If you don’t have any ideas about identifying monsters that need to disable brutality by default (such as werecats), as a last resort, we can manually register them all and attach them as a base mod. I will still add it for XCF. But, of course, with new monsters we will need to constantly update the list and this is not very convenient.
I don't think there will be much more monsters, because them (monsters) are just the arc of the early-mid game storyline.
Most of them definitely should be marked as non-BAI because of low intelligence (same to most zombies, but not all, ofc).
But what would you do with reduced amounts of them on map?
Say, you play with difficulty 2 => BAI gives you fair resistance => you enter map with VAI creeps and don't see any challenge.
Literally, all the magic of these missions was to defy 50-100 creeps with 4-6 agents.
Especially, early powerup of zombie hordes (100 rushing zombies vs 8 agents in Dragonfly)
With difficulty 2 it will be cut to 15-20 opposing units.
That's why I, IMHO, believe that VAI-controlled missions should be increasing the quantity of enemies.
To Xilmi:1.Randomly mixing up BAI- and VAI-missions most likely has the following effect: The player determines the most effective way to scout out whether they got BAI or VAI and then retreats from the BAI-missions.
2. Mixing BAI and VAI-troops in a single mission would be a lot more reasonable to achieve this kind of effect. Currently it's only possible to assign this on a unit-type to unit-type basis but not randomly.
1. Not that it would happen, really. Mods have aspect of:
- time: a lot of missions happen once in a month, skipping (retreating) from such mission will sometimes ruin your succession. XCF, in particular, has super-tight timeframe before actual alien invasion (tier 3 and 4) begins. Through 2 years you have to deal with all tier 1 and tier 2 cults.
- wealth/items/monthly score - not succeeding missions, you will lose it all. Some missions also have avoidance penalties. Losing score = cease funding = game ends. Last playthrough, I restarted campaign 3 times to understand how to deal with BAI while not ruining progress of the campaign (spoiler had to hire and train 100 agents simultaneously instead of 30 as in VAI).
Summ, player has to be prepared well and do as many as possible.
2. unit type = unit rank?
I think of additional RUL-parsed file that can set several characteristics and probabilities to each in-game enemy, including:
- chance of BAI/VAI control;
- chance of set aggressiveness in case of BAI control (like: aggro1 - 0,5, aggro2 - 0,30, aggro3 - 0,2);
- chance of unit amount multiplication in case of VAI control ("statist" crowding for low-mid tier units), etc
With all that input, experienced players could share insights of what these parameters should be.
I can.
2.1. If mixed behavior will happen, how would BAI adapt to such changes? Will it have to be re-learnt to work with VAI semiautistic brothers?