Jagged Alliance 3

Jagged Alliance 3

Rato's AI Overhaul
Showing 11-20 of 23 entries
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Update: 1 Feb @ 1:59am

Version 1.07-3216

1.07a

Some adjustments to flanking behaviour
increased use of autofire

Update: 30 Jan @ 1:01am

Version 1.07-3188

1.07

Changed the aim levels the AI will use to a more dynamic form. They may choose to prioritize damage from many attacks when closer to targets

Added a signature action for suppressive fire, that will make the AI use autofire in some occasions, even when it is not that accurate.

Changed some weights in archetypes

Refactored some code to prevent redundant calculations

Update: 28 Jan @ 8:04pm

Version 1.06-3112

1.06b

Fixed enemies trying to shoot when having 0 cth (from far away)

Update: 28 Jan @ 7:01pm

Version 1.06-3110

1.06a

Small tweaks to boost stats
Tweaked some policies

Update: 27 Jan @ 1:18am

Version 1.06-3107

1.06
Refactored seek cover logic. The enemy will have a better estimation of a position cover value, as well as negative score when being exposed at close ranges to multiple enemies

Fine tuned many weights in enemies policies

Added more incentives to pull enemies closer to action

Skirmishers on flanking positioning behavior will attack instead of throwing grenades (they will still throw grenades on their other behaviors)

Increased a bit the weight for seeking cover

Added an incentive for Skirmishers to target enemies with the Flanked status effect


Options:
Boost Stats option values have been reworked, and now have a multiplier and a flat component as well. Expect higher boosts overrall.

Added Use Simple Score mod option. To check if it can reduce desyncs in coop.

Desyncs:
Added a code improvement that will sort some tables. This may enable coop users to disable the option that stops grenade redistribution. please test.

Fixes:
Fixed a bug that could make the AI use grenades from other mods (like merc mods that add special grenades)
Fixed a bug related to nil hit_modifiers variable

Update: 24 Jan @ 1:35pm

Version 1.05-2947

1.05b

fixed a possible infinite loop when AI was deciding aim levels, if min aim was somehow higher than max aim. Should resolve AI freezing at start of combat

Update: 24 Jan @ 8:40am

Version 1.05-2941

1.05a

fixed MG typo (for real now)

Update: 24 Jan @ 12:47am

Version 1.05-2937

1.05

STABLE VERSION

Completely reworked AIPrecalcDamageScore
Increased the score of Deal Damage policy, combined with the new AIPrecalcDamageScore, should get rid of AI not taking shots

Reworked the function that defines Aim levels for AI. It will now try to aim more

Gave an option for the AI to use hipfire if at very close ranges

Removed the Get Closer positioning behavior, instead, fine tuned optimal location params
Cleaned all archetypes of possible buggy behaviour

Fixed a vanilla function that governs body parts targeting for the AI
Fixed a typo in MG setup behavior

Revamped the Boost Stat option, It is now enabled by default.

Update: 23 Jan @ 9:28am

Version 1.04-2840

1.04

Added an option to give general stat boost to enemies, based on their roles

Changed the weights related to being exposed out of cover

fixed the AI considering negative cover score as "cover". This would cause Soldier enemies to do flanking behavior thinking they were in cover

Changed the "Get closer" behaviour, to stop it from happening too close to the fight and leaving the AI exposed. The AI will also try to be out of sight when getting closer. Increased the probability enemy will seek cover while it is approaching the fight

Update: 21 Jan @ 11:18pm

Version 1.03-2784

1.03

Fixed some code that should resolve Desyncs in coop
Removed some pesky prints statements
Fixed a bug related to dead units trying to change stance