aliens

Show Posts

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.


Topics - Abyss

Pages: [1]
1
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)

2
The X-Com Files / Zombie plot stuck
« on: January 08, 2024, 11:08:04 pm »
Hi everyone,
I've got zombie plot stucked with something.
It's may 98, basic zombies, their corpses, parasite and evolution hypothesis are researched for 7-8 months already, but not yet single mission with zombie infector appeared.
What is blocking it?
Two submods are installed: natasha morozova join and more guns

3
Hello everyone!
Please, consider helping make it clear.

Recently, different player reported an issue with BAI chryssalids not behaving optimally in open terrain melee situations. I suggested tuning the AI options to consider modder-set intelligence and aggressiveness options, which BAI can already do. However, while looking into the units RUL file, I realized that unit intelligence may not be that straightforward. For example, ethereals may have an intelligence level of 3, while snakemen can have 7, some stormtroopers may have 1, while megascorpions may have 2, and chryssalids have 4 etc.

So my question is whether the intelligence and aggressiveness numbers are on a strict scale from 0 to 10, where 0 represents degenerate behavior and 10 represents battlefield genius, or if they are just markings of presets for a behavioral frameworks that doesn't correlate with the actual gradation (bigger number doesn't mean smarter). The same question applies to aggressiveness numbers. Is it possible that the number is just a link to a preset, and actual aggressiveness relies on something else?

Currently, BAI uses intelligence and aggressiveness as markers for how units should behave and how many wrong moves the AI makes. Xilmi has included BAI options that take into account what modders assigned to units in UNITS.RUL in regard to their aggro and intel. However, if the aggressiveness and intel are not straightforward like in BAI, balance could be pretty broken.

Let me explain: right now BAI uses intelligence and aggressiveness as own markers for:
- how units should behave (0 aggro = more cover and ambush, 1 = careful fight, 2 aggro = balanced fight, 3 = careful push, 4 aggro = push no matter what)
- how many wrong moves AI makes (0 intel = can do not-optimal move/shot, or even stay open, to 5 intel = each move/shot is a move towards battle won).
When the combined option is enabled, BAI reduces baseline numbers and pluses portion of the numbers which are set by modders, respectfully. Then, unit with intel 9 (like, ghost) under ruleset will behave as most sentient, and unit with intel 1 (like, magma cosmonaut, obliterator, crocs and other guys) will make far more mistakes.

Thank you for you time!

4
As a new masochist user of the Brutal OXCE, I strive to provide insights on how BAI should work with global mods. My experience as a player of vanilla OXCE spans over six years with X-Piratez and XCF, and I'm always excited to learn new things.

Recently, different player reported an issue with BAI chryssalids not behaving optimally in open terrain melee situations. I suggested tuning the AI options to consider modder-set intelligence and aggressiveness options, which BAI can already do. However, while looking into the units RUL file, I realized that unit intelligence may not be that straightforward. For example, ethereals may have an intelligence level of 3, while snakemen can have 7, some stormtroopers may have 1, while megascorpions may have 2, and chryssalids have 4 etc.

So my question is whether the intelligence and aggressiveness numbers are on a strict scale from 0 to 10, where 0 represents degenerate behavior and 10 represents battlefield genius, or if they are just markings of presets for a behavioral frameworks that doesn't correlate with the actual gradation (bigger number doesn't mean smarter). The same question applies to aggressiveness numbers. Is it possible that the number is a preset, and actual aggressiveness relies on something else?

Currently, BAI uses intelligence and aggressiveness as markers for how units should behave and how many wrong moves the AI makes. Xilmi has included BAI options that take into account what modders assigned to units in UNITS.RUL in regard to their aggro and intel. However, if the aggressiveness and intel are not straightforward like in BAI, balance could be pretty broken.

Let me explain: right now BAI uses intelligence and aggressiveness as own markers for:
- how units should behave (0 aggro = more cover and ambush, 1 = careful fight, 2 aggro = balanced fight, 3 = careful push, 4 aggro = push no matter what) - how many wrong moves AI makes (0 intel = can do not-optimal move/shot, or even stay open, to 5 intel = each move/shot is a move towards battle won).
When the combined option is enabled, BAI reduces baseline numbers and pluses portion of the numbers which are set by modders, respectfully. Then, unit with intel 9 (like, ghost) under ruleset will behave as most sentient, and unit with intel 1 (like, magma cosmonaut, obliterator, crocs and other guys) will make far more mistakes.

5
The X-Com Files / Playthroughs of some XCF missions vs BAI 7.10.2
« on: December 07, 2023, 04:58:50 pm »
Hi everyone,
I'm doing second campaign of XCF vs BAI and want to share some partially sped-up videos.
Should be noted that initially I was dissatisfied with quality of BAI gameplay, but as Xilmi heeded players requests, it now includes:
- two randomization factors, which lower overall difficulty, yet give you some fire
- dynamic aggressiveness, when enemies first assault you, but when you push back - start to regard you
- no AI cheats (actually, it never cheated, just wanted to point that out). Sniper/spotter mechanism is replaced with random fire and grenading, assumptions, etc.
- zombies and critters are now behave as vanilla creatures
- more suggestions are on consideration

Long story short, now it feels cool.

There also Realistic accuracy mod by Joynarical that makes covers lower hitchances. At this moment I turned it off, because I think it is disbalanced by means of 30-50% reduction of battle dynamics, but it also worth looking in terms of feedback.
 
Now, videos:
Black Lotus outpost assault, jungle, vs BAI 7.10.2, 40% random, dynamic aggr., realistic acc. ON, SH + Ironman.
2 tries.

Red Dawn forward base assault vs BAI 7.10.2, 40% randomness, balanced . SH + Ironman, extender acc.,
3 tries.

Red Dawn HQ assault, X-COM Files, vs BAI v.7.10.2, dynamic aggressiveness, 40% random, extender acc., SH+ Ironman. 1 and a half tries.
 

6
Suggestions / Option: Disabled vessel rearm notifications
« on: February 04, 2019, 07:34:23 am »
Hi! Some megamods like X-Piratez allow to use up to x4 cannon firearms  in the vessel, which presumes the huge load of ammo.
The manufacturing process of the latter is on the low priority, thus I suggest the new option:
- disable vessel rearm notifications (YES|NO).

Example: while manufacturing, if there is insufficient ammo, a pop-up engages for the each slot, every time the single pack of ammo produced. That means up to 99 notifications in a row for a empty aircraft equipped with 4 cannons with 250 ammo each, while production unit is x50 ammo.

UPD Sorry not actually 99, less, since some slots are fulfilled

7
Suggestions / The zombie-cryssalid transformation delay suggestion
« on: January 21, 2019, 07:47:27 pm »
There is a sense that the zombie-cryssaid transformation should take some time. Not 5 minutes, which I suppose are equal to 20-30 turns, but for 1-2 turns for sure. That would allow, at least, the hellerium blood *infection* to make one-two circles through the blood channels of the organism.

And a zombie-chrysalis could die not hatched if killed within these 1-2 turns.
Even with some random or increasing chance of actual transformation with each following turn.

What would you say?

8
Had dozens of friendly fire overkills by the rocketeers due to the reaction fire.
May I suggest make a RL reaction fire optionable?

9
While basically to allocate engineers and scientists (E&S) you have to click on the project and set the amount, with tech and staff increment it becomes a little time consuming.

I suggest a mouse scroll E&S redistribution within the first window, at the mouse point.
This would allow the fast micromanagement.

Pages: [1]