Jagged Alliance 3

Jagged Alliance 3

TACTICAL AI PROJECT
459 Comments
Mungojerrie 2 May @ 3:15pm 
Interesting mod and I certainly enjoy that it makes the enemies more aggressive but unfortunately most of the improvement comes from the enemies straght u pcheating. I've seen enemies shooting my soldiers repeatedly, turn after turn through entire hills or concrete buildings with no line of sight whatsoever, having 30 or so AP(run+auto fire+burst fire+overwatch) and being able to go into concealment overwatch while being visible to my soldiers and in direct lne of sight. Additionally "Repositioning phase" often means "take a full turn during player's own turn" for some reason.

And this feature:

*The last survived enemy during the combat will "charge" to end the battle ASAP.

Never works. Last enemy is either in concealed overwatch behind the corner or just sitting somewhere doing nothing.

It spices up the gameplay for sure but the constant feeling of AI playing by an entirely different set or rules is unappealing.
Milktea 24 Apr @ 2:28am 
@healbot, I totally agree with you. I do like this mod make AI intelligence. but some of those come from just give them more AP somehow break it. those who man the MG or overwatch will get hammer by AI, make those tactical moves worse.

and I must said.

Retaliation Opportunity Attack with CQB armament if the opponent striking other targets in "PointBlankRange". ( [HARD BOILED] Optional Enhancement! )

this is nice, and cool, but please dont make it counter per "HITS"? I would said per trun is great.
I land a muti-hit shotgun and I got killed by enemy react, because I "hits" many of them. or full-auto at pointblank range, they fire 15 times shotgun fire at me(how the fuck? you only got 2 rounds) , which means 100% death plus totally overkill.

this kinda deny the use of shotgun. or any CQB combat.

the most funny part is if you act fast enough, you can kill the retaliation one before he kills you.:steammocking:
Elenhil 20 Mar @ 10:01am 
@healbot, 'can't be disabled', eh? Mod settings, anyone?
healbot 20 Mar @ 9:40am 
+ enemy's stealth, overwatch, granades usage.
- enemies powered not by intelligence but double APs (like move + full auto + full auto is okay).
- enemies always know where you are, can ambush a merc who was stealthy before the battle and was never spotted.
- stealth is garbage now.

verdict: despite the positive improvements in ai behavior, the built-in cheats that can't be disabled not only ruin everything, but make it worse. in the trash
Lucjan 29 Jan @ 2:49pm 
PSA C-UAE major update just dropped. 🚀

Changes were extensive so there is no-zero chance for some minor bugs. Please report 🙏
🔥 Svecka 🔥 22 Jan @ 9:58am 
so 60% stealth option in mod its quite brutal, so i had to lower it for sanitarium map to even been able to sneek into basement withput killing guards. So i recomend to lower this option, when you play sanitarium map. Overall i enjoyed gameplay more with stealth option to almost 0%, as i could do melee kills once again.
🔥 Svecka 🔥 21 Jan @ 6:40am 
yes there seem to be problem with stealth, because i get detected at the edge of the map by sanitarium guard units trough the wall. This is crazy. CAnt even enter map withput triggering units.
✙Старийꑭ 11 Jan @ 5:12pm 
Totally aggree with Gladius. I am using default mod settings and see next situation every time: my sneak assasin kill guy, run in the right corner of the map, then sneaking behind some rock. 3-4 turns later all enemys grouping at the LEFT corner where 2 other merk sneaking who NEVER come ot out of their sneak mode and killed noone. There is absoulutely no chance of sneaking with completely wrong spotting mechanick which real name "comp see you everywhere all time". It's called cheating and it's breacking gaming experiance. I like this mode because of enemies who use oveerwathcing ambush, different kinds of grenades and really smart tactincs, but this f***ing cheating spotting is bullshit.
Gladius Victorius 9 Jan @ 9:08am 
mate i dont change absolute nothing in the mod options they are all Standard and what i write is exact what happen and if you read the Comments here im not the only Player that have the same Problems with this Mod the Camo and spotting mechanic is absolute brocken in this Mod same for the Hit chance of the Enemy that snipe with a Shootgun and 8 Range your Sniper that hit absolute nothing why out of range like he use a Laser gun with 100 Range
LionCat  [author] 8 Jan @ 4:14am 
I quit the JA3 long time ago, but for tthis comment I have to ask one simple question:
@Gladius Victorius WHO ever force you to turn on 'extra mod options' like [hard boiled] or [nightmare] ?

WHY you push yourself to use those options while you are not into those level settings?

WHATs the reason you make yourself suffering these opions (which are turned off by DEFAULT) then writing this comment false leading other users who are not using any options and playing this mod as fun as they could enjoy.

Last, simply you just not skilled into JA3 (way not skilled), make you feel the options are "too much or unrealistic". For me and many other hardcores, we play [nightmare oiptions] and we use 2-3 AIMs to kill them'all so, challenge OPTIONS means CHALLENGING (but no one force you to use any):JA3flag:
Gladius Victorius 1 Jan @ 1:57pm 
Not sure what to think about this Mod it seams nice to have better Enenys but this Mod Turn every Peasant in a warlord even your Level 10 Mercs with all Perks many times dont see the Enemy on the open Field in plain daylight direct in front of them on the other side they get seen with all stealt Perks and hidden in the Night from the enemy near over the entire Map.Then to many Turns for the enemy you start the Figth the enemy shoot first even you surprise them and it was a stealt kill or hit they know exact where you are then you shoot and they get another turn and shoot again back and then again and again if you survive YOUR TURN the enemys seams to have 500 AP Run over the half map Shoot 4-5 Full Auto like a Sniper even with a 8 Range shootgun in a distance of 40+ Tilts and hit absolute perfect then go in Overwatch and maybe shoot again staying in Overwatch 4-5 times.As i write i like better Enemys but this Mod is real to much and unrealistic
Ghost1 29 Dec, 2024 @ 11:05am 
This mod is excellent though if there is away to slightly lower the amount of AP the enemy has and scale down the accuracy especially on overwatch it would be near perfect. The only thing I would really add would be a finite amount of grenades or randomise if an enemy has a grenade or not. If these options are already in the options, I'll keep tweaking and check again. Thanks
Elenhil 12 Dec, 2024 @ 5:43am 
Disable all the mod's options and you'll get just AI improvements without the artificial buffs to either skills or stats.
tuxrouge 12 Dec, 2024 @ 4:26am 
Elenhil, do you know witch option is it ? I need to enable or disabled it ?
Elenhil 12 Dec, 2024 @ 2:01am 
Problem no.1 is TAI's insane amount of accuracy-stacking perks it gives even the lowliest of enemies. Granted, this is enabled via one of the mod options and is off by default.
tuxrouge 12 Dec, 2024 @ 1:41am 
I have a strange problem. I'll take a recent example with buns.
She's lying down, in cover with a good line of sight. The opponent moves, she shoots the first time at him, hitting him. Then he turns around and shoots 4-5 times, hitting each time. It seems that at this point it's much easier for him to hit buns.
Another strange thing that happens when the opponent has a machine pistol or an A shotgun. If I move not too far away from him and shoot another opponent B (and the AI doesn't seem to be in cover) then I get killed by lots of shots from A.
This gave me the impression that the accumulation of mods poses a problem, but the problem is the same when I only have tactical AI activated (I'm not talking about mods concerning mercenaries or other graphical and UI improvements).
Thokari 8 Dec, 2024 @ 1:58pm 
I use 100% drop rate, from Sir Ni's bag of tricks or something, and the enemies drop like 22 grenades, a stack of 2, and two stacks of 10, of same or different types. Could this be caused by this mod? Does this mod add grenades to enemy inventory?
fangshou7777 30 Nov, 2024 @ 1:54pm 
敌人的AI行为还是有些笨拙了,增加难度不能只增加敌人的属性和行动力,我希望看到的是一个有智商的敌人,而不是苯蛋超人,AI增强只是单纯的增加了敌人的属性,但是智商并没有涨,打了AI增强后,我见过敌人没有利用躲掩体的AP和自由移动加成,却移动了十六步,之后在我脸上喷了三发霰弹枪.
但他们的行为很单纯,很容易被预读,近战喜欢顶着警戒冲锋,狙击手不会使用扰乱射击,这就导致属性再高,被针对了一样会死,AI的无用操作太多了。
敌人的行为几乎都是一样的,近战冲到我脸上打我,远程躲无用掩体,狙击也只会用压制射击。
这就导致了,敌人的近战是送死的,枪手是消耗无用行动的,狙击手是摆设。
fangshou7777 30 Nov, 2024 @ 1:54pm 
正常的狙击应该是先打一枪,剩下3AP再压制射击,或者干脆趴下,枪手也是一样,别躲那没用的掩体,掩体不如趴下,很多掩体都是能被摧毁的,能挡下第一发子弹,但后续就挨打,更别说仍手雷,40mm高爆弹,掩体没什么用。
什么时候躲掩体有用,尝试总攻的前一回合,集体躲一次掩体,获得5AP加成和额外的自由移动,下回合就可以做更多的行动,一口气摧毁玩家的队伍。
掩体,只有躲不会被摧毁,不会被打到的掩体才有躲的意义,否则不如趴下,大部分敌人躲掩体都能被打到头和手。
fangshou7777 30 Nov, 2024 @ 1:52pm 
但AI只会用压制射击,就显得很蠢笨,然后是敌人的近战兵种,拥有短兵相接和突袭的屠夫,从来都只会移动到我面前再攻击,攻击和移动是分为两个命令行动的,导致力量系列技能的突袭效果从没有生效过,敌人的屠夫应该直接攻击玩家,利用攻击进行移动,才能让突袭的无视警戒生效。
正常的冲锋应该是远程打掩护,负责警戒,扰乱射击,近战在第一回合先躲掩体,得到AP加成,第二回合再冲锋,这样近战获得额外的5AP和自由移动,基础14AP+5AP,加上蛙跳和飞毛腿,自由移动16点,14AP+5AP+16的自由移动,怎么都能突到玩家脸上砍几刀了,而不是无脑的冲锋送人头,无脑冲锋,还不知道利用自身的技能,属性再高也显得很呆。
敌人的步枪兵也应该多选择趴下,而不是躲掩体但是露出个脑袋,然后顶着警戒冲锋挨打。
BulleTgt 19 Oct, 2024 @ 2:40am 
Unfortunatelly, this mod doesn't fix the main problem. AI still use full-auto from the other side of the map every turn. AI still doesn't care that CTH is 0%, AI just do pew pew for fun
Elenhil 11 Oct, 2024 @ 11:50am 
@Simon12 It doesn't seem likely that it will be. The person who maintained the mod has moved on.
Simon12 11 Oct, 2024 @ 11:30am 
for all the goodness I heard about this mod, the comments are consistently filled with complains about bugs...guess will wait a bit until polished...
IvashaMagnus 26 Sep, 2024 @ 11:31am 
The third difficulty in the mod is not playable.
Where reinforcements arrive.
The game seems to be unable to cope with the load or the scripts are not optimized.
You can't save (settings without saving in battle) when all opponents on the map are killed, the battle continues. You have to wait a couple of turns and reinforcements arrive and so on 2 times, when you've killed everyone you can save.
Slideshow.
IvashaMagnus 21 Sep, 2024 @ 6:02am 
is it correct to add a check mark to the new difficulty, do I leave it on the previous one or should I just leave it on the new difficulty?
I started on hard-boiled. It became easy. Should I add a check mark for dead on arrival or just put a check mark on dead on arrival?
IvashaMagnus 14 Sep, 2024 @ 2:08pm 
Can this mod somehow affect the difficulty of auto battles?

My 8 militiamen can handle 12 heavy assault troops without losses, or can they handle 24 assault troops.

How can I change the difficulty coefficient of auto battles? I play on medium difficulty.
p6kocka 13 Sep, 2024 @ 4:12am 
It happens too often that the enemy forces overwatch their own comrades without any reason. Does it happen to somebody as well?
Kaizer 4 Sep, 2024 @ 11:05am 
@elenhil I think the reason they try to shoot through terrain is there's penetration and sometimes it works. I've had the enemy shoot out the ground from underneath me if it's rickety wood but I've also had people with pistols shoot at concrete. I've shot through a few buildings. The issue is I don't think the enemy knows if their shot will penetrate. The biggest issue I ran into is enemies being too passive but mixing it with the Diceman unpredictability mod and tuning up how many of the enemies are aggressive helped
Elenhil 24 Aug, 2024 @ 11:30am 
Even though it seems abandoned by the dev, a bug report: the enemies, especially in underground sectors, are trying to shoot through walls like mad.
WOLK 21 Aug, 2024 @ 1:04am 
Tell me please, how can I make stealth default in this mod!
Example:
Early I used to kill sentries easily by sneaking into enemy territory.
Now I can't do that because enemies see my super soldier with all stealth perks at a distance of 20 cells in the dark!
This is some kind of drivel!
Zombra 10 Aug, 2024 @ 5:02pm 
Does this apply to all enemies or just the legit military? I like it that the raiders are disorganized.
Monir 5 Aug, 2024 @ 3:31pm 
@Elenhil : it's the official discord you shouldn't need an invite
Elenhil 5 Aug, 2024 @ 3:26pm 
@Monir I suppose I need in invite to see the channel
Monir 5 Aug, 2024 @ 2:27pm 
@Elenhil : I posted it on discord here [discord.com].
Elenhil 5 Aug, 2024 @ 9:31am 
@Monir, Steam removed the link from your comment :(
Monir 4 Aug, 2024 @ 8:00am 
Here is a {LINK REMOVED} I did. Those two bugs should be fixed in this version.

You will need to unsubscribe from this mod first, and then place this file yourself in your mod folder.
Elenhil 4 Aug, 2024 @ 6:42am 
How can one download an older version?
Monir 4 Aug, 2024 @ 6:19am 
@engager6 : this issue has been reported and fixed back in April. Here is the discord discussion [discord.com] if you want to know more about it :

If this is still an issue, then it might be a regression. Since LionCat has retired for the moment, your best option is to use an older version of the mod, if there is a way to get one :/

@Elenhil : it's also a bug I reported. The Revenge perk was a guaranteed headshot against your merc whatever the distance, even all across the map with the crapiest gun. Here is the discord discussion [discord.com] if you want to know more about it.

It was fixed too, so if it is still a thing, then it might be a regression. Pray for LionCat to come back or use an older version if you can :/
engager6 30 Jul, 2024 @ 12:27pm 
Here is the example (60% detection boost in settings): https://steamhost.cn/steamcommunity_com/profiles/76561198090865507/screenshot/2462990284016110486/
Legion maradeur stands in overwatch in the open (!!!) right at the point where cursor is, and Vicky (lvl 8) can't see him! If Shadow moves one tile from cover, he immidately gets ovewatch shot: https://steamhost.cn/steamcommunity_com/profiles/76561198090865507/screenshot/2462990284016128635/
Does this looks ok? For me it makes no sense at all, and BTW, i double checked by F1 mod, that that guy does not have any camo armor or stealth perks...
engager6 30 Jul, 2024 @ 12:04pm 
As an idea: add separate mod setting for player's team and AI enemies detection modifier, instead of just setting detection bonus globally. I also agree with Azoth that even top tier stealth perked mercs with camo armor got detected way too easy. At the same time, enemies are able to sneak to 8-10 tiles from you stanting in the middle of daylight, and it's not just sneaky snipers, it's a common legion grunts and brutes. IMO this should be tweaked to at least making some sense, or where sholud be the option for the player to fine tune separate detection levels.
engager6 30 Jul, 2024 @ 11:52am 
@Azoth Can confirm stealth is indeed an issue. Enemies get ridiculously close without detection, sometimes even closer than SMG ovewatch range. They set up overwatch and when you move next turn you get shot from "nowhere", because somehow your mercs can't see low level legion scout sitting literally 8 tiles away without cover in plain daylight. Can confirm, that loading the game immidately reveals those "infiltrators". Finished a whole campaign with this bug, but after starting a new one with two men squad, this became really (!REALLY!) annoying up to the point i'm considering dropping this otherwise very good mod. Any chance to fix this issue, or make some kind of special option in settings to stop this from happening?
Helgibrandt 26 Jul, 2024 @ 10:55am 
Also what happened to hyenas they just ignore 95% of zones of control.
Helgibrandt 26 Jul, 2024 @ 7:54am 
Also I'm curios hardboiled and DoA options provide enemies with meta stats and perks. Because of wording I expect that enemies get those builds and stats at some tier anyway is it correct? F.e. that elite marauder actually get meta stats and perks? Or how it works exactly? Does common, vet and elite marauders have same stats and set op perks on HB + DoA?
Helgibrandt 24 Jul, 2024 @ 6:12pm 
Hey, I got reinforcements in ernie village, like 5 in a row and 1st one came when no Commander units were present on the map even, only goons and marauders.
1) Can mod assign this ability to call reinforcements to a random goon?
2) How you even detect who is a commander in right now in that case?
Makaan 15 Jul, 2024 @ 8:38pm 
Thanks for the work on this mod. I think it brings more fun and more challenging gameplay, which is quite cool. However, I would prefer to make it more realistic while maintaining mechanics:
1) on retaliation shots a standard interrupt aiming mechanics would be triggered, not when an enemy pulls handgun/smg shots right in the head through entire map.
2) 40mm grenades do not fly over the top of walls in underground sectors.
3) Melee perk where melee attacks are not interrupted is not broken.
Azoth 12 Jul, 2024 @ 6:00pm 
Unfortunately stealth is bugged. The enemy approaches undetected in the daytime at SMG overwatch distance. Funny, my mercs get into overwatch ambush just by standing still. Oh yeah, also mercenaries fall out of stealth all the time. Why I decided that this is a bug, if I load start turn save, these invisible enemies just appear out of thin air. I use minimum number of mods, I don't think there could be a conflict between them.

And I think I found a bug in the game. The enemy seems to detect mercs in stealth from behind better than from the front. In the original game the difference is too small to be sure, but here it's quite obvious.
Elenhil 8 Jul, 2024 @ 3:20am 
Actually, scratch that. TWO shotgunners just did this to me at extreme range. With Hard Boiled OFF, just Dead on Arrival (so no magic perks, only better stats). No amount of Marksmanship can make shotgunners retaliate at sniper range.
Elenhil 8 Jul, 2024 @ 3:15am 
Another clear bug: a range 5 shotgun-wielding enemy with Revenge managed to two-shot Interrupt my sniper at night from 42 tiles.
Swiggity8Swooty 1 Jul, 2024 @ 10:18pm 
@Lioncat Thanks I was able to pass that part. Funny enough I was doing the quest at night, but as you said the spotlight was an instant reveal.

What I ended up doing was adjusting the detection levels from the mod settings which helped immensely.
I did try taking off the mods and trying it in vanilla, enemies still go on alert but not as fast.
I believe it's a Vanilla problem in general but with tweaks to detection it's made worse.
Naqel 1 Jul, 2024 @ 5:17pm 
4 (FOUR!) return fire shots from almost every enemy regardless of if you hit or miss is absolutely garbage, just clearing out Ernie makes me hate this mod.