OpenXcom Forum

Modding => OpenXcom Extended => OXCE Suggestions DONE => Topic started by: Meridian on October 28, 2018, 01:24:24 pm

Title: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Meridian on October 28, 2018, 01:24:24 pm
First of all, AI can destroy base facilities also in OpenXcom.
However, as soon as any alien spots any xcom unit, all aliens stop attacking the base facilities and never resume it.
This is consistent with vanilla: https://www.ufopaedia.org/index.php/Base_Defence#Destruction_Of_Base_Facilities

We'll probably never know if it's a bug or a feature.
If you think it is a bug, you can allow the AI to continue their base destruction effort using following ruleset:

Code: [Select]
ai:
  destroyBaseFacilities: true   # default false

Put it either in vars.rul; or whereever your heart desires.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Ethereal on October 28, 2018, 05:47:09 pm
First of all, AI can destroy base facilities also in OpenXcom.
However, as soon as any alien spots any xcom unit, all aliens stop attacking the base facilities and never resume it.

This condition is almost impossible. There's always an alien in the hangar facing the aisle where the XCOM unit is generated. That is, the aliens see the XCOM unit from the first round and never deal with the destruction of the base equipment. Here is if would test every tour has been conducted... Would be hardcore.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Biggieboy on October 30, 2018, 08:05:59 am
First of all, AI can destroy base facilities also in OpenXcom.
However, as soon as any alien spots any xcom unit, all aliens stop attacking the base facilities and never resume it.
This is consistent with vanilla: https://www.ufopaedia.org/index.php/Base_Defence#Destruction_Of_Base_Facilities

We'll probably never know if it's a bug or a feature.
If you think it is a bug, you can allow the AI to continue their base destruction effort using following ruleset:

Code: [Select]
ai:
  destroyBaseFacilities: true   # default false

Put it either in vars.rul; or whereever your heart desires.

And what happened with the building? Something destroyed and not work anymore, or need more than 50% destruction?

Or no limits, need to destroy all tiles for destroying.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Hobbes on October 30, 2018, 04:13:32 pm
And what happened with the building? Something destroyed and not work anymore, or need more than 50% destruction?

Or no limits, need to destroy all tiles for destroying.

Quoting from the UFOPaedia page mentioned by Meridian on his post: "Certain modules have "special" tiles in them, and if all of these are visibly damaged (or completely obliterated), then that module will be considered lost.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Biggieboy on October 30, 2018, 07:01:59 pm
Quoting from the UFOPaedia page mentioned by Meridian on his post: "Certain modules have "special" tiles in them, and if all of these are visibly damaged (or completely obliterated), then that module will be considered lost.

Ok, sorry my english is bad. So if 1 modul fine ("all of these"), its "nothing" happened, the facilities its 100%.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Meridian on October 30, 2018, 07:41:14 pm
Ok, sorry my english is bad. So if 1 modul fine ("all of these"), its "nothing" happened, the facilities its 100%.

Igen.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Biggieboy on October 30, 2018, 07:42:17 pm
Igen.

Köszönöm :)
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Eddie on March 19, 2019, 03:24:00 pm
I have an idea for an AI improvement:
Can the terrain destruction ability of the AI be expanded to other missions? If yes, the AI could try to shoot some holes in the XCOM landing craft if there is nothing else to shoot at. That would create some problems for the player camping inside.
We might not be able to teach the AI how to handle doors properly, but we might be able to teach it to just obliterate them.

The idea came to me when an alien grenade accidentally blew away the doors of my ship. The mission suddenly got way more interesting.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Solarius Scorch on March 19, 2019, 04:16:07 pm
I think it would be tied to the more general "smarter AI" subject, like the AI destroying walls to free themselves or surprise the player... Stuff that has been widely discussed and is still on the table, sort of.
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: zee_ra on December 15, 2023, 07:36:35 am
I think it would be tied to the more general "smarter AI" subject, like the AI destroying walls to free themselves or surprise the player... Stuff that has been widely discussed and is still on the table, sort of.

To what extent does Brutal AI solve these problems already?
Title: Re: [DONE] [Suggestion] AI option for destroying XCom base facilities
Post by: Abyss on December 15, 2023, 03:55:51 pm
To what extent does Brutal AI solve these problems already?

Not yet, I guess:)
It is hardly imaginable how AI would will subtract it's attention from killing units for different thing, unless Xilmi will force it to do so. Then, overall power of AI will suffer.
But base demolition is very LoRe-friendly thing. And blaster launchers are very good instrument to do so. Perhaps, call it HAVOC strategy. Fucking up entire base modules to get rid of X-COM: sounds very intriguing.

Then, base assault missions should be somehow differentiated from each other. Some are for people, some are for demolition. Wonder, if megamod creators will ever request this.