XCOM: Chimera Squad

XCOM: Chimera Squad

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A Better AI: Blood Dragon
   
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Tags: AI, Gameplay
File Size
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72.782 KB
24 Apr, 2020 @ 3:28am
24 Apr, 2020 @ 5:21am
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A Better AI: Blood Dragon

Description
-- ABAI: Blood Dragon --
-- Mod by DerBK --
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This is the ABAI release for XCOM: Chimera Squad.
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CONTENT

This mod is contained to the editing the XComAi.ini.
The following edits were done so far:

- Slight increase to the preferred engagement range of enemy units (10 tiles -> 12 tiles)
- Enemies do not feel compelled to move around just because they haven't done so in a while (yes, that's a thing in vanilla)
- Enemies will be much more disciplined about sticking to cover. (in vanilla, this was mostly only done by pod leaders)
- Removal of difficulty based factors. It is my belief that people who do not play on the hardest difficulty should still get the proper game instead of a dumbed down one. To that effect, the following things have been removed:
--- Difficulty based priority of wounded targets. This is now done on all difficulties to the same degree.
--- Enemies intentionally spreading their fire around on low difficulties.
--- Difficulty based priority of targets that have not taken their turn yet. This is now done on all difficulties to the same degree.
--- AI Block on Advent Captain who on lower difficulties doesn't know about his grenade (what a joke ... wait, are Captains even in this game? :D)

tl;dr: Removed AI shackles based on difficulty and highlevel engagement limiters.

So far no individual unit's AI trees have been touched.
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PERMISSIONS

Any modder is allowed to pilfer, re-use or re-upload any of ABAI:BDs assets, scripts, doodads and thingamajigs in any way or form that he wants to. I don't care.
99 Comments
FreeFormSage 2 Jun, 2020 @ 2:07pm 
Thanks DerBK. I need to learn how to do that. I want to do a little light modding myself, and maybe adjusting mods I'm already using is the gateway. Which means I need to get comfertable messing around with ini files.
Shitdivers 26 May, 2020 @ 3:18am 
Would the Reptile AI actually know if they are immune from past knowledge of failed poison? Like does it save the state of it happening in the current encounter from any units? It's not like it would be immediately obvious that medikits are carried.
Latis 25 May, 2020 @ 1:51pm 
some suggestions:

Reptiles venom spit: They ALWAYS go for it, even if they are open. There is no point on it since having a medkit makes player inmune to venom. also seems it doesn't have cool time, since can spit venom 2 or 3 times in a row. Would be cool to see they use their guns

Commando: they always throw smoke to his allies, even if you have an agent open for a shot they doesn't take it

Purifiers: They DONT attack civilians. If they are chosen to attack a vip, they just ran in circles

DerBK  [author] 21 May, 2020 @ 2:33pm 
Biggest difference between the difficulties probably comes from the enemy stats. On higher diff's the enemies have more crit, aim and hp. Some mission parameters are also different (for example, the mission where two enemies per turn are trying to flee is lost if 3 enemies escape on highest diff. On lowest, it is only failed if 6 escape. Timers, number of reinforcement waves, that kind of thing.Starting resources and rewards scale by difficulty. There's a lot, and it's not exactly hidden. The ini files have most of the values and they can easily be changed or looked up. Feel free to explore yourself :)
FreeFormSage 21 May, 2020 @ 2:08pm 
What I mean is, are these shackles on all difficulty levels except impossible, or are they, in vanilla, slowly released as you increase in difficulty?

Because if it's A and not B, that leaves me asking what the differences are between all the other difficulty levels. Not to mention wondering what else is hiding under the hood like what you've found here. Hmm.
DerBK  [author] 21 May, 2020 @ 1:41pm 
I'm not sure i understand your question.

There are a few "AI shackles" in the vanilla game that make the AI play worse intentionally on lower difficulties. On Impossible those are usually not there. This mod makes it so they are never there.

The most important one is the thing about spreading your fire around instead of finishing off wounded enemies.
FreeFormSage 21 May, 2020 @ 1:16pm 
Wait, those shackles are only removed on Impossible? They're all in place except on the highest difficulty?
Latis 11 May, 2020 @ 3:21am 
i see. Ty
faceleg 11 May, 2020 @ 12:55am 
Yes it's a pleasure to lurk in the threads of all your mods DerBK
vohich 11 May, 2020 @ 12:45am 
I like yoir approach. You always speak to your subscribers. Thank you!