aliens

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 - Rangerh

Pages: 1 2 [3] 4 5 ... 8
31
Brutal AI / Re: Looking for some advanced strategies and their counters
« on: November 17, 2022, 11:52:56 pm »
Wouldn't be much use in default UFO and TFTD as the aliens have 20 tiles of vision at night, but for other mods with a wider variety of enemies , some being human-like and so affected by human-like night vision (9 tiles) , how about some more aggressive use of flares at night battles like the human players do.

This could help at night the not-view enhanced AI troops to spot your own hiding in the dark.
Something i always liked in Jagged Alliance 2, starting to see enemies throwing break lights around to spot your troops better (though sadly often a cheat as those break light were landing right on your soldiers).
Now the difficulty i imagine would be to make the AI flare usage more believable and landing sometime none is hiding (assuming the AI have yet no idea where your squaddies are), not automatically landing where your troops are hiding.

32
40k / Re: [ADDON] ROSIGMA
« on: November 16, 2022, 08:00:15 pm »
new re-releaseed version works nicely now while keeping oxceModValidationLevel: 2

33
40k / [minimods] Faster healing
« on: November 16, 2022, 03:03:06 am »

Important note :
This minimod will not be updated in this thread anymore, further updates will only be found in the minimod collection for 40k/Rosigma :

https://openxcom.old.mod.io/minimods-collection-for-40k-and-rosigma
https://openxcom.org/forum/index.php/topic,11058.0.html

40K and Rosigma have some units like the Space Marines that have a high amount of health points, when they're badly wounded (and they will be considering the amount of damage the enemies can do) it then means with the default settings it will take a very long time for them to be healed and back into action, more often than not i got some SM out of action for more than 65 days up to more than 70.

These 2 minimods are some ways to get in with the times, after all it's year 40000 you imagine there may have been some medical progress in term of first aid in a space marine base ;)

First minimod is adding secretly an additional healing factor to the entrance lifts, meaning any base will heal your troops faster.
May feel a bit cheaty, but that's year 40000 science so don't worry :D

Second minimod does not add that healing factor, but allow you to build a new 1x1 facility in your base at any time (i mean without having to research something more), a "Medical Unit" that will provide additional healing factor to the base that contain this facility. I think that may be the best way if you want this additional healing integrated as a gam mechanic : as an additional 1x1 building may then forceyou to make a choice as it's 1x1 slot in your base map that will be lost then and may become trouble once you research much later apothecary facilities that will add a bit to the healing but will require some map slot.

NOTE : you can edit the amount of healing by editing this line
    sickBayRelativeBonus: 5.0
to a lower or higher number (the higher, the faster it will heal)

How to Install
---------------
These minimods requires you to have installed the 40k megamod, it is compatible if you have installed Rosigma too.

Download HealerLiftV1.zip and MedunitV1.zip
that are attached to this post.

Open them, take and move the folders "HealerLift_40k" and"Medunit_40k"
to ...\OpenXCOMDirectory\User\mods\
or your
C:\USER\YourUserName\Documents\OpenXcom\mods\

These minimod will be available to enable or disable in the main menu category "Mods".
Enable only one of them ( unless you really want things to be a cheat as units would heal too fast if you enable both) by setting it to "YES" if you want to use it.

34
40k / Re: [minimod]change or remove the Rosigma unit spawn on death feature
« on: November 16, 2022, 02:32:37 am »
Updated the ZeroTransform for Rosigma 2.0 (the other minimod didn't seem to need an update)

35
40k / Re: [minimod] No dodging for Rosigma
« on: November 16, 2022, 02:29:42 am »
Updated to version 1.2 to keep up with Rosigma 2.0

36
40k / Re: [ADDON] ROSIGMA
« on: November 16, 2022, 02:08:33 am »
Most Excellent
on mod.io it's labelled as 2.1 , is it normal ?

37
40k / Re: [how to]Playing 40K with old xcom view and engagement ranges
« on: November 16, 2022, 01:14:43 am »
Update to fit for the new version of Rosigma, this will only work for 40k_033 + Rosigma 2.0 , do not use on previous versions
I also made a version in case you only play with the 40K _033 mod and do not have or want to play with Rosigma

NOTE : IF you applied the macro previously, remove your 40k_033 and ROSIGMA-main mods and reinstall the original untouched version
It's VERY important to never run the macros on the same modsfolders on which you have already previously run the macro because it will break completely the view distance balancing.

So Make sure your 40k_033 and ROSIGMA-main folders are the original version, if not redownload and reinstall them

for this to work you NEED to have Notepad++ installed (as it's the best text editor you should have it anyways) :
https://notepad-plus-plus.org/downloads/

SpoilerINSTALL step by step INSTRUCTIONS:

If you never had Notepad++ on your computer before, after installing, launch Notepad++ then quit it

Now go to
C:\Users\YourUSERName\AppData\Roaming\Notepad++\

If you never ever worked with Macro function of Notepad++, don't worry i put a detailled step by step tutorial , if you already know, just go download the file and copy paste their content where you know they have to be copy pasted.

With notepad++ , open the file named "shortcuts.xml" that is present there
At the beginning of the file you should see

<?xml version="1.0" encoding="UTF-8" ?>
<NotepadPlus>
    <InternalCommands />
    <Macros>
        <Macro name="Trim Trailing Space and Save" Ctrl="no" Alt="yes" Shift="yes" Key="83">
            <Action type="2" message="0" wParam="42024" lParam="0" sParam="" />
            <Action type="2" message="0" wParam="41006" lParam="0" sParam="" />
        </Macro>
    </Macros>

BETWEEN the last 2 </Macro> entries :

        </Macro>
    </Macros>

---IF YOU ONLY HAVE AND PLAY THE 40K MOD----
Copy paste the content of the text files "40K ONLY view distance rebalancing.txt" and "40K ONLY remove AI additional maphack.txt" (either from both, or from just one of them)
Close shortcuts.xml the file and save the changes.

----IF YOU HAVE BOTH 40K MOD AND THE ROSIGMA EXPANSION---
Copy paste the content of the text files "40K AND ROSIGMA view distance rebalancing.txt" and "40K AND ROSIGMA remove AI additional maphack.txt" (either from both, or from just one of them)
Close shortcuts.xml the file and save the changes.

Now this macro is setup if your installed 40_033 and Rosigram_main are installed to
C:\OpenXCOM WH40K\User\mods\40k_033\Ruleset\
C:\OpenXCOM WH40K\User\mods\ROSIGMA-main\Ruleset\

It's very likely you have installed it differently, in that case, open the shortcuts.xml you already edited, then press CTRL+F
It will bring the Find&Search window.
Click on the "Replace" tab, in front of "Find What", copy paste
C:\OpenXCOM WH40K\User\mods\40k_033\Ruleset\
and in front of "Replace with", type the path where your openxcom is installed, by example if you have installed your openxcom in C:\Games\OXCE\ , you will then type

C:\Games\OXCE\User\mods\40k_033\Ruleset\

Then once you have things correctly setyp, click on the "Replace All" button

Do the same with adding at "Find What"

C:\OpenXCOM WH40K\User\mods\ROSIGMA-main\Ruleset\
and your installed path in front of "Replace With", then click on the "Replace All" button.

Close the "shortcuts.xml" and save the changes

Now load notepad++ again.
on the top menu click on "Macro"
You will notice there are 2 more macro :
---IF YOU have installed the 40K ONLY version of the macros----
"40K ONLY disable AI Maphack" and "40K ONLY view distance max 30"

----IF YOU HAVE BOTH 40K MOD AND THE ROSIGMA EXPANSION---
"40K AND ROSIGMA disable AI Maphack" and "40K AND ROSIGMA  view distance max 30"

click on the one you want to launch
You will have to click OK when asked (+/- 20 times on the max view distance macro)
Once you're done, you may want or not to click on the other macro to launch it (do NOT relaunch the macro you already used, as it would certainly break the carefully setup balancing completely)

When finished, either get rid of both macros (though you may want to re-use them if 40k or Rosigma are updated or you'll get back to the original mega huge view distance) in the Macro menu -> Modify Shortcut/Delete Macro , or simply quit and enjoy your xcom-ised 40k+Rosigma

Spoilerthe rebalanced values:
max view distance will be 30
visibilityAtDay
120  -> 30
80  -> 30
60  -> 30
55  -> 28
50  -> 25
46  -> 23
45  -> 22
42  -> 21
40  -> 20
35  -> 17
30  -> 15
25  -> 13

visibilityAtDark
120 -> 30
80 -> 30
60 -> 30
45 -> 22
40 -> 20
35 -> 19
32 -> 18
30 -> 17
28 -> 16
25 -> 15
23 -> 14
22 -> 13
20 -> 12
18 -> 11
15 -> 10
12 -> 10
9 -> 9

For a comparison in default UFO and TFTD, maxViewDistance was set to 20
And for units visibilityAtDay it was 20 for everyone and for visibilityAtDark it was 20 for aliens and 9 for the squaddies.

38
Brutal AI / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 13, 2022, 02:27:44 pm »
after debug and trace AI what i could observe :

- the game isn't stuck, it in fact just take a long time to process a single AI move (and repeated with 28 AI that probably is why i thought the turn was never resolving )
- i used the Rhino for the test so the battle start classically with my turn 1
- the game isn't stuck indeed
- the screen move to an AI and  (as i play windowed so it's easy to see the mention of this happening) the game executable stop responding (can't move the arrow, etc...) for +/- 10 seconds (sometime more to near 20 seconds)
- the AI move  then sometime after another +/- 10 seconds of freezing, the screen move to another AI and the game stop responding again for +/- 10 seconds, then that AI move.
- sometime the game does not stop responding directly but there's nothing happening for +/-10 seconds (then it stop responding again for +/-10 seconds before the AI move)

I left the game running and finally the turn ended (i mean there was no more AI to move, so i could finally move the arrow again and end the turn manually).

Here's a sample of the log , interesting that the time stamps shows that there were those +/- 10 seconds freezing , seems to happen after the last "checking LOF" and the "best position to attack" everytime
Spoiler:
Quote
[13-11-2022_13-13-03]   [INFO]   Brutal-AI final got-position from (18,26,7) to (18,26,7)
[13-11-2022_13-13-03]   [INFO]   BattlescapeGame::popState() #1 with 43 TU
[13-11-2022_13-13-03]   [INFO]   #1000011--STR_NIGHTLORDS_RAPTOR_SOLDIER
[13-11-2022_13-13-03]   [INFO]   Unit has 0/2 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-13-03]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-13-03]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-03]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-03]   [INFO]   Explosion with radius 5 at (45,44,1) affected AoE targets: 1
[13-11-2022_13-13-03]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-13-03]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-03]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-03]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-03]   [INFO]   Explosion with radius 5 at (43,54,1) affected AoE targets: 1
[13-11-2022_13-13-03]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-13-03]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-19]   [INFO]   best positon to attack from (33,19,8) score: 300 need to flee: 0
[13-11-2022_13-13-19]   [INFO]   Distance to (45,44,1): 158 max distance to run: 192 allowedToSpendAllTimeUnits: 0
[13-11-2022_13-13-19]   [INFO]   Brutal-AI wants to go from (27,17,0) to (33,19,8) travel-target: (33,19,8) Remaining TUs: 125 TU-cost: 106 friendswithLoS: 1
[13-11-2022_13-13-19]   [INFO]   Brutal-AI final got-position from (27,17,0) to (33,19,6)
[13-11-2022_13-13-19]   [INFO]   Walking from: (27,17,0), to (33,19,6)
[13-11-2022_13-13-19]   [WARN]   No free channels available
[13-11-2022_13-13-19]   [INFO]   BattlescapeGame::popState() #0 with 35 TU
[13-11-2022_13-13-19]   [INFO]   #1000011--STR_NIGHTLORDS_RAPTOR_SOLDIER
[13-11-2022_13-13-19]   [INFO]   Unit has 0/2 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-13-19]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-13-20]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-20]   [INFO]   STR_PLASMA_CARBINE_CHAOS accuracy: -115 numberOfShots: 1 tuCost: 29
[13-11-2022_13-13-20]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-20]   [INFO]   STR_PLASMA_CARBINE_CHAOS accuracy: 0 numberOfShots: 1 tuCost: 18
[13-11-2022_13-13-20]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-20]   [INFO]   STR_PLASMA_CARBINE_CHAOS checking LOF
[13-11-2022_13-13-36]   [INFO]   best positon to attack from (33,19,8) score: 300 need to flee: 0
[13-11-2022_13-13-36]   [INFO]   Distance to (45,44,1): 160 max distance to run: 192 allowedToSpendAllTimeUnits: 0
[13-11-2022_13-13-36]   [INFO]   Brutal-AI wants to go from (33,19,6) to (33,19,8) travel-target: (33,19,8) Remaining TUs: 35 TU-cost: 16 friendswithLoS: 1
[13-11-2022_13-13-36]   [INFO]   Brutal-AI final got-position from (33,19,6) to (33,19,6)
[13-11-2022_13-13-36]   [INFO]   BattlescapeGame::popState() #1 with 35 TU
[13-11-2022_13-13-36]   [INFO]   #1000012--STR_NIGHTLORDS_RAPTOR_SOLDIER
[13-11-2022_13-13-36]   [INFO]   Unit has 0/2 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-13-36]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-13-36]   [INFO]   STR_PLASMA_PISTOL checking LOF
[13-11-2022_13-13-36]   [INFO]   Explosion with radius 5 at (45,44,1) affected AoE targets: 1
[13-11-2022_13-13-36]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-13-36]   [INFO]   STR_PLASMA_PISTOL checking LOF
[13-11-2022_13-13-36]   [INFO]   Explosion with radius 5 at (43,54,1) affected AoE targets: 1
[13-11-2022_13-13-36]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-13-52]   [INFO]   best positon to attack from (25,32,8) score: 300 need to flee: 0
[13-11-2022_13-13-52]   [INFO]   Distance to (45,44,1): 142 max distance to run: 192 allowedToSpendAllTimeUnits: 0
[13-11-2022_13-13-52]   [INFO]   Brutal-AI wants to go from (24,24,3) to (25,32,8) travel-target: (25,32,8) Remaining TUs: 125 TU-cost: 90 friendswithLoS: 1
[13-11-2022_13-13-52]   [INFO]   Brutal-AI final got-position from (24,24,3) to (25,32,7)
[13-11-2022_13-13-52]   [INFO]   Walking from: (24,24,3), to (25,32,7)
[13-11-2022_13-13-53]   [WARN]   No free channels available
[13-11-2022_13-13-53]   [WARN]   No free channels available
[13-11-2022_13-13-53]   [INFO]   BattlescapeGame::popState() #0 with 43 TU
[13-11-2022_13-13-53]   [INFO]   #1000012--STR_NIGHTLORDS_RAPTOR_SOLDIER
[13-11-2022_13-13-53]   [INFO]   Unit has 0/2 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-13-53]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-13-53]   [INFO]   STR_PLASMA_PISTOL checking LOF
[13-11-2022_13-13-53]   [INFO]   STR_PLASMA_PISTOL accuracy: -43 numberOfShots: 1 tuCost: 41
[13-11-2022_13-13-53]   [INFO]   STR_PLASMA_PISTOL checking LOF
[13-11-2022_13-13-53]   [INFO]   STR_PLASMA_PISTOL accuracy: -68 numberOfShots: 1 tuCost: 41
[13-11-2022_13-14-09]   [INFO]   best positon to attack from (26,32,8) score: 300 need to flee: 0
[13-11-2022_13-14-09]   [INFO]   Distance to (45,44,1): 148 max distance to run: 192 allowedToSpendAllTimeUnits: 0
[13-11-2022_13-14-09]   [INFO]   Brutal-AI wants to go from (25,32,7) to (26,32,8) travel-target: (26,32,8) Remaining TUs: 43 TU-cost: 12 friendswithLoS: 1
[13-11-2022_13-14-09]   [INFO]   Brutal-AI final got-position from (25,32,7) to (25,32,7)
[13-11-2022_13-14-09]   [INFO]   BattlescapeGame::popState() #1 with 43 TU
[13-11-2022_13-14-09]   [INFO]   #1000013--STR_NIGHTLORDS_RAPTOR_NAVIGATOR
[13-11-2022_13-14-09]   [INFO]   Unit has 0/2 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-14-09]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-14-09]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-09]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-09]   [INFO]   Explosion with radius 5 at (45,44,1) affected AoE targets: 1
[13-11-2022_13-14-09]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-14-09]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-09]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-10]   [INFO]   Explosion with radius 5 at (43,54,1) affected AoE targets: 1
[13-11-2022_13-14-10]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-14-25]   [INFO]   best positon to attack from (26,53,8) score: 300 need to flee: 0
[13-11-2022_13-14-25]   [INFO]   Distance to (45,45,0): 62 max distance to run: 268 allowedToSpendAllTimeUnits: 0
[13-11-2022_13-14-25]   [INFO]   Brutal-AI wants to go from (31,48,1) to (26,53,8) travel-target: (26,53,8) Remaining TUs: 120 TU-cost: 88 friendswithLoS: 1
[13-11-2022_13-14-25]   [INFO]   Brutal-AI final got-position from (31,48,1) to (26,53,7)
[13-11-2022_13-14-25]   [INFO]   Walking from: (31,48,1), to (26,53,7)
[13-11-2022_13-14-27]   [INFO]   BattlescapeGame::popState() #0 with 38 TU
[13-11-2022_13-14-27]   [INFO]   #1000013--STR_NIGHTLORDS_RAPTOR_NAVIGATOR
[13-11-2022_13-14-27]   [INFO]   Unit has 0/2 known enemies visible, 1 of whom are spotting him.
[13-11-2022_13-14-27]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-14-27]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-27]   [INFO]   STR_PLASMA_GUN_TWINCORE accuracy: 27 numberOfShots: 1 tuCost: 35
[13-11-2022_13-14-27]   [INFO]   Evaluate option 8 against 1000030 at (45,44,1) with weapon STR_PLASMA_GUN_TWINCORE, score = 92
[13-11-2022_13-14-27]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-27]   [INFO]   STR_PLASMA_GUN_TWINCORE accuracy: 27 numberOfShots: 1 tuCost: 36
[13-11-2022_13-14-27]   [INFO]   Evaluate option 8 against 1000031 at (43,54,1) with weapon STR_PLASMA_GUN_TWINCORE, score = 90
[13-11-2022_13-14-27]   [INFO]   BattlescapeGame::popState() #0 with 38 TU
[13-11-2022_13-14-28]   [INFO]   BattlescapeGame::popState() #0 with 5 TU
[13-11-2022_13-14-29]   [INFO]   BattlescapeGame::popState() #0 with 5 TU
[13-11-2022_13-14-29]   [INFO]   BattlescapeGame::popState() #0 with 5 TU
[13-11-2022_13-14-29]   [INFO]   #1000014--STR_NIGHTLORDS_RAPTOR_NAVIGATOR
[13-11-2022_13-14-29]   [INFO]   Unit has 0/1 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-14-29]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-14-29]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-29]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-29]   [INFO]   Explosion with radius 5 at (45,44,1) affected AoE targets: 1
[13-11-2022_13-14-29]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-14-42]   [INFO]   best positon to attack from (19,11,8) score: 300 need to flee: 0
[13-11-2022_13-14-42]   [INFO]   Distance to (45,44,1): 212 max distance to run: 192 allowedToSpendAllTimeUnits: 1
[13-11-2022_13-14-42]   [INFO]   Brutal-AI wants to go from (23,3,2) to (19,11,8) travel-target: (19,11,8) Remaining TUs: 120 TU-cost: 88 friendswithLoS: 1
[13-11-2022_13-14-42]   [INFO]   Brutal-AI final got-position from (23,3,2) to (19,11,7)
[13-11-2022_13-14-42]   [INFO]   Walking from: (23,3,2), to (19,11,7)
[13-11-2022_13-14-43]   [INFO]   BattlescapeGame::popState() #0 with 40 TU
[13-11-2022_13-14-43]   [INFO]   #1000014--STR_NIGHTLORDS_RAPTOR_NAVIGATOR
[13-11-2022_13-14-43]   [INFO]   Unit has 0/1 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-14-43]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-14-43]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-14-56]   [INFO]   best positon to attack from (19,10,8) score: 300 need to flee: 0
[13-11-2022_13-14-56]   [INFO]   Distance to (45,44,1): 228 max distance to run: 192 allowedToSpendAllTimeUnits: 1
[13-11-2022_13-14-56]   [INFO]   Brutal-AI wants to go from (19,11,7) to (19,10,8) travel-target: (19,10,8) Remaining TUs: 40 TU-cost: 12 friendswithLoS: 1
[13-11-2022_13-14-56]   [INFO]   Brutal-AI final got-position from (19,11,7) to (19,10,7)
[13-11-2022_13-14-56]   [INFO]   Walking from: (19,11,7), to (19,10,7)
[13-11-2022_13-14-57]   [INFO]   BattlescapeGame::popState() #0 with 36 TU
[13-11-2022_13-14-57]   [INFO]   #1000014--STR_NIGHTLORDS_RAPTOR_NAVIGATOR
[13-11-2022_13-14-57]   [INFO]   Unit has 0/1 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-14-57]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-14-57]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-15-11]   [INFO]   best positon to attack from (20,10,8) score: 300 need to flee: 0
[13-11-2022_13-15-11]   [INFO]   Distance to (45,44,1): 228 max distance to run: 192 allowedToSpendAllTimeUnits: 1
[13-11-2022_13-15-11]   [INFO]   Brutal-AI wants to go from (19,10,7) to (20,10,8) travel-target: (20,10,8) Remaining TUs: 36 TU-cost: 12 friendswithLoS: 1
[13-11-2022_13-15-11]   [INFO]   Brutal-AI final got-position from (19,10,7) to (19,10,7)
[13-11-2022_13-15-11]   [INFO]   BattlescapeGame::popState() #1 with 36 TU
[13-11-2022_13-15-11]   [INFO]   #1000015--STR_NIGHTLORDS_RAPTOR_NAVIGATOR
[13-11-2022_13-15-11]   [INFO]   Unit has 0/1 known enemies visible, 0 of whom are spotting him.
[13-11-2022_13-15-11]   [INFO]   Currently using Patrol behaviour
[13-11-2022_13-15-11]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-15-11]   [INFO]   STR_PLASMA_GUN_TWINCORE checking LOF
[13-11-2022_13-15-11]   [INFO]   Explosion with radius 5 at (45,44,1) affected AoE targets: 1
[13-11-2022_13-15-11]   [INFO]   STR_SCARE_GRENADE checking LOF
[13-11-2022_13-15-25]   [INFO]   best positon to attack from (28,50,8) score: 300 need to flee: 0
[13-11-2022_13-15-25]   [INFO]   Distance to (43,54,0): 124 max distance to run: 264 allowedToSpendAllTimeUnits: 0
[13-11-2022_13-15-25]   [INFO]   Brutal-AI wants to go from (35,49,0) to (28,50,8) travel-target: (28,50,8) Remaining TUs: 120 TU-cost: 136 friendswithLoS: 1

39
Brutal AI / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 12, 2022, 11:44:18 pm »
To test if it was the too many fliers that was responsible potentially or if it was the special way Drop Pods deploy, i edited the Rhino transport (as it's in term of transport it's a classic -> start mission -> deploy on turn one, unlike the drop pod that keep your troops in the sky on the 1st turn while the AI play its turn and only deploy on turn 2) to have the same speed as the drop pods (so it can reach the landed medium UFO before it takes off.

When the mission started, i deployed a few of my marines to kill the (they were landed, not flying) enemies that were close to the Rhinos.
The Rhinos own guns helped to clean the  insertion zone.

Then pressed End Turn and the AI turn got stuck again during the "hidden movement" that never seemed to resolve, so at least it confirms this problem has nothing to do with the special way Drop Pods make their insertion on turn 2.

For the map it does seem to be standard 50x50 , with BrutalAI enabled after a debug kill on my turn 1, it shows there were 28 enemy units (when i did the mission with BrutalAI turned to OFF there were only 25 but a couple of enemies were taken alive) but 40k/Rosigma has usually more enemies in maps than other mods (but most mods have higher enemy density than default UFO and TFTD)
Nearly all of the enemies featured in that mission are flyiers (Night Raptors and War Talons, along with their officers) , there was a Neverborn but they don't fly.

40
Brutal AI / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 12, 2022, 06:57:02 pm »
And the bug/problem is back, in fact it's because i had turned off the BrutalAI accidentally that the mission worked, as now after turning it back ON and loading my save : the turn1 "hidden movement" never resolve anymore and the game stay stuck.

Attached the save to my post if you want to try (only need the 40k and its Rosigma expansion mods, nothing else), just select the landed UFO that is at some distance above one of my bases and intercept it with the Drop Pods from the list.
After the mission load, your troops are in the drop pods somewhere in the air so press the End of Turn to get the AI play its own turn, it's there that the game will be stuck, sometime you'll hear a door opening or two but it will never end if BrutalAI is on.



41
Brutal AI / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 12, 2022, 05:31:30 pm »
Tested it with my modded 40Kmod+Rosgima (the modded part is the maxviewdistance that i reduced from the default 60 to 30, and adjusted all the visibilityAtDay and visibilityAtDark accordingly for all units , as in default mod and expansion would go up to 120 )

With my Rhino (it's a normal ground transport, i mean it get you to start on turn 1) i got into a fight with an Ork wagon that saw a lot of grenades thrown my way.
Couldn't see the other differences as in that map my Rhino had spawned right next the Ork vehicle, so everyone was nearly already at weapon range of each other.
Seems like BrutalAI ignore the "turnAIUseGrenade" setting (that i had set up high as i wanted to see how the AI navigate with the Brutal AI)

Now on a medium UFO landing, i sent my Drop Pods (it's a transport that only have you landing and starting on turn 2, meaning turn 1 is AI only).
And it seems the BrutalAI gets stuck on that turn 1  "Hidden Movement", the game regularly freeze and unfreeze, sometime i can hear a door, but after near of a dozen of minute the turn 1 is still not resolved.

With the regular OXCE 7.8 , that fight works correctly so it seems the way the Drop Pods transport works put a huge strain on the BrutalAI

EDIT : gave a try with the newer version of BrutalAI (as i noticed there was one newer than the one i downloaded yesterday).
And this time it works.
I reloaded and retried the save i did multiple time and there is no more problem, the AI only turn 1 always complete this time , that's great tough i have no idea what was wrong previously.

EDIT 2 : completed that medium UFO battle and it was quite intense as i didn't had to move all over the map to find enemies (Night Raptors chaos marines), they were flying and running around my troops, attacking when they could (when my troops weren't shooting them down as i was using rather strong units and weaponry) .
There's only the case of the UFO that had 4 enemies in it and that stayed inside for the whole duration of the battle.


It wasn't a problem as it got me into a nice assault , but i wonder if it was normal that some AI were staying in the ship because apparently the doors were on the 2nd floor instead of the 1st one as in most classic ships :

I  just made my own entrance by destroying a wall personnally and killed them all.

edit 3 : oh damn after checking the options i noticed BrutalAI was OFF :/ as i was testing with the save on and off and forgot at some point to turn it on again
i guess that intense battle was only played with normal AI then, must have been lucky to have the enemies spawning close to my landing zone then :/
Will have to test further


42
Brutal AI / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 12, 2022, 01:12:30 pm »
2. Aliens that are not involved in the battle head towards it's direction no matter where they are. If any of their friends already has vision on enemy units, they don't head towards the enemy-units themselves but to the closest tile from where they have a line of fire on any of my units. They also will reserve fewer or even no TUs if they are further away from their enemies.

That sounds just completely awesome ! Thank you so much for this.
It is to me the biggest flaw of UFO and TFTD : nearly half the aliens aren't actually attacking but roughly waiting around their spawn points, killing a bit the atmosphere as it often transform the last part of the battle into a "look for the aliens that are hiding since the beginning of the battle in a corner of a building" .

In itself it can be fun and tactically interesting, but that hide&seek fun is thrown out of the window when you play long sessions of the game with completing 4 or 5 battles in a row and the repetition of the camping aliens is just becoming annoying instead of "tacticool" , so an option that forces the aliens AI to actively looking for a fight is really something interesting to me.

Is this version of OXCE compatible with mods or is it vanilla UFO only for now ?

43
40k / Re: 40k future plans and Work in progress / Suggestions
« on: November 10, 2022, 09:18:09 pm »
If it was possible with the engine, maybe instead of those UFO Chrysalids type of attacks, have the daemonettes set the unit that is hit into a berserk state (i mean when they shoot randomly in random directions) for as long as the daemonette is still alive (so you lose control of the unit, due to berserk state, but can regain it if you kill the daemonette).

As indeed that feels too easy for those units to get rid of any of your high armored high ranked high super high stats expensive troops in just one hit, this kind of insta-kill (as you lose the unit anyways) should only be reserved to boss level types of unit.

For the bloodletter i think his problem may be that it usually die before he can reach a target, as when it attacks it packs a big punch. maybe that would be solved by giving the monster more TU (and increasing the bloodletter weapon own TU usage to balance it out ? ).



44
40k / Re: [how to]Playing 40K with old xcom view and engagement ranges
« on: November 10, 2022, 08:40:45 pm »
NOTE : that is only for 40K 0.33 and Rosigma 1.09D, further version of Rosigma will have different view distances, day and dark visibility settings, so don't use those macro for Rosigma version superior to 1.09D,  check the next post for newer version

Found a way to automate the process thanks to Notepad++ macro system (as trying to make it as a minimod would be pure masochism and taking way more time than i have), that as basic as the functionality unfortunately is (as you'll need to copy paste them instead of simply loading my macros) it will do the whole thing very fast and allow you to

- change the max view distance to 30 and carefully rebalance every troops individual day or dark view distance to take in account the new one.
and/or
- remove the additional maphack system given to the AI with the sniper/spotter OXCE function

Spoilerfor information the individual units day and dark view distance rebalance:
default 40k and Rosigma view distance was set to a humoungous 60
It will be replaced by 30

visibilityAtDay
120  -> 30
80  -> 30
60  -> 30
55  -> 28
50  -> 25
46  -> 23
45  -> 22
42  -> 21
40  -> 20
35  -> 17
30  -> 15
25  -> 13

visibilityAtDark
120 -> 30
80 -> 30
60 -> 30
45 -> 22
40 -> 20
35 -> 19
32 -> 18
30 -> 17
28 -> 16
25 -> 15
23 -> 14
22 -> 13
20 -> 12
18 -> 11
15 -> 10
9 -> 9

For a comparison in default UFO and TFTD, maxViewDistance was set to 20
And for units visibilityAtDay it was 20 for everyone and for visibilityAtDark it was 20 for aliens and 9 for the squaddies.

for this to work you NEED to have Notepad++ installed (as it's the best text editor you should have it anyways) :
https://notepad-plus-plus.org/downloads/

If you never had Notepad++ on your computer before, after installing, launch Notepad++ then quit it

Now go to
C:\Users\YourUSERName\AppData\Roaming\Notepad++\

If you never ever worked with Macro function of Notepad++, don't worry i put a detailled step by step tutorial , if you already know, just go download the file and copy paste their content where you know they have to be copy pasted.

With notepad++ , open the file named "shortcuts.xml" that is present there
At the beginning of the file you should see
Quote
<?xml version="1.0" encoding="UTF-8" ?>
<NotepadPlus>
    <InternalCommands />
    <Macros>
        <Macro name="Trim Trailing Space and Save" Ctrl="no" Alt="yes" Shift="yes" Key="83">
            <Action type="2" message="0" wParam="42024" lParam="0" sParam="" />
            <Action type="2" message="0" wParam="41006" lParam="0" sParam="" />
        </Macro>
    </Macros>

BETWEEN the last 2 </Macro> entries
Quote
        </Macro>
    </Macros>

Copy paste the content of the text files attached to this post (either from both, or from just one of them)
Close shortcuts.xml the file and save the changes.

Now this macro is setup if your installed 40_033 and Rosigram_main are installed to
C:\OpenXCOM WH40K\User\mods\40k_033\Ruleset\
C:\OpenXCOM WH40K\User\mods\ROSIGMA-main\Ruleset\

It's very likely you have installed it differently, in that case, open the shortcuts.xml you already edited, then press CTRL+F
It will bring the Find&Search window.
Click on the "Replace" tab, in front of "Find What", copy paste
Code: [Select]
C:\OpenXCOM WH40K\User\mods\40k_033\Ruleset\and in front of "Replace with", type the path where your openxcom is installed, by example if you have installed your openxcom in C:\Games\OXCE\ , you will then type
Code: [Select]
C:\Games\OXCE\User\mods\40k_033\Ruleset\
Then once you have things correctly setyp, click on the "Replace All" button

Do the same with adding at "Find What"
Code: [Select]
C:\OpenXCOM WH40K\User\mods\ROSIGMA-main\Ruleset\and your installed path in front of "Replace With", then click on the "Replace All button.

Close the "shortcuts.xml" and save the changes

Now load notepad++ again.
on the top menu click on "Macro"
You will notice there are 2 more macro
"disable AI Maphack 40k Rosigma" and "40K Rosigma max view distance 30"

click on the one you want to launch
You will have to click OK when asked (+/- 20 times on the max view distance macro)
Once you're done, you may want or not to click on the other macro to launch it (do NOT relaunch the macro you already used, as it would certainly break the carefully setup balancing completely)

When finished, either get rid of both macros (though you may want to re-use them if 40k or Rosigma are updated or you'll get back to the original mega huge view distance) in the Macro menu -> Modify Shortcut/Delete Macro , or simply quit and enjoy your xcom-ised 40k+Rosigam

45
40k / Re: [ADDON] ROSIGMA
« on: November 03, 2022, 07:33:54 pm »
They should be in   ...\Ruleset\BALANCE\ballistics_ammo.rul

Pages: 1 2 [3] 4 5 ... 8