Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #349977 is a reply to message #349913] Mon, 05 June 2017 13:14 Go to previous messageGo to next message
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Ja2+AI update

https://www.dropbox.com/s/exqjt0awf892g7d/ja2_7609en%2BAI_r421.exe?dl=0

Changes:
- timer fixes (by The_Bob)
- AP_MIN_LIMIT = -100..0
- DrawEnemyHealthBar: zero div fix
- DeductPoints: limit min AP

CountSuspicionValue:
- bonus if observing soldier sees more than one covert soldier
- increase *4 if spy is civilian and alert is raised

CalcSuppressionTolerance:
- balanced suppression tolerance calculation
- fix cowering check

HandleSuppressionFire:
- min/max limits for sFinalSuppressionEffectiveness [0..400]
- better shock calculation
- max shock limited to MAX_SUPPRESSION_SHOCK

EVENT_BeginMercTurn:
- every turn AI soldier gains 2-4 morale points up to limit of 80+2*ExpLevel



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Re: Experimental Project 7[message #350118 is a reply to message #347454] Mon, 19 June 2017 19:52 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
You can make a civ group hostile to both player and enemy:
- set Side 2 or 3 in CivGroupNames.xml, for example: . . . - set group as hostile in GameInit.lua


While this does work, it appears that killing enemy-designated civilians lowers Reputation and Town Loyalty. Certain characters, like Spooky, will complain when these civilians are killed -- even when the civilians initiate combat (fire the first shot). In AV where such civilians are commonplace in several sectors, and because they re-spawn to battle again, Town Loyalties can rapidly drop to zero.

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Re: Experimental Project 7[message #350120 is a reply to message #350118] Mon, 19 June 2017 20:29 Go to previous messageGo to next message
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edmortimer wrote on Mon, 19 June 2017 21:52
While this does work, it appears that killing enemy-designated civilians lowers Reputation and Town Loyalty. Certain characters, like Spooky, will complain when these civilians are killed -- even when the civilians initiate combat (fire the first shot). In AV where such civilians are commonplace in several sectors, and because they re-spawn to battle again, Town Loyalties can rapidly drop to zero.

At least civ groups 22 and 202 in CivGroupNames.xml have loyalty 1 so killing them will affect town loyalty.

Also, you need to set civ group hostile in GameInit.lua, if the civilian is neutral at the start of the game and the player attacks him, default 1.13 code will change his side to 2 by calling
MakeCivHostile( pSoldier, 2 );

EDIT1: (this will be changed hopefully in the next release)
EDIT2: things are even more interesting, the bNewSide passed to MakeCivHostile is simply ignored:
// override passed-in value; default is hostile to player, allied to army
bNewSide = 1;

EDIT3: so, in new release changing side for civ when becoming hostile will look like this:
by default, any civ will change to 1 (hostile to player, allied to army)
if soldier has bSide value defined in CivGroupNames.xml, this value will be used instead of default 1
then, if soldier is IRA, DIMITRI, MIGUEL, CARLOS, MADLAB, DYNAMO, SHANK, he will change to 2
if soldier is MARIA or ANGEL and QUEST_RESCUE_MARIA is in process and QUEST_RESCUE_MARIA is done, then new side = 2
if civ group is REBEL_CIV_GROUP, then side = 2

This change will allow initially neutral civilian to change group to specified value when attacked (if he is not one of those who will always change to 2 like rebels or one of the hardcoded profiles).

[Updated on: Mon, 19 June 2017 23:04]




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Re: Experimental Project 7[message #350129 is a reply to message #349977] Tue, 20 June 2017 09:22 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
Messages:55
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Hey sevenfm, I just discovered this thread and the work you've been doing looks very interesting. But I see some of it (like delayed grenades) has been delivered to main branch, so I'm not sure what I'm missing out on by not using your EXE.

Also, is the experimental stuff on a branch somewhere I can update from & build locally? I try to keep close to the tip revision of main happy

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Re: Experimental Project 7[message #350130 is a reply to message #350129] Tue, 20 June 2017 09:48 Go to previous messageGo to next message
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Franimus wrote on Tue, 20 June 2017 11:22
Hey sevenfm, I just discovered this thread and the work you've been doing looks very interesting. But I see some of it (like delayed grenades) has been delivered to main branch, so I'm not sure what I'm missing out on by not using your EXE.

Unfortunately, only very few features were added to the main trunk from Ja2+AI, mostly because of lack of time. Also, this project is highly experimental, some of the game mechanics are significantly changed, like covert operations feature which uses now suspicion counter or suppression system which works very different.
Also NCTH has tweaked shot distribution and OCTH calculation reworked for better balance. The main change is AI which is much less stupid now in my opinion.
You can find short and incomplete (because of forum limitations) list of Ja2+AI changes and features here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=347454&#msg_347454

Quote:
Also, is the experimental stuff on a branch somewhere I can update from & build locally? I try to keep close to the tip revision of main happy

Will send you link to svn in pm. As the project is still in active development I don't want to make the sources public yet but any 1.13 coder can get access to it.



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Re: Experimental Project 7[message #350132 is a reply to message #350130] Tue, 20 June 2017 17:17 Go to previous messageGo to next message
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Ja2+AI update

https://www.dropbox.com/s/0cvg3evkp5u87k8/ja2_7609en%2BAI_r426.exe?dl=0

Changes:
- r8405 fix: NPCs could get covert flags in old trait system which prevented them from ever losing it making them undetectable. (by silversurfer)
- allow delayed explosions on roofs
- MakeCivHostile: use bSide from CivGroupNames.xml if defined when civilian becomes hostile
- Militia control: use TAKE_COVER order instead of AI_ACTION_RUN_AWAY for retreating to prevent fleeing from sector, set DEFENSIVE attitude for taking cover order
- AP gear bonus fix for 25 AP system
- halve AP loss from wounds when under adrenaline



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Re: Experimental Project 7[message #350139 is a reply to message #350130] Wed, 21 June 2017 04:24 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
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Awesome, thanks! Definitely looking forward to the AI improvements. I'm starting a zombie playthrough and it really bugged me how they just stood there while getting shot at, not to mention the pre-dead soldiers. Also going to try out covert ops for the first time, so glad I don't have to unlearn anything there happy

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Re: Experimental Project 7[message #350274 is a reply to message #332214] Thu, 06 July 2017 20:38 Go to previous messageGo to next message
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Experimental release:

https://www.dropbox.com/s/7g7fsfxdgq61k3n/ja2_7609en%2BAI_test.exe?dl=0

Changes:
- shock needed for cowering increased x2 (so it will take more time to suppress someone to cowering state)
- cowering soldier will always lose cowering state at the start of next turn (and he will stop cowering animation if he has AP>0)
- if soldier is cowering, next turn he will have no more than 16-24 APs (this will allow him to move no more than one tile to cover), he can have less APs if he had negative APs because of wounds etc.
- SOFT_IRON_MAN option is enabled by default (because why not?)
- fixed OCTH aim clicks limit calculation (when soldier had high shock level he could have 8 aim levels)
- AI avoids corpses and light at night using path code (experimental, mostly should be noticeable at night battles)
- new calculation of marksmanship and dexterity penalty from shock

Please test and write feedback here.



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Re: Experimental Project 7[message #350365 is a reply to message #332214] Fri, 21 July 2017 00:27 Go to previous messageGo to next message
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Test version with some fixes from The_Bob (r8399, r8400, r8401, r8404, r8407) and improved AI use of grenades/mortars/GLs:
https://www.dropbox.com/s/ww5z9pbj39ww9nt/ja2_7609%2BAI_Build170721.exe?dl=0



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Re: Experimental Project 7[message #350409 is a reply to message #332214] Sat, 29 July 2017 01:27 Go to previous messageGo to next message
ralphus
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Registered:July 2017
Am I correct in thinking the +fix version is no longer offered and the +AI version is the only one available? None of the fix links I can find work. I'm new to modded JA2 and was thinking the +fix version would probably be ideal for me, but if I'm not likely to encounter game-ending bugs, I'll use the +AI version.

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Re: Experimental Project 7[message #350411 is a reply to message #350409] Sat, 29 July 2017 09:25 Go to previous messageGo to next message
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ralphus wrote on Sat, 29 July 2017 03:27
Am I correct in thinking the +fix version is no longer offered and the +AI version is the only one available? None of the fix links I can find work. I'm new to modded JA2 and was thinking the +fix version would probably be ideal for me, but if I'm not likely to encounter game-ending bugs, I'll use the +AI version.

Actual Ja2+fix version with timer tweaks for win10 is here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21864&goto=349850&#msg_349850
Old links are dead because I cannot edit my own posts on this forum for some unknown reason.

There should be no game breaking bugs in Ja2+AI also, but it is much more experimental.



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Re: Experimental Project 7[message #350412 is a reply to message #350411] Sat, 29 July 2017 20:30 Go to previous messageGo to next message
ralphus
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Thanks! As soon as I research enough to understand WTF to actually do (it's all set up--I mean playing the game itself), I will go with the AI version.

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Re: Experimental Project 7[message #350508 is a reply to message #350412] Tue, 08 August 2017 19:22 Go to previous messageGo to next message
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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]




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Re: Experimental Project 7[message #350518 is a reply to message #350508] Wed, 09 August 2017 23:20 Go to previous messageGo to next message
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Demo: AI uses flashlights at night.

Some soldiers will activate flashlights when in peaceful state (no alert raised yet).
When alert is raised, all flashlights will be switched off.
There are some restrictions - AI will not activate flashlight if he is wearing NVG or sitting on a roof or in the room or if there are many friends nearby, also AI will not use flashlights in restricted area (sector curfew = 2).

Note: no real flashlight items are used for simplicity, it's just a light effect.

[Updated on: Wed, 09 August 2017 23:20]




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Re: Experimental Project 7[message #350520 is a reply to message #350518] Thu, 10 August 2017 04:20 Go to previous messageGo to next message
Buggler is currently offline Buggler

 
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sevenfm wrote on Wed, 09 August 2017 20:20
Demo: AI uses flashlights at night.


Thanks a lot for the frequent AI fixes and iteration.

Given that AI has been missing most of the new toys we have, AI improvements is all the more appreciated to maintain game balance. happy



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Re: Experimental Project 7[message #350526 is a reply to message #350520] Thu, 10 August 2017 10:52 Go to previous messageGo to next message
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New feature: use Flashlights for recon in Red/Black state

- AI will sometimes use flashlights in Red state to reveal enemy positions, checking publicly known opponents that are close enough (distance < DAY_VISION_RANGE / 2) and not hiding behind obstacles so they could be seen possibly after turning and activating flashlight.
- AI will sometimes turn on flashlight at night before shooting at opponent for better CTH and to allow his friends to see his opponent.

These actions will not happen often as there are many restrictions and a random check based on soldier difficulty (so elites will use it more often), but sometimes it may become a nice surprise for a player.

AI soldier will check that he will not reveal his friends when activating flashlight and he will turn flashlight off if some of his friends walk into lighted area.
AI will not use flashlights if he is wearing NVG or he is in dangerous position (under fire or near fresh corpse)
AI will not use flashlights in restricted area (curfew = 2) or when in a building, in water or smoke/gas.



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Re: Experimental Project 7[message #350532 is a reply to message #350526] Thu, 10 August 2017 18:28 Go to previous messageGo to next message
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One small improvement for convenience:

Reinforcements cannot appear near player merc. This is done by removing map edgepoints too close for any player merc in ChooseMapEdgepoints.
As a result, there will be much less moments when enemy soldier arrives to sector and appears directly behind player mercs.
This can be abused by player to some degree by placing his mercs on the edge of the map before enemy reinforcements arrive, but it cannot stop reinforcements completely - map edgepoint is removed only if there are more remaining edgepoints than requested by code.
This change also applied to militia reinforcements because there's no diference in the code.

Demo picture:
http://i.imgur.com/tMM9uvP.png
There are three yellow dots that show merc's locations.
You can see that red dots (reinforcement soldiers) are placed at some distance from yellow dots (player mercs).
Min. distance is set to DAY_VISION_RANGE / 2 which is usually equal to night vision distance so there will be no immediate contact between mercs and soldiers.



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Re: Experimental Project 7[message #350533 is a reply to message #350532] Thu, 10 August 2017 19:04 Go to previous messageGo to next message
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Quote:
One small improvement for convenience:

Reinforcements cannot appear near player merc.



Nice! That should eliminate crashes when Player Mercs see reinforcements spawning!

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Re: Experimental Project 7[message #350534 is a reply to message #350533] Thu, 10 August 2017 19:14 Go to previous messageGo to next message
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edmortimer wrote on Thu, 10 August 2017 21:04
Nice! That should eliminate crashes when Player Mercs see reinforcements spawning!

If there are crashes, they should be fixed. I never experienced any reinforcements related crashes because I always play with reinforcements disabled, mostly because I don't like when they appear too close to my mercs.



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Re: Experimental Project 7[message #350535 is a reply to message #350534] Thu, 10 August 2017 19:18 Go to previous messageGo to next message
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Quote:
Nice! That should eliminate crashes when Player Mercs see reinforcements spawning!


If there are crashes, they should be fixed. I never experienced any reinforcements related crashes because I always play with reinforcements disabled, mostly because I don't like when they appear too close to my mercs.


:-) I always play with reinforcements enabled, and do experience crashes every time one of my Player Mercs see reinforcements spawning. Thank you for fixing this even though it did not trouble you personally!

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Re: Experimental Project 7[message #350536 is a reply to message #350535] Thu, 10 August 2017 19:27 Go to previous messageGo to next message
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edmortimer wrote on Thu, 10 August 2017 21:18
:-) I always play with reinforcements enabled, and do experience crashes every time one of my Player Mercs see reinforcements spawning. Thank you for fixing this even though it did not trouble you personally!

Then I probably need a save to try to fix this. I don't remember other players reporting this crash, maybe it has something related to your mod or settings?
Also, this change will not fix the crash because distance is only half of day vision range so at day your mercs will see enemy, also if there are not enough edgepoints to place reinforcements, they will appear anywhere regardless if there are mercs close or not.

[Updated on: Thu, 10 August 2017 19:29]




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Re: Experimental Project 7[message #350537 is a reply to message #350536] Thu, 10 August 2017 20:02 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Also, this change will not fix the crash because distance is only half of day vision range so at day your mercs will see enemy, also if there are not enough edgepoints to place reinforcements, they will appear anywhere regardless if there are mercs close or not.


It will help. Even with half vision distance there will many times be obstructions in the way to block LOS.

As for saves -- it is an old vanilla fault: crashes when Player Mercs see enemy spawning. Next time it happens to me I'll send you a save.

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Re: Experimental Project 7[message #350626 is a reply to message #350508] Thu, 17 August 2017 18:49 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
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sevenfm wrote on Tue, 08 August 2017 16:22
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



With this german exe an a new clean install for german crash the game when here click the OK-Button.

https://abload.de/img/absturz0jy78.jpg

Is that already known? With the original exe of 24.10.2014 everything goes!

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Re: Experimental Project 7[message #350627 is a reply to message #350626] Thu, 17 August 2017 20:35 Go to previous messageGo to next message
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DocSchuh wrote on Thu, 17 August 2017 20:49

With this german exe an a new clean install for german crash the game when here click the OK-Button.

https://abload.de/img/absturz0jy78.jpg

Is that already known? With the original exe of 24.10.2014 everything goes!

Yes it's a known problem - German version of Ja2+AI crashes at IMP creation, this was reported earlier but wasn't fixed yet, mostly because I don't have a German version of Ja2 1.13 and also have no idea why it crashes when other versions (English or Russian) work fine. Maybe it has something related to VS version I use (2010) or the way I compile language versions of Ja2.



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Re: Experimental Project 7[message #350628 is a reply to message #350627] Thu, 17 August 2017 21:40 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
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Quote:
Yes it's a known problem - German version of Ja2+AI crashes at IMP creation, this was reported earlier but wasn't fixed yet, mostly because I don't have a German version of Ja2 1.13 and also have no idea why it crashes when other versions (English or Russian) work fine. Maybe it has something related to VS version I use (2010) or the way I compile language versions of Ja2.


I have send you an PM with the link for the german original GameDir.


Would be great if that would run. Perhaps you can fix with the editor and the NUM_P_ITEMS synonymous immediately.

Thank you for your help

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Re: Experimental Project 7[message #350636 is a reply to message #350508] Fri, 18 August 2017 19:04 Go to previous messageGo to next message
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Friday Ja2+AI update:

https://www.dropbox.com/s/73ca5tk758m2bz4/ja2_7609en%2BAI_r472.exe?dl=0

Changes:
- GetCorpseAtGridNo: improved code
- always give first turn to enemy when starting turnbased manually (experimental change to prevent exploits)
- don't allow reinforcements to appear directly near player mercs (experimental change to stop enemy reinforcements from appearing directly behind player mercs)
- improved night movement code for AI (more aggressive behavior if there are many friends nearby, use running to find known but unseen enemy faster)
- AI uses flashlights at night in Green state (will turn flashlights off when alert is raised)
- AI will use flashlight in Red state to reveal enemy positions
- AI will sometimes use flashlight in Black state before shooting (for better CTH and to allow his friends to see this opponent)
- enemy soldier can uncover covert merc at very close range (1 tile) if alert is raised and observer is officer or has higher rank or has same rank and higher experience (so it will be dangerous to approach enemy soldiers of high rank when alert is raised)
- fixed bug in suspicion calculation
- multiply suspicion value by uniform level (3 for elite, 2 for regular, 1 for admin or civilian) (so the player has choice to use less suspicious uniform or use elite uniform to carry better equipment)
- reworked SkipCoverCheck code: allow cover once in a turn, also allow cover after attack and if soldier has no cover at spot (now cover decision should be more logical, with less repetitive stupid movements in Red state)
- don't allow cover check in realtime for better performance
- Red AI: bonus to Watch decision if soldier is sniper or has scoped weapon
- improved CalcBestShot code (improved code for shooting at visible/invisible targets taking into account current knowledge, also better target selection)



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Re: Experimental Project 7[message #350645 is a reply to message #350636] Sat, 19 August 2017 16:50 Go to previous messageGo to next message
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Updated LoadScreenHints.xml with some useful hints for playing with Ja2+AI:

https://www.dropbox.com/s/jhi7pm9pj8n81l9/LoadScreenHints.xml?dl=0



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icon5.gif  Re: Experimental Project 7[message #350648 is a reply to message #350636] Sat, 19 August 2017 17:44 Go to previous messageGo to next message
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Registered:October 2010
Location: Finland
I played today ja2_7609en+AI_r472.exe. Some questions:


  1. Seems when exiting battle mode some backpacks are automatically picked up, but not all. Perhaps mercs in same squad as the merc to kill the last enemy get their backpacks picked up. Is this intended behaviour?
  2. Control-Shift-F no longer makes mercs pick up their own backpack. It does empty backpacks. Is there a new hot key to pick up dropped backpacks?
  3. Is the enemy playing with different rules? Now that I have playd in the jungle sectors around Chitzena, enemy seems very good at going to tiles my mercs can not see. I suspect enemy does not need to see all my mercs to know good hiding places. When I try to stay hidden it seems to never work, enemy sees my stealth mode mercs with 15 % camo right when they are within sight rance, unless enemy has their back turned.
  4. Is there some changes now in aiming or rifle accuracy? Seems 20 to 25 tiles away is too much distance to hit with rifles even for good mercs. I have only 2 times scopes, but even Stephen is an awful shot with Mini-14. The mercs do go prone, use scope, spend ap to aiming, are rested and are not hurt or the injury is already bandaged. Still it seems best procedure is to just spray a lot of bullets and hope for hits. The enemy is also very bad shot, but occasionally they get sudden inspiration and get very accurate.

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Corporal
Re: Experimental Project 7[message #350652 is a reply to message #350648] Sat, 19 August 2017 19:15 Go to previous messageGo to next message
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Messages:2662
Registered:December 2012
Location: Russian Federation
Taleman wrote on Sat, 19 August 2017 19:44
I played today ja2_7609en+AI_r472.exe. Some questions:
Seems when exiting battle mode some backpacks are automatically picked up, but not all. Perhaps mercs in same squad as the merc to kill the last enemy get their backpacks picked up. Is this intended behaviour?

All mercs in the sector should pick up backpack when combat ends. I will check this.

Quote:
Control-Shift-F no longer makes mercs pick up their own backpack. It does empty backpacks. Is there a new hot key to pick up dropped backpacks?

No, the hotkey is the same. This may be related to r8404 change by The_Bob which also empties LBE items in inventory when calling SeperateItems().
The problem with picking up backpacks may be related to 1.13 LBE bugs.
Also, if you are playing with new mouse commands (ALTERNATE_MOUSE_COMMANDS = TRUE), then CTRL+ALT+MouseWheelUp allows to pick up backpacks for all mercs in sector.

Quote:
Is the enemy playing with different rules?

No, the rules are the same for player and AI, so AI soldier cannot know opponent's location if he cannot see or hear him.

Quote:
Now that I have played in the jungle sectors around Chitzena, enemy seems very good at going to tiles my mercs can not see.

Yes, it's intended behavior as AI will always try to hide from known (recently seen or heard) opponents, also he will always try to hide behind some obstacle so it helps to hide from player even if AI doesn' know exact location as any obstacle like tree, rock or even grass provides sight cover.
From my experience, it is very hard to fight in dense sectors like forest or jungle, so it usually needs some special tactics, for example using fire to remove cover for enemy and prevent enemy from flanking, also shooting for suppression and using a lot of grenades. Or using mercs disguised as soldiers to be used as spotters.

Quote:
I suspect enemy does not need to see all my mercs to know good hiding places.

It is true as AI can know opponent's location by hearing, for example when your merc is shooting or moving. Also when AI soldier hides behind the obstace, it usually provides cover from opponents in the cover direction and not only from your exact location. AI also remembers opponent's location for 3 turns though information may become inaccurate - you can use it by shooting to attract enemy attention and then, if he doesn't want to come, approach from flank - you will see that AI soldier will usually look in your old direction trying to ambush you.

Quote:
When I try to stay hidden it seems to never work, enemy sees my stealth mode mercs with 15 % camo right when they are within sight rance, unless enemy has their back turned.

Stealth mode doesn't help to hide, it only makes your steps silent if your merc has high enough stats (agility and experience if I remember correctly). In my tests I have no problem to hide from enemy, so I use it to approach from flank and killing him, the important thing is that you should not make any noise.
Also take into account that enemy soldiers can have scopes equipped that greatly enhance vision range.

Quote:
Is there some changes now in aiming or rifle accuracy? Seems 20 to 25 tiles away is too much distance to hit with rifles even for good mercs. I have only 2 times scopes, but even Stephen is an awful shot with Mini-14. The mercs do go prone, use scope, spend ap to aiming, are rested and are not hurt or the injury is already bandaged. Still it seems best procedure is to just spray a lot of bullets and hope for hits. The enemy is also very bad shot, but occasionally they get sudden inspiration and get very accurate.

It depends on what aiming system you are using, as OCTH and NCTH are very different.
If you are playing in OCTH, target movement plays important role as it greatly reduces your CTH, you can counter that by shooting with autofire using tracer bullets, or simply suppress enemy and kill him next turn when he cannot move much.
Also, in both systems, suppression fire reduces marksmanship and dexterity of soldiers, so if your merc is under heavy fire, he cannot shoot effectively. And since AI shoots for suppression a lot on heard targets, it may become a problem.
You can counter this by tactics - in your front line there should be mercs with fast shooting SMGs or ARs that suppress enemy and take enemy fire, in your back line there should be snipers that don't get suppressed so they can shoot accurately.
There are no hidden CTH bonuses for AI except those that exist in Ja2_options.ini and CTHConstants.ini since original 7609. In OCTH minimum CTH is set to 1% when shooting at legs/torso, so sometimes AI and you will hit each other. In NCTH there is no such thing as calculated CTH, but NCTH shooting mechanics means there's always a good chance to hit target, especially with autofire, so it may look sometimes as extremely lucky shot, especially in Ja2+AI when enemy shoots much more.
I can say that in my tests with OCTH I have no problem hitting enemy unless he moved a lot his turn or he is behind good cover or my merc has high suppression shock.
If you are using NCTH it's recommended to make some adjustments to CTHConstants.ini as default values are really bad and unbalanced compared to good old OCTH.

[Updated on: Sat, 19 August 2017 19:32]




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Re: Experimental Project 7[message #350653 is a reply to message #332214] Sat, 19 August 2017 20:53 Go to previous messageGo to next message
Curudan is currently offline Curudan
Messages:3
Registered:August 2017
I'm trying to put together a combination of your latest 1.13+ai build with SDO and Wildfire maps, but every time I select one of the SDO map mods I get this error message:

RUNTIME ERROR
PRESS <ESC> TO EXIT

File     : XML_FacilityTypes.cpp
Line     : 860
Function : facilitytypeEndElementHandle
 FacilityTypes.XML Error: Assignment type for facility 8 is unrecognized!

File     : init.cpp
Line     : 1480
Function : InitializeJA2
 Loading external data failed


This happens regardless of whether I select the WF+SDO maps or the 1.13+SDO maps.

Steps I went through to put this pack together.

  1. I downloaded the 7435 release then updated it to 7609.
  2. I followed the SVN method listed in the SDO Topic to install SDO + Wildfire maps.
  3. I downloaded your latest +AI build and dropped it into the JA2 folder.
  4. I selected the SDO INI, your +AI executable, and one of the SDO map mods in the INI Editor.
  5. I then launched the game using the INI Editor.

Thanks for taking the time to look at my problem. I really appreciate all the work everyone has put into keeping this classic fresh for new play-throughs.

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Civilian
Re: Experimental Project 7[message #350654 is a reply to message #350652] Sat, 19 August 2017 21:11 Go to previous messageGo to next message
Taleman is currently offline Taleman

 
Messages:68
Registered:October 2010
Location: Finland
Thanks for excellent reply.

I am playing with New Chance To Hit. I'll see that file. Already discoverd normal shooting distance is 7 tiles, it is a surprise it is that low, Is there anywhere a good or recommended CTHConstants.ini?

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Corporal
Re: Experimental Project 7[message #350656 is a reply to message #350653] Sat, 19 August 2017 21:35 Go to previous messageGo to next message
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Messages:2662
Registered:December 2012
Location: Russian Federation
Curudan wrote on Sat, 19 August 2017 22:53
I'm trying to put together a combination of your latest 1.13+ai build with SDO and Wildfire maps, but every time I select one of the SDO map mods I get this error message:
...

If you downloaded Wildfire 6.07 from svn, you need to rename some files to make it compatible with stable 7609 release, see here:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=19409&goto=340695&#msg_340695



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Re: Experimental Project 7[message #350657 is a reply to message #350654] Sat, 19 August 2017 21:44 Go to previous messageGo to next message
Deleted.

 
Messages:2662
Registered:December 2012
Location: Russian Federation
Taleman wrote on Sat, 19 August 2017 23:11
Thanks for excellent reply.

I am playing with New Chance To Hit. I'll see that file. Already discoverd normal shooting distance is 7 tiles, it is a surprise it is that low, Is there anywhere a good or recommended CTHConstants.ini?

I use these NCTH settings:
[General]
DEGREES_MAXIMUM_APERTURE = 15
GRAVITY_COEFFICIENT = 6.0
VERTICAL_BIAS = 1.0
RANGE_COEFFICIENT = 0.8
IRON_SIGHT_PERFORMANCE_BONUS = 35.0

[Base CTH]
BASE_EXP = 1.0
BASE_MARKS = 4.0
BASE_WIS = 1.0
BASE_DEX = 4.0
BASE_STANDING_STANCE = 2.0
BASE_CROUCHING_STANCE = 2.5
BASE_PRONE_STANCE = 3.0

BASE_DIFFICULTY_NOVICE = 0.0
BASE_DIFFICULTY_EXPERIENCED = 0.0
BASE_DIFFICULTY_EXPERT = 0.0
BASE_DIFFICULTY_INSANE = 0.0

[Aiming CTH]
AIM_EXP = 1.0
AIM_MARKS = 8.0
AIM_WIS = 2.0
AIM_DEX = 1.0
AIM_DRAW_COST = 0.5
AIM_STANDING_STANCE = 1.5
AIM_CROUCHING_STANCE = 1.0
AIM_PRONE_STANCE = 0.5

AIM_DIFFICULTY_NOVICE = 0.0
AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 0.0
AIM_DIFFICULTY_INSANE = 0.0

[Shooting Mechanism]
MOVEMENT_TRACKING_DIFFICULTY = 40
MOVEMENT_PENALTY_PER_TILE = 2.0
NORMAL_RECOIL_DISTANCE = 70
MAX_BULLET_DEV = 5.0

MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.5
MAX_EFFECTIVE_RANGE_REDUCTION = 0.1
MAX_EFFECTIVE_USE_GRADIENT = TRUE

Normal shooting distance 70 should be ok, but can also be changed to:
NORMAL_SHOOTING_DISTANCE = 200
SCOPE_RANGE_MULTIPLIER = 0.3
AIM_TOO_CLOSE_SCOPE = -1.0

You can test these settings and see if they work for you or need adjusting.
Also it's not recommended to lower DEGREES_MAXIMUM_APERTURE value as it will make all shots more accurate breaking balance between different guns like pistols and rifles as a result.

Also, from my experience, it is recommended to use NCTH with mods as they have much better NCTH balance than stock 1.13. For example, SDO mod has good NCTH balance and plays very well, especially with modified CTHConstants.ini.

[Updated on: Sat, 19 August 2017 21:48]




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Re: Experimental Project 7[message #350660 is a reply to message #350656] Sun, 20 August 2017 00:02 Go to previous messageGo to next message
Curudan is currently offline Curudan
Messages:3
Registered:August 2017
sevenfm wrote on Sat, 19 August 2017 14:35

If you downloaded Wildfire 6.07 from svn, you need to rename some files to make it compatible with stable 7609 release, see here:


Ah, thanks. It looks like the latest FacilityTypes.xml uploaded to the SDO SVN isn't compatible with 7609, but the FacilityTypes.xml from the stable revision seems to work fine copied over the rest of the unstable revision.

It seems to be working fine now, especially with the NTCH settings you just posted. Thanks for your help!

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Civilian
Re: Experimental Project 7[message #350661 is a reply to message #350653] Sun, 20 August 2017 00:12 Go to previous messageGo to next message
LatZee is currently offline LatZee

 
Messages:186
Registered:December 2015
Curudan wrote on Sat, 19 August 2017 19:53



  1. I downloaded the 7435 release then updated it to 7609.
  2. I followed the SVN method listed in the SDO Topic to install SDO + Wildfire maps.
  3. I downloaded your latest +AI build and dropped it into the JA2 folder.
  4. I selected the SDO INI, your +AI executable, and one of the SDO map mods in the INI Editor.
  5. I then launched the game using the INI Editor.


Thanks for taking the time to look at my problem. I really appreciate all the work everyone has put into keeping this classic fresh for new play-throughs.


Just a check, which SVN did you use in step 2? big grin
https://ja2svn.mooo.com/source/ja2/branches/Strohmann/Unstable_Revisions/ is for a later release and naturally wont work with Seven's executable.

https://ja2svn.mooo.com/source/ja2/branches/Strohmann/Stable_Revision_7435/ is one that should work. It is also avaliable as direct download at https://www.mediafire.com/folder/419k57yq1i4j7/Stable_Release_2014 which is a version that I have installed so I can vouch that it works with +AI exe.

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Re: Experimental Project 7[message #350667 is a reply to message #350661] Sun, 20 August 2017 04:28 Go to previous messageGo to next message
Curudan is currently offline Curudan
Messages:3
Registered:August 2017
Yeah, you caught me.shy I didn't realize the unstable revision of SDO wouldn't work with build 7609.

Though, it seems to be working now that I swapped in the FacilityTypes.xml from the stable revision. Fingers crossed that it keeps on working.

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Civilian
Re: Experimental Project 7[message #350676 is a reply to message #350656] Sun, 20 August 2017 22:33 Go to previous messageGo to next message
Deleted.

 
Messages:2662
Registered:December 2012
Location: Russian Federation
Ja2+AI update with some fixes:

https://www.dropbox.com/s/iufzjle8wzfzb6u/ja2_7609en%2BAI_r473.exe?dl=0
https://www.dropbox.com/s/nxlqgrn12k9g8u6/ja2_7609ge%2BAI_r473.exe?dl=0

Changes:
- sometimes AI will incorrectly calculate APs needed for attack (this can be related to incorrect AP calculation for hip firing mode), allow him to shoot anyway and go into negative APs to prevent problems with AI behavior
- stop auto disguise when applying clothes
- localization fixes for covert strings
- removed GERMAN defines for tactical keys, so cheat code for German version is GABBI
- Shift+B - drop backpacks for current squad only
- Ctrl+B - pick up backpacks for current squad only
- Ctrl+Shift+F - pick up backpacks for all mercs in sector, also sort and separate items
- SeparateItems: disable "also empty out LBE items in sector inventory" code from r8408
- all mercs in sector will pick up backpacks when combat is ended

Useful files:
- updated LoadScreenHints.xml with additional hints for Ja2+AI
https://www.dropbox.com/s/jhi7pm9pj8n81l9/LoadScreenHints.xml?dl=0

[Updated on: Sun, 20 August 2017 22:34]




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Re: Experimental Project 7[message #350717 is a reply to message #350676] Wed, 23 August 2017 23:55 Go to previous messageGo to next message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Sun, 20 August 2017 19:33
Ja2+AI update with some fixes:


https://www.dropbox.com/s/nxlqgrn12k9g8u6/ja2_7609ge%2BAI_r473.exe?dl=0



The german version started. The savegame from the original exe run with my own IMP-Soilders the i have make with here. The bug with the character editor is still present on the same place.

Can this do with what missing entries in the Skills_Settings.INI or Ja2_Options.INI?

Is it possible to get matching INI files for the new exe? I can test with this...

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Re: Experimental Project 7[message #350718 is a reply to message #350717] Thu, 24 August 2017 00:00 Go to previous messageGo to next message
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Messages:2662
Registered:December 2012
Location: Russian Federation
DocSchuh wrote on Thu, 24 August 2017 01:55
The german version started. The savegame from the original exe run with my own IMP-Soilders the i have make with here. The bug with the character editor is still present on the same place.

IMP bug is not fixed yet. I hope to fix it someday but will not promise to fix it soon.
You should be able to make your IMPs in original 1.13 Ja2.exe and then import them in Ja2+AI - enter name of your IMP instead of XEP624 code.

Quote:
Can this do with what missing entries in the Skills_Settings.INI or Ja2_Options.INI?
Is it possible to get matching INI files for the new exe? I can test with this...

Sorry, I don't understand. What entries are missing? There are no ini entries in Ja2+AI.exe, it uses default 1.13 files for INI settings.



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Re: Experimental Project 7[message #350728 is a reply to message #350718] Thu, 24 August 2017 19:58 Go to previous messageGo to previous message
waSchtl is currently offline waSchtl

 
Messages:93
Registered:February 2007
Location: Bavaria, Germany
sevenfm wrote on Wed, 23 August 2017 21:00
Sorry, I don't understand. What entries are missing? There are no ini entries in Ja2+AI.exe, it uses default 1.13 files for INI settings.


1. What is the Mod_Settings.ini? or how it is loaded with the Ja2+AI.exe

2. What is the DifficultySettings.xml? or how it is loaded with the Ja2+AI.exe

3. Externalized sector loadscreens make trouble. In which format and size they have to be stored? Is enough *.png in 640x480? USE_EXTERNALIZED_LOADSCREENS = TRUE

4. With Windows 10 x64-Bit the Airscreen and Militiascreen are broken. If I have the Windows 8 Fix files ddraw.ddl, libwine.dll und wine3d.dll deleted the screens are good then jerks the game and is not playable.

http://abload.de/thumb/airspacescreen9hs1o.jpg http://abload.de/thumb/mobilemilitiascreenxgs85.jpg

5. If the files from the ambient SSA folder are played automatically or must be specified where?

6. What is with the experimental feature drive cars in tactical an other new functions? In various other mods these settings are to be found.

7. Works the Food-Feature with the new exe correctly? With the original exe from stable Version my Merc wants to have 85% already water and needed several days nothing to eat. I think this feature is not mellow!!!

8. What ist with the Sandbag feature and his function. I have no idea how to use it and for which it should be good.

Sorry for the many questions I hope nevertheless that you can answer me this. Many Thanks!

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