Jagged Alliance 3

Jagged Alliance 3

Rato's AI Overhaul
95 Comments
gleb_p 12 Jul @ 1:17am 
Added the mode to the ongoing game and it's no fun.
All the enemies and militia just do basically nothing, just moves here and there with almost no shooting.
Any tips how to adjust this?
kovacspeter84 5 Jul @ 3:36pm 
@rato, many thanks for yet another interesting mod!
kovacspeter84 5 Jul @ 3:28pm 
I'm also a fan of Rato's GBO and tried this mod as well. I basically like it, but I noticed a few glitches:
1. Enemy units change stances much more frequently, which is mostly OK, but when the combat is over, NPCs who were enemies should stand up (or crouch), should not remain in prone stance. It's funny to talk to Pierre or Corazon while they are lying on the floor. :)
2. Enemies usually have grenades, but use them less frequently than I expected. A notable exception was a guy in Landsbach who used a grenade during the box fight. :D
Monir 2 Jul @ 2:50am 
How is this mod compared to TACTICAL AI ?
Especially regarding enemies running into your overwatch areas to die one by one ?
Malaktica 17 Jun @ 9:43am 
Note sure if it is an issue with this mod but Army soldiers using mortars tend to do push up, being prone randomly and barely using their mortars. Anyone else noticed that?
OverkillEngine 8 Jun @ 1:36am 
Anyone having issues with the AI not wanting to use their melee attacks? They'll spend an entire turn getting to someone just to run away next turn without taking a swipe at them.
IvashaMagnus 2 May @ 2:06pm 
thx
Mungojerrie 21 Apr @ 5:00pm 
Zacarías Satrústegui, I absolutely *love* Rato's GBO and played with it for over 200 hours. But I feel like JA3 AI just can't handle the added complexity, especially the shooting stance and weapon rotation mechanics. Even with this mod it feels like the enemies shoot too rarely and focus on getting closer where (this is my guess based purely on observation) they actually unleash decent punishmet. But overall even with the enemy buffs turned up it feels easier than vanilla unfortunately due to enemy behavior.

Grenade use being affected by Explosives stat is a feature of Rato's Explosive Overhaul which I recommend wholeheartedly.
Zacarías Satrústegui 19 Apr @ 4:10pm 
@Mungojerrie Yes I have realized about that after a few battles. This mod is far superior. The other ones was a overwatch festival full auto and extra stats and APs the many hours I played it. Now I have to find out how the use of granades are affected by he mercs stats.
Mungojerrie 19 Apr @ 3:19pm 
Zacarías Satrústegui, in practice with this mod the enemies will reposition a lot, use Mobile Shots and Run And Gun a lot and mostly try to get closer and only then fire. With TACTICAL AI they will full auto fire you every turn instead.
Zacarías Satrústegui 18 Apr @ 6:50am 
What's the difference between this one and TACTICAL AI PROJECT?
Ax4711 15 Apr @ 4:42pm 
Super thank you for this fantastic mod! This mod was literally the reason I bought JA3 even after trying the default setup where the AI is standard silly and snipers are everything. Let's say I'm not disappointed anymore now! :steamhappy:
mcmurphy100 15 Apr @ 9:39am 
is this compatible with Tactical AI?
Elenhil 7 Apr @ 6:51am 
An extremely tentative review: judging by enemy behaviour at Ernie Island, this is indeed a breath of fresh air! For the first time ever (compated with TAIP and Vanilla), that lone sniper at Overlook actually took up position at the tower to fore shots at my mercs (BTW, his Gewehr sported an actual sniper scope, also a novelty at this early a stage). Great job!
BearEssentials 4 Apr @ 7:42pm 
Seems with the last patch a new game with this mod can no longer load, the loading screen continues indefinitely.
Daevinski 23 Mar @ 6:22pm 
Great mod, really makes the game more challenging... but yeah, every time a enemy stops to "think" it freezes and lag for a bit. The more enemies in the combat, the worse it gets. :beeped:
Rikimaru 16 Mar @ 11:49pm 
I was able to play fine before modding the game, then I started a new game with about a dozen mods and had the freezes between turns from the get go. This the only AI mod I have.

GPU rx6600 RAM 16gb CPU Intel i7
razvedchiki 16 Mar @ 12:04pm 
i have started a new playthrough a few days ago. im using a 5700x3d/6600 and 32gb of ram.
rato  [author] 16 Mar @ 11:49am 
are those lags recent? I mean, were you able to play fine before?
I tried my best to make it as efficient as possible, but the mod will increase performance cost :/
Rikimaru 16 Mar @ 1:09am 
I do too
razvedchiki 15 Mar @ 10:44pm 
im getting severe lagging/stuttering during the AIs turn.
alrumpel 6 Mar @ 12:47am 
I like the mod so far. I haven't noticed any obvious need for improvement so far. Thanks for your passion and work!
nquiro 26 Feb @ 2:27am 
Hello friend,

I am using the following mod Rato's Gameplay Balance and Overhaul 3 - cfahRED - v 3.58, Rato's AI Overhaul with Smart overwatch. But when performing the Overwatch action the function stops working.. The error that I present is a zero value when taking the weapon and the line as a guide is the following

print("RATMOD - overwatch calc n attacks, attk cost is less than zero:", atk_cost, "...") I get a value of 0

The mod stops and the AP points are 0, but if you open the mod and just save without modifying the mod, continue and present the overwhatch option with the mod editor so you can take it into consideration.

For this mod Rato's AI Overhaul It appears that people sometimes crawl on the floor after finishing the fights, an easy test is to see the foreman who hires people in the mine spend it on the ground and the militia guards some of you take that action too, thanks for the time I know that it is not easy to be fixing the mod
VidarNL 25 Feb @ 10:56pm 
Sounds great! Just one question: does this affect both Legion and Army AI? And to what extent? I can imagine the Legion troops not being as smart as the army, so are they less likely to use all of these tactics?
I can imagine it being tied to their Wisdom stat (since all AI also have all stats as far as I know, but I not a modder or programmer or anything, so I could be wrong). If it not, could it be in the future?
c2crtw 17 Feb @ 10:29am 
Thank you for the militia stat boost option!

I have a question re: friendly fire for militia. I've seen militia avoid shooting allies while on overwatch (with an overwatch failed notification for clarity). But I just had a battle in which a militia member shot through another militia member standing directly in front of him (using autofire!) at a Legion soldier. He hit his target, but killed his team mate in the process!

So now I'm wondering if that was just a fluke event, or if militia (and other allies) also take into account friendly fire when shooting normally, or if that only applies while on overwatch.

I thought that they would always try to avoid friendly fire because I didn't see any cases in the N-Night fight (which typically has a lot in vanilla).

I'm also not sure if this applies to civilians or just allies. (In vanilla, the Fleatown Flea Market could be a killing zone for civilians, so I generally avoid training any militia there.)
rato  [author] 12 Feb @ 11:52pm 
Added milita stat boosts. Can be disabled in the options.
c2crtw 12 Feb @ 5:01pm 
Re: stat boosts

Perhaps it would be easier to just boost both enemies and allies together rather than having a separate option for boosting militia?

There's some in-game lore support for this from the Major's observation that the militia were better than his Legion and also from the typical results of auto-resolved battles.

Boosting only the enemy stats seems to result in significantly higher allied casualties in battles like N-Night, but doesn't seem to alter auto-resolve expectations.

If all NPC stats are boosted (including NPCs that could be either enemies or allies), then it seems like the original enemy vs. allies balance would be more-or-less maintained.

But maybe this mod is intended to be used with the GC-Militia mod to increase the difficulty of tactical battles with militia only? I'm not using the GC-Militia mod and I'm actually quite satisfied with how militia and allies behave with this AI Overhaul mod, so I don't feel the need for full tactical control of militia.
rato  [author] 11 Feb @ 3:33pm 
there is a gbo patch for tons of guns. check the collection
OmegaSW 11 Feb @ 3:16pm 
Yeah I figured it out, thanks. I was troubleshooting bugs in my game that were caused by mods, such as being stuck in sat view or when combat starts. At first I thought it was because of your overhaul mod, since disabling it solved the issue. However now after testing a some more, I've narrowed it down to an apparent incompatibility between Rato's Gameplay Balance and Overhaul 3 and Tons of Guns. I have no idea why those two don't play well together.
rato  [author] 11 Feb @ 2:16pm 
it is a requirement, yes
OmegaSW 11 Feb @ 2:07pm 
Is "Rato's Gameplay Balance and Overhaul 3" a requirement or can this mod be used without it?
rato  [author] 9 Feb @ 7:20pm 
for milita at least. Some other characters that can be enemies or allies it can be a little tricky, cause I do the boosts when their data is generated, not on the fly
rato  [author] 9 Feb @ 7:18pm 
just enemies, but I can create another option for allies if it is desired
c2crtw 9 Feb @ 7:02pm 
Question re: ver. 1.09

Do the stat boosts also apply to militia and potential allies like the Coffee Beans, or just to enemies?
c2crtw 7 Feb @ 3:33pm 
@ Chance Callahan

The "revenge" perk shotgun retaliation is also more dangerous with GBO because of the longer range of shotguns with this mod. Also, even when shotguns miss, they still do partial damage to targets in their cone of fire. I try to either shoot this type of enemy from far away or use mercs with the full body contact perk to attack in melee. The grit they get from the melee attack is usually enough to absorb the revenge shotgun retaliation, although I have to also be careful that their squadmates aren't in the shotgun's target cone on the retaliation.
c2crtw 7 Feb @ 3:33pm 
@Chance Callahan

From what I've seen with this AI mod, the enemies tend not to use run and gun and mobile shot unless they are in relatively close range where their chance-to-hit can be pretty high, especially if you are out of cover or flanked. Even SMGs and pistols can be pretty dangerous at close range with the GBO mod. I've had to adjust my tactics to try harder to keep these types of enemies at a distance using flashbangs, saltshot shotgun shells, and leg shots to slow them down as they try to close in.
Chance Callahan 7 Feb @ 5:24am 
Also, I hit an enemy, even with a headshot, so he retaliates with a shotgun blast and hits me. Every single time. There seems to be no way to kill this enemy without him hitting my guys.
Chance Callahan 7 Feb @ 2:35am 
I think there is something wrong with the "run and gun" feature and the AI. They hit me multiple times every time they run and gun. Is there a way to turn the "run and gun" off?
rato  [author] 6 Feb @ 11:47pm 
thank you,

I will try to add a score for non-iluminated positions
c2crtw 6 Feb @ 5:51pm 
On the topic of avoiding environmental effects, having the AI try to avoid being illuminated would also be good. I've observed enemies (and allies) move into illuminated tiles even though they could have stayed in the dark just one or two tiles away. Of course, they do this in the vanilla game as well.

Your mod already has the AI try to illuminate targets with glow sticks and flares, so this would just be the other side of that feature.



Version 1.08 is really good already and far more realistic and challenging than the vanilla AI, without feeling "unfair." I've only faced the Legion so far, so I'm really looking forward to fighting the mid/late-game enemies.

Unexpectedly, my favorite feature of this mod is that allies take into account the risk of friendly fire (including not killing civilians by accident?).

This mod is amazing. Great job!
rato  [author] 5 Feb @ 11:52pm 
not running away from gas seems to be vanilla, but I will see if I can try to improve this and also the stuff related to noise
rato  [author] 5 Feb @ 11:51pm 
@svecka, I feel most of those problems are related to increased noise and visual radius from GBO.
The rocket launcher may be due to a bad deviation roll in the custom deviation of EO. But I will increase the incentives of rocket launchers to be outside buildings.
🔥 Svecka 🔥 5 Feb @ 1:29pm 
One more observation: I don't know if this was present in Vanilia AI, but Legion is shooting rocket launcher inside the buildings and killing itself. Even if there is a wall in front of the rocket. Or outside they shoot even if there is building in the way.
🔥 Svecka 🔥 5 Feb @ 9:25am 
Some problems I have encountered:

- Prison level (L6): when combat starts, even if all units of the player are at the opposite side of the map than enemy, the combat turn based gameplay will not stop, it's always on, so I have to move all units by turn based combat to the enemy and kill him.

- Fort Brigand (k16): for strange reason enemies started to run to the end of the map by the dock, where there are boats and just hid then (10 of them), like they were trying to flank me around the wall. But there is no path around, so they just stayed there in that position all the time. Also my turn combat mode did not turn off even if I was on other side of the map.

Another AI problem: enemy does not run away from enviroment effects, like tear gas from grenades or mortars, and just stay there in the cloud until they die.

MODS used:
- Rato's AI Overhaul
- rato's explosive overhaul
- rato's gameplay balance
- JA3_CommonLib
- C-UAE Cross-Mod Universal Armament Expansion
rato  [author] 1 Feb @ 6:19pm 
Hmm it seems to be working here. I will check if it is related to GC Militia
sabre_sandy 1 Feb @ 5:25pm 
no, I didn't think to save the log from the mission. Sorry about that.
rato  [author] 1 Feb @ 3:43pm 
I think that bug is related to the fact I removed the sniper scope as a possible component of the benelli shotgun, in GBO. I did that a long time ago and then rolled it back due to similar reports. I will investigate.
Rubezagel 1 Feb @ 12:55pm 
did the N-Night mission just recently, without any problems. Not sure if it was version 1.05 or 1.06.
No militia present (no militia mod either), only coffee beans. Maybe that narrows it down...
rato  [author] 1 Feb @ 12:15pm 
@sabre_sandy hi, do you think you can send me a log of when this happens? that might make me able to fix it quickly
sabre_sandy 1 Feb @ 12:04pm 
Something's not working with the AI during N-Night. Everyone goes to ground instead of attacking, and this includes the Coffee Beans; one Legion squad never left their spawn.

I am using the overall Rato overhaul and the GC Militia mod in addition to the AI overhaul.