ja2_7609+AI 中文版更新:r2046

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详情《JA2 1.13 稳定版 AI 增强 MOD【中文版】

部分 r1944~r2046 新特性视频(Y2B,自备木弟子)

(都2025了,有AI帮忙翻译:)

1982

主要特性:
- 士兵可以集中注意力在选定的位置
- 集中位置会立即提供+1的中断奖励,随着时间的推移最多可达到+4
- 如果集中功能激活,则不会获得观察位置的奖励
- 在集中位置外的中断等级会受到-2的惩罚
- 可以在观察模式(L键或鼠标中键)或使用技能菜单(Shift+4,Alt+右键)激活

新视野模式:
- 默认禁用白天/明亮视野的瞄准镜加成
- 白天/明亮视野加成在集中或观察区域生效
- 白天/明亮视野加成在观察位置生效(士兵可以记住最近看到/听到的敌人的最多3个位置)
- 激活集中/观察的AP消耗为AP_SPOTTER + 基于距离的加成
- 夜间/洞穴视野的瞄准镜加成与之前相同
- 在观察模式下,正常视野限制为TACTICAL_RANGE / 4格

演示视频:

r1994

允许拾取延迟手榴弹并扔回,不显示延迟手榴弹的解除消息框。
为携带已激活物品的士兵启用爆炸警告(Flugente的原始功能)。
在拾取的已激活手榴弹上显示时间计数器。
不允许将拾取的已激活手榴弹作为手榴弹投掷,使用投掷普通物品的代码。

r1944~r2046log

r2046
SightCoverAtSpot: 在使用无限检查时不计算可见距离。SightCoverAtSpot, AnyCoverAtSpot: 通过按距离排序对手来优化搜索。
---------------------
r2045
AttachObjectOAS: 仅对爆炸物使用已激活手榴弹检查。AI路径调整:使用手电筒时不避光。AIUseFlashlightCondition: 检查最小MORALE_CONFIDENT。红色AI:仅在不使用手电筒时避光。
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r2044
仅在尝试附加时检查爆炸物的bDelay。
---------------------
r2043
修复了r2041中引入的关键错误。
---------------------
r2042
DSM修复。
---------------------
r2041
在肖像条工具提示中显示休克百分比。
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r2040
仅在战术屏幕上显示面部士气条上的休克等级。
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r2039
士气条上的休克等级。如果休克等级高于士气且士兵未处于肾上腺素效果下,则对压制耐受性施加额外惩罚,使士兵更容易对压制做出反应(蹲下/趴下)。
---------------------
r2038
在俯视地图上显示最后一个敌人:同时显示定义了平民组的非中立平民。
---------------------
r2037
恢复了女王增援之间的默认延迟。
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r2036
拖动代码更新。
---------------------
r2035
小幅度代码改进。
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r2034
按下SHIFT时显示最近已知敌人的位置。当敌人移动到掩体时更新玩家的知识。
---------------------
r2033
不显示隐藏房间中的可拖动物体。
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r2032
在拖动模式激活时显示可拖动物体。
---------------------
r2031
显示可能的集中/观察位置:- 限制为最大可能的视野距离 - 用颜色标记知识,最近的用最亮的颜色
---------------------
r2030
仅在观察模式下显示可能的集中/观察位置。
---------------------
r2029
将夜间/洞穴视野的观察半径限制为1。
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r2028
减少近距离集中的加成。
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r2027
在距离>TACTICAL_RANGE时使用双筒望远镜增加观察半径。当观察/集中激活时禁用集中点的隧道视野。OCTH, NCTH: 当观察者激活时,射击未看见的目标没有惩罚。
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r2026
降低使用集中技能的AP消耗。NCTH, OCTH: 在集中点射击有小幅加成。改进了第二层上的观察/集中/敌人位置圈的显示。
---------------------
r2025
显示已知对手的位置:允许手持双筒望远镜时使用。
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r2024
改进选择士兵背心的代码。显示已知敌人位置时不检查MAX_VISION_RANGE。
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r2023
激活集中/观察时以蓝色、绿色显示AP。添加了AI调试消息。显示已知对手的位置为灰色圆圈,如果士兵是活跃的,未昏迷/畏缩,朝对手方向看并举起武器...
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r2022
食物系统:- 当状态受损时以橙色显示消息 - 当状态受损时停止时间压缩 - 当士兵饥饿/口渴且有状态受损风险时显示消息 - 如果因流血停止时间压缩...
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r2021
停止观察/集中:改进更新视野的代码。DeductPoints: 仅在士兵观察时调用StopSpotting。射击畏缩目标时设置基础/瞄准惩罚为-25.0/-50.0
---------------------
r2020
移除了NEW_AI_TACTICAL选项。
---------------------
r2019
NCTH: BASE_SHOCK, AIM_SHOCK定义射击畏缩目标时的最大惩罚,随距离缩放(在TACTICL_RANGE时为满值,在零距离时为0)。
---------------------
r2018
UseSkill: 仅对玩家队伍显示无法使用技能的消息。AI: 在决定集中前额外检查是否可以使用技能。
---------------------
r2017
禁用AI的观察位置视野加成。改进对有效pSoldier的检查。
---------------------
r2016
重新启用隐蔽佣兵的自动重新伪装代码(但仍需更改被识破的制服类型)。
---------------------
r2015
士兵AI工具提示:显示集中/观察者状态。
---------------------
r2014
无线电监听允许在战术面板上显示军队士兵的数量。
---------------------
r2013
战术面板:显示背包。
---------------------
r2012
战术面板:显示区域内剩余的军队士兵/民兵数量。
---------------------
r2011
压制:仅在无法趴下时以蹲姿畏缩。
---------------------
r2010
压制:增加士兵在肾上腺素作用下反应的最小点数。改进俄语翻译。
---------------------
r2009
如果游戏文件夹中存在Logs文件夹,则始终写入AI日志。移除选项:- AI_DEBUG_INFO - AI_DECISION_INFO - AI_DECISION_TOPIC_INFO - AI_MISC_INFO - AI_COVER_INFO - AI_SHOT_INFO - BR_INFO
---------------------
r2008
AI集中技能:更频繁地集中在有掩体的位置。
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r2007
禁用实验性枪口闪光代码。
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r2006
TileEngine包含清理(由Asdow完成)。
---------------------
r2005
压制火力后的畏缩:改进代码以在站立/蹲姿时开始畏缩。
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r2004
NewDest: 如果路径中发现栅栏/水/门,则将AI的爬行切换为匍匐。
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r2003
ChooseArmourForSoldierCreateStruct: - 修复了士兵过于频繁拥有装甲附件的错误 - 降低精英拥有装甲附件的几率
---------------------
r2002
ItemIsLegal: 不允许usItemClass = 0。
---------------------
r2001
改进掩体缓存:使用迭代器避免二次搜索。
---------------------
r2000
当目标士兵距离太远无法交谈时显示消息。在TacticalStr中添加缺失的德语字符串。
---------------------
r1999
修复了在没有扩展耳的情况下与敌人交谈的问题:增加交谈距离到TACITCAL_RANGE。SetAttachmentSlotsFlag: 代码优化,使用迭代器避免额外的地图搜索。LogDecideInfo: 记录集中/观察信息。LogKnowledge...
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r1998
移除renderworld.cpp中未使用的包含文件。
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r1997
SetAttachmentSlotsFlag: 代码优化,缓存点/物品地图中的附件插槽。
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r1996
SetAttachmentSlotsFlag: 改进检查数组边界的代码。
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r1995
不允许附加已激活的手榴弹。
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r1994
主要红色AI:在使用集中技能和安全位置时更频繁地使用观察。显示非活跃佣兵:按下ALT时显示F键。改进确定AI安全位置的代码。
---------------------
r1993
允许拾取延迟手榴弹并扔回,不显示延迟手榴弹的解除消息框。为携带已激活物品的士兵启用爆炸警告(Flugente的原始功能)。在拾取的已激活手榴弹上显示时间计数器。不允许将拾取的已激活手榴弹作为手榴弹投掷,使用投掷普通物品的代码。
---------------------
r1992
如果士兵有压制点数则不中断。如果士兵在火力下则中断等级受到惩罚。
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r1991
使用右键切换战术面板模式。
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r1990
在疯狂难度下将视野加成限制为5%。红色AI观察决策:如果士兵在火力下、上一回合看到敌人或敌人比TACTICAL_RANGE / 2更近,则不开始集中。
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r1989
HasThermalOptics: 仅在集中模式下的瞄准镜、手持双筒望远镜或装备(面部物品、头盔等)中生效。
---------------------
r1988
AI使用集中技能:在回合制中不为新回合开始。重新启用AI在观察位置的白天/明亮视野加成。FindCombatFocusSpot: 从所有已知对手位置+观察位置中选择随机集中点。红色AI:可能...
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r1987
绿色、黄色AI:可能使用集中技能扫描区域。
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r1986
添加了AI_ACTION_STOP_FOCUS动作。红色AI:在决定观察时可能开始集中在最高观察点。绿色、黄色、红色AI:可能停止集中。
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r1985
CalcInterruptDuelPts: 在集中点外无惩罚(除了观察位置加成不生效)。禁用观察位置的完整视野加成。
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r1984
StartFocusing, StopFocusing, StopSpotting: 更新视野。GetVisionRangeBonus: 专家/疯狂难度下AI有小幅视野加成。如果使用gbForceWeaponReady/gbForceWeaponReady,则不应用装备加成以正确计算瞄准镜瞄准加成...
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r1983
禁用操作库存时的中断,仅更新视野。
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r1982
改进计算集中/观察AP的代码。
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r1981
增加集中圈的亮度。将集中视野加成所需的观察回合限制为1。
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r1980
集中或观察时增加60%的隧道视野。集中时不限制正常视野。
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r1979
禁用<VisionRangeBonus>用于瞄准镜和双筒望远镜(仅适用于身体装备如面罩)。启用夜间和洞穴视野加成用于无集中/观察位置的瞄准镜。
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r1978
实现了新视野系统。对于第二层上的观察者/集中圈,使用较暗的颜色。
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r1977
当观察者计数器达到2 * gGameExternalOptions.usSpotterPreparationTurns时显示观察者准备图标。使用观察光标模式激活观察者/集中技能。更新观察者/集中技能代码。将观察区域显示为绿色圆圈。
---------------------
r1976
集中技能:- 随着时间的推移最多可获得4点中断加成 - 如果集中激活则无观察位置中断加成 - 圆圈厚度表示集中等级(1..4) - 如果士兵畏缩、交换手或操作库存则停止集中
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r1975
改进数据初始化。
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r1974
如果在集中点外射击则停止集中。
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r1973
添加集中技能特性(Flugente的原始代码)。集中和拖动状态保存在存档文件中。添加了PixelAlterColour()函数。当花费AP在除射击以外的任何操作时停止集中。技能特性现在可以使用指定等级...
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r1972
智能树顶隐藏:增加垂直方向隐藏树的最大距离。
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r1971
移除了AP_SUPPRESSION_SHOCK_DIVISOR。如果当前休克值小于MAX_SUPPRESSION_SHOCK,则新的压制休克可以超过MAX_SUPPRESSION_SHOCK。改进计算压制导致的士气损失的代码。
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r1970
更新移除观察特性代码。
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r1969
移除观察代码(需要使用<usSpotting>值的物品以获得视野加成)。启用休克导致的视野和视野惩罚(SHOCK_REDUCES_SIGHTRANGE选项)。将畏缩时的最大隧道视野设置为40。将休克导致的最大隧道视野设置为80...
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r1968
听到枪声导致的压制休克:- 检查MAX_SUPPRESSION_SHOCK > 0 - 使用CTGT修改 - 使用FLOAT计算以允许小的休克值 - 如果射击超出武器范围则有惩罚 - 如果射击不同目标则修改 - 应用恐惧...
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r1967
更多变形动作本地化。
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r1966
Alt+Shift+B - 为区域内所有玩家小队丢弃背包。区域菜单(Ctrl+V)允许为区域内所有玩家小队丢弃背包。本地化延迟/即时模式的变形字符串。
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r1965
黑色AI:如果士兵在深水中且未在火力下,则尝试继续侧翼包抄。
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r1964
修复AI深水侧翼包抄。允许AI在深水中使用潜水鳍。如果不在水中穿着潜水鳍则对ENEMY_TEAM无惩罚。添加代码让AI不在水中时丢弃潜水鳍。为精英士兵添加游泳背景...
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r1963
HandleSuppressionFire: 确保任何压制发生时最小休克值为1。
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r1962
听到枪声导致的压制休克:- 减少士气的惩罚 - 增加未修改休克的距离到TACTICAL_RANGE
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r1961
改进投掷烟雾弹/手电筒的代码。
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r1960
红色AI:可能在进入房间前投掷闪光弹。修复投掷烟雾弹以掩护移动的手榴弹搜索检查。
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r1959
医疗AI:- 确保AI有足够的医疗技能 - 在为AI进行急救时不消耗BP
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r1958
REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT选项应显示所有士兵掉落的物品,而不仅仅是ENEMY_TEAM。
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r1957
在使用水壶时,高呼吸水平时更好地恢复呼吸。
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r1956
仅当士兵在火力下、不在地下且不在房间内或放置在屋顶时,才为ENEMY_TEAM或非中立CIV_TEAM更改顺序。
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r1955
屋顶视野加成仅从屋顶到地面生效,为屋顶位置提供更多优势。
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r1954
红色AI:当士兵在屋顶并有俯卧视野掩体时更频繁地允许压制。
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r1953
在不使用食物系统时,水壶恢复呼吸的效果翻倍。
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r1952
AI: 检查侧翼包抄时炸毁障碍物是否改善路径成本。
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r1951
SwitchOffRadio: 停止SOLDIER_COUNTER_LISTEN。红色、黑色AI: 如果玩家队伍在监听,无线电操作员希望干扰。
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r1950
在Items.xml中添加新的<ItemFlag>1073741824</ItemFlag>,强制手榴弹始终使用延迟爆炸模式(仅适用于没有fExplodeOnImpact标志的普通/眩晕/闪光手/榴弹)。对于这种类型的手榴弹,延迟模式...
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r1949
在监听模式下使用无线电时,显示俯视地图上剩余的对手,需要10回合显示所有对手。敌方队伍和敌对平民组都将标记在俯视地图上。此外,监听无线电模式将显示...
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r1948
允许AI即使没有剩余AP也有小幅BP再生。
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r1947
AI士兵在进行急救时不应消耗能量。正确扣除未蹲下的AI士兵进行急救时的AP(因此不开始急救动画)。DecideMedic, DecideMedicCombat: 检查AI士兵是否能负担AP成本...
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原文:

1982

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

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

Demo video:

r1994

Allow to pick up delayed grenade and throw it back, don't show disarm message box for delayed grenade.
Enabled explosion warning for soldier carrying armed object (original feature by Flugente).
Display time counter on picked up activated grenade in inventory.
Don't allow throwing picked up activated grenades as grenades, use throwing regular object code.

r1944~r2046log

r2046
SightCoverAtSpot: don't calculate visible distance when using unlimited check. SightCoverAtSpot, AnyCoverAtSpot: optimize search by sorting opponents by distance.
---------------------
r2045
AttachObjectOAS: use activated grenade check only for explosives. AI path tweaks: don't avoid light when using flashlight. AIUseFlashlightCondition: check min MORALE_CONFIDENT. Red AI: avoid light only when not using flashlight.
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r2044
Only check bDelay for explosive items when trying to attach.
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r2043
Fixed critical bug introduced in r2041.
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r2042
DSM fixes.
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r2041
Show shock percent in portrait bars tooltip.
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r2040
Only show shock level on face morale bars when in tactical screen.
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r2039
Shock shock level on morale bar. If shock level is higher than morale and soldier is not under adrenaline effect, apply additional penalty to suppression tolerance, make soldier easier to react to suppression (crouch/go prone).
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r2038
Show last enemy in overhead map: also show non neutral civilians which have civilian group defined.
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r2037
Restored default delay between queen reinforcements.
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r2036
Dragging code update.
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r2035
Minor code improvements.
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r2034
Show locations of recently known enemies when SHIFT is pressed. Update knowledge for player when enemy moves into cover.
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r2033
Don't show draggable objects in hidden rooms.
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r2032
Show draggable objects when drag mode is active.
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r2031
Show possible focus/spotting locations: - limit to max possible vision distance - mark knowledge with color, the most recent uses the most bright color
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r2030
Show possible focus/spotting locations only in look mode.
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r2029
Limit spotting radius to 1 for night/cave vision.
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r2028
Reduce bonus from focusing at close range.
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r2027
Increase spotting radius when using binocs at distance > TACTICAL_RANGE. Disabled tunnel vision for focus spot when spotting/focus active. OCTH, NCTH: no penalty when shooting at unseen target when spotter is active.
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r2026
Lowered APs to use focus skill. NCTH, OCTH: small bonus for shooting in focused spot. Improved spotting/focus/enemy position circles view on second level.
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r2025
Show locations of known opponents: allow with binocs in hand.
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r2024
Improved code to choose vest for soldier. Don't check for MAX_VISION_RANGE when showing known enemy locations.
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r2023
Show APs in blue, green color when activating focus/spotting. Added AI debug messages. Show locations of known opponents with grey circles, if soldier is active, not unconscious/cowering, looking in the direction of opponent with weapon rai...
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r2022
Food system: - show message in orange color when stat is damaged - stop time compression when stat is damaged - show message when soldier is hungry/thirsty and there's a risk of stat being damaged - stop time compression if bleeding because...
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r2021
Stop spotting/focusing: improved code to update sight. DeductPoints: only call StopSpotting if soldier is spotting. Set base/aim penalty when shooting at cowering target as -25.0/-50.0
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r2020
Removed NEW_AI_TACTICAL option.
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r2019
NCTH: BASE_SHOCK, AIM_SHOCK define max penalty when shooting at cowering target, scaled with distance (full at TACTICL_RANGE, 0 at zero range).
---------------------
r2018
UseSkill: show message of cannot use skill only for player team. AI: additional check if can use skill before deciding to focus.
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r2017
Disabled watched location vision bonus for AI. Improved check for valid pSoldier.
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r2016
Re-enabled auto redisguise code for covert mercs (but you still need to change compromised uniform type).
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r2015
Soldier AI tooltip: show focus/spotter status.
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r2014
Radio listening allows to show number of army soldiers on tactical panel.
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r2013
Tactical panel: show backpack.
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r2012
Tactical Panel: show number of remaining army soldiers/militia in sector.
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r2011
Suppression: only cower in crouched stance if cannot go prone.
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r2010
Suppression: increased min points to react when soldier is under adrenaline. Improved Russian translation.
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r2009
Always write AI logs if Logs folder exists in game folder. Removed options: - AI_DEBUG_INFO - AI_DECISION_INFO - AI_DECISION_TOPIC_INFO - AI_MISC_INFO - AI_COVER_INFO - AI_SHOT_INFO - BR_INFO
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r2008
AI focus skill: focus more often on spots that have cover from soldier.
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r2007
Disabled experimental muzzle flash code.
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r2006
TileEngine include cleanup (by Asdow).
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r2005
Cowering after suppression fire: improved code to start cowering in standing/crouched stance.
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r2004
NewDest: switch crawling to swatting for AI if found fence/water/door in the path.
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r2003
ChooseArmourForSoldierCreateStruct: - fixed bug resulted in soldiers having armour attachments too often - lowered chance for elites to have armour attachment
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r2002
ItemIsLegal: don't allow usItemClass = 0.
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r2001
Improved cover cache: use iterator to avoid second search.
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r2000
Show message when target soldier is too far for talking. Added missing German string in TacticalStr.
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r1999
Fixed talking to enemy without having extended ear: increased talk distance to TACITCAL_RANGE. SetAttachmentSlotsFlag: code optimization, use iterator to avoid extra map searching. LogDecideInfo: log focus/spotting information. LogKnowledge...
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r1998
Removed unused include files in renderworld.cpp
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r1997
SetAttachmentSlotsFlag: code optimization, cache attachment slots in point/item maps.
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r1996
SetAttachmentSlotsFlag: improved code to check array bounds.
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r1995
Don't allow attaching activated grenade.
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r1994
Main Red AI: use watching more often when using focus skill and in safe spot. Show inactive mercs: show F key when ALT pressed. Improved code to determine AI safe spot.
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r1993
Allow to pick up delayed grenade and throw it back, don't show disarm message box for delayed grenade. Enabled explosion warning for soldier carrying armed object (original feature by Flugente). Display time counter on picked up activated g...
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r1992
No interrupt if soldier has suppression points. penalty to interrupt level if soldier is under fire.
---------------------
r1991
Use RMB to switch tactical panel mode.
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r1990
Limit vision bonus to 5% on INSANE level. Red AI watch decision: don't start focus if soldier is under fire, seen enemy last turn or enemy is closer than TACTICAL_RANGE / 2.
---------------------
r1989
HasThermalOptics: only for scope in focus mode, binocs in hand in spotting mode or gear (face items, helmet etc).
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r1988
AI use focus skill: don't start for new turn when in turnbased. Re-enabled day/bright vision bonus for AI at watched locations. FindCombatFocusSpot: choose random focus spot from all known opponent locations + watched locations. Red AI: pos...
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r1987
Green, Yellow AI: possibly use focus skill to scan area.
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r1986
Added AI_ACTION_STOP_FOCUS action. Red AI: possibly start focusing on highest watched spot when decided to watch. Green, Yellow, Red AI: chance to stop focusing.
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r1985
CalcInterruptDuelPts: no penalty outside of focus spot (apart from watched location bonus not working). Disabled full vision bonus at watched location.
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r1984
StartFocusing, StopFocusing, StopSpotting: update sight. GetVisionRangeBonus: small vision bonus for AI on expert/insane level. Don't apply gear bonus if using gbForceWeaponReady/gbForceWeaponReady to correctly calculate scope aiming bonus....
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r1983
Disabled interrupt on manipulating inventory, only sight is updated.
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r1982
Improved code to calculate AP to spot/focus.
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r1981
Increased focus circle brightness. Limited needed watch turns for focus vision bonus to 1.
---------------------
r1980
Add 60% tunnel vision when focusing or spotting. Don't limit normal vision when focusing.
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r1979
Disabled <VisionRangeBonus> for scopes and binocs (works only for body equipment like face masks). Enabled night and cave vision bonus for scopes without focus/watched location.
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r1978
Implemented New vision system. For spotter/focus circles on second level, use darker colors.
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r1977
Show spotter ready icon when spotter counter reaches 2 * gGameExternalOptions.usSpotterPreparationTurns. Use look cursor mode to activate spotter/focus skills. Updated spotter/focus skill code. Show spotting area as green circle.
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r1976
Focus skill: - up to 4 points interrupt bonus over time - no watched location interrupt bonus if focus is active - circle thickness indicates focus level (1..4) - stop focusing if soldier cowers, swaps hands of manipulates inventory
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r1975
Improved data initialization.
---------------------
r1974
Stop focus if shooting outside focus spot.
---------------------
r1973
Added Focus skill feature (original code by Flugente). Focus and dragging status is stored in save file. Added PixelAlterColour() function. Stop focusing when spending APs on anything except shooting. Skill traits can now use specified leve...
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r1972
Smart tree top hiding: increased max distance to hide tree in vertical direction.
---------------------
r1971
Removed AP_SUPPRESSION_SHOCK_DIVISOR. New suppression shock can be more than MAX_SUPPRESSION_SHOCK if current shock value is less than MAX_SUPPRESSION_SHOCK. Improved code to calculate morale loss from suppression.
---------------------
r1970
Update for removed watching feature code.
---------------------
r1969
Removed watching code (need item with <usSpotting> value to use vision bonus). Enabled sight and vision penalty from shock (SHOCK_REDUCES_SIGHTRANGE option). Set max tunnel vision when cowering to 40. Set max tunnel vision from shock to 80....
---------------------
r1968
Suppression shock from heard gunshots: - check MAX_SUPPRESSION_SHOCK > 0 - modify with CTGT - use FLOAT calculation to allow small shock values - penalty if shooting beyond weapon range - modify if shooting at different target - apply fear ...
---------------------
r1967
More transformation actions localizations.
---------------------
r1966
Alt+Shift+B - drop backpacks for all player squads in sector. Sector menu (Ctrl+V) allows to drop backpacks for all player squads in sector. Localized transformation strings for delayed/instant mode.
---------------------
r1965
Black AI: try to continue flanking if soldier is in deep water and not under fire.
---------------------
r1964
Fixed AI deep water flanking. Allow AI to use scuba fins when in deep water. No penalty for ENEMY_TEAM if wearing scuba fins not in water. Added code for AI to drop scuba fins when not in water. Added swimming background for elite soldiers ...
---------------------
r1963
HandleSuppressionFire: ensure min shock value 1 if any suppression happened.
---------------------
r1962
Suppression shock from heard gunshots: - less penalty from morale - increase distance for unmodified shock to TACTICAL_RANGE
---------------------
r1961
Improved code to throw smoke/flashlight.
---------------------
r1960
Red AI: possibly throw flashbang before entering room. Fixed grenade searching check to throw smoke to cover movement.
---------------------
r1959
Medic AI: - ensure sufficient medical skill for AI - don't drain BP when doing first aid for AI
---------------------
r1958
REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT option should reveal items dropped by all soldiers, not just ENEMY_TEAM.
---------------------
r1957
Better breath restoring with high breath level when using canteen.
---------------------
r1956
Change order for ENEMY_TEAM or non-neutral CIV_TEAM only if soldier is under fire, not underground and not in a room or placed on roof.
---------------------
r1955
Roof vision bonus applies from roof to ground level only, giving more advantage to roof positions.
---------------------
r1954
Red AI: allow suppression more often when soldier is on roof and has prone sight cover.
---------------------
r1953
Doubled canteen effect for restoring breath (when not using food system).
---------------------
r1952
AI: Check if blowing up obstacle when flanking improves path cost.
---------------------
r1951
SwitchOffRadio: stop SOLDIER_COUNTER_LISTEN. Red, Black AI: radio operator wants jamming if player team is listening.
---------------------
r1950
New <ItemFlag>1073741824</ItemFlag> in Items.xml forces grenade to always use delayed explosion mode (only applicable for normal/stun/flashbang hand/gl grenades that don't have fExplodeOnImpact flag). For this type of grenade, delayed mode ...
---------------------
r1949
When using radio in listen mode, show remaining opponents on the overhead map, need 10 turns to show all opponents. Both enemy team and hostile civilians with civ group will be marked on the overhead map. Also, listen radio mode will show ...
---------------------
r1948
Allow small min level of BP regeneration for AI even if having no APs left.
---------------------
r1947
AI soldiers should not use energy when doing first aid. Correctly deduct APs from AI soldier for doing first aid when not crouched (so not staring first aid animation). DecideMedic, DecideMedicCombat: check if AI soldier can afford AP cost ...
---------------------

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“ja2_7609+AI 中文版更新:r2046”有5条评论

  1. Timothy says:

    这游戏你都跟了十几年了,厉害啊 :smile:

    1. zwwooooo says:

      @Timothy 值得佩服,噗...偶尔还帮忙更新

      1. 郑永 says:

        @zwwooooo 这么经典的游戏,我没玩过。

  2. Hairball says:

    好游戏,单机只有这款让我不知不觉从天明到天黑没有一点感觉,不过虽然我玩了很多年,但是遗憾的是一直就停留在玩游戏本身上,其他的听你们说着经常也不懂。。。。。。

    1. zwwooooo says:

      @Hairball 的确很少游戏能像ja2那样让我们废寝忘食玩过+多年后还能不断重温

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