Jagged Alliance 3

Jagged Alliance 3

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Rato's AI Overhaul
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19 Jan @ 7:22pm
24 Jan @ 1:35pm
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Rato's AI Overhaul

In 1 collection by rato
Mods to go with Rato's Gameplay Balance and Overhaul
20 items
Description
Intro

This AI Overhaul is designed to enhance the enemies AI to fully integrate and utilize the custom mechanics introduced in Rato's Gameplay Balance and Overhaul 3.

The core philosophy behind this mod is fair play. As much as possible, the AI operates under the same rules and restrictions as the player, promoting a balanced and engaging experience without implementing unfair advantages or cheating. Every new introduced action taken by the AI will respect the constraints of available AP. As much as possible, artificial constraints or "cheats" from vanilla were removed.

It is the main objective here to make the AI not only more competitive but also more immersive.

It is highly recommended that you use CUAE for enemy loot distribution, which can be found here: https://steamproxy.net/sharedfiles/filedetails/?id=3148282483

Features


Shooting Stance AI logic:
  • The AI will now evaluate if it should remain in Shooting Stance instead of moving around, using a robust logic considering AP to enter stance, cover, enemies in range and more.
Signature Actions:
  • Special actions used by the AI will now be selected based on the dynamic contextual situation. Instead of a unit having 50% chance of using Autofire, for example, it will have a chance based on distance to enemies, recoil, snapshot or hipfire penalties etc. This will apply to all types of special actions, so the AI will consider its weapon and skills values, as well as its position in the battlefield, when deciding to use limb shots, overwatch etc. The enemies will also be able to use single shot instead of burst fire on some occasions.

  • Prepare Weapon - The AI will be able to use the Prepare Weapon action when it is positioning itself, entering Shooting Stance.

  • Dynamism - The AI will also be able to use different types of these special actions in a more dynamic form. For example, if using a weapon capable of Mobile Shots, even Soldiers will use it, not only Skirmishers.

Night Combat Enhancement
  • Units now throw flares at enemies during night time engagements for improved visibility and tactical advantage.

Improved Tactics for Grenadiers and Machine Gunners
  • Increased grenade usage for both offensive and tactical purposes. Grenadiers will use grenades frequently, while infantry may use it from time to time or if a good situation appears. Grenadiers and MG units are more adept at targeting enemies in cover, prioritizing cover destruction. Increased the use of Machine Gun setup action, and created a custom positioning logic for it.

Positioning:
  • Experimental Flanking Logic - Custom experimental logic improves AI flanking behaviors for more effective positioning and tactical maneuvers.

  • Behavioral Adjustments - Added extra logic, so the AI will try to avoid being flanked or exposed at close range. The AI will use the last enemy position to evaluate where to go to cover if there is no enemy visible. Overall the AI will use more cover.

  • Retreating - Snipers now swap to handguns and adopt retreat behaviors when enemies close in.

  • Stance - At the end of the turn, if the AI has AP, it will try to crouch or go prone.
Source AI Mechanics Overhaul:
  • Revamped source functions governing AI decision-making. Added recoil calculation, point blank, cover, and other mechanics changes from GBO.
    The AI will take into account Bolt Action costs when making decisions.
  • Fixed some issues and behaviors in the vanilla AI.
  • Removed some artificial limitations the vanilla AI had, like a limited number of attacks per turn. They will use their AP.

Options:
  • Lore-Friendly Weapon Progression (CUAE) - Added a (subjective) lore-friendly progression system for weapons added by CUAE. Can be disabled.
  • Improve Explosives Stats - This option will moderately improve the enemies Explosive stat. Specialists (like Grenadier) will have a bigger boost. Some enemies will also have a small Dexterity boost. Some units may receive a small Dexterity boost as well. Highly recommended if using Rato's Explosive Overhaul 2. Restart after applying.
  • Boost Stats - This option will apply a moderate stat boost to enemy units. The amount of the boost depends on the Role of the unit and normally can range between 5% to 15%, with the more important stats for that Role being boosted higher. Can be disabled.


If you want to buy me a coffee you can do so here: https://www.buymeacoffee.com/rato_modder

Many features here are very experimental, so feedback is highly appreciated!




Version: 1.05-2947
40 Comments
Leehsey 25 Jan @ 3:56pm 
Not sure if this is because of the mod. But on the second map I triggered all the enemies. Killed all of them except the sniper who was positioned by himself. The next turn the sniper disengaged combat and walked of, like nothing happened.

I like how aggressive enemies are now taking shots almost every turn. But the don't seem to use a lot of cover and try to advance, flank on you and shoot. Also some of the goons with pistols are taking shots from quite far and subsequently missing a lot.
Lucjan 25 Jan @ 9:54am 
@Elenhil you can try https://steamproxy.net/sharedfiles/filedetails/?id=3110808978 it will make enemies harder to kill. IMO when adding more enemies it makes only the beginning harder but the mid end of the battle is still easy and takes longer. *Based on description I think rato add something similar to this mod so the effects will stack.
moussaka42 25 Jan @ 9:00am 
@Elenhil : have you tried the "Legion Comes For You" mod ?
If not, I advise you to try it.
It will add a lot (or a few depending on your settings) of new battles.
And those battles will often occur in places you probably never fougth before.
moussaka42 25 Jan @ 8:57am 
Thanks Rato, the last version of your mod got me rid of those "staying prone and waiting for the culling" problem. Everything works great now. Pretty great !

I also had Tactical AI installed (but not enabled) when the bug occured. I desinstalled it but I don't know if it was the cause/solution of the trouble.
Rubezagel 25 Jan @ 8:45am 
had some weird stuff going on when I played yesterday. Don't know if it's related to the AI overhaul, or the smart overwatch mod, but just in case it might be helpful:
1) on two occasions, the allied AI (militia) seemed to fire at enemies through (multiple!) walls, I think on one occasion even sucessfully. Maybe I didn't see it correctly, it was late and I didn't investigate further.
2) near the end of the fight, with just one enemy left, some of the allies used overwatch, but more or less in the opposite direction of the enemy. (They weren't in a position to engage that enemy within that turn)
Elenhil 25 Jan @ 7:17am 
Rato, I wonder if you could implement a setting to tweak the number of enemies in a squad at conflict time, like CUAE changes their weapons. My reasoning is, I often find myself underchallenged sometime into a campaign. I can tweak the More Bodies bonus, but that takes effect when enemy squads are generated, so you have to wait for new Outpost assault teams...
c2crtw 25 Jan @ 4:03am 
(I'm still in the early game on a new playthrough.)

A few enemies seem to go prone out in the open in odd cases. They're not using bipod-equipped weapons. They're not behind cover or elevated trying to break line-of-sight.

Marauders don't seem to use autofire anymore. Maybe they don't have enough AP after taking a shooting stance?

Enemies (raid leaders in particular) don't seem to be using overwatch as much (or at all?). I was using the Smart overwatch mod, so maybe the incompatibility issue was the cause.

Grenadiers are much more dangerous now (which is great), especially at night throwing glow sticks to illuminate your positions for their squadmates and throwing more grenades in general.
Monir 24 Jan @ 3:23pm 
Is this mod a good alternative to TACTICAL AI ?
rato  [author] 24 Jan @ 3:08pm 
@tosickeres, indeed, SW compatibility has broke with the new update, I will try to fix it when possible. thanks
tosikceres 24 Jan @ 3:04pm 
@rato fixed this issue for me, thank you!
There is another issue I ran into - overwatch cones no longer appear. Overwatch only works for machinegun mercs, but when rifle/smg/etc merc assigned with OW - cone does not appear and APs are not taken. During enemy turn they just do nothing, only react if they have perks.
It might be something to do with Smart Overwatch - this mod was also updated on Jan 23.
Also to add to that - when I disable Rato's AI Overhaul - Smart Overwatch works fine.