Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #355926 is a reply to message #355924] Wed, 21 November 2018 18:57 Go to previous messageGo to next message
zwwooooo is currently offline zwwooooo

 
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Already no problem. Thanks.

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Re: Experimental Project 7[message #355927 is a reply to message #355926] Wed, 21 November 2018 20:13 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
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zwwooooo do you plan to update IoV mod with MOLLE working with new attachment system[NAS]?

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Re: Experimental Project 7[message #355929 is a reply to message #355927] Thu, 22 November 2018 03:32 Go to previous messageGo to next message
buuface is currently offline buuface

 
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Hi sevenfm. I just want to say that this is a great project you have embarked on and the progress you have made is really astounding. Thanks for you all your continued time and effort.

Can I ask (and i apologize if this has been mentioned in the thread before), is there a specific set of ini options you recommend when playing this mod in order to maximize the positive effects?

I notice a few changes you recommend in the first post of this thread, but that this particular thread hasn't been updated in 2016.

[Updated on: Thu, 22 November 2018 03:35]

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Re: Experimental Project 7[message #355930 is a reply to message #355929] Thu, 22 November 2018 03:53 Go to previous messageGo to next message
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Hi buuface!
If you download 7609 modpack in my sig, you will find some custom ini options in Data-User folder, I usually play and test the game with these options which I find better balanced than stock 1.13, though usually every player has personal preferences for how to play this game.



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Re: Experimental Project 7[message #355931 is a reply to message #355930] Thu, 22 November 2018 04:41 Go to previous messageGo to next message
buuface is currently offline buuface

 
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Thats great thanks!

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Re: Experimental Project 7[message #355932 is a reply to message #355927] Thu, 22 November 2018 07:08 Go to previous messageGo to next message
zwwooooo is currently offline zwwooooo

 
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CareBear wrote on Wed, 21 November 2018 18:13
zwwooooo do you plan to update IoV mod with MOLLE working with new attachment system[NAS]?

No plan. Because I am not the author of this mod. IoV Moder daboboye(Dboy) stopped the development for this. "IoV Revised" is just sorting data and fix few bugs for IoV 929beta. Although it took me a lot of time, there are still many problems. I didn't also too much free time continue to correct maintenance.

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Corporal
Re: Experimental Project 7[message #355933 is a reply to message #355932] Thu, 22 November 2018 07:19 Go to previous messageGo to next message
buuface is currently offline buuface

 
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Hi Again,

Can you briefly summarize the functional differences between the 7609+fix.exe and the 7609+AI (r864)?

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Re: Experimental Project 7[message #355936 is a reply to message #355933] Thu, 22 November 2018 13:22 Go to previous messageGo to next message
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buuface wrote on Thu, 22 November 2018 10:19
Hi Again,
Can you briefly summarize the functional differences between the 7609+fix.exe and the 7609+AI (r864)?

In short, you don't need Ja2+fix unless you prefer stock 1.13 AI, features and game balance.
You can find Ja2+AI changelog on my google drive, as well as brief description of Ja2+fix changes.



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Re: Experimental Project 7[message #355937 is a reply to message #355936] Thu, 22 November 2018 13:48 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
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You know the AI mod is good, when you play experienced or novice as opposed to expert or insane as usual ;). Your mod ads a ton of difficulty, mainly the AI spraying/suppressing at your last known positions when they dont see you directly. Ive lost few mercs to these wild sprays. Can those be nerfed a little? cheeky

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Re: Experimental Project 7[message #355938 is a reply to message #355937] Thu, 22 November 2018 14:08 Go to previous messageGo to next message
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CareBear wrote on Thu, 22 November 2018 16:48
You know the AI mod is good, when you play experienced or novice as opposed to expert or insane as usual ;). Your mod ads a ton of difficulty, mainly the AI spraying/suppressing at your last known positions when they dont see you directly. Ive lost few mercs to these wild sprays. Can those be nerfed a little? cheeky

To avoid suppression fire, you can:
- use silencers and suppressors (if enemy cannot hear you, he cannot attack)
- change position (usually rolling a tile or two from your shooting spot is enough)
- use cover (don't open your position to enemy unless you have some cover to hide from suppression fire)
- suppress enemy positions with your machinegunners, so they panic
- play with OCTH (in OCTH, there is very small chance of blind suppression fire to hit your mercs, while in NCTH random hits are much more probable due to the nature of the system)

I can probably lower chance for suppression fire for low difficulties (maybe even disable shooting/throwing grenades on unseen for novice difficulty?), it's just not balanced for that yet. My plan is to make the game difficult first and then disable some features for low difficulty levels, but I had no time for that yet.

You can also turn off instant dying mercs in game settings, so you could have a chance to save them.

[Updated on: Thu, 22 November 2018 15:29]




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Re: Experimental Project 7[message #355942 is a reply to message #355938] Thu, 22 November 2018 16:12 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
I can probably lower chance for suppression fire for low difficulties (maybe even disable shooting/throwing grenades on unseen for novice difficulty?), it's just not balanced for that yet. My plan is to make the game difficult first and then disable some features for low difficulty levels, but I had no time for that yet.



Just saying, I hope you decide not to hard-code disable any of the +AI features for any level except the novice level.

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Re: Experimental Project 7[message #355945 is a reply to message #355942] Thu, 22 November 2018 17:55 Go to previous messageGo to next message
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edmortimer wrote on Thu, 22 November 2018 19:12
Just saying, I hope you decide not to hard-code disable any of the +AI features for any level except the novice level.

Why not? There are many places in the code where game limits are hardcoded on low difficulty levels.



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Re: Experimental Project 7[message #355948 is a reply to message #355945] Thu, 22 November 2018 18:57 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

Why not? There are many places in the code where game limits are hardcoded on low difficulty levels.


Just 'cause I think that +AI fits together well as it is in 'Experienced' level.

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Re: Experimental Project 7[message #355949 is a reply to message #355937] Thu, 22 November 2018 23:36 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
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CareBear wrote on Thu, 22 November 2018 13:48
You know the AI mod is good, when you play experienced or novice as opposed to expert or insane as usual ;). Your mod ads a ton of difficulty, mainly the AI spraying/suppressing at your last known positions when they dont see you directly. Ive lost few mercs to these wild sprays. Can those be nerfed a little? cheeky


I can also say that the AI mod of sevenfm is probably the most awesome thing I have discovered about JA2 in the recent years, a dream come true! I really appreciate it.

As for the blind suppression fire, yes, it was a bit too accurate some revisions ago but sevefnm has toned it down afterwards. In the newest revisions it is pretty fine actually. I wouldn't want it to be nerfed any more than this. As he has also suggested, try not to let your mercs lie out in the open without cover.

@sevenfm: I had mentioned it before, but a major improvement in gameplay would be simulating a quick peek/or a mirror device around corners. Could it be possible to see for our mercs, say, 5-10 tiles around the corner? The issue of clearing rooms because of getting shot by enemies hiding in blind spots is quite annoying angry Any suggestions/tips in this regard are also welcome.

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Re: Experimental Project 7[message #355950 is a reply to message #355949] Thu, 22 November 2018 23:53 Go to previous messageGo to next message
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crackwise wrote on Fri, 23 November 2018 02:36
@sevenfm: I had mentioned it before, but a major improvement in gameplay would be simulating a quick peek/or a mirror device around corners. Could it be possible to see for our mercs, say, 5-10 tiles around the corner? The issue of clearing rooms because of getting shot by enemies hiding in blind spots is quite annoying angry Any suggestions/tips in this regard are also welcome.

Not sure if adding such a feature would be good for game balance. Also, if your mercs will be able to use it, the same will apply for enemy.
Techincally it should be rather simple feature, maybe something like that will be implemented in the future.

Currently you can use X-Ray detector, which shows all detected enemies in front direction (straight + one direction to each side) as red locators, with max range = day vision range/2 if I remember correctly, or even 2/3, which should be more than enough for room clearing.
Or you can use robot, or use some cheap mercs and play with disabled instant death option. Or use high level merc with reflex drug and good armour. Remember also that pistol in hand adds bonus to interrupt on close distance, and if weapon is raised and enemy is in weapon range, another small bonus to interrupt is added.



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Re: Experimental Project 7[message #355951 is a reply to message #355950] Fri, 23 November 2018 00:49 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
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Quote:
Not sure if adding such a feature would be good for game balance. Also, if your mercs will be able to use it, the same will apply for enemy.

I think it is actually a good thing if the enemy also makes use of it. It means it will also be harder for us to camp near the door, necessitating taking proper position with cover.

Quote:
Currently you can use X-Ray detector, which shows all detected enemies in front direction (straight + one direction to each side) as red locators, with max range = day vision range/2 if I remember correctly, or even 2/3, which should be more than enough for room clearing.

I have never assembled the X-Ray detector and never used it. But it needs a lot of rare items if I remember correctly, meaning that it is available only during the mid/late game. X-ray device for instance actually disturbs game balance because enemies don't have such a device.

One solution for more realistic and less frustrating room clear operations would be to have flashbangs work more like in reality. Flashbang's effect radius and stun damage need to be hugely amplified indoors but should be much less effective outdoors. Is such a thing possible? Also what is the difference between stun grenades and flashbangs in the game? I have read before on the forums that flashbangs in the game cause temporary blindness but I could not observe it yet.

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Re: Experimental Project 7[message #355952 is a reply to message #355951] Fri, 23 November 2018 01:16 Go to previous messageGo to next message
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Flashbang effects:
- suppression
- deafness for several turns (if solder wears no extended ear or walkman)
- blindness for several turns (only indoors, only if soldier wears no sun goggles, only if soldier is looking directly at flash or one side direction)

If soldier is not in a building and farther than half explosion radius, only slight suppression effect is used.
If standing soldier is affected by flashbang, he can fall down.

By default in 1.13 flashbang has radius 5, so at any distance greater than 2 tiles outdoors and 5 tiles indoors it has no blindness/deafeness effects.
I think it could be increased to something like 8 for better effect.

Stun grenade has only breath damage effect, it cannot blind or make deaf.



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Re: Experimental Project 7[message #355953 is a reply to message #355952] Fri, 23 November 2018 02:25 Go to previous messageGo to next message
buuface is currently offline buuface

 
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Right then. I decided to start on 'soft' Iron Man mode on expert. Perhaps this was ambitious as I am certainly finding it challenging so far, though also very fun indeed. I love the new battle sounds, the tactical panel, and the tweaks you included in your modpack, Sevenfm.

I am playing with NCTH cursor and I noticed that enemies are significantly more accurate with the basic pistols when they are in range ( around 1-7 tiles?) compared to the vanilla 1.13.

Would you say this is this more an effect of the NCTH system or because of changes you have made to the stats of Diedrianna's troops?

I also just noticed you mentioning that aiming a pistol gives a greater chance to interrupt at close range; Am i right in suspecting that pistols are probably a better option than heavier weapons in close range engagements, at least at the start of the game?

I have noticed the enemies ability to pop round a corner, shoot my merc, sometimes multiple times, and then hide again without me being able to fire back. I'm using the new interrupt system (selected in gamestart options) so could this also be a factor?

Many thanks!

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Re: Experimental Project 7[message #355954 is a reply to message #355953] Fri, 23 November 2018 03:05 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
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Quote:
I have noticed the enemies ability to pop round a corner, shoot my merc, sometimes multiple times, and then hide again without me being able to fire back. I'm using the new interrupt system (selected in gamestart options) so could this also be a factor?


Oh yeah this is mighty annoying. Shame we can't play with the AI on the newest 1.13 builds, since they have bulletproof shields, perfect for this kind of peaking. Even carefully sidesteping wont guarantee you get interrupt first.

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Re: Experimental Project 7[message #355955 is a reply to message #355953] Fri, 23 November 2018 03:31 Go to previous messageGo to next message
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buuface wrote on Fri, 23 November 2018 05:25
I am playing with NCTH cursor and I noticed that enemies are significantly more accurate with the basic pistols when they are in range ( around 1-7 tiles?) compared to the vanilla 1.13.
Would you say this is this more an effect of the NCTH system or because of changes you have made to the stats of Diedrianna's troops?

Probably because of custom NCTH settings in Data-User\CTHConstants.ini, which are very different from stock 1.13
Enemies in Ja2+AI have slightly better accuracy (so it's unlikely to meet enemy with accuracy = 60 when playing on expert) but it doesn't make really big difference.
In my opinion, 7 tiles is very close, you should be able to reliably hit target with any weapon at that distance, and the same applies for enemy. Still, you can miss sometimes even at close range, especially when aiming at head.

Quote:
I also just noticed you mentioning that aiming a pistol gives a greater chance to interrupt at close range; Am i right in suspecting that pistols are probably a better option than heavier weapons in close range engagements, at least at the start of the game?

It's definitely better for interrupts, but only at close range (no more than weapon range).

Quote:
I have noticed the enemies ability to pop round a corner, shoot my merc, sometimes multiple times, and then hide again without me being able to fire back. I'm using the new interrupt system (selected in gamestart options) so could this also be a factor?


Enemy could just win interrupt duel if he sees you (soldier cannot interrupt if he cannot see opponent, also soldier cannot interrupt if he was suppressed this turn).
I don't play with IIS because I don't like when enemy walks around the corner, shoots at my mercs or throws grenade and then walks away, so I have not much experience with it and cannot say how it's better to play with it.



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Re: Experimental Project 7[message #355956 is a reply to message #355955] Fri, 23 November 2018 03:38 Go to previous messageGo to next message
buuface is currently offline buuface

 
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Thanks for the quick reply.

Personally do you play with NCTH enabled?

Did I also correctly recall somewhere in this thread you mentioned a 'focus' aim feature which can effect the chance of an interrupt?

edit: my bad. That was flugente in this thread:

http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=350400&&srch=focus+area#msg_350400

[Updated on: Fri, 23 November 2018 03:46]

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Re: Experimental Project 7[message #355957 is a reply to message #355956] Fri, 23 November 2018 03:51 Go to previous messageGo to next message
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buuface wrote on Fri, 23 November 2018 06:38
Personally do you play with NCTH enabled?

I usually test AI features with OCTH, but NCTH works well, too. It's just a bit different in some aspects.

Quote:
Did I also correctly recall somewhere in this thread you mentioned a 'focus' aim feature which can effect the chance of an interrupt?

Not in the stable release, though I plan to implement something similar.



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Re: Experimental Project 7[message #355961 is a reply to message #355957] Fri, 23 November 2018 15:35 Go to previous messageGo to next message
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Ja2+AI r873

- suppression balance tweaks
- new option: DIRECTIONAL_PENALTY (TRUE) - OCTH penalty for shooting at opponent moving in perpendicular direction to shooter
- OCTH: lowered additional movement penalty for scopes
- limit maximum possible vision distance to double day vision distance
- LOS: check all smoke effects for sight penalty
- no vision range bonus from NVG when using night scope
- no vision range bonus from head items when using scope/binocs
- cannot use skills during interrupt
- AI: limit smoke grenade use (prefer other attack if best CTH >= 25, don't use smoke if found smoke near attack spot, reduce smoke attack value at close range)
- better formula for grenade throwing range: for better balance, demolitions/throwing trait increase effective strength instead of direct range bonus
- [X] always allow exchanging places in cheat mode
- MakeCivHostile: always apply custom side from CivGroupNames.xml (if it's defined for civ group)
- fix memory leak that caused random crashes in tactical
- code optimization for better AI speed
- [F] correctly shows CTH for throwing knives
- better CTH calculation for throwing knives, penalty when attacking unseen opponent, no aim bonus when attacking unseen opponent
- throwing: better miss spot calculation

Better behavior for blinded soldiers:
- use swatting when blinded (instead of running or walking)
- set max aiming levels for blind soldier to 1
- Panic AI: blind soldier cannot become chosen one, blind soldier cannot do panic AI except activating detonator
- blind soldier can only attack seen/heard personally, only with suppression fire
- cannot use mortar if blinded
- cannot use grenade launcher if blinded
- cannot use rocket launcher if blinded
- blind soldier cannot attack if not personally seen/heard opponent this turn
- blind soldier always has min cth when attacking

Externalized keys and locks to xml (by anv):
- new option XML_LOCKS (FALSE by default) enables support for xml locks and keys, if option is disabled, original locks.bin used for locks, original hardcoded values are used for keys
- Locks (TableData/Items/Locks.xml): Originally 64 locks were kept in BinaryData/LOCKS.BIN. Now up to 255 locks can be specified in TableData/Locks.xml. If it isn't found, LOCKS.BIN will be loaded normally.
- Keys (TableData/Items/Keys.xml): Originally 10 keys were hardcoded in KeyTable[]. Now up to 255 keys can be specified in TableData/Keys.xml. If it isn't found, hardcoded array will be used normally.
- see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21824&goto=331829&#msg_331829
- updated map editor to support locks/keys
- new savegames cannot be loaded with older ja2.exe

[Updated on: Fri, 23 November 2018 18:01]




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Re: Experimental Project 7[message #355962 is a reply to message #355961] Fri, 23 November 2018 18:23 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
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Playing on wine, Debian GNU/Linux 9.6, Ja AI4866.exe. No mods.

Quote:
$ ja2.sh
PANIC: unprotected error in call to Lua API (not enough memory)
0009:err:ntdll:RtlpWaitForCriticalSection section 0x151055f8 "?" wait timed out in thread 0009, blocked by 0030, retrying (60 sec)
/home/taleman/bin/ja2.sh: rivi 7: 2401 Päätetty wine ja2_7609en+AI_r866.exe



I had half of memory free, from 8 GB. What memory is not enough here? Happened mid in battle, after shooting autofire. Save is from end of previous turn, but this turn was longish when panic happened. I can supply save file if needed.



Tapio Lehtonen
Pori, Finland

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Re: Experimental Project 7[message #355963 is a reply to message #355962] Fri, 23 November 2018 18:44 Go to previous messageGo to next message
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Quote:
I had half of memory free, from 8 GB. What memory is not enough here? Happened mid in battle, after shooting autofire. Save is from end of previous turn, but this turn was longish when panic happened. I can supply save file if needed.

Please post here or send me a save if bug can be reproduced.
r866 should not have memory leak problem which caused crashes previously.
32 bit application cannot allocate more than 2gb of memory as far as I know.

[Updated on: Fri, 23 November 2018 19:06]




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Re: Experimental Project 7[message #355969 is a reply to message #355963] Sat, 24 November 2018 04:29 Go to previous messageGo to next message
buuface is currently offline buuface

 
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Currently playing ARmod with +AI(874) on experienced 'soft' iron man. I'm just a few hours through the first day but thought i would share my feedback.
My squad of 8 has taken omerta and is now moving towards san mona to meet Tony and do some boxing. I've come across a patrol of 9 enemies an am waiting in ambush at a map with some farm houses along the road.

Despite using superior tactics/terrain advantage and ambushing the enemy, i'm finding myself consistently overwhelmed even against evenly numbered 'red' shirt enemies.

One problem I have is that my mercs seem to be very unreliable shooters. I have 2 imps one with machinegunner and one with auto-weapons trait. They are both armed with 10mm MP5 and have 85 marksmanship. Yet the advantage of wielding heavier guns than the enemies (who all have pistols so far) seems minimal. Outside of pistol range my smg's are too inaccurate, and inside pistol range the enemies pistols seem superior (less ap to fire, more accurate, and eerily large number of lucky headshots). My shots that do hit (inside of the 18 range of the mp5) do very little damage. It seems like an issue that because the enemy will now take shot from quite a long way outside the guns 'useful' range, 1 out of 5 of those quick shots with a pistol are as likely if not more likely to hit than a single aimed shot from a longer-ranged weapon.

I also have an m1 carbine with HP rounds and a x3 scope which is consistently doing 0 or 1 dmg per hit at optimal range. I suppose most of the enemy might be at least partially armored but doing 0 dmg seems to make HP near useless as far as i can tell.

Any tactical advice would be welcome. I love that the AI seems smarter than before but I can't seem to deal with the way guns/skills are balanced atm.

Another thing i noticed is that enemies are taking full 12guarge BS and slug rounds to the body, which are also doing very little damage and barely seeming to suppress them either. They turn around and are able to get off 4-5 pistol shots the next round as though totally unfazed.

[Updated on: Sat, 24 November 2018 04:56]

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Re: Experimental Project 7[message #355971 is a reply to message #355969] Sat, 24 November 2018 09:38 Go to previous messageGo to next message
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@buuface do you have a save from the beginning of the battle or just before it? I could tell more if I could look closer at the situation.
Are you playing stock 1.13+official AR mod or my modpack?

With 8 mercs you shouldn't have any problem in the beginning :-)

Red shirts are army, and army soldiers in Ja2+AI always have some vest, and if the mod provides no uniform with 1 armour, they will wear at least flak jacket, but it shouldn't be too good at stopping bullets.
It's often better to shoot at legs with buckshot, as enemy will fall and lose some AP, and he usually has no legs armor.
As for BP losing from buckshot hit, can't say without looking at the save, but in general it should work the same as in stock 1.13, and is controlled by ini settings in APBPConstants.ini
HP rounds are useless if enemy wears armour, better shoot at heads/legs with them or use them again admins or cats.
SMGs being inaccurate when shooting beyond weapon range is a change to NCTH in Ja2+AI - you cannot use SMGs at any distance like you do in stock 1.13, you need to use a weapon with longer range (AR or MG) to hit/suppress enemy at distance.



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Re: Experimental Project 7[message #355972 is a reply to message #355971] Sat, 24 November 2018 10:37 Go to previous messageGo to next message
buuface is currently offline buuface

 
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https://ufile.io/jrqho

Give it a try and see if you can do better than I am doing!

I am using your modpack and the AR mod you included with it. No other significant changes.

[Updated on: Sat, 24 November 2018 10:46]

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Re: Experimental Project 7[message #355973 is a reply to message #355972] Sat, 24 November 2018 10:42 Go to previous messageGo to next message
buuface is currently offline buuface

 
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Does the ncth settings/skills settings differ according to the mod ini i'm running with?

Maybe my problems are specific to the AR mod?

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Re: Experimental Project 7[message #355974 is a reply to message #355973] Sat, 24 November 2018 10:49 Go to previous messageGo to next message
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buuface wrote on Sat, 24 November 2018 13:42
Does the ncth settings/skills settings differ according to the mod ini i'm running with?

Maybe my problems are specific to the AR mod?

AR mod is map mod, it doesn't change weapons or weapon balance.
There are custom ncth and skills settings in Data-User\CTHConstants.ini which are applied to all mods in modpack, but you shouldn't have problems playing with them.
I will look at your save and maybe tell more.

Are you sure you are using ja2_7609en+AI_r874.exe? The game says it's older save and asks me to update it.
It seems you are playing with OCTH, for some reason I was thinking you are using NCTH.
Scope no.32 is in a bad condition, it seems it doesn't provide full bonus.

[Updated on: Sat, 24 November 2018 11:24]




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Re: Experimental Project 7[message #355975 is a reply to message #355974] Sat, 24 November 2018 11:16 Go to previous messageGo to next message
buuface is currently offline buuface

 
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I think i'm playing with the version right before the one you most recently uploaded.
I got it from the link in your sig about 2 days ago.

I started with NCTH but was having more or less the problems i described to you, so i restarted and switched to octh and turned off nis.

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Re: Experimental Project 7[message #355980 is a reply to message #355975] Sat, 24 November 2018 20:04 Go to previous messageGo to next message
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@buuface
It is possible to win this battle, but not without casualties, see video:


The question is - do you really need to win this battle? There's nothing important in this sector, it doesn't have mine income or anything, as far as I understand. So it may be better to just retreat. In Arulco Revisited mod it's better to play guerilla style war until you find some better weapons and train mercs a bit.
Also, this sector is not well suited for defense, unlike some sectors like SAMs which have fortifications. In this sector you are actually at disadvantage when defending because enemy has too much cover around your defense positions, and there are too many windows in houses so it's hard to defend there.
Also it may be good idea to disable reinforcements in Ja2_Options.ini, as it will make game easier and allow more place for tactical maneuvers in sector.

[Updated on: Sat, 24 November 2018 20:38]




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Re: Experimental Project 7[message #355981 is a reply to message #355980] Sat, 24 November 2018 23:53 Go to previous messageGo to next message
LatZee is currently offline LatZee

 
Messages:185
Registered:December 2015
Yeah, AR comes from pre reinforcement times and enemy group density makes it very hard if you use it with reinforcements allowed. So if you want to leave it on (and I like it that way, masochism FTW) you need to pick your fights better. Especially super early on when your equipment is trash. Fights like this one where you're going to get attacked from one side and reinforced from two more are basically suicide.

You should probably try to reach San Mona at least before taking on major fights like this one, there is enough equipment there to kickstart you in right direction. It is probably better to reach San Mona from Omerta by going the northern route alongside the edge of the map and then coming down south, even if you bump into something along the way, there will probably not be more than one group so you don't need to worry about reinforcements. Avoid roads, you are not an invading army fighting from position of strength (or at least equality), you are poor guerrilla trying to survive and outmaneuver enemies at this point.

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Re: Experimental Project 7[message #355982 is a reply to message #355981] Sun, 25 November 2018 11:16 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
Ok thanks for the advice

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Re: Experimental Project 7[message #355987 is a reply to message #355982] Sun, 25 November 2018 18:08 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
@sevenfm: I have tested flashbang indoors on my mercs. They did not have any eye-wear (i.e. no sunglasses or night vision). However they seem to receive stun damage only and none of them got blind.

I am playing AR+SDO with your AI mod. Could it be that the blinding/deafening aspect of flashbangs are somehow disabled? If such, how can I enable it? Thanks a lot in advance!

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Re: Experimental Project 7[message #355989 is a reply to message #355987] Sun, 25 November 2018 20:06 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sun, 25 November 2018 21:08
@sevenfm: I have tested flashbang indoors on my mercs. They did not have any eye-wear (i.e. no sunglasses or night vision). However they seem to receive stun damage only and none of them got blind.

I am playing AR+SDO with your AI mod. Could it be that the blinding/deafening aspect of flashbangs are somehow disabled? If such, how can I enable it? Thanks a lot in advance!

Fixed in r877.
Flashbang effect checked InBuilding() which only searched the spot for buildings with flat roof (those you can climb) and not just a room with any roof above as it should.
Another problem was that later blindess effect was only applied to person if it was also deafened, not when just blinded.

[Updated on: Sun, 25 November 2018 20:09]




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Re: Experimental Project 7[message #355990 is a reply to message #355989] Sun, 25 November 2018 20:58 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
Messages:113
Registered:April 2013
Thanks a lot sevenfm! I have also noticed a couple of times (while playing r876) that the walking UI showed available movement (i.e. the footstep signs were yellow for running for one additional step) whereas my merc actually did not have enough APs to run anymore. This was out in the open, without any obstacles and such.

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Re: Experimental Project 7[message #355991 is a reply to message #355990] Sun, 25 November 2018 21:06 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
crackwise wrote on Sun, 25 November 2018 23:58
Thanks a lot sevenfm! I have also noticed a couple of times (while playing r876) that the walking UI showed available movement (i.e. the footstep signs were yellow for running for one additional step) whereas my merc actually did not have enough APs to run anymore. This was out in the open, without any obstacles and such.

If you provide a save, I can probably check it when I have time.



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Re: Experimental Project 7[message #355992 is a reply to message #355991] Mon, 26 November 2018 03:29 Go to previous messageGo to next message
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Messages:2663
Registered:December 2012
Location: Russian Federation
Another good example of defending against a horde of pistoleros in the early game (video provided by JAggernaut):



Notes:
- a good defending position in the middle of the sector between the trees
- actively moving according to changing tactical situation
- retreating from window position into the inner part of the house when in danger
- using buckshot instead of slugs for hunters with shotguns (helps to hit opponents behind obstacles and suppress them)
- opening doors diagonally

It would be also interesting to see if it's possible to defend sector by taking the lone building with flat roof to the south-east with the whole team.



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Re: Experimental Project 7[message #355998 is a reply to message #355992] Tue, 27 November 2018 03:00 Go to previous messageGo to previous message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
I still can't help but feeling pistols are just slightly out of whack. I have fox who has 67Mks and ambidexrous and she is by far the most lethal member of my team.

I may be wrong in my intuitions. Just starting to get hold of some higher tier weapons now, so i will continue to playtest and give more feedback.

PS, I had to give up on the previous Iron Man game, it was just too difficult. restarted AR-SDO with save anytime.
I also started WF607 with no other mods enabled and soft iron man, which also seems to be slightly more survivable.

[Updated on: Tue, 27 November 2018 03:06]

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