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Messages - Abyss

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61
The X-Com Files / Re: The X-Com Files - 3.1: Lights in The Sky
« on: December 18, 2023, 05:47:05 pm »
I noticed something strange. There is a hybrid warehouse mission. And all the enemies in this mission are anywhere, but definitely not in the warehouse. It makes you experience a cringe, to tell the truth.
But Osiron warehouse is exactly opposite)
BTW lorewise it could be justified by means that hybrids are smarter, than humans:)

62
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 17, 2023, 07:50:46 pm »
FYI:
There now is a sub-forum for this mod
Yep, Alpha Centauri Bear inspired me to make such suggestion to forum owners.
All is good, even if changes way different than intended) 

63
Brutal AI / Re: Brutal-OXCE 7.12.2
« on: December 17, 2023, 07:30:17 pm »
Congratulations!
This is a step which was required to keep things clear.
One place is for AI, other for UI, etc.
Please consider making the following sections:
- FAQ
- changelog
- suggestions
- bugreports
- realistic accuracy
- user interface and options menu
- misc
- donates (optional, I don't know if you have Patreon/etc or you don't need any)

64
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 16, 2023, 08:52:50 pm »
Probably reduce involvement of far units into the shooting. Either introduce max shooting distance or let aimed shot precision to diminish as well with extender accuracy.
All shot types  (snap, auto and aimed) are customizable with formulas.
If you don't like a weapon to be precise in your mode - just set formula you like.
Like Dioxine balanced weapons for a year or so, and then 5 years took various suggestions from people who play X-Piratez. And still introduces new weapons and tactics for each update of mod.
 

65
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 16, 2023, 04:14:40 pm »
I tried 4 times and unfortunately couldn't reproduce the crash despite using your config. :\
Yep, I ended the mission with no more crashes too. I'll report if it appear again. 
Though, Inconsistent crashes means that AI differentiates behavior. Which is ultimately good.

66
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 15, 2023, 11:52:08 pm »
But I couldn't reproduce a crash once I had all the mods. I guess I also might need your options.cfg in order to make sure all the settings are the same.
Ok. Here it is.
On your side it doesn't crash? I had it two times out of 4 tries, on third and fourth turns of AI.
Somewhat inconsistent decision making)
Perhaps randomization options may affect it too.

67
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 15, 2023, 04:55:39 pm »
Crashes just the same. It might be related to mods you are using which I don't have.I haven't uploaded it.
Ah, yes. Thank you, haven't considered this.
I have two mods:
Natasha morozova join https://openxcom.old.mod.io/natasha-morozova-join-for-x-com-files
and XCF arsenal additions https://mod.io/g/openxcom/m/x-com-files-additions
Also, there one more save for turn 5, JIC

Quote
Good editing software:
Depends on the platform.
On windows I use Premiere Pro, on Android YouCut video editor (it takes a while, though, to apply changes)

68
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 15, 2023, 04:29:23 pm »
I can't even load this save-game at all without crashing.
Getting a huge amount of loading-errors in the log.
There's one more for different turn.
UPD it sometimes doesn't crash, I have no particular idea what it can be.

Quote
Trauson play
Can you share the link? I wonder to see

69
To what extent does Brutal AI solve these problems already?

Not yet, I guess:)
It is hardly imaginable how AI would will subtract it's attention from killing units for different thing, unless Xilmi will force it to do so. Then, overall power of AI will suffer.
But base demolition is very LoRe-friendly thing. And blaster launchers are very good instrument to do so. Perhaps, call it HAVOC strategy. Fucking up entire base modules to get rid of X-COM: sounds very intriguing.

Then, base assault missions should be somehow differentiated from each other. Some are for people, some are for demolition. Wonder, if megamod creators will ever request this. 

70
OXCE Suggestions Abandoned / Re: [ABANDONED] Reaction mechanics
« on: December 15, 2023, 03:38:27 pm »
FYI: each turn in game simulates ~6-8 seconds in real time. The ferrari example is quite right.

71
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 15, 2023, 03:28:18 pm »
Crash report: perhaps, some minotaur-related stuff. Crashed on turn 3 and, after reload, on turn 4. Same, just kicks out of the game with no notifications.   

72
Work In Progress / Re: Winter Marshes Terrain.
« on: December 14, 2023, 05:20:42 pm »
Niiiice. Hope to see it integrated into megamods.

73
Brutal AI / Re: [SOURCEMOD] Brutal-OXCE 7.12.1
« on: December 13, 2023, 04:05:13 pm »
One more good save to train AI:
Osiron hacienda. Overhelming amount of enemy armed with machineguns, that prefer to stay indoors on aggressiveness 2, while only 5 agents are present.
Oh, I've got brilliant suggestion:
BAI can estimate the amount of enemies by fire frequency (if dark). And, if supposed amount of enemies is threefold lower, it can assault attackers more aggressively, and shoot at previously detected positions much more often.

This mission all I did is threw 3 flares to the closest walls, placed crouched agents in 25 tile range and pressed end turn, rarely aiming some going-to-wild guys and exposed targets.
Some clarification: it's not about BAI works bad or so, it's about some better strategies.
And also, pre-primed grenades are off, but still could be more of them, as only 3 happened (all missed)

74
OXCE Suggestions DONE / Re: [Suggestion] Hide Research
« on: December 13, 2023, 01:05:26 pm »
Can someone confirm this?
Are there really some research topics in a mod that you don't want to research?
There could be one more possible solution for this: special click to gray-out text of a topic.
Right now LMB highlights topics, but also they get highlighted if clicked onto.
Gray-out, contrary, will make all this research poo (like 10 types of revolvers) at least not that eye-irritating. 

75
Brutal AI / Re: Alternative way to display armor-stats in UfoPedia
« on: December 13, 2023, 12:18:53 pm »
https://github.com/Xilmi/OpenXcom/pull/18

This change also requires adding alien rank ufopedia articles to ruleset. I can add them to the standard so they are preset at deployment. Otherwise, this will be a feature other modders can implement.
What is exact purpose of this?
Raw OXCE is rarely used, major mods usually have the framework: you get corpse, you get it researched -> you get stats via two pages. One is autopsy, next is armors and resistances.
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2. By subtopic you mean extra entries in ufopaedia next to autopsy? Or can they be actually nested in the list?
No, I meant new topic for OpenXcom Forum » Modding » Released Mods, or better, OpenXcom Forum »Modding »Work In Progress and discuss implemented things with more players and modders. There are AI talks. Until you want only 1% of proposed target auditory to see what you propose and do.

Alternatively, it can be also a time to ask forum owners for a child board for Xilmi on this forum, because there's also different targeting mode and other things that are not strictly related to AI, but developed for Brutal OXCE fork

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