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)
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 tilesDemo 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.
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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).
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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.
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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.
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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.
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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.
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r1974
Stop focus if shooting outside focus spot.
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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.
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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.
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r1970
Update for removed watching feature code.
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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....
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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 ...
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r1967
More transformation actions localizations.
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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.
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r1965
Black AI: try to continue flanking if soldier is in deep water and not under fire.
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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 ...
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r1963
HandleSuppressionFire: ensure min shock value 1 if any suppression happened.
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r1962
Suppression shock from heard gunshots: - less penalty from morale - increase distance for unmodified shock to TACTICAL_RANGE
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r1961
Improved code to throw smoke/flashlight.
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r1960
Red AI: possibly throw flashbang before entering room. Fixed grenade searching check to throw smoke to cover movement.
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r1959
Medic AI: - ensure sufficient medical skill for AI - don't drain BP when doing first aid for AI
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r1958
REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT option should reveal items dropped by all soldiers, not just ENEMY_TEAM.
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r1957
Better breath restoring with high breath level when using canteen.
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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.
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r1955
Roof vision bonus applies from roof to ground level only, giving more advantage to roof positions.
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r1954
Red AI: allow suppression more often when soldier is on roof and has prone sight cover.
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r1953
Doubled canteen effect for restoring breath (when not using food system).
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r1952
AI: Check if blowing up obstacle when flanking improves path cost.
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r1951
SwitchOffRadio: stop SOLDIER_COUNTER_LISTEN. Red, Black AI: radio operator wants jamming if player team is listening.
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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 ...
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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 ...
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r1948
Allow small min level of BP regeneration for AI even if having no APs left.
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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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- 本文标题:ja2_7609+AI 中文版 r2046
- 本文链接:https://zww.me/ja2_7609ai-cn-r2046.z-turn
- 发布时间:2021年04月15日 20:24
- 版权声明:除非注明,文章均为 zwwooooo 原创,转载请以链接形式标明本文地址!
这游戏你都跟了十几年了,厉害啊
@Timothy 值得佩服,噗...偶尔还帮忙更新
@zwwooooo 这么经典的游戏,我没玩过。
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。。。。。。
@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