Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #362215 is a reply to message #362201] Sat, 09 January 2021 15:06 Go to previous messageGo to next message
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Experimental feature from Vengeance:Reloaded mod which I plan to also implement in +AI.

Vision bonus works only for selected area when spotting or focus skill is active.
Focus feature allows not only using vision bonus to scout area, but also provides bonus to interrupt in the focus area.
Both spotting and focus limit normal vision to 5 tiles around soldier.
AI uses standard watched locations where it can have vision bonus and interrupt bonus automatically.




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Re: Experimental Project 7[message #362240 is a reply to message #362215] Fri, 15 January 2021 11:44 Go to previous messageGo to next message
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r1871 re-enables full effect of shadows on light level at night.
To avoid extreme effect of shadows at night, set the following in the Ja2_Options.ini:
BRIGHTNESS_MOD_13 = 39
BRIGHTNESS_MOD_14 = 35
BRIGHTNESS_MOD_15 = 31
These settings change vision in very dark conditions so full darkness has about 30% less vision than normal night darkness.

This version also scales camo effectiveness on tile to the light level, so night camo and day camo now work the opposite - stealth is mostly effective at night, regular camo is mostly effective at day, and in twilight they work both with half effectiveness.

Recommended values of camo/stealth effectiveness: 25-50, to avoid extreme hiding effect in some places.



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Re: Experimental Project 7[message #362241 is a reply to message #362240] Fri, 15 January 2021 15:19 Go to previous messageGo to next message
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Quote:
ecommended values of camo/stealth effectiveness: 25-50, to avoid extreme hiding effect in some places.
What does that mean exactly? Total camo/stealth should no longer be over 50%?

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Re: Experimental Project 7[message #362242 is a reply to message #362241] Fri, 15 January 2021 15:33 Go to previous messageGo to next message
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edmortimer wrote on Fri, 15 January 2021 18:19
What does that mean exactly? Total camo/stealth should no longer be over 50%?
That means that I don't recommend setting camo or stealth penalty values over 50. You can do that if it works well in your tests, it's not prohibited.
Just do some math: if basic night vision is like 14 tiles, if soldier is hiding in max shadow, with my recommended brightness settings visual distance will already be like 1/3 less so about 10, with stealth 50 it changes to 5 tiles distance, add to that prone stance if you have that modifier enabled and possible tree/grass obstacle, and you have detection range of 2-3 tiles at night with full stealth.
Previously with camo and stealth being added together this could result in detection range of 1 or 0 tiles even with default values of 50, now with camo scaled to the brightness they don't have that much effect when combined, but still with camo/stealth values like 75 you can often have undetectable enemies in shadows at night which is problem often reported when playing in +AI and VR.



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Re: Experimental Project 7[message #362243 is a reply to message #362242] Fri, 15 January 2021 16:17 Go to previous messageGo to next message
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Quote:
Previously with camo and stealth being added together this could result in detection range of 1 or 0 tiles even with default values of 50,
Couldn't there be a minimum value threshold?

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Re: Experimental Project 7[message #362244 is a reply to message #362243] Fri, 15 January 2021 16:35 Go to previous messageGo to next message
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edmortimer wrote on Fri, 15 January 2021 19:17
Couldn't there be a minimum value threshold?
I don't know of any.

Technically, if unmodified sight range is > 0, the game will enforce min 1 value after adjustments, if that counts:
if (iTileSightLimit == CALC_FROM_ALL_DIRS || iTileSightLimit == CALC_FROM_WANTED_DIR) 
{
	iTileSightLimit = pStartSoldier->GetMaxDistanceVisible( pEndSoldier->sGridNo, pEndSoldier->pathing.bLevel, iTileSightLimit );
	iTileSightLimit = max(min(1, iTileSightLimit), iTileSightLimit + iTileSightLimit * GetSightAdjustment(pEndSoldier) / 100);
}

[Updated on: Fri, 15 January 2021 18:25]




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Re: Experimental Project 7[message #362246 is a reply to message #362244] Sat, 16 January 2021 11:51 Go to previous messageGo to next message
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r1872:
Main Red AI: allow taking cover in realtime at the start of the turn if soldier recently saw/heard enemy, with 30% chance.

Taking cover in realtime can load CPU and possibly cause lags, but may allow AI to take better position, so now it's allowed only if soldier recently heard/seen enemy, only at the start of the "turn" and with 30% chance, that means usually soldier will change position at least once before knowledge changes from SEEN/HEARD_THIS_TURN to SEEN/HEARD_3_TURNS_AGO and then vanishes (technically, in +AI knowledge switches to HEARD_3_TURNS_AGO and stays that forever unless soldier actually visits location of known enemy and sees he's not there anymore, but this value is considered as "known long ago" by AI).

r1873:
OCTH: increase minimum miss to prevent lucky shots with low CTH at distance.

From the code:
// Want to make sure that not too many misses actually hit the target after all
// to miss a target at 1 tile is about 30 degrees off, at 5 tiles, 6 degrees off
// at 15 tiles, 2 degrees off.	Thus 30 degrees divided by the # of tiles distance.
ddMinimumMiss = MIN_AIMING_SCREWUP / (dd2DDistance / CELL_X_SIZE );
This means that after 30 tiles minimum miss will be close to zero, which means at medium range even missed shot with low CTH can hit target.

So now 1 degree is added to minimum miss value:
// Want to make sure that not too many misses actually hit the target after all
// to miss a target at 1 tile is about 30 degrees off, at 5 tiles, 6 degrees off
// at 15 tiles, 2 degrees off.	Thus 30 degrees divided by the # of tiles distance.
// sevenfm: increase minimum miss to prevent lucky shots with low CTH at distance
ddMinimumMiss = 1 + MIN_AIMING_SCREWUP / (dd2DDistance / CELL_X_SIZE);
Which means that most of missed hits will actually miss at medium or high distance, improving OCTH balance.

[Updated on: Sat, 16 January 2021 11:53]




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Re: Experimental Project 7[message #362267 is a reply to message #362246] Tue, 26 January 2021 10:53 Go to previous messageGo to next message
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Ja2+AI supports <buddyitem> tag for flare explosions, defined like this: <buddyitem>939</buddyitem>, it allows to add sound/animation for flares.
When merc is throwing break light/emergency flare, light sprite is created for the short period of time, allowing player to detect enemy location, it doesn't activate muzzle flash code though, so no interrupt will happen.

Example using modified SDO with +AI r1885.



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Re: Experimental Project 7[message #362269 is a reply to message #362267] Tue, 26 January 2021 17:23 Go to previous messageGo to next message
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Question: when you add code such as allowing the AI to use new things like TNT, how do you reference the TNT in the code? By item number or item class?

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Re: Experimental Project 7[message #362270 is a reply to message #362269] Tue, 26 January 2021 18:11 Go to previous messageGo to next message
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edmortimer wrote on Tue, 26 January 2021 20:23
Question: when you add code such as allowing the AI to use new things like TNT, how do you reference the TNT in the code? By item number or item class?
For blowing up things, AI will search for TNT item (id = 137). Since it's standard vanilla item, I think most mods will not change it.



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Re: Experimental Project 7[message #362271 is a reply to message #362270] Tue, 26 January 2021 18:53 Go to previous messageGo to next message
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Quote:
For blowing up things, AI will search for TNT item (id = 137). Since it's standard vanilla item, I think most mods will not change it.
Luckily I didn't change that one. But there have been other standard vanilla items that had no place in AV and have been removed

In any case, consider using item class as it is safer and more versatile - given the reality that mods have additional items available (one of the primary reason for mods), that not all modders think alike, and using item class will allow the AI to use the entire class of items should the mod have them available one way or another.

Just a thought.

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Re: Experimental Project 7[message #362272 is a reply to message #362271] Tue, 26 January 2021 19:05 Go to previous messageGo to next message
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edmortimer wrote on Tue, 26 January 2021 21:53
Luckily I didn't change that one. But there have been other standard vanilla items that had no place in AV and have been removed

In any case, consider using item class as it is safer and more versatile - given the reality that mods have additional items available (one of the primary reason for mods), that not all modders think alike, and using item class will allow the AI to use the entire class of items should the mod have them available one way or another.

Just a thought.
It's best to not change vanilla items as some of them are still used in 1.13 code (not in my code). For example, C1 is used when the game needs explosive, Glock 17 is used for determining CTGT and minimi is for equipping tank, vanilla grenades are used somewhere in the code etc.
A good example of what to keep from vanilla is probably Aimnas mod.

I will maybe change the explosive search to general bomb with required min damage, it's just often too time consuming and not necessary.
EXTRA_ITEMS option also uses some hardcoded items, it checks if item is of valid type before using it so it shouldn't cause any problem, the game will just ignore incorrect item.

[Updated on: Tue, 26 January 2021 19:10]




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Re: Experimental Project 7[message #362273 is a reply to message #362272] Tue, 26 January 2021 22:57 Go to previous messageGo to next message
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Do you happen to know what entries are used for tank and vehicle 'armor'?

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Re: Experimental Project 7[message #362274 is a reply to message #362273] Tue, 26 January 2021 23:01 Go to previous messageGo to next message
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edmortimer wrote on Wed, 27 January 2021 01:57
Do you happen to know what entries are used for tank and vehicle 'armor'?
EquipTank():
Weapons:
TANK_CANNON
MINIMI
// armour equal to spectra all over (for vs explosives)
SPECTRA_VEST
SPECTRA_HELMET
SPECTRA_LEGGINGS



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Re: Experimental Project 7[message #362290 is a reply to message #362274] Sun, 31 January 2021 12:42 Go to previous messageGo to next message
Inveris is currently offline Inveris

 
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Thanks for the other languages exe files. I really appreciate that.

Your new AI mod is becoming quite too hard to play, even on the easy difficulty. Does your new AI is always turn on on max capabilities from the beginning to the end of the game?

Is there any way to enter progressive scenario to this new AI?
For examle, on the begginng of the game, there will be an old AI from Vanilla JA2 and while we are progressing further with the game, then the next AI features will be turning on.

Like weapons at Bobby Rays, better guns at further stage of the game, but best guns on the end of the game.

[Updated on: Sun, 31 January 2021 15:40]

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Re: Experimental Project 7[message #362291 is a reply to message #362290] Sun, 31 January 2021 12:49 Go to previous messageGo to next message
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There are some checks for the game progress and soldier difficulty, so the AI definitely becomes harder with the game progress.
For example, number of grenades AI has or number of additional items with EXTRA_ITEMS option depends on game progress.
Some AI decisions like throwing grenades or using special actions depend on soldier difficulty so they are allowed more often as the game progresses or if player chooses higher difficulty level.
If you have a particular suggestion, what AI actions should be scaled with game progress, I can think of implementing it.

[Updated on: Sun, 31 January 2021 14:39]




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Re: Experimental Project 7[message #362319 is a reply to message #362291] Sat, 06 February 2021 19:28 Go to previous messageGo to next message
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r1921

You can now give "Move to" order to militia, to place them tactically before battle.
By default, soldier will be switched to FARPATROL/DEFENSIVE mode.
If you don't want militia to move from new spot, give it "Hold" order after arriving, it will switch soldier to STATIONARY.
Some limitations:
- works only in realtime
- if move spot is on different level, soldier will climb but not move further
- you can only order movement to roof if it was correctly defined in editor, some flat roofs cannot be used by AI as they don't have correct room number




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Re: Experimental Project 7[message #362326 is a reply to message #362319] Sun, 07 February 2021 19:18 Go to previous messageGo to next message
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Hi SevenFM, did your AI changed anything with melee combat? I have hard time hitting enemies with knive even with a char with 85 in STR/AGI/DEX and with melee trait. Is it possible to increase melee accuracy? Right click or scroll wheel doesn't work, i can't make the shots more accurate. Enemies dodge like crazy, melee is really unreliable now. Im playing on expert difficulty.

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Re: Experimental Project 7[message #362327 is a reply to message #362326] Sun, 07 February 2021 19:24 Go to previous messageGo to next message
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CareBear wrote on Sun, 07 February 2021 22:18
Hi SevenFM, did your AI changed anything with melee combat? I have hard time hitting enemies with knive even with a char with 85 in STR/AGI/DEX and with melee trait. Is it possible to increase melee accuracy? Right click or scroll wheel doesn't work, i can't make the shots more accurate. Enemies dodge like crazy, melee is really unreliable now. Im playing on expert difficulty.
I don't remember anything related from recent changes.
r1414 lowered base chance for HTH attacks, but it was tested a lot in boxing fights and everything works well.
You can also check attack chance with [F] key.

What mod are you using? Is your merc suppressed, wounded, low on breath etc?

[Updated on: Sun, 07 February 2021 19:42]




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Re: Experimental Project 7[message #362328 is a reply to message #362327] Sun, 07 February 2021 20:11 Go to previous messageGo to next message
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Im using WF+SDO. A simple knife[combat knife] that you get with IMPs. Merc is lightly loaded, not exhausted has the listed traits and skills i've mentioned, not suppressed. I just sneak upon enemy, or get close while in disguise, and then proceed to knife the guy in torso. Usually something like 30-40% attacks, land on target. Im at starting sector omerta, it's beginning of the game on Expert. NCTH is enabled and improved interrupts. I haven't played with vanilla 1.13 for a long time, and didn't use melee, so i have no idea if that's how it should work. If its indeed working as intended there's little benefit of choosing melee trait, even throwing knives or silenced pistols are preferable. I will try melee with OCTH and share my findings.

[Updated on: Sun, 07 February 2021 20:24]

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Re: Experimental Project 7[message #362329 is a reply to message #362328] Sun, 07 February 2021 20:38 Go to previous messageGo to next message
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From the code:
AttackRating = (EffDex + EffAgi + 3 * EffStr + 10 * EffExpLevel) / 6;
AttackRating is modified by morale (up to +5 at 95 and above, down to -20 at 0).
AttackRating is modified by fatigue (0 if BreathMax >= 85, up to AttackRating / 2 at BreathMax = 0).
With ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE, 1 aim click adds 30 to AttackRating.
Wound, low breath reduces attack rating (up to 1/2 at 0 breath)
Melee skill adds by default 35 to AttackRating in SDO.
Also check your merc's background as it also can affect AttackRating.

DefenseRating = (3 * EffAgi + EffDex + EffStr + 10 * EffExpLevel) / 6;
Also affected by morale, fatigue, wounds, low breath etc.
If defender is crouched, his DefenseRating is reduced by 20.
If defender is prone, his DefenseRating is reduced by 40.
Blind defender has DefenseRating reduced to 1/4.

Chance to success in attack is calculated as 50 + (AttRating - DefRating) / 3;
Chance to hit head is lowered by 20.
Chance to hit legs is lowered by 15.

The code in +AI is similar to the code in the trunk, I don't see any significant difference.

So, if your starting IMP has similar stats to enemy, chance for successful attack will be 50%.
For some reason, CTH_BLADES_BONUS adds to attack rating and not to success chance, so having it with all else same will give 35 / 3 = 11 % bonus.
1 aim click when using ENHANCED_CLOSE_COMBAT_SYSTEM should add 10% to resulting CTH.
So, if you are having 30-40% CTH, that means your merc is actually less effective in melee than his opponents, and melee skill alone cannot change that, you need high effective dexterity, agility, strength and level.

For more information, I would need a save which can be loaded in my modpack or clean 1.13 7609.

As far as I know, melee/hth/throwing attacks are not affected by CTH/NCTH system, the code is the same.

As I understand it, the game treats knife attack as if opponent can always see it and react (unless he is lying breathless on the floor and cannot dodge).
If you want instakill, try using garotte with your spy (attack at neck, make sure enemy is not alerted and cannot see you at the moment of attack start).
Also stun gun is usually effective at disabling enemies.

[Updated on: Sun, 07 February 2021 20:55]




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Re: Experimental Project 7[message #362330 is a reply to message #362329] Sun, 07 February 2021 20:52 Go to previous messageGo to next message
CareBear is currently offline CareBear

 
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Thank you for effort, now i understand the problem better. I will use stun gun, seems the melee has quite a lot of unreliability and unless it's instakill, enemy will always alert enemies if he is left conscious for next turn.

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Re: Experimental Project 7[message #362333 is a reply to message #362330] Mon, 08 February 2021 01:17 Go to previous messageGo to next message
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So I made a little test with r1924.
Igor is average low level merc, Malice is melee expert, using basic combat knife, day 1, Omerta, random opponent.
Igor, no aiming, 67%
Igor, 1 aim click, 76%
Malice, no aiming, 81%
Malice, 1 aim click, 90%

Testing actual attack shows that Malice hits target nearly every time (with 1 aim click), and kills it with two hits.
So I don't see here any problem with CTH, also aiming works as it should, you are only allowed to use 1 aim click for melee weapons.
Maybe if opponent was better in skills or had some traits, the chance would be lower, but I don't think it would be critical.
For example, Igor vs Malice has 50% chance with knife, Malice vs Igor has 90%, so unless your opponent is highly skilled and trained with melee weapons, you can have a decent CTH with knife.



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Re: Experimental Project 7[message #362335 is a reply to message #362333] Mon, 08 February 2021 17:16 Go to previous messageGo to next message
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Holy hell, fighting at night against your AI is total PITA. I feel like im playing against another player basically. Despite positional advantage and placing mines on some approaches, not only they memorized where all my soldiers are by listening to gunshots, but they stopped invading mined approach after first explosion. They've used windows, and tried to flank my positions. They've thrown flares, smoke grenades, used paths with lowest brightness, and more over they assaulted en masse after throwing smoke and flare, that's all after period of few turns of silence. Im actually thinking about using all tools i have against AI. I no longer spare ammo or grenades. It's kinda hard to sustain a campaign when you don't have a reliable source of medkits and ammo while you are long way away from Drassen, because well it's vanilla JA2 problem after all, and because it seems that AI uses ammo they have on them. I had a situation where AI soldiers used all his ammo and then stood there without gun. Maybe that was some bug, or he lost the gun somehow?

[Updated on: Mon, 08 February 2021 17:17]

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Re: Experimental Project 7[message #362336 is a reply to message #362335] Mon, 08 February 2021 17:30 Go to previous messageGo to next message
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CareBear wrote on Mon, 08 February 2021 20:16
I had a situation where AI soldiers used all his ammo and then stood there without gun. Maybe that was some bug, or he lost the gun somehow?
I think if he uses all ammo (which is possible in a long battle since they use suppression fire a lot), and he cannot find more ammo nearby, he will mark weapon as unusable and drop it. After that, he should search for another weapon nearby or at least try to attack with bare hands.
That's how it's supposed to work, if he just stands still and does nothing, it could be some bug in AI, or maybe some light or fresh corpse prevents him from advancing to enemy and he does not know what to do.
AI can drop his gun if he is hit, just like a merc, but usually he will try to pick it up next turn.

[Updated on: Mon, 08 February 2021 17:31]




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Re: Experimental Project 7[message #362405 is a reply to message #362336] Mon, 15 February 2021 22:03 Go to previous messageGo to next message
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r1935

New ingame option "Smart Tree Tops" allows to hide only trees that can block view for visible soldiers or cursor position.

[Updated on: Mon, 15 February 2021 22:04]




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Re: Experimental Project 7[message #362406 is a reply to message #362405] Mon, 15 February 2021 22:10 Go to previous messageGo to next message
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That's one of those subtle changes that really does make a noticeable difference in gameplay quality, awesome.
I'd rather take many of those instead of most of the additional features introduced in 1.13 over the last years.

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Re: Experimental Project 7[message #362407 is a reply to message #362405] Tue, 16 February 2021 00:56 Go to previous messageGo to next message
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Quote:
New ingame option "Smart Tree Tops" allows to hide only trees that can block view for visible soldiers or cursor position.
That is fantastic!!!

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Re: Experimental Project 7[message #362413 is a reply to message #362406] Tue, 16 February 2021 22:25 Go to previous messageGo to next message
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Many people feel that anything after 7609 just bloats the game, heck there are people who claim that anything over 4870 already bloats the game with useless features like food, disease etc.

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Re: Experimental Project 7[message #362414 is a reply to message #362413] Wed, 17 February 2021 00:19 Go to previous messageGo to next message
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r1937 adds small 100ms delay before hiding tree when moving mouse over trees to prevent flickering.


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Re: Experimental Project 7[message #362552 is a reply to message #362414] Sat, 27 February 2021 18:06 Go to previous messageGo to next message
PAPION is currently offline PAPION

 
Messages:18
Registered:February 2016
Location: Tehran, I.R.Iran
I really like idea of 7609+AI (r1965) for grenades, from graphic till acts just:

I have some little but important suggests:
1. Grenades should not have switch for on impact.
- In reality all of grenades have a pin and a handle. if you remove pin, it is so hard you put it back. when you throw the grenade, the handle will fall and impossible you reuse the grenade.
- You never can switch detonator of delayed grenade to not or reverse.
- Flash-bang is always on impact
- Hard to take a rolling grenade
- Gas grenades almost are on impact but it take time to really blow, and after a few second it will be so hot so you still can take and throw it back, but u will get hurt.
So i think:
A) Lets remove the switch option.
B) Just flash-bang be on impact (so if you blow it up it will explode in your hand in both real-time and turned-base)
C) Turned-base: All explosive grenades blow in next turn if thrown
C+) Turned-base: All explosive grenades can blow up in hand/inventory and turn to on impact in next turn. also if not thrown, explode in hand in next turn.
C++) Real-time: All explosive grenades act like TNT timer (2).
D) Turned-base: All gas grenades blow on impact on 1 tile, and till next turn they will be a visible item.
E) You can take and throw back all visible grenades. When try to pick by Ctrl+Select, BUT it show message-box to ask you want pick the grenade/s or other items, if yes, pick blowing grenade by +10 AP (+ If it is gas by -2 hurt health). and if no you can pick items under that in the tile
F) If any blowing grenades stayed in hand for next turn, it act like when it thrown but in the MERC tile position.

2. Any option to we can turn off lights or shoot them.

After a few day playing the new +AI with focus and analyzing well the game:
I just found JA2 7609+AI can be almost a PERFECT tactical & strategical turn-based war game once in history, and people like me can have not deep wish for this game anymore.

Best regards for dear hard working developers



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Re: Experimental Project 7[message #362556 is a reply to message #362552] Sat, 27 February 2021 21:30 Go to previous messageGo to next message
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Sorry, I don't plan to change the way grenades work in the game.
Currently you have the following possibilities:
- make all grenades delayed using ingame "Delayed grenade explosion" option
- make selected grenades always use delayed explosion by assigning <ItemFlag>1073741824</ItemFlag> in Items.xml
- make selected grenades always use impact explosion by selecting <fExplodeOnImpact>1</fExplodeOnImpact> in Explosives.xml
- switch grenade mode in the game using transformation menu (only if grenade wasn't set for delayed or instant mode in xml)
- use explosives instead of grenades, in this case you can arm them with timed detonator and throw afterwards (only for player, will not work for AI)
- you can disarm delayed grenade or grenade in bad state which activates as delayed explosion upon impact, do it just like with regular explosive item, there's a risk of blowing up and you will need some skills to do it (AI will not do that, they just run away from any timed explosive they see)

Note: delayed mode works only for normal/stun/flashbang types of grenade, only for hand/gl grenades and only if fExplodeOnImpact tag is not defined.



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Re: Experimental Project 7[message #362567 is a reply to message #362556] Tue, 02 March 2021 17:32 Go to previous messageGo to next message
PAPION is currently offline PAPION

 
Messages:18
Registered:February 2016
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Thanks for the information. I knew about delayed grenades option.
sevenfm wrote on Sat, 27 February 2021 20:30
Sorry, I don't plan to change the way grenades work in the game.
I can not and don't want to interfere in your project plan and i respect your opinion but i am thankful if you tell me what is the reason for not doing that?
All the options that you said was good but never enough, till the message box of disarming and etc exist!

In my opinion it is not a simple different option, that option actually destroyed huge part of reality sense of the game.

Why you change the value of suppression? Sure improving reality & AI in the game, but i think this story make sense even more.

(Honestly i feel to i have to ask you, look at the subject one more time)



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Re: Experimental Project 7[message #362569 is a reply to message #362567] Tue, 02 March 2021 18:21 Go to previous messageGo to next message
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PAPION wrote on Tue, 02 March 2021 20:32
Thanks for the information. I knew about delayed grenades option.
I can not and don't want to interfere in your project plan and i respect your opinion but i am thankful if you tell me what is the reason for not doing that?
All the options that you said was good but never enough, till the message box of disarming and etc exist!
Because I don't see it as anything important or worth the time and effort to implement, I'm personally happy with grenades how they work at the moment and I have more important things to spend my time on.

Quote:
In my opinion it is not a simple different option, that option actually destroyed huge part of reality sense of the game.
If you mean taking grenades and throwing them back, it's completely unrealistic, nobody ever would do that in real life, unless the grenade has really long fuse and still you cannot be sure that it will not explode in you hand.

Quote:
Why you change the value of suppression? Sure improving reality & AI in the game, but i think this story make sense even more.
I don't change the value of suppression, you can tweak suppression effectiveness in the ini settings as you like it.

Quote:
(Honestly i feel to i have to ask you, look at the subject one more time)
Can you please be more specific what exact changes you are asking for?



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Re: Experimental Project 7[message #362572 is a reply to message #362569] Wed, 03 March 2021 01:08 Go to previous messageGo to next message
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Messages:18
Registered:February 2016
Location: Tehran, I.R.Iran
Dear sevenfm
First of all thank you for putting your valuable time... sure all of us can have more important things to spend time. I suggested after putting serious time (sure because you putted time back for a new user opinion too) and sure i want to know what is the problem that it is not in you plan but so many minorimprovements can take time of a great developer.
Also i exactly tried to tell you it actually important to put time.
Anyway...

Quote:
If you mean taking grenades and throwing them back, it's completely unrealistic
That is not right. Ye, nobody suggest you try to throw back a grenade, but:
- For explosive grenades it is possible! just the chance is low. For example: running from this building to that building or bursting 10 bullets can take 100 APs, and actually it can take less than 4 seconds. in the other side almost all of explosive grenades take 3.5 - 7.5 to explode. the famous golden time of grenades fuse is 4.5 sec.
So: If an explosive grenade throw to your face, you can throw it back. but if it take even 1sec to reach it, just try to lie on the floor or in rare cases run. (because it was around 2sec in way and you need about 2sec to throw it back)
- For gas grenades SURE you can throw it back, just it hurt and effect on who picked.
- For on impact grenades you just can close your eyes and ears, for lower effect.
(+Possible nobody see a explosive grande came)
(Is chance of taking gun from enemy hand when he aimed you is more than throw back a gas grenade? but nicely at least this game give you chance of taking gun)
Now in game :
- Without turning on the delay option i NEVER can do anything!!? even sit or lie down, not even close to reality. Like it same as RPG missile.
- With "Delay grenade explosion" ON it look more logic/realistic but i possible to can even defuse it?!!?
- With anything ON/OFF still impossible even escape or throw back a gas grenade capsule!!?

I think it look a serious weakness/unbalance when we have thousands of other logic options.

Maybe:
- We say it is a turn-based game so it is what it is: No it is not because i can interrupt for even running or a gunshot (lower than 1 sec) why not about it?
- We say thrown grenade have low change to defuse so it look like low change to throwing back: but still why defuse!? and why not same for gas grenades?

Quote:
I don't change the value of suppression, you can tweak suppression effectiveness in the ini settings as you like it.
That was an example about putting time or not. i wanted to tell you when i see you put time on it or smart top tree or etc, i feel i can talk about my idea (that is about serious mistakes) too. like:
Quote:
Revision: 1969
Shock from heard gunshots adds 1 suppression point, to allow cowering.
I still think [url=http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=362552&#msg_362552]my suggest[/url] need some minor improve but is the way.
or if not all of them: at least giving sure interrupt to MERC/AI can take cover and except flash-bang never explode on impact.

Quote:
Can you please be more specific what exact changes you are asking for?
I explained all + that one that you missed or ignored to answer:
"PAPION"
2. Any option to we can turn off lights or shoot them.
or also other asks like [url=http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=20380&goto=362418&#msg_362418]here[/url]:
"PAPION"
6. Pressing Dot (.) when a MERC have rifle in hand while standing up, Do not change the character animation to what it should be.
Best regards

[Updated on: Wed, 03 March 2021 01:19]




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Re: Experimental Project 7[message #362573 is a reply to message #362572] Wed, 03 March 2021 01:24 Go to previous messageGo to next message
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By pressing H old help of game will appear.
Can we make a notify or what for that to player know it more.
and also put we have an option to put all of your hotkey and etc important texts inside of that?



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Re: Experimental Project 7[message #362576 is a reply to message #362573] Wed, 03 March 2021 07:42 Go to previous messageGo to next message
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PAPION wrote on Wed, 03 March 2021 04:24
By pressing H old help of game will appear.
Can we make a notify or what for that to player know it more.
and also put we have an option to put all of your hotkey and etc important texts inside of that?
We already have in loadscreen hints:
<szName>Need help? Help yourself by pressing [H] in strategic screen. And visit the helpful bears at www.bears-pit.com</szName>
Also anyone can modify HELP.EDT and put all needed information there.



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Re: Experimental Project 7[message #362587 is a reply to message #362576] Fri, 05 March 2021 04:24 Go to previous messageGo to next message
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Messages:18
Registered:February 2016
Location: Tehran, I.R.Iran
sevenfm wrote on Wed, 03 March 2021 06:42
We already have in load-screen hints:
As i remember in first version of JA2 the Help window appear for first time, then we should click on don't show it again.
I am planning to give this game with this brilliant AI that you made, to my friends for play without so much explaining. And i feel it should have a handy HELP that the game mention it in first, higher than a hint.
sevenfm wrote on Wed, 03 March 2021 06:42
Also anyone can modify HELP.EDT and put all needed information there.
Thanks, I wanted to put all we have to know inside of the file and upload it but i could not find any editor for that. just one MS-DOS version exist, to look crazy. Can it be like XML? or just simple text/INI?

I think you didn't see my other post about the grenade story. Waiting...

+
1. Do you think this version is best choice for multiplayer in a LAN Gaming Center?
2. Any way to real-time sneaking work in multiplayer?



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Re: Experimental Project 7[message #362588 is a reply to message #362587] Fri, 05 March 2021 08:09 Go to previous messageGo to next message
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PAPION wrote on Fri, 05 March 2021 07:24
Thanks, I wanted to put all we have to know inside of the file and upload it but i could not find any editor for that. just one MS-DOS version exist, to look crazy. Can it be like XML? or just simple text/INI?
EdtMegaEditor should work well for editing edt files.
https://storage.rcs-rds.ro/links/4729f8d6-f44b-42b7-aa3e-e0ddc6deead6?path=%2FJA_2%2FModding_Tools
For XML help, it's best to use LoadScreenHints.xml

Quote:
I think you didn't see my other post about the grenade story. Waiting...
I have read it, thank you. As I said, I don't plan to change grenades in any near future, I will keep it in mind though.

Quote:
1. Do you think this version is best choice for multiplayer in a LAN Gaming Center?
2. Any way to real-time sneaking work in multiplayer?
I never played 1.13 multiplayer.
+AI project is developed and tested for single player only, it can work in multiplayer mode in theory but I never cared about that during development.
As far as I know, 1.13 multiplayer is very limited and not bug free, some things like interrupts should be disabled for more stable game etc.
Sorry, I don't know anything about real time sneaking in multiplayer and I don't plan to investigate that.

[Updated on: Fri, 05 March 2021 08:11]




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Re: Experimental Project 7[message #362601 is a reply to message #362588] Sat, 06 March 2021 20:02 Go to previous messageGo to previous message
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r1982

Focus feature:
- soldier can concentrate on selected spot
- focus spot gives +1 bonus to interrupt instantly, up to +4 over time
- no watched location bonus if focus is activated
- penalty -2 to interrupt level outside of focus spot
- can be activated in look mode (L or middle mouse button) or using skill menu (Shift+4, Alt+RMB)

New vision mode:
- default day/bright vision bonus for scopes disabled
- day/bright vision bonus works in focus or spotting area
- day/bright vision bonus works in watched location (soldier can remember up to 3 locations of recently seen/heard opponents)
- AP cost to activate focus/spotting is AP_SPOTTER + distance based bonus
- night/cave vision bonus for scopes works as before
- in spotting mode, normal vision is limited to TACTICAL_RANGE / 4 tiles

Demo video:

[Updated on: Sat, 06 March 2021 20:05]




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