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« on: July 08, 2013, 12:40:49 am »
I'm interested in tweaking, or perhaps overhauling the AI to make X-Com scare me as much as it did back when I was 13.
So far, I've managed only to tweak the formula that attempts to find and retrieve weapons. (hooray - stun damage is no longer instant win)
While banging my head against that - I noticed the game seems to have 'AI states' and that these operate for a while, and then it maybe decides to pick a new state - perhaps on the same turn as it picked the last one... Additionally there doesn't seem to be any alien group consciousness.
The melee AI will target flying or otherwise unreachable targets. (like the rear tile of a tank despite the fact that it's within a blocked entrance)
The AI does attempt to hit units from the rear (less armor), but it doesn't choose targets based on armor.
(a Chryssalid will wail on a Tank it can't hurt rather than take two steps and hit a soldier in personal armor.)
Aliens do not react as a group - ie: they will not stop patrolling and come help defend the UFO, but they will retreat from visual range until they are pressed against the edge of the map.
Even Sectopods will retreat despite being nearly invincible on their front armor.
Aliens act individually, they do not come in 'teams' or squads -
If Aliens prepare ambushes, I haven't seen that yet - and I bet they wouldn't wait long before attempting a patrol anyway.
Somehow I want to fix some or all of these things
I imagine that 'threat to tile' can be tweaked to keep a 'max power' estimate so that heavily armored units can ignore the 'threat' of 20 troops with LasPistols.
The 'find cover' logic perhaps could be tweaked to allow units to hide behind large units.
The 'choose target' logic might weigh armor, hit probability, and cover (with a double penalty for cover from our own units).
But maybe I'm wrong and this stuff is implemented (or implemented and turned off)?
Phez