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151
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.0.0
« on: July 11, 2023, 09:57:40 am »
Xilmi, it may be worth considering:
As mechanics of BAI and dumb-AI differ, but level design of global mods are not going to change, the specific code block that checks aggression set specifically for BAI, but which (block) is code-wise ignored by OXCE, may work.
The same mod can be used both by OXCE and Brutal-OXCE fork, but works a bit different in each case.

Presumably, BAI checks the ignore-code areas, looking for specific keyword, like "FLUGGEGECHEIMEN",
under which the aggression level and tactic-specific levels of units are described.
Then OXCE-related mod will then use original strings, while Brutal-OXCE checks whether keyword is there, and then take these numbers as priority over OXCE-related numbers.

Then, modder or community can decide, which level of aggression and other specifics of units fits best lore-wise and set them once and for all.

Other question, do you think it worth to implement more tactical-level sliders for units?
Mixing level of aggression 1 with 3 may not be enough, because levels 3 will just rush, and levels 1 will just hide-and-seek.
There should be some other activity over map for saturation of experience.

Example is here:
Lore-wise, alien pilots should be forced to stay in the ship (the navigation room of big ship or in the small ship). With BAI enabled they will rush, trying to achieve victory condition.
But, it is very desireful, if they not only stay there patrolling from A to B, but open doors and shoot from the place they forced to stay.
So, it may be helpful to set the limitation of maximum tiles they can get away from the spawn-place.
 

152
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.6.5
« on: July 07, 2023, 08:06:46 pm »
Cheers. You may have wanted a review from someone who understands the mechanics of XCF well. Well, i tested it.
Now Tier 1 enemies done, difficulty 4/5, no ironman (test purposes), a couple of cults are terminated, stuck with cyberweb)
20 hrs total. I've got much to say.

BAI with aggression level 2 and fair conditions (can fire into fog of war, but doesn't cheat to see my units in dark)   
It really looks nice, except that level design has been done for dumb AI.
1) Enemy uses grenades alot. I would suggest make one more option that regulates that.
Explanation: due to some circumstances, grenade-toss mechanics in OXCE are very different from shooting.
The probability of getting it under the foot doesn't rely on range, but only on some basic chance.
E.g. you can shoot 10 times and all miss, but you toss the grenade and it gets to the target's foot.
That works both ways, ofc.
2) Enemy uses arc weapons very nice, making it from-the-cover support. Just fantastic, I liked that.
The trouble here is that enemy are spread through the map and thus see you from turn 1, while you have to locate the distant archer.
3) Overall, enemies, when you are in fog of war, tend to rush you with all they've got. But, they prefer to use the ant patterns, running turn after turn from the same way. Some randomization of waypoints may be useful.
4) Melee enemies, all like one, just rush on you no matter what. Short range enemies, too. That's sometimes fun, sometimes boring.
I would suggest setting sort of rush aura when certain amount of units rushes with initiator, while others do other stuff.
Battles are now 5-10 turns max.
5) Overall, straight-forward approach for most cases BAI uses is a good alternative for Dumb-AI, but it's too punishing, if enemies are too large in quantities
6) Same time, straight-forward approach for other cases is just easy victory.

I have no idea what aggression 3 will be like, and don't want to check. In counter to that, I will switch to aggression level 1.
And then, I will take some of your time to specify the option "inherit aggression levels from modder", I have a little idea of how to make same mod work slightly better with BAI, while stay compatible to OXCE.

Resume It was almost ok to fight on diff4 with BAI, and no signs of loss are up to date (scores are high and soldier population is growing).. Yet with savescumming.

153
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.4.1
« on: June 28, 2023, 03:37:51 pm »
IMHO, Unleast there is new powerful mod designed specially for BAI, all amount of AI-related config checks should be up to current modders for perfect storyline immersion. Because only modder knows desired enemies behavior, e.g. these are cowards, and these are real warriors.
So player is always given a chance to retreat, but not to lose overall, just in case it becomes too complicated. 
And player should have to choose overall difficulty, which raises or decreases funds, number of enemies and gives special difficulty-driven events, plots and storyline sequences, which are written separately by a modder. Just about a couple of checkboxes more: whether player wants enemy to know about primed proxy grenades and whether player wants more randomization of behaviors, or not.

154
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.4.0
« on: June 27, 2023, 01:09:08 pm »
'You can pick a a whole bunch of options to make it that way! See, I'm going to cite someone who's having fun trying to figure out how the AI works when given every opportunity to mess you up.'
That was written about exaggeration of the negative gameplay experience, not direct citing.

I'm not working on the AI because of any request.
That wasn't request to you. It was request from community to some entity, raised many times way before you approached with BAI. 

Xilmi, again, no one here attacks you for making the AI fork.
Instead, me in particular, thinking of how it would be perfect to play with it enabled in current payload of mods. In more particular, I don't have the stats, but somehow do believe that 96-98% of OpenXCOM users download it because of mods.

And AFAIC read the previous forks of discussion, there was the giant fuckup during the presentation of your work in terms of cooperation.

I remember someone reasoned for a step-by-step modification, so modders can actually adjust their projects, but, instead, you wrote something like "Ok. I'm done. My AI destroys human players with KDA 1 alien to 4 humans. Let's move to the next project". And everyone, who actually understands the whole gameplay plot thought "WTF, there's something wrong. This should be different game, not tamagochi-alike XCOM"

See, when you put real-time efforts to raise stats of your soldiers, you don't want them be dead out of reason. One veteran is 10 times more efficient than newbie soldier. In mods, you buy newbies and feed them from your titty for like 24-30 realtime hours, at least.
Whereas generated enemies most often exceed your soldiers over any imaginable stat and weapon.
This particular point makes it impossible to win the game vs super-competitive AI.

But. Base AI is also kind of ridiculous in decision-making. Oh. It actually doesn't decide, it just routes and engages, if gets engaged. 

The thing, that may work in current mods is special attributes:
Few scales that makes characters, that can be attached to units by modders
1: aggressiveness (0-5)
2: cover-prefer (0-5)
3: some imitating randomization, like unit can make damage, but he wouldn't, instead he would flee or regroup or hold the position, or just suppress with little estimated chance of hit, or keeps patrolling, not getting orders.   
4: psy-prefer (0-5)
5: controllable chances of firing with no direct sight
6: controllable chances of grenading and rocketing with no direct sight
X: some other amount of control over enemy behavior, could worth poll.

If modders will have all these things available, that will be new era of gameplay experience.
If you will think of your fork as a platform for modders, not as product on it's own.

EDIT
Actually it would be cool to set the diapason of attributes to the soldier unit generation:
Like, Thugs have aggressiveness of 3-5, cover-prefer 1-3 and chance of firing with no LoS 15-45%, and randomization 30% (instead of best option).
Then, it may feel a new experience every time you fight thugs.
And, there're two thug bosses, who have aggressiveness 1-3, cover prefer 3-4 and randomization 5%. Like, more psychologically stable guys.
And, there a bunch of dogs, who have aggressiveness 3-4, cover prefer 0-1, and randomization 15%.
And so on, and so on.
If you let modders play with these things, you will find real advances. 

155
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.4.0
« on: June 26, 2023, 02:06:28 pm »
Another solution but on AI side could be that aliens become aware of mines when at least one is triggered in given area.
And what? Enemies running around and covering, making a meant-to-be trivial mission infinite?
It will take few real-life years to end the campaign in average mod.

156
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.4.0
« on: June 26, 2023, 01:52:29 pm »
OK, so you're against the idea of landmines in X-Com. Fair enough, but I don't expect this to receive much support from either modders or players.

FOA, concealed mine is not a weightless essence, it is the tool which weights 4,5 kg and takes 30% of inventory capacity of the newbie soldier, giving only one single explosion in exchange.
Second, For anyone who had been somehow touched/hurt/nuised by me - don't get it personally, that's just my way of attracting views to the issue. Nothing more.   

In reply to me, a month ago or so, Xilmi agreed that mines and sensor grenades are tools of victory and it's a point of reconsider towards AI shouldn't avoid it. Now I can't get what is happening.

The point I writing here over and over again: the game itself is a mechanic-solving puzzle for human brain. If the conditions of victory are too punishing in contrary to joy, no one will ever play this game, except for a tiny piece of people who think themselves privileged over others, aka snobs. Once you get the mechanics, you can win. You don't get the mechanics - you lose over time with some percentage each XCOM-earth month.
Getting the mechanics is synonymous to understanding the most possible exploits and abuse mechanics to get to victory condition on battlefield or globe.
 
Most of the players of vanilla AI understood these exploits very well, but them were compensated by enemy numbers, inventory slot and weight caps, etc.

What is the point of nerfing players tools of getting to victory condition? The initial request was to make AI more competitive by itself, not by cheating mechanics. Clear/slight/none avoiding of any hidden primed explosives (and any, depending on modder, hidden things like beartraps in grass or stealthsuits, or camo or whatever) by enemies should be decided by a modder. And OpenXCOM project has only five and a half teams of these who create content for mods.

Now, what I can understand, Xilmi's approach to design means separate global mod similar to XCF or XPZ to implement the radical changes. 
Aka, mod, when you combat 10 aliens with army tanks or 100 unit squads, etc.

That one comment "my squad was blaster-lanched on turn two-three, giving the infinite panic loop" is purely out of tamagochi approach of mission-by-mission raising elite squad of guys who will assault the Cydonia chambers (36 ppl, in all, vs 200-300 top aliens).

There must be something that will equalize global mods with novel AI model, because the AI change was somehow desired for a long time.

And, Xilmi, do you ignore my question? Have you ever took your time to just relax and play XCF with base AI? It purely joyful experience in terms of story and mechanics.

157
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.3.9
« on: June 23, 2023, 07:39:09 pm »
All in all I think it would be brilliant if you could find a way to attach some neat pathfinding logic to the AI's consideration of mines but it doesn't seem to be an absolutely critical issue so far (at least when it comes to base game) that can be exploited any more than it was in vanilla.

Next turn, after evading mines, enemies should toss primed grenades back to thrower the same turn. If some TUs are saved for that case. Because, AI should win anyhow. That was sarcasm and joke.

Nerfing human win mechanics one by one, what purely stays? A bunch of player-controlled naked guys with low stats that barely can hit when trained soldier hits with 100% probability.
What is this game becomes about? About loosing.

Each hq mission, the player squad can be butchered on turn 2.
Each field mission, player squad can be overtossed with grenades on turn 2
Each mission is smokescreen and pray.

Have you ever played major mods, Xilmi?
And who are these guys, who comment only your branch, with brand new nicknames?

If you nerf win mechanics, give something in exchange, player won't use the product which does not satisfy his needs of victory.

Really, 2000 missions average to beat the major mod. What is it about?

158
The X-Com Files / Re: X-Com of the XCF, good or bad
« on: June 20, 2023, 01:04:01 am »
I would like even more questionable methods of pursuing the goals. Like, invading countries, making orange revolutions and killing government, replacing them with impersonated agents.

159
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 6.0.0
« on: May 26, 2023, 05:38:04 pm »
So if I understand you correctly the problem is that a lot of units in X-Com-Files are set to aggression 2 or higher and this results in a behavior which you consider as too aggressive, when the option to inherit the aggression from the unit is enabled.

Hi, Xilmi!

I think it worth considering to link aggression to the ranks, except cryssalid and zombie behavior, who should be considered as walking weapons. E.g. in the first player's turn AI checks the battlefield ranks and randomizes aggression for each unit, depending which role should they get.
If dog/zombie/cryssalid/degenerate brute - then straight-forward
If it soldier/tank - then some pushing behavior,
If it engineer/medic then some covering behavior,
If it commander, "prefer to keep safe" behavior
If it mind-control unit, then mixed behavior

Nevertheless, it is very intriguing: will you implement at least some frustration between enemy troops given that 70-95% operations are started by X-COM and only 5-30% are started with enemy (the retaliation, terror missions, environmental alerts, gang attacks etc.)
If then modders provide some flags for types of missions, some missions will contain 100% combat-ready enemy AI, and some (that are initiated by X-COM) will contain certain amount of "frustrated/ambushed/wtf is going on' enemies. That will, in it's turn, bring missions closer to real life behavior and somehow get mods possible to play for joy at difficulty level higher than 1.

160
The X-Com Files / Re: Speedislife's XCF-run with Brutal-AI
« on: May 23, 2023, 01:46:00 pm »
Hey everyone!

I would like to take part in the discussion!).
Xilmi, this particular message is written for you, as I somehow believe you haven't played the XCF mod. 
That far I can explain my experience in XCF as 3 months in total split within last 8 years, 6 playthroughs I guess. XCF is my favorite game ever, and I am a bit nerdy about it. 
4 of them were made on superhuman and they were, at my perspective, easier than the same playthoughs on lower levels of difficulties. I will explain why below.

I would say that playing superhuman is often gets you to better results progress-wise.
1. More enemies = huge stat boost to crew at the end of the mission. Thus, doing next mission is easier.
2. More enemies = more score!! I have always gotten better score results on difficulty 5, even with worse outcomes. Like, more civilians dead etc. And more score = faster progress (more funding, more good random events).   
3. More enemies = more arms on the battlefield. When it comes to the middle-game - more enemies = more loot. Like, you always have a chance that MiB powersuit guy gets unconscious, you save him and rip the powersuit off at the end.   
4. More enemies = you have a better chance to capture the specific pawn alive you are doing this mission for. Early game, each cult mission is about capturing someone alive.
5. More enemies = stronger feel of tension and fun, but as we already had it discussed with Xilmi, quite subjective experience.

Also, I am the one who abused the mechanics like: camping, flashlight on/off, getting all possible stuff from MiB, getting all possible from promotions, getting alien alloys from UFO as early as possible etc.
Mechanics of the mod are quite simple, yet brilliantly polished for player to play on superhuman vs vanilla AI.

Mission-wise it is polished the way you should do next tier mission each month.
Eg. Apprehension in month one (get the cultist), safehouse month two (get lvl 2 cultist), .... base month 4-6 (get one more cultist, hahaha), HQ month 6-9 (kill them all). Otherwise, you are already beneath the progress and will likely fail getting control over the invasion. 
There are three (or four, depends on how you count) layers of global enemies:
1. Four cults - earlygame (Church, Exalt, Red Dawn, Ninjas) to deal at month 8-9, at least, with one. Each having 5 steps, mean you not only have to do the mission correct, but also do the research of the cultist prior of the month, otherwise next mission will not spawn in the next month.
2. Advanced organizations with little different mechanics (Syndicate, MiB, Hybrids, Cyberguys), that give you bonuses (Syndicate = alien alloy munitions unlock, Cyborgs = advanced protection etc.) to deal with, at least by some middle point in year 2. While some tier 2 organizations are straight-forward in the progress of the story, others are random-based and need a lot of research.
3. Tier 3 - like lunar Nazis or terror from the deep aliens are sometimes quite stronger than aliens themselves.
4. Aliens with random race.

When it comes to mid game (after alien invasion), strict timing gets less punishing and the game fits to your research progress (most missions are bound to researches you make, except terror, random and storyline missions)

About soldiers cap: With Ironman/superhuman playthroughs I had most like 100-150 soldiers trained by the mid year 2, with like 100-150-200 dead. This is, somehow, the soft-hard cap, because human resources cost funds, not just for buying, but also for keeping them.
Not to tell, that each replacement for experienced unit costs a lot of the time (20-40 missions + at least half a year of training at base).
When getting to alien invasion, my troops usually getting vanished in increased manner because there is the gap between alien firepower and player's troops armor. Usually, hit from plasma weapon = death of the soldier. It is the game rules. You always get incremental. 

Now, when you buy newbie soldiers and equip them same as veterans, they are on 10% of effectiveness of veterans with the same armor and equipment (shooting accuracy + moving speed + whatever). Dealing with 10000-15000 enemies by year 3 with 200-300 soldiers is what XCF is about. Please keep this in mind. Also, please keep in mind the craft design: it is almost always open-back until mid game, while even low-tier enemies possess incendiary grenades/dynamite/whatever.
With Lack of the resources forever until year 4-5, losing 50 veterans is gameover. And it is quite punishing experience for the player who spent real-time hours, because player loses it's investments (many many psychology here). Also, losing the craft is sometimes gameover too.
 
The missions are 95% times incremental over your current progress. Like I mentioned it previously, you will almost never get the mission where enemies are weaker than your crew.. And if you do get that type of mission - you are either on agent training (stat boost, or just score-loss prevention) of you are done and failed (close to score loss and restart).

Of course, there are certain types of missions, where your agents going in while being absolutely naked, like Syndicate HQ, facing 250 TU minotaurs and super-soldiers each of which worth 3 of your agents, Minigun-robots and a couple of bosses, of course. So, you have no armor at all and there's no chances to beat such mission with AI anyhow more advanced than vanilla AI.   

That is why I believe that giving to AI some fun tweaks is not "arbitrary", it just matter of integration of the AI into major mods. The total experience with your AI over global mods should be even more entertaining (fun, strong, tense, non-ordinary, difficult but beatable), and I strongly believe it is achievable. The game is made for entertaining and joy, not versa!

161
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 5.0.4
« on: May 05, 2023, 04:23:29 pm »
Hi all!
Thank you, Kevl for narrowing my points.

Xlimi, it
It just seems contradictory to me.
On one hand you seem to want an AI, that allows you to massacre them while totally outnumbered without too much resistence and on the other hand you also want them to be smarter.
Yep. This whole X-COM game is either about dealing with outnumbering forces or much stronger enemies. The progress is always incremental with you getting technologies to beat even more serious missions, with even more strong enemies. You start naked and mendicant (except, I guess, WH40k) and get stuff. This is what major mods about. And this is, actually, a classic RPG scenario.

Almost all of my AIs behavior is controlled by scoring stuff.

Let's think what scoring goals can add more mystery, silliness and deviation, then)
As I believe, your AI clearly can win most human players.
Now it's turn for AI to let human players win, because the game is being designed to entertain.   

The key here is that sometimes we can consider that enemy:
- is confused with being attacked (overall awareness of the battle goes on)
- doesn't want to die no matter what (some)
- tries to rescue injured out of player's LoS (doesn't matter they have no healing abilities yet)
- tries to capture player forces alive (interrogation purposes)
- does brutal things (meatshielding, blocking, distracting, destroying surroundings)
- produces mistakes that were described above, like pure miscalculations etc.
- performs tasks out of battle perspective (weird behavior described by kevL).
- performs guard/escort activity for high-tier members until engaged

More than that, as many of the enemies have respectful classes (ranks), they can possess different deviations types. Like, sectoid medic/engineer are likely behave more cautious than sectoid soldiers. While sectoid leader/commander is more likely to coordinate the forces attack while stay safe.

Sorry for putting all this too late
With all respect,

162
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 5.0.4
« on: May 04, 2023, 03:47:27 pm »
As I just said. I think neither changes to the AI nor to the mods are required. If the mod is too hard with Brutal-AI on Superhuman, just don't play on Superhuman. No need to bother either the modder or the AI-developer to somehow make changes so that you can beat the mod on Superhuman.
Hi, Xilmi! Thank you for the answers!

That's what I considered when begged to, preferably, avoid "don't like - don't play" sort of answers.

I have to clarify the intentions: my posts were about considering keeping fun part VS ensuring AI beat player.
OpenXCOM is not all about perfect tactics of AI, it's about how player perceives the visible part of the battlefield: intrigue, terror, suspense, decision forks and weird situations you troops get into. The latter are truly best part of the game. It has the huge amount of roleplay and gambling, also.

IMHO, true entertaining, deviant AI may have serious advantages from the player's perspective, than ass-kicking AI.

Maybe one time you'll see that some of these features may entertain you as well.
Brutally-Deviant AI.

As for realism of massacre: massacre is the part of the game. Most of missions will lose it's charm without some 2-10x coefficient of enemy units. 

And, finally, I am really sorry to put all this here now, when major of work has been done and some pivot-moments are long past.   

Yeah sure, balancing a mod to fit two different set of rules is the natural and totally doable solution...
Hi Sol, Juku121 is right in transcription of my thoughts.

163
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 5.0.4
« on: May 04, 2023, 12:05:51 pm »
Thank you for your kind reply, and thank you for the suggestion of options to set.

I'd say all your poinds are kinda valid but I wouldn't really know what to do about it within the scope of my project.

I didn't change anything about how reaction-fire works. Except that the AI doesn't really like to walk through your line of fire, when it doesn't have to.

I am sure that modders will, little by little, shift towards your solution. Think of smooth implementation without total rebalance of mods to ensure each mission isn't masochistic chess in case your troops aren't over-armored terminators.
Remember, the fun part is vital for the gameplay.

What can be fun? AI also makes mistakes!
- Low-tier and middle-tier enemies occasionally miscalculate hit chances and use autofire instead of aimed fire. Or forget to prime grenades before toss. Or blow themselves.
- Enemies occasionally switch the strategies mid-battle (berserk, flee, covering after other enemies)
- Enemies split to squads implementing different strategies: some flank, some suppress, some try actually to kill, and some being degenerates (running around and yelling/ trying to steal stuff from craft/ running for better weapon/ meat-shielding high-tier units/ grouping at no purpose/ not getting orders). The AI, in this case, does not coordinate the actions of all units at once, but coordinates the actions of teams of 2-[put your amount] units
- During night missions AI skips the death of it's unit (chance of silent kill). More likely, for kills with melee weapons in case of no reaction fire.
- Some units lag some turns before getting into action consideration (each turn by vanilla is 6-8 seconds of real time), mean they behavior is sort of vanilla/routine.
- Enemies sometimes also want to stun your troops and perform non-lethal strikes with possible ways (stun launcher, but if they barefist then so be it).

All this can shift balance a bit back to the player while AI still performs non-vanilla.

With all respect,

P.S. Also, I would like you to consider specific example: strong enemy unit being invisible past certain amount of cells (like high-tier ninjas from XCF are invisible past 4 cells), that possess both strong ranged and melee attacks. Even with vanilla AI they were quite a nuisance, but now...
Thank you for consideration to enable proximity grenades and landmines again.




164
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 4.4.0
« on: May 03, 2023, 01:57:12 pm »
The AI's check whether there's a line of sight between two tiles will now use the respective tiles above when the height of the unit added to the height of the terrain exceeds the height of the tile. This prevents the AI from considering slopes that make them peak out as cover with the new mechanism.

First of all, I would like to mention you did the tremendously great job, as the idea of AI improvement has been floating around for merely a decade.
Second, thank you so much for putting efforts into overhaul of annoying sniper/spotter mechanism.

I really want to put the couple of thoughts that were visiting me while I was reading the forum sections you created, and I have read it all, because you are not only passionate developer, but also very neat in explaining the reasons behind your solutions.   

1. When it comes to AI efficiency, it is clearly good that it has such advance in decision making.
The troubling part is: the game is not always about the hell chess with superior forces, that are, clearly, outnumber your troops in 99% of cases. The game is also about feels, joy, and satisfaction with progress and story.
One particular example is when you assault human-enemy bases in XCF with troop ratio of 24:200 (Superhuman difficulty gives x2 boost of enemy spawn) and perform the f**king MASSACRE of both aliens and their human supporters.

Roughly, anyone believes that gameplay with basic AI if/else logic is limited to camping and abusing of AI limitations, but what about the fun part? These missions are very fun and satisfying in terms of enemy numbers.

2. The mods economies and progresses are largely dependent on possessions that player acquires from battlefield. Thus, in many cases, reducing amount of enemies is discouraged in terms of potential gameplay progress. Example is not only the item sell values, but also experience and stat boosts that player troops gain from missions with lots of enemies.
Most of the mods have player units transformation mechanics, which are vital for the progress. These mechanics allow player to extend the troops abilities behind some point of training. 90% of troops training comes from battlefield.

This also includes doubled chances of capturing mid-tier enemies, as their numbers are also quite frequently doubled, and killing one doesn't mean losing the mission purpose. Please notice, the amount of such missions is 40-50% in earlygame to 25% in midgame in XCF and X-Piratez, from overall value.

3. Most of the OXCE players don't play vanilla, but rather play X-Piratez, XCF or WH40k and other mods that are thoroughly (by years of creation) balanced with basic AI. I.e. unit stats, armors, weapon stats, etc.

4. a Little note about enemies avoiding primed sensor grenades and landmines: is it fair to cut off a player from such a tool? These items were implemented intentionally, for the purpose of enemies to freaking BLOW UP on them.

5. I have overall impression that your AI forces the player to tank more, have better Armor&Guns, have better stats (better night vision etc.), which is fairly impossible in XCF, for example, because events in the early to mid game are more or less incremental over your current progress.
   
6. The reaction fire is one of the classic mechanics and it is also refers more to the joy/excitement/gambling part of the game. Oh, yes, these mods contain such many gambling with probabilities deep in skin of players (not only in battlefield). The major of players are gambling maniacs. While giving new gambling mechanics, please not cut the established ones. The joy of running before the cyberdisc that can oneshot your unit with plasma (or not) is existential. The joy of killing it with autofire from machinegun (or not, and then get the plasma in the face) has purely gambling mechanic. Please consider it.

7. There was a suggestion about mixing behaviors in battlefield, i.e. assigning random roles. That was pretty neat suggestion, IMHO.

Such things translated, I hope to hear your thoughts on the topics. Preferably, please avoid answer "don't like - don't play", as many developers here simultaneously use it. I am really encouraged with your work.

With all respect,

165
XPiratez / Re: Unasked opinion about integrity
« on: February 15, 2022, 12:48:21 pm »
WTH is going on?
What evil forces? Why Dio has been released from subforum modder rights? How is it connected to Discord BS?
Is it Hobbes-related thing?
Is it copyright related thing?
Is it minority rights violence related thing?
Is it porn-related thing?

Who will give the answer and when will do so?

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