Jagged Alliance 3

Jagged Alliance 3

Misc - Tactical AI
31 Comments
LionCat 25 Mar, 2024 @ 11:32pm 
This mod is Remastered by TACTICAL AI PROJECT with full compatible support of all other major weapon overhaul mods. :JA3dogtag::JA3medal:
uberjammer 22 Dec, 2023 @ 6:04am 
Author says to use this mod instead of their other more complete AI mod. Comment was Dec 21.
zenblack 20 Dec, 2023 @ 12:45pm 
Update?
Echo 23 Nov, 2023 @ 4:52pm 
Same question as rato. I know there were some AI-related changes in the patch(es) since August.
rato 11 Nov, 2023 @ 7:35pm 
is it working well with 1.3?
Zacarías Satrústegui 13 Sep, 2023 @ 3:01pm 
I have no problems using Timmehs weapons and this mod. ToG idk what it is.
xxx_420_Bad_Boy [Wizard_Cum] 13 Sep, 2023 @ 11:02am 
@mariOlof do you know if this is compatible with ToG and Timmeh? I assume it would just pull whatever loadouts are already available, and I saw the enemies are correctly using Thompson SMGs from the demo mod, but I wanted to double check before installing one of them
CorneyHunt 7 Sep, 2023 @ 1:51pm 
im getting a endless torrent of 40mm Flashbangs every battle. and no HE.

I had loaded tactical enemy at first but i saw the changenote about weapon components and i switched. I have personal mods that tweak them already. also possible reason. Maybe. Nothing ive made goes beyond basic param tweaks though.

Totally possible that its because i loaded it midway through or that theres another conflict though.

Are there any obvious incompatibilities im missing?

The rest seems to be working as intended. combat is way more fun now.
mariOlof  [author] 30 Aug, 2023 @ 10:26am 
@DabHand That is true, and I already removed this for some units. But it might cause AI to keep shooting in a "good" position and not advancing.
DabHand 30 Aug, 2023 @ 10:11am 
Looks forward to testing this.

Is it true that the number of attacks/shots by enemy is capped (typically 2 max) regardless of remaining APs?

Have you considered removing it :D
mariOlof  [author] 24 Aug, 2023 @ 3:45pm 
@F1tgal911 It is a simplified version of "Tactical Enemy", which means you don't need this one if you have that.
F1tgal911 24 Aug, 2023 @ 12:24pm 
Is this compatible with your Tactical Enemy mod?
mariOlof  [author] 22 Aug, 2023 @ 7:51pm 
Last man standing logic is uploaded. Now the last enemy will not hide in the back (except he is unaware). Hope it would improve your experience!
xxx_420_Bad_Boy [Wizard_Cum] 21 Aug, 2023 @ 11:01pm 
Thank you!
mariOlof  [author] 21 Aug, 2023 @ 10:12pm 
@XXX_420_Bad_Boy Checked, all my mods except "Tactical IMP" are good.
xxx_420_Bad_Boy [Wizard_Cum] 21 Aug, 2023 @ 9:43am 
@mariOlof any idea if this needs to be updated for new patch?
mariOlof  [author] 18 Aug, 2023 @ 4:24am 
@Zacarias Satrústegui It happens, as far as I know, AI won't check every waypoints in its path.
Zacarías Satrústegui 18 Aug, 2023 @ 2:39am 
I have been trying this for some combats and the IA still walks casually in and out of a MG´s shoot cone.
mariOlof  [author] 18 Aug, 2023 @ 12:06am 
@XXX_420_Bad_Boy However, for a specified k-v pair in Def/Obj, I am rewrite it instead of append, so if other mod also edited it early, it will gone.
mariOlof  [author] 17 Aug, 2023 @ 11:49pm 
@XXX_420_Bad_Boy Actually I did not edit the vanilla archetypes but added several new archetypes, and load them with "PickCustomArchetypes". This mod is not using the "Place New Obj with same ID" method to overwrite, so it should be compatible.
xxx_420_Bad_Boy [Wizard_Cum] 17 Aug, 2023 @ 11:11pm 
*also enemy unit perks which I would expect to be overwritten by this as well.
xxx_420_Bad_Boy [Wizard_Cum] 17 Aug, 2023 @ 11:10pm 
@mariOlof is this compatible with other mods that edit default units, for example to give new appearances? if i’m looking at the code, all it does is overwrite AI archetypes, inject some new scripted behavior, and overwrite inventories for a few kinds of enemy, so this should work with enemy mods that don’t overwrite the vanilla AI, right? (and theoretically with any new enemy mods that call on the vanilla archetypes?)
mariOlof  [author] 13 Aug, 2023 @ 7:45pm 
@Zacarias Satrústegui So actually, this is a duplication of the "AI content" in the other mod, should be fine if you have both.
mariOlof  [author] 13 Aug, 2023 @ 7:44pm 
@Zacarias Satrústegui Just a typo.
Zacarías Satrústegui 13 Aug, 2023 @ 4:38pm 
Is this compatible with your other AI mod?
Zacarías Satrústegui 13 Aug, 2023 @ 2:07pm 
@Odin I think it´s ¨storm¨ and he means assault soldier (stormtrooper, but that´s coming from a German word if I am correct).
Óðinn 13 Aug, 2023 @ 8:30am 
"Create new AI template for each type of enemy role (e.g. sniper, gunner, stromer)"
Sounds awesome, but what's a "stromer"?
mariOlof  [author] 12 Aug, 2023 @ 8:47pm 
AI loading bug should be fixed now.
mariOlof  [author] 12 Aug, 2023 @ 8:31pm 
@Shuri-Sama Some major bugs here, as I worked on it too late last night :(
dimmy 12 Aug, 2023 @ 4:54pm 
Mod manager reports an error:

Error loading Mod/bLztNAR/Code/Archetype.lua: Zulu/Lua/Tactical/AIActions.lua:703: attempt to call a nil value (field 'SetProperty')
Shuri-Sama 12 Aug, 2023 @ 1:25pm 
as always u do super cool content. ofc u get a like and an abo from me ^^