OpenXcom Forum

OpenXcom => Playthroughs => Topic started by: cptelerium on September 21, 2021, 03:41:39 am

Title: IQ 500 Floater
Post by: cptelerium on September 21, 2021, 03:41:39 am
Base defence mission.

20 floaters,
20 floaters, 20 floaters on the road
20 floaters, and one had a blaster launcher
20 floaters, and one had a blaster launcher
20 floaters
20 floaters, and one had a blaster launcher,
pass the launcher around, and...
*pfsssss*
*bum!*
*Ourghh* *Ourghh*
*Ourghh* *Ourghh* *Ourghh* *Ourghh* *Ourghh* *Ourghh*
10 floaters, 10 floaters on the road

Truly IQ 500 move by them. But hey, they managed to nick like half HP of my 1 rocket tank  ::)

p.s. surprise base def (never seen the ufo coming...), thanks GOD I changed base to defensive base.

EDIT: the mastermind of this alien strategy woken up! (or stepped out of smoke/of upper level??)
he had BL equipped! (and I have alien picking up weapons disabled)
good that Sander was there to put him back to sleep, forever.

God this is really the base game ever, always something cool and interesting like that.

Title: Re: IQ 500 Floater
Post by: Chuckebaby on October 15, 2021, 01:27:32 am
Thing that has been plaguing me on Base missions is that one last alien hiding in a closet somewhere.
it is so frustrating. For some reason the Motion sensors doesn't seem to work for me either in the "Final in Mod pack".
Title: Re: IQ 500 Floater
Post by: The Reaver of Darkness on October 15, 2021, 07:12:31 pm
Thing that has been plaguing me on Base missions is that one last alien hiding in a closet somewhere.
it is so frustrating. For some reason the Motion sensors doesn't seem to work for me either in the "Final in Mod pack".
Check your radar. If it's not there, check upstairs in other facilities.
There is probably one hiding upstairs and unable to come out due to broken nodes.
I fixed the error in my own mod but the vanilla game and most other mods still have it.
Title: Re: IQ 500 Floater
Post by: Chuckebaby on October 24, 2021, 06:28:49 pm
you are correct, it always the last one hiding upstairs.
Title: Re: IQ 500 Floater
Post by: ThatFurry on December 05, 2021, 02:05:26 am
That is just a beautiful amount of xeno corpses, their own friendly fire even!
Title: Re: IQ 500 Floater
Post by: Xilmi on November 18, 2022, 11:40:05 am
I analyzed this while working on my AI. The point is that they are completely ignorant about of whether there's any units on the way towards where the missile is launched. This causes incidents like that all the time. Also the original algorithm tries to reduce the amount of way points so much, that wall-collisions are also quite common.
My algorithm is a bit more "wasteful" with waypoints but that makes it much safer to use. And if they run out of them, they simply try and get to a better position for the next turn.
Title: Re: IQ 500 Floater
Post by: Chuckebaby on November 18, 2022, 12:34:02 pm
I used to hate base missions but now I like them. They are good for newbies to build up some experience.

A little unrelated to the topic but..
The first thing I typically do is try to focus on the main threat.
Second, get some guys (with high reaction shot stats) in the upper floors for the missile, laser, fusion defenses. There's always 2 or 3 that will bolt directly for the top floor of the defenses.

And finally, if the base mission get drawn out and you can't find the last one, he is usually hiding upstairs in a work shop.