Author Topic: AI Aggression and Intelligence ranges?  (Read 17389 times)

Offline Thirsk

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Re: AI Aggression and Intelligence ranges?
« Reply #30 on: February 09, 2017, 11:43:35 pm »
Uh hold on a minute guys..did someone say there was a run option? How does one do that? Or do you just mean long movement on its own is considered running?

Online Meridian

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Re: AI Aggression and Intelligence ranges?
« Reply #31 on: February 09, 2017, 11:50:59 pm »
Uh hold on a minute guys..did someone say there was a run option? How does one do that? Or do you just mean long movement on its own is considered running?

Turn on "Alternate movement methods" in options.

Ctrl+click to run (or strafe when only 1 tile; or move turret when HWP).

Offline Thirsk

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Re: AI Aggression and Intelligence ranges?
« Reply #32 on: February 09, 2017, 11:59:11 pm »
Turn on "Alternate movement methods" in options.

Ctrl+click to run (or strafe when only 1 tile; or move turret when HWP).

What the.. I didn't know that! I figured you could strafe but didn't know you could Ctrl+click more than one tile. This game...what have you guys done...not that I'm complaining or anything lol.

So running I guess would use more energy but not trigger reaction fire? Is vision impaired whilst running?

Online Meridian

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Re: AI Aggression and Intelligence ranges?
« Reply #33 on: February 10, 2017, 12:03:09 am »
So running I guess would use more energy but not trigger reaction fire? Is vision impaired whilst running?

Takes one less TU, but one more energy per tile... no other changes in vanilla.

In OXCE+ it also doesn't stop when spotting an enemy.

Offline Thirsk

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Re: AI Aggression and Intelligence ranges?
« Reply #34 on: February 10, 2017, 12:10:04 am »
Takes one less TU, but one more energy per tile... no other changes in vanilla.

In OXCE+ it also doesn't stop when spotting an enemy.

That's brilliant! I'm going to try abusing..i mean using this whenever I can haha.

EDIT: So aggression can go up to 9 now?
« Last Edit: February 10, 2017, 12:27:45 am by Thirsk »

Offline Kjotleik

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Re: AI Aggression and Intelligence ranges?
« Reply #35 on: February 11, 2017, 03:36:09 am »
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?

Yes. But I go through them and make some changes:
Code: [Select]
Random Name
becomes
Random Name (H)
for Heavies
Random Name (A)
for Assaults
etc.

So I duplicate each name-file as many times as I have classes. And go through them manually. Since I cannot code, it would take me longer to learn how to make a script than to just [CTRL]+[V] the " (H)" parts at the end of names...

I don't know about you, but I would never remember the classes if I didn't have those visible in the names.
And now I've decided to add two more as well. Grenadiers and Ninjas (melee). I'm just looking for an experimental game where I can have some fun, you know. Roleplaying a bit, bragging about the lucky-shot sniper, crying for the did-reaction-fire-but-missed-causing-death-to-self Assault, etc.   ;D


PS!
It is not something I would ever consider "problems."   ;D
I like doing stuff like this, since it is so easy. Just ruleset-files with easily understandable syntaxes. No coding-knowledge necessary, really.
But, alas, it does take some time. Time that I enjoy, by the way. But time nonetheless.

Offline Solarius Scorch

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Re: AI Aggression and Intelligence ranges?
« Reply #36 on: February 11, 2017, 04:00:08 pm »
Yes, I understand now... I didn't know about the name modifications and I was worried I am missing something. :) Well, good luck with your work!