OpenXcom Forum
OpenXcom => Open Feedback => Topic started by: civilian on May 09, 2014, 11:46:14 am
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With the newest (>07May2014) gits the AI Finally is a challenge when doing X-Com base defense missions, good work! :) Before that git they would just sit around and do next to nothing. Thanks a lot for fixing this! :)
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it was a silly over-optimization on my part, restricting the patrol node search to tiles reachable in one move rather than reachable in general
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I have a terror mission where Reapers refuse to enter the Skyranger. I have 3 of them sitting before the entrance eyeing the crew hungrily. One of them eventually climbed two tiles but then turned back. At first I thought they are afraid of the reaction fire, but even with the rifles removed they are too shy to actually get to my soldiers.
I have a savegame.
The floaters in that very game behave strangely, too. I've seen one of them moving in and out of my line of vision for 5 turns straight. He just pokes his head from the corner, sees us, then dives back into cover without attempting to do anything. He has line of fire, too, because I made a reaction shot at him once.
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The floaters in that very game behave strangely, too. I've seen one of them moving in and out of my line of vision for 5 turns straight. He just pokes his head from the corner, sees us, then dives back into cover without attempting to do anything. He has line of fire, too, because I made a reaction shot at him once.
Are you using the "Sneaky AI" option?
While it works well, and I use it myself, it might make the aliens a bit too cautious in certain situations.
(Which I think is good; why would aliens be as dumb as charging at you across an open field?)
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Compared to Previous AI (since last time i post in "new ai feedback" topic) The current AI are much much better. They are quite aggresive now, at close ~ medium range they seems prioritized trying to kill us rather than shot and hide and melee alien are really scary. The reaper has changed drastically from "pussies" to "hungry lions". Also they seems can hide pretty well. But the most important point is they didn't wasting TUs for useless move (running left right left right) anymore.
Overall, it was amazing progress. Excellent Job devs. :)
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Are you using the "Sneaky AI" option?
While it works well, and I use it myself, it might make the aliens a bit too cautious in certain situations.
(Which I think is good; why would aliens be as dumb as charging at you across an open field?)
No. It is off.
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No need to tell me about aggressive (and awesome) AI ;D
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No need to tell me about aggressive (and awesome) AI ;D
Sorry for the offtop, but where are these beautiful tanks from? :)
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.. and what building besides the lift has doors in the hallways i dont have one in my base :(
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No need to tell me about aggressive (and awesome) AI ;D
"Picture"
Oh wow. Please blaster bomb those things. ;D
Anyways, where can i get those green snakeman? Is that a commander?
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I have a few questions about the AI.
Does the intelligence value determine how long the alien remembers your last known position, or your exact position?
Also, what exactly does the aggression value do? The wiki doesn't explain it very well.
I'd like to say that I really enjoy playing with the new AI, it's a lot better than the original.
Edit: position, not poison.
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exact position, aliens are psychic.
aggression alters almost all of the AI's decision making, lower numbers are more reserved, higher numbers are more reckless. the wiki doesn't go into detail because there's no real way to explain it without giving a seminar.
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Thanks warboy :)
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exact position, aliens are psychic.
Only top tier Sectoids and all Ethereals... XD
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Sorry for the offtop, but where are these beautiful tanks from? :)
They are fom the "Recoloured Battlesprites" pack on openxcom.com IIRC. That or they are from the TFTD to UFO conversion pack from strategycore...
I swapped some of the turrets from Hovercraft to tank and back, some combinations look really fine.
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Oh wow. Please blaster bomb those things. ;D
Anyways, where can i get those green snakeman? Is that a commander?
The green commander snakeman can be found in my resources release thread, you will have to make it a mod yourself, though, sry.
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The green commander snakeman can be found in my resources release thread, you will have to make it a mod yourself, though, sry.
Does it add a red Muton leader too? XD