Jagged Alliance 3

Jagged Alliance 3

Overhaul - Tactical Enemy [!!!Obsoleted!!!]
126 Comments
LionCat  [author] 25 Mar, 2024 @ 11:20pm 
@mikesh1958 Hi mate nice to see you again :praisesun:
This mod is Remastered by TACTICAL AI PROJECT with full compatible support of all other major weapon overhaul mods.
Feel free to share your precious feedback:JA3medal:
mikesh1958 25 Mar, 2024 @ 12:03am 
@LionCat How would you still update this mod because TGCN has become unplayable after the latest updates.
Óðinn 27 Feb, 2024 @ 12:13pm 
Any news on an update please? TGCN was a bit too much for me.
Elenhil 21 Feb, 2024 @ 8:08am 
Yes. Do please update it!
kovacspeter84 6 Feb, 2024 @ 11:09pm 
I'm really looking forward to an update for this great mod (for 1.5). I also tried TGCN, but I would prefer this one instead (or tactical AI), e.g. for better compatibility with other mods. Thanks again for your work!
LionCat  [author] 9 Jan, 2024 @ 10:58pm 
@Nemezir Thanks m8 :) This mod is not abandoned and it will be updated\remastered in 1.5 patch:praisesun: Until then, you may try TGCN [LITE MODE] to see how it goes :estusfull:
Nemezir 9 Jan, 2024 @ 7:23am 
Dear LionCat,

I just want to express the wish for a update of this mod to support the previous posters.

I use the diceman-mod and it’s great.
But a bit more challenging AI would be nice.

TGCN is just to tough (for me) so something between vanilla and TGCN would be fantastic.

Anyway, thanks for the great work.

Kind regards
LionCat  [author] 31 Dec, 2023 @ 7:22am 
Also recommend our DiceMan mod which can give enemies random better weapons based on your Mercs level and this feature can be tuned with DiceMan mod options. It is compatible with any other weapons & overhaul mod as wel.
See it here. :estusfull:
LionCat  [author] 31 Dec, 2023 @ 4:20am 
@Caladan Actually I agree with you as many players still wish to have a gradually curve in a game :)

But the reason why TGCN is not gradually adjusted is because in the LITE mode version, using a 3rd party weapon overhaul such as ToG's random enemy weapons, BCE weapon\craft system, Timmeh's Weapon Overhaul or Rato's future planed enemies weapon design could be more pleasant as those are constantly developed and well balanced atm.

TGCN LITE + one of the above = Latest AI improve + 'AI advanced gear gradually as befits their roles and status' .

However, if Mario approves, then I may also optimise and fix this mod in the early 2024 because our weapon design in this mod has better experience when you play with Gunfight Rework:JA3dogtag:
Caladan 30 Dec, 2023 @ 6:46am 
@LionCat does this mean Tactical Enemy is discontinued? Rather unfortunate if so, I just finished another playthrough with this mod and rather enjoyed the experience, with enemies becoming smarter and getting access to advanced gear gradually as befits their roles and status, but also playing by the same rules as the player.

With TGCN, my understanding is we either get all of nothing: TGCN's improved AI is enabled for all enemies, starting with basic Legion goons on Ernie island, and disabling TGCN gear/perks means even elite enemies in lategame don't get the improved gear that Tactical Enemy offers currently.

For what it's worth, Tactical Enemy still works nicely in 1.4 for all enemies except explosive specialists (Legion grenade guys don't use their grenades and ordnance specialists are very reluctant to deploy mortar fire, MGL and underbarrel grenade launcher users still make use of those).
LionCat  [author] 28 Dec, 2023 @ 7:11am 
@ALL Tactical Enemy enhanced version has been incorporated into The Grand Chien Nightmare recent update. There you could find new options to achieve a similar but latest enhanced experience. :JA3medal:
Caladan 22 Dec, 2023 @ 6:09am 
Hey @Nemezir @LionCat, for what it's worth Tactical Enemy seems to be working if you disable and then re-enable the mod each time you start the game (similar issue as Custom Settings). Confirmed with Show Enemy Info that after doing so, newly spawned enemies and militia recruits have upgraded gear introduced by the mod.
LionCat  [author] 21 Dec, 2023 @ 3:42am 
@Nemezir It may not be fully working in 1.4 so better use the standalone AI mod "Tactical AI"..:JA3dogtag::JA3skull:
Nemezir 20 Dec, 2023 @ 12:07pm 
Dear LionCat,

Does the mod still work for 1.4?

I am looking for something not so tough as the nightmare, but I don’t „feel“ any difference from the vanilla. My hope was that the enemy is a bit more „smart“.

And I am not sure, but should I use other mods in addition to this one?

Kind regards
LionCat  [author] 8 Nov, 2023 @ 8:00pm 
@BLCKSWMP Better fresh start as enemies will be having more advanced armament :JA3dogtag:
blckswmp 8 Nov, 2023 @ 9:14am 
Do i need fresh start for this mod? Or does it work for my existing game. Enemy became too boring so i want to install this on current game. Tell me if ya know!
LionCat  [author] 30 Oct, 2023 @ 4:40am 
@alfn86 If you are seeking more hardcore experience, then search 'The Grand Chien Nightmare' in steam workshop. Militia is also enhanced to real veterans\elites. :JA3dogtag:
alfn86 28 Oct, 2023 @ 8:30am 
What mod is that? Just "harcored enemies"?
LionCat  [author] 22 Oct, 2023 @ 3:37am 
@alfn86 Yes, by design all enemies and allies are not rushing out in this mod at the early combat stage. It is designed for a slow paced tactical combat so militia will not be rushing towards enemies unless you set a trap to draw enemies closer then they will help you to fight against them.
Or If you do wish they fight like pro elite then try our hardcore enemies mod instead. There'a video in that mod page to show you how militia cut enemies in pieces like real veterans. :JA3medal:
alfn86 20 Oct, 2023 @ 4:47pm 
Does it make the milita more offensive and proactive?
Because in some fights I noticed the militia was not so eager to fight, basically wandering at te rear of the map while others were more defending themselves than giving battle to the enemy...
Did anyone here face the same problem with milita?
LionCat  [author] 9 Oct, 2023 @ 7:34pm 
@DabHand He will be back soon lol Then maybe we can do more updates for both our mods:JA3medal:
DabHand 9 Oct, 2023 @ 9:59am 
Hey LionCat thanks for the reply. I did ask about a lite version on the Chien Nightmare mod page. If l missed any reply there, l am sorry.

I will certainly try your mod and l hope you are able to entice some help. Is MariOlof still on vaykay?
LionCat  [author] 8 Oct, 2023 @ 2:16am 
@DabHand NEW MOD OPTION arrives. You could please choose the mod option 'Hard-Boiled' to play the mod with AI improvement Only.
I may add more options to tune up the nightmare levels for extra compatibility with major workshop overhaul mods,
Really appreciated for trying the mod before:JA3medal:
LionCat  [author] 7 Oct, 2023 @ 8:53am 
@DabHand lol I will make a 'lightweight' version later after some optimisation. I have to say, the most difficulty modding tech and time-consuming in JA3 is to mod the stupid AIs. Currently, I hope someone can join me for this 'impossible project':JA3skull:
DabHand 6 Oct, 2023 @ 12:18pm 
Is any of the nightmare of chien AI features going to appear in this mod? The mentioned mod sounds bit full r***** to the max bro, when all l want is more interesting AI.
LionCat  [author] 29 Sep, 2023 @ 11:10pm 
@pishcabueso If still easy, then try the nightmare edition of this mod but that's a real nightmare :bhaal:you've been warned :)
pishcabueso 27 Sep, 2023 @ 10:59pm 
I'm playing it but I don't notice any increase in the difficulty of the enemies
Zacarías Satrústegui 21 Sep, 2023 @ 4:46am 
@LionCat BRING´ EM ON ALREADY!!!!!!!
LionCat  [author] 21 Sep, 2023 @ 2:31am 
Ultimate challenge new AI update will be coming soon in days. We are doing intensive inner testing these days so be prepared for 'The Grand Chien Nightmare'.:bonfire2:
Shuri-Sama 21 Sep, 2023 @ 12:24am 
oh good to know and ofc rl goes first. but glad to hear that u didnt stop modding. u r one of my fav creators here and looking forwards for new content :D
Zacarías Satrústegui 18 Sep, 2023 @ 12:53am 
We´ll be here. Thanks for letting us know.
mariOlof  [author] 17 Sep, 2023 @ 11:51pm 
All mates, this mod is NOT abandoned, but I do have some business in real life. Will be back in October.
backscratchseeker 14 Sep, 2023 @ 6:50am 
No more stealth because the entire map is alerted to you. I only played till Ernie village with this though.
Óðinn 13 Sep, 2023 @ 3:43pm 
Is this mod only available on the Workshop? I can't find it on Nexus.
mousetrapreplica[TSC] 12 Sep, 2023 @ 7:11pm 
great mod, i can definitely notice a big improvement in enemy strategy, especially with them flanking and ambushing out of stealth and what not.however i still find the game has a reverse difficulty curve where it actually gets way easier towards the end rather than more difficult. any chance of remedying this? for the record im playing this with ratos overhaul as well as his comparability patch so maybe thats the issue
permanent666 4 Sep, 2023 @ 2:43pm 
Wow, just played my first battle with this mod in combination with some of the revised mods and the pinned down mod and it was very intense. There were only 4 Army attackers and 7 militia troops but it took very long and it was a constant exchange of fire. Felt like good old 1.13.
DabHand 4 Sep, 2023 @ 9:21am 
I see enemies holding up out of sight (at night but l can see them due to livewire) looking like they are trying to ambush.Would be good if some of these efforts included OWing?
altegamer 4 Sep, 2023 @ 8:59am 
Own stealth is useless with this mod. Enemies always knowing your locations when your squad is in stealth mode. (Only at battles)
mod would be great without that issue
permanent666 3 Sep, 2023 @ 4:10pm 
I updated the militia mod today and it should be compatible with this mod now.
Zacarías Satrústegui 3 Sep, 2023 @ 4:52am 
@mariOlof I made a mod request yesterday but maybe you can add it here. I asked about the surveillance towers and how they are usually unmanned not to say about the fixed machineguns, those are always without any operator on them...

Also... I think once you are discovered into a sector the whole enemy force should hunt for you if they outnumber your or in case of the opposite, they should dig in and await for our mercs to advance. That would complicate the advance to their positions much more than what they usually do, which is just advance usually without cover into our killing zones.

And one last thing: the high ground/roofs should be always manned by the enemy in my opinion.
DabHand 3 Sep, 2023 @ 12:49am 
AI throwing lights or flare gun might help where scouts/melee units throw/fire them towards merc locations for snipers/medium range units to take advantage of?

Apologies if this is something adonis/army already do, l keep restarting to test various gubbins
mariOlof  [author] 2 Sep, 2023 @ 8:33pm 
@BulleTgt I guess you were talking about legion, in late game the Army and Adonis are better with this tactic. If we let the AI push, for some other players, they may say that is too easy since they always set up crossfire trap.
mariOlof  [author] 2 Sep, 2023 @ 8:29pm 
@DabHand @Zacarias Satrústegui No worries, I can do that.
DabHand 2 Sep, 2023 @ 11:03am 
and l was too prickly, so my apologies.
Moses Myshkin 2 Sep, 2023 @ 10:46am 
didnt mean to criticize your request, just thought you didnt see the "ai only" version :)
DabHand 1 Sep, 2023 @ 5:35pm 
Yes @moses and that's what l have had to use instead. Then you lose the loadout enhanced enemies.

The militia mod is currently the most popular on workshop, excluding them for the loadout changes is a reasonable request.
Moses Myshkin 1 Sep, 2023 @ 4:43pm 
@DabHand
Check his #Notes
"For better compatibility, please check the standalone AI mod "Tactical AI"."
Zacarías Satrústegui 1 Sep, 2023 @ 11:58am 
@DabHAnd +1
DabHand 1 Sep, 2023 @ 10:30am 
@mariOlof can you put a mod option in to skip the militia equipment change. It breaks the militia mod mode where you have to equip them yourselves, and means you can also take their kit for yourself which is infinitely better at starting island.
BulleTgt 31 Aug, 2023 @ 11:25am 
Please try to teach AI to decrease the distance, when hit change is too low. On big maps 2/3 of all AI shots are blind ones with 0-1% change to hit, so AI just looks helpless