Author Topic: Brutal-OXCE 9.1.4  (Read 67273 times)

Offline Abyss

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Re: Brutal-OXCE 9.1.0
« Reply #315 on: July 22, 2024, 05:40:24 pm »
Xilmi, zombies in XCF are not rushing again (aggro = 4 (zombies are Leeroys), intel = 6)
Previously, I reported this issue and you managed to return the original zombie behavior.
Something broke with few releases I skipped playing.

Currently:
- all zombies on map run towards you (regardless if they see directly you or not)
- making some weird moves near your agents (chess positioning + supposed blocking of shoots, which doesn't work for zombies)
- not screaming "GRAWRRRR" as usual in any point of the map
- positioning themselves in anti-grenade pattern with strict spacings between Z's (see screenshots attached).
Turned off "anti-grenade spacing option".

Supposed behavior (can be seen if BAI is turned off):
- only zombies who see or sense you will run towards you.
- when they reach targeted agent, they stand on place and bite. Just bite, not seeking for a weaker spot. 
- make GRAWRRRR scream at the beginning of their turn (each)
- don't care about crowd control. Don't care how many other Zombies are near.

SAV is attached

FYI: Current BAI build makes sense, I enjoy playing with customized units.rul file with inherited stats (both aggro & intel).
Strongly suggest to make mission-to-mission variables not only in the aggression settings, but also in intelligence (see previous message).   
« Last Edit: July 23, 2024, 01:06:51 am by Abyss »

Offline Abyss

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Re: Brutal-OXCE 9.1.0
« Reply #316 on: July 25, 2024, 01:08:25 am »
Report regarding human NPC picking up and using alien plasma weapons.
By lore, only X-COM can do that. And mostly lategame after cracking codes.

Offline zee_ra

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Re: Brutal-OXCE 9.1.0
« Reply #317 on: August 18, 2024, 12:21:38 am »
@Xilmi

I have some thoughts here https://openxcom.org/forum/index.php?topic=10870.msg165711#msg165711, with the interesting part of the thread starting at https://openxcom.org/forum/index.php?topic=10870.msg162989#msg162989, about how to slightly adjust the current hangar index system at the BAI.  Ultimately, the system is not bad, but there exists a snag with setting up a production base, which could produce two types of crafts -- space and fighter -- when we maintain distinction between space and fighter crafts (with the space-crafts requiring larger hangars).  The changes necessary should be relatively minimal, and would play very well in line with the current implementation.

Offline termidor

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Re: Brutal-OXCE 9.1.4
« Reply #318 on: October 09, 2024, 02:41:37 pm »
One quick question, in Xpiratez if I choose the setting  1 for Ai targetting, would it respect the standard OXCE spotter mechanics?

Offline Xilmi

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Re: Brutal-OXCE 9.1.4
« Reply #319 on: October 09, 2024, 07:57:17 pm »
One quick question, in Xpiratez if I choose the setting  1 for Ai targetting, would it respect the standard OXCE spotter mechanics?
No. With Brutal-AI enabled the standard-AI-behavior is ignored. Setting 1 means no spotting for others and only units who can see a target can attack it.
Setting 2 already means full team-vision and everyone can attack who is currently spotted.
Note that standard OXCE-spotting-mechanics make your units not just targetable on the current turn but also the amount of turns equivalent of the intelligence of the shooter afterwards.

Offline Kozinsky

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Re: Brutal-OXCE 9.1.4
« Reply #320 on: December 24, 2024, 11:18:17 am »
Could you please give a full detailed description of all the new features for modders, as it is described in the modding guide for OXCE?

For example, by studying all available materials on BOXCE, and reading a little bit the source files “Unit.cpp” and “AlienDeployments.cpp” I found such functions:
isBrutal(false), isNotBrutal(false), isCheatOnMovement(false), isAggressive(false), aiTargetMode(0), minBrutalAggression(0).
Maybe some more that I couldn't find and separate from existing OXCE functions.

Please give them a description for the current version of BOXCE.

Offline Akamashi

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Re: Brutal-OXCE 9.1.4
« Reply #321 on: January 08, 2025, 03:09:37 pm »
There are 10 enemy aggression values in xcomfiles. There are 3 of them in bAI. Does this mean that the "inherit unit aggression" parameter will not work correctly for all units that have it higher than 3?

Offline Xilmi

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Re: Brutal-OXCE 9.1.4
« Reply #322 on: January 08, 2025, 04:46:54 pm »
There are 10 enemy aggression values in xcomfiles. There are 3 of them in bAI. Does this mean that the "inherit unit aggression" parameter will not work correctly for all units that have it higher than 3?
There's 4 in bAI, if you start counting at 0.
But yes, everything above 3 will act the same as 3.
The OG only had 0, 1 and 2.

Offline Akamashi

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Re: Brutal-OXCE 9.1.4
« Reply #323 on: January 08, 2025, 07:56:48 pm »
There's 4 in bAI, if you start counting at 0.
But yes, everything above 3 will act the same as 3.
The OG only had 0, 1 and 2.

It's frustrating, but I can't suggest anything to improve. It would be strange to make xcomfiles a reference. And it is most likely impossible to determine the number of variables used for different levels of aggression and to make a gradation through the arithmetic mean.

((

Offline Xilmi

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Re: Brutal-OXCE 9.1.4
« Reply #324 on: January 08, 2025, 11:49:33 pm »
It's frustrating, but I can't suggest anything to improve. It would be strange to make xcomfiles a reference. And it is most likely impossible to determine the number of variables used for different levels of aggression and to make a gradation through the arithmetic mean.
I actually tried doing something like that in the past. But gradual aggressiveness never really seemed to work right. So I went with making only a few but very distinct ones.

Someone could make a submod for XCF by using some sort of automated script or something alike that parses through the files and replaces each of their aggressivenesses with a value multiplied with 3/10th and then rounded to the next full number.