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Author Topic: Brutal AI  (Read 1934 times)

Offline peirceg

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Brutal AI
« on: June 14, 2024, 09:26:54 am »
Is this mod compatible with Brutal AI? If so, I personally think they would go amazingly together!

Offline shinr

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Re: Brutal AI
« Reply #1 on: June 14, 2024, 10:56:13 am »
I can't seem to find the previous topic on it, but I remember that the answer was that X-Piratez is firmly designed around the default AI behavior, quirks and all, and will break quite a few important missions.

Offline jnarical

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Re: Brutal AI
« Reply #2 on: June 14, 2024, 10:58:59 am »
As far as I know, people play XPZ with Brutal AI. Don't know if there 100% compatibility, but BAI is highly customizable and could be disabled whatsoever.

Offline peirceg

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Re: Brutal AI
« Reply #3 on: June 15, 2024, 03:19:40 pm »
Thanks for the info... would you have any suggestions for what settings would be best for max. compatibility?

Offline Dreams_Of_Cheese

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Re: Brutal AI
« Reply #4 on: June 28, 2024, 08:41:38 pm »
I play XPZ on the BAI executable. I started out running it with AI but I started getting crashes whenever the Mohawk enemy type would appear. It's possible that's been fixed at some point but I figured it was more trouble than it was worth to keep the AI improvements on.

These days I just use the extra BAI features like the line of sight indicator and the enhanced cover system, the latter I can easily recommend as a huge improvement to the game.

Offline Ultimoos

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Re: Brutal AI
« Reply #5 on: July 01, 2024, 01:20:00 pm »
I wanted to use BAI for cover system as well. But I was afraid it would overwrite "sniper", "spotter" attributes from specific enemies in XPiratez. Could you share how did you configure BAI?

Offline jnarical

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Re: Brutal AI
« Reply #6 on: July 02, 2024, 09:48:11 pm »
I wanted to use BAI for cover system as well. But I was afraid it would overwrite "sniper", "spotter" attributes from specific enemies in XPiratez. Could you share how did you configure BAI?
I didn't mess up with those mechanics. Should be fine, but shit happens, so you could just check that out by yourself. Can't speak for BAI, I'm responsible for realistic accuracy part only.

Offline Abyss

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Re: Brutal AI
« Reply #7 on: August 05, 2024, 01:17:23 am »
I wanted to use BAI for cover system as well. But I was afraid it would overwrite "sniper", "spotter" attributes from specific enemies in XPiratez. Could you share how did you configure BAI?
If on, it not only overwrites sniper/spotter, it makes real moves like scouting and making hail of bullets towards your discovered units.
So, no cheating in terms of your units instant visibility after hitting spotter, each turn is rediscovery of your units.

If off, it should behave vanilla. But it's better to ask BAI author to confirm that.

Configure it with the least difficult constants, it is pretty overpowered.
Like, it will shot 4 out of 5 times possible, whereas vanilla units shot 1 time out of 4.
It will throw grenades 5 times more etc.

 

Offline Panzeh

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Re: Brutal AI
« Reply #8 on: August 05, 2024, 03:50:27 am »
Be prepared for missions with unsurrenderable melee specialists to go on for a long time- dogs most notably, they will, if they don't feel they can attack, find places to hide and ambush from and make the mission go on forever.  I highly recommend playing on lower difficulties with brutal AI as the encounters in piratez are not balanced around brutal AI, and play BAI on its lowest settings unless you really want to be forced into extremely cautious play.

Offline Abyss

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Re: Brutal AI
« Reply #9 on: August 05, 2024, 12:50:16 pm »
Quote
I highly recommend playing on lower difficulties with brutal AI as the encounters in piratez are not balanced around brutal AI, and play BAI on its lowest settings unless you really want to be forced into extremely cautious play.

I customized aggression and intelligence for XComFiles ruleset, so BAI can pick up these numbers instead of making every unit act same.
For instance of animals, it's aggression 3 which makes them tend to approach, or rush. If Leeroy flag is set, they will chase no matter what, if no leeroy flag - they will still take some cover, but prefer to bite the asses if tiny possibility appears.
Intelligence is how perfectly they move. If intelligence = 0 they move in more spontaneous manner, if = 5, they move perfectly and carefully, take best cover possible.
Same can be done to Piratez ruleset. All left is to pick up the BAI options for both "inherit aggression" and "inherit intelligence", disable some weird shit like "BAI avoids proximity grenades because they are seen on minimap" and voila.   

Offline N7Kopper

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Re: Brutal AI
« Reply #10 on: August 20, 2024, 02:16:05 am »
Be prepared for missions with unsurrenderable melee specialists to go on for a long time- dogs most notably, they will, if they don't feel they can attack, find places to hide and ambush from and make the mission go on forever.  I highly recommend playing on lower difficulties with brutal AI as the encounters in piratez are not balanced around brutal AI, and play BAI on its lowest settings unless you really want to be forced into extremely cautious play.
I don't know if Brutal AI fully supports mods with their own scout-sniper schemes. They're designed for certain units to be unable to report your position to other enemies, but Brutal AI treats all enemies and allies as a unified unit, unless the individual has the Leeroy flag - and even then other units can use his intel.

Considering how ball-busting Brutal AI is even playing vanilla UFO, enjoying conversions that are more difficult or more finely tuned towards certain enemy behaviours will be nightmarish, unless and until there's support for force-disabling certain enemy/ally types from being Brutal at all. Think a dumb turret or monster on a leash versus an enemy soldier. Of course, if such enemies do exist, the Brutal enemies should be able to observe their actions and make inferences as to what they're seeing/attacking. :P