Jagged Alliance 3

Jagged Alliance 3

Misc - Tactical AI
31 kommentarer
LionCat 25. mar. 2024 kl. 23:32 
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 kl. 6:04 
Author says to use this mod instead of their other more complete AI mod. Comment was Dec 21.
zenblack 20. dec. 2023 kl. 12:45 
Update?
Echo 23. nov. 2023 kl. 16:52 
Same question as rato. I know there were some AI-related changes in the patch(es) since August.
rato 11. nov. 2023 kl. 19:35 
is it working well with 1.3?
Zacarías Satrústegui 13. sep. 2023 kl. 15:01 
I have no problems using Timmehs weapons and this mod. ToG idk what it is.
xxx_420_Bad_Boy [Wizard_Cum] 13. sep. 2023 kl. 11:02 
@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 kl. 13:51 
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  [ophavsmand] 30. aug. 2023 kl. 10:26 
@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 kl. 10:11 
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  [ophavsmand] 24. aug. 2023 kl. 15:45 
@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 kl. 12:24 
Is this compatible with your Tactical Enemy mod?
mariOlof  [ophavsmand] 22. aug. 2023 kl. 19:51 
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 kl. 23:01 
Thank you!
mariOlof  [ophavsmand] 21. aug. 2023 kl. 22:12 
@XXX_420_Bad_Boy Checked, all my mods except "Tactical IMP" are good.
xxx_420_Bad_Boy [Wizard_Cum] 21. aug. 2023 kl. 9:43 
@mariOlof any idea if this needs to be updated for new patch?
mariOlof  [ophavsmand] 18. aug. 2023 kl. 4:24 
@Zacarias Satrústegui It happens, as far as I know, AI won't check every waypoints in its path.
Zacarías Satrústegui 18. aug. 2023 kl. 2:39 
I have been trying this for some combats and the IA still walks casually in and out of a MG´s shoot cone.
mariOlof  [ophavsmand] 18. aug. 2023 kl. 0:06 
@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  [ophavsmand] 17. aug. 2023 kl. 23:49 
@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 kl. 23:11 
*also enemy unit perks which I would expect to be overwritten by this as well.
xxx_420_Bad_Boy [Wizard_Cum] 17. aug. 2023 kl. 23:10 
@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  [ophavsmand] 13. aug. 2023 kl. 19:45 
@Zacarias Satrústegui So actually, this is a duplication of the "AI content" in the other mod, should be fine if you have both.
mariOlof  [ophavsmand] 13. aug. 2023 kl. 19:44 
@Zacarias Satrústegui Just a typo.
Zacarías Satrústegui 13. aug. 2023 kl. 16:38 
Is this compatible with your other AI mod?
Zacarías Satrústegui 13. aug. 2023 kl. 14:07 
@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 kl. 8:30 
"Create new AI template for each type of enemy role (e.g. sniper, gunner, stromer)"
Sounds awesome, but what's a "stromer"?
mariOlof  [ophavsmand] 12. aug. 2023 kl. 20:47 
AI loading bug should be fixed now.
mariOlof  [ophavsmand] 12. aug. 2023 kl. 20:31 
@Shuri-Sama Some major bugs here, as I worked on it too late last night :(
dimmy 12. aug. 2023 kl. 16:54 
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 kl. 13:25 
as always u do super cool content. ofc u get a like and an abo from me ^^