 113 $ or 323 $. When paying the bill must be rounded up to nearest 10 dollar sum, otherwise doctor complains "The entire amount".

As far as I remember, I never changed anything related.

Quote:
Does ALLOW_LAZY_CIVILIANS = FALSE affect AI behaviour?

Only for civilians of group 0 that have no profile. They become deaf when it's set to TRUE, so they don't hear anything and so move less as they don't known enemy positions, at least I think it was original idea of this 'feature'.



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Re: Experimental Project 7[message #351350 is a reply to message #351331] Tue, 24 October 2017 17:27 Go to previous messageGo to next message
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Ja2+AI r533:
- Build 17.10.24
- don't use mortar in building
- use flares only at night
- break deadlock only if ESC key pressed
- show message on screen when breaking AI deadlock
- fixed AI tooltip display bug
- all teams can uncover covert mercs that use flashlight at night or are seen near friends or known enemies in combat
- restored smoke penalty (30% LOS per tile)
- better AI grenade choosing, use flares only at night, low smoke priority, prefer normal explosion type
- don't show error message when HIDE_EXPLORED_ROOM_ROOF_STRUCTURES option is missing

Fixed AI bug in FF mode, now auto fast forwarding can be used safely. If you want to stop AI deadlock, press ESC key.
AI will use grenades more effectively, grenade explosion type priority implemented, added night checks for flares.
Smoke cover should be more useful now, as previously less than 3 tiles of smoke gave no sight penalty.
Now any hostile enemy will uncover covert merc if he is seen too close to friend or opponent in combat or if he uses flashlight at night.

[Updated on: Tue, 24 October 2017 21:41]




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Re: Experimental Project 7[message #351361 is a reply to message #351350] Fri, 27 October 2017 16:37 Go to previous messageGo to next message
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Messages:2663
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Ja2+AI r535:
- r8479 Fix: Squadleader level bonus for other mercs was applied in strategic
- Red AI: check path to closest enemy, set watched location at last seen spot

If AI soldier sits in a building or has defensive orders/attitude and cannot see any opponent, he will check path to closest enemy, examine it and set watched location at last seen spot on this path. As a result, he will more likely decide watching at that location, trying to ambush approaching enemy, also when enemy appears, increased watch level will provide bonus to interrupt level.
For example, if soldier sits in a building and hears opponent coming, he will set watched location to the door or maybe to the window if closest opponent will be seen through the window on his path.
So it works like a simple prediction of opponent action and allows more effective defense.
There are some limitations so it will happen not very often and not in the open field, mostly in towns.

[Updated on: Fri, 27 October 2017 16:47]




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Re: Experimental Project 7[message #351366 is a reply to message #351361] Sat, 28 October 2017 19:25 Go to previous messageGo to next message
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Messages:2663
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Ja2+AI r536:
- new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars), enabled by default
- limit smoke grenade use (don't use to attack zombies, melee soldiers and soldiers with low marksmanship)
- new estimated damage for smoke grenade calculation (depending on opponent's marksmanship, skills, shock level and number of friends who can see this opponent)
- Red, Black AI: use smoke for cover when under fire

AI soldiers will sometimes use smoke grenade for cover when under fire. It will not happen often as there are some limitations.

[Updated on: Sat, 28 October 2017 20:42]




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Re: Experimental Project 7[message #351367 is a reply to message #351366] Sat, 28 October 2017 21:59 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars)


Does it mean that all grenades that elites would normally get, and half those that regulars would get, are turned into smoke grenades?

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Sergeant Major
Re: Experimental Project 7[message #351368 is a reply to message #351367] Sat, 28 October 2017 22:07 Go to previous messageGo to next message
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edmortimer wrote on Sat, 28 October 2017 23:59
Does it mean that all grenades that elites would normally get, and half those that regulars would get, are turned into smoke grenades?

No it's just extra items added after normal equipment choosing.
Elite soldier has 100% chance to have 1 or more smoke grenades.
Regular soldier has 50% chance to have 1 or more smoke grenades.
Also they are not droppable.
This option to create extra items is needed even if soldiers have smoke grenades defined in ItemChoices_Enemy.xml because items are chosen randomly from list so chance to have smoke grenade will be low, and I want smoke grenades to be added to normal grenades and not instead of them so they can be used for special purpose.

Code from Inventory Choosing.cpp, end of GenerateRandomEquipment:
BOOLEAN fSmokeGrenade = FALSE;

// sevenfm: extra items
if( gGameExternalOptions.fExtraItems )
{
	switch( bSoldierClass )
	{
	case SOLDIER_CLASS_ELITE:
		fSmokeGrenade = TRUE;
		break;
	case SOLDIER_CLASS_ARMY:
		if( Chance(50) )
		{
			fSmokeGrenade = TRUE;
		}
		break;
	case SOLDIER_CLASS_ADMINISTRATOR:
		break;
	}
	// smoke grenade
	if( fSmokeGrenade )
	{
		CreateItems( SMOKE_GRENADE, (INT8)(80 + Random( 21 )), 1 + gGameOptions.ubDifficultyLevel / 2, &gTempObject );
		gTempObject.fFlags |= OBJECT_UNDROPPABLE;
		PlaceObjectInSoldierCreateStruct( pp, &gTempObject );
	}
}



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Re: Experimental Project 7[message #351369 is a reply to message #351368] Sat, 28 October 2017 22:10 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
No it's just extra items added after normal equipment choosing.


OK, cool.

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Sergeant Major
Re: Experimental Project 7[message #351381 is a reply to message #351369] Sun, 29 October 2017 17:47 Go to previous messageGo to next message
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Messages:2663
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Ja2+AI r540:
- Green AI: reduced climbing chance, only soldiers with long range scoped weapons should climb, climbing down from the roof disabled, don't climb at night
- zombies should not climb in Green AI
- EXTRA_ITEMS option now also adds flares (only at night)
- Red AI: use smoke to cover friend if he is wounded or under heavy fire

Greatly reduced climbing in Green AI, so it looks better now, reduces CPU load in realtime, also it allows player to hide on roofs more effectively. Still, once the player merc is discovered, enemy will fully use roof climbing code.
Also soldiers that are set to patrol on roof will not climb down anymore (for example, see Drassen airport in Wildfire 6.07).

EXTRA_ITEMS option adds more flares at night, elite soldiers have 100% chance to have 1 or more flares added, regulars have 50% chance to have 1 or more flares added. Default grenades from random inventory choosing are not affected. Added flares are not droppable.

Flare item is Break Light (item 146).
Smoke Grenade is item 151.
If your item mod doesn't have these items (for example, Aimnas), it's recommended to disable EXTRA_ITEMS option.

AI soldier can use smoke grenade to provide cover for his friend if he is under heavy fire/heavily wounded. There are some limitations (throwing soldier should not be under attack, he should not be seen by enemy etc), so it should not happen too often.



Any feedback on recent changes/added features is apreciated.

[Updated on: Sun, 29 October 2017 17:52]




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Re: Experimental Project 7[message #351440 is a reply to message #351381] Sun, 05 November 2017 18:48 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Any feedback on recent changes/added features is apreciated.


So far the new flashlight, smoke and flare enhancements are working well for me, and add another level of realism and complexity.

However, I have a Player who has an older computer and is experiencing a sluggish gameplay in Towns during battles. r540 seems to help a little, but the gameplay during battles is still sluggish. I had him try the vanilla 7609 and he reported there were no problems with gameplay -- it was not sluggish. So it seems to be all the AI enhancements slowing things down for older computers. If you come upon ways to enhance performance further, or have any ideas on INI tweaks to enhance performance, it would be appreciated.

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Re: Experimental Project 7[message #351441 is a reply to message #351440] Sun, 05 November 2017 19:11 Go to previous messageGo to next message
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Messages:2663
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Quote:
However, I have a Player who has an older computer and is experiencing a sluggish gameplay in Towns during battles. r540 seems to help a little, but the gameplay during battles is still sluggish. I had him try the vanilla 7609 and he reported there were no problems with gameplay -- it was not sluggish. So it seems to be all the AI enhancements slowing things down for older computers. If you come upon ways to enhance performance further, or have any ideas on INI tweaks to enhance performance, it would be appreciated.

I don't think that INI settings will help here, I need to find what code works too slow in realtime mode when red alert is raised.
Lazy civilians setting could help to reduce cpu load maybe.
Without a savegame to test I cannot say much at the moment, in my tests the game works fine, and I have relatively old DualCore E5200 2.5GHz CPU.



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Re: Experimental Project 7[message #351442 is a reply to message #351441] Sun, 05 November 2017 19:28 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Without a savegame to test I cannot say much at the moment, in my tests the game works fine, and I have relatively old DualCore E5200 2.5GHz CPU.


I've asked for a savegame, and will let you know when it gets uploaded. I don't know how old his computer is, but since he's running Linux it might be older than yours (which really isn't that old, yo!) happy

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Re: Experimental Project 7[message #351444 is a reply to message #351441] Mon, 06 November 2017 02:12 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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OK, here is the savegame and his description of his problem:

Quote:
I just started playing and i love the mod already, but i have some performance issues. The game gets sluggish during real-time turns, but only if there are still enemies in the sector. Turn-based works flawless. This doesn't happen in every sector and i noticed it at first when i entered Drassen Airport, so it could be related to Towns. To be fair i use an old PC and run this on Linux, but 1.13 usually runs on this without issues, even AIMNAS with those big maps.

To better describe the issue: these are like minifreezes where the mouse or the movement of a soldier stops for a moment. I notice this when i move the mouse and it makes a small jump. the PC is a singlecore AMD Sempron LE-1250 with 2.2 Ghz and 4 GB DDR2 SDRAM. So this is really legacy hardware and i don't expect too much. I just use it to run some old classics. Linux often works better with them than the new versions of Windows.

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Re: Experimental Project 7[message #351489 is a reply to message #351444] Thu, 16 November 2017 11:15 Go to previous messageGo to next message
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Ja2+AI demo: AI uses RPG to blow up walls if enemy is hiding in a building:



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Re: Experimental Project 7[message #351493 is a reply to message #351489] Thu, 16 November 2017 21:23 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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The log file of changes in your DropBox cuts off the text after a certain number of characters. Can you include the original in a zip file so we don't miss important info? Thank you. Here's a couple examples:

Quote:
- removed option REINFORCEMENTS_ARRIVE_WITH_ZERO_AP - set ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE for AI to work correctly with IIS - set MIN_DELAY_ENEMY_REINFORCEMENTS = 0, MIN_DELAY_MILITIA_REINFORCEMENTS = 0 to avoid bugs with reinfo...


Quote:
- new option EXTRA_ITEMS (100% smoke grenade for elite soldiers, 50% smoke grenade for regulars), enabled by default - limit smoke grenade use (don't use to attack zombies, melee soldiers and soldiers with low marksmanship) - new estimated ...

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Re: Experimental Project 7[message #351494 is a reply to message #351493] Thu, 16 November 2017 21:55 Go to previous messageGo to previous message
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Updated Ja2_7609+AI.log with a full version.


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