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.


Messages - panzer

Pages: 1 [2]
16
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.0.0
« on: May 30, 2023, 06:21:12 pm »
save or describe
Load the save and make a move. You will see that aliens prefer close combat (without effect), although their plasma can penetrate these armor vests. mod "The X-Com Files".

17
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.0.0
« on: May 30, 2023, 02:11:59 pm »
Was this tested with 6.1.0 or higher?
I seem to have missed the description of update 6.1.0)) :o
I conducted several test battles and yes, it really works, but only on sectoids (they don't have close combat).
All the rest still think that they will deal more damage in melee and spend all their TUs on futile attempts to penetrate the armor vest.

18
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.0.0
« on: May 26, 2023, 03:53:27 pm »
\ I'm aiming for that to be the second one.
Thank you for your response. I will continue playing on the second difficulty :)
There is another suggestion (although I'm not sure if it's possible to implement). The idea is that aliens could avoid close combat. For example, if my soldier has low TUs and an alien is nearby, I can simply move my soldier close to the alien and end my turn. The alien will most likely start punching my soldier or shooting, but due to the close combat mechanics (especially if it has a big gun), it will lose the close combat and shoot the area around it.

However, if an enemy approaches my unit, I can simply step back and shoot the alien.

So the question is, is it possible to make the aliens, provided that strikes and shooting in close combat are not effective, also take a step back for unhindered shooting?

19
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.0.0
« on: May 23, 2023, 08:13:14 pm »


I mean that with this option, you can configure different behaviors for soldiers in a single battle depending on their level of aggression. For example, the leader and commander of the "Snake Man" have an aggression level of 1 because in their "units" file, aggression = 0. Their soldiers have an aggression level of 2, and the Chryssalid has 3.

In fact, an aggression level of 2 or higher is considered the most aggressive for Brutal-OXCE, but you can manually decrease it by one to balance the behavior of most shooting units. However, even then, in "X-Com Files," many shooting units and most close combat units will have maximum aggression. Of course, you can set aggression levels for all units to 0 and 1 (1,2 for Brutal-OXCE), but then the aggressive behavior model in which some close combat enemies are more effective will be lost. Overall, this adds diversity to enemy behavior.

As stated in the version 6.0.0 description, aggressive units do not care about their safety and will run to the presumed enemy by the shortest path, ignoring potential cover until they run out of action points. This makes them an easy target.

20
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.0.0
« on: May 23, 2023, 05:27:31 am »
The "Inherit Unit aggression" option is really cool! But for this, the third option of aggression is too suicidal :(

21
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 5.0.4
« on: May 05, 2023, 06:12:03 pm »

As I believe, your AI clearly can win most human players.

I think that's the point of the mod. with the addition of a random number generator for enemy actions, you need to change the name of the mod to, say: ,, FunnyAI,, . In short, I don't think this is a good idea..
The only place where it is appropriate to add random numbers is the probability of stepping on non-contact grenades. And add this probability, for example, to the parameter ,,intelligence,, The higher, the more likely it is to see a grenade and not step on it.

22
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 4.2.0
« on: April 28, 2023, 12:41:13 am »
OXCE did not remove any reaction fire triggers.
Google translate is as bad as it was in 2015. sorry) I didn't mean it.

23
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 4.2.0
« on: April 27, 2023, 03:30:25 pm »
I'm not quite sure I fully understand the situation. Would really be nice to see some footage of what is happening so I can analyze it better. Or maybe a savegame that showcases what you mean.
The enemies get into line of fire and then get close to you but don't attack anymore so you can then shoot them on their turn?
Are those melee-enemies? Or enemies with very short-ranged weapons? Or enemies with impaired vision?
I'm not quite sure why they wouldn't either attack you immediately when they have line of fire or at least only get close enough until they get a better chance to hit.
Note that enemies, that are flagged as "isLeeroyJenkins" in the mod will alway try to get into melee-range, no matter what.

But I'd definitely need more information to determine whether what you are talking about is intentional and or how it should be imroved.
Thanks for the answer, after updating Brutal-OXCE everything was fine  :)
Here are some more questions.
1) Why do some aliens, especially those with high TUs, prefer hand-to-hand combat to shooting. Where the enemy could easily kill my agent with plasma, he runs up and starts hitting him to no avail. mod The X-Com Files. "isLeeroyJenkins" disabled
2)Will there be a change in the mechanics of Mutual Surprise in Brutal-OXCE?
3)Will new Reaction fire triggers be added to the OXCE mechanic? For example, what would the enemies react to the opening of the door. In the original, it was impossible to open the door without entering it. In OXCE, you can, but there is no reaction fire after opening the door, which means that the fight is simplified, since enemies rarely and completely accidentally use this mechanic.

24
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 4.2.0
« on: April 15, 2023, 09:15:21 pm »


When it comes to reserving TUs for reaction fire it is important to realize that there's a game-mechanic called "mutual surprise". It means that when two units see each other at the same time, the one who's turn it is always gets to decide on what to do first regardless of reaction-score. You basically need to see the other unit spending TUs in order to react, not just spot them. When the player knows about that, there's quite a bunch of ways of avoiding reaction-fire. Like avoiding night-missions where the aliens have a sight-range-advantage, always covering your path with smoke-grenades and using the 45° cornering-technique. Therefore having the AI rely on reaction-fire would make it overall weaker. I took some measures to make it preserve TUs if spending them would serve no purpose so there should be cases where reaction-fire happens. But also cases where you'll get the first shot due to the mutual-surprise-mechanic despite them having enough reaction-score.

Note that the AI is also aware of mutual-surprise on it's own turn. It'll not consider a path as dangerous in regards to reaction-fire unless it passes through two watched over tiles in a row.
Thanks for the answer and clarification. But gosh, it's a lot harder than I thought.)
The fact is that I play The X-Com Files, there are a lot of corridor maps. Enemies, knowing/guessing that my agent is around the corner, instead of entering the line of fire and reserve AP, they prefer maximum rapprochement and eventually die from a point-blank shot without action points.

25
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 4.2.0
« on: April 11, 2023, 06:35:26 pm »
This is a really cool AI improvement. Now every fight is a real challenge)))
The only bad thing is that AI rarely ambush and
reserve TU for return fire.

26
But the end result is the same :)
In fact, not always. Sometimes, when aliens know or have guesses about your troops, they can ambush. In ambush, they leave behind 70-90% TU, which should be enough for return fire.

I don't know if it is possible to add a fire trigger in this case, but if so, could you tell me which commands are needed and where to add them? :) :) :)

27
1) All units are subject to "mutual surprise rule". Whatever act the brings a unit in view of a foe is ignored for reaction checks. In this case opening the door. And because its your turn your likely to kill the guy before he gets another chance to check reactions.

2) AI is kinda dumb, each unit is more or less alone when it comes to processing how to act. Aside from some special mechanics(which are unused outside of mods) they act on what they themselves can currently see, and nothing else. So yeah frequently they are blissfully unaware of what's going on in the next room or behind them in the same room since its not in there 90 degree cone of reality.
thanks for the explanation ;)

28
Hey! I have a couple of questions here.
 1) The idea of ​​opening the door without entering it is really great, but it is unfair to enemies. The thing is, when the alien gets up and looks at the door your soldier opens, the jet fire trigger never goes off.
That is, you can shoot the poor fellow with impunity.
   Will an alien Reaction fire ever be added when opening a door with a right click?
 
2)When I storm a ship or an alien base, the enemies like to turn away from the door. In theory, they should guess that something is wrong, because their comrades in the next compartment were killed earlier, but when my agents enter the next door, the aliens stand up in a random order ... For example, it happens that out of four enemies, neither one does not look towards the door.
  Can they somehow be forced to look at the door?

My English is not very good, so I use google translator.


 

Pages: 1 [2]