Author Topic: IQ 500 Floater  (Read 4889 times)

Offline cptelerium

  • Sergeant
  • **
  • Posts: 37
    • View Profile
IQ 500 Floater
« on: September 21, 2021, 03:41:39 am »
Base defence mission.

20 floaters,
20 floaters, 20 floaters on the road
20 floaters, and one had a blaster launcher
20 floaters, and one had a blaster launcher
20 floaters
20 floaters, and one had a blaster launcher,
pass the launcher around, and...
*pfsssss*
*bum!*
*Ourghh* *Ourghh*
*Ourghh* *Ourghh* *Ourghh* *Ourghh* *Ourghh* *Ourghh*
10 floaters, 10 floaters on the road

Truly IQ 500 move by them. But hey, they managed to nick like half HP of my 1 rocket tank  ::)

p.s. surprise base def (never seen the ufo coming...), thanks GOD I changed base to defensive base.

EDIT: the mastermind of this alien strategy woken up! (or stepped out of smoke/of upper level??)
he had BL equipped! (and I have alien picking up weapons disabled)
good that Sander was there to put him back to sleep, forever.

God this is really the base game ever, always something cool and interesting like that.

« Last Edit: September 21, 2021, 03:49:33 am by cptelerium »

Offline Chuckebaby

  • Colonel
  • ****
  • Posts: 385
  • Chrysalis are people too
    • View Profile
Re: IQ 500 Floater
« Reply #1 on: October 15, 2021, 01:27:32 am »
Thing that has been plaguing me on Base missions is that one last alien hiding in a closet somewhere.
it is so frustrating. For some reason the Motion sensors doesn't seem to work for me either in the "Final in Mod pack".

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1510
    • View Profile
Re: IQ 500 Floater
« Reply #2 on: October 15, 2021, 07:12:31 pm »
Thing that has been plaguing me on Base missions is that one last alien hiding in a closet somewhere.
it is so frustrating. For some reason the Motion sensors doesn't seem to work for me either in the "Final in Mod pack".
Check your radar. If it's not there, check upstairs in other facilities.
There is probably one hiding upstairs and unable to come out due to broken nodes.
I fixed the error in my own mod but the vanilla game and most other mods still have it.

Offline Chuckebaby

  • Colonel
  • ****
  • Posts: 385
  • Chrysalis are people too
    • View Profile
Re: IQ 500 Floater
« Reply #3 on: October 24, 2021, 06:28:49 pm »
you are correct, it always the last one hiding upstairs.

Offline ThatFurry

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: IQ 500 Floater
« Reply #4 on: December 05, 2021, 02:05:26 am »
That is just a beautiful amount of xeno corpses, their own friendly fire even!

Offline Xilmi

  • Commander
  • *****
  • Posts: 589
    • View Profile
Re: IQ 500 Floater
« Reply #5 on: November 18, 2022, 11:40:05 am »
I analyzed this while working on my AI. The point is that they are completely ignorant about of whether there's any units on the way towards where the missile is launched. This causes incidents like that all the time. Also the original algorithm tries to reduce the amount of way points so much, that wall-collisions are also quite common.
My algorithm is a bit more "wasteful" with waypoints but that makes it much safer to use. And if they run out of them, they simply try and get to a better position for the next turn.

Offline Chuckebaby

  • Colonel
  • ****
  • Posts: 385
  • Chrysalis are people too
    • View Profile
Re: IQ 500 Floater
« Reply #6 on: November 18, 2022, 12:34:02 pm »
I used to hate base missions but now I like them. They are good for newbies to build up some experience.

A little unrelated to the topic but..
The first thing I typically do is try to focus on the main threat.
Second, get some guys (with high reaction shot stats) in the upper floors for the missile, laser, fusion defenses. There's always 2 or 3 that will bolt directly for the top floor of the defenses.

And finally, if the base mission get drawn out and you can't find the last one, he is usually hiding upstairs in a work shop.