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+Behaviors=(BehaviorName=ChooseKidnapOrExtract, NodeType=RandSelector, Child[0]=TryKidnap, Param[0]=70, Child[1]=TryExtractKnowledge, Param[1]=30)
The 150% is probably just there to ensure they always go for it when they have the opportunity , and even then, the actual kidnap chance is 70%. You can tweak those values, just like the "ignore Mindshield" stuff.
Not that far in, but I have yet to kill him once after meeting him four times, nobody died to him yet as I always managed to escape, but he did get 5 into bleeding out.
He just snipes one after another with his insane aim.
To be honest, I am happy he is a threat, even on legend he sucked before.
I'm having some issues with Assassin: she never attacks. I had 3 or 4 mission with her and every time she was there to chat, give away her position after a while and die.
I'm not using any other AI mods for Chosen, just "A Better AI".
If you can take all those mods, plus this one and still complain about the ease of the end game, i'll tip my virtual hat to you sir.
As for difficulty concerns, I agree that the Chosen (and perhaps the game in general) can be too trivial in the lategame. XCOM soldiers tend to excel at melting single targets, and the game doesn't like to throw many enemies at you all at once. I'm debating making a separate Harder Chosen mod that would address stat tweaks like that, add unused/new abilities, etc. but I'll be keeping this mod strictly AI-related as much as possible.
IMO, that's a separate issue to their AI. I'm mid-game at the moment and still finding the Assassin a challenge. I've only met the Warlock once and without mindshields found that encounter tricky.
I think one mod concentrating on the AI decision making and one on gameplay / buffs would be a sensible split. It could be that the latter requires changes in the former, I'm not sure.
Still I haven't got to late game yet (maybe their level three abilities can be bumped up?) and it's Insane Elite's mod so I'll leave it in their capable hands.
Point, throughout 6 campaigns in base XCOM 2 I never equipped a mindshield. Had some psi enemies (LW Alien Pack's Sectoid Commander) but never felt the need.
With the Warlock. I'm seriously considering it each mission where they could appear.
Would you guys be okay if I added in a new behavior that made the Warlock heavily devalue or outright ignore soldiers with a Mindshield when using psionic abilities? I have the script for it working, but since this isn't vanilla behavior I wanted to get some feedback on it.
You could also try Additional Enemy Perks by ADVENT Avenger. I'm trying to be fairly conservative about adding new features or perks, as this is meant to be an AI-focused mod, though I might be working on more difficulty mods in the future.
The issue you're having is with MOCX, go check the mod page again. It mentions that some people have the Hunter crash the game because of MOCX so there's a config option to prevent him from showing up in missions with MOCX.
Apparently it's caused by the Hunter trying to use Tracking Shot on a MOCX unit.
It only crashed when MOCX was ingame but not after they were removed via console-kill. It turns out that the hunter was REALLY far away though, so I wonder if the LOS indicators of trying to process that distance and what tiles are safe is what broke it?
I also removed the "tracking shot defense" mod from realmachina to see if that solves it in future encounters.
The only other option I see is from the config edits I made trying to force the chsoen to show up every mission they arent blocked from for some reason, but I never touched the AI files, the file I messed with to try and cause that was the defaultgamedata file, 'MinMissionsBetweenChosenAppearances[0]=0', and I have no idea how that would effect it. I didnt think your mod did that, from looking that the conffig folder and your goals/descriptions, but there is always that stuff thats barried in the code more that you cant accses without the modding tools or something else fancy.