#244828 - 20 February, 2010 10:12 AM
Re: HAM 3.6 Beta - RELEASED
[Re: Headrock]
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Posts: 582
Loc: USA
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I'm done with the basic A.I. fixes. I think you guys are going to like this.
The new EXE is added to the basic HAM 3.6 download (see top of this thread). There are now TWO EXE files inside the package. The one called "JA2_with_HAM_3.6_Beta_PLUSAI.EXE" will run the improved AI system.
This dual-exe configuration should players to use either EXE to compare which one has the better A.I. I'm hoping to hear feedback on this issue as soon as possible!
Peace. I'll begin some testing tomorrow with the new EXE. I'm planning on using the 25 APs system and playing the first couple of maps (Omerta, squad encounter on the way to Drassen, all three Drassen maps). I'll report my finding here. Once again, thanks for all your hardwork. I hope Telpscorei and yourself will make this game even more enjoyable.
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#244836 - 20 February, 2010 12:12 PM
Re: HAM 3.6 Beta - RELEASED
[Re: the scorpion]
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 Marshall
Posts: 7128
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We should get those fixes into the SVN source code post-haste. That may not be the best idea. Moreso than any other feature, messing with the AI could have all sorts of unintended consequences. It will have to remain in testing for a while before we can say that it's solid enough for the SVN. Make sure to also test mid-game. I tested it at roughly 30 progress. Here's what I got: I played out a battle between 18 Elite Militia and ~8 Red Enemies at the Cambria Mine (WildFire map). The AI seems much more willing to open fire - In fact, with the INCREASE_AI_WILLINGNESS_TO_SUPPRESS setting turned on, I got massive amounts of bullets flying. Unfortunately, on that map the militia favoured bunching up on their way around the front of the fence, and there was a lot of shooting friends in the back. However, not counting friendly-fire, the battle would've ended at around 14-0. In other words, the militia (who are also AI controlled) managed to absolutely cream the opposition, primarily by keeping them suppressed. We need to see what happens in a non-suppressed game with AI Willingness not turned on. I bet it would go differently. Most importantly, those of you who have been complaining about AI issues, try to see if those issues don't occur as often. It's unlikely that this EXE changes the AI radically, but it should at least encourage the enemy to open fire more than it usually does.
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#244841 - 20 February, 2010 01:16 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Telpscorei]
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Well I may have a suggestion for the AI on one matter. Seeing as the decision data gets deleted upon movement to next action, maybe we could add in a parameter that takes into account previous actions. For instance the AI forgets where an enemy is due to tunnel vision = running repeatedly in and out of a lightsource (breaklight, flare, ambient light). If there was a way for it to remember where it last saw an enemy during it's turn and through a single subsequent turn then it would prevent it's secondary, tertiary and further calculations from disregarding technically known enemy positions.
Secondly is there a way to link the radio contact call with two separate functions. First upon sighting an enemy and calling in it's position to others in the sector. Secondly to let snipers have a bead on a target (equals lots of more deadly hidden snipers...).
Should make things more interesting, but they are only suggestions.
Finally one thing that should be easier than AI hacking, could you please have a look at the coolness progression vs enemy equipment code? Mainly because of the exploit of using the latest guns on your squad to get the best items off the AI Elites. Currently I can have Coolness 10 guns by Drassen and Cambria going via Chitzena, Chit SAM and San Mona. This would be max 8 days into the game. It's even quicker if I start with a KAC PDW which is Coolness 6 to start with, which has resulted in more than one Dragunov or equivalent off the Elite in Omerta on Expert or Insane level.
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#244843 - 20 February, 2010 01:21 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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Secondly is there a way to link the radio contact call with two separate functions. First upon sighting an enemy and calling in it's position to others in the sector. Secondly to let snipers have a bead on a target (equals lots of more deadly hidden snipers...). This already happens. Finally one thing that should be easier than AI hacking, could you please have a look at the coolness progression vs enemy equipment code? Wait, so you're saying the enemy picks its weapons based on how good YOUR weapons are? I thought it was based on progress?
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#244846 - 20 February, 2010 01:41 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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Secondly is there a way to link the radio contact call with two separate functions. First upon sighting an enemy and calling in it's position to others in the sector. Secondly to let snipers have a bead on a target (equals lots of more deadly hidden snipers...). This already happens. No it doesn't. What happens is that if a target is in LOS at the end of an enemies turn all enemies have LOS on that target. If you are not in LOS at the end of the turn, yet you were spotted during it, a sniper will not fire as it is classed as not having been seen. That's from a players perspective rather than a coding perspective though. Finally one thing that should be easier than AI hacking, could you please have a look at the coolness progression vs enemy equipment code? Wait, so you're saying the enemy picks its weapons based on how good YOUR weapons are? I thought it was based on progress? Correct. It's supposed to be based on progress but the Elites can bypass the cap if you have weapons at the cap level. However there is no limit on their bypass so they keep on being 1-2 coolness grade choices above your current loadout rather than the global coolness cap. This means if you have that KAC PDW at the beginning there is a chance the Elite will be equipped with a Coolness 7-8 gun instead of a Coolness 3 gun max. A very big balance issue that has followed over from Vanilla, where it didn't matter so much due to the limited arsenal.
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#244847 - 20 February, 2010 01:49 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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Wait, so you're saying the enemy picks its weapons based on how good YOUR weapons are? I'd sy this is a myth. I haven't seen a single believable account of it. And some pople are just prone to conspiracy theories and ludicrous post-hoc rationalisations 
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#244851 - 20 February, 2010 01:54 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: the scorpion]
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 Marshall
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No it doesn't. What happens is that if a target is in LOS at the end of an enemies turn all enemies have LOS on that target. If you are not in LOS at the end of the turn, yet you were spotted during it, a sniper will not fire as it is classed as not having been seen. Actually you're right. On EXPERT and INSANE. These difficulty settings allow enemies to use each others' LOS freely, without having to get reports. However, it is supposed to work the way you described in NOVICE and EXPERIENCED. I haven't played either of those modes in a while, though. I'd sy this is a myth. I haven't seen a single believable account of it. I can't confirm nor deny. I believe I've already had this discussion though and looked through the code for clues. If I remember correctly, I found only progress-based dependencies. Elites do get a bonus though, they can get pretty good equipment at the start of the game. But it doesn't depend on what YOU'RE carrying.
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#244853 - 20 February, 2010 02:04 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: the scorpion]
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Wait, so you're saying the enemy picks its weapons based on how good YOUR weapons are? I'd sy this is a myth. I haven't seen a single believable account of it. How many saves would you like. I have many many with me having Coolness 10 weapons with global progress of only 20-30. And some pople are just prone to conspiracy theories and ludicrous post-hoc rationalisations  Sometimes a conspiracy is true. First thing with a theory defined as a conspiracy is denial, followed by hostility, followed by universal truth as though the originator was always right and it was ludicrous to think otherwise once it is proven.
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#244854 - 20 February, 2010 02:17 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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I've checked it again (yeah, this is all very familiar, meaning I've already checked this a while ago). Elites can easily reach coolness 10 weapons. And no, it has nothing to do with your equipment. In fact, it has much more to do with your current location on the map. The closer you get to meduna, the more high-end weapons you'll encounter. In fact, I can't even find any correlation to player progress at all.
P.S. one of the reasons that coolness 10 weapons are available is that the enemy item choice list allows some of them at what would nominally be coolness 9, possibly even 8.
It's a very complex when you get down to it. I suggest you activate Slow_Weapon_Progress and see if that works for you.
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#244855 - 20 February, 2010 02:31 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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Tried that. Here are a few screenies:  Click image for real size  Click image for real size  Click image for real size  Click image for real size  Click image for real size  Click image for real size  Click image for real size These range from SVN 1001 to 1165. It still occurs even with 1205 but I have now current saves left due to a corruption of my JA2 Section on my HD  Will have some more new ones with 1205 as I test further with my current build. Thing is I can verify that I have seen this repeatedly since before HAM came about. The last three cannot be explained by location or progression seeing as progression is below 10 and the SL8, G41A2 and G3A3 are all level 5 coolness and all dropped by AI. No purchasing going on as progression doesn't allow it.
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#244863 - 20 February, 2010 03:07 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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It's cool  The problem is I can use this exploit whenever indepedent of location or progress so there must be something happening somewhere to interfere. I just don't know how 
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#244868 - 20 February, 2010 04:38 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: the scorpion]
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Yeah true. Thing is though I have noticed on many occasions that Coolness 8 Snipers have dropped in Omerta (yes I checked the equipment of placed enemies in the map) but only when I had the KAC PDW. It never happened with a Coolness 5 or less weapon equipped. I would really love to find out whether it is just my imagination or whether it is just that something else is borked. BTW in the images above you'll note that KSVK's in Cambria is actually out of progression range in the first image. The G3A3 well out in the 2nd image (Progress 5/7 out of 100). Plus the last 4 all have Coolness 5 guns with progression less than 10. With that 2nd pic I actually tested the theory in that game ages ago and it started in Cambria with that gun and ended 4 sectors later with G11's, KSVK's and OSV 96's (last two are both Coolness 10) just from equipping the highest level guns that were dropped. NO other variables were altered, though I was fighting in Cambria. Then after that a test where I equipped with level 3-4 coolness weapons and armour/attachments and I got drops in the region of 5-6 coolness. So unless I am mistaken there is something somewhere causing this, or I am very lucky in Cambria 
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#244869 - 20 February, 2010 05:06 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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In your first image, you're at progression 30 and in Cambria (closer to Meduna than e.g. in chitzena) so i'd say you get weapons from pretty much all tiers. At which one is the KSVK in 1.13? i don't know that off-hand.
G3 as in 5th slot is NOT out of the order at progress 5 out of 100 in cambria. Cambria is a lot closer to meduna that for example chitzena. Do you have any examples of this happening in chitzena?
Again, coolness 5 guns can be dropped pretty much at the beginning of the game. I give you one very specific example: in C13 there's an enemy placed that would, if present in the map as elite, always drop ak-103, MSG-90 and comparable weapons (in earlier 1.13, but they were at tier 5 or 6 those weapons). I looked up this placement in the map and well, it all goes the usual way and this character is correct to draw weapons from that tier, even if it seemed very odd, it was correct. At progress of below 10 and as far away from meduna as drassen. This is completely normal behaviour. The reasons why we see it so much more often in 1.13 are, i guess, more enemies and extra elites and also more rapid jumps in progression. It all adds up so far without some ghost function intervening.
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#244871 - 20 February, 2010 05:38 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: the scorpion]
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Posts: 6343
Loc: Australia :D
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In your first image, you're at progression 30 and in Cambria (closer to Meduna than e.g. in chitzena) so i'd say you get weapons from pretty much all tiers. At which one is the KSVK in 1.13? i don't know that off-hand. KSVK and OSV-96 are both Coolness 10. I got the OSV in bottom right of Cambria. Got KSVK in bottom left of Cambria (not mine the one above it). I have had MSG-90's in the patrol's around Drassen (I know they aren't equipped normally on the random patrol's). I have had HK21e's from the patrol on the crossing 2 squares below Omerta. How I beat the DCA once in fact due to that gun. G3 as in 5th slot is NOT out of the order at progress 5 out of 100 in cambria. Cambria is a lot closer to meduna that for example chitzena. Do you have any examples of this happening in chitzena? Yes SL8 in Chitzena. Again, coolness 5 guns can be dropped pretty much at the beginning of the game. I give you one very specific example: in C13 there's an enemy placed that would, if present in the map as elite, always drop ak-103, MSG-90 and comparable weapons (in earlier 1.13, but they were at tier 5 or 6 those weapons). I looked up this placement in the map and well, it all goes the usual way and this character is correct to draw weapons from that tier, even if it seemed very odd, it was correct. At progress of below 10 and as far away from meduna as drassen. This is completely normal behaviour. The reasons why we see it so much more often in 1.13 are, i guess, more enemies and extra elites and also more rapid jumps in progression. It all adds up so far without some ghost function intervening. Thing is this is not just on Insane or Expert level, it occurs on lower levels too. Happens on Novice too. Just go grab a roving patrol down near Cambria before progression goes anywhere and if you have that KAC PDW you'll get drops of G11's and so on. Cambria isn't nearer to Meduna than Grumm and I get worse drops in Grumm than Cambria. But then I could indeed be wrong too. I would just like it proven either way.
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#244873 - 20 February, 2010 05:48 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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 Marshall
Posts: 7128
Loc: Jerusalem
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The HAMtasticator
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Ok, I'll go through this one more time, and then this topic will not be discussed on the HAM thread again, alright? A) Program is trying to randomize an enemy. It randomizes an "equipment modifier" for this specific enemy. - Distance to P3 is the base factor. Its range is -5 to +5.
- Modified by a random number between 0 and 9, giving a possible range of -5 to +14.
- It is then min/maxed to a range of 0 to 9 again.
- A result of 0 gives an Equipment Modifier of 0
- A result of 1-2 gives an Equipment Modifier of 1.
- A result of 3-6 gives an Equipment Modifier of 2.
- A result of 7-8 gives an Equipment Modifier of 3.
- A result of 9 gives an Equipment Modifier of 4.
B) This equipment modifier is then used to calculate how good the soldier's equipment (gun included) will be, compared to a "basic" loadout. It starts by calculating a Difficulty Modifier. - At INSANE difficulty, the base modifier is equal to 30.
- If PROGRESS is greater than 0, the base modifier is increased by 5 points.
- If the player is not making any money from mines yet, the modifier is decreased by 5 points.
- The difficulty modifier is increased by (HighestProgressSoFar / 2).
- Difficulty modifier is AGAIN increased by distance from sector P3. This time it is between 0 and +30.
- Difficulty Modifier is min/maxed to between 0 and 100.
C) A simple calculation will give us the basic weapon level we want: - Basic Weapon Level = ((DifficultyModifier / 10) - 5) + Equipment Modifier
D) We figure out a modifier based on the enemy's level. - ADMIN Level Modifier = 1
- REDSHIRT Level Modifier = 3
- BLACKSHIRT Level Modifier = 5
- Basic Weapon Level is increased by Soldier's Level Modifier
E) Roll a random number. - For ADMINs:
- For REDSHIRTs:
- Number rolled between 0 and 6
- If it comes up 3, increase Basic Weapon Level by 1 point.
- If it comes up 4, decrease Basic Weapon Level by 1 point.
- For BLACKSHIRTs:
- Number rolled between 0 and 10 (or 11, if using NIV)
- If it comes up 4 or 10, increase Basic Weapon Level by 1 point.
- If it comes up 5, decrease Basic Weapon Level by 1 point.
F) Basic Weapon Level is min/maxed to between 1 and 10. G) Basic Weapon Level is used to get a random gun. This is done by looking at the category corresponding with the Basic Weapon Level value, in the file (DataFolder)\TableData\EnemyGunChoices.XML. Any weapon in that category can be selected. COOLNESS IS IRRELEVANT. --------------------- Let's see what can happen in Omerta on day 1, INSANE difficulty. A) Distance Modifier as calculated will return a value of 6. After further calculation, the actual modifier is -3. A random value of 0 to 9 is added, giving -3 to 6. It is min/maxed to a range of 0 to 6. Within this range, the final Equipment Modifier (which we will use later) will be between 0 and +2. In fact, 40% chance of it being +2, and 20% chance of it being +1. B) Insane difficulty gives a base 30. Progress is 0, so we get +5. However, we are not producing mine income, so we get -5. Distance modifier is applied again, giving us +6 points, for a total of +36 Difficulty Modifier. C) Calculation between Equipment Modifier and Difficulty Modifier yields between -2 and 0. This is the basic weapon level. D) Blackshirts have a Character Level Modifier of +5. Add to the Basic Weapon Level to get a range between (0+5)=5 and (-2+5)=3. Let's take the best (and most likely) outcome of 5. E) Roll a random number between 0 and 11 (assuming NIV). ~16% chance to get +1 to the basic weapon level, and ~8% chance to get -1. F) min/max is irrelevant. Our current range is between 4 and 6. Let's take the best outcome, the 6. G) Pick from category 6 in EnemyGunChoices.XML. These choices include: - SVD
- FAMAS
- Five-SeveN
- G36C
- FNC
- M16A4
- AK-107/AK-108
- AS-Val
- M1919
- M14
- RPK-74
Among others. Getting even closer to Meduna, and raising progress level to ~30, could potentially increase the gun choice level to 8 or possibly even 9. Now, if I ever have to repeat this again, I will personally shoot myself in the head.
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#244874 - 20 February, 2010 06:04 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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Ok thanks for clearing that up. Sorry for going on about it, but it does annoy me that you can get overly effective weaponry so early in the game. Still a very convoluted formula for giving entirely inappropriate weaponry too early though 
Edited by Kaerar (20 February, 2010 06:13 PM)
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#244875 - 20 February, 2010 06:14 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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 Marshall
Posts: 7128
Loc: Jerusalem
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Then I suggest you use SLOW_WEAPON_PROGRESS: Remove points (A) and (D), and replace the calculation in point (C) with (DifficultyModifier / 10). Simpler. In the Omerta example, the enemy will be limited to a choice from category 3: - G41A2
- SOCOM
- Guyrza
- Stechkin APS
- SIG P226R.40
- Desert Eagle
- M-900
- Mosin Nagant
Etcetera.
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#244876 - 20 February, 2010 06:45 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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Sounds promising  Feedback time: On the Main Strategic window, the text in it's box doesn't wrap correctly and runs off the right side. Happens in both 800x600 and 1024x768 (haven't tested 640x480 as not editing the interface in that!!). EDIT: Happens in 640x480 mode too... This may have been pointed out already... Bug two, may not be related to HAM at all, but when you hire a merc for a day and have set a different landing zone time (instead of 7am you use 5am for instance) you get extra hours for free. Looks like the contracts always start at 7am when landing in Omerta.
Edited by Kaerar (20 February, 2010 07:48 PM)
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#244881 - 20 February, 2010 07:57 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Kaerar]
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 Marshall
Posts: 7128
Loc: Jerusalem
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On the Main Strategic window, the text in it's box doesn't wrap correctly and runs off the right side. Huh. Previously it was being cut-off prematurely. I've got to get that value right once and for all! when you hire a merc for a day and have set a different landing zone time (instead of 7am you use 5am for instance) you get extra hours for free. Looks like the contracts always start at 7am when landing in Omerta. Probably not HAM related, but I'll have a look anyway. [EDIT: Can you get me a screenshot of that text run-off?]
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#244882 - 20 February, 2010 08:46 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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sure   Click image for real size  Click image for real size Also might not be HAM related but doing a 640x480 test and used goggle switch (Shift+N) and ended up with a NADA item on Raven's helmet!
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#244896 - 21 February, 2010 05:31 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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Is anyone using the Enhanced AI EXE yet?
@ Kaerar: Please note that the program doesn't dynamically adjust line width when changing resolution AFTER receiving the message. In other words, if the message was received in 1024x768, if you switch to 800x600 the message will be truncated. It's a program limitation. I've also adjusted the end of the line so that the few end pixels don't get cut off at the resolution in which they were received. Didn't know there was one  Going to test it now  As for the truncation that was my bad I took the wrong screen grab. That wasn't supposed to be the one I posted but you get the idea  I'm really anxious to try any improvements in AI, but I'll have to finish my own over-ambitious project first. It'll probably be HAM 12.6omega by then. EDIT: and wow, that's kinda a special bug xD must be the "friendly neighbours bringing presents" mod I remember having a duping bug a while back too, though it was a much older build. I wonder if someone else can shed some light on this one 
Edited by Kaerar (21 February, 2010 05:33 AM) Edit Reason: Attack of the Typo's
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#244908 - 21 February, 2010 07:54 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Lieutenant
Posts: 582
Loc: USA
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Is anyone using the Enhanced AI EXE yet? I am. So far, I've only done some testing with Hitman on the first Omerta map. From what I've seen, the AI is fixed: enemy soldiers fire much more often, while still seeking cover sometimes. This was with all basic HAM options turned on and with the 25 APs system. I'll continue testing and keep you informed.
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#244912 - 21 February, 2010 09:02 AM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: dzeller]
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 Marshall
Posts: 7128
Loc: Jerusalem
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The HAMtasticator
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This was with all basic HAM options turned on and with the 25 APs system. I'll continue testing and keep you informed.
I guess then that this is a result of capping the CTH minimum at 1 for AI calculations. With more "unlikely but possible" shots to consider (rather than "completely hopeless" 0 CTH shots), the AI is less likely to reach the cover calculation. What are "basic" HAM options?
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#244920 - 21 February, 2010 12:43 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 74
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to Headrock As for HAM (and HAM 3.6 in particular) - excellent, great work! As for AI (HAM3.6_AI test). A good modification. But there is nuance. Enemies do not change the route of the movement. They reach a certain point, "decide to" hide and ... few passages reappear in the same place! Thus they have ~ 0 chance to come to the necessary distance and open fire on my mercenaries. http://tinypic.ru/?do=view&pic=2010022205740_244.jpg
Edited by Sot (21 February, 2010 12:51 PM)
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#244925 - 21 February, 2010 01:38 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Merc
Posts: 74
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I believe in the success of your work and mental support! I might be able to do something about this, but it would require a more thorough alteration of the AI routine. In fact, the enemies (with a medium-range weapons) do not have enough aggressiveness. In my understanding they are storm-troopers - the backbone, shock core. They have less to hide and attack, even under a hail of bullets (crawl, if the danger is very great - this is not done in any of AI). How to be a kamikaze-soldiers (who have only a pistol) I do not know  (Keep close to friends and wait for someone to kill them to pick up his weapons?)
Edited by Sot (21 February, 2010 01:42 PM)
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#244929 - 21 February, 2010 02:19 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Sot]
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 Marshall
Posts: 7128
Loc: Jerusalem
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The HAMtasticator
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I believe in the success of your work and mental support! Thanks, I definitely need... err... mental support.  In fact, the enemies (with a medium-range weapons) do not have enough aggressiveness. True. Probably because the function that looks for better cover only allows them to close the distance if the enemy is significantly weaker than they are. However, this isn't easy to change without making the AI even more stupid.
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#244933 - 21 February, 2010 02:26 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Lieutenant
Posts: 582
Loc: USA
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This was with all basic HAM options turned on and with the 25 APs system. I'll continue testing and keep you informed.
I guess then that this is a result of capping the CTH minimum at 1 for AI calculations. With more "unlikely but possible" shots to consider (rather than "completely hopeless" 0 CTH shots), the AI is less likely to reach the cover calculation. What are "basic" HAM options? Sorry I meant with all the default parameters (i.e I didn't touch the INI). Now, I've started a new game and conquered Drassen. Everything if fine so far.
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#244944 - 21 February, 2010 04:44 PM
Re: HAM 3.6 Alpha v7 - RELEASED
[Re: Headrock]
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 Lieutenant
Posts: 582
Loc: USA
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No rest for the wicked though, I'm trying to rearrange the entire INI file as we speak. My god that thing is so messy I can't believe anyone can make sense of it all. Don't worry, no one does!  Having fun with the facilities right now, even though I think the penalties for using them are sometimes quite heavy (just lost a permanent health point at Drassen airport while training militia). But for now, I left the FacilityTypes XML untouched.
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#244952 - 21 February, 2010 07:21 PM
Re: HAM 3.6 Full - RELEASED
[Re: Marlboro Man]
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 Marshall
Posts: 7128
Loc: Jerusalem
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The HAMtasticator
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Hi. So what's been going on in here? Anything new? Nope. Still trying to get that suppression formula working. It's been holding back the release of HAM 2.3 for almost two years. I can't get my head around it. And you?
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#244957 - 21 February, 2010 09:41 PM
Re: HAM 3.6 Beta - RELEASED
[Re: Telpscorei]
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 Merc
Posts: 39
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From reading what you've discovered, it seems that every soldier goes through this decision making process on his own. We therefore have a couple of questions that need answering before proceeding further into big changes to the A.I.; do we want to fight 20 soldiers each working to kill the player, or do we want to fight 20 soldiers under the control of a A.I. director?
It sounds like we currently fight 20 independent soldiers, and while this is fine (and getting better with your fixes Headrock), I'm wondering about getting the soldiers to work together to kill us.
At any rate, there sounds like there's a whole lot of changes and improvements that can be made before we get there. I'm going to take a look at the current source code and see if I can figure anything out. A borg like mentality army would be soooo awesome .. Imagined if they starts suppressing in order to let the flanker to close in from your sides. Good luck is the best I can offer to you. Until STOMP catch up with HAM 3.6 and hopefully includes your improved AI system .. I cant play yours 
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#244958 - 21 February, 2010 10:42 PM
Re: HAM 3.6 Beta - RELEASED
[Re: Deane]
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 Lieutenant
Posts: 556
Loc: New York, New York
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Man, only wish I can have time to play this new ham.
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"Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death!" - Patrick Henry
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#244986 - 22 February, 2010 08:50 AM
Re: HAM 3.6 Beta - RELEASED
[Re: howareyou32]
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 Merc
Posts: 74
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IMHO needs to be changed Armory line of the enemy (I will try) IMHO, with pistols, no AI can not do anything  pistols and SMG are not for the infantry, they can give some guards in the sectors ...
Edited by Sot (22 February, 2010 08:56 AM)
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