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Messages - Nevill

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1
Open Feedback / Re: AI better now!
« on: May 09, 2014, 05:21:34 pm »
Are you using the "Sneaky AI" option?
While it works well, and I use it myself, it might make the aliens a bit too cautious in certain situations.
(Which I think is good; why would aliens be as dumb as charging at you across an open field?)
No. It is off.

2
Open Feedback / Re: AI better now!
« on: May 09, 2014, 03:36:41 pm »
I have a terror mission where Reapers refuse to enter the Skyranger. I have 3 of them sitting before the entrance eyeing the crew hungrily. One of them eventually climbed two tiles but then turned back. At first I thought they are afraid of the reaction fire, but even with the rifles removed they are too shy to actually get to my soldiers.

I have a savegame.

The floaters in that very game behave strangely, too. I've seen one of them moving in and out of my line of vision for 5 turns straight. He just pokes his head from the corner, sees us, then dives back into cover without attempting to do anything. He has line of fire, too, because I made a reaction shot at him once.

3
Alright, so what is with the monthly scores, then?

In original, when I am fully inactive, I get these.
Number of UFOs spotted in January across 3 games: 4, 5, 4 + 1 terror site in each game
Scores: -1100, -1117, -1117

The value of -1000 and a fluctuation of -100/200 in January is consistent across all games (about 20-ish now).

In Open Xcom, number of UFOs: 3, 2, 4 + 1 terror site in each game
Scores: -854, -843, -844.

Again, the number -800 and -50/100 is consistent.

Veteran difficulty in both cases.

4
Yes, I referenced that very thread in my first post.

Anyway, it appears to be a weird fluke. I mean, I really did ran 10 games with abysmal UFO detection rate. Now I started 10 new ones and had 3 to 5 UFOs in January, as per original. Huh.

At least with Terror timings fixed it is now a guaranteed loss for 2 months of inaction. Thanks.

Was something done with penalties for not reacting to Terror Sites? I believe the penalty is now -800 as compared to -1000 in the original.

5
Open Feedback / UFO Activity and scores as compared to the original
« on: May 06, 2014, 08:37:01 pm »
There is something not quite right with UFO Activity compared to the original.

Out of curiosity I started 10 games in Europe  on a veteran difficulty level. In 9 of them I have detected no less than 3 UFOs in January, in some of them 5 or 6, and there was a guaranteed terror mission before the end of the month.

With OpenXcom I have 5 games where I only detect 1 UFO in January. In one of them it's April and I have detected only 3 UFOs total. Some of the games didn't have terror missions in January, though in these cases there was one somewhere in the early February.

Now, I get that these things are probably random and the graphs show UFO activity in other regions, but there is still a discrepancy between the original experience and OpenXcom, and not a good one. Now I can get positive scores without lifting a finger, and this never happened in the original. The negative scores you get for idleness are also lower (that is, you get better results) than they were in the original. Generally, I can see a 200-300 points difference in the first two months (say, -1100 vs -800 in January, and -100 vs +100 in February). Makes it harder to lose the game.

This leads me to believe that either aliens are far less active than they were, or something else is wrong.

I believe the point was raised in this thread before.

6
Open Feedback / Re: Remove the limit of 80 items?
« on: January 26, 2014, 09:27:55 pm »
yes. this is the reason the AI was disallowed from using explosives on the first turn.
Why, though? It was the only reason you would want to disembark from the ship immediately upon arrival despite the reaction fire. The tactic to skip the first turn was not always the safest one.

7
Open Feedback / Re: X-Com reaction fire mechanics
« on: November 04, 2013, 08:59:30 am »
This wasn't really my playthrough, so I can't verify this (and thus can't place this in the bug tracker), but was the issue of the game not checking your stats correctly when you were fired at during your turn fixed in any of the nightly builds?

To better understand what I am talking about, see this:
https://www.dailymotion.com/video/x16qvdp_o-alienbase-01_music?start=75

At around 01:21, the soldier gets reaction fired at with a Stun Launcher. He does not lose consciousness until another soldier takes a shot during the same turn at 02:24.

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