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Messages - panzer

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Brutal AI / Re: Brutal-OXCE 8.5.3
« on: May 20, 2024, 09:22:03 pm »
Hi Xilmi. There is such a suggestion: add reaction shots when opening doors (maybe as a switchable option).
 The fact is that enemies, especially with aggression 0, really like to ambush behind doors and it would work if the fire trigger worked. It looks something like in screenshot 1
Of course, they will be killed due to the lack of a rocket shot, since the right to the first shot is always with the one who opened the door.
Knowing this, I will just ambush a little to the side of the door and thereby kill the enemy anyway.Screenshot 2
 That is, the absence of a fire trigger when opening doors almost always works in the player's favor.

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Brutal AI / Re: Brutal-OXCE 7.13.1
« on: December 26, 2023, 01:14:04 am »


Numenator = 1
Denominator = 2

Well, if you set the squad's aggression mode to the unit's intelligence, then you should have 2 in the numerator and 2 in the denominator. So, if the unit's aggression is conditionally equal to 3, it will look like this (2/2)*3. In your case, the final value will reduce the aggression of opponents by 2 times. (This may not be accurate :D )

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.2.1
« on: August 05, 2023, 12:55:52 pm »
Edit 3: 7.2.3 with a fix is available.
7.2.3 everything works as it should. Thank you :) 8)

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.2.1
« on: August 04, 2023, 10:14:03 pm »
I loaded the save in X-Com-Files and got a message about missing mods.
But other than that there were Chupacabras and they all went into melee-range before attacking.
So this is the next bug-report I'm having trouble reproducing. :\
Yes, The X-Com Files mod. This is weird. Try this save.
If everything goes well with you again, then I have something with the game.
By the way, on 7.2.1 everything is fine with me.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.2.1
« on: August 04, 2023, 09:32:10 pm »
Hello. I found a small bug in version 7.2.2. Melee enemies attack you from a distance. Here is the save. Just boot up and make a move. Or turn your back on the enemies and make a move)))

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.1.0
« on: July 18, 2023, 02:33:09 pm »

BTW, in personal, I think BAI very much lacks Aggressiveness level between 2 and 3.

For certain missions, such as protecting a mansion, defending a base, and some others, this would be really useful. aliens with aggression 1, especially those with a psi vision like Ethereals, try to attack when one of them sees your units. Enemies with an aggression level between 2 and 3 could act as scouts for aggression level 1/2 and create a more attacking style of combat.
 Of course, units with this aggression should also sometimes use cover and preserve  TUs. However, their priority is to move forward to detect the enemy.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.0.0
« on: July 10, 2023, 09:59:59 pm »
What could and probably should be changed is the mapping when using the inherit-option.
This is a good idea. As a result, units in XCF with Aggression 0/1 will receive their first aggression from BAI, 2=2, and 3+=3, respectively. Therefore, intermediate aggressions are not necessary.

I understand that the third aggression in 6.4.0 is not something substantial. I mentioned it as an example where the AI prefers to attack but still considers cover and safety.

Currently, the third aggression is more of a test version where the AI tries to approach and attack you via the shortest path, and if it doesn't have enough time to shoot, it will get closer instead of hiding. All units that inherit this form of the third aggression will simply be punching bags.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.0.0
« on: July 10, 2023, 06:22:39 pm »
Hi Xilmi :) The behavior of units is regulated by the parameters "aggression," "sniper/spotter," and a little bit of "intelligence." As far as I understand, in BAI, sniper/spotter and intelligence are unnecessary remnants. However, aggression, especially in the XCF paradigm, is a very important thing. The modder adjusts the behavior of AI for different missions using the "aggression" parameter. This works because in OXCE, there are a total of 4 aggressions: 0, 1, 2, and 3+.

For example, leaders and commanders have an aggression of 0, and they all sit in the cabin of their spacecraft during battles, not allowing the X-COM team to capture them immediately. Mutons (aggression: 2) have a unit called "Muton shader" with an aggression of 3, which acts as a scout. There are missions with enemies who have low aggression and it is assumed that you will storm them, and vice versa.

Currently, in BAI, there are only 2 aggressions (we do not consider aggression "3" as it is equivalent to Leeroy Jenkins), which will work for units with aggression 0 and 1 if the "Inherit unit-aggression" option is enabled.

 In short, in order for XCF scenarios with BAI to work as intended by the respected Solarius Scorch, there should also be 4 aggressions in Brutal-OXCE.
 Sentence: Modify the "Inherit unit-aggression" option so that when activated, enemies receive a full 4 aggression. When "Inherit unit-aggression" is enabled, replace the current 3 aggression with the 3 aggression from update 6.4.0.
So it would look something like this: Aggression:
OXCE-3+ ; BAI 4 (3 from 6.4.0.)
OXCE-2 ; BAI 3 (2 currently)
OXCE-1 ; BAI 2 (1  currently or  create intermediate between 1 and 2)
OXCE-0 ; BAI 1 (1 currently or create even more passive).
 

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.4.1
« on: June 28, 2023, 05:44:42 pm »
Hello Xilmi  :) Small feedback on aggression "3":
1) The performance in handling moves on my laptop has increased significantly, especially with a large number of enemies.
2) Now when enemies move close to my cover, they no longer try to approach closely to attack on the next turn, but instead reserve TUs for a counter shot (although this is worse, I have lost many agents due to counter fire).
3) In X-Com Files, battles with melee units have become faster.The enemies often liked to hide behind rocks, prolonging the battle and usually still perishing ingloriously.
4) Since the AI has started to ignore cover more often, aliens are more frequently left without TUs in the field as a result. (You tried to fix it in version 6.3.4. But in aggression "3" it results in a much higher number of enemy casualties compared to "2").
Overall, on the 3rd aggression fights go faster, playing has become easier, but still fun 8)

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.3.9
« on: June 23, 2023, 11:35:58 pm »
I have a PC and a laptop. The game runs well on the PC. On the laptop, the processor is only 2.7 GHz. With the latest updates, the aliens started to take much longer to move. In version 6.3.9, the enemy takes almost twice as long to make a move compared to 6.3.0.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.3.9
« on: June 23, 2023, 11:16:44 pm »
Each mission is smokescreen and pray.
Everything is like in a real battle ;D ;D ;D Seriously though, just set "Targeting behaviour for Brutal AI" to 1 and the enemies will become significantly weaker.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.3.3
« on: June 11, 2023, 06:56:43 pm »

So again, many thanks for your feedback.
Thanks for the great mod :) :)
By the way playing brutal-oxce, I started to shoot through obstacles more often, without having a clear line of fire (because aliens have become smarter and use cover). Do you have any plans to give similar abilities to the AI in the future?
 On the other hand, even if it is technically possible, it may actually harm the AI. For example, it may futilely try to break through a wall with inappropriate weapons or become too cheaty due to the Psi-vision parameter and so on.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.3.3
« on: June 11, 2023, 06:51:37 pm »


But since you knew they were there, you obviously would look for them on the next turn and catch them with their pants (TUs) down.

Perhaps a saved game is not the best example, but overall it is true. By taking cover behind X-com transport, smoke, or any other shelter, you can safely shoot down the enemy.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.3.3
« on: June 08, 2023, 04:10:43 pm »
Yes, the current version works great. However, I do have a suggestion. Make it so that enemies reserve TUs if they can't find cover and know where soldier X-com is located.
 I was able to recreate this behavior in the saved game. Here, three aliens, knowing that my soldiers are behind the ship, try to run towards them, being completely defenseless as they use up all their TUs.To test this, simply hide the soldier who can see the aliens behind the ship, take a turn, and then check the enemy with a mental scan. They will approach closer and be without TUs. This occurs on open maps or locations without cover, and I believe that if enemies saved action points for a the return shot, they would be more dangerous in these situations.

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.0.0
« on: June 03, 2023, 03:32:48 pm »
Okay, not only have I found a good solution to deal with this issue
Wow, it's working great now. Thank you very much! 8)

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