"Intro2"
No, why, i expected something like that actually. I played such games decades (eh) ago: roughly it was about taking no more than one sector per day, and playing with cheapest possible mercs without deliberately losing them (tho with permitted casualties). I used a Camo, but its not of huge difference in such kind of game. Then i waited in sector 11 and camped enemies till they run out of Reserves. It take some tens of days, yes. Problem with that approach is drain of enemies, tho. Player have to attack sectors with about 3 enemies only, while all those good armed late guys just die in Auto battles against Guards elsewhere (where they expected to lose, unlike that laugh the Guards do in Tactical). So i decided to try a "playing with priciest possible mercs" approach, and while it sorta stupid on its own, it lead to "play on top performance" approach im on now. Btw, enemy Reserve pool is just 100, 200, or 300 per difficulty level (initially placed in sectors ones are not affect it, Reserve is only used for "new arrivals" during game's course (so yes, slightly less than 770 for Hard, or 772 (with Santino) for Go Ahead)), i didnt made it more for Go Ahead. But as enemy reinforcements are more often there, that pool would be drained faster too. I thought it still would be enough for normal fast game, but probably it should be increased there, if somebody play games of attrition. Actually i have a version im currently on now, with about 20 more fixes, but as nobody else test it anyway i planned to release it as a final one, when i will stop development.
Real pleasure to hear that you did it in one day too. Must say you definitely the best JA player i ever talked with (not because that one day stuff, but the overall amount of knowledge you freely operate is truly impressive), real surprize to meet you out of sudden seeming abosultely from nowhere.
"Questions"
1&2. Ok, then i have to write a Stuff on ChancetoHit too.
Small note about seeing range oddities: due to freaking isometrics, tiles works warped way for different things. They are like squares in chess for movement (but not only for it), but they could have width>height for some other calculations, like for visual detection (but not only for it), so 14 tiles horizontal is "farther" than 14 tiles in vertical. Yet they the same for movement and so on. Im afraid fixing it could make game's feeling too different, not touching it yet.
5. The only valid explanation i have is the placement of other item on it, right. If its not the case, its would be rather hard to trace, i never encountered it. The next possible explanation would be corruption of game files, and its not a good thing already. I'd just wanted to clarify my explanation about "thrown items", as i wrote it possibly confusing way. "Thrown" part not only not important, but also could be misleading, as i used Mine example there. Some undetected items are triggered with Thrown items too, say Mines. They will explode then, and its intended way. But some undetected items are not triggered, say hidden explosive, or item in closed box. But game engine still cannot operate 2 items on same tile (except attachments or stacks of same items), so it remove hidden one. That means, that player with enough Rocks could defuse ready to sabotage plant, for example. But items can also be placed in non-thrown way, say falling from a dead mercs, or deliberately dropped from a live ones. Such items will never trigger anything (say those Mines), so there could be case when dead enemy would drop some item on nearby box, and "destroy" the thing that box contain. Or player can defuse a whole areas of minefields or hidden explosives around him by dropping items to ground one by one or by whole vests (its pure silly exploit ofc). But again, if such "missed items" is caused by something else - i hope it would be reproduceable and found.
10. Yes, except WallProbe is unique item because it do Break check twice on any use, not once as all other does, so Probe in bad condition is less reliable. Ear is more complicated, as its have 2 effects - the Radio one, that work just like Radio described above; and Hearing part, that is condition-affected:
[ExtendedEarsBonus = 5 - (100 - ItemQuality)/20].
As calculations are in whole numbers here, ExtendedEars with ItemQuality over 80% provide a maximal bonus (maybe they intended something else, but they make it works that way). The only other bonus of this kind is that mercs starting from ExpLevel 4 have HearingBonus of 1.
[HearingDistance (in tiles) = NoiseVolume + ExtendedEarsBonus + HearingBonus]. (There is a penalty of 5 for hearing an inside-building noise when listener is out-of-building and vice versa.)
12. Thats pretty much right, but giving the notice how many rather simple and straghtforward things in this game is bugged, i wouldnt dare to hope AI is well and fine. As i will not write a whole Stuff on it, ill just do some short one here, to mention involved factors. AI mercs have pre-set attributes Orders and Attitude, as well as recalculating Morale (strictly saying all mercs have them, but only AI use them). Orders is roughly about how "campy" merc is, and Attitude is about how brave. Morale effect of fight or flight is modified by Orders and Attitude of given merc (so more brave merc could take other action while having a same moral as less brave). O & A are static, and unavailable to players knowledge (while player could try to memorize "usual behaviour" of some Initially placed enemies, say Enemy2 in sector59 (one with FirstAidKit) is extremely campy), while Morale calculated using outside factors, so could be somewhat measured.
Morale have 5 levels, say from Confident (5), to Panic (1). Every time AI trying to do action in battle, it calculate Morale, and act accordingly to it (while AI is not fully sure about player's merc presence it assume Morale as Confident). Final Moral value is a sum of factors:
a. This one is the reason why im not planning to go deeper there: some overcomplex estimation of "powers" of "own team" and "known enemies", based on stats, equipment (AI know all the stuff about player's mercs here), and involvement in action. I dare not to hope its without faults. In very short if AI think it outperform, it is more confident. Note, that AI calculate known ones to it fair way: if only one merc been noticed yet, AI would compare own power to only that one merc. So if AI know already that player's mercs are in numbers, it feel less confident.
Important note: unlike player's side, if some enemy detect some merc, its not immediately become open info for other enemies. The enemy, who noticed other one, should "radio" about that merc to other enemies, that action cost a whole 5 AP (while not require any actual Radio). So authors tried to assign different "weight" to different mercs here: say some very "powerful" enemy who is not know of any player merc give little confidence to some wounded enemy who is facing many player's mercs alone.
In result of comparison of ratio of teams strenghts, AI merc get some initial Morale value of 1-5 to modify it further.
b. "Defenders of plants never seem to run away, for instance." While that is not wholly true, but SectorValue do affect Morale as [-1; 0; +1] for 3 SectorValue thresholds (lets call them VeryImportant, Important; NotImportant here). SectorValue is pretty interesting thing overall, as it affect AI Strategic movement. In short, AI will try to attack important sectors, while prefer to not move our of important sectors aswell. That value is not constant, but function of amount of Trees, Tappers, Factories, Quests and so on of that sector. But for Morale calcualtion its a +-1 max importance, they DO run away too here (there is possibility that its about ones, who rush to detonators, as they indeed will not run away, a very special mechanic for Sabotage missions (you could basically punch such runner wih fists, as long he have a way to reach his target, but if you will block the path entirely, will revert to usual hostility)).
c. Attitude of merc will give [-1; 0; +1] to Morale.
d. Breath of merc (impossible to check for player too) will give +1 if its more than 75; -1 if less than 40, and additional -1 if less than 10 (nearly collapsed).
e. HP of merc will give +1 if its more than 75; -1 if less than 40, and additional -1 if less than
20 (note, that it would result in different outcome for mercs, who otherwise stated as "Critical").
f. If merc is not recently (this or previous turn) under attack it will provide +1.
As some additional example of not going deeper is the way how Morale is used to decide fight or flight in battle (bug or feature?). Each level is assigned some value to compare to already calculated best chance to hit of that merc: [1 - 75%; 2 - 10%; 3&4 - 25%; 5 - 50%], and if chance is lower, merc decide to run for cover instead of firing (note, that AI "not aware" about always-hit nature of point-blank shots (intended feature), so could decide it would miss even in such case and run). Likely non-linear numbers are not errors, but attempt to simulate behaviour of Confidence (weighted shot) through Desperation (easy-going shots) to Panic (only clear shots or run). But for player, difference between level 1 and level 2 is huge. Overall still, good manageable tactic is "panic attack" - rush on one enemy with as much as possible mercs. Even if running over that 3 tiles is of no help for him, AI often use it. Its more like Day1 stuff ofc, where you can just restart, but its definitely worthy it.