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Work In Progress / Re: [TFTD][WIP][OXCE] Zrbite Laser Rifle
« on: January 07, 2024, 08:24:29 pm »
I love how this bastard of laser rifle and sniper gauss looks on handobs.
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Or maybe it's all just fanfiction...Well written. Why not?
OFC, if you get them early, they can be a great boon for your agents and make things at least temporary easier but you can also get lucky and get early Power Armor from M.A.G.M.A. missions as well, or some other RNG based stuff.Which MAGMA mission yields power armor, can you remind?
Er, hybrid missions are never 'done', at least as of 3.2. You could be done with the convoys by ignoring them, I suppose.
The AI considers a unit as a valid target to attack on the current turn when the unit was "seen" in the current turn. target->getTurnsSinceSeen(_unit->getFaction()) == 0
I think this would be justifiyable to have as an option. It's a bit of a grey area in terms of whether that can be considered cheating or not. The introduction of holding Alt to see where the AI units were spotted shooting from even without actually seeing the units leveled the playing-field when it comes to precision. But that could also be considered as: "Allowing the player to cheat too so the AI-cheat becomes more justifyable."
This mission has tons of cover so I can very well imagine that the AI can do a good job with being aggressive on it. They also threw lots and lots of grenades. The high health-pools compared to the damage and the availability of medikits also helped me under consideration that the enemy played less aggressively.This mission is proposed to be done with higher tier armor, which was not available at the moment, because my overall on-globe progress is non-optimal (guess why ). If not urban location, the proxy grenades would have been very useful. I had it never occured in town.
Overall the level of challenge felt good considering me probably not playing very well.
You mean you didn't replay the same mission but only a similar one? The one you won was the one in the urban area or not? It's not entirely clear to me.I played exactly the same mission four times from backup.
A TFTD-player told me that for his play-style it is very helpful if the AI rushes.Overall, AI rush is very niche. It should be occurring if the conditions are positive:
I think my reaction to "too strong" in the future will be: "Then mod it easier/lower the difficulty", whereas I will take to "too easy" very seariously and will want to look into the reasons for that and what to do about it.I watched a year ago when there was a misunderstanding between you and the modders. If you remember what I mean. While the progress of BAI is great and all conditions for cooperation on megamods are in place, there is no clear movement yet. Perhaps rebalancing mods under BAI requires effort (mods have been created from several to ten years) comparable to months of debugging and gameplay-testing. And, in the end, it may be that only the community can rebalance it optimally.
The formula is pretty much this:
100 / (discoverThreat + walkToDist * myAggressiveness);
I don't think it's useful to discuss BAI in this thread. (Even if Abyss is playing with it, and I think usually so that some portion of enemies is controlled by vanilla-AI and some portion by BAI).Xilmi confirmed that no vanilla AI-controlled enemies were on the mission which I recorded previously. So, whole my assumption was wrong. All were BAI, but some BAI were tuned one-turn-dumb specially, statistically random. This lead to mine relatively easy one-by-one sniping of enemies, as if it was played vs kind of vanilla AI in terms of overall difficulty.
If you get return fire for reaction shots, that doesn't mean you've been revealed, just your current position. This distinction is academic until your next turn, but very much relevant then. Or is it not so?
My comment is for CHADs that can play without losses in the first place. You literally reload the autosave if something goes wrong in your videos.Yeah, I reload quite a lot when see something is unfair. Like, forgetting that downed/killed agent had 3 pre-primed proxy grenades in inventory. In videos I reloaded for different reasons, adjusting options. BTW Xilmi removed the mistake-probability and now it's quite plain fight vs better AI, so videos are not representative anymore.
Is that an army of 100, though? Does that include base defense rookies, dogs and all that stuff? I mean 20-40 Helix Knight agents (or in-training) that you actually send on missions.That's the point beyond message! To get 30+ consistent crew you have to train 3x amount, and also have base-defense human meat & dogs.
Are you using same lazy "firing squad" against aliens or something?I wish that was possible. See, lazyness of brainpower is a result of sameness of processes. Once you got used to optimal strategy in allocation/gathering of "a resource", your brain will tend to be lazy. Change things and your strategy adapts, but tends to find best energy-effective solution in terms of reward/efforts.
So can you confirm that you have indeed tested with the same starting-save or very similar conditions when you found a reduction of damage to only 30% of "possible damage". Or how did you determine what amount of damage is possible?Yeah, I can. This previous savefile I attached is the mission that I tried multiple times with various aggro settings. The 7.13.1 where I set recommended 1/2 "baseline" + modder-set squashed my units in 10 turns, just because every enemy attacked simultaneously, minotaurs rushed with macro-flamers and axes (actually, I love how BAI prefers macro-flamers instead of melee option). Also, BAI thrown more grenades. I was lacking ifrepower and had to decide whether I should fire or reserve TU's for incoming enemies. None would help, because it's map with 50 enemies.
This caused units to think they should be spotters when becoming one wasn't a viable option, making them walk into reaction-fire without their allies being capable of providing significant assistance.Well, that mission was pain in the ass (I dealt it 4 times, lost badly 3 times and easily won on 4th). It usually spawns in mountains/open field, but now spawned in close urban area. That is why sniper-rifle loadout was wrong. I clearly don't wan't to play it again to check.
For example with a multiplier of 0.1 and valid values from 1-100 or so there also would be a lot of variety.Well, the 4 for max aggressiveness is arbitrary number to which everyone got used to. And it was introduced by you.
for experimentally determining suitable values but not nice for the player who didn't know what to set it toYep. I am going to make a submod, so players don't have to do anything.
Could anyone else reproduce the crash and has a save from shortly before?Hi!
I've been trying to catch a crash for an hour now and it simply doesn't happen on my side. :\
Lol, no. Twenty is plenty, forty is too much.Oh, that must be not your case. This is comment for CHADs who don't reload turn every time their sniper misses and gets reaction-bullet into the head.
When seeing a lot of critters, just withdraw.Lol, no! Never withdraw if you have a chance to shoot and hit, not getting harmed in return.
I suppose you can make a request to Solarius. Might take a little more than two minutes, but not much.It was suggested a while ago. Maybe 3-4 years or so)