Counter-attacks

Hired Guns: The Jagged Edge is a turn-based strategy that puts you command of a squad of specialists for hire in the genre’s biggest game-world yet: the African country Diamond Coast. Diamond Coast is a playground for the cruel and corrupt, each with their own agenda. Choose your friends wisely and buy an army of ruthless mercenaries to unleash mayhem on your foes. Choose “jobs” from different factions and complete them for cash to upgrade your weapons and hire more elite soldiers of fortune.
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Edgewise
Posts: 34
Joined: Sun Jan 18, 2009 12:25 pm

Counter-attacks

Post by Edgewise »

I've already mentioned in a few places that I think counter-attacks are both too weak and too seldom. I would like to start a thread specifically on this topic because I think it's a fairly easy way to dramatically improve the game. In addition to the 'normal' faction attacks on territory controlled by you and by eachother, I think the factions should all have large 'reactionary' type counter attacks that occur at specific points in the game. For the dictator who should have at least a few thousand total soldiers, I'd give him massive counter attack each time you capture a new zone. When you capture your first area under dictator control, a 1 time counter-attack force of 20 soldiers will begin marching towards that zone from the military base or palace. When you capture your 2nd, 3rd, 4th zone, a 1 time counter-attack force of 2 groups of 20 soldiers which hit you back to back on arrival will begin marching toward the zone as soon as you capture it. So if you quickly take down 3 zones, a 20 man group will be marching to the first zone, and a 40 man group will be marching to each of the other 2 zones. When you capture your 5th and 6th zones, each capture will spawn a 40 man counter attack made up of 20 soldiers followed by 20 elite guards, back to back. Any zones you capture after this will spawn 40 elite troops, hitting in 2 groups of 20 like before, back to back. As soon as the end of the first battle, the next group shows up on the map edge. These counter-attacks would be in addition to an increase in the strength and frequency of counter-attacks that occur when you sit still, which I think should start at 10 malitia every 24 hours when you only hold 1 territory and increase by 5 for each territory you hold up to 20. (15 for 2, 20 for 3) and when you hold 4 zones, the composition should change to 15 malitia 5 soldiers, 10 each for 5 zones, 15 soldiers 5 malitia for 6 zones, 20 soldiers for 7+.

Additionally, if you take the game path that makes Janus your enemy by rescuing the Butsi, ALL 'client' zones get a full 20 merc squad moved into them to defend them immediately, and you start getting Merc attacks from Janus. As you're now enemy to Janus and the Dictator, they both send attacks on you as described above, but the big counter attack comes from whoever owned the zone you capture and who sends the 'daily' attacks will be alternating assuming both can reach you. Might need some kind of 'elite' mercs for Janus as well.

This should make it much more difficult to play the entire game with only 2 or 3 mercs + generic NPC's. :P Anyone have comments here? Am I the only one who thinks the game is too easy even on hardest settings in it's current configuration?

Just because I aint sayin' it doesn't mean I'm not thinkin' it.
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SlickWilhelm
Posts: 1854
Joined: Sun Jul 22, 2007 1:52 pm
Location: Rochester, MN

RE: Counter-attacks

Post by SlickWilhelm »

Are you saying that you are playing on the hardest difficulty level and are only using one squad of two Mercs throughout the entire game?

If so, you're a small arms tactical god. I'm playing on easy mode and always end up with most/all of my mercs wounded in every battle. In my first run through of the game, I lost four mercs KIA. In my second game, I just had Rob get KIA by a grenade at the dam.

One easy way to make the game harder for you while you wait for your ideas to be implemented, is maybe try to have your two mercs use handguns and knives only. Also, there's a way to give all the enemy 100 strength, so they would be grenading you back to the stone age. In fact, this one of the biggest changes made by Erik and Sean in the first patch. They toned down the enemy strength and reduced the number of grenades that they had.
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Edgewise
Posts: 34
Joined: Sun Jan 18, 2009 12:25 pm

RE: Counter-attacks

Post by Edgewise »

It's not me, it's the AI.  If I were playing vs humans, would be much more difficult.  But yea, you can do most of the game with 1 merc, a couple places you need 2, one place I needed 3.  That is knowing where the 's' will hit the fan in advance, obviously I've had to restart a fair number of times.  I've already described my tactics in various threads.  And I do finish many kills with a knife already for the stat gain chance.  Pistols can work just fine too, very low ap per shot and very quiet with a silencer so you don't attract enemy.  A couple of maps tho where you just can't get through it with only 2 mercs without using grenades.  Oh how I tried. :)  Using only pistols and a knife on most maps would not make them harder, just make them take longer.
Just because I aint sayin' it doesn't mean I'm not thinkin' it.
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SlickWilhelm
Posts: 1854
Joined: Sun Jul 22, 2007 1:52 pm
Location: Rochester, MN

RE: Counter-attacks

Post by SlickWilhelm »

Oh, I agree with you that the AI needs some work. I think if the AI were stronger, you wouldn't need more counter attacks. You'd have the feeling of accomplishment from defeating the Dictator's forces once and capturing the sector.

I wish the AI was better at making decisions on when to advance, when to retreat, and most importantly.....to seek cover at the end of every turn.
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Edgewise
Posts: 34
Joined: Sun Jan 18, 2009 12:25 pm

RE: Counter-attacks

Post by Edgewise »

Even with really 'good' AI which is truely rare in any game, you need at least a healthy increase in in the number and quality of enemies.  With abysmal AI, you need zerg wave swarms of them.  I don't think the AI is quite at the lemming level but on a 1-10 scale I'd go with around 3 for HG.  JA2 I'd give the AI around a 5 and they also had much better hardware, particularly in some of the mods.  Still predictable, but at dangerous.  In HG, if you're at med range with good camo firing a silenced pistol/SMG/AR from grass or a bush, the AI won't see you or hear you and it just stands there getting shot till critical before trying to run away.  They usually won't med themselves or eachother either, just bleed to death if you can't finish them before they'er out of range.  On some maps you can go through the entire map this way, or you can use terrain to create a kill zone where one merc can take on 5-6 at once with no problem.  Most of the AI issues I've seen have already been posted so I don't see any point in going into great detail.
Just because I aint sayin' it doesn't mean I'm not thinkin' it.
Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: Counter-attacks

Post by Mraah »

Edgewise,

I've looked at all your posts regarding changes you'd like to see and how the game isn't doing this or isn't doing that, etc etc. From what I can tell, most of your suggestions/ideas appear to be do-able, in one way or another.

I haven't had the time to tweak anything but if you have a moment you can look in the BASIS/SCRIPTS/AI folder and open up the "table_values" lua with notepad and see the variables that can be adjusted ... but unfortunately the remarks are garbled and cannot be translated however it's almost self explanatory.

If you tweak a few things that change your game play to a more challenging level then please let us know.

Below is a snipet from that file (hard level) :
lvl = LEVEL_HARD,

maxMoveDist = 15, -- ðàññòîÿíèÿ äëÿ ïåðåìåùåíèÿ (øòóðìîâèê)
medMoveDist = 10, --
defMoveDist = 5, --
minMoveDist = 1, --
sniperMaxMoveDist = 5, -- ðàññòîÿíèÿ äëÿ ïåðåìåùåíèÿ (ñíàéïåð)
sniperMedMoveDist = 4, --
sniperDefMoveDist = 3, --
sniperMinMoveDist = 1, --
maxStrategy = 3, -- êîëè÷åñòâî ñòðàòåãèé (TB)
medMoveMistake = 0.3, -- ñðåäíÿÿ îøèáêà ïî íàïðàâëåíèþ ïðè ïåðåìåùåíèè ê öåëè
smallMoveMistake = 0.1, -- ìàëàÿ îøèáêà ïî íàïðàâëåíèþ ïðè ïåðåìåùåíèè ê öåëè
rotateMistake = 80, -- îòêëîíåíèå öåëè îò ëèíèè çðåíèÿ, ïðè êîòîðîì ïîâîðà÷èâàòüñÿ ñ öåëüþ óâèäåòü íå íàäî
hitBreathPenalty = 200, -- ïåíàëüòè íà ýíåðãèþ ïðè ðàíåíèè (äëÿ þíèòîâ èãðîêà òîæå)
boredInterval = 120, -- âðåìÿ, ïîñëå êîòîðîãî íàåìíèêè íà÷èíàþò èçëàãàòü ìóäðûå ìûñëè
useOneGrenadePerTurn = false,

----------------------------------

RTMinBreathForJob = 2000, -- ïîðîã ýíåðãèè, ïðè äîñòèæåíèè êîòîðîãî íóæíî îòäûõàòü (RT)
TBMinBreathForJob = 1000, -- ïîðîã ýíåðãèè, ïðè äîñòèæåíèè êîòîðîãî íóæíî îòäûõàòü (TB)
TBBreathForWalk = 3300,
tooCloseDist = 10, -- ìèíèìàëüíî âîçìîæíîå ðàññòîÿíèå äî âðàãà ïðè ñáëèæåíèè
moraleTresholdPoseUp = 55, -- ïîðîã ìîðàëè âûøå êîòîðîãî þíèò ïîâûøàåò ïîçó
moraleTresholdPoseDown = 40, -- ïîðîã ìîðàëè íèæå êîòîðîãî þíèò ïîíèæàåò ïîçó
moraleTresholdFlee = 50, -- ... ñïàñàåòñÿ áåãñòâîì âìåñòî àòàêè â melee
strafeProb = 0.3, -- âåðîÿòíîñòü ñòðåéôà ïðè îòñóòñòâèè ëèíèè îãíÿ
forcedMeleeDist = 7, -- ðàññòîÿíèå íà êîòîðîì þíèò àòàêóåò â melee
forcedMeleeProb = 0.9, -- âåðîÿòíîñòü àòàêè â melee
turnForVisibleReport = 1, -- êîëè÷åñòâî òóðíîâ, ïîñëå RT, ïîñëå êîòîðûõ þíèò ñîîáùèò î âèäèìûõ âðàãàõ ñîþçíèêàì
visibleReportProb = 0.9, -- âåðîÿòíîñòü ñîîáùåíèÿ î âèäèìûõ âðàãàõ ñîþçíèêàì
soldierMaxMissTries = 2, -- ìàêñèìàëüíîå êîëè÷åñòâî ïðîìàõîâ ïåðåä ñìåíîé ïîçèöèè (øòóðìîâèê)
sniperMaxMissTries = 3, -- ìàêñèìàëüíîå êîëè÷åñòâî ïðîìàõîâ ïåðåä ñìåíîé ïîçèöèè (ñíàéïåð)
sniperMaxAttacks = 5, -- ìàêñèìàëüíîå êîëè÷åñòâî àòàê ñ îäíîãî ìåñòà (ñíàéïåð)
tryWalkAroundProb = 0.5, -- âåðîÿòíîñòü îáõîäà ïðîòèâíèêà (èíà÷å - ïðîñòîå ñáëèæåíèå)
minGrenadeRange = 8, -- ìèíèìàëüíîå ðàññòîÿíèå äëÿ àòàêè ãðàíàòîé
useGrenadeProb = 0.5, -- 1-áàçîâàÿ âåðîÿòíîñòü àòàêè ãðàíàòîé
reloadTreshold = 50, -- ïðîöåíò ïàòðîíîâ â ìàãàçèíå ïðè êîòîðîì ïðîâîäèòñÿ òàêòè÷åñêàÿ ïåðåçàðÿäêà
tryHealAlly = true, -- ïûòàòüñÿ ëå÷èòü óìèðàþùèõ ñîþçíèêîâ?
mayCheckLoot = true, -- øàðèòü ïî ëóòó áåç îñòðîé íåîáõîäèìîñòè?
tryKillDyingEnemy = true, -- äîáèâàòü óìèðàþùèõ âðàãîâ ïðè ïðîâåðêå ëóòà?
attackDyingEnemyProb = 0.4, -- âåðîÿòíîñòü àòàêè óìèðàþùåãî âðàãà
psychoProcessed = 0.15, -- âåðîÿòíîñòü "ïñèõè÷åñêîé" ðåàêöèè ïðè âûñòðåëå (äëÿ ìåðêîâ)
maxGrenadeMistake = 3, -- îøèáêà ïðè áðîñêå ãðàíàòû (ìîäèôèêàòîð çäîðîâüÿ)
healthPercentToBandage = 50,

----------------------------------------
RTKnownStalkers = 3, -- êîëè÷åñòâî ïðåñëåäîâàòåëåé èçâåñòíîé öåëè â RT
TBKnownStalkers = 5, -- êîëè÷åñòâî ïðåñëåäîâàòåëåé èçâåñòíîé öåëè â RT

----------------------------

dangerSoundShotDist = 90, -- ðàññòîÿíèå, íà êîòîðîì çâóê âûñòðåëà ñ÷èòàåòñÿ îïàñíûì
dangerSoundBlastDist = 110, -- ðàññòîÿíèå, íà êîòîðîì çâóê âçðûâà ñ÷èòàåòñÿ îïàñíûì
dangerSoundBulletDist = 5, -- ðàññòîÿíèå, íà êîòîðîì çâóê ïóëè ñ÷èòàåòñÿ îïàñíûì
forgetSoundInterval = 200, -- âðåìÿ â ñåêóíäàõ, ÷åðåç êîòîðîå çâóê áóäåò çàáûò
RTSoundStalkers = 3, -- êîëè÷åñòâî ïðåñëåäîâàòåëåé çâóêà â RT
TBSoundStalkers = 5, -- êîëè÷åñòâî ïðåñëåäîâàòåëåé çâóêà â TB
RTSoundStalkMode = "walk", -- ðåæèì ïåðåäâèæåíèÿ ïðåñëåäîâàòåëåé çâóêà â RT
TBSoundStalkMode = "run", -- ðåæèì ïåðåäâèæåíèÿ ïðåñëåäîâàòåëåé çâóêà â TB

----------------------------------------------------

roamInterval = 90, -- èíòåðâàë âðåìåíè, â òå÷åíèè êîòîðîãî ïðîâîäèòñÿ ïîèñê
roamRadius = 20, -- ðàäèóñ ïîèñêà
lazyRoamInterval = 30, -- èíòåðâàë âðåìåíè, â òå÷åíèè êîòîðîãî ïðîâîäèòñÿ "ëåíèâûé" ïîèñê (ò.å. áåç ÷åòêîé öåëè)
lazyRoamRadius = 15, -- ðàäèóñ "ëåíèâîãî" ïîèñêà
lazyRoamIntensivity = 0.12, -- èíòåíñèâíîñòü "ëåíèâîãî" ïîèñêà
lazyRoamLowTime = 4, -- íèæíèé ïîðîã "íè÷åãîíåäåëàíüÿ" ïðè "ëåíèâîì" ïîèñêå
lazyRoamUpTime = 9, -- âåðõíèé ...

------------------------------

mpAllyCorpseSighted = 0, -- ïåíàëüòè åñëè óâèäåë òðóï ñîþçíèêà
mpAllyHit = -1, -- ïåíàëüòè åñëè ïîïàë ïî ñâîåìó
mpAllyKilled = -2, -- ïåíàëüòè åñëè óáèë ñâîåãî (äîáàâî÷íîå)
mpAllyKilledAll = -1, -- ïåíàëüòè âñåì îäíîïîë÷àíàì åñëè óáèë ñâîåãî (äîáàâî÷íîå)
mpHit = -2, -- ïåíàëüòè åñëè ïîïàëè
mpKilledAll = -6, -- ïåíàëüòè âñåì îäíîïîë÷àíàì åñëè óáèëè
mbEnemyHit = 2, -- áîíóñ åñëè ïîïàë ïî âðàãó
mbEnemyKilled = 5, -- áîíóñ åñëè óáèë âðàãà
mbEnemyKilledAll = 2, -- áîíóñ âñåì îäíîïîë÷àíàì åñëè óáèë âðàãà

-------------------------------------

leaderOptDist = 25, -- îïòèìàëüíàÿ äèñòàíöèÿ áîéöà äî êîìàíäèðà
leaderMaxCmdDist = 30, -- ìàêñèìàëüíàÿ äèñòàíöèÿ, íà êîòîðîé êîìàíäèð óïðàâëÿåò áîéöîì
leaderFarDist = 40, -- äèñòàíöèÿ ïðè ïðèâûøåíèè êîòîðîé êîìàíäèð áóäåò ïîäçûâàòü áîéöà

----------------------------------

leaderAllowDiedProb = 0.33, -- äîïóñòèìûé ïðîöåíò æèâûõ äëÿ ïðîäîëæåíèÿ áåç ïðèíÿòèÿ ñåðüåçíûõ è ðåøèòåëüíûõ ìåð
leaderRetreatProb = 0.4, -- âåðîÿòíîñòü îòäà÷è êîìàíäèðîì ïðèêàçà íà îòñòóïëåíèå ïðè ìîðàëè 100 (èíà÷å - ðåôîðìèðîâàíèå îòäåëåíèÿ)
leaderRetreatTurns = 2, -- êîëè÷åñòâî òóðíîâ îòñòóïëåíèÿ ïåðåä î÷åðåäíîé îöåíêîé ñèòóàöèè

---------------------------------------------

surroundTurns = 2, -- èíòåðâàë ïîñëå êîòîðîãî áóäåò ïðîâåäåíà î÷åðåäíàÿ îöåíêà ñèòóàöèè
surManyEnemiesSoldier = 0.2, -- âåðîÿòíîñòü îòñòóïëåíèÿ ïðè áîëüøîì êîë-âå âðàãîâ (ïðè ìîðàëè 100, øòóðìîâèê)
surBadHealthSoldier = 0.15, -- âåðîÿòíîñòü îòñòóïëåíèÿ ïðè íèçêîì çäîðîâüå (ïðè ìîðàëè 100, øòóðìîâèê)
surManyEnemiesSniper = 0.35, -- âåðîÿòíîñòü îòñòóïëåíèÿ ïðè áîëüøîì êîë-âå âðàãîâ (ïðè ìîðàëè 100, ñíàéïåð, ëèäåð, ïàòðóëü)
surBadHealthSniper = 0.25, -- âåðîÿòíîñòü îòñòóïëåíèÿ ïðè íèçêîì çäîðîâüå (ïðè ìîðàëè 100, ñíàéïåð, ëèäåð, ïàòðóëü)
retreatHealth = 33, -- ïðîöåíò çäîðîâüÿ äëÿ îòñòóïëåíèÿ
retreatEnemies = 7, -- êîëè÷åñòâî âðàãîâ äëÿ îòñòóïëåíèÿ (øòóðìîâèê)
retreatEnemiesSniper = 4, -- êîëè÷åñòâî âðàãîâ äëÿ îòñòóïëåíèÿ (ëèäåð,ñíàéïåð,ïàòðóëü)

table_values =
-- really used

over_head = 1.00, -- ïîêàçûâàòü ðåìàðêó íàä ãîëîâîé
corner = 0.00, -- ïîêàçûâàòü ðåìàðêó â óãëó

-- for compability only

max_move_distance = 15.00, -- íà êàêîå ìàêñèìàëüíîå ðàññòîÿíèå îòäàâàòü ïðèêàç íà äâèæåíèå â ïîøàãîâîì ðåæèìå
med_move_distance = 10.00, -- íà êàêîå ñðåäíåå ðàññòîÿíèå îòäàâàòü ïðèêàç íà äâèæåíèå â ïîøàãîâîì ðåæèìå
default_move_distance = 5.00, -- íà êàêîå ðàññòîÿíèå îòäàâàòü ïðèêàç íà äâèæåíèå â ïîøàãîâîì ðåæèìå ïî óìîë÷àíèþ
min_move_distance = 1.00, -- íà êàêîå ìèíèìàëüíîå ðàññòîÿíèå îòäàâàòü ïðèêàç íà äâèæåíèå â ïîøàãîâîì ðåæèìå
min_grenade_throwing_dist = 8.00, -- ìèíèìàëüíàÿ äèñòàíöèÿ áðîñêà ãðàíàòû (÷òîáû íå ïîôà÷èòüñÿ)
dist_to_not_move_closer = 10.00,
max_danger_dist_of_bullet_sound = 10.00, -- äèñòàíöèÿ, íà êîòîðîé çâóê ïóëè ñ÷èòàåòñÿ îïàñíûì
max_danger_dist_of_grenade_sound = 200.00, -- äèñòàíöèÿ, íà êîòîðîé çâóê óïàâøåé ãðàíàòû ñ÷èòàåòñÿ îïàñíûì
max_danger_dist_of_shot_sound = 100.00, -- äèñòàíöèÿ, íà êîòîðîé çâóê âûñòðåëà ñ÷èòàåòñÿ îïàñíûì
allow_stalkers = 5.00, -- ñêîëüêî ÷åëîâåê ìîæåò ïðåñëåäîâàòü îäíó è òóæå öåëü
retreat_health = 33.00, -- ñêîëüêî ïðîöåíòîâ çäîðîâüÿ äîëæíî áûòü ÷òîáû ñãåíåðèðîâàòü îòñòóïëåíèå
retreat_enemies = 3.00, -- ñêîëüêî îïàñíûõ âðàãîâ íàäî âèäåòü ÷òîáû ñãåíåðèðîâàòü îòñóòïëåíèå
reload_threshold = 50.00, -- ñêîëüêî ïðîöåíòîâ ïàòðîíîâ äîëæíî îñòàòñüÿ â îðóæèè - ÷òîáû ïðèíóäèòåëüíî ïåðåçàðÿäèòü

-- junk below

default_ai_priority = 0.50, -- ïðèîðèòåò äåéñòâèé ÈÈ ïî óìîë÷àíèþ ÍÅ ÐÅÄÀÊÒÈÐÎÂÀÒÜ!
hurt_ai_light_priority = 0.90, -- ïðèîðèòåò äåéñòâèé ÈÈ ïðè ðàíåíèè ÍÅ ÐÅÄÀÊÒÈÐÎÂÀÒÜ!
hurt_ai_medium_priority = 0.91, -- ïðèîðèòåò äåéñòâèé ÈÈ ïðè ðàíåíèè ÍÅ ÐÅÄÀÊÒÈÐÎÂÀÒÜ!
underfire_ai_priority = 0.80, -- ïðèîðèòåò äåéñòâèé ÈÈ ïðè îáñòðåëå ÍÅ ÐÅÄÀÊÒÈÐÎÂÀÒÜ!
shoot_ai_priority = 0.70, -- ïðèîðèòåò äåéñòâèé ÈÈ ïðè âèäå âðàãà ÍÅ ÐÅÄÀÊÒÈÐÎÂÀÒÜ!
remember_ai_priority = 0.10, -- ïðèîðèòåò âñïîìèíàíèÿ ÈÈ çâóêîâ ÍÅ ÐÅÄÀÊÒÈÐÎÂÀÒÜ!
default_trigger_priority = 0.10, -- ïðèîðèòåò ïðèêàçîâ òðèããåðà ïî óìîë÷àíèþ
on_attack_shoot_trigger_finding = 0.50, -- âåðîÿòíîñòü íàõîæäåíèÿ òðèããåðà cover è shoot_position ïðè ïàðàìåòðå initiative=1
on_bullet_orders_canceling = 0.50, -- âåðîÿòíîñòü ïîõåðèòü ïðèêàçû ïðè ïàðàìåòðå persistence=1
only_auto_firing_dist = 20.00, -- äèñòàíöèÿ äî âðàãà, äî êîòîðîé ïåðñ ñòðåëÿåò äëèííîé î÷åðåäüþ (80%) èëè êîðîòêîé î÷åðåäüþ (20%)
max_auto_firing_dist = 25.00, -- äèñòàíöèÿ äî âðàãà, äî êîòîðîé ïåðñ ñòðåëÿåò äëèííîé î÷åðåäüþ (20%) èëè êîðîòêîé î÷åðåäüþ (80%)
max_burst_firing_dist = 50.00, -- äèñòàíöèÿ äî âðàãà, äî êîòîðîé ïåðñ ñòðåëÿåò êîðîòêîé î÷åðåäüþ (60%) èëè îäèíî÷íûì (40%)
mostly_single_firing_dist = 75.00, -- äèñòàíöèÿ äî âðàãà, äî êîòîðîé ïåðñ ñòðåëÿåò êîðîòêîé î÷åðåäüþ (20%) èëè îäèíî÷íûì (80%)
dist_to_run_from_grenade = 10.00, -- äèñòàíöèÿ, íà êîòîðóþ îòáåãàåò ÷åë îò ãðàíàòû
grenade_throwing = 0.15, -- âåðîÿòíîñòü áðîñêà ãðàíàòû ïåðåä ïðèêàçîì ñòðåëÿòü
max_stand_firing_dist = 30.00, -- äèñòàíöèÿ äî âðàãà, äî êîòîðîé ïåðñ ñòðåëÿåò ñòîÿ
max_sit_firing_dist = 75.00, -- äèñòàíöèÿ äî âðàãà, äî êîòîðîé ïåðñ ñòðåëÿåò ñèäÿ
time_between_taking_HMG = 2.00, -- ïðîìåæóòîê âðåìåíè â ñåêóíäàõ, ÷åðåç êîòîðûé ïåðñ ïûòàåòñÿ âçÿòü èëè áðîñèòü HMG
time_trigger_timeout = 10.00, -- âðåìÿ, êîòîðîå HMG òðèããåð æäåò, ïîêà ê íåìó êòî-òî ïðèáåæèò
time_to_remember_sound = 5.00, -- âðåìÿ â ñåêóíäàõ, êîòîðîå ïåðñ ïîìíèò çâóêè
delay_to_remember_sounds = 4.00, -- ìàêñèìàëüíàÿ çàäåðæêà â ñåêóíäàõ íà âñïîìèíàíèå î÷åðåäíîãî çâóêà
delay_to_awake = 60.00, -- çàäåðæêà, ïîñëå êîòîðîé idle-áàíäèò âñòàåò
dist_to_trace_sound_point = 3.00, -- ðàññòîÿíèå, íà êîòîðîå òðàññèðîâàòü ëó÷èê äî èñòî÷íèêà çâóêà
dist_to_trigger_NEAR = 2.00, -- ðàññòîÿíèå, íà êîòîðîì òðèããåð shoot_position ñ÷èòàåòñÿ "áëèçêèì"
fmod_single = 0.00, -- ñòðåëüáà îäèíî÷íûìè
fmod_triple = 1.00, -- ñòðåëüáà êîðîòêîé î÷åðåäüþ
fmod_burst = 2.00, -- ñòðåëüáà î÷åðåäüþ
fmod_grenade = 3.00, -- ñòðåëüáà ãðàíàòàìè
slot_primary = 0.00, -- ñëîò îñíîâíîãî îðóæèÿ (âèíòîâêè)
slot_special = 1.00, -- ñëîò ñïåö. îðóæèÿ (ìèíîìåòû)
slot_secondary = 2.00, -- ñëîò âòîðè÷íîãî îðóæèÿ (ïèñòîëåòû)
slot_grenade = 3.00, -- ñëîò ñ ãðàíàòàìè
slot_medkit = 4.00, -- ñëîò ñ àïòå÷êàìè
slot_melee = 5.00, -- ñëîò ñ îðóæèåì áëèæíåãî áîÿ
max_teammate_hurted_distance = 30.00, -- ðàññòîÿíèå äî ñâîåãî, íà êîòîðîì îáðàáàòûâàåòñÿ ñîáûòèå "Ñâîé ðàíåí"
buttons_ok = 0.00, -- êíîïêè äëÿ messageBox'a: OK
buttons_ok_cancel = 1.00, -- êíîïêè äëÿ messageBox'a: OK & CANCEL
buttons_yes_no = 2.00, -- êíîïêè äëÿ messageBox'a: YES & NO
button_ok = 0.00, -- êíîïêà îò messageBox'a: OK
button_cancel = 3.00, -- êíîïêà îò messageBox'a: CANCEL
button_yes = 4.00, -- êíîïêà îò messageBox'a: YES
button_no = 5.00, -- êíîïêà îò messageBox'a: NO
subpoints_per_point = 25.00, -- for rpg system

----------------------------------
R@S
Posts: 46
Joined: Thu Dec 11, 2008 6:18 pm

RE: Counter-attacks

Post by R@S »

Quick tip: Right-click on table_values.lua and select "Open With" Firefox or internet explorer. You'll get the cyrillic instead of gibberish and can then translate it with an online translator. Good Luck
User avatar
Reinforce
Posts: 197
Joined: Wed Dec 10, 2008 11:33 pm

RE: Counter-attacks

Post by Reinforce »

I was messing with this file for the past few days. Lots of good stuff in there.. Granted I don't yet know what alot of it really does but they do effect combat and how the AI moves and handles themselves. However this file is only for the Tactical map AI, I'm still searching for where the game keeps the info on how often Attack groups get sent out and how many of them go and bla bla bla. I'll post and let ya'll know if I have any luck finding it.
 
Much Love,
Reinforce
Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: Counter-attacks

Post by Mraah »

ORIGINAL: R@S

Quick tip: Right-click on table_values.lua and select "Open With" Firefox or internet explorer. You'll get the cyrillic instead of gibberish and can then translate it with an online translator. Good Luck

R@S,

Ahhh, excellent tip ... thank you. !!

EDIT NOTE : Hmmm, I tried IE (I don't have firefox) but it opens with notepad with garbled cyrillic ... even though LUA is associated with IE. [&:]
Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: Counter-attacks

Post by Mraah »

ORIGINAL: Reinforce

I'm still searching for where the game keeps the info on how often Attack groups get sent out and how many of them go and bla bla bla. I'll post and let ya'll know if I have any luck finding it.

Much Love,
Reinforce

Reinforce,

I found what you're looking for awhile back ... like last week but I forgot where it was ... It details how often the patrols spawn.

Please give me a moment to locate it and I'll post the name over in your mod thread.

Rob

Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: Counter-attacks

Post by Mraah »

ORIGINAL: Edgewise

I've already mentioned in a few places that I think counter-attacks are both too weak and too seldom. I would like to start a thread specifically on this topic because I think it's a fairly easy way to dramatically improve the game.


Edgewise,

Thanks for the posting ...

Below is a snipet of the function (mobilization) in the STRATEGY.lua file ... again, all this stuff is do-able ... for the most part ... The problem is testing the values (trial and error) ... at least it's good news :

This file is located in the \basis\campaigns\JAZZ folder ... along with more "stuff".
function mobilizationUpdate()
local s = Sectors
local current_force = ""

local update = function(sector, data)

if (data.owner == current_force) then
local militia_info = getMilitiaInfo(sector)

if ((militia_info.num < 20) and (militia_info.num > 0)) then
for slot = 1, 4, 1 do
if ((militia_info[slot].num < 5) and (militia_info[slot].mtype ~= nil)) then
if (Pool[current_force].current > 0) then
if (militia_info[slot].mtype == nil) then
militia_info[slot].mtype = current_force
end
--log("!slot_to_reduce", "mobilizationUpdate", sector, slot, militia_info[slot].num)
setMilitia2(sector, slot, militia_info[slot].mtype, militia_info[slot].num + 1)
Pool[current_force].current = Pool[current_force].current - 1
end
end
end
end
end

end

local thru = function(force, data)
if ((force ~= CIVILIAN) and (force ~= PLAYER)) then
current_force = force
table.foreach(s, update)
end
end

table.foreach(Forces, thru)
end
Edgewise
Posts: 34
Joined: Sun Jan 18, 2009 12:25 pm

RE: Counter-attacks

Post by Edgewise »

Awesome info.&nbsp; Unfortunately, full time work and full time school, so it might be a while before I get some free time to mess with any code.&nbsp; I try to avoid it or I get sucked in and end up modding a virtually new game with new&nbsp;models and all, because I'm a bit detail oriented and OCD about getting it just right.&nbsp;
Just because I aint sayin' it doesn't mean I'm not thinkin' it.
R@S
Posts: 46
Joined: Thu Dec 11, 2008 6:18 pm

RE: Counter-attacks

Post by R@S »

ORIGINAL: Mraah
R@S,

Ahhh, excellent tip ... thank you. !!

EDIT NOTE : Hmmm, I tried IE (I don't have firefox) but it opens with notepad with garbled cyrillic ... even though LUA is associated with IE. [&:]

If You're using IE you have to first rename the file from *.lua to *.txt. Then open it with IE and go to the "View" meny. select "Encoding" >> "More" >> "Cyrillic(Windows)" and Bob's your uncle.

But you should use Firefox as your browser since it is far superior to IE and it's free. Well, I think so anyway. Not that it's free but it's far better[;)]

Sorry about the delayed reply, sleep always gets in the way.
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