Coming back to replying to the "normal" kinds of posts here after that horrifying excursion to the memory-corruption-bug.
Yeah, I can. This previous savefile I attached is the mission that I tried multiple times with various aggro settings. The 7.13.1 where I set recommended 1/2 "baseline" + modder-set squashed my units in 10 turns, just because every enemy attacked simultaneously, minotaurs rushed with macro-flamers and axes (actually, I love how BAI prefers macro-flamers instead of melee option). Also, BAI thrown more grenades. I was lacking ifrepower and had to decide whether I should fire or reserve TU's for incoming enemies. None would help, because it's map with 50 enemies.
I actually sat down and played that map myself just now with 8.0.4. Took me a good hour. I lost while killing 27 enemies in 20 turns. But admitedly I played a bit poorly in regards to the proxy-grenades. I forgot my soldiers had them and repeatedly stepped into my own mines.
This mission has tons of cover so I can very well imagine that the AI can do a good job with being aggressive on it. They also threw lots and lots of grenades. The high health-pools compared to the damage and the availability of medikits also helped me under consideration that the enemy played less aggressively. It meant I actually could make use of the medikits.
What also was extremely helpful were the civilians. They were "tanking" a lot of the minotaur-attacks. Most of the minotaurs died early after exposing themselves by attacking civilians. Had the civilians not been and I the target of their attacks I'd have had much higher losses early on, I suppose.
Overall the level of challenge felt good considering me probably not playing very well.
Well, that mission was pain in the ass (I dealt it 4 times, lost badly 3 times and easily won on 4th). It usually spawns in mountains/open field, but now spawned in close urban area. That is why sniper-rifle loadout was wrong. I clearly don't wan't to play it again to check.
You mean you didn't replay the same mission but only a similar one? The one you won was the one in the urban area or not? It's not entirely clear to me.
But clearly not in case of battles vs x3 enemies (of same power), where rushing strategy for AI is better.
A TFTD-player told me that for his play-style it is very helpful if the AI rushes. I think the main difference between the scenarios is weapon-range. In vanilla-TFTD all weapons have infinite range. When there's more units with short range, the entire team probably should play more aggressively.
My idea is that the AI should determine the proper approach based on situational in-game-logic. Another important point is decisiveness. So some units hanging back while others try to push and overall it creates a trickling-in-scenario is definitely not the right play.
The thing angered me was when BAI in two turns thrown 5 units through the same door, which had exit tile in reaction-sight of my snipers. That was enough to get that something goes wrong with decision making.
Okay, this really sounds like it could be related to the bug fixed in 8.0.2:
"Fixed an issue with the spotter-determining-code that caused the spotter to think their friends would always have enough weapon-range."
This probably caused them to nominate one spotter after another thinking other units had it's back when they didn't.
Also: I know you like Ironman but when it comes to producing saves that showcase a buggy behavior, that's not useful as Ironman doesn't make rotating autosaves, which are very helpful to catch buggy behavior. You can turn off Ironman by simply manually editing the save-file. I do that every time with your saves so I can test properly.
Well, the 4 for max aggressiveness is arbitrary number to which everyone got used to. And it was introduced by you.
I think simpler is better. So, if you chose this over min-max range, no trouble.
If min-max in same battle, then bunch of attackers, bunch of lurkers and so on. Which will result in force split. Which, in its turn, will lead to lose of competitive power. In theory. I don't know what will happen during real gameplay, given all these advances in BAI decision making.
In a way that "fluid"-aggressiveness-scaling seems like a bad approach when it comes to decisiveness. I put autoplay to maximum because anything else ruins the comparability of my benchmark-saves. But I see sometimes that this kind of approach works well enough. I have an idea for something that is kinda similar to maximum but that situationally considers cover when the unit made contact and it's readily available.
I'm thinking that situationally recognizing whether to perform this behavior or the current one is probably a better goal than indecisiveness caused by aggession-fluidity. Think about it in a WW1-Trench-war-scenario. You either stay in your trench or you try to storm the enemie's trench. There's no in-between, where you slowly inch-forward towards their trench or some of your side stay in the trench while the others rush forwards.
Yep. I am going to make a submod, so players don't have to do anything.
I'll do it right ahead after getting the understanding of actual/final decision weights.
So that would be great to chat on them and/or look at formulas, if you share the lines where to look at and how to understand them.
But then, approach should be verified, at least not drastically changed every new version.
My convictions are very volatile. Like I'm very quick to change my mind. I'd say at least in the current situtaion there isn't too much benefit for setting all values in a sub-mod, while I'm thinking about drastic-changes to the aggession-model.
The formula is pretty much this:
100 / (discoverThreat + walkToDist * myAggressiveness);
discoverThreat is measured in TU. It basically means: "From where I think the enemies are. If I move to that tile, how many combined TUs will the enemies have from where they could spot me.
walkToDist is the distance of the reachable tile that is closest to the enemy + the max-TU of the unit.
As you can see, the more aggressive, the bigger the impact of the distance compared to the discover-threat. If discoverthreat and aggression both are 0 then it will use 100 / walkToDist;
UPD don't take my whining about "AI is too easy" and "AI is too strong" as bipolar disorder.
I am looking for balance that kicks my ass, but yet is possible to beat:)
I think my reaction to "too strong" in the future will be: "Then mod it easier/lower the difficulty", whereas I will take to "too easy" very seariously and will want to look into the reasons for that and what to do about it.