Author Topic: A few questions about comibining Hardmode-Expansion with Brutal-AI sourcefork  (Read 171 times)

Offline Xilmi

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From the Mods that I'm aware of, this and probably FMP are the ones, that seem most likely for people wanting to combine them with Brutal-AI.

So I'd like to know if this mod contains any units that have traits or weapon-types not available in vanilla.

An example for that would be turret-type-units that cannot move. While this particular example has already been taken care of, I'd like to know if there's other similar things I might not expect.

Another question would be, if Hardmode-Expansion enforces any specific advanced-options that might also have an impact on the AI. For example accuracy-drop-off of certain weapons. My AI can deal with hard-limits to range but accuracy-dropoff is handled poorly.

Offline Xilmi

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I actually tried it and it seems to be working reasonably well. :)

Offline hellrazor

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From the Mods that I'm aware of, this and probably FMP are the ones, that seem most likely for people wanting to combine them with Brutal-AI.

Making Hardmode more Hardcore and brutal as it already is you got my ears fully open and my brain ready to inflict more pain and suffering towards those who dare to enter the domain of my mod.
First and foremost I am really sorry for only replying to you so delayed. My Girlfriend was in extensive need of support within the last 6 weeks, so i basically had no time to do anything for myself or my mod...
Let me tell you avoid the fucking jabs! My girlfriedn got a brainstroke from the Pfizer shit and now my live is basically a rollercoaster since May 2021.

In any case is there a list of modable options for me to try out?

So I'd like to know if this mod contains any units that have traits or weapon-types not available in vanilla.

An example for that would be turret-type-units that cannot move. While this particular example has already been taken care of, I'd like to know if there's other similar things I might not expect.

Another question would be, if Hardmode-Expansion enforces any specific advanced-options that might also have an impact on the AI. For example accuracy-drop-off of certain weapons. My AI can deal with hard-limits to range but accuracy-dropoff is handled poorly.

I do have UFO Extender Accuracy Support with modified Drop Off and Range limitations for some weapons (Shotguns).

I actually tried it and it seems to be working reasonably well. :)

Uhhhh how can i also try :D????

Offline Xilmi

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Let me tell you avoid the fucking jabs! My girlfriedn got a brainstroke from the Pfizer shit and now my live is basically a rollercoaster since May 2021.
I had something weird happen to me about 20 years ago just 2 days after receiving a Hepatitis B jab. Felt like what I imagined a heart-attack to feel like. At first I really thought I was done for and it took about 6 weeks to feel normal again. So I've been extremely cautious in that regard ever since. There were a lot of red-flags with this one. Especially all the attempts of coercion even going as far as actual discrimination like not being allowed into any non-grocery-stores around a year ago. In hindsight this time felt so weird and surreal. I've read a lot of reports about similar things of what happened to your girlfriend and I feel like I've made the right choice to stay adamant. The implications of all that are really scary and I usually try to avoid thinking too much about it. But when I get confronted with stuff like that at places where I wouldn't really expect it. Like here, for example, it reminds me that I can't just keep ignoring it.

Range limits are no problem. Extender is something more general. It was taken into account in the algorithms that already were there and the only way I can think of doing something about it would be having a cut-off point where the accuracy is considered too low to be worthwhile. When I asked around I got inconclusive answers. Mostly that the accuracy displayed is not really a prediction of what will happen and if you are close enough you can still hit even at 0%.

AI won't take a shot at 0 accuracy but at any other it will. If it has several options it will do the one where accuracy * damage / Tu-cost gives the best value.

You now already know how to try and I've been thinking what additional options I could provide.

So far I've been thinking about the following:

1. cheating during movement-decision-making on/off (currently on)

2. different modes for attacking:
a) only what the alien can see
b) what other aliens can see too
c) with blind-fire
d) with outright cheating (being able to attack everything there is a line of sight to)
« Last Edit: December 02, 2022, 02:57:41 pm by Xilmi »