Cool, thanks for adding. The UB-Tilesets weren't included, so yes, 54 and 55 were missing the jsd.
SVN-description is mentioning the use of wirecutter for this. If it's worth the effort, you may wanna add, that the KCB-Knife can do this as well (succesfully tested ingame 8896/2566).
Oh, you're right. I forgot to add this to the UB tileset folders. Comments cannot be modified after the commit, but I mentioned that the repair works with any wire cutter device. That should make it clearer.
For me, repairing a wire fence does not work.
Wire fence cut with scissors.The mercenary with the box moves his hands (red key), he says it's ready and the hole is still there.
Do you need a new game for this to work?
Many thanks to all those who make new features for Jagged Alliance 2.
For me, repairing a wire fence does not work.
Wire fence cut with scissors.The mercenary with the box moves his hands (red key), he says it's ready and the hole is still there.
Do you need a new game for this to work?
It works well for me. Try updating to latest exe version (r1617), also make sure you enabled REPAIR_WIRE_FENCES option. Also you need default tileset settings (no jsd patch posted here recently, it's for main trunk only).
Ja2_Options.ini, section [Extended Options], anywhere the mod can find it with VFS.
You can find all information about new options in the Docs folder on my google drive.
Building sandbags is possible with only shovel (only for dirt/grass surface).
Fortification is instant action now, uses AP_USEWIRECUTTERS cost.
Show hammer icon on merc portrait while doing fortification action.
Swapped red/gray fortification cursors to make them consistent with other action cursors.
Allow fortification actions in diagonal direction when action spot is directly near soldier.
Don't play COOL quote when doing fortification actions.
Fixed various fortification related bugs (AP costs, moving to build, cursor type etc).
The hammer is already working, but for example in sectors B13, C13, D13 ... cannot be built in this sector.
A in sector F8, G8, after putting a shovel in hand and trying to enter the sector, the message: Asserting Failure (Line 2156 in file strategicmap.cpp) Attempting to do a debug save as SaveGame 247.sav
Many thanks to all those who make new features for Jagged Alliance 2.
You cannot build fortification in all sectors in stock 1.13, as only limited number of sectors has sandbags in tilesets.
In some mods like Wildfire+SDO or Aimnas, you can build fortifications in all sectors.
Randok wrote on Sun, 04 October 2020 17:22
A in sector F8, G8, after putting a shovel in hand and trying to enter the sector, the message: Asserting Failure (Line 2156 in file strategicmap.cpp) Attempting to do a debug save as SaveGame 247.sav
I was trying to use XML Editor from the mod pack and it does not work. All the time weird errors are displaying about ExplosionData.xml. Can anyone confirm, that the XML editor form modpack is working? Thanks.
I was trying to use XML Editor from the mod pack and it does not work. All the time weird errors are displaying about ExplosionData.xml. Can anyone confirm, that the XML editor form modpack is working? Thanks.
The problem is in the line <ExplosionSoundID>-1</ExplosionSoundID> in Data-SDO\TableData\Items\ExplosionData.xml, uiIndex 13, 14.
You can replace this value with any other sound (for example, 325 for flame and 61 for mini boom), and XML Editor will start correctly. It's still will only be usable for reading data, not for changing anything, as it corrupts XML data when saving.
You also need to add missing xml files to Data-IoV_Revised\TableData\NPCInventory\ from Data-1.13\TableData\NPCInventory\
Hi Sevenfm, I keep seeing in the change log "complex AI". Is it by default conplex? Or how do you switch between complex and simple? Apart from that in the recent AI+ versions the sound the enemies make when they get hit has sonehow changed. I don't like the new sound. How can I specifically revert only this new sound back to how it was?
Messages:1533
Registered:January 2015 Location: Home Free
I downloaded your MapEditor_r7609en+AI_r869. When I load my maps and check character or other inventories - they are all blank. Being worried about file corruption I did not go further.
I downloaded your MapEditor_r7609en+AI_r869. When I load my maps and check character or other inventories - they are all blank. Being worried about file corruption I did not go further.
I didn't change anything related, as far as I know, for other person using it it works fine.
Update: at least one person confirmed that new map editor works without problems.
Hi Sevenfm, I keep seeing in the change log "complex AI". Is it by default conplex? Or how do you switch between complex and simple? Apart from that in the recent AI+ versions the sound the enemies make when they get hit has sonehow changed. I don't like the new sound. How can I specifically revert only this new sound back to how it was?
The game automatically disables some complex AI calculations in realtime mode or if there are more than 42 active combat agents in the sector, to avoid slowdowns.
There is also ingame option "Slow PC" which always disables complex AI calculations.
Apart from that, you cannot control that.
The game now uses more battlesounds, including some that were never used in the game because of bug. If you don't like particular sound, replace it with the one you like more. For me all sounds are ok.
Messages:1533
Registered:January 2015 Location: Home Free
Quote:
I didn't change anything related, as far as I know, for other person using it it works fine.
Update: at least one person confirmed that new map editor works without problems.
Well, it doesn't work here with AV. Don't need it anyway.
Target ID - ID of targeted soldier Target Turn/Total Moved - how much tiles the target soldier has moved during his turn / more general "mobility" value which represents tiles moved during last several turns, with previous turns having much less value Can't See Target - shooter cannot see target (or the aiming part), that means visual distance is greater than vision distance to the target tile Sight Blocked - line of sight to target is blocked (for example, with a wall), so the shooter cannot see target even if he uses better optics or moves closer to target Assisted Shot - shooter cannot see target, but target is seen by someone from his team (so he can assist with shot) Effective Marksmanship - shooter's marksmanship, modified by drunk status, background, adrenaline and suppression shock. Morale Bonus - bonus (morale more than 50)/ penalty (morale less than 50) from morale, max bonus +5, max penalty 20. Fatigue Penalty - penalty from low max breath (not current breath, but max breath which lowers from traveling or doing something and can be restored by sleep), no penalty in max breath >= 85. Gun Status/Condition - gun status is the actual status of the used weapon, gun condition is equal to gun status if it's lower than 85%, and 100 if it's 85..100. Base Chance - base chance, calculated as effective marksmanship modified by morale, fatigue and weapon status Target/Weapon Range - distance to target / weapon range Max Visual Range - max visual distance for shooter when looking at target tile Visual Bonus - visual bonus to shooter's sight (in percents) when looking at tile with given light level Sight Range/Effective - visual distance to target (may be higher than actual distance because of smoke/grass/cover preventing clear sight) / effective visual distance to target (which can be modified by scope, giving vision bonus in current light conditions, depends on number of aiming clicks) Scope Mag/Factor - scope magnification for active scope (<ScopeMagFactor> from Items.xml for active scope) Effective Sight Mod - visual distance effective modifier (depending on number of aiming clicks can be from 1 / ScopeMagFactor for 1 click to 1 / (ScopeMagFactor * ScopeMagFactor ) for 8 clicks) Min Aim Range - min distance for the scope to start giving positive effects (<MinRangeForAimBonus> from Items.xml) Scope Too Close - penalty when shooting closer than MinRangeForAimBonus, max 40% for 8x scope when shooting at zero range, 10% for 2x scope for zero range shot, drops to 0 at MinRangeForAimBonus distance Body Part Penalty - penalty for shooting at selected body part (head/legs), for head it's calculated as (SHOT_HEAD_PENALTY - number of sniper skills) * (effective visual distance / 10), for legs it's calculated as (effective visual distance / 10) Target Stance Penalty - this penalty depends on target's stance, for crouched target 3% per tile (20% max total) plus 1% if target is behind cover (max 20% total added), for prone target 3% per tile (40% max total) plus 2% per tile if target is behind cover (max 40% total added) Target Dodge Penalty - penalty for target soldier trying to dodge, if he is active (not dying/unconscious) and can see shooter, depends on shooter's and target's skills and target's stance Height Diff Penalty - bonus/penalty when shooting from roof/at roof, can be up to 20% at day vision range, halved at close range, 1/2 at double distance range, 1/4 at 4x distance range etc Trait Bonus - default penalty for used weapon (SNIPER_RIFLES_CTH_MODIFIER etc), bonus from shooter's skill (BONUS_CTH_SNIPER_RIFLES etc) Background Bonus - bonus when shooting at creatures (<cth_vs_creatures> tag from Backgrounds.xml) Stance Bonus - bonus from shooter's stance (up to 20% when prone, up to 10% when crouched, depends on distance, takes into account weapon resting) One Hand Bonus - penalty for shooting with one hand (5% for pistol, 10% for SMG, DUAL_SHOT_CTH_PENALTY when shooting with two weapons, can be reduced by PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION with ambidextrous skill) Auto Penalty - penalty when using autofire (from weapon recoil) Gassed Penalty - penalty 50% when shooter is gassed (when being in tear/mustard/fire/creature gas without gas mask) Getting Aid Penalty - penalty 20% when shooter is being bandaged Injury Penalty - penalty from shooter's wounds (bandaged wounds provide less penalty than open bleeding wounds), can be partially compensated by high experience level Breath Penalty - penalty from low breath, can be partially compensated by high dexterity Aim Bonus/Aim Gear Bonus - <AimBonus> value of used weapon (depends on shooting distance) / <AimBonus> for shooter's equipment like helmets/vests etc (depends on shooting distance) Max Weapon/Shooter Aim - bonus for aiming from weapon (depends on weapon's accuracy, equipment aim bonus/penalty, <AimBonus> value of weapon and scope, scaled down with weapon's status) / shooter's bonus for aiming (depends on marksmanship, experience level, wisdom and number of skills for this weapon, reduced when breath is less than 100) Aim Time Bonus/Max - actual aiming bonus / max possible aiming bonus Spotter Bonus - bonus from spotter Stability Percent - penalty for using scope without resting weapon (very small for low power scopes, high for high powers scopes) Long Range Penalty - penalty for first shot on long range, can be compensated with second shot at the same spot Weapon Range Penalty - penalty 1% for every tile after NORMAL_RANGE (9 tiles), additionally 2% per tile after weapon range Weapon Too Close - penalty up to 20% when shooting with long range weapon at close range (less than NORMAL_RANGE), up to 20% (only if target is not dying/unconscious) Same Spot Bonus - bonus 10% when shooting at the same tile Visual Range Penalty - penalty 3% per tile of effective visual distance after NORMAL_RANGE, additionally (5 - number of sniper skills) per tile after visual range (when shooter cannot see target, doing assisted shot), penalty 100% if sight blocked, additional penalty 25-50% when shooting at unseen target, depending on additional conditions (if someone else sees target, if shooting at the same tile etc) ToHit Weapon/Equipment - bonus/penalty <ToHitBonus> from weapon/equipment Effective Accuracy/Bonus - weapon accuracy (modified by attachments and overheating) / current bonus to base bAccuracy from all modifications (allows to see, for example, accuracy drop from overheating) Movement (Animation) - penalty target is in movement animation (running/swatting), depending on relative target direction to shooting direction (not used when shooting at player merc with NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT option enabled) Movement (Directional) - penalty depending on how much tiles target has moved during it's turn and in which relative direction (max penalty when moving perpendicular direction 5-10 tiles, after that shooter can start to compensate, also penalty is increased when using optics)
Note: the game uses max(Movement (Animation), Movement (Directional)) as movement penalty, they are not applied both at the same time. Movement (Percent) - penalty on general target movement (taking into account last and previous turns), reduced when shooting at close range Target Cowering - penalty if target is cowering and CTH_PENALTY_PER_TARGET_SHOCK, MAX_CTH_PENALTY_FOR_TARGET_SHOCK options are > 0 Beyond Sight Penalty - square penalty when effective visual distance is greater than distance visible to target tile Overheating Penalty - penalty if weapon is overheated Max Range Penalty - penalty when shooting beyond weapon range Effective Range - effective distance used to calculate weapon's technical accuracy (increased if weapon is in bad state or when shooting at head) Raw Chance - chance to hit before applying technical accuracy Chance/Max Chance - resulting chance to hit / max possible chance to hit at this distance (which depends on weapon's technical accuracy)
Added new flag to AmmoTypes.xml: AMMO_AIRBURST = 16, which forces bullet to explode in the air once it reaches range to target or max weapon range.
Airburst ammotype requires explosionSize > 1, highExplosive > 1.
Explosion on the second level now can affect tiles on the first level, if there is no roof above them.
Implemented safety distance - grenade will only explode after traveling at least 5 tiles from shooter (unless it hits something before).
There is some randomization to distance - 33% chance for grenade to explode at each tile once it reaches (distance to target - 1) tiles.
Note: explosion fragments work incorrectly with airburst (actually, with any explosive ammo), so don't use them.
Now the player can cycle through mercs in a new way - when you press [D], the game will switch to next closest merc who still has APs, and mark current merc to not select him next time, after all mercs have been selected this way, the process starts again by clearing "selected" flag for all mercs and selecting closest merc. Unlike the [Space] button, all mercs in the sector can be selected this way, not just active squad.
This is how it looks in the game:
Also, pressing [Alt]+[D] will switch to next merc who haven't spent any APs yet during this turn/interrupt. This button allows to quickly check if all your mercs moved. This button also checks all mercs in the sector, not just active squad.
[Ctrl]+[Alt]+[D], as before, disables player interrupts for the rest of the turn.
Ctrl+D: when in realtime, start turnbased
Ctrl+Alt+D: disable interrupts for player team until the end of the turn
Ctrl+Shift+D: disable interrupts for this merc until the end of the turn
Esc key now stops talking instead of Backspace key.
With smart selection option enabled:
D: smart select next closest merc (manually selecting any merc with mouse or space clears list of smart selected mercs)
Alt+D: select next unused merc (who haven't spent any APs during this turn or interrupt)
Backspace: select previously selected merc (only last one can be selected this way)
Alt+Arrow: select closest merc in direction
Full list of changed hotkeys available in hotkeys.txt file on google drive.
Also, r1740 fixes critical bug which caused crash or incorrect game behavior when attacked spots near edge of the map with mortar or artillery strike.
drive.google.com does not work for me. do you have another download location?
Sorry I don't have another download location, I expected that google should work for all. I can temporary upload something on dropbox but I don't know if it will work for you.
it worked for me in the past, but now i am stuck in an infinite loading screen after the virus check. :-(
i would give dropbox a try.
do you also have the last fix only version of your .exe available? i'll give +ai a try, but if the ai is smarter than me, i would go back to fix only. i play ja2 once every 1-2 years, so i am not a pro.
You can try other solutions for win 10, like DLL, also check these posts: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349616&#msg_349616
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23364&goto=349382&#msg_349382