OpenXcom Forum

Contributions => Programming => Topic started by: Quixote on January 15, 2014, 12:29:29 pm

Title: AI of close combat aliens
Post by: Quixote on January 15, 2014, 12:29:29 pm
Just wanted to give a bit of feedback - against Reapers I noticed that they don't try to get into close range to bite, they just run around at the edge of vision and do nothing unless there's a target really close by.

Maybe a special AI routine for melee units would work?

Wouldn't have to be advanced, as a Reaper is just a big berserk terror monster anyway, so it would seem credible that it would just run mindlessly at any target at top speed to bite..

I'm using the latest build by the way.


EDIT: just realized that this should probably have gone in the "suggestions" subforum, and that probably you are already are of this issue with Reapers :)
Title: Re: AI of close combat aliens
Post by: Solarius Scorch on January 15, 2014, 02:01:46 pm
It's not a bug, it's psychological warfare. :)
Title: Re: AI of close combat aliens
Post by: kkmic on January 15, 2014, 05:30:17 pm
Shhhhhh!!!

Do not use the words "bug" and "reaper" (in any form or combination) in the same post, or Warboy will get really really really crazy and will mess with the savedgames again!
Title: Re: AI of close combat aliens
Post by: SupSuper on January 15, 2014, 08:13:29 pm
Just wanted to give a bit of feedback - against Reapers I noticed that they don't try to get into close range to bite, they just run around at the edge of vision and do nothing unless there's a target really close by.
Sounds like the original to me. :P
Title: Re: AI of close combat aliens
Post by: Quixote on January 16, 2014, 12:17:37 am
Yeah, it does work very much like the original, so if it's working as designed, great job :)

But since apparently a new AI has been put in, maybe it would be cool to make the Reapers a bit more bloodthirsty. Right now they are nothing but free reaction training for my troops...
Title: Re: AI of close combat aliens
Post by: Danny on January 20, 2014, 03:57:21 pm
Yeah, it does work very much like the original, so if it's working as designed, great job :)

But since apparently a new AI has been put in, maybe it would be cool to make the Reapers a bit more bloodthirsty. Right now they are nothing but free reaction training for my troops...

Well your troopers need that reaction training for when they face Chrysalids... XD
Title: Re: AI of close combat aliens
Post by: kharille on January 20, 2014, 04:24:54 pm
I've had a few soldiers chewed up with OpenXcom.  I thought it was a pleasant surprise, and they don't inspire the fear as do Chryssalids.

I heard they removed the sound effects for the chryssalids...  I guess it would be annoying, can't surrender with stained white underwear....
Title: Re: AI of close combat aliens
Post by: Mr. Quiet on February 06, 2014, 10:52:15 pm
Before letting them out into the city, the floater beast master should have starved the reapers, so they would go on a blood rage upon sensing anything that moves. That's why floaters can fly, so they don't get ripped apart by the primitive creature they themselves let loose.

Here's a great idea if you want to fear the reaper: Let them burst through walls as they're walking to anyone. Here's the fun part, Remove the part of the Reaper's AI that gives them a path to avoid walls. Remove that and just let them ram through walls and most objects besides the UFO and our landing craft, and just add the extra TU cost when they go through any walls. Going through small objects shouldn't cost a single extra TU.

You can no longer hide behind walls or tight spaces anymore and you'll want to bring Incendiary weapons after reading the Autopsy.

Can the OXC engine handle this much brutality?!
Title: Re: AI of close combat aliens
Post by: Gifty on February 06, 2014, 11:38:33 pm
Holy crap, I like the sound of that.
Title: Re: AI of close combat aliens
Post by: moriarty on February 07, 2014, 08:16:36 am
Here's a great idea if you want to fear the reaper: Let them burst through walls as they're walking to anyone. Here's the fun part, Remove the part of the Reaper's AI that gives them a path to avoid walls.
[...]
Can the OXC engine handle this much brutality?!

this was suggested before... but considering the pains it took WarBoy to handle the reaper's pathfinding, this suggestion might just make him burst through a wall  ;D ;D
Title: Re: AI of close combat aliens
Post by: Warboy1982 on February 07, 2014, 11:53:46 am
i'd settle for getting reapers to not be completely useless. they need TUs if they're gonna be melee units, something they severely lack compared to say... a chryssalid
Title: Re: AI of close combat aliens
Post by: blackwolf on February 07, 2014, 07:32:53 pm
Here's a great idea if you want to fear the reaper: i see what you did there  ;),
and well yes, it should be pretty cool if the reaper gets some buff and make them more dangerous,i mean they are TERROR WEAPONS...and are so far way for making us soil our pants just like the chryssalids do...or even the another "easy first months race" sectoids have big and bad  terror toys :T
Title: Re: AI of close combat aliens
Post by: kharille on February 07, 2014, 10:52:31 pm
Perhaps their AI can include a double attack to create a hole in a wall? 
Title: Re: AI of close combat aliens
Post by: Mr. Quiet on February 08, 2014, 02:10:18 am
I just thought maybe it'll be too hard. This might get most of our Operatives killed in the first Terror-Site encounter. I don't know though. Would it be impossible to beat these guys in the beginning? Reaction shots will help a lot and staying in groups facing every direction when you're surrounded by walls can help, because you don't know if the damn thing is right on the other side. And it will sense your low bravery stat.

Here's adding more to it. As a Reaper rams through walls, add sounds of everything breaking and shattering so we'll be frozen on our seats just listening to the Reapers make waste during alien's turn when all our guys are spread out. Now I'm wishing Julian Gollop would have added this to Reapers in the original...

If the Reaper doesn't see you, it will still be able to sense your fear through low Bravery(Veteran Difficulty and up), but you'll feel relieved on higher ground or after researching Flying Armor. "To terrorise and destroy" is a good slogan for the Reapers.

Sorry, I can't stop thinking about this one XD
Title: Re: AI of close combat aliens
Post by: Solarius Scorch on February 08, 2014, 02:55:38 am
Some wall-breaking ability would be fine and potentially quite fun. I wouldn't however want Reapers to outright ignore any terrain on their path, that would be silly. :)
Title: Re: AI of close combat aliens
Post by: blackwolf on February 08, 2014, 03:09:48 am
I just thought maybe it'll be too hard. This might get most of our Operatives killed in the first Terror-Site encounter.

weell i always get half of my squad get killed when my first terror site is against sectoid and that annoying cyberdisc....and even the first time i fight against chryssalids(but maybe that its because i play in superhuman and always try to delay the laser weapon at least until october XD)
Title: Re: AI of close combat aliens
Post by: Mr. Quiet on February 09, 2014, 02:10:59 am
This is the sound of a Reaper bursting into a building to attack an Operative...
I cooked it up using audacity, used sounds from Road of the Dead and from a sound clip site (nothing is mine :O). Took me over an hour to make, but this is what I want Warboy!! Please :D
Btw, they're MP3 files, but the forums doesn't like them.

NSFW!!!

Here's a picture of the thing you're listening to hehehehehe:

(https://www.ufopaedia.org/images/7/7c/Reaper.gif)

DOWNLOAD BELOW (Alternate is better I think)
Title: Re: AI of close combat aliens
Post by: blackwolf on February 10, 2014, 08:34:44 am
its perfect, i mean if this could become a reality i should think twice when moving in any terror mission, by now its just

cyberdisc:okay this would be rude  >:(

chrysallids: THE HORROR!!!!!

.............reapers : **yaoming**
Title: Re: AI of close combat aliens
Post by: Quixote on February 10, 2014, 10:06:53 pm
i'd settle for getting reapers to not be completely useless. they need TUs if they're gonna be melee units, something they severely lack compared to say... a chryssalid

Well, what other options do they have, apart from being a melee unit?

The only thing they can do is bite. And to bite they need to get close to the target. Right now they don't even try to do it.

I simply don't understand why not?
Title: Re: AI of close combat aliens
Post by: Mr. Quiet on February 12, 2014, 11:31:37 pm
It's wishful thinking, but I've forgotten it now, unless someone else wants to make this happen. Just go to Warboy for the details.

If I'm not here when OXC is complete and the modders are flooding in. Don't forget to mention the idea to them.

Don't let this die!! Keep the fire burning!
Title: Re: AI of close combat aliens
Post by: Sectoid_Soldier on May 09, 2014, 02:14:50 pm
Reapers go for troops. I've lost a few troopers to reapers, in 0.9.
Title: Re: AI of close combat aliens
Post by: 54x on June 24, 2014, 08:34:01 am
i'd settle for getting reapers to not be completely useless. they need TUs if they're gonna be melee units, something they severely lack compared to say... a chryssalid

Eh, I always figured they were supposed to be a bullet-soak to distract XCOM from the floaters shooting civilians. :)
Title: Re: AI of close combat aliens
Post by: doctor medic on August 03, 2014, 11:32:09 am
Some wall-breaking ability would be fine and potentially quite fun. I wouldn't however want Reapers to outright ignore any terrain on their path, that would be silly. :)
What if it is on a roof,will it destroy the tiles under it while moving?