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Re: Experimental Project 7[message #354862 is a reply to message #354737]
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Fri, 14 September 2018 01:14 
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crackwise |
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Messages:113
Registered:April 2013 |
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I have an issue about silenced guns and night operations with the +AI mod, and here it is:
At night, when I shoot at enemy with my silenced pistols/SMGs and manage to kill the enemy soldier immediately without allowing any enemy turn, then he does not have time to inform others and my location remains unknown, and I receive no blind suppression fire.
However, if I can't manage to kill him in one turn, then all the enemies in the sector know of my location immediately. As a result, I receive crazy amounts of very accurate blind suppression fire, making night time operations almost impossible to pull off. The thing is, the soldier I have shot at does not see my merc and he theoretically should not have an exact idea of my merc's location since I am using silenced weapons. This should therefore normally not result in my mercs being discovered immediately.
Is this behavior intentional or is it an unexpected side-effect due to new AI? Unfortunately, this makes silenced weapons pretty much useless and night operations also quite impossible to pull off. So I would be very happy to hear if this could be somehow fixed.
[Updated on: Fri, 14 September 2018 01:16] Report message to a moderator
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Sergeant
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Re: Experimental Project 7[message #354863 is a reply to message #354862]
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Fri, 14 September 2018 01:20 
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Deleted. |
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Messages:2650
Registered:December 2012 Location: Russian Federation |
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crackwise wrote on Fri, 14 September 2018 03:14I have an issue about silenced guns and night operations with the +AI mod, and here it is:
At night, when I shoot at enemy with my silenced pistols/SMGs and manage to kill the enemy soldier immediately without allowing any enemy turn, then he does not have time to inform others and my location remains unknown, and I receive no blind suppression fire.
However, if I can't manage to kill him in one turn, then all the enemies in the sector know of my location immediately. As a result, I receive crazy amounts of very accurate blind suppression fire, making night time operations almost impossible to pull off. The thing is, the soldier I have shot at does not see my merc and he theoretically should not have an exact idea of my merc's location since I am using silenced weapons. This should therefore normally not result in my mercs being discovered immediately.
Is this behavior intentional or is it an unexpected side-effect due to new AI? Unfortunately, this makes silenced weapons pretty much useless and night operations also quite impossible to pull off. So I would be very happy to hear if this could be somehow fixed.
Silenced weapon doesn't mean it has no sound, it's just that hearing range is greatly reduced but still can be like 10 tiles.
Have you tried silenced guns with cold ammo?
Have you tried throwing knives?
If enemy can hear you, first thing he will do on his turn is inform others. I can look into this situation if you provide a save just before you shoot at enemy.
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Re: Experimental Project 7[message #354880 is a reply to message #354879]
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Fri, 14 September 2018 19:37 
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Deleted. |
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Messages:2650
Registered:December 2012 Location: Russian Federation |
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Morbo513 wrote on Fri, 14 September 2018 21:34Could you point me to a complete list of all the additional options? I'm having trouble navigating the google drive. Anyway, thanks a bunch for this addon and especially the prevent insta-death feature.
It's somewhere in this thread earlier.
Here you can see all extended options for Ja2+AI, with default values:
[Extended Options]
; enables "old camo faces + permanent CAMO_KIT_USABLE_AREA % of wood camo" feature for Shadow, Monk and Tex.
CAMO_PROFILES = FALSE
; allow replacing admins in garrisons and patrols
UPDATE_GARRISON_ADMINS = TRUE
UPDATE_PATROL_ADMINS = TRUE
; SSA is an ambient sound that plays constantly in a loop in the background, mostly consists of nature sounds like wind, birds, insects and such, but also can be used for town/underground ambients, or you can even define a soundtrack for each sector if you wish.
; There can be no more than 10 sounds of each type currently (10 for every sector or for every town).
; This can be used together with music as it works completely independent.
; The system to select current sound is flexible and based on file names, so you don't need any XMLs or other data to make it works.
ENABLE_SSA = FALSE
DEBUG_SSA = FALSE
VOLUME_SSA = 25
; Another small experimental feature - play ambient sound when a fire source is visible on screen.
; The sound is correctly faded in/out when you move in/out the screen with fire.
; Only one fire sound can play at the same time, so no additional effect from multiple fire sources.
ENABLE_TA = FALSE
VOLUME_TA = 25
; smart weapon chosing for AI soldiers
; if weapon is raised and soldier can shoot, he will use weapon in hands, if he cannot see opponents, he will use weapon with longest range,
; if he sees opponent and no weapon equipped or not enough APs, AI will try to use weapon with best firing rate -
; this should allow AI to correctly use sidearms and switch back to long range weapons when necessary
AI_WEAPON_CHOOSING = TRUE
; allows to turn off tactical reinforcements which happen at the end of each turn while keeping strategic reinforcements that happen at the start of battle
TACTICAL_REINFORCEMENTS = TRUE
; adds more grenades for AI soldiers: flares at night, smoke grenades
; added items are not droppable
EXTRA_ITEMS = TRUE
; determine chance of interrupt depending on duel points (OIS only)
; In original interrupt system, higher interrupt level means that soldier will always win interrupt.
; With new chance based calculation, if one soldier has level 4 and another has level 6, then first will win 40% of the time and second will win 60% of the time.
RANDOM_INTERRUPTS = TRUE
; chance to critical hit that partially ignores armour
CHANCE_IGNORE_ARMOUR = FALSE
; randomly move noise location when soldier hears noise, number of tiles depends on distance to noise source
; (so shooting at heard only enemies is less effective now)
RANDOMIZE_NOISE_LOCATION = TRUE
; limit max CTH (OCTH only) depending on gun's accuracy and distance to target
LIMIT_MAX_CTH = TRUE
; new OCTH options
MAX_ANIMATION_PENALTY = 40
MAX_MOVEMENT_PENALTY = 60
MOVEMENT_TILE_PENALTY = 2.0
; reduce bullet impact by range: 10% at weapon range, 25% at 2x weapon range
REDUCE_BULLET_IMPACT = TRUE
; NCTH option. It works like AIM_ penalties from CTHConstants.ini, allowing to set aiming penalty when shooting at head in NCTH.
HEAD_PENALTY_NCTH = 0
; show red tracers in the game (uses second frame of BULL.STI)
RED_TRACER = FALSE
; New Weapon Sound System (not implemented yet)
NWSS = FALSE
; allows enemies to drop items in autoresolve combat, feature from main trunk (by Flugente)
NPC_AUTORESOLVE_DROP_ALL = FALSE
Removed options:
REINFORCEMENTS_ARRIVE_WITH_ZERO_AP
SHOW_ENEMY_RANK_ICON
Changed options:
Ja2_options.ini
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = TRUE
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 0
SPOTTER_PREPARATIONTURNS: changed min value to 2
CAMO_KIT_USABLE_AREA: only limits camo from kits, worn camo is not limited by this value
APBPConstants.ini
AP_MIN_AIM_ATTACK = 0
CTHConstants.ini
VERTICAL_BIAS: 1.0 always used for visual representation, 0.5 is used for shooting
For detailed description, search this thread for option name.
[Updated on: Mon, 24 September 2018 00:59]
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Re: Experimental Project 7[message #355044 is a reply to message #354912]
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Sat, 22 September 2018 23:54 
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Deleted. |
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Messages:2650
Registered:December 2012 Location: Russian Federation |
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Ja2+AI r766
- r7871, r7872, r7874: Using shaped charges, keys or lockpicks on a locked door now only unlocks the door. It doesn't automatically open the door anymore. This solves the problem that a merc manages to pick a lock and after automatically opening the door he is a sitting duck because he has no AP left. (by silversurfer)
- AI will ignore dying opponents only if instant death is not allowed
- removed message when switching TOPTION_GL_HIGH_ANGLE as it's not used anymore (throwing angle is calculated automatically from distance)
- moved cowering to Ctrl+Q, moved swapping hands to Q (to avoid cowering by accident key press)
- updated ingame hotkey tooltips for Ctrl+Alt+G and Ctrl+X
- play m_die, f_die battlesounds
- disabled roof collapse animation (as it seems to not always work correctly)
- additional worn stealth camo only for elite soldiers from enemy team
- increase suspicion when enemy/non neutral civ is hit: only for player spies
- Disguise: check that no alerted enemy heard this solder for 2 turns (so you cannot disguise if you were uncovered and sombedy seen/heard you recently)
- CountSuspicionValue: take into account only enemies that see this spy
- lower chance for fragments to hit structure
- removed hardcoded value (20) for MAX_SUPPRESSION_SHOCK (can be set in options now)
- reworked AICalcChanceToHitGun: always allow min 1% CTH for AI
- [x] key fix: check that both soldiers are alive
- panel background fix (check correct file name)
- removed IMPROVED_TRACERS option (as it wasn't used in the code)
- removed CTGT_LONG_RANGE option
- removed option PANEL_BACKGROUND (panel background is always shown if image file found)
- renamed SHOW_CTH_INFO to SHOW_NCTH_INFO (to avoid confusion as this option only works with NCTH)
The following options moved to ingame settings:
- ENEMY_GUN_JAMS (TRUE)
- ROOF_COLLAPSE (TRUE)
- BADASS_ANIMATION (FALSE)
- SOFT_IRON_MAN (TRUE)
- DELAYED_GRENADE_EXPLOSION (FALSE)
- SPREAD_FIRE (TRUE)
- ALLOW_INSTANT_DEATH (FALSE)
- TRACER_LIGHT (FALSE)
- BAD_TARGET_QUOTE (FALSE)
- SHOW_SKILLS_ON_MERC_PORTRAIT (TRUE)
- EQUAL_CHANCES (TRUE)
- TACTICAL_PANEL, QUICK_ITEM_PANEL, TACTICAL_LOG_PANEL, TACTICAL_INFO_PANEL (TRUE)
New ingame settings:
[Updated on: Sun, 23 September 2018 00:12]
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Re: Experimental Project 7[message #355045 is a reply to message #355044]
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Sun, 23 September 2018 15:17 
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Taleman |
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Messages:68
Registered:October 2010 Location: Finland |
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Used 767 exe. It wrote something on the screen when started for the first time, but I did not have time to read it. What was it about? What I had time to read said it created a file, but I can not find a new file in the directories I checked. Except stack_trace.log, where complaints about file not found are written.
Found it in /opt/ja2/ja2-datadir/Profiles/UserProfile_JA2113/ERROR_REPORT.iniErrorMessages.txt
Still playing under Wine on Debian GNU/Linux 9.5.
But it contains what looks like a windows Licence code. And date. I don't understand.
[Updated on: Sun, 23 September 2018 15:38] Report message to a moderator
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Corporal
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Re: Experimental Project 7[message #355058 is a reply to message #355045]
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Sun, 23 September 2018 21:05 
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Deleted. |
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Messages:2650
Registered:December 2012 Location: Russian Federation |
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Taleman wrote on Sun, 23 September 2018 17:17Used 767 exe. It wrote something on the screen when started for the first time, but I did not have time to read it.
What was it about?
First time you run new Ja2+AI version, it creates missing settings in Profiles\Ja2_Settings.INI file. Nothing to worry about.
Quote:But it contains what looks like a windows Licence code. And date. I don't understand.
I don't understand either.
[Updated on: Sun, 23 September 2018 21:13]
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Re: Experimental Project 7[message #355099 is a reply to message #355098]
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Tue, 25 September 2018 18:09 
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Deleted. |
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Messages:2650
Registered:December 2012 Location: Russian Federation |
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Greyfoot wrote on Tue, 25 September 2018 19:48The modpack in your sig is always up to date?
I usually update it when I have something to update, like new exe version with critical fixes or mod update. For actual Ja2+AI.exe version, see link to google drive in my sig.
Quote:I`ve downloaded and installed it, however playing AR+SDO with the +AI exe gives me the pop up messages almost constantly regarding AI. Can`t remember the exact line, somebody else mentioned it in the thread, you said it was a bug intended to be fixed later on.
Yes, there's something with AI pathfinding or something else, you can ignore the messages, they are just there to motivate me to find the bug some day.
Quote:If I play AR only with the AI exe it runs without a hiccup. (Well, my mercs can`t say the same, they are being slaughtered left and right)
So do you say the problem is with SDO mod? It updates both maps and items as far as I know, not sure where to look for the bug.
Quote:PS: Out of curiosity is there any chance to lower or disable the morale loss for mercs when retreating? Also since I tend to play on while my mercs die, any way to also disable the negative impact of casualties for hiring? At his point once I have around 5 KIAs nobody wants to work for me.
There's Morale_Settings.INI file where you can change morale related things, for example
; ran from sector during battle
MORALE_RAN_AWAY = -5
And Reputation_Settings.INI if you don't want retreats to hurt your reputation.
As for negative impact of casualties, you will probably have to open MercProfiles.xml and change <bDeathRate> for every merc (and probably <bReputationTolerance> since you are there). And start a new game. For more details, try searching forum, it was definitely described earlier.
[Updated on: Tue, 25 September 2018 18:12]
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Re: Experimental Project 7[message #355134 is a reply to message #355106]
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Wed, 26 September 2018 20:28 
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coban |
Messages:2
Registered:September 2018 |
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Hi,
I am playing 7609+AI (r774) and I encountered an issue, it seems my game crashes if enemy gun jams are on (after limited testing), so I turned this option off. It's a clean 1.13 install with only AI mod. The game log always gives the same error (copy/paste from log file):
[72.4878] : ERROR : ========== Wed Sep 26 18:40:28 2018 ==========
File : ..\src\Core\vfs_string.cpp
Line : 205
Location : vfs::String::as_utf16
Invalid UTF8 character ''=128
I also downloaded your mod pack, tried 1.13 version with AI exe (with only data-user folder applied by default, no other mod), and I get the same error.
Anyway, I am having a lot of fun playing your mod, thank you for making it!
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Civilian
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