JA2 1.13 稳定版 AI 增强 MOD:7609+AI【中文版】

» 2021-02-20 JA2&v1.13 20条评论

前言

由于不可抗拒的可以甩桌甩凳的可笑原因,TBS 决定自闭了,于是比较重要的 JA2 MOD 相关的“偶尔才会更新”又重新回到即将进入年更的博客。

7609 + AI【中文版】

Ja2 1.13 Stable 7609+AI(下面简称 ja2_7609+AI) 是熊窝 sevenfm 开发的源码 MOD(熊窝原帖 > RU A.I.M论坛),针对熊窝官方 1.13 2014/7069 稳定版的 AI 增强,所以基本上凡是基于 1.13 2014 稳定版的组合都可以使用,如 1.13 官方 2014 原版、IoV、AR、AV……

可能之前一些整合包中包含的一些 MOD(如 AV [Arulco Vacations])有铁友就接触了此 AI MOD,只是都是英文版。

最近我在整理 IoV929beta 时搞了个分支 IoV Revised(好像没人有兴趣,哈),遇到一些 IoV 枪/子弹消失问题,在源码上查找问题时跟 sevenfm 交流了一下,加上我一直在玩英文版的 AV MOD,于是跟 sevenfm 讨论 + 调试出了中文版的 Ja2 1.13 Stable 7609+AI。

其实我早就在《zww's源码编译、MOD组合包、整合包》放出下载(现在已经删了老版本的中文版 ja2_7609+AI,只留了今天上传的比较完善的版本 r327)

下载:百毒 Builds 目录里面命名方式为 ja2_2014_AI_cn_r2023.7z 的就是 7609+AI 的中文版,解压后就一 ja2_2014_AI_cn.exe

2025-1-28 重要 bug 修正:

  • 2942 Fix50、3023 版本:修正了 IMP 设置多于 4  个技能后在战术界面频频崩溃的 bug

2025-1-23 重要说明:

  • 2943+ (2024-1-17)加了 VR(Vengeance Reloaded) MOD 的支持,目前的后续 30xx 开始我会编译 2 个,一个是常规 7609 版本的 ja2_2014_AI_cn.exe,一个是 VR 专用的 ja2_2014_VR+AI_cn.exe,注意区别。(VR MOD 可以在 sevenfm 的网盘下载)
  • 由于 2943+ 重心在 VR 的支持,目前有无法使用直升机的 bug,7609 暂时建议使用 2942 版的 fix 版本:例如 ja2_2014_AI_cn_2942Fix48.exe

2021-10-31:

  • 建议下载 sevenfm 的一键包(7609en+Modpack.7z)看看新加的设置文件,在包里面的 Data-User 目录。(安装前要先装好 Ja2 1.12 gold 原版,然后一键包解压覆盖)

日志:百毒 Builds 目录里面 Ja2_7609+AI.log(英文),Ja2_7609+AI_版本和说明部分_CN.log(AI 机翻中文),有新版本我也会在博客的 zSay 频道发布,最简单的方式就是收藏此文章即可。

使用:直接放到你所玩的 1.13 稳定版目录,代替原来的 ja2.exe 运行

然后:你 会发现敌人突然就比较聪明了,不再是你随便虐——比较明显的就是非常会躲避,站位相当牛,牛到你必须挪位置才能干掉他,如果有医疗技能还会对受伤的急救 (汗~我还没遇到,因为我测试时都是牛人),有些花花草草时更要命,就在眼前你发现不了(如果再加“野草”地图就...玩捉迷藏?),还喜欢蹲墙角、蹲窗口(什么时候女王兵学会德雷森保卫战战术了?)……等等...

另外:r3xx 版本后,好像加入了手雷/榴弹延时爆炸功能,别以为扔出去的手雷/射出的榴弹是“鸭蛋”,跑上去捡起来——1回合后就爆……(此功能已整入 1.13 开发版,要开启的话,下面 Ja2_Options.INI 的 DELAYED_GRENADE_EXPLOSION 要设为 True)

----

下面是最初 sevenfm 在熊窝的一些 MOD 说明,看看即可,最新的 log 请看网盘的“日志”文件。

sevenfm 对此 MOD 说明

当时懒得翻译:

[Updated on: Sun, 12 July 2020 08:20]

Short and incomplete description of changes in Ja2+AI

Download:
Ja2+AI

Important note:
Ja2+AI.exe is alternate executable file that you can put in your Ja2 1.13 7609 folder and run instead of default Ja2.exe.
It is based on stable 7609 release, so use it only with stable 7609 or mods based on stable release.

AI:
- AI soldier can shoot for suppression at enemies that nobody can see currently, aiming at last known seen or heard position
- roof climbing fixed
- flanking fixed and improved
- AI decisions fixed and improved
- fixed 'jump over fence' bug
- avoid sitting at door tiles when doing random patrols, this should help when playing covert
- don't raise alarm again if found handcuffed friend and status is already RED
- raise alarm when found friend who is captured with binders
- avoid going too close to seen armed bombs
- decide aiming location when shooting or stabbing depending on cth, distance to target and other factors
- AI will aim at head more often when shooting at zombies
- AI will aim at legs more often when using burst fire in NCTH at distance
- limit search range when deciding random patrols or visiting friends in GREEN to reduce CPU load and make enemy green behaviour more realistic
- Shooting: Reserve MAX_AP_CARRIED before attack if found sight cover spot nearby, try to reserve AP by lowering aim time if needed
- Shooting: check if soldier can find better position before firing (take cover keeping LOS to target)
- Black AI: Black cover advance (if soldier cannot attack or weapon range is short)
- Red AI: search advance spot with sight cover
- suppression shock reduces AI morale (AI aggressiveness) depending on current shock and morale level
- allow AI to shoot HeavyGun weapons when crouched or prone (fix 1.13 bug)
- allow attacking empty vehicles with greandes or RPGs
- tanks can use suppression fire (only machinegun at the moment)
- fix many shooting related 1.13 bugs
- improvements to AI soldier choosing best gun to fire (main weapon/sidearm)
- AI will try to avoid staying near timed grenade
- r8127: If a tank just took a heavy hit, but cannot see an enemy to fire upon, it can detonate a smoke grenade on itself to hide.
- Tank can activate mustard grenade in Red state if there is opponent close
- r7072: New Feature: enemies roles allows the AI to use medics
- r7080: Enemy roles improvement: medics can heal themselves

Zombie AI:
Zombie AI reworked and simplified, should work faster with less bugs now:
- zombie will always go to nearest known enemy
- if zombie doesn't know enemy location, it will move to closest friend who knows
- zombies don't do anything that humans do like starting patrol routes or using radio etc, they just roam here and there if not alerted, and attack closest enemy if they see or hear him
- no flanking or hiding or other complex AI for zombies
- added some safety checks for zombies to prevent possible problems - if enemy is on the roof and zombie cannot climb, this enemy will be skipped to avoid AI loop
- zombies always have highest AI morale

AI morale:
Every turn, morale for AI soldiers is restored by value equal to soldier's exp. level (1-10), to max value of (60 + 2 * ExpLevel).
This means, if AI soldier will be under heavy suppression fire for several turns, his morale will drop to low level, so he will play defensively and also will be more vulnerable to suppression attacks, but if he will avoid suppression fire for several turns, his morale will restore to max level.
In stock 1.13, morale value for AI soldiers is not used at all.

Watched locations:
- allow communication if distance < DAY_VISION_RANGE / 2 and there is line of sight between soldiers
- allow communication if both soldiers have hearing aid and distance < DAY_VISION_RANGE
- removed vanilla AI cheating when checking watched location, use public knowledge instead

DetermineMovementMode:
- night crawling
- getting closer
- crawling when taking cover
- crawling for snipers on roofs

Improved roaming range:
STATIONARY: 0 - 5 (if sees enemy or under attack)
ONGUARD: 5 - max (if sees enemy or under attack)
CLOSEPATROL: 15 - max (if sees enemy or under attack or friends need help)
POINTPATROL: 10 - max (if sees enemy or under attack or friends need help)
RNDPTPATROL: 10 - max (if sees enemy or under attack or friends need help)
FARPATROL: 25 - max (if knows enemy position)
ONCALL: 10 - max (if sees enemy or under attack or friends need help)
SEEKENEMY: max
SNIPER: 5
With this change, ONCALL/POINTPATROL/RNDPTPATROL soldier will not move far from it's position unless he sees enemy or is attacked or there are some friends that need help.
Note: ONGUARD and CLOSEPATROL are changed to FARPATROL when red alert raised.

Improved aiming levels in OCTH:
Pistols 2-4
MP, shotguns: 3-4
Rifles, AR, LMG: 4-6
Sniper rifles: 4-8

Scopes give bonus to aim levels:
- small scope (2x): +1
- medium scope (4x): +2
- high power scope (8x): +3
- very high power scope (10x): +4

Limit aim levels depending on distance:
on distance less than half of day vision range - no more than 4 aim clicks
on greater distance - up to 8 aim clicks at day vision range

Militia control improvements:
- Hold: change attitude to defensive
- Take Cover: use low morale when searching for cover spot
CheckForChangingOrders(Militia):
- don't change orders for STATIONARY/SNIPER
- change ONGUARD, ONCALL, CLOSEPATROL, RNDPTPATROL, POINTPATROL to FARPATROL

Covert Operations:
- exploit Fix: we can only disguise successfully if we haven't been seen recently
- disabled automatic clothes stripping when uncovered
- disguise automatically if spy haven't been seen by enemy recently and wears correct clothes
- default civilian clothes: white + blue/jean
- don't use enemy military colors for civilian clothes
- moved most limits for covert soldiers to suspicion counter
- if a merc intentionally removes the diguise property via the [Ctrl] + [.] menu, the disguise property will not be reapplied until new clothes are applied
- allow wearing backpack for covert civs/soldiers, use suspicion counter instead

Now soldier will be uncovered immediately only in following conditions:
- suspicion counter is red
- suspicious animation is seen by enemy
- civilian spy doesn't look like a civilian (has camo or gun in hand or any not covert weapons or military gear)
- soldier spy doesn't look like a soldier (he carries a corpse)
- spy is very close to a corpse (standing next to it)
- soldier is targetting a buddy of observing enemy
- soldier is standing near armed bomb

More realistic clothes:
- disguise/lose disguise in [Ctrl]+[.] menu
- [Ctrl]+[.] menu will show if merc has damaged vest/pants
- cannot 'wear off' clothes, only replace them with other color (we dont't have naked Fox animation anyway)
- don't disguise automatically when applying clothes, instead use menu (this will also turn on automatic disguise mode)
- don't need new clothes to disguise, only check that they have correct color and not damaged

Tactics:
- show red quick locators to show noise sources
- changed the way X-Ray detector works - it now shows locators on enemy positions, works only in front direction, distance is limited to day vision range / 2, also it randomly inflicts 1-3 damage to user (radiation is dangerous!)
- "x ray activated.wav" sound is played when x-ray is activated
- OCTH now uses gravity constants from NCTH, this makes OCTH ballistics look much better.
- enemy weapon jamming
- manual unjamming and chambering using 'u' key
- manual unjamming using transformations menu
- changed BASIC_DEPRECIATE_CHANCE to 45 (default value in NCTH) so there will be less damage to guns when shooting (and less frequent jams when doing a lot of suppression fire)
- changed maxJamChance from 50% to 30 - 4 * GunReliability, so it will be about 20% for good weapons, no more than 50% for bad weapons
- AI always unjams weapon successfully
- Vehicle is visible if any part of it is visible
- bonus for trap detect level if soldier is crawling and has knife in his hand
- CalcTrapDetectLevel: removed chance to ignore trap for optimists
- reduce camo when soldier is crawling
- reworked CAMO_KIT_USABLE_AREA option, now it only limits camo from kits, but not camo from gear, this also fixes some bugs with camo applying (so if you set this option to 100 it should work as in vanilla)
- reworked camo worn/kit bonuses for camo zombies and soldiers created with camo kits inventory (65% worn camo + random camo value)
- Drunk level visual indicator: Feeling good, Borderline, Drunk, Hungover
- "Enemy can see me" indicator in stealth mode
- Enemy roles: Commander, Officer, Marksman, Sniper, Mortar, Machinegunner, Medic, Radio operator
- regen boosters now less cheating as they cause damage to max health, if you healed 40 HP with regen booster, you will lose in average 10 max HP and will have to restore them later with doctor
- auto refill canteens if no hostile enemy in sector (less micromanagement)
- AI always successfully unjams guns
- Camo faces for Monk, Shadow and Tex (feature from VR code)
- pre-placed bombs (action items with an explosive) can now be blown up by explosives, this allows clearing mine fields with grenades for example
- disabled taunts for collapsed soldiers
- if soldier is unconscious, he can't see anything
- garotte should be used on head only, also check AI knowledge instead of LOS test
- added r7016: static shadows decrease brightness (by anv)
- auto pick up backpacks when combat is over
- it's possible to set side for civ groups (any not 0 value can be used) - <Side>2</Side>
- disabled badass animations by default (enable them using BADASS_ANIMATION = TRUE if you want)
- less BP loss when shooting with RPG or flamethrower
- flyback critical animation is possible only when using powerful weapon (ubImpact >= 40)
- [v] button shows if IIS/NCTH is used
- SAFE_SUPPRESSION option enables additional checks for AI when shooting for suppression (ni general, this will mean less suppression fire, also less bullets to the backs of your mercs from militia and less harm for civilians)
- fix: walkman only works from head slots
- bonus 20% to morale when using walkman
- if soldier is captured, he cannot see anything
- if soldier is captured, he cannot hear anything
- you can empty canteen using transformation (useful if you don't want to carry poisoned water)
- mercs will replace bad water in canteens with good when filling
- new option: SOFT_IRON_MAN (save in realtime)
- new option: SPREAD_FIRE (create new fire when structure is destroyed by fire)
- show enemy role icon only after 2 turns or in cheat mode
- show red locators on visible armed timed bombs
- disable messagebox when putting group of mercs to sleep, show message in the game log instead
- lowered laser bonus in OCTH when aiming: bonus = 2 * bonus / (2 + AimTime) (lasers are mostly used when hip firing or with little aim)
- take into account trap difficulty when performing disarm check (previously trap level had no effect on trap disarming, only on detecting)
- removed wirecutter bonus when disarming tripwire (use items with <DisarmModifier> tag)
- neutral civilians always avoid player mines (CIVILIANS_AVOID_PLAYER_MINES has no effect)
- new command: On [Alt] + [N], all team members in the sector try to put on gas masks

Fire/gas/explosions improvements:
- no fragments in water, no smoke from explosions in water, no light from fire in water
- fire removes corpses
- fire can damage burnable structures
- fire can spread when damaging burnable structures
- spread fire adds light at night
- add burn marks when fire damages structure
- cannot spread fire in rain
- don't spread fire on water
- hand or GL grenade cannot damage roof (use more powerful explosives or destroy all walls to collapse roof)
- explosion adds burn marks randomly
- stun grenades remove fire
- fire damages items on the ground
- fire will ignite explosive structures
- limit smoke effects duration when in the rain
- enable flyback animation only if explosion power >= 50 and distance from explosion center <= explosion radius / 2
- limit fire spreading to 7 generations

List of useful transformations:
- manually unjam guns (or you can press 'u' for that)
- delay grenade explosion
- empty canteen

Delayed grenade explosion:
Use transformation to activate delayed mode for grenade - it will explode at the beginning of the next turn. This may be useful in some tactical situations.

Set DELAYED_GRENADE_EXPLOSION = TRUE to make all hand/GL grenades work as timed (disabled by default).

Notes:
- only Normal/Stun/Flashbang grenades can work as timed - gas/flare/other types will always explode immediately
- grenades with fExplodeOnImpact tag set will always explode immediately
- attached explosives feature will not work for timed grenade
- armed grenade can be picked up and disarmed like any other explosive item, but it can be dangerous
- AI soldier will usually try to avoid staying close to armed grenade/bomb, but he still can be hit with fragments

Alcohol and drugs:
- alcohol level is changed every hour instead of every turn, so being drunk can have some serious consequences now
- using alcohol and drugs in turnbased requres AP
- alcohol and drugs start effect immediaely (don't need to wait for new turn)
- not recommended to use alcohol and adrenaline at the same time (will result in heart attack with stats loss)

NCTH:
- VERTICAL_BIAS is always 1.0 for showing cursor, so it always looks like circle (no more ovals)
- max shown aperture limited to 100 (no more gigantic circles), in this case color is changed to dark red
- laser is shown as dot in the center of target cursor
- press ALT to see bullet deviation as gray circle
- no more than 10 bullets are shown in autofire mode, the rest is shown as + sign
- use full IRON_SIGHT_PERFORMANCE_BONUS at half day vision range, at greater distance iron sights bonus is reduced
- changed distribution: accurate shots are more accurate (green cursor), less lucky hits with bad aim (red cursor)
- always use VERTICAL_BIAS = 0.5 for shooting (less stupid shots to the ground)
- r8281 fix: BASE_STANDING_STANCE was missing from handling calculations in NCTH
- enabled AIM_VISIBILITY penalty

Improved suppression:
- action points can be reduced to zero when soldier is suppressed
- action points at the start of new turn are reduced depending on current shock level
- if soldier has cowering shock level (you can see this by cowering animation though it's not 100% always happens)
- if soldier has cowering shock level after suppression attack, he loses all APs
- soldier can still have negative APs if he is hit or for another reason, but not from suppression
- alcohol reduces shock from suppression, hungover state increases shock
- adrenaline effect reduces AP loss from suppression
- suppression is less effective if soldier is running
- cowering shock level is equal for all soldiers (MAX_SUPPRESSION_SHOCK/2), but different soldiers have different suppression tolerance which determines how quickly soldier will reach max level and how effective suppression is in general against this soldier
- new shock level at new turn depends on soldier's morale, with morale=100 shock level is reduced by 50%
- shock level is reduced by 50% at the start of new turn if soldier is not under attack or if soldier is dauntless
- shooting at enemy reduces actual shock level, depending on number of bullets fired and also gun damage and loudness
- shock level reduces effective marksmanship and dexterity, old shock effects for shooting are disabled
- shock from attack is reduced by fear resistance value (from skills and backgrounds), max SL_FEAR_RESISTANCE is limited by 25%
- AI soldiers also use morale for shock calculation, they start with max morale depending on soldier's level, every successfull suppressive attack redices morale for AI soldier, every turn that AI soldier is not under attack his morale is restored up to max value depending on his exp. level
- allow suppression fire for soldiers with machineguns for 2 turns
- allow tanks to use aimed suppression
- allow soldiers with machineguns to use aimed suppression in prone stance with full AP

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

<NAME>
<uiIndex>1</uiIndex>
<Enabled>1</Enabled>
<szGroup>Rebel</szGroup>
<AddToBattle>1</AddToBattle>
<Loyalty>1</Loyalty>
<Side>2</Side>
</NAME>

- set group as hostile in GameInit.lua

SetCivGroupHostile( Group.REBEL_CIV_GROUP , Civ_status.CIV_GROUP_HOSTILE )

Strategic enemy detection:
- UpdateStrategicDetectionLevel fix: detect enemy movement direction using assignments
- scouts can detect enemy direction
- ScoutIsPresentInSquad fix: allow scouting only if soldier is not in a vehicle, not sleeping and not on assignment
- Skyrider can detect enemy direction when flying over sector with enemy

Updated feature: Attached explosives
- can attach rubber band to any grenade
- if there's rubber band attached, allow attaching another grenade
- can attach duct tape to any explosives
- can attach any explosives to duct tape
- can attach any tripwire activated item to tripwire
- use buddy item to define special attachments (like gas can, alcohol bottle or marbles)
- cannot attach explosive item with zero volatility (if not using tripwire activation)

Interrupts:
- Ctrl+D - skip interrupts for this merc only
- Ctrl+Alt+D - skip interrupts for player team
- don't allow interrupt if shock level percent > 50
- StandardInterruptConditionsMet: cowering soldier cannot interrupt

Backpacks:
- allow jumping/climbing with backpacks.

Backpack penalties in 1.13:
- movement cost is increased depending on backpack weight
- jumping over fence cost is increased when wearing backpack
- need to use zipper to access backpack contents in combat

Fixes:
- all possible fixes from main trunk
- other fixes to AI and tactics
- fixed problems with enemy cowering animation that prevented AI from working sometimes
- interrupt fixes
- Drop/pick up backpacks - added check for DropPackFlag, only current squad will drop backpacks, added message for successful drop/pick up
- corpses on roof interaction fix

Improved Covert Operations:

- if player selected "Loose Disguise" from Ctrl+dot menu, spy will not disguise automatically until clothes are reapplied
- default civilian clothes: white + blue/jean
- don't use enemy military colors for civilian clothes
- moved some limits for covert soldiers to suspicion counter
- garotte attack has effect only when attacking at head

Any soldier will be uncovered immediately when:
- suspicion counter is red
- suspicious animation is seen by enemy
- civilian spy doesn't look like a civilian (has camo or gun in hand or any not covert weapons or military gear)
- soldier spy doesn't look like a soldier (he carries a corpse)
- spy has serious bleeding
- spy is very close to a corpse (standing next to it)

Civilian spy will be uncovered when:
- in restricted area with curfew = 2 or underground
- in restricted area with curfew = 1 at night
- he has suppressed guns on him (if they are not placed in covert LBE)

Soldier spy will be uncovered when:
- soldier is targetting a buddy of observing enemy
- drunk/under drugs soldier is standing next to enemy who sees him
- soldier's equipment is too good (close inspection can be performed only by officers of this or higher type, so elite officer can check any spy, army officer can only check army spy or admin spy etc...)
- soldier is using flashlight at night and alert is raised

All other conditions are moved to suspicion counter:

basic value is 1..5 depending on the level of enemy soldier
+1 for each squadleader skill of enemy soldier
+1 if spy is using flashlight
+1 if spy is bleeding
+1 if spy is drunk or under drugs
+2 if enemy is alerted
+2 if enemy is in combat (seen enemy recently or under attack)
+2 in capital (Meduna)
Total: 1..16 for each enemy observing our soldier

*2 if spy is running or crawling or swatting
*2 if when disguising as soldier

/2 if spy has covert skill, for each level of covert skill
/2 if spy has no covert skills but he is special NPC (native)
if observer is drunk, he is less suspicious (up to 75% penalty at max drunk level)
if observing soldier is farther than day vision range /4, value is reduced accordingly, so at full day visoin range value will be divided by 4

Finally, all suspicion values from observing soldiers are added, and then total value is multiplied by amount of spent APs and added to merc's suspicion counter.
Maximum value for merc's suspicion counter is 100 * AP_MAXIMUM, this means:
100 turns in turnbased being observed by low level enemy close without additional modifiers
50 turns in the same situation but with 2 observing enemies
25 turns if spy is disguised as soldier
etc...

So what this change means for player?
1. Less 'binary' playing - if your disguise is good, it doesn't mean you can go everywhere and walk endlessly in front of enemy.
2. You have to avoid big groups of enemy, avoid running or swatting/crawling, if enemy becomes alerted, playing covert becomes much harder.
3. You need to find some places to hide (to lower suspicion counter), so you need to plan your actions.
4. Performing spy actions in sectors with limited access (SAM sites etc) will be much harder, especially on high difficulty levels with many high level soldiers.
5. You have visual representation of covert status (merc name color), so this feature is now more player friendly.

Attached explosives:
To use attached explosives feature, you need to define tags in items.xml:

<nasLayoutClass>1</nasLayoutClass>
<nasAttachmentClass>1</nasAttachmentClass>

for all attachments you want to use with this feature - grenades, explosives, duct tape, rubber band, string, gas can, alcohol bottle and marbles.

To use some items as special explosive attachments, define buddy item for them, for example, in stock 1.13 define

<buddyitem>1703</buddyitem>

for gas tank, then if you attach gas tank to TNT, explosive item will be activated to simulate gas explosion when this TNT will blow up.

For marbles, add

<buddyitem>1704</buddyitem>

to use it as added fragments to any explosion.

For alcohol bottle, add

<buddyitem>979</buddyitem>

to use molotov fire explosion.

Any attached explosive should have volatility > 0 to be activated, also main item should be of normal explosion type (tripwaire activated items attached to tripwire don't need this as they use tripwire activation instead of detonation)/ If you attach mk2 grenade to gas grenade, it will not blow up.

Also turn on options in ja2_options.ini

ALLOW_EXPLOSIVE_ATTACHMENTS = TRUE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = TRUE

New options in Ja2+AI:

[Extended Options]
IMPROVED_AIMING_LEVELS = TRUE
FULL_PATHING = TRUE

ROOF_COLLAPSE = TRUE
CAMO_PROFILES = TRUE
ENEMY_GUN_JAMS = TRUE
BADASS_ANIMATION = FALSE
SAFE_SUPPRESSION = FALSE

SOFT_IRON_MAN = TRUE
DELAYED_GRENADE_EXPLOSION = FALSE
SPREAD_FIRE = TRUE

UPDATE_GARRISON_ADMINS = TRUE
UPDATE_PATROL_ADMINS = TRUE
UPDATE_GARRISON_ADMINS_PROGRESS_MODIFIER = 0
UPDATE_PATROL_ADMINS_PROGRESS_MODIFIER = 0

ENABLE_SSA = TRUE
DEBUG_SSA = FALSE
VOLUME_SSA = 25

ENABLE_TA = TRUE
VOLUME_TA = 25

都2025了,有AI帮忙翻译:

[更新于:2020年7月12日 08:20]

Ja2+AI 中变化的简短和不完整描述

下载:
Ja2+AI

重要说明:
Ja2+AI.exe 是一个可替代的可执行文件,您可以将其放入 Ja2 1.13 7609 文件夹中并运行,以替代默认的 Ja2.exe。
它基于稳定的 7609 版本,因此请仅与稳定的 7609 或基于稳定版本的 mod 一起使用。

AI:
- AI 士兵可以向当前无人可见的敌人射击以进行压制,瞄准最后已知的可见或听到的位置
- 修复了屋顶攀爬
- 修复并改进了侧翼包抄
- 修复并改进了 AI 决策
- 修复了“跳过围栏”的错误
- 在进行随机巡逻时避免坐在门砖上,这应该有助于进行隐蔽行动
- 如果发现被铐住的朋友且状态已经是红色,则不再发出警报
- 当发现被绑住的朋友时发出警报
- 避免靠近已看到的武装炸弹
- 根据命中率、目标距离和其他因素决定射击或刺击时的瞄准位置
- AI 在射击僵尸时更常瞄准头部
- AI 在使用 NCTH 进行远距离连射时更常瞄准腿部
- 限制随机巡逻或访问绿色状态的朋友时的搜索范围,以减少 CPU 负载并使敌人的绿色行为更加真实
- 射击:如果在附近发现视线掩护点,则在攻击前保留 MAX_AP_CARRIED,必要时通过减少瞄准时间来保留 AP
- 射击:在开火前检查士兵是否可以找到更好的位置(保持对目标的视线并寻找掩护)
- 黑色 AI:黑色掩护前进(如果士兵无法攻击或武器射程较短)
- 红色 AI:寻找有视线掩护的前进点
- 压制冲击根据当前冲击和士气水平降低 AI 士气(AI 攻击性)
- 允许 AI 在蹲下或俯卧时使用重型武器射击(修复 1.13 错误)
- 允许使用手榴弹或 RPG 攻击空载具
- 坦克可以使用压制火力(目前仅限机枪)
- 修复了许多与射击相关的 1.13 错误
- 改进了 AI 士兵选择最佳射击武器(主武器/副武器)的逻辑
- AI 会尝试避免停留在定时手榴弹附近
- r8127:如果坦克刚刚受到重击,但无法看到敌人进行射击,它可以引爆烟雾弹以隐藏自己。
- 坦克在红色状态下可以激活芥子气手榴弹,如果有对手靠近
- r7072:新功能:敌人角色允许 AI 使用医疗兵
- r7080:敌人角色改进:医疗兵可以治疗自己

僵尸 AI:
僵尸 AI 重新设计并简化,现在应该运行更快且错误更少:
- 僵尸将始终前往最近的已知敌人
- 如果僵尸不知道敌人的位置,它将移动到知道敌人位置的最近的朋友
- 僵尸不会像人类一样开始巡逻路线或使用无线电等,如果未被警报,它们只会四处游荡,如果看到或听到敌人则攻击最近的敌人
- 僵尸没有侧翼包抄或隐藏或其他复杂的 AI
- 为僵尸添加了一些安全检查以防止可能的问题 - 如果敌人在屋顶上且僵尸无法攀爬,则跳过该敌人以避免 AI 循环
- 僵尸始终具有最高的 AI 士气

AI 士气:
每回合,AI 士兵的士气会根据士兵的经验等级(1-10)恢复,最大值为(60 + 2 * 经验等级)。
这意味着,如果 AI 士兵在几回合内受到重压制火力,他的士气将下降到低水平,因此他将采取防御姿态,并且也更容易受到压制攻击,但如果他在几回合内避免压制火力,他的士气将恢复到最大水平。
在 1.13 原版中,AI 士兵的士气值根本没有使用。

观察位置:
- 如果距离 < DAY_VISION_RANGE / 2 并且士兵之间有视线,则允许通信
- 如果两个士兵都有助听器且距离 < DAY_VISION_RANGE,则允许通信
- 移除了原版 AI 在检查观察位置时的作弊行为,使用公共知识代替

DetermineMovementMode:
- 夜间爬行
- 靠近
- 寻找掩护时爬行
- 屋顶上的狙击手爬行

改进的游荡范围:
STATIONARY:0 - 5(如果看到敌人或受到攻击)
ONGUARD:5 - 最大(如果看到敌人或受到攻击)
CLOSEPATROL:15 - 最大(如果看到敌人或受到攻击或朋友需要帮助)
POINTPATROL:10 - 最大(如果看到敌人或受到攻击或朋友需要帮助)
RNDPTPATROL:10 - 最大(如果看到敌人或受到攻击或朋友需要帮助)
FARPATROL:25 - 最大(如果知道敌人位置)
ONCALL:10 - 最大(如果看到敌人或受到攻击或朋友需要帮助)
SEEKENEMY:最大
SNIPER:5
通过此更改,ONCALL/POINTPATROL/RNDPTPATROL 士兵不会远离其位置,除非他看到敌人或受到攻击或有朋友需要帮助。
注意:当红色警报响起时,ONGUARD 和 CLOSEPATROL 会变为 FARPATROL。

OCTH 中改进的瞄准等级:
手枪 2-4
冲锋枪,霰弹枪:3-4
步枪,突击步枪,轻机枪:4-6
狙击步枪:4-8

瞄准镜提供瞄准等级加成:
- 小瞄准镜(2x):+1
- 中瞄准镜(4x):+2
- 高倍瞄准镜(8x):+3
- 超高倍瞄准镜(10x):+4

根据距离限制瞄准等级:
在距离小于白天视野范围的一半时 - 不超过 4 次瞄准点击
在更大距离时 - 在白天视野范围内最多 8 次瞄准点击

民兵控制改进:
- 保持:改变态度为防御
- 寻找掩护:在寻找掩护点时使用低士气
CheckForChangingOrders(Militia):
- 不改变 STATIONARY/SNIPER 的命令
- 将 ONGUARD, ONCALL, CLOSEPATROL, RNDPTPATROL, POINTPATROL 改为 FARPATROL

隐蔽行动:
- 修复:只有在最近未被看到时才能成功伪装
- 禁用被发现时自动脱衣
- 如果间谍最近未被敌人看到并穿着正确的衣服,则自动伪装
- 默认平民服装:白色 + 蓝色/牛仔裤
- 不使用敌方军用颜色作为平民服装
- 将大多数对隐蔽士兵的限制移至怀疑计数器
- 如果佣兵通过 [Ctrl] + [.] 菜单故意移除伪装属性,则直到应用新衣服之前不会重新应用伪装属性
- 允许隐蔽平民/士兵携带背包,使用怀疑计数器代替

现在,士兵将在以下条件下立即被发现:
- 怀疑计数器为红色
- 敌人看到可疑动画
- 平民间谍看起来不像平民(手持迷彩或枪支或任何非隐蔽武器或军用装备)
- 士兵间谍看起来不像士兵(他携带尸体)
- 间谍非常靠近尸体(站在旁边)
- 士兵正在瞄准观察敌人的伙伴
- 士兵站在武装炸弹附近

更真实的服装:
- 在 [Ctrl]+[.] 菜单中伪装/解除伪装
- [Ctrl]+[.] 菜单将显示佣兵是否有损坏的背心/裤子
- 不能“穿坏”衣服,只能用其他颜色替换(我们没有裸体 Fox 动画)
- 应用衣服时不自动伪装,而是使用菜单(这将同时打开自动伪装模式)
- 不需要新衣服来伪装,只需检查它们有正确的颜色且未损坏

战术:
- 显示红色快速定位器以显示噪音源
- 改变了 X 射线探测器的工作方式 - 现在它显示敌人位置的定位器,仅在前方工作,距离限制为白天视野范围 / 2,还会随机对用户造成 1-3 点伤害(辐射是危险的!)
- 当 X 射线激活时播放“x ray activated.wav”声音
- OCTH 现在使用 NCTH 的重力常数,这使得 OCTH 弹道看起来更好。
- 敌人武器卡壳
- 使用 'u' 键手动解除卡壳和上膛
- 使用变形菜单手动解除卡壳
- 将 BASIC_DEPRECIATE_CHANCE 改为 45(NCTH 中的默认值),因此在射击时对枪支的损坏会减少(并且在大量压制射击时卡壳频率降低)
- 将 maxJamChance 从 50% 改为 30 - 4 * GunReliability,因此对于好武器大约为 20%,对于坏武器不超过 50%
- AI 总是成功解除卡壳
- 如果车辆的任何部分可见,则车辆可见
- 如果士兵爬行并手持刀,则增加陷阱检测等级
- CalcTrapDetectLevel:移除了乐观者忽略陷阱的几率
- 当士兵爬行时减少迷彩效果
- 重新设计了 CAMO_KIT_USABLE_AREA 选项,现在它仅限制来自装备包的迷彩,而不是来自装备的迷彩,这也修复了一些迷彩应用的错误(因此如果您将此选项设置为 100,它应该像原版一样工作)
- 重新设计了迷彩僵尸和使用迷彩装备库存创建的士兵的迷彩穿戴/装备包加成(65% 穿戴迷彩 + 随机迷彩值)
- 醉酒等级视觉指示器:感觉良好,临界,醉酒,宿醉
- 在隐身模式下显示“敌人可以看到我”指示器
- 敌人角色:指挥官,军官,射手,狙击手,迫击炮手,机枪手,医疗兵,无线电操作员
- 再生增强剂现在不那么作弊,因为它们会对最大生命值造成伤害,如果您用再生增强剂治疗了 40 HP,您将平均损失 10 点最大生命值,并且稍后需要用医生恢复
- 如果区域内没有敌对敌人,则自动补充水壶(减少微操)
- AI 总是成功解除卡壳
- 为 Monk、Shadow 和 Tex 添加迷彩面部(来自 VR 代码的功能)
- 预置炸弹(带有爆炸物的动作物品)现在可以被爆炸物引爆,例如可以用手榴弹清除雷区
- 禁用对倒塌士兵的嘲讽
- 如果士兵失去意识,他什么也看不见
- 绞索应仅用于头部,还检查 AI 知识而不是 LOS 测试
- 添加了 r7016:静态阴影降低亮度(由 anv 完成)
- 战斗结束后自动拾取背包
- 可以为平民群体设置阵营(可以使用任何非 0 值) - <Side>2</Side>
- 默认禁用坏蛋动画(如果您想要,可以使用 BADASS_ANIMATION = TRUE 启用)
- 使用 RPG 或火焰喷射器射击时减少 BP 损失
- 仅在使用强力武器(ubImpact >= 40)时可能触发飞退致命动画
- [v] 按钮显示是否使用 IIS/NCTH
- SAFE_SUPPRESSION 选项启用 AI 在射击压制时的额外检查(通常这意味着更少的压制射击,也意味着民兵更少地向您的佣兵背后射击,减少对平民的伤害)
- 修复:随身听仅从头部插槽工作
- 使用随身听时士气增加 20%
- 如果士兵被俘虏,他什么也看不见
- 如果士兵被俘虏,他什么也听不见
- 您可以使用变形清空水壶(如果您不想携带毒水,这很有用)
- 佣兵在补充时会用好的水替换坏水
- 新选项:SOFT_IRON_MAN(实时保存)
- 新选项:SPREAD_FIRE(当结构被火摧毁时创建新火)
- 仅在 2 回合后或在作弊模式下显示敌人角色图标
- 在可见的定时炸弹上显示红色定位器
- 禁用将一组佣兵放入睡眠时的消息框,改为在游戏日志中显示消息
- 在 OCTH 中瞄准时降低激光加成:加成 = 2 * 加成 / (2 + AimTime)(激光主要用于腰射或少量瞄准)
- 在执行解除检查时考虑陷阱难度(以前陷阱等级对解除陷阱没有影响,仅对检测有影响)
- 移除解除绊线时的剪线钳加成(使用带有 <DisarmModifier> 标签的物品)
- 中立平民总是避开玩家的地雷(CIVILIANS_AVOID_PLAYER_MINES 无效)
- 新命令:按 [Alt] + [N],区域内的所有团队成员尝试戴上防毒面具

火/气/爆炸改进:
- 水中没有碎片,水中爆炸没有烟雾,水中火没有光
- 火移除尸体
- 火可以损坏可燃结构
- 火在损坏可燃结构时可以蔓延
- 蔓延的火在夜间增加光
- 当火损坏结构时添加烧痕
- 下雨时不能蔓延火
- 不在水上蔓延火
- 手榴弹或榴弹发射器不能损坏屋顶(使用更强大的爆炸物或摧毁所有墙壁以倒塌屋顶)
- 爆炸随机添加烧痕
- 震撼弹移除火
- 火损坏地面上的物品
- 火会引燃爆炸性结构
- 下雨时限制烟雾效果持续时间
- 仅当爆炸威力 >= 50 且距离爆炸中心 <= 爆炸半径 / 2 时启用飞退动画
- 限制火蔓延到 7 代

有用的变形列表:
- 手动解除卡壳(或您可以按 'u' 键)
- 延迟手榴弹爆炸
- 清空水壶

延迟手榴弹爆炸:
使用变形激活手榴弹的延迟模式 - 它将在下一回合开始时爆炸。这在某些战术情况下可能有用。

设置 DELAYED_GRENADE_EXPLOSION = TRUE 以使所有手榴弹/榴弹发射器手榴弹作为定时手榴弹工作(默认禁用)。

注意:
- 只有普通/震撼/闪光手榴弹可以作为定时手榴弹工作 - 气体/照明弹/其他类型将始终立即爆炸
- 带有 fExplodeOnImpact 标签的手榴弹将始终立即爆炸
- 附加爆炸物功能不适用于定时手榴弹
- 武装手榴弹可以像任何其他爆炸物一样被拾取和解除,但这可能很危险
- AI 士兵通常会尝试避免靠近武装手榴弹/炸弹,但他仍然可能被碎片击中

酒精和药物:
- 酒精等级每小时改变一次,而不是每回合,因此醉酒现在可能会有一些严重后果
- 在回合制中使用酒精和药物需要 AP
- 酒精和药物立即生效(不需要等待新回合)
- 不建议同时使用酒精和肾上腺素(会导致心脏病发作并损失属性)

NCTH:
- VERTICAL_BIAS 始终为 1.0 以显示光标,因此它始终看起来像圆形(不再有椭圆形)
- 最大显示光圈限制为 100(不再有巨大的圆圈),在这种情况下颜色变为深红色
- 激光显示为目标光标中心的点
- 按 ALT 查看子弹偏差为灰色圆圈
- 在自动射击模式下最多显示 10 发子弹,其余显示为 + 号
- 在白天视野范围的一半时使用完整的 IRON_SIGHT_PERFORMANCE_BONUS,在更大距离时铁瞄加成减少
- 改变分布:准确射击更准确(绿色光标),运气不好的射击(红色光标)
- 射击时始终使用 VERTICAL_BIAS = 0.5(减少愚蠢的地面射击)
- r8281 修复:BASE_STANDING_STANCE 在 NCTH 的计算中缺失
- 启用 AIM_VISIBILITY 惩罚

改进的压制:
- 当士兵被压制时,行动点可以减少到零
- 新回合开始时的行动点根据当前冲击水平减少
- 如果士兵有畏缩冲击水平(您可以通过畏缩动画看到,尽管它并不总是 100% 发生)
- 如果士兵在压制攻击后有畏缩冲击水平,他将失去所有 AP
- 如果士兵被击中或由于其他原因,他仍然可以有负 AP,但不是由于压制
- 酒精减少压制冲击,宿醉状态增加冲击
- 肾上腺素效果减少压制导致的 AP 损失
- 如果士兵在跑步,压制效果较差
- 所有士兵的畏缩冲击水平相同(MAX_SUPPRESSION_SHOCK/2),但不同士兵有不同的压制耐受性,这决定了士兵达到最大水平的速度以及压制对该士兵的总体效果
- 新回合的冲击水平取决于士兵的士气,士气=100 时冲击水平减少 50%
- 如果士兵未受到攻击或士兵是无畏的,则在新回合开始时冲击水平减少 50%
- 向敌人射击会减少实际冲击水平,取决于发射的子弹数量以及枪支伤害和响度
- 冲击水平降低有效射击和敏捷,旧的射击冲击效果被禁用
- 攻击的冲击由恐惧抵抗值(来自技能和背景)减少,最大 SL_FEAR_RESISTANCE 限制为 25%
- AI 士兵也使用士气进行冲击计算,他们根据士兵的等级开始具有最大士气,每次成功的压制攻击都会减少 AI 士兵的士气,每回合 AI 士兵未受到攻击时,他的士气会根据他的经验等级恢复到最大值
- 允许使用机枪的士兵进行 2 回合的压制射击
- 允许坦克使用瞄准压制
- 允许使用机枪的士兵在俯卧姿态下使用完整的 AP 进行瞄准压制

您可以使平民群体对玩家和敌人都敌对:
- 在 CivGroupNames.xml 中设置 Side 2 或 3,例如:

<NAME>
<uiIndex>1</uiIndex>
<Enabled>1</Enabled>
<szGroup>Rebel</szGroup>
<AddToBattle>1</AddToBattle>
<Loyalty>1</Loyalty>
<Side>2</Side>
</NAME>

- 在 GameInit.lua 中将群体设置为敌对

SetCivGroupHostile( Group.REBEL_CIV_GROUP , Civ_status.CIV_GROUP_HOSTILE )

战略敌人检测:
- UpdateStrategicDetectionLevel 修复:使用任务检测敌人移动方向
- 侦察兵可以检测敌人方向
- ScoutIsPresentInSquad 修复:仅当士兵不在车辆中、未睡觉且未执行任务时允许侦察
- Skyrider 在飞过有敌人的区域时可以检测敌人方向

更新功能:附加爆炸物
- 可以将橡皮筋附加到任何手榴弹上
- 如果附加了橡皮筋,则允许附加另一个手榴弹
- 可以将胶带附加到任何爆炸物上
- 可以将任何爆炸物附加到胶带上
- 可以将任何绊线激活的物品附加到绊线上
- 使用伙伴物品定义特殊附件(如煤气罐、酒精瓶或弹珠)
- 不能附加零挥发性的爆炸物(如果不使用绊线激活)

中断:
- Ctrl+D - 仅跳过此佣兵的中断
- Ctrl+Alt+D - 跳过玩家队伍的中断
- 如果冲击水平百分比 > 50,则不允许中断
- StandardInterruptConditionsMet:畏缩的士兵不能中断

背包:
- 允许跳跃/攀爬时携带背包。

1.13 中的背包惩罚:
- 移动成本根据背包重量增加
- 携带背包时跳过围栏的成本增加
- 在战斗中需要使用拉链访问背包内容

修复:
- 主干中的所有可能修复
- 其他 AI 和战术修复
- 修复了敌人畏缩动画导致 AI 有时无法工作的问题
- 中断修复
- 丢弃/拾取背包 - 添加了 DropPackFlag 检查,只有当前小队会丢弃背包,添加了成功丢弃/拾取的消息
- 修复了屋顶上的尸体交互

改进的隐蔽行动:

- 如果玩家从 Ctrl+dot 菜单中选择“解除伪装”,则间谍在重新应用衣服之前不会自动伪装
- 默认平民服装:白色 + 蓝色/牛仔裤
- 不使用敌方军用颜色作为平民服装
- 将对隐蔽士兵的一些限制移至怀疑计数器
- 绞索攻击仅在攻击头部时有效

任何士兵将在以下条件下立即被发现:
- 怀疑计数器为红色
- 敌人看到可疑动画
- 平民间谍看起来不像平民(手持迷彩或枪支或任何非隐蔽武器或军用装备)
- 士兵间谍看起来不像士兵(他携带尸体)
- 间谍有严重出血
- 间谍非常靠近尸体(站在旁边)

平民间谍将在以下条件下被发现:
- 在宵禁 = 2 或地下的限制区域内
- 在宵禁 = 1 的限制区域内夜间
- 他身上有被抑制的枪支(如果它们未放置在隐蔽的 LBE 中)

士兵间谍将在以下条件下被发现:
- 士兵正在瞄准观察敌人的伙伴
- 醉酒/吸毒的士兵站在看到他的敌人旁边
- 士兵的装备太好(只有此类型或更高级别的军官可以进行近距离检查,因此精英军官可以检查任何间谍,军队军官只能检查军队间谍或行政间谍等...)
- 士兵在夜间使用手电筒并触发警报

所有其他条件都移至怀疑计数器:

基本值为 1..5,取决于敌方士兵的等级
+1 每个敌方士兵的小队长技能
+1 如果间谍使用手电筒
+1 如果间谍出血
+1 如果间谍醉酒或吸毒
+2 如果敌人处于警报状态
+2 如果敌人处于战斗状态(最近看到敌人或受到攻击)
+2 在首都(Meduna)
总计:每个观察我方士兵的敌人 1..16

*2 如果间谍在跑步、爬行或蹲伏
*2 如果伪装为士兵

/2 如果间谍有隐蔽技能,每个隐蔽技能等级
/2 如果间谍没有隐蔽技能但他是特殊 NPC(本地人)
如果观察者醉酒,他的怀疑度降低(最多 75% 的惩罚在最大醉酒等级)
如果观察士兵的距离超过白天视野范围 /4,则怀疑值相应减少,因此在全白天视野范围内怀疑值将除以 4

最后,所有来自观察士兵的怀疑值相加,然后将总值乘以花费的 AP 并添加到佣兵的怀疑计数器中。
佣兵的怀疑计数器的最大值为 100 * AP_MAXIMUM,这意味着:
在回合制中被低等级敌人近距离观察 100 回合,没有额外修正
在相同情况下被 2 个敌人观察 50 回合
如果间谍伪装为士兵,则为 25 回合
等等...

那么这一变化对玩家意味着什么?
1. 更少的“二元”玩法 - 如果您的伪装很好,并不意味着您可以到处走并在敌人面前无休止地走动。
2. 您必须避开大群敌人,避免跑步或蹲伏/爬行,如果敌人进入警报状态,隐蔽行动将变得更加困难。
3. 您需要找到一些隐藏的地方(以降低怀疑计数器),因此您需要计划您的行动。
4. 在有限访问的区域(如 SAM 站点等)执行间谍行动将更加困难,尤其是在高难度级别下有许多高等级士兵时。
5. 您可以看到隐蔽状态的视觉表示(佣兵名字颜色),因此此功能现在对玩家更友好。

附加爆炸物:
要使用附加爆炸物功能,您需要在 items.xml 中定义标签:

<nasLayoutClass>1</nasLayoutClass>
<nasAttachmentClass>1</nasAttachmentClass>

用于您想与此功能一起使用的所有附件 - 手榴弹、爆炸物、胶带、橡皮筋、绳子、煤气罐、酒精瓶和弹珠。

要将某些物品用作特殊爆炸附件,请为它们定义伙伴物品,例如,在 1.13 原版中定义

<buddyitem>1703</buddyitem>

用于煤气罐,然后如果您将煤气罐附加到 TNT,爆炸物将在 TNT 爆炸时激活以模拟煤气爆炸。

对于弹珠,添加

<buddyitem>1704</buddyitem>

以将其用作任何爆炸的附加碎片。

对于酒精瓶,添加

<buddyitem>979</buddyitem>

以使用燃烧瓶爆炸。

任何附加的爆炸物都应具有挥发性 > 0 才能被激活,主要物品应为正常爆炸类型(附加到绊线的绊线激活物品不需要此功能,因为它们使用绊线激活而不是引爆)。如果您将 mk2 手榴弹附加到气体手榴弹上,它将不会爆炸。

还要在 ja2_options.ini 中打开选项

ALLOW_EXPLOSIVE_ATTACHMENTS = TRUE
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = TRUE

Ja2+AI 中的新选项:

[Extended Options]
IMPROVED_AIMING_LEVELS = TRUE
FULL_PATHING = TRUE

ROOF_COLLAPSE = TRUE
CAMO_PROFILES = TRUE
ENEMY_GUN_JAMS = TRUE
BADASS_ANIMATION = FALSE
SAFE_SUPPRESSION = FALSE

SOFT_IRON_MAN = TRUE
DELAYED_GRENADE_EXPLOSION = FALSE
SPREAD_FIRE = TRUE

UPDATE_GARRISON_ADMINS = TRUE
UPDATE_PATROL_ADMINS = TRUE
UPDATE_GARRISON_ADMINS_PROGRESS_MODIFIER = 0
UPDATE_PATROL_ADMINS_PROGRESS_MODIFIER = 0

ENABLE_SSA = TRUE
DEBUG_SSA = FALSE
VOLUME_SSA = 25

ENABLE_TA = TRUE
VOLUME_TA = 25
zww
or
oooo

“JA2 1.13 稳定版 AI 增强 MOD:7609+AI【中文版】”有20条评论

  1. axiu says:

    我……我穿越了?

    1. zwwooooo says:

      @axiu 没有,基地TBS关了,偶尔更新在这里吧。

      1. 郑永 says:

        TBS...原来是游戏方面的东东。

  2. karlwen says:

    这个能不能结合UC MOD之类的用呢?我刚下了个2018的稳定版

    1. zwwooooo says:

      @karlwen 文中已说明凡是基于 2014 稳定版(熊窝有人叫7609版)的“非源程序”MOD都可以结合玩 :mrgreen:

  3. Hairball says:

    2018稳定版在哪里能下?有链接或网盘地址吗?求一个,感谢

    1. zwwooooo says:

      @Hairball 去QQ群看看吧,群号发你QQ邮箱了。

      1. aeneas says:

        @zwwooooo 你好,我也求一个QQ群,谢谢

          1. JA2 says:

            @zwwooooo 想进Q群,JA2怀念玩家,谢谢~! :wink:

            1. zwwooooo says:

              @JA2 已发你邮箱

  4. 铁资网友 says:

    您好,能不能发一下整合的稳定版,很久没玩,一搜索发现铁资网已经没了~ :arrow: ………… 谢谢谢谢~

    1. zwwooooo says:

      @铁资网友 只能去找群了,发你邮箱。

  5. yr5656 says:

    TY. Miss TBS so much. lol

    1. zwwooooo says:

      @yr5656 Yes, unfortunately.

  6. winnerds says:

    唉,好怀念啊,当年QQ群里一直聊装备配比,天天打卡,现在很少有游戏能够让我捡起这种激情了,QQ群麻烦给一下 :cool:

    1. zwwooooo says:

      @winnerds 已通过邮箱发送。

  7. 行者 says:

    求一个QQ群,大佬~

    1. zwwooooo says:

      @行者 已发你邮箱

      1. 行者 says:

        @zwwooooo 大佬,邮箱里给我的那个QQ群号搜索不到啊??

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