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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.1.0
« on: July 19, 2023, 05:59:29 pm »
Major props on implementing the tough units purposefully triggering mines idea, Xilmi. Quite enjoying all the other updates and improvements you've made thus far as well.
Have a couple questions, though: Would you be willing to make the better pathing for UFOs on search missions default or at least separate from 'aggressive retaliation' option? The fact that this also triggers retaliation missions on landed craft and means UFOs also always search for bases means it just never goes on for me despite the objective improvement.
Also is there a meaningful difference if one decides to manually designate the targetting mode of melee units? I wouldn't expect there to be since they need to get into visual range to attack you anyway but want to make sure. Made a mod for use with 'inherit unit aggression' base game that along with assigning sensible (to my eye anyway) aggression levels to the individual units also designates which units can target what based on their class and abilities. Essentially bulky units and soldiers position themselves closest to your units as the heavys / defacto scouts with the rarer, more specialized units having the ability to target what these guys see with only leaders generally being able to blindly target your units based on their relative position and activity thanks to their big brains (specifically thinking about blaster bombs.) Expanded this role to navigators who won by default (engineers get blaster bombs and I want to contrast their lack of "skill" using them with the leaders, medics I want being more passive) so there's a at least a theoretical threat of the AI blindly grenading your units on regular missions.
Edit: Updated the mod to toggle 'Leeroy Jenkins' mode properly.
Have a couple questions, though: Would you be willing to make the better pathing for UFOs on search missions default or at least separate from 'aggressive retaliation' option? The fact that this also triggers retaliation missions on landed craft and means UFOs also always search for bases means it just never goes on for me despite the objective improvement.
Also is there a meaningful difference if one decides to manually designate the targetting mode of melee units? I wouldn't expect there to be since they need to get into visual range to attack you anyway but want to make sure. Made a mod for use with 'inherit unit aggression' base game that along with assigning sensible (to my eye anyway) aggression levels to the individual units also designates which units can target what based on their class and abilities. Essentially bulky units and soldiers position themselves closest to your units as the heavys / defacto scouts with the rarer, more specialized units having the ability to target what these guys see with only leaders generally being able to blindly target your units based on their relative position and activity thanks to their big brains (specifically thinking about blaster bombs.) Expanded this role to navigators who won by default (engineers get blaster bombs and I want to contrast their lack of "skill" using them with the leaders, medics I want being more passive) so there's a at least a theoretical threat of the AI blindly grenading your units on regular missions.
Edit: Updated the mod to toggle 'Leeroy Jenkins' mode properly.