- Fix more problems of deducting APs when try to shoot from different stances but need turn to your target.
Details:
- Problems raised after introduction of conditional APs charge in case that you need to rise gun and turn, so charging only higher of this to two value if not prone.
- Another problem is alternative fire mode from hip which is currently allowed only in stand so was missing such condition as well for change scope mode if going down.
- As run into problems from above for our merc, need adopt it to CalcBestShot for AI too.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6414 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Some APs fixing for throwing knives and backpack, with doing some correction to my previous changes.
Details:
- Do some correction and missing parts to ch58 and ch69.
- Throwing knives will add you bonus for throwing knives to same target as was suppose from v1.12 but never works.
- Fix AI use gun calculation for throwing knives instead for throw.
- Fix incorrect showing and deducting APs when try to shoot from prone with backpack or throw from prone and crouch positions with turning in general.
- Fix cheating when sLastTarget is set just for raise gun in that direction, this was always done after you fire.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6409 3b4a5df2-a311-0410-b5c6-a8a6f20db521
When ADVANCED_REPAIR was active it wasn't even possible for technicians to repair weapons and armor beyond repair threshold when MERCS_CAN_DO_ADVANCED_REPAIRS was set to TRUE.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6405 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Add alternative fix for CalcBestShot which should remove existing APs problems maybe even create AI deadlier then ever ;-)
Details:
- Existing CalcBestShot simply became inadequate and buggier for so many add ons to game, so compiling with dnlCALCBESTSHOT is alternative option which calculate all turning, stance and raising gun cost for different stances and all available scopes, and after all hoping fix incorrect APs calculation as well, hitrate formula is adapt to 100AP system, also try to optimize a bit to get less AICalcChanceToHitGun calls and to use with different stance decisions.
- From ch58 aiming for burst and autofire was disabled as was causing invalid action handle due to incorrect APs calculation so from now aiming AI also use aiming before bursting.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6403 3b4a5df2-a311-0410-b5c6-a8a6f20db521
The description of this modifier says that "Higher is better."
Before this fix a higher value actually made target tracking worse. Now it should work like it was supposed to be.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6402 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Each setting in ini now has the effect that the user expects, he now sees the correct restrictions on the map, and is able to adjust manually as neccessary
- RESTRICT_ROAMING = TRUE
activates the manual adjustable restrictions based on exploration and/or conquest.
Any of the following settings can be mixed as you like
- ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE
Exploration based: any liberated sector is potentially accessible for mobile militia.
You need to load the map and defeat all enemies. Walking through on strategic view is unsufficient!
- ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
Conquest based: Liberating a town will increase the accessible sector count.
See Data-1.13/TableData/Map/DynamicRestrictions.XML
- ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE
Mobile militia can move thru cities where militia training is not allowed(e.g. Tixa, San Mona, Omerta,...)
In earlier versions those cities where allready included in DynamicRestrictions.XML which rendered this setting allmost useless.
NOTE:
Older savegames have still the 'gray' sector restriction set.
Those will be converted to 'red' according to the settings in Ja2_Options.INI on load.
see: http://www.bears-pit.com/board/ubbthreads.php/topics/325133/Re_Fix_Catched_the_mobiles.html#Post325133
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6400 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o To use the german codepage, you cann add the entry CODE_PAGE = german.cp in your ja2.ini file
- Updated LoadScreenHints.xml
o Added a few new hints
o Reworked some existing hints
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1771 4f8fa57e-7814-0410-bad4-adc449f26b7c
- Magically appeared reinforcements for enemy and militia just turn after they are called from now could be delayed and randomized.
Details:
- Practically all enemy reinforcement which can populate available slots was always appeared next turn after they are called so now we have game settings under "Strategic Gameplay Settings" for fine tunning enemy and militia reinforce entry:
MIN_DELAY_ENEMY_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
RND_DELAY_ENEMY_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
MIN_ENTER_ENEMY_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
RND_ENTER_ENEMY_REINFORCEMENTS additional random enemy units to appear after passing delay.
MIN_DELAY_MILITIA_REINFORCEMENTS enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
RND_DELAY_MILITIA_REINFORCEMENTS additional random delay added to minimum when reinforcements will arrive after they are called.
MIN_ENTER_MILITIA_REINFORCEMENTS minimum enemy units which will enter after above delay is over.
RND_ENTER_MILITIA_REINFORCEMENTS additional random enemy units to appear after passing delay.
- After first delay ends any other reinforcement appeared more frequently or if already arrive (but no free slot), they will pop up soon after slot is free.
- Add option NO_REMOVE_RANDOM_SECTOR_ITEMS under "Strategic Gameplay Settings" to prevent permanent random removal of your sector items.
- Add missing function DisplaySectorItemsInfo.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6386 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Before it was not possible to aim in realtime mode because the UI didn't support it. It still doesn't support it but from now on the game will assume that we used the maximum number of aim clicks. Turn based combat is not affected by this.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6384 3b4a5df2-a311-0410-b5c6-a8a6f20db521
o There was a wrong condition in LUA script (In the ja2 source code this condition works, but not in LUA!!!)
-> WRONG: if ( giLairID ) -> this is always triggered as TRUE and therefore never starts the cutscene
-> CORRECT: if ( giLairID ~= 0 ) -> if the quest has not started ( value != 0), start the cutscene
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1763 4f8fa57e-7814-0410-bad4-adc449f26b7c
o The new music code is now surrounded by a define called NEWMUSIC
o Jazz will rework the new music code in the future
o For now we have the old music code back, which should fix the mentioned bugs
-> Music in the main menu is starting again from beginning when going from preferences screen back to main menu screen
-> The battle tracks can play only 5-15 second then they start from all over again
-> The win music after tactical battle never run
-> ...
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6381 3b4a5df2-a311-0410-b5c6-a8a6f20db521
Expert Snipers won't get a 10x scope anymore. They get a 2x scope instead. A 10x scope is useless at the start and when we buy or find a sniper rifle it usually has a 10x scope anyway.
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1760 4f8fa57e-7814-0410-bad4-adc449f26b7c
- Throwing knives had tendency to magically disappear if hit some kind structure.
Details:
- For those who like Dimitri, throwing knives will not disappear anymore if hit some structure or flies into the sky, also using them affect their condition.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6378 3b4a5df2-a311-0410-b5c6-a8a6f20db521
- Fix problems with left click on NAS pocket with weapon and attachment in hand also do some patch to JA2SP_INVENTORY_AP inventory manipulation.
Details:
- If have valid attachment for weapon in some NAS pocket and try left click on it weapon will be transfered to HANDPOS, this is fix and attachment box will pop up instead.
- Fix problem with inventory manipulation on when they deduct APs from even on unsuccessful item movement.
- From now during turn based combat you can only attach and reload weapon in your HANDPOS and item handling is forbidden in strategic map as code for APs deduction for item movement is only implemented in tactical screen. So this restrictions apply only during turn based combat and with JA2SP_INVENTORY_AP is turned on.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6375 3b4a5df2-a311-0410-b5c6-a8a6f20db521