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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.
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.