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Brutal AI / Re: Brutal-OXCE 8.5.3
« Last post by Xilmi on Today at 04:30:50 pm »
Hi Xilmi. There is such a suggestion: add reaction shots when opening doors (maybe as a switchable option).
 The fact is that enemies, especially with aggression 0, really like to ambush behind doors and it would work if the fire trigger worked. It looks something like in screenshot 1
Of course, they will be killed due to the lack of a rocket shot, since the right to the first shot is always with the one who opened the door.
Knowing this, I will just ambush a little to the side of the door and thereby kill the enemy anyway.Screenshot 2
 That is, the absence of a fire trigger when opening doors almost always works in the player's favor.
I don't really want to change the game-mechanics and get rid of the "mutual-surprise"-rule, which is what suppresses reaction-fire when two units see each other at the same time in cases such as someone opening a door. This would make reaction-fire a lot stronger and lead to a different and likely rather stale camping-meta.

I think it would be better to analyze why the AI does what it does and try to teach it to play better.

I think the issue here is that the AI doesn't really grasp the concept of how a seemingly decent cover can be turned into no cover at all by opening a door. That's actually something I can have alook at.
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Brutal AI / Re: Brutal-OXCE 8.5.1
« Last post by Xilmi on Today at 04:18:30 pm »
1. Can you make BAI understand non-whole numbers of aggressiveness?
I had that in the past with the fractions. But I got rid of it. Right now there's only 3 levels left so that they can actually be distinct.
0 is where the enemies prioritize survival by looking for good spots that are difficult to reach
1 and 2 is the progression-mode. The enemies will be somewhat careful but afterall their goal is to sweep the map, search for enemy units and kill them
3 and above is the aggressive mode. The enemies will just try to end it quickly by rushing forward without any regards of safety.

Since in the base-game there also only were 3 different settings, it makes the most sense to assume that that's what modders will use.

Note that it now is also possible to force a minimum aggression in the deployment via "minBrutalAggression". The purpose of that is to make it so that on mission-types where it clearly is intended for the enemy to be the aggressor they won't just camp. For example in a base-defense-mission.

2. Can you reserve special number (or letter: X = extra) for Zombie-like no-matter-what-wanna-kill-what-I-see units? For example, it may be 666 (or 69). If aggressiveness: X then unit always behaves as a killing machine.
Everything 3 and above as well as enabling leeroy-flag will do that already.

3. Can you reserve special number for these units who are supposed to stay inside the ship, where they had spawned? But with that in mind: if this unit spawns outside, it acts alongside others. This particular mechanic can be achieved via special mark past the number.
I really don't think it is reasonable to make changes like this.

Edit: all these suggestions are for new UNITS.RUL file, use unit-aggression. Then there is a chance for game to be balanced around units behavior.
And please, remember: game is for a player, not for a computer. There must be fun to play mods, not constant pain in the ass (80% maps = enemy spawn 250% stronger than players, repeat 500 missions).
There's so many options to tweak brutal-AI already. Including not using it at all. I can't chase every vague idea someone comes up with and hasn't really thought through without previously having tried to use the existing options.
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OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« Last post by ThumpieBunnyEve on Today at 03:05:45 pm »
Small breaking change OXCE 7.12.7 with recent script hook, I fix typo in one script arg.


Yankes, where can i DL your OXCE 7.12.7 version?  there is a lot of links from the OP, and not a all of them result in a page to dl from. I know you worked on the fix i needed with the  "need-more-manufacture-space" warning ∞ looping.
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Open Feedback / Are there any mods to recruit Aquatoid?
« Last post by carazo1985 on Today at 01:40:18 pm »
Hello, greetings to all, and I'm posting this ad for several years now and I haven't found any mods. I'm a big fan of xcom terror from the deep since 1995 when I was playing Windows 95. What I'm looking for is to be able to recruit soldiers like Aquatoid (anyone). alien) and join the battle. and be able to equip, thank you very much for that, if there is a way to find some mods.
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Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by jnarical on Today at 01:38:45 pm »
- sniper shots exceeding 100% may be worth reconsidering formula, because weapon accuracies had been balanced around different shooting mechanics. Plain over-100% growth of hitchance is something that will make it surreal that 130% accuracy-guy will have 80% of actual chance to hit 50%-covered unit, while 100%-guy will have plain 50%. May it be 1/3 penalty for everything beyond 100% too, be worth considering. 
1) About the formula - all numbers are just arbitrary... Maybe a threshold for sniping should be equal to unit's own accuracy? I don't know, but the core idea of sniping is just like that) Your example has a mistake... 130% accuracy to 50% covered target will be 130%*0.5 + 30% = 95%... and this mechanics should be used with "partial"effect from cover. It'll make 130% accuracy even more powerful and 100% accuracy to half-covered target - less penalized.

- empty-tile shooting is somehow broken in OG:
* when you have a wall adjacent to a tile you shoot: sometimes unit shots into wall, instead of a tile.
* when tile is empty or beyond visibility range, (or enemy that stands on it is undiscovered yet) - shooting goes into the ground tile.
 
It's not broken. It chooses target voxel based on tile type, and it's different one for different kinds of walls. About a tile with undiscovered unit - it's also makes kind of sense. And what about shooting in desired direction - as far as know, CTRL works just like that. To me at least, it works as "target the center of a tile, regardless of its type". So, if you'll shoot a tile with an undiscovered enemy with a CTRL, you'll get precisely what you want. I was experimenting with it lately, without CTRL a bullet goes to a floor (for a "floor" tile without a wall), with CTRL flies "horizontally" (considering the fact that gun's barrel is higher than tile center, it goes downwards slightly)

- as we go through hit/miss rolls, there is one more thing I would like to suggest, regarding the visible targets shooting:
BASIC
* roll for hit means bullet flies into the target voxel
* roll for cover means bullet hits target OR cover, but within target voxel cone
* roll for miss DOESN'T mean necessary miss, but instead gives random shot within cone, where shot can go everywhere. (even, into the target, randomly)
DIFFERENCES for abovementioned ALT-method
*ALT+ roll for hit means bullet flies into target's voxel center's 1/3 height, even if there is cover (contrary to the specific case when unit shoots precisely into the finger, which sticks out from the window. Prove me incorrect, if CTRL+shooting already goes into center, not open-part of the body)
* NO COVER is considered when calculating ALT-shots. If there's cover, indeed, it is up to player to consider this method. This method is specifically good for destruction covers with heavy weapons.
* roll for miss works as default (goes everywhere, even into the target, randomly)
I didn't get much tbh but I'll look again outside my working hours))

For now, I can tell that destroying covers already works well with CTRL. I'm not sure where target voxel precisely is when you aim a unit with CTRL... Both ways are possible, I should check. For now, I don't get why you're asking for another firing mode, my guess is that you want to have a way to shoot slightly down... for destroying obstacles with HE shots, for example. So those HE shots could explode more often and not fly away to the sky ))

UPD:

For HE ammo, I've already adjusted target point to a lower one
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Brutal AI / Re: "Realistic accuracy and cover system" option
« Last post by Abyss on Today at 11:57:58 am »
2) "Sniper accuracy mechanics" - portion of accuracy, exceeding 100% initially, added after calculating exposure effect. And that could be weighted based on shot type, if needed. Time will tell.
For example, you get very high accuracy shot to a highly covered target. Initial accuracy 180%, target exposure is 5% (basically, some sectoid looking from a small window, with only its head exposed). Even with 100% exposure weight from the previous option, you get 180*0.05 (9%) + 180-100 (80%) = 89% chance to hit, where 80% part is for "sniping".

Hey Joy, all changes are very nice and appreciated. Few things I would like to put your attention into:
- sniper shots exceeding 100% may be worth reconsidering formula, because weapon accuracies had been balanced around different shooting mechanics. Plain over-100% growth of hitchance is something that will make it surreal that 130% accuracy-guy will have 80% of actual chance to hit 50%-covered unit, while 100%-guy will have plain 50%. May it be 1/3 penalty for everything beyond 100% too, be worth considering. 

- empty-tile shooting is somehow broken in OG:
* when you have a wall adjacent to a tile you shoot: sometimes unit shots into wall, instead of a tile.
* when tile is empty or beyond visibility range, (or enemy that stands on it is undiscovered yet) - shooting goes into the ground tile. That is part of mechanics and is purposeful for number of things: killing downed enemies, lighting ground with plasma etc. But sometimes it is worth to shoot through this particular tile so bullet can fly past it and hit everything beyond.
Moreover, when player targets tile that is located above, fly-through shots are hard to make. E.g. unit stands on ground, supposed enemy is located on 4th floor 30 tiles away, unseen, then default firing results in shooting into the ceiling of 3rd floor, not window/wall of 4th floor. 
I suggest making one more shooting option: shooting into tile's center 1/3 height. This could be, possibly, tied to ALT button, instead of default shooting, which clearly should keep it's designation of ground aiming, if no enemy or object is located on the target tile.
To remind, CTRL is engaged for "shoot no matter what action", so CTRL+ALT+click must result in shoot no matter what, but into the 1/3 height of the tile.

- as we go through hit/miss rolls, there is one more thing I would like to suggest, regarding the visible targets shooting:
BASIC
* roll for hit means bullet flies into the target voxel
* roll for cover means bullet hits target OR cover, but within target voxel cone
* roll for miss DOESN'T mean necessary miss, but instead gives random shot within cone, where shot can go everywhere. (even, into the target, randomly)
DIFFERENCES for abovementioned ALT-method
*ALT+ roll for hit means bullet flies into target's voxel center's 1/3 height, even if there is cover (contrary to the specific case when unit shoots precisely into the finger, which sticks out from the window. Prove me incorrect, if CTRL+shooting already goes into center, not open-part of the body)
* NO COVER is considered when calculating ALT-shots. If there's cover, indeed, it is up to player to consider this method. This method is specifically good for destruction covers with heavy weapons.
* roll for miss works as default (goes everywhere, even into the target, randomly)

Wish you best!
 
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The X-Com Files / Re: Bugs, crashes, typos & bad taste
« Last post by Kozinsky on Today at 09:38:43 am »
You won;t believe this, but literally an hour or so after I posted that I had the same crash and 'repaired' it in the same way.  It's not game-breaking as I delete the missions from the save, it's just a little annoying.

The fast fix is just replace "REGION_NATASHA_MOROZOVA_HIDEOUT" with "STR_EUROPE" in yor save-file.
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XPiratez / Re: A thread for little questions
« Last post by RSSwizard on Today at 06:27:34 am »
Did you perhaps not put good pilots on it?
The only stuff that shows up early game that it can actually catch up with are Zeppelins and those Ninja Prop Planes, and bandit Armored Cars.

Best gals I had by month 3-4 only had like +15% acc and maybe +10% dodge as pilots. And that's pick of the litter. Actually does good hits on a ninja prop plane and only takes about 1/3 damage capacity but then the enemy plane just runs off.

By the time I just got Aircar... I now also have a Double 25mm cannon from a landed cutter, and ive got a peasant sniper with good +Acc as a pilot. So thats why I asked WTF is the point of the Heli when I basically just skip past it now.

Good note about the glamour, I hadn't noticed that. Range sucks but it can be shipped to a base closer to the crash/mission and maybe reach it that way (can the damn gun be used on the ground?). Reminds me a little bit of the 40k meme of the commisar ordering the tank to get closer so he can hit them with his sword.
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XPiratez / Re: A thread for little questions
« Last post by Delian on Today at 02:09:13 am »
Did you perhaps not put good pilots on it? Little Bird can stand up to most early game vessels. Bandit Car, Bandit Wartruck, Highway Convoy, Sandcrawler, Rogue Courier, Highwaymen Hoverpod, Black Helicopter, etc... probably also Bandit Zeppelin with two weapons and good pilots. I think Necroplane is too strong for it, and Ninjas will obviously wreck it. Anyway, put XTRA ARMOR on it if your pilots are crap and only use CHEM-TANK if you got no choice.

The main benefit of Little Bird is the hidden 12x Glamour that you get on ground missions with it. This glamour also gives up to +144 additional mission score. Well, assuming you can finish those missions before the glamour decays.
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