Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #350508 is a reply to message #350412] Tue, 08 August 2017 19:22 Go to previous messageGo to previous message
sevenfm

 
Messages:2206
Registered:December 2012
Location: Russian Federation
Ja+AI update r460:

English:
https://drive.google.com/file/d/0B_PNaFvHBMdBZ0tJeEVhMGVIYzQ/view?usp=sharing
German:
https://drive.google.com/file/d/0B_PNaFvHBMdBRGN6ZlpNZGt2MUU/view?usp=sharing
Russian:
https://drive.google.com/file/d/0B_PNaFvHBMdBOGlodWZNc2hKSms/view?usp=sharing

Changes:

- GetCorpseAtGridNo: use FindCorpseAtGridNo only if not found corpse structure (this may fix problems with queen jelly if they were related to corpse searching problems)
- allow min chance 1% for AI when using NCTH (this allows AI to shoot beyond weapon distance)
- Fixes: r8433, r8436, r8431, r8430

Snitch:
- base chance of stealing if soldier is on assignment 5% (if merc is busy doing something he has much less time for misbehaviour)
- snitch/squadleader will always stop stealing if not sleeping
- min chance to prevent stealing is 50% (with old calculation the chance of preventing was too low most of the time making snitches mostly useless)
- steal less money in towns with low loyalty (to prevent possible money making exploits)

HourlyLarryUpdate:
- initialize fBar for each soldier (it seems that bar calculation code was broken in 1.13)
- check facility instead of hardcoded sectors (check for rest/food facility with drunk chance instead of hardcoded values which make no sense for mods)
- squadleaders can prevent mercs from getting wasted (so they work just like snitches for that)
- chance of preventing in 100% if snitch\squadleader is not sleeping
- base chance to prevent is 50-100%, can be reduced by 25-50% if solder has stealth trait

HourlyStealUpdate:
- base chance is 50-100%, can be recued by 25-50% if soldier has stealth trait
- max 3 stealing attempts each our (even if there are many hiden items/money in sector, thief has limited time for stealing)
- limit town loyalty drop from item price to 1000$ (to prevent excessive loyalty drop in some situations)

CountSuspicionValue:
- bonus depending on number of army men already killed (that means it will be hard to kill half of the sector as enemy soldiers will quickly become very suspicious)
- bonus if covert soldier is very close to enemy and alert is raised (to prevent easy killings)

- restore original shock from wounds (was doubled in Ja2+AI compared to 1.13)
- DecideActionGreen: help friends who see covert opponents (AI will try to visit friends who see covert opponent to make covert playing a bit more difficult as there will be usually more than 1 soldier)
- LightTrueLevel: shadows have no effect on light level at night (nice visual effect of shadows at night had a side effect of makng light level even darker than night )

ClosestReachableFriendInTrouble:
- roaming range limits
- help friends who see covert opponents

- allow local communications in jammed sector (now radio jamming only prevents long range intersector communication, reason for this is game balance and AI code design - it was too easy to prevent AI from using panic triggers, also AI was making dumb decisions if he could not raise alarm normally)
- CheckRandomSightCoverSpot: fix bug with loop breaking (possible memory corruption bug)
- DecideActionGreen: check nearby locations for hidden enemy when corpse is found and red alert raised (AI will sometimes check nearby hidden spots when he finds a fresh corpse if no alert was raised yet)
- increase chance to help friend in Green/Yellow state
- random chance to ignore noise from covert opponent depending on number of army guys already killed (AI will ignore noise from covert opponents if no army guys are killed but will quickly become more suspicious when he finds that some of his friends died for unknown reason)

- militia control: don't use radio to communicate with militia (as now radio only used for intersector communication)

- AI_WEAPON_CHOOSING option is enabled by default (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)
- fixed some bugs with hearing aid checks, now it checks for hardcoded extended ear item or any electronic item with hearing bonus, only head slots are allowed

- [A] key is used to turn flashlights on/off, auto bandage moved to Ctrl+A (this should make flashlight use more convenient)
- tactical transformation fixes (now quick item transformation code pretends that TransformObject is called from EDB)
- DetermineFlashbangEffect: some helmets can provide protection from flashbang blind effect, if they provide bright light vision bonus (just like any face item with bright light vision bonus)

- new option: TACTICAL_REINFORCEMENTS (enabled by default, 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)
- militia control: for individual orders, check LOS or that merc and militia have extended ear, for sector orders, check that merc has extended ear, don't use radio to give orders
- Greeen\Yellow AI: tell others the location of jammer when raising alarm (so turning on jamming immediately after entering sector will now have consequences - AI will not attack noise spot but will definitely come to investigate who is jamming here)

- Green/Yellow AI: raise alert if certain percent of soldiers killed (mostly to make covert operations harder)

- CalcBestShot: penalize suppressing targets with high shock level (try to choose target with less shock)
- Red AI: chance to skip suppression fire if target soldier has high shock (if previous suppression attack has some effect, maybe try to move closer instead of just shooting from distance)

- CalcBestThrow: allow throwing grenades at opponents heard 2 turns ago (more effective use of grenades)

Demo video: using quick flashlight activation button

[Updated on: Tue, 08 August 2017 21:42]




7609+AI (r1531) | Unofficial modpack | Win8+ fix | Experimental project | Youtube | Trunk (r8814) | 1.13 Starter Docs

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