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Brutal AI / Re: "Realistic accuracy and cover system" option
« on: Today at 10:51:09 am »a bug - accuracy calculation when shooting alien through walls does not work correctlyI'll check that after finishing to fix the crash.
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a bug - accuracy calculation when shooting alien through walls does not work correctlyI'll check that after finishing to fix the crash.
crit error - cydonia part 2, alien movementI'm looking into it.
and which value of "Realistic accuracy cover efficiency" will be the most brutal? what is your opinion?I’m not sure about “most brutal”, cause all mechanics works the same way for both player and AI. So it’s not about difficulty, more about how tedious will your battles be. Less cover efficiency - more successful shots for both sides.
as Xilmi mentioned before - 0% is the most brutal by his opinion?
if "Realistic accuracy and cover system" = NO (default) then "Realistic accuracy cover efficiency" will be 0% too (regardless of the set value) ?
Realistic accuracy improved aimed shotsThis is bug, it seems ( the intention was to make 50% default
Realistic accuracy cover efficiency
is default value 50% ? or 70% ? now it seems to be 70% default value (image below)
which value will be the best and most brutal?
(and need to translate options string - STR_BATTLEALTGRENADES)Is it fixed now?
- sniper shots exceeding 100% may be worth reconsidering formula, because weapon accuracies had been balanced around different shooting mechanics. Plain over-100% growth of hitchance is something that will make it surreal that 130% accuracy-guy will have 80% of actual chance to hit 50%-covered unit, while 100%-guy will have plain 50%. May it be 1/3 penalty for everything beyond 100% too, be worth considering.1) About the formula - all numbers are just arbitrary... Maybe a threshold for sniping should be equal to unit's own accuracy? I don't know, but the core idea of sniping is just like that) Your example has a mistake... 130% accuracy to 50% covered target will be 130%*0.5 + 30% = 95%... and this mechanics should be used with "partial"effect from cover. It'll make 130% accuracy even more powerful and 100% accuracy to half-covered target - less penalized.
- empty-tile shooting is somehow broken in OG:It's not broken. It chooses target voxel based on tile type, and it's different one for different kinds of walls. About a tile with undiscovered unit - it's also makes kind of sense. And what about shooting in desired direction - as far as know, CTRL works just like that. To me at least, it works as "target the center of a tile, regardless of its type". So, if you'll shoot a tile with an undiscovered enemy with a CTRL, you'll get precisely what you want. I was experimenting with it lately, without CTRL a bullet goes to a floor (for a "floor" tile without a wall), with CTRL flies "horizontally" (considering the fact that gun's barrel is higher than tile center, it goes downwards slightly)
* when you have a wall adjacent to a tile you shoot: sometimes unit shots into wall, instead of a tile.
* when tile is empty or beyond visibility range, (or enemy that stands on it is undiscovered yet) - shooting goes into the ground tile.
- as we go through hit/miss rolls, there is one more thing I would like to suggest, regarding the visible targets shooting:I didn't get much tbh but I'll look again outside my working hours))
BASIC
* roll for hit means bullet flies into the target voxel
* roll for cover means bullet hits target OR cover, but within target voxel cone
* roll for miss DOESN'T mean necessary miss, but instead gives random shot within cone, where shot can go everywhere. (even, into the target, randomly)
DIFFERENCES for abovementioned ALT-method
*ALT+ roll for hit means bullet flies into target's voxel center's 1/3 height, even if there is cover (contrary to the specific case when unit shoots precisely into the finger, which sticks out from the window. Prove me incorrect, if CTRL+shooting already goes into center, not open-part of the body)
* NO COVER is considered when calculating ALT-shots. If there's cover, indeed, it is up to player to consider this method. This method is specifically good for destruction covers with heavy weapons.
* roll for miss works as default (goes everywhere, even into the target, randomly)
brown accuracy digits are a cheatFixed, It was trivial.
it will show you exactly where the alien is, even if you can't see it, just move the crosshair from your ship over the UFO
brown accuracy digits are a cheatThanks, I’ll look what could be done here.
it will show you exactly where the alien is, even if you can't see it, just move the crosshair from your ship over the UFO
I seem to be somewhat in a minority, though.I've heard a significant number of complaints about this issue from different people, throwable explosives are just much more efficient overall. I'm not sure for 100% but I think mods' developers (I recall XCF in particular) try to mitigate that advantage somehow.
I do hope you either put this behind RA, or introduce some more variety.The main goal of making RA initially was and still remains to make accuracy generally better... So, I'm not only planning to "put that behind RA", but hope to fix it to reasonable state first. Now I'm sure that using same accuracy function to calculate both direct-hit weapons and tile-based throwables is a bad idea. And I plan to test that in original old UFO for comparison. And of course "vanilla" OXCE algorithm will be available in untouched state. As I've said earier, I consider every observable difference between OXCE and BOXCE w.o. RA as a bug.
Was there a difference in your tests when using a lower-accuracy soldier?Ok, I selected 4 soldiers with minimum throwing accuracy available. Results:
engine-level tightened throwing dispersion when I think said dispersion is ridiculously low to begin with, and modding tools provide limited means to address thatOk, I've just made an experiment - 4 guys throw 8 grenades each at a reasonably long distance.