Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #355679 is a reply to message #355678] Mon, 05 November 2018 21:30 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
Taleman wrote on Tue, 06 November 2018 00:05
Bug report
I am running ja2_7609en+AI_r816.exe under Wine in Debian GNU/Linux 9.5 Stretch.
Got error message "Assertion Failure (Line 1944 in file Button System.cpp)", see screenshot. Screenshot file too big to upload, see it at http://taleman.fi/JA2/
Also in same web directory Auto001.sav, autosave at end of turn previous to this error.
I did not find the debug save error message promised, no file SaveGame247.sav found.

Thank you. I also need to know what mod to use to load the save. Is it clean 1.13?



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355703 is a reply to message #355679] Wed, 07 November 2018 20:06 Go to previous messageGo to next message
Taleman

 
Messages:64
Registered:October 2010
Location: Finland
No mods. Just modest changes to INI-files



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355704 is a reply to message #355703] Wed, 07 November 2018 20:23 Go to previous messageGo to next message
Taleman

 
Messages:64
Registered:October 2010
Location: Finland
Bug report.

I am running ja2_7609en+AI_r816.exe under Wine in Debian GNU/Linux 9.5 Stretch. Clean ja2, no mods. Modest tweaks to .ini files.

Runtime error: Could not load animation file ANIMS\S_MERC\S_DBLSHT.STI.

This happened when Tex was standing and starting to shoot with two pistols.

See screenshot file. http://taleman.fi/JA2/ja2-Screenshot%20at%202018-11-07%2020-04-49.png
Savefile is in same web dir, with name Auto-2018-11-07.sav



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355709 is a reply to message #355704] Wed, 07 November 2018 23:35 Go to previous messageGo to next message
sevenfm

 
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Registered:December 2012
Location: Soviet Russia
@Taleman
Thank you for report, I will take a look when I have more time.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355748 is a reply to message #355709] Fri, 09 November 2018 09:04 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
New Ja2+AI feature demo: AI uses grenades to blow up obstacles



New feature: AI soldiers use grenades to blow up obstacles blocking path to closest opponent.

How it works:
1. Only attacking soldiers will blow up fences, garrison will not do that.
2. It's simple - AI soldier will randomly throw grenade at closest fence if there are known opponents in that direction, taking into account difference between straight distance to opponent * AP to run and actual path cost to closest opponent in that direction, and also how many other fences are adjacent to chosen tile (so attacking a line of fence tiles is more probable than attacking a single fence tile). The greater the difference, the bigger the chance to throw grenade at fence. It's the only way to do it without complex computations and slowing down the game, and it allows to blow up several lines of fences.
3. Currently it is used only in RED state (when AI cannot see opponents) and after RED shooting and RED throwing, so if AI will see enemy, he will attack him, if he cannot see enemy but can shoot for suppression or attack with grenade/GL etc, he will have a regular chance for attack.
4. If there are friendly soldiers or neutrals near the attack spot, AI will set grenade on delayed mode, so it will only explode on next turn, allowing friends/neutrals to run away.
5. Currently AI recognizes three types of obstacles: fences, concertina, blue flags. Also they will occasionally try to blow up explosive stuff on the map if they know there are opponents nearby.

Note: this demo video uses special code changes (every enemy was given extra grenades, all limits and random checks were removed), in regular game AI will not use grenades so often.

[Updated on: Fri, 09 November 2018 10:23]




7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355750 is a reply to message #355748] Fri, 09 November 2018 12:13 Go to previous messageGo to next message
Taleman

 
Messages:64
Registered:October 2010
Location: Finland
Bug report

I am running ja2_7609en+AI_r816.exe under Wine in Debian GNU/Linux 9.5 Stretch. Clean ja2, no mods. Modest tweaks to .ini files.

Somewhat big battle, 13 mercs and 20 enemies in Orta. Game crashed.

taleman@yosemitesam:~$ ja2.sh
PANIC: unprotected error in call to Lua API (not enough memory)
0009:err:ntdll:RtlpWaitForCriticalSection section 0x150939b0 "?" wait timed out in thread 0009, blocked by 0030, retrying (60 sec)
/home/taleman/bin/ja2.sh: rivi 8: 1770 Päätetty              wine ja2_7609en+AI_r816.exe



I aslo made a bug report yesterday, or at least wrote it. Seems to have disappeard. I'll make it again.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355751 is a reply to message #355750] Fri, 09 November 2018 12:24 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
I had no time to look at your reported bugs yet, but you can try ja2_7609en+AI_r831 (experimental).exe as it contains some important fixes to old bugs. It's not well tested yet but maybe it will work better for you.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355752 is a reply to message #355750] Fri, 09 November 2018 12:26 Go to previous messageGo to next message
Taleman

 
Messages:64
Registered:October 2010
Location: Finland
Bug report

I am running ja2_7609en+AI_r816.exe under Wine in Debian GNU/Linux 9.5 Stretch. Clean ja2, no mods. Modest tweaks to .ini files.

I have seen this behaviour previously, namely water seems to affect grenades somehow. Maybe the water is heavy water and has too much gravity? Anyway, aiming grenades either throwing or from launcher to enemy that is near water does not work properly. In the situation in screenshot Ivan is using grenade launcher at the enemy shooting from behind tree. It is very difficult to get aim cursor to that enemy, the other enemy a few more tiles away is easily targeted. And when shot, the grenade plummets in water way short from target.

Screenshot: http://taleman.fi/JA2/ja2-Screenshot%20at%202018-11-08%2019-55-57.png

Quiksave just at the situation in screenshot at file Quicksave-2018-11-08.sav



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355753 is a reply to message #355752] Fri, 09 November 2018 12:39 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
@Taleman

The grenade will always fall short and then bounce a few tiles to the enemy. It's the way the game works - if there's not enough free space before the target, you cannot attack it with GL.
If you cannot live with it, set all grenades in xml to blow up instantly when touching ground.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355754 is a reply to message #355753] Fri, 09 November 2018 13:47 Go to previous messageGo to next message
Taleman

 
Messages:64
Registered:October 2010
Location: Finland
Quote:
The grenade will always fall short and then bounce a few tiles to the enemy. It's the way the game works - if there's not enough free space before the target, you cannot attack it with GL.


I have never realised that. Thanks for clarification. That explains why throwing grenades over water works differently.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355755 is a reply to message #355754] Fri, 09 November 2018 13:57 Go to previous messageGo to next message
Taleman

 
Messages:64
Registered:October 2010
Location: Finland
Bug report


I am running ja2_7609en+AI_r831\ \(experimental\).exe under Wine in Debian GNU/Linux 9.5 Stretch. Clean ja2, no mods. Modest tweaks to .ini files.

Assertion Failure [Line 4771 in file interface.cpp]. Attempting to do a debug save at SaveGame247.sav (This may fail).

Missing INTERFACE\rect1_1024.768.sti

By the way, is the name of debug save file always SaveGame247.sav? I have seen this attempt to debug save but have not found the file. I think it was that same name previously.

Screenshot available: http://taleman.fi/JA2/ja2-Screenshot%20at%202018-11-09%2013-43-48.png
Savegame, autosave end of previous turn: Auto00-2018-11-09.sav

[Updated on: Sat, 10 November 2018 14:21]




Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355764 is a reply to message #355755] Fri, 09 November 2018 23:41 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
@Taleman
What was the first revision when you started experiencing random crashes?

[Updated on: Fri, 09 November 2018 23:41]




7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355776 is a reply to message #355764] Sat, 10 November 2018 14:21 Go to previous messageGo to next message
Taleman

 
Messages:64
Registered:October 2010
Location: Finland
I have never had a AI version of JA2 not crash occasionally. I suspect there are resource leaks, since the crashes tend to happen when I have played a long time, 30 minutes or more. It seems that if I make a save every 15 minutes and restart the game, the crashes do not happen.

These crashes never repeat, if i take the latest save before the crash, I can play that same situation again and it does not crash.

I have not taken a screenshot every time, but I checked I have now 33 screenshotfiles since march this year.



Tapio Lehtonen
Pori, Finland
Re: Experimental Project 7[message #355789 is a reply to message #355776] Sun, 11 November 2018 11:15 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
Ja2+AI feature demo: AI uses smoke to improve tactical situation



Description:
One enemy faces MD and Leech, another is hiding behind the corner.
MD is no real threat to enemy with his pistol, Leech is much more dangerous with SVD.
First enemy attacks MD, second decides to cover his friend from the highest threat (Leech) using smoke, at the same time not blocking LOS to MD so his friend could attack weak opponent.

Note that this behavior is different from previously showed, when enemy was throwing smoke in front of him or directly at his friend, now he tries to analyze tactical situaton and break LOS between highest threat attacker and soldier's friends while not breaking LOS between his friends and their good targets.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355796 is a reply to message #355789] Sun, 11 November 2018 19:02 Go to previous messageGo to next message
crackwise

 
Messages:75
Registered:April 2013
Dear sevenfm, thank you so much for the awesome improvements to the AI!

A couple of things I have noticed in the video:

- Why does the enemy soldier shoot from the hip to MD? Why isn't he making an aimed single shot or a burst instead?
- Why does the enemy soldier move straight towards MD and not taking cover behind the garbage cans instead?

I am sure there is an optimization behind those decisions but just wanted to know what kind of optimization the AI is doing in this case as an example.

Thanks a lot!
Re: Experimental Project 7[message #355798 is a reply to message #355796] Sun, 11 November 2018 20:52 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
crackwise wrote on Sun, 11 November 2018 22:02
A couple of things I have noticed in the video:
- Why does the enemy soldier shoot from the hip to MD? Why isn't he making an aimed single shot or a burst instead?

I don't know exactly as I haven't looked into AI logs, but I can guess:
Most likely he decided that shooting two times with a short burst from hip has more chance to hit enemy than spend AP to raise gun and shoot 1 burst. Maybe he has a laser that provides aiming bonus when shooting from hip so he has good chance. Maybe he has a weapon that is tagged as heavy gun (for example, weapon with stock folded) which cannot be raised while standing.

Quote:
- Why does the enemy soldier move straight towards MD and not taking cover behind the garbage cans instead?

Some enemies are aggressive, other are defensive, it depends on their orders and attitude. In this situation, soldier with SEEKENEMY/BRAVESOLO will advance, CUNNING will maybe lie down behind some cover and shoot, and DEFENSIVE will just retreat and hide behind the corner, trying to make ambush. Soldiers with short range weapons like smg's will advance more often. They are all different and not 100% predictable, or else the game would be boring.
Also, trash cans provide zero cover from 7.62x54, and soldiers in the game know that happy

[Updated on: Sun, 11 November 2018 21:00]




7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355803 is a reply to message #355798] Mon, 12 November 2018 16:43 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
Ja2+AI r840

Options:
- NCTH_SCOPE_MOVEMENT_PENALTY (FALSE by default) increases aiming penalty for target's movement in NCTH (doubles movement penalty for 10x scope)
- renamed HEAD_PENALTY_NCTH to NCTH_HEAD_PENALTY
- new option SHOOT_PUBLIC_SEEN (FALSE by default) allows shooting on publicly seen targets

OCTH:
- additional tooltip info (option EXT_TOOLTIP_CTH)
- lasers only active for iron sights and hip firing (no scopes or reflex sights except when the active scope has laser bonus)
- laser effectiveness is reduced over distance
- laser effectiveness is reduced in light (reduced to 50% in bright light)
- laser effectiveness is reduced when aiming with iron sights (full bonus when aiming in hip firing mode)
- scope can only reduce sight beyond min range for aimbonus
- reworked weapon range penalties
- apply weapon range penalty only after NORMAL_RANGE
- fix cowering penalty, scale with distance (max at day vision range)

NCTH:
- penalty for aiming at prone target in the grass (-25 at day vision range, 0 at close range)
- bonus when shooting from roof to the ground
- disabled projection factor (always set to 1.0), as lasers work different way now
- LASER_PERFORMANCE_BONUS_IRON only works for iron sights (no reflex sights)

NCTH, OCTH:
- new height difference penalty calculation
- additional penalty when shooting beyond sight range at target someone sees in the team (less penalty for snipers), SHOOT_UNSEEN penalty when shooting beyond sight range at targets noone sees

Misc:
- bonus to effective noise volume if in the same building, penalty if no los between listener and noise spot
- show icon of merc portrait if he is under heavy suppression (suppression shock > 50%)
- r8630: New feature - mercs can now also open doors from the side instead of the front (by silversurfer)
- r8633: improved the "open door from the side" code to make the merc turn into the proper direction (by silversurfer)
- reduced chance of damage to health when kicking doors, HTH specialists have 1-2 free kicks, depending on number of HTH skill levels
- fix: rounding up in various places
- increased shock from wounds (double compared to vanilla)
- better diagonal movement calculation
- path AP cost fixes and improvements
- max toss range only with 100 breath, can be reduced by 25% when low on breath
- r8637 fix: The game incorrectly deducted AP_CHANGE_TARGET for raising a weapon. (by silversurfer)
- r8640 fix: Incorrect movement cost calculation for jumping over fences with obstacles behind them (by silversurfer)
- HandleFlashLights: check DuskLight() (average between day and night) instead of NightLight()
- NightLight: use NORMAL_LIGHTLEVEL_NIGHT - 3 instead of NORMAL_LIGHTLEVEL_NIGHT
- set LOS penalty for tear and mustard gas to 1/6 per tile
- allow player merc to shoot without penalty if target enemy is visible

Suppression:
- disabled bonus from squadleader as it's already accounted in effective level and morale
- disabled OVERALL_SUPRESSION_BONUS_PERCENT option
Backgrounds:
- <resistance_suppression>: directly applied as received suppression modifier
- <resistance_fear>: lowers received suppression shock, resistance_fear=100% reduces received shock to 50%

Hotkeys:
- Ctrl+A - switch flashlight
- A - auto bandage (only in realtime)
- Ctrl+O - transform optics
- Ctrl+U - unjam gun
- U - change cursor to attack mode
- Ctrl+Y - switch laser

AI:
- allow smoke attack on opponent if he is spotting or watching
- soldiers will use flashlight to reveal enemy positions at night
- using flashlight ends turn for AI, at the start of a new turn AI soldier will always turn off flashlight
- limit chance to climb when low on breath
- improved feature: use smoke to cover advance:
- try to use smoke to improve tactical situation
- AI_WEAPON_CHOOSING: always choose weapon with longest range
- use regular type grenade to blow up obstacles between soldier and closest opponent
- better cover calculation for AI soldiers
- better AI behavior in dusk
- optimized code for better speed
- various minor fixes

[Updated on: Mon, 12 November 2018 16:47]




7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


Re: Experimental Project 7[message #355919 is a reply to message #355803] Wed, 21 November 2018 12:55 Go to previous messageGo to next message
zwwooooo

 
Messages:83
Registered:February 2009
Hi,

I get the error when compiling AI r859 for Chinese ver. today:(VS2010)

6>Interface Panels.cpp(85): fatal error C1083: Unable to open include file:"vld.h": No such file or directory
16>LINK : fatal error LNK1181: Unable to open input file"Tactical.lib"

Is there a missing file?
Re: Experimental Project 7[message #355924 is a reply to message #355919] Wed, 21 November 2018 16:25 Go to previous messageGo to next message
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
@zwwooooo
Check r861, it should build release version without problem.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:83
Registered:February 2009
Already no problem. Thanks.
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

 
Messages:117
Registered:April 2016
zwwooooo do you plan to update IoV mod with MOLLE working with new attachment system[NAS]?
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

 
Messages:165
Registered:October 2011
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]

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
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:165
Registered:October 2011
Thats great thanks!
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

 
Messages:83
Registered:February 2009
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.
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

 
Messages:165
Registered:October 2011
Hi Again,

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

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
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:117
Registered:April 2016
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
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
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
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]




7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:1206
Registered:January 2015
Location: Home Free
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
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:1206
Registered:January 2015
Location: Home Free
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

 
Messages:75
Registered:April 2013
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.
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
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:75
Registered:April 2013
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.
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
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:165
Registered:October 2011
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!
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

 
Messages:117
Registered:April 2016
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.
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
sevenfm

 
Messages:1917
Registered:December 2012
Location: Soviet Russia
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.



7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube

"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."


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

 
Messages:165
Registered:October 2011
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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