1
Brutal AI / Re: "Realistic accuracy and cover system" option
« on: October 23, 2024, 12:10:58 am »It may be worth testing by disabling this option.It does nothing in case there's a line of
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
It may be worth testing by disabling this option.It does nothing in case there's a line of
You probably meant "no LOS" check?Nope. I checked that in debugger - there was no penalty.
Of course, cover does work in OG, OXC and OXCE.
As an OXCE dev, I can 100% confirm that cover works as designed and as expected.
It's all just definitions and terminology.
Two Jewish ask Rabbi to resolve their argument.
First guy: "Rabbi, is black a color?"
"Well, sure..." - said the confused Rabbi.
First guy: "See, I told you! Rabbi, is white a color?
Rabbi: "Well, yes, white is a color."
First guy: "See? I told you Moishe, I sold you a Color TV!"
But would it matter in the open without cover?No and yes. At the early stage of development I've made a decision not to take unit size into account (excluding 2x2 units), for a couple reasons. First one is their size differs A LOT, for example muton is x1.5 or even x2 larger than sectoid. This could've changed accuracy numbers a lot too, and I've considered that was too big of a change, especially for old xcom playerbase.
smaller targets like the ratsRA scans target's hitbox, which differs for enemies. For example, there could be situation where you could see muton behind a stone wall but couldn't see sectoid which stands next to it. Their width differs too. But the issue with small creatures is their hitboxes could be much larger then sprite image. I couldn't help with this, it's up to mod makers.
Well could it be added back as a toggable option?I could return it back relatively easily, but I'd rather fix huge technical debt which prevents further development. And that's much easier said than done.
- Would it be possible to set a maximun hit chance, like 95% of the new games even with kneeling and other acc bonus?It used to be that way, but I changed it and removed upper cap after numerous requests. The thing is, most players who play mega-mods got accustomed to 100+ accuracy numbers, and even more - mods themselves are made with that in mind. Why do you want such limit btw?
- Can the target size be consider for hit chances?It does. Big units have something like x1.35 accuracy multiplier as far as I remember,
For AI, there is such a thresholdGlad to know it exists. Didn't know that, honestly.
For player units (in my opinion) the player can do a much better job manuallyI was talking about my mod specifically. Due to overall lowered chances to hit, cases where xcom operative shoots in vain are just too common in RA, so players need an additional tool for reaction fire. I'm talking about new function, like "isGoodChanceToHit", which takes into consideration cover and other non-standard accuracy modifiers.
Grenades (especially alien grenades) are too powerful in the original. It's easy to put an alien in a difficult to assault position that commands a strategic passage and lob grenades at any soldiers who approach. In general, grenades do too much damage over too wide an area.I've added alternate tossing mechanics option which nerfs grenades a little bit, by making them less precise, and they depend of throwing accuracy more. It affects long-range throws / low-TH accuracy throws.
Soldier reaction fire is completely stupid. They might as well be robots. A soldier with a rocket launcher will respond by launching a rocket into a group of its fellows if an alien shows up. It completely breaks any immersion in the game, it's so stupid. There should be a way to set reaction fire only if it won't likely result in friendly fire.I'll definitely look in that direction. I already have "suicide protection" and "friendly fire protection", but only for direct hits and nearest allies. I think it's possibe to improve that algorithm for HE shots.
Are there mods that seek to rectify any of this?
I wanted to use BAI for cover system as well. But I was afraid it would overwrite "sniper", "spotter" attributes from specific enemies in XPiratez. Could you share how did you configure BAI?I didn't mess up with those mechanics. Should be fine, but shit happens, so you could just check that out by yourself. Can't speak for BAI, I'm responsible for realistic accuracy part only.
Apparently one single not terrain-damaging explosion at 1:18:30 in this video was enough to cause the loss of all three hangars: https://www.twitch.tv/videos/2179774439?t=01h18m24sYep, you gotta be careful in base defence missions.
Alternatively, coulda been me shooting off a Multi-Launcher (again, no visible terrain damage) at the Access Lift. Heh.
a bug - accuracy calculation when shooting alien through walls does not work correctly