XCOM 2
[WOTC] Yellow Alert Gameplay (Unsupported)
Showing 1-10 of 20 entries
< 1  2 >
Update: 11 Aug, 2019 @ 8:43am

Set bRapidReinforcements to default false in the yellowalert.ini.

Removed the need for 2 bRapidReinforcements variables in the yellowalert.ini.

Update: 10 Aug, 2019 @ 7:56am

Added Rapid Reinforcements - Reinforcement pods get to act on the turn they reinforce (Disables their scamper move if they are within LOS of Xcom, but they still get two action points)

Fixed a bug, units that are injured now use the same chance of getting a reflex action point as green alert units. Prior to this they were using the yellow alert chance.

Set the default reflex action yellow chance to 40% (up from 38%)

Update: 20 Jul, 2019 @ 5:33pm

- Added the option to disable reflex actions during the first turn (as requested by Advent Avenger for the Dystopian Turn Order mod)
-Fix a small calculation error for the reflex reduction percentage

Update: 19 Nov, 2018 @ 12:39pm

Correction

Update: 19 Nov, 2018 @ 11:33am

-Incorporated Random Enemy Movement into this mod (With Author's permission)

-Added a movement fix for green alert movements causing them to stand still

-Added green and yellow bonus reflex actions for the enemy upon scamper during their turn.

-Improved explosion alerts so that larger explosions create a larger alert distance.

Update: 15 Nov, 2018 @ 1:13pm

Added Explosion Alerts - cars that explode and other objects as a result of fire now produce alerts.

Added Sound Alerts - Aliens and advents are now alerted by sounds that they produce, not just Xcom.

Alerts are now cleared once an enemy pod has investigated the scene and not found anything.

Reworked scoring for alerts slightly.

Removed alert scoring for throttling alerts when on yellow alert. (theses type of alerts will cheat or if you have random enemy movement mod enabled it will send pods off on a wild goose chase).

Added a long war fix in SkipTurn() that causes a pod not to scamper when their leader is killed. (If anyone wants I can make this optional, just let me know)

Update: 26 Oct, 2018 @ 4:04pm

Added configurable option to enable AI to AI sight activations outside of Xcom's vision.

Update: 12 Oct, 2018 @ 6:19pm

During my last update, I turned off the EnableAIToAIActivations by mistake. That's turned back on now.

I also cleaned up the code for the screen listener that detects those alerts and activates the AI units.

Update: 9 Oct, 2018 @ 7:59pm

Major Update
After learning more about how the alert system works in Xcom 2 I am able to improve the AI yellow alert system even more!

- Added SeesExplosion alerts - Fire Axis had the alert but never added the code to make it happen. Now you have alerts anytime an explosive object is destroyed, any enemy units within 30 tiles of the explosion hears the sound. This works for the reaper's claymore and any other destructive object that is targetable.

- Fixed AlertedByYell - Prior to this release the Yell alerts by civilians was partially working. Now any enemy unit within 27 tiles of the yelling civilian will hear the sound and respond to it. This fix came from the brilliant coders at Long War 2.

- Removed heatseekmove cheats by the enemy - in the vanilla behavior tree for yellow alert movement, if all alert data expires then the enemy cheats and heat seeks to xcom's nearest position. I replaced this with a random movement instead, so now they just run around the level randomly if their previous alert expired until they find something else suspisious or find Xcom.

-Fixed SeesAlertedAllies alerts (well not exactly) - This type alert was spamming the enemy pods every turn that are out of sight for XCom. So that when an alerted pod sees another pod, they alert each other each time in the same position. THis was causing pods to bunch up in groups and get stuck. Therefore I removed any value for these alerts when scoring alert data for the enemy units to move to. This alert still causes enemy pods to enter into yellow alert but does not create a movement point, they'll just move to another alert if they have one or use the random movement that I mentioned above. I wish there was a better fix but the function in XcomGameState_AIUnitData that needs to be modified contains a private variable array and I haven't figured out a workaround to modify it yet.

- Revalued alert cause scores

Update: 16 Sep, 2018 @ 7:35am

-Enabled group movement for pods on yellow alert. Now they move as group and use both actions to move as they did in Long War 2. Before they were moving seperate and even sometimes separating. As a result of this fix, I removed optional configuration for using green alert movement to keep pods together.

-Changed the default green alert movement check in the AI behavior tree so that it is only checking to see if they are on green alert. Before it was checking green alert or unrevealed, which was causing the tree to still use green alert behavior even while on yellow alert. Now pods actually use priority alert data to determine their next move location. Where as sometimes before they were homing in on Xcom's nearest location. This was also causing some pod units to not patrol.

-Fixed the way detected sound is scored for determing alert priority

-Fixed Target Score Chance in Enemy behavior tree to disable AI shooting with negative hit chances. This is not related to Yellow alert gameplay but I checked and didn't see any other fixes for this.