aliens

Author Topic: AI Aggression and Intelligence ranges?  (Read 17338 times)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: AI Aggression and Intelligence ranges?
« Reply #15 on: February 08, 2017, 08:34:04 pm »
I've always wondered about this. By "remembering" your position, does that mean that all the alien units remember where you WERE or do they know where you ARE?

Yes, they know where you ARE for as many turns after spotting you as their Intelligence score.

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #16 on: February 09, 2017, 03:05:26 am »
Simply put, it's not intelligence or memory, but clairvoyance.

Offline Countdown

  • Colonel
  • ****
  • Posts: 246
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #17 on: February 09, 2017, 09:25:16 am »
Thanks for the explanation. I always suspected that was the case, but didn't know 100% for sure. Note to self: You can run, but you can't hide.

Offline Thirsk

  • Captain
  • ***
  • Posts: 62
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #18 on: February 09, 2017, 10:23:56 am »
Thanks for the explanation. I always suspected that was the case, but didn't know 100% for sure. Note to self: You can run, but you can't hide.

Lol saying it like that puts the image of a Scream/Friday 13th psychopath chasing you with a knife into mind!

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #19 on: February 09, 2017, 10:44:53 am »
Note to self: You can run, but you can't hide.

Well, if you just hide around a corner, they need to spend TUs to come closer to you and won't be able to shoot at all (or will get reaction fired at because of low TUs); and be sitting ducks or dead.
This feature (as every other feature) can also be used to your advantage :)

Offline Kjotleik

  • Colonel
  • ****
  • Posts: 100
  • I am Kjotleik
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #20 on: February 09, 2017, 06:25:57 pm »
Well, if you just hide around a corner, they need to spend TUs to come closer to you and won't be able to shoot at all (or will get reaction fired at because of low TUs); and be sitting ducks or dead.
This feature (as every other feature) can also be used to your advantage :)


...so, when will the Alternate Movement-methods be programmed into the AI? Teach them to take advantage of the Mutual Surprise rule for avoiding reaction-fire, and shoot you instead, when rounding corners would make them a bit...hm... harder to deal with, right?    :o ;D

...or does this rule not apply when they know where you are? I'm not sure...

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #21 on: February 09, 2017, 06:32:56 pm »
It does apply.

And what should really be done, is not allow xcom to strafe (...or trigger reaction fire anyway).
IMO running is fine and can be balanced... strafing is pure cheating of the engine (and not realistic anyway).

And now I should go stand in the corner of shame for using it too... what have I become?!

Offline Kjotleik

  • Colonel
  • ****
  • Posts: 100
  • I am Kjotleik
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #22 on: February 09, 2017, 06:51:58 pm »
And what should really be done, is not allow xcom to strafe (...or trigger reaction fire anyway).
IMO running is fine and can be balanced... strafing is pure cheating of the engine (and not realistic anyway).

Yes, I would welcome a change to not allow strafing. I know I don't have the discipline to avoid using it when it is so....so...available.    :-[
At the same time I feel that running is natural for soldiers in war. It is one of those things that I missed in the original game in the 90s.
The stamina-system is in itself the perfect tool to balance running.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: AI Aggression and Intelligence ranges?
« Reply #23 on: February 09, 2017, 07:08:28 pm »
And what should really be done, is not allow xcom to strafe (...or trigger reaction fire anyway).

Wait, so strafing doesn't provoke reaction fire? I didn't know; that's dumb.

But I don't think removing it is a good idea. Yes, the aliens can't use it, but that's a separate problem. Still, without it I would go back to how it worked in the OG: go back one tile so that I could make a diagonal step in order to come out looking at the enemy... It was silly beyond measure, strafing is much better.

Offline Kjotleik

  • Colonel
  • ****
  • Posts: 100
  • I am Kjotleik
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #24 on: February 09, 2017, 07:35:37 pm »
...without it I would go back to how it worked in the OG: go back one tile so that I could make a diagonal step in order to come out looking at the enemy... It was silly beyond measure, strafing is much better.

So the point is (if I understand you correctly) that it is the Mutual Surprise rule that is the problem. Even if you and the alien see each other at the same time, the alien should be able to reaction-fire IF it has the initiative (more TUs remaining x Reaction stats than the player.) And if the player has the initiative, he should be able to turn 90 degrees and fire at the alien after rounding a corner, before getting hit with reaction-fire.

In my head, it should work the same way for both sides no matter what rules are actually in place. It is not equal when strafing now, due to the AI not knowing how to do it.
« Last Edit: February 09, 2017, 07:37:09 pm by Kjotleik »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: AI Aggression and Intelligence ranges?
« Reply #25 on: February 09, 2017, 07:41:46 pm »
So the point is (if I understand you correctly) that it is the Mutual Surprise rule that is the problem. Even if you and the alien see each other at the same time, the alien should be able to reaction-fire IF it has the initiative (more TUs remaining x Reaction stats than the player.) And if the player has the initiative, he should be able to turn 90 degrees and fire at the alien after rounding a corner, before getting hit with reaction-fire.

Well, but if you don't see the alien before turning, it'll shoot you, since you have a huge penalty to your initiative check.

In my head, it should work the same way for both sides no matter what rules are actually in place. It is not equal when strafing now, due to the AI not knowing how to do it.

And I perfectly agree... But I don't have a solution other that "make AI smarter". :P

Offline Kjotleik

  • Colonel
  • ****
  • Posts: 100
  • I am Kjotleik
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #26 on: February 09, 2017, 07:54:58 pm »
Well, but if you don't see the alien before turning, it'll shoot you, since you have a huge penalty to your initiative check.

Yes, I've experienced getting shot rounding corners many times in the past. But at least that is equal for both sides.
I don't really know how much of a penalty it is on player/alien rounding the corner, though. You probably know that better than me.

Somebody, please teach the AI how to round corners! No?

I'll say goodbye for today now. I'll have to take a look at FMP 1.9.6c files. You gave me a little bit more work with my "Soldier Specialists" mod by introducing more name-files, you know.   ;D

But that's OK. I'm happy for more nations among my soldiers. I just hope I can get it done this week, or next, so that I can start playing again...   :)

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: AI Aggression and Intelligence ranges?
« Reply #27 on: February 09, 2017, 08:29:19 pm »
Yes, I've experienced getting shot rounding corners many times in the past. But at least that is equal for both sides.

Yes, but I would still be (kind of) forced to do the diagonal move samba, which the AI can't do... And no, I'm not saying it should. ;)

I don't really know how much of a penalty it is on player/alien rounding the corner, though. You probably know that better than me.

I can't remember, but it should be available on the Ufopedia.

Somebody, please teach the AI how to round corners! No?

You meant teach it to side-step? Tricky; we wouldn't want it to do so all the time... Only when it makes sense.

I'll say goodbye for today now. I'll have to take a look at FMP 1.9.6c files. You gave me a little bit more work with my "Soldier Specialists" mod by introducing more name-files, you know.   ;D

But that's OK. I'm happy for more nations among my soldiers. I just hope I can get it done this week, or next, so that I can start playing again...   :)

What kind of work? It's just a few extra files... Does it cause any problems other than adding a few lines to each type?

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: AI Aggression and Intelligence ranges?
« Reply #28 on: February 09, 2017, 08:33:21 pm »
There's a penalty for rounding a corner?  I thought it was only a normal reactions check because your soldier suddenly became visible without triggering mutual surprise.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 11722
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: AI Aggression and Intelligence ranges?
« Reply #29 on: February 09, 2017, 08:36:03 pm »
There's a penalty for rounding a corner?  I thought it was only a normal reactions check because your soldier suddenly became visible without triggering mutual surprise.

No no, there's nothing special like that. Only that if you walk straight on, and the alien is to the side, it will see you and you won't. So it is often better to go through a door sideways.

But if you can't go sideways, you can often move diagonally, except through a 1 tile door. Which is the next best thing to do, but it looks silly.