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RE: The Fine Tuned mod

 
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RE: The Fine Tuned mod - 8/20/2010 3:33:24 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: MVP7

EDIT. Ok, problem solved. For some reason, I had to extrack the locale files to "russian" folder that was there with english folder (even though I'm playing game in english...). But I think I also used TFT rar that I had downloaded some weeks earlier but never installed it before, it was slightly different size than the newer one, dunno if that's because I might have edited the rar while strugling with this problem. Many thanks for this mod Foraven


Glad i could help.

(in reply to MVP7)
Post #: 211
RE: The Fine Tuned mod - 8/31/2010 2:04:54 PM   
Sirlancelot

 

Posts: 4
Joined: 8/31/2010
Status: offline
Foraven, the mod is lovely, and i really appreciate your efforts to improve the AI. Besides, i agree with you: the game has a lot of potential. It's a shame that you have uninstalled it from your computer and abandoned modding.

I'm currently playing with 1.7 version of your and Reinforce's baby and have not suffered any bugs with ammo unload or anything else yet.   What weapons were supposedly broken?

Excelent work. ^^





< Message edited by Sirlancelot -- 8/31/2010 4:54:04 PM >

(in reply to Foraven)
Post #: 212
RE: The Fine Tuned mod - 9/1/2010 4:18:19 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
quote:

ORIGINAL: Sirlancelot

Foraven, the mod is lovely, and i really appreciate your efforts to improve the AI. Besides, i agree with you: the game has a lot of potential. It's a shame that you have uninstalled it from your computer and abandoned modding.

I'm currently playing with 1.7 version of your and Reinforce's baby and have not suffered any bugs with ammo unload or anything else yet.   What weapons were supposedly broken?

Excelent work. ^^


Well, thanks. I stopped modding this game when i ran out of things i could mod/improve. I did ask the devs for some help but i never got any (and the new patch has never been released either). That kind of killed my desire to mod this game.

The bug is with one of the rifle, the m2 carbine i believe... The is a bug with the ammo i created for it, but i could not find what was wrong with it without reinstalling the game (can't find where i put it).



(in reply to Sirlancelot)
Post #: 213
RE: The Fine Tuned mod - 9/8/2010 9:57:53 PM   
Sirlancelot

 

Posts: 4
Joined: 8/31/2010
Status: offline

quote:

ORIGINAL: Foraven

quote:

ORIGINAL: Sirlancelot

Foraven, the mod is lovely, and i really appreciate your efforts to improve the AI. Besides, i agree with you: the game has a lot of potential. It's a shame that you have uninstalled it from your computer and abandoned modding.

I'm currently playing with 1.7 version of your and Reinforce's baby and have not suffered any bugs with ammo unload or anything else yet.   What weapons were supposedly broken?

Excelent work. ^^


Well, thanks. I stopped modding this game when i ran out of things i could mod/improve. I did ask the devs for some help but i never got any (and the new patch has never been released either). That kind of killed my desire to mod this game.

The bug is with one of the rifle, the m2 carbine i believe... The is a bug with the ammo i created for it, but i could not find what was wrong with it without reinstalling the game (can't find where i put it).



I have gather some info to report and give you some feedback about the flaws of the enemy AI with your mod installed. I have some ideas to improve it. Do you want to hear it?

(in reply to Foraven)
Post #: 214
RE: The Fine Tuned mod - 9/9/2010 4:05:37 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline

quote:

ORIGINAL: Sirlancelot
I have gather some info to report and give you some feedback about the flaws of the enemy AI with your mod installed. I have some ideas to improve it. Do you want to hear it?


Well, go ahead, post away. But from what i learned while modding the game, adding smarter behavior would require to make quite a lot of code from scratch. What i did manage to implement (and fix) has been straining my coding skills... To make any serious improvements to my mod would require someone who is proficient with lua and coding in general (there is a lot i don't know about real programming, i'm just talented at tweaking and hacking).

(in reply to Sirlancelot)
Post #: 215
RE: The Fine Tuned mod - 9/16/2010 10:32:44 PM   
Sirlancelot

 

Posts: 4
Joined: 8/31/2010
Status: offline
quote:

ORIGINAL: Foraven


quote:

ORIGINAL: Sirlancelot
I have gather some info to report and give you some feedback about the flaws of the enemy AI with your mod installed. I have some ideas to improve it. Do you want to hear it?


Well, go ahead, post away. But from what i learned while modding the game, adding smarter behavior would require to make quite a lot of code from scratch. What i did manage to implement (and fix) has been straining my coding skills... To make any serious improvements to my mod would require someone who is proficient with lua and coding in general (there is a lot i don't know about real programming, i'm just talented at tweaking and hacking).




Oh, then it's pointless, i guess. Anyway, the behaviours i was going to refer to are the following:

-AI soldiers choose poor places for coverage

-AI soldiers almost never make use of prone before end their turn (Most of them should first look for coverage, then calculate how many action points would require reach that place, and after that, make a decision about their remaining action points. Whatever decision they would choose, they should end their turn as safe as possible. Other soldiers could be more agressive, but a most of them should use a tactic less risky than the original one)

-When you are proned behind a rock, AI soldiers walk silently (with the stealth mode) in your direction, but, when discovered, don't change their tactic or react properly in any way (i mean, they could run away to a safe position, use a grenade or something else)

- AI soldiers gather themselves in great numbers: that's a call for grenades.








< Message edited by Sirlancelot -- 9/16/2010 10:34:31 PM >

(in reply to Foraven)
Post #: 216
RE: The Fine Tuned mod - 9/17/2010 3:54:09 AM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
quote:

ORIGINAL: Sirlancelot
Oh, then it's pointless, i guess.


You never know, maybe someone will pickup where i left.

quote:


-AI soldiers choose poor places for coverage


That's something i wanted to work on. I found a function to look for obstruction, so it's possible to make use of cover... The problem is making the AI look for an hiding spot; i'm sure it can be coded with the existing functions the game has, but everything i came up with was awfully complicated (thus very hard to debug with trial and error).

quote:


-AI soldiers almost never make use of prone before end their turn (Most of them should first look for coverage, then calculate how many action points would require reach that place, and after that, make a decision about their remaining action points. Whatever decision they would choose, they should end their turn as safe as possible. Other soldiers could be more agressive, but a most of them should use a tactic less risky than the original one)


You should have seen how bad the AI was before i tweaked it. It's not as dumb as it used to be, i just did not have any means to make it use cover or deliberately hide (though it does know when no one can see it).

quote:


-When you are proned behind a rock, AI soldiers walk silently (with the stealth mode) in your direction, but, when discovered, don't change their tactic or react properly in any way (i mean, they could run away to a safe position, use a grenade or something else)


I did code different movement stance, and it's supposed to react when it does see an enemy. When not in sight, the AI will try to sneak (but not always). The AI can crawl, but making it use it when it does make sense is quite complicated.

quote:


- AI soldiers gather themselves in great numbers: that's a call for grenades.


I believe it's possible to code some proximity awareness and force then to split up, but that could cause some issue in some of the maps. I did have some plans for it, but making the AI aware of it's surrounding would have greatly helped.


< Message edited by Foraven -- 9/17/2010 3:58:17 AM >

(in reply to Sirlancelot)
Post #: 217
RE: The Fine Tuned mod - 11/28/2010 5:42:56 PM   
Anthropoid


Posts: 3107
Joined: 2/22/2005
From: Secret Underground Lair
Status: offline
Finally gonna go back and try your 1.7 version Foraven!

_____________________________

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(in reply to Foraven)
Post #: 218
RE: The Fine Tuned mod - 12/10/2010 1:49:54 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
Cool then, have fun with it :).

(in reply to Anthropoid)
Post #: 219
RE: The Fine Tuned mod - 4/22/2011 6:14:52 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
I accidentally deleted the original link of the mod while doing some cleaning on the hosting server. I re-posted the old file from a backup i still had on my computer.

(in reply to Foraven)
Post #: 220
RE: The Fine Tuned mod - 8/22/2011 5:05:02 PM   
Godisaman

 

Posts: 1
Joined: 8/22/2011
Status: offline
Hi,

Tried to play Jagged Edge today and nearly went insane... Guess they dont even know how to spell gamebalance...

So I searched the net and found this nice looking mod. But I cant download it. Everytime I try, I get an empty .zip file. Could anyone help me and upload it again?

(in reply to Foraven)
Post #: 221
RE: The Fine Tuned mod - 8/29/2011 7:50:21 AM   
mman69

 

Posts: 1
Joined: 2/18/2007
Status: offline
Same problem as Godisaman download is a empty zip please repost your mod so looking forward to hired guns with your mod .
Cheers

(in reply to Godisaman)
Post #: 222
RE: The Fine Tuned mod - 9/19/2011 2:52:57 PM   
roswell

 

Posts: 1
Joined: 9/19/2011
Status: offline
Can anyone please rehost the zip file for the mod? or send it via email?

(in reply to mman69)
Post #: 223
RE: The Fine Tuned mod V 1.7 - 10/13/2011 4:08:22 PM   
Foraven

 

Posts: 279
Joined: 4/20/2009
Status: offline
Hi guys, been a while since i managed to log in. Finally managed to reset my password. I'm aware my old host no longer work, but i could not post to change it. But now i host it on MediaFire, should no longer be a problem.

http://www.mediafire.com/?p1452gtbu2k52uz

(in reply to Foraven)
Post #: 224
RE: The Fine Tuned mod - 2/2/2018 3:06:57 PM   
Sm0keydaBear

 

Posts: 1
Joined: 2/2/2018
Status: offline
Thanks for the mod! I just redownloaded this game and am going to play it again.

(in reply to Foraven)
Post #: 225
RE: The Fine Tuned mod - 1/9/2019 1:07:25 AM   
celice

 

Posts: 7
Joined: 12/27/2013
Status: offline
Hi, this is a great mod. I wonder whether you still working on this mod. I made a mod of 30 mercs of JA2 replace the original ones. I see you know how to edit .lua files, so I wondering if you could make some changes of the original game, then benefit other players? Sorry fo my bad english.

(in reply to Foraven)
Post #: 226
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