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Messages - CoolKid

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76
Suggestions / Re: Make the AI pickup items on the ground
« on: November 30, 2013, 05:08:11 pm »
Ok this kinda confused me :P. Am i suppose to change value to >1 or 6, which one is better? And if i changed that are the aliens still shy (no enemy on sight) or not? And im affraid they will prioritize picking up something other than weapon. Because if i change value to 6 on both weapons and bombs which i really want to do that and if aliens not shy and they pick up the bomb while X-Com soldier is on their sight they might be wasting that turn.

EDIT: It seem solved when i change value to 6 for weapons and 4 for bombs. Im such a klutz. But im still occasionally see alien didnt do anything on their turn when no weapon on their hand.

77
Suggestions / Re: Make the AI pickup items on the ground
« on: November 30, 2013, 12:37:01 pm »
From [FIXED] Battlescape: Disarmed aliens don't move Section

If you don't like this you can just change the ruleset.

How to do that? ??? Please tell me!  :)

And for this

I don't understand what's the point in making the aliens theoretically capable of picking up weapons while they actually never pick up in practice...
I thought we are making a replica of the original WITHOUT its bugs and disabilities. (that's the reason why we don't have the 80 items limit, right?)

Agreed.

And this

we ARE making a replica, and in the original, the aliens didn't pick up items, we can't say for 100% sure this was a bug and not a design choice, see also: containment limits.

Why not try implement that in Advanced Options? Please because this is so important! This is about enjoyment of playing the new X-COM :)

And one more thing is this one

a fair compromise here might be to add YET ANOTHER option to make the comparison >0 rather than >5, that way they'd at least pick up weapons they dropped due to panic/unconsciousness if it's on the same tile.

It would be nice if aliens capable to searching weapons on the ground ;).

78
Suggestions / Make the AI pickup items on the ground
« on: November 29, 2013, 10:07:04 pm »
Hello, My first suggestion.

Can i Suggest the AI for picking up bomb or weapon on the ground. Because people think when they gonna get mindcontroled they will drop weapon and bomb (if the AI pickup that, people gonna get surprised and horribly murdered by their own guy ;))

and if people are not droping items but they throw it but not too far away about 4~6 tiles away the mind controled unit will go there and pick it up and if bomb include in that square the AI will do just activate the bomb 0 turn and drop it, because it will blow up next turn (and alien will say: "Oh Beautiful" 8)).

The total TU consumed are range of the item + pickup 8 TUs+ activate the bomb 50% max TUs + drop 8 TUs.

But if people just drop the weapon and bomb it will be more efficient if the mind controled unit pickup those items, activate the bomb 0 turn, drop the bomb and shot the other guys.

This will make people think the only thing will save their own guy is throwing weapon and bomb far far away or throw those items to the other guy and that will consume 50% of their TUs.

This will make psionic especially ethereals are more deadly. MUAHAHAHAHAHAHA ;D

And for the aliens when they are panicked or mind controled they will try to pickup weapon on the ground on the next turn.

Also make the aliens pick up nearby bomb when no X-COM soldier on sight and not to overweight them.

MAKE IT MORE DEADLY..!! 8).

79
Open Feedback / Re: New AI feedback
« on: November 29, 2013, 11:46:42 am »
Oh, maybe im just didnt encounter "that" again yet. I will look for it to make sure if "that" still there or not. And good luck for improving AI this week and hopefully it would be perfect this time ;).

80
Open Feedback / Re: New AI feedback
« on: November 29, 2013, 10:06:41 am »
I found Funny thing about reaction fire.

When my guy opened a door of small ufo i spoted 1 muton (He's facing Up and didn't see me) my TU are 11 left i move to the side of the door. Then my second guy tried to kill that muton when im reached the door something firing from across that muton. It's another muton Killing his own friend (the muton in front of me) :o but hes sight are completely blocked by his friend. How he can see me? and how he can reaction fire at me? Thankfully this never happen to my guy :).

81
Open Feedback / Re: New AI feedback
« on: November 29, 2013, 09:51:22 am »
Finally it FIXED! on git 29-11. YYAAAAAYYYYYYY Im so happy. Nicely done WB you are AMAZING. Can't wait for v1.0.

82
Troubleshooting / Re: Weird thing happen when playing with strafe ON
« on: November 28, 2013, 05:03:16 pm »
so they would actually be shooting backwards (through themselves?).

That never happen to me. If u force firing backward they will simply turn back. I dont really remember though. u can still turn if u want just right click.

83
Troubleshooting / Weird thing happen when playing with strafe ON
« on: November 28, 2013, 07:25:01 am »
Im playing with strafe/running option turned ON

Here is the case:

First turn my guy come out from skyranger (im always using strafe when come out from SR) spoted muton (not too far away) and shot him, he still alive. then my second guy walking out to the left of SR and then simply shot that muton. the strange thing is when im shot that muton when my guy still facing to the left the animation is he still facing to the left while laser come out from his right hand and he pointed gun to the left. This look funny. This happen often after using strafe (CTRL+Click2x).

The other thing is my guy facing to the front/up and then using strafe walk to the right or left the animation look normal but after he stop he immediately facing up. In normal condition he should facing to the left or right, right?

That's all from my observation. U guys should check it out. Sorry i can't attach save file or anything because im always playing with autosave ON (Ironman Mode).

84
Open Feedback / Re: New AI feedback
« on: November 28, 2013, 05:26:03 am »
It seem Happened for all difficulties. This made me survived vs 10 etherials on medium scout ship. Because they keep doing "that" pointless thing. I also thanks to smoke grenade for saving my @#$ million times  ;D. Im Playing on Veteran difficulty.

85
Open Feedback / Re: About expend all remaining TUs Button
« on: November 27, 2013, 01:59:03 pm »
I see. So TU training just apply when unit walking, right? Thanks for reply  :)

86
Open Feedback / About expend all remaining TUs Button
« on: November 27, 2013, 01:39:04 pm »
I have been wondering if we uses Expend all remaining TUs button does it count as TU training? Coz im not sure. If this true it could be easy exploit which is a big problem   ;)

87
Troubleshooting / Graphical Issue
« on: November 27, 2013, 01:44:12 am »
The game color changed after finished researched something. it look weird. It restore to normal after closing the research screen. It happen occasionally~often. it not a big deal though. but still it would be nice if it fixed. Version git 24-11-2013

EDIT: This also happen when finished manufacturing and bought items arrived

88
Open Feedback / Re: New AI feedback
« on: November 27, 2013, 01:02:35 am »
Hello! Im New here. Go to the point. I experienced the AI still have strange behavior im using nightly build git 24-11-2013.
Here is the case:

In Terror Mission. I controling my guy wandering aimlesly, and then when im go into buiding i spoted Floater in front of me (about 6 tiles away) and i realize my TU are 3 left. I end my turn. in alien turn he just shot me once my guy still standing then walking 1 tile then look at my direction, walking 1 tile then look at my direction, repeat until run out of TUs. He should have #$%&*@$ KILLED ME in any possibilities. This happen often. and this not ready for AI in 1.0. Please fix this.

And Thank You for u guys making this fantastic game.

I Love U Guys.  ;D

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