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Messages - Ronios

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Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.7.4
« on: December 01, 2023, 04:11:46 pm »

The files to edit for that is "units.rul"
You can add the following:
"isBrutal" (true/false)
"isCheatOnMovement" (true/false) (equivalent to omniscience bug-hunt-mode for brutal-AI)
"aiTargetMode" (equivalent to Targeting behaviour for Brutal AI)

The global Brutal-AI option needs to be switched off for that as otherwise it would take precendence.

Edit2: It's not per species but per unit-type though. So if a mod has many units across many different files, it might be quite laborious to manually switch it on or off for each individual unit-type.
I'm returning to fights with mixed opponents (monsters and people). As far as I understand, I can turn off the global Brutal AI and manually add “isBrutal: true” to each unit so that it is smart. This option does not work in the opposite direction, as stated above (at first I doubted that “isBrutal” even works in unit.rul, because I started with the opposite option). If I'm wrong, please clarify.

So here the main question arises. There are, say, 150-200 different opponents. Of these, there are about 25 monsters, almost all of which have no inventory and “Brutal Brutes = false” disables their brutal ai. There are only a few monsters left that need to turn off brutal ai manually. How can this be done?

If the global Brutal AI is enabled, then "isBrutal: false" will not work for these individual units. And sorting through almost 200 units is not the most fun thing to do.

And I am very grateful and thank you for the brutal ai, because it greatly diversifies the game and makes the battles really interesting, less chaotic and more difficult.

Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.8.2
« on: November 23, 2023, 09:43:16 am »
Spoiler" Grenade offtopic":

It seems to me that most of the grenade changes are more of a ruleset thing rather than anything to do with AI.

'fuseType: 1'

Honestly, the one-click priming option looks kind of like an end run around existing game mechanics and might actually be counterproductive, depending on mod and grenade.
The one-click priming option can indeed break some grenades, but for the most part it’s more convenient.
'fuseType: 1' looks like a very interesting option. More digging into the ruleset, but this is really what I need.

I was much happier once I changed all grenades to 'throwRange: 12' and big explosives to 'throwRange: 6' or even 'throwRange: 4'. So many people seem to think the absolutely unrealistic throwing ranges and accuracy are a core part of the OG X-Com experience... But I've ranted about this before. :(
And even more of ruleset. It will take some time, and I won’t notice everything right away, but setting it up is not a problem. Thank you very much for the good solution to both points.

Eh, IRL grenades don't really destroy cover. Some types (HE, dual-purpose, thermobaric) do degrade it, but the common frag grenade is exactly meant to be used from cover that will protect you and not the enemy.

X-Com doesn't really distinguish between frag and HE too well unless a modder is into it.
The game actually has problems distinguishing between what types of effects grenades can have. I think the closest variant of a frag grenade in the game is shrapnel, which weakly destroys the area, but is very good at breaking things and killing all living things.

Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.8.2
« on: November 23, 2023, 06:05:04 am »
No, you can't preprime automatically once you left the pre-battle stage. By using hotkeys you can to it relatively quickly manually though.
You can open the inventory drag it to the hand, hit tab and repeat until you're done.
Then you e-1-tab through all your units. The option "One click grenade-priming" needs to be enabled otherwise it needs an additional click. But yes, it requires TUs. You can also activate auto-play for one turn and hope it does prime a few grenades.

Other than that I'm not really sure what you are getting at with your post.
I apologize if I expressed my thoughts unclearly. I meant there was no way to quickly activate grenades. I want that during ACTIVATION, which is performed as usual, the timer for grenades is not set to 0 rounds (instantPrime: true ) (explosion at the end of the current team turn) and not to select how many rounds the timer will be. And so that it is placed strictly for 1 round for both the player and the AI.

Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.8.2
« on: November 22, 2023, 07:29:45 pm »
Please tell me if there is any way for a player to arm grenades for the player and opponents automatically on turn 1, not 0? Or maybe you can add a turn 1 option to the automatic grenade arming option.

Usually, grenades in the game work completely outside of their role. It's essentially just an area weapon that doesn't necessarily need to hit and does more damage than most weapons. You can even come up, throw it at your feet and walk away.

I want to make grenades into grenades. So that their goal is to destroy shelters, scare enemies away and cause damage to those who simply remain in place.
There will be another option to pick it up and throw it back, or just put it in inventory, but this will also cost TU a lot and may have its own additional risks. And no one will write AI for this, so only the player will have access to this moment.

Well, yes, I'm tired of dynamites thrown from 20 squares, which are almost guaranteed to kill the whole team.

Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.8.0
« on: November 21, 2023, 07:08:16 am »
Could you consider a case of a pistol with the same spread, but lower armor penetration set by increasing armoreEffectiveness?  Pistols could cause pretty powerful damage to unarmored targets in general, and are much less efficient against armored targets.  This applies especially to higher grades of armor.

My question is would you rather edit the individual parameters and tweak the armors in the mods, or solve the issue with an extra parameter?  Why?

Firstly, I’m a simple player and I want to play with comfort and interest, and not remake other people’s mods.
Early pistols do not have armor penetration, and some also increase the armorEffectiveness of the target, making them apparently useless against later armor. So here, personally, I have no objections. At the same time, rifles have this same penetration and therefore remain useful a little longer.

For myself personally, I made a reduced spread of damage, which very well solved the issue of ridiculous penetrations, while the characteristics of different armor fit almost perfectly into their niche. In my opinion, this was the simplest and most easily implemented option. In addition, this also solved the issue of zero damage from 5-10 shots in a row at completely unprotected targets.

To Xilmi:

If you don’t have any ideas about identifying monsters that need to disable brutality by default (such as werecats), as a last resort, we can manually register them all and attach them as a base mod. I will still add it for XCF. But, of course, with new monsters we will need to constantly update the list and this is not very convenient.

Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.8.0
« on: November 20, 2023, 06:53:12 am »

I noticed that in XCF mod soldiers with very high accuracy could use BlackOps auto-sniper rifle to demolish enemy troops in Power Suit and Shock Armor outfits.  This must be the effect of powerBonus.

  • I wonder, if it may be possible to somehow specify the maximum effect that a damageBonus may have on the damage?
  • I also wonder, if it may be possible to spill over (configurably) any extra damage into the relevant damage multiplier?
  • I think option (1) without (2) is probably the best solution, since frankly there's no way a most optimal and efficient rifle bullet could more than scratch a walking tank outfitted with alien armor.

The main problem is not that the bonus damage is large and solving this with some kind of limiting crutches is simply stupid.
The problem is the spread of damage itself. 0-200 is too inadequate a spread, at which it is possible to penetrate medium armor with a simple pistol.
I tried playing XCF with 0-200 and with 50-150 and I can say that in the second case the armor actually feels like armor, and not cardboard, which helps exactly until the first big damage roll. Take a pistol with 25 damage, the maximum throw will give 50 damage and when you shoot at a armor vest, which has 28 armor in the forehead and 30% absorption, we will get 35 damage, which will wound for 7 hp. I won’t even mention getting hit in the side.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2023, 12:57:05 pm »
Yes, see Mutual Surprise. Although he couldn't have seen an agent through the corner before entering, or the 'surprise' wouldn't work.
Thanks for the tip. I completely forgot that for the surprise to work, all you have to do is see someone.

And I would be very grateful if you could correctly formulate the issue with visibility in the OXCE subforum.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 27, 2023, 07:10:49 am »
Sorry, I'm just not sure what the issue is. Are you saying that a solid wall is not in fact solid? If yes, which one?
First, I want to decide what is right and what is wrong. In the first screenshot, 2 agents look at the marked cell (to the west, as far as I understand) and see it. In the 2nd and 3rd screenshots they are seen from the eyes, where you can see that they can see the center of the cell (if there is an enemy there, they will also see each other). In screenshot 4, they look at the corresponding cell inside the building and DO NOT see it (screenshots 5 and 6).
If we look to the north (left and down), we can again see through the corner, but not in the opposite direction.

I tried it on both types of walls on the 1st floor and did not notice any difference between them. I also didn’t notice the difference between the doorways and just a broken piece of wall.

Actually, how should it really be and what of this works correctly? Maybe this is how it’s all meant to be?

Another interesting point. If I remove an agent who is visible, then the second one immediately triggers a reaction and stuns the enemy when he enters. But when the enemy saw my agent at the moment the door opened, he entered the door and attacked before the second agent reacted.
So what about this moment? Is this also intended or not? If the enemy opens the door and sees through the corner, then by taking a step inside the room he gets action priority over ALL reactions that should work on him, and not just before the one with whom they saw each other at the same time?

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: October 26, 2023, 02:55:34 pm »
In the Shady Tavern mission I wanted to stun men in black with electric clubs and couldn’t understand why, when entering the door (closed), they managed to shoot before 2 of my agents started hitting. I started looking at the doors from all sides on behalf of the agents and this is what i saw:
One of the corners of the doorway is cut off and is also visible through. Another similar door has the same problem on the same side (last screenshot).

Edited: The problem is not with the door. If you knock down a door or make a hole in a wall, then all the edges of this type of wall are full of holes.  External, brick walls also have jambs. There need to check all the sets of walls.

Another interesting point. If I remove an agent who is visible, then the second one immediately triggers a reaction and stuns the enemy when he enters. But when the enemy saw my agent at the moment the door opened, he entered the door and attacked before the second agent reacted.

With zombies, like 3 years ago, there are some difficulties with reaction in close combat, but I haven’t figured it out and can’t say for sure. Only that a zombie runs up to your face and stands on one of the 2 side squares from the front one and the agent with full AP and good reactions doesn’t even think about attacking.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 11, 2021, 08:38:33 pm »
I don’t remember exactly when SKYRAIDER appeared, so I didn’t think it would be better to write about it. Move the message where you want.

An extremely unpleasant moment with textures was discovered. There are holes in the side wall near the upper left door that you can easily shoot through if you choose the right angle (the bots do a great job with this).

The X-Com Files / Re: The X-Com Files - 1.7: Market Corrections
« on: January 10, 2021, 11:05:09 am »
I don't know if this is a mod-specific issue, but I've noticed a few times that some of my agents' deaths get attributed to another agent's (or in one case, their own!) Smoke Grenade. The couple of times that I've observed this were when an agent died from fatal damage from some previous injury while standing or lying unconscious in smoke deployed by a friendly unit. This awards the Betrayer commendation to the innocent agent who just wanted to protect their squadmates, causing severe mental trauma and reducing their Bravery score. Not a huge issue, but I thought I'd report it anyway since it's probably unintended behaviour.

This is not a bug. A smoke grenade "attacks" everyone who is in the smoke zone every turn, and when someone dies from bleeding, then the last "attack" in your case falls on the smoke. This is how the whole OpenXcom works.

Likewise, you can hit someone who is bleeding with a non-lethal weapon, and if nothing else hits him and he dies of bleeding, then the murder will count towards that strike of a non-lethal weapon.

I have thoroughly studied how scripts work in OXCE and in particular in this mechanics. Experienced all imaginable and unimaginable options, such as negative resistance. I also tested the possibilities of combining the same type of resistance from different things(of the same type and not). I checked it, of course, through the logs and just by shooting at soldiers in the game with different weapons (including those with static damage).

Everything works correctly and bonuses are applied correctly from one thing and from a sequence of different things (several of the same do not match).

By the way, heavy plates with resistance from plasma and laser would be good for a scout with light weapons, but with heavy weapons you would have to fight with standard protection.

Hello everyone!

Many of you have seen things like "webwear" that give our agents extra resistance against any type of damage.
"This ultra-light shirt made of Giant Spider silk can be worn under most armors. It works when kept in the backpack. Reduces the effects of Kinetic damage taken by 1/5, to a maximum Resistance of 50%. Concealable"
It can be seen from the description that the shirt reduces incoming damage by 1/5, but the total resistance (including armor) cannot exceed 50%.

If we pay a little attention to this, we will notice that in fact the shirt does not do this, because the current formula, used in xPiratez, is unnecessarily complicated.
Let's take a look at this formula:
Code: [Select]

            # Only set resistance if better than current tag
            if and neq temp 0 lt itemResistMinimum temp;
              set currentResistance temp;
              set oneMinusResistance 100;
              sub temp itemResistMinimum;
              sub oneMinusResistance itemResistCoeff;
              muldiv temp oneMinusResistance 100;
              sub currentResistance temp;
              itemOwner.setTag Tag.UNIT_RESIST_TYPE_1 currentResistance;

CURRENT RES - currentResistance - the resistance of our armor.
ITEM RES - itemResistCoeff - item resistance (1/5 is 80% = 0.8 ).
ITEM ZERO POINT - itemResistMinimum - item resistance limit (50% = 0.5).
If we calculate our webwear for normal resistance (100% = 1) using this formula, we get the following:

CURRENT RES = 1 - (1 - 0.8 ) * (1 - 0.5) = 1 - 0.2 * 0.5 = 0.9 (90%).

The main question is, how did our 20% resistance turn into 10% under absolutely normal conditions and, most importantly, why? Of course, the point is "(CURRENT RES - ITEM ZERO POINT)", where we set as zero resistance value the minimum resistance of the thing, but not full immunity to damage(standard 0% in game).

I propose to change the formula so that if it is written 1/5, then exactly 1/5 of the current resistance is always given. These are 20% at 100%, 12% at 60%, etc. *. The new formula will look like this (much simpler and clearer):
CURRENT RES = ITEM RES * CURRENT RES = 1 * 0.8 = 0.8 (80%).
And for armor with 70% resistance - 0.7 * 0.8 = 0.56 (56%).

After that, we just do a check so that we do not get out of our 50%.
Code: [Select]
            # Only set resistance if better than current tag (Relative resistance)
            if and neq temp 0 lt itemResistMinimum temp;
              set currentResistance temp;
              muldiv currentResistance itemResistCoeff 100;
              if lt currentResistance itemResistMinimum;
                set currentResistance itemResistMinimum;
              itemOwner.setTag Tag.UNIT_RESIST_TYPE_1 currentResistance;

Need the opinion of other players whether such a change needs to be made. However, I personally think that it is much better when everything works exactly as it looks, as convenient and simple as possible for the players. Moreover, when Solarius Scorch adds new things of this kind, he will not have to puzzle over why the thing is not working correctly and how to do it right.

Good luck to all and Happy New Year! ;)

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 07, 2021, 05:48:34 pm »
Details here:,5679.0.html
Check the documentation:,5431.0.html

While I was looking for information, I found these topics as well, tried to understand by the pieces that they write, how it really works, looked at the code, but some points are not fully understood. Therefore, I hoped that someone understood better and would be able to give a few clarifications to my understanding on the fingers.

If you really want to be sure, you could analyse the script. See attachment, because it's too long to fit in this post.

I'll try to dig deeper into the scripts later and maybe I can tell you something interesting.

The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 07, 2021, 01:48:34 pm »
Yes, Dioxine has rewritten these descriptions several times, each time swearing profusely at people not getting it/being way too obsessed with numbers :D

So I can just walk past all these things with peace of mind?
Because I have not found any combination with armor (armored vest (70%), alloy vest (80%), ciber armor (100%)), with which it would give at least some bonus. After hundreds of shots, I came to the conclusion that with webwear I received exactly the same amount of damage as without it.

It's a player's choice to do this mission or not. If it was a no-brainer, then it wouldn't be a real choice. ;)

A little later, I felt very well how unprepared I was for this and had to recruit several dozen agents, dogs and stamp rats.

Why give other buildings Sanity restoration bonuses below those of living quarters? For possible future changes, to keep things sane (no pun intended) and compatible with potential future ideas. I never expected this to be even noticed.

I will consider this for the future. And I wrote that I have a rather specific style of play. I often look at little things that only few people are interested in.

A couple more questions, not quite the right address, but where they know, they will escort me out.

Can anyone know the exact formula for closeQuartersCombat? I realized that for the shooter it is (0.5 reaction + 0.5 melee) * CQAccuracy. Does the enemy only take a dodge chance? I ask because there have been many cases where soldiers with 100-110 reactions and melee and weapons with 125% CQ accuracy often lose a check against a simple sectoid.

Do dogs, by design, do not have a melee dodge or is information about him hidden somewhere?

And the last thing. As in the case of CQC, there is no clear understanding of the spotter / sniper system (Already a little used and not so annoying).
Let's say the monster has memory time 1. So it remembers until the end of the current phase, right? That is, if I hit him on my turn and at the beginning of his turn I am out of sight, he should no longer see me and he needs to see me again so that they can shoot at me? Usually it works something like this, but once in a few cases they start shooting at me, as if my people remained visible (the sniper is 50% and I took this into account) (Guarantee that someone else does not see and not in psi-vision radius is also there).

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