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报告翻译问题






This mod is Remastered by TACTICAL AI PROJECT with full compatible support of all other major weapon overhaul mods.
Feel free to share your precious feedback
I just want to express the wish for a update of this mod to support the previous posters.
I use the diceman-mod and it’s great.
But a bit more challenging AI would be nice.
TGCN is just to tough (for me) so something between vanilla and TGCN would be fantastic.
Anyway, thanks for the great work.
Kind regards
See it here.
But the reason why TGCN is not gradually adjusted is because in the LITE mode version, using a 3rd party weapon overhaul such as ToG's random enemy weapons, BCE weapon\craft system, Timmeh's Weapon Overhaul or Rato's future planed enemies weapon design could be more pleasant as those are constantly developed and well balanced atm.
TGCN LITE + one of the above = Latest AI improve + 'AI advanced gear gradually as befits their roles and status' .
However, if Mario approves, then I may also optimise and fix this mod in the early 2024 because our weapon design in this mod has better experience when you play with Gunfight Rework
With TGCN, my understanding is we either get all of nothing: TGCN's improved AI is enabled for all enemies, starting with basic Legion goons on Ernie island, and disabling TGCN gear/perks means even elite enemies in lategame don't get the improved gear that Tactical Enemy offers currently.
For what it's worth, Tactical Enemy still works nicely in 1.4 for all enemies except explosive specialists (Legion grenade guys don't use their grenades and ordnance specialists are very reluctant to deploy mortar fire, MGL and underbarrel grenade launcher users still make use of those).
Does the mod still work for 1.4?
I am looking for something not so tough as the nightmare, but I don’t „feel“ any difference from the vanilla. My hope was that the enemy is a bit more „smart“.
And I am not sure, but should I use other mods in addition to this one?
Kind regards
Or If you do wish they fight like pro elite then try our hardcore enemies mod instead. There'a video in that mod page to show you how militia cut enemies in pieces like real veterans.
Because in some fights I noticed the militia was not so eager to fight, basically wandering at te rear of the map while others were more defending themselves than giving battle to the enemy...
Did anyone here face the same problem with milita?
I will certainly try your mod and l hope you are able to entice some help. Is MariOlof still on vaykay?
I may add more options to tune up the nightmare levels for extra compatibility with major workshop overhaul mods,
Really appreciated for trying the mod before
mod would be great without that issue
Also... I think once you are discovered into a sector the whole enemy force should hunt for you if they outnumber your or in case of the opposite, they should dig in and await for our mercs to advance. That would complicate the advance to their positions much more than what they usually do, which is just advance usually without cover into our killing zones.
And one last thing: the high ground/roofs should be always manned by the enemy in my opinion.
Apologies if this is something adonis/army already do, l keep restarting to test various gubbins
The militia mod is currently the most popular on workshop, excluding them for the loadout changes is a reasonable request.
Check his #Notes
"For better compatibility, please check the standalone AI mod "Tactical AI"."