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Brutal AI / Modified XCF unit ruleset for BAI
« on: July 21, 2024, 10:33:29 pm »
This XCF ruleset is modified for use with XCF 3.3 / BOXCE 9.1.2 options:
"Inherit enemy unit aggression" (4)
"Inherit unit intelligence" (6),
The intention is to make some units act in more lore-wise manner. Strong and/or stupid units will behave more aggressive, while Engineers, Medics and Leaders will work in more ambushing ways.
Some units will act optimal (this means that they will definitely try to kill you), while others will act spontaneous, according to their modified (low) intelligence.
1. Prepare wisely: rename previous unts_XCOMFILES.rul file before replacing it with the file attached
2. File goes to: [BAI folder]\user\mods\XComFiles\Ruleset\
3. BAI is strong enough to slap your ass. Be sure to start testing at difficulty 2 or 3.
4. My preferables: turn OFF the options for BAI to pre-prime grenades, spread out, and avoid proximity grenades.
5. Even more player-friendly will be to turn OFF: BAI use explosives turn one; turn ON = alternate throwing accuracy by JoyNarical (battlescape section)
"Inherit enemy unit aggression" (4)
"Inherit unit intelligence" (6),
The intention is to make some units act in more lore-wise manner. Strong and/or stupid units will behave more aggressive, while Engineers, Medics and Leaders will work in more ambushing ways.
Some units will act optimal (this means that they will definitely try to kill you), while others will act spontaneous, according to their modified (low) intelligence.
1. Prepare wisely: rename previous unts_XCOMFILES.rul file before replacing it with the file attached
2. File goes to: [BAI folder]\user\mods\XComFiles\Ruleset\
3. BAI is strong enough to slap your ass. Be sure to start testing at difficulty 2 or 3.
4. My preferables: turn OFF the options for BAI to pre-prime grenades, spread out, and avoid proximity grenades.
5. Even more player-friendly will be to turn OFF: BAI use explosives turn one; turn ON = alternate throwing accuracy by JoyNarical (battlescape section)