can a problem with syntax from numbers too (or dates..)
english (imho) : 30000000.56
german : 30000000,56 or 30.000.000,56
english : 3 dez 2017 -> 2017 12 03
german : 3.12.2017
(hope this helps ..)
I'm at the edge of the sector. Enemies mean me with a red flare. I run to the neighboring sector. I'm going back. When the enemy turns on, the game hangs (hangs on the red bar). This suspension also occurs in other sectors.
Many thanks to all those who make new features for Jagged Alliance 2.
I'm at the edge of the sector. Enemies mean me with a red flare. I run to the neighboring sector. I'm going back. When the enemy turns on, the game hangs (hangs on the red bar). This suspension also occurs in other sectors.
Added r8026 from the main trunk in ja2_7609en+AI_r717.exe, the problem should be fixed now.
Sorry for "stupid" question but what "covert operations" really are?
New feature: Covert operations
Covert operations feature was changed in Ja2+AI:
- you don't need special clothes item to start disguising, just having matching colors of undamaged uniform is enough
- auto redisguise
- suspicion counter
- manual cowering for civilian spies to avoid uncovering
- other changes
You can find all information in this thread.
Quote:
It is even possible to make random missions in JA2 like in JA:DG ?
I guess this is a general 1.13 question but is it possible to increase the minimum range of mortars?
By default, mortars can fire in the game even in very short ranges, maybe something like 20 tiles. I would like to increase this minimum range to around 50 tiles or even more. Is this possible?
- Build 18.07.15
- new option: RED_TRACER
- new option: TRACER_LIGHT
- disabled bullet shadow (second frame of BULL.STI is used for red tracers)
- fix tracer effect for single shot
- r8576 fix: When setting up autobandage, use first aid kits before using medkits (by Flugente)
- r8026 fix: It is possible to leave a sector while an explosion has been activated but not yet occurred. In this case the game waits for the explosion to occur before handling AI, resulting in a deadlock. (by Flugente)
- r8020 fix: possible overflow when creating building (by asm-debacle) (by Flugente)
- r8018: If possible, use the intended macrso to determine sector coordinates (by Flugente)
- r8574 fix: IMP creation with HP < OKLIFE possible (by Flugente)
- r8575: Minor code simplification (by Flugente)
Modified BULL.STI can be found in Data\Red Tracers folder on google drive in two variants: white bullet/red tracer and grey bullet/red tracer.
Ja2+AI demo - New weapon sound system for Jagged Alliance 2 1.13 7609+AI:
- loop sound for burst/autofire
- separate first/last sounds for burst/autofire
- echo types: town/hills/forect/plains/underground/default
- case falling types: hard/soft ground
- special echo effect for shots inside room
- special sound for last shot in magazine (Garand ping or mechanical sound)
Advantages of new system:
- much less files for weapon sounds needed, less work to make new weapon sound mod
- more variety of echo sounds depending on the sector type
- rich sound environment (case falling, room echo effect, mechanical sound of last round)
It's not released yet, as it's in the development, some things may change in the process.
Also, to use it, new weapon sound mod needs to be made, though it should be easier than modding sounds for stock 1.13 because of loop sound support.
I'm also not sure yet if I need/want to add support for caliber based weapon sounds system.
Added support for caliber based NWSS: you can define weapon sound for each caliber, they will be used instead of stock 1.13 sounds for each weapon with that caliber.
This allows making quick "sound skin" mods with your favourite sounds, or replace only sounds for specific caliber and for others use default sounds.
Also default NWSS sound name based system still used and has higher priority than caliber system.
So it looks like:
- the game checks for custom sound name based file.
- if not found sound file, the game checks for caliber based sound
- if not found, uses stock 1.13 sound system
Quick demo sound mod can be found in Data\AltSounds.7z on google drive, just unpack it into Data folder, AltSounds folder should be in the same place as default Sounds folder.
Ja2+AI_r725.exe is needed.
Suppression system:
- reduced suppression for buckshots
- dauntless mercs need twice the amount of suppression to react
- if crouched soldier needs to react to suppression but cannot go down, he cowers
- removed AP loss from suppression
Fixes:
- r8582, r8581, r8583, r8589, r8590, r8596 from main trunk
- <PercentStatusDrainReduction>: better integer calculation, always use at least 1 kit point (to avoid unlimited use of kits with 1 point left)
- don't allow drinking from canteen with status 1 (as it's considered empty)
- added hack fix for opponents with known gridno = 0
- allow enemy team to better avoid buried bombs (placed in editor)
Misc changes:
- breath damage from explosions more randomized: 50-150% (was 100-150%)
- mercs: only shot/explosion cannot cause instant death (damage is reduced and merc becomes dying instead)
- better AI movement code
- fixed CTH calculation for thrown weapons
- reworked target spot calculation for thrown weapons (based on r8598 by silversurfer)
- AI will prefer regular mortar shells over smoke shells
Why was AP loss from suppression removed? I thought the idea of suppression was to suck away APs from the target - simulating cowering under fire, hence the target cannot react properly. If suppression does not do that anymore, then what does it do?
sevenfm wrote on Wed, 22 August 2018 18:42
Ja2+AI r742
Suppression system:
- reduced suppression for buckshots
- dauntless mercs need twice the amount of suppression to react
- if crouched soldier needs to react to suppression but cannot go down, he cowers
- removed AP loss from suppression
Fixes:
- r8582, r8581, r8583, r8589, r8590, r8596 from main trunk
- <PercentStatusDrainReduction>: better integer calculation, always use at least 1 kit point (to avoid unlimited use of kits with 1 point left)
- don't allow drinking from canteen with status 1 (as it's considered empty)
- added hack fix for opponents with known gridno = 0
- allow enemy team to better avoid buried bombs (placed in editor)
Misc changes:
- breath damage from explosions more randomized: 50-150% (was 100-150%)
- mercs: only shot/explosion cannot cause instant death (damage is reduced and merc becomes dying instead)
Messages:1533
Registered:January 2015 Location: Home Free
True. If AP Loss is removed from suppression that changes the dynamics of combat immensely. I could see if Morale and CTH is greatly affected instead of AP Loss - affected enough that the suppressed flee and seek cover, even flee off the map if AI.
True. If AP Loss is removed from suppression that changes the dynamics of combat immensely. I could see if Morale and CTH is greatly affected instead of AP Loss - affected enough that the suppressed flee and seek cover, even flee off the map if AI.
Suppression system in Ja2+AI is different from stock 1.13, it's better to try it in actual game and see how it works. Also it was explained here in detail earlier.
I personally never liked AP loss from suppression as it removes dynamics from combat, as you cannot move under fire and have to stay at one spot.
Messages:1533
Registered:January 2015 Location: Home Free
Quote:
Suppression system in Ja2+AI is different from stock 1.13, it's better to try it in actual game and see how it works. Also it was explained here in detail earlier.
I personally never liked AP loss from suppression as it removes dynamics from combat, as you cannot move under fire and have to stay at one spot.
I agree that AP loss from suppression was frustrating - especially since it --seemed-- to affect PCs more than the enemy. I can't find the explanation you mention. Can you post it again, please.
I agree that AP loss from suppression was frustrating - especially since it --seemed-- to affect PCs more than the enemy. I can't find the explanation you mention. Can you post it again, please.
It's somewhere earlier in this thread, I don't have time to search for it at the moment.
In short, suppression now is more shock and panic based than original AP based. Every time bullets fly over the merc, he reacts (depending on value of suppression and merc stats) - if he is standing, he will crouch and lose AP_CROUCH, if he is crouched, he will go prone and lose AP_PRONE, if he is prone, he will start cowering and lose all AP.
Also, suppression causes shock as before, but when shock level reaches max value, soldier will start cowering and lose all AP.
So, cowering soldier loses the rest of the turn. At the start of the new turn he can stop cowering if his shock is below max level, and he will have something like 16-24 AP depending on his morale level, it's enough to crawl away 1 tile to hide from enemy, or activate smoke.
So, as long as you keep shock level low and don't allow soldier to lie prone under heavy fire, he will not lose AP, except for small amounts of AP for going crouched/prone (just like it worked in vanilla).
There are also many ways to reduce shock or increase suppression resistance, from drinking alcohol to shooting at enemy to reduce actual shock level.
So, now you can, for example, take a merc with dauntless trait, use energy booster on him and try to run to another position - even under heavy fire he has a chance to not become cowering, if he always runs, and since there's a penalty when shooting at running opponent, it's not easy to hit him.
Or you can place a merc with a fast firing gun, give him some drinks and a lot of ammo, and use him to suppress enemy, shooting every turn a lot to reduce shock level. And since alcohol reduces fear, it will be not easy to suppress him to cowering state. On the other hand, he will not be able to shoot accurately because of alcohol and shock from enemy fire.
Or if there's enemy hiding behind hard obstacles like rock, you can shoot on him several turns with several mercs, it will greatly reduce his morale level, and then you can keep him cowering with one merc, and use another to flank cowering enemy and came closer.
I am currently playing with suppression effectiveness 150% and it is quite rare that Mercs nor enemies lose all their APs in one large burst of autofire. It takes really quite a lot of fire to get them into shock and cower. So losing APs works fine with this setting.
In the new setting without AP loss, I guess I would have to increase suppression effectiveness and maybe at the same time decrease shock resistance to have similar behavior. But first let's see how it plays
- new option ALLOW_INSTANT_DEATH (disabled by default) (allows instant death for player mercs)
- for player mercs, damage to health below OKLIFE results in damage to max life
Tactical:
Ctrl+D: when in realtime, enable forced turnbased
Ctrl+X: toggle realtime sneak mode (moved from Ctrl+Shift+X)
SHIFT + click: move group in formation
Ctrl+Alt+G: toggle formation mode
SHIFT - show last known enemy location
G: toggle light effects (restored vanilla key)
SHIFT+Q - quick drop item from hand for 4 AP Q: start/stop cowering any time (if merc has APs)
CTRL+Q: start/stop cowering any time (if merc has APs)
Q - swap items in hands
A: turn flashlights on/off, auto bandage moved to Ctrl+A
Alt+N: put on gasmasks for all mercs in sector
Ctrl+D - skip interrupts for this merc only
Ctrl+Alt+D - skip interrupts for player team
Ctrl+B - pick up backpacks
U - manual unjamming, manual chambering
I - switch tactical panel mode
Tactical panel:
middle-click - switch tactical panel mode
RMB - swap hands
ALT - show quick item panel
The_Bob:
Ctrl+Space bind for testing/fixing broken LBE contents
ctrl+left-click on attachment to remove and drop it in sector inventory
Ctrl+Shift+E now fills LBE items in sector with other items and places them in vehicles first.
Right-Click on remove attachments button on sector inventory screen will not empty LBE items in sector
Changes:
print out structure tileset when 'F' key is pressed (by Flugente), also print out the room number
F shows correct CTH for grenades/launchers
D starts player turn with half AP
Ctrl+T starts forced turnbased with player's turn with half AP
V shows if using IIS and NCTH
Ctrl+Shift+F - don't pick up backpacks (only sort and separate)
Q - disabled GL angle changing, as it now changes automatically depending on distance
Cheat mode:
Ctrl+Alt+dot - enter gridno to locate spot
Alt+O - obliterating sector kills tanks
Alt+B creates only elites and regulars
Q - disabled cheat code
Also look at Docs folder on Google disk for more documentation.
Messages:384
Registered:December 2017 Location: here
sevenfm wrote on Thu, 30 August 2018 14:45
...
Q: start/stop cowering any time (if merc has APs)
May i suggest to require the cowering command a key combination like e.g. Ctrl+Q,
so we do not accidentially trigger an action with potentially bad consequences?
After decades with computers I still occasionally hit the wrong keys, (see typos in my messages):D ), and other players may have same issue.
May i suggest to require the cowering command a key combination like e.g. Ctrl+Q,
so we do not accidentially trigger an action with potentially bad consequences?
After decades with computers I still occasionally hit the wrong keys, (see typos in my messages) ), and other players may have same issue.
Currently, Ctrl+Q swaps hands, Q starts cowering. I think I can swap them.
Also, there's much more potentially dangerous key - D. I think it also can be changed to Ctrl+D (or Alt+D?), for example:
In realtime, D starts turnbased.
In turnbased, D does nothing, Ctrl+D ends turn.