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Released Mods / Re: [SOURCEMOD] Brutal-OXCE 7.7.4
« on: November 18, 2023, 01:51:04 am »
@Xilmi,
I think the essential feature of Brutal AI mod that would make a gameplay interesting is the ability to configure the ability to play by stealth, while at the same time allowing the enemies to blaster you early.
So far, the observed behavior on the latest versions, when playing custom XCF-based mod, has been very plausible. With aiTargetMode: 3, aiAggression: 2, autoAggression: 3, cheatOnMovement: false, the stealth play is satisfactory, while the enemy does not seem to be dumb (e.g. the enemy does not attempt a zergling rush, and does not refrain from trying to actually do damage every turn, relentlessly). It is still possible to take Durathread Factory or a Cult Base with only two agents this way, albeit such encounter is a challenge in general. The enemy is also actually using launchers in that mode, which makes a huge, huge difference when encountering early legates or mummies in XCF.
So far, the only downside is relatively slow performance, especially graphical one, when soldiers are on the upper levels. I don't understand why that is the case: the openxcom level of graphics should pose no challenge for any hardware accelerated setup, even if coded straightforwardly and inefficiently.
I also noticed that the engine is not taking advantage of multi-core setups.
In terms of features, I think the most pertinent ones at this point would be the ones that allow certain types of explosion (e.g. "spectral smoke", which might as well be a regular smoke with a special flag set) to propagate through the walls.
I wonder, what set of config flags you find to be most optimal when playing your sessions?
I think the essential feature of Brutal AI mod that would make a gameplay interesting is the ability to configure the ability to play by stealth, while at the same time allowing the enemies to blaster you early.
So far, the observed behavior on the latest versions, when playing custom XCF-based mod, has been very plausible. With aiTargetMode: 3, aiAggression: 2, autoAggression: 3, cheatOnMovement: false, the stealth play is satisfactory, while the enemy does not seem to be dumb (e.g. the enemy does not attempt a zergling rush, and does not refrain from trying to actually do damage every turn, relentlessly). It is still possible to take Durathread Factory or a Cult Base with only two agents this way, albeit such encounter is a challenge in general. The enemy is also actually using launchers in that mode, which makes a huge, huge difference when encountering early legates or mummies in XCF.
So far, the only downside is relatively slow performance, especially graphical one, when soldiers are on the upper levels. I don't understand why that is the case: the openxcom level of graphics should pose no challenge for any hardware accelerated setup, even if coded straightforwardly and inefficiently.
I also noticed that the engine is not taking advantage of multi-core setups.
In terms of features, I think the most pertinent ones at this point would be the ones that allow certain types of explosion (e.g. "spectral smoke", which might as well be a regular smoke with a special flag set) to propagate through the walls.
I wonder, what set of config flags you find to be most optimal when playing your sessions?