XCOM 2
[WOTC] A Stronger ADVENT
74 条留言
solvius90 2023 年 9 月 3 日 上午 5:18 
It's a great work, thanks 👍
ZJwh5S 2023 年 5 月 4 日 上午 8:34 
@Boundir

I was getting a redscreen error in my logs:

[0016.95] Error: Redscreen: ImportText (Behaviors): Duplicate key index in: (BehaviorName=Advent_ABA_RedLastActionSelector, NodeType=Selector, Child[0]=TryExtinguishFire, Child[1]=TakePriorityShots, Child[1]=TryGrenade, Child[2]=TryShootOrReloadOrOverwatch_Adv, Child[3]=HuntEnemyWithCover, Child[4]=MoveDefensive)

Please update default ADVENT/XComAI.ini so the index 1 is not duplicated.

+Behaviors=(BehaviorName=Advent_ABA_RedLastActionSelector, NodeType=Selector, \\
Child[0]=TryExtinguishFire, \\
Child[1]=TakePriorityShots, \\
Child[2]=TryGrenade, \\
Child[3]=TryShootOrReloadOrOverwatch_Adv, \\
Child[4]=HuntEnemyWithCover, \\
Child[5]=MoveDefensive)

Thank you.
Rtma Eros Paragon 2021 年 10 月 21 日 上午 4:51 
New look for Spectre Prime. Thank you. 💖
Boundir  [作者] 2021 年 10 月 2 日 上午 7:31 
To some extent. Those mods overwrite the base game AI used for those units so the AI from ABA or ASA should not affect them.
Dęąth Viper 2021 年 10 月 2 日 上午 7:03 
is this compatible with purifier revamp, spectre revamp, and priest revamp?
Rhyse Montreago 2021 年 8 月 12 日 上午 3:37 
they will you glorious son of a bitch
Boundir  [作者] 2021 年 8 月 12 日 上午 12:56 
Haha! I hope your soldiers and their relatives die !
Have fun 👍
Rhyse Montreago 2021 年 8 月 11 日 下午 6:08 
what the fuck is wrong with you? this mod is fucked up and whoever made it is fucked up too, there is so much wrong with it and its so unfair. thankyou it shall make a fine addition to my collection lol well done. god a few mods on that make the game too easy so this definetely helps. the holy warrior on MCed units its dirty
Boundir  [作者] 2021 年 6 月 18 日 下午 2:55 
Haha hope they're killing you softly.
Anyone able to send me this version of the mod? That way I can update it and still have a backup.
Ajoiningsquid558 2021 年 6 月 18 日 上午 1:58 
Man if we ain't fucked enough there is more, Great mod.
Boundir  [作者] 2021 年 4 月 7 日 上午 1:53 
Might be a Steam/Launcher issue here. Nothing I can do on my end.
Make sure the mod is downloaded. It should be in steamapps\workshop\content\268500\1728797464
You can also try the alternate mod launcher for XCOM 2.
Hiroishy 2021 年 4 月 6 日 下午 7:52 
HI

in the New 2k Launcher, This doesnt appear in the mod manage
Taylem 2021 年 3 月 23 日 下午 3:25 
I'll gladly test for you if you wish, doing such is sort of my bread and butter. :)
Boundir  [作者] 2021 年 3 月 23 日 下午 2:54 
Nope it was to add RedDobe's targetable explosive if I remember correctly and it fits perfectly in.
Regardless I will have to update at some point because I did some changes since then. Just didn't get the time to test more.
Taylem 2021 年 3 月 23 日 下午 2:39 
The newest ABA was updated a few months after this one ... any problems between them at current?
Boundir  [作者] 2020 年 10 月 13 日 上午 12:17 
Most of those mods won't conflict because they change the units root behavior. Meaning any mod that change use and modify the vanilla behavior (A Better ADVENT, A Stronger ADVENT) will not have any effect.
If you don't manage to hit the Archon it will drop your soldier on his turn.
Syro System 2020 年 10 月 12 日 下午 4:16 
Will this conflict with the AI settings from "Priests revamped"? I know that one conflicts with ABA and already followed DerBK's instructions on what line to comment out to make the 2 mods compatable, but I'm not sure if the mind merge behaviour from this mod claches with anything.

Also out of curiosity, how does Icarus Drop work without ruler reactions?
Lebowskichild 2020 年 3 月 26 日 上午 9:53 
Oh man! Thank you very much. I was just looking for some guides and I think the ones you pointed me to will help clear up my confusion.

I really appreciate your help. I always feel bad for asking mod authors for help but it's so hard to learn when you have no idea where to start. All you modders are very gracious for making and releasing your work to the public and helping to improve them for those players experience.
Boundir  [作者] 2020 年 3 月 26 日 上午 9:38 
I made it in A Stronger ADVENT mod. If you don't use it you can just grab it from my mod
https://github.com/boundir/AStrongerADVENT/blob/master/A%20Stronger%20ADVENT/Config/XComAI.ini#L18
I made it so I could use TryCower behavior from A Better ADVENT.
TryHunkerToCleanseBurnSafe behavior is coming from ADVENT Future Complete AI Pack if I remember right.

If you need help regarding AI you can reach us on Discord. There are guides available on reddit too.
https://www.reddit.com/r/xcom2mods/wiki/ai/first-time-ai by NotSoLoneWolf
https://www.reddit.com/r/xcom2mods/wiki/ai/aiguide by DerBK

Feel free to ask any question anytime. If I can help I will 👍
Lebowskichild 2020 年 3 月 26 日 上午 8:33 
I think I'm understanding the part you are showing me but what is confusing me is, where the TryExtinguishFire behaviour is coming from in the first place.

Looking at AdventAvengers own AI mods he uses something called TryHunkerToCleanseBurnSafe as a Child option and I can't understand where that comes from either.

If I'm not using this mod but am just wanting to make the changes I want to other mods then adding TryExtinguishFire would not work?

Sorry to be a pain, I'm trying to learn as to not have to rely on other people's work and be able to make the changes independently. I understand if I'm asking too much but if there was a bit more guidance on AI editing for XCOM 2 I think the community could make some excellent additions.
Boundir  [作者] 2020 年 3 月 26 日 上午 8:21 
Ok so as I said you will want to add TryExtinguishFire behavior to the last action. Some units share the same AI with some distinctions. ABA Cryo Priest and Purifier for example

Claus's Pathfinder have one AI for each tier.
You need to locate the behavior that dictate the second action (note that they are not all made as 1st and last action) then add TryExtinguishFire as first child and increment the others.

-Behaviors=(BehaviorName=AdventPathfinderRedLastActionSelector, NodeType=Selector, \\
Child[0]=TryShootOrReloadOrOverwatch, \\
Child[1]=HuntEnemyWithCover, \\
Child[2]=SelectMove_JobOrFlanking)

Will become

+Behaviors=(BehaviorName=AdventPathfinderRedLastActionSelector, NodeType=Selector, \\
Child[0]=TryExtinguishFire, \\
Child[1]=TryShootOrReloadOrOverwatch, \\
Child[2]=HuntEnemyWithCover, \\
Child[3]=SelectMove_JobOrFlanking)
Lebowskichild 2020 年 3 月 26 日 上午 7:45 
Obviously I'm happy to put in the work but I just need to be sure of what needs to be added.

For instance, there are a number of different parts to the AI files but do I only have to change one specific AI tree for each unit type? And is that enough in itself to allow the enemy to use the ability?

I know this is hard to put across in a broad sense but hopefully you can help.
Lebowskichild 2020 年 3 月 26 日 上午 7:34 
Hi thanks @Boundir.

So the idea is that I want to add the hunker down AI to any modded enemies I have added to my game that do not already have it.

Eg. A Harder War: Advanced Aliens, A Harder War: The Fanatics, Advent Field Training, [WOTC] Advent General Revamp, ADVENT Medic, Advent Psi Ops, Bio Division, Claus's Custodians and Pathfinders, RealityMachina's Raider Faction mods and others too.

My point is I want to add the AI as I use [WOTC] Burning Disables Shooting https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1128805442
& it makes enemies too easy to deal with if they just burn and do nothing each turn.
Boundir  [作者] 2020 年 3 月 26 日 上午 7:03 
@Lebowskichild
You need to add TryExtinguishFire behavior to the unit AI tree. Preferably as first child and on its second action so it doesn't Hunker Down while flanked.
If you have an example on what you want to achieve I could maybe guide you better.
Lebowskichild 2020 年 3 月 26 日 上午 5:12 
Just this needed?

-Behaviors=(BehaviorName=Muton_ABA_RedLastActionSelector, NodeType=Selector, Child[0]=ShootWhenFlanking, Child[1]=MaybeSuppressClosestOnBadShot, Child[2]=TryGrenade_Aggressive, Child[3]=ShootWhenKillShot, Child[4]=ShootWhenSureShot, Child[5]=TryBayonet, Child[6]=TrySuppressClosest, Child[7]=OverwatchOverride, Child[8]=TryShootOrReloadOrOverwatch, Child[9]=HuntEnemyWithCover, Child[10]=MoveAggressive)
+Behaviors=(BehaviorName=Muton_ABA_RedLastActionSelector, NodeType=Selector, Child[0]=TryExtinguishFire, Child[1]=ShootWhenFlanking, Child[2]=MaybeSuppressClosestOnBadShot, Child[3]=TryGrenade_Aggressive, Child[4]=ShootWhenKillShot, Child[5]=ShootWhenSureShot, Child[6]=TryBayonet, Child[7]=TrySuppressClosest, Child[8]=OverwatchOverride, Child[9]=TryShootOrReloadOrOverwatch, Child[10]=HuntEnemyWithCover, Child[11]=MoveAggressive)
Lebowskichild 2020 年 3 月 26 日 上午 5:12 
Hi @Boundir, could I please ask. Would you be able to give a clear instruction how to apply the hunker down to enemy units AI?

Is it as simple as what you've done here for the muton or is there more under the hood?

I know I need Advent Avengers mod and that the behaviour can be added to other units but I'm looking for a little guidance.

Boundir  [作者] 2020 年 1 月 17 日 上午 7:27 
Same for loadout as far as I know. You will probably want to edit their file if you want to maintain compatibility with Purifier Grenades Fix. Had to do it recently in my mod.
Syro System 2020 年 1 月 17 日 上午 4:53 
But their mod also edits/gives them new abilities as well as a pistol.
Boundir  [作者] 2020 年 1 月 17 日 上午 2:53 
@Syro System
No. They seem to always change the AI root called by the unit and make their own. Meaning ABA or this mod won't affect those purifiers. It's the same for the Priest.
Syro System 2020 年 1 月 16 日 下午 5:03 
Creative xenos put out a mod to revamp purifyers, I'm guessing all lines related to purifyers need to be removed/commented out from this mod's ini in order to avoid conflicts.
|r.τ.α| Somm 2019 年 12 月 28 日 下午 6:03 
I haven't actually tried the mod yet, but nice picture.
DukeBurger 2019 年 10 月 16 日 下午 3:01 
@Boundir thanks for the quick fix
Boundir  [作者] 2019 年 10 月 16 日 上午 2:11 
No you're right they don't 🤔
Weird, but will fix. Thanks!
DukeBurger 2019 年 10 月 15 日 下午 9:48 
The muton pyros and infectors dont have there grenades , is anyone having this problem?
Syro System 2019 年 9 月 18 日 下午 4:06 
I've seen purifiers with pistols in Beagle's Operators vs Aliens campaign, and it makes them a lot more scary. Their flamer does seem to have a rather low chance to hit though.
Boundir  [作者] 2019 年 9 月 18 日 上午 2:51 
@RambelZambel
Good one. I will have to check how is the AI 👍
MaCC165 2019 年 9 月 17 日 下午 4:15 
i gave the purifier a pistol(in ur data.ini, the idea was to give gim a perk for return fire"repurpose abilites" mod), while this works, and to my surprise he addtional uses the pistol for shooting, i didnt look in ai.ini, but he does it rly good,
he attacks now civis, move blue and shot xcom, until he reaches u and can use the flamer or grenade, maybe u can add it
Boundir  [作者] 2019 年 8 月 18 日 上午 1:12 
Yes. You will also need to change either ABA or the revamp AI.
Syro System 2019 年 8 月 17 日 下午 6:29 
If I want to use this together with the ADVENT Priest revamped mod, can I just remove the line from this mod that relates to the priest AI?
Because I'm fairly certain the revamp mod needs to have new AI behaviour since it adds several new active skills.
Syro System 2019 年 7 月 27 日 上午 5:10 
I think it is possible to code an alien to have an "when it spawns as leader it changes all the followers of the pod into X" effect.
I know I've seen a mod at one point that had that type of coding. I think rulers have it too.
Boundir  [作者] 2019 年 7 月 27 日 上午 5:04 
@Syro System,
Will probably try the Dash&Slash thanks. I still want it to be able to do more.

Codex Prime will indeed clone without losing health, but it will only do it once. His reactions are mainly set to shoot if I remember right.

I want the Muton Prime to be able to work with his allies too. I need to see who he will appear with and see what I want to do.
Syro System 2019 年 7 月 18 日 下午 5:21 
I'm an idiot, went back and read your codex prime notes.
Well, maybe it can have a way to heal itself in addition to regen. Kinda like the opposite of normal codex, instead of generating a copy, it generates more "mass" for itself and heals.
This ability could either have a turn based cooldown or a reaction based one, punishing you for hitting it with many small hits.
Syro System 2019 年 7 月 18 日 下午 5:16 
Codex prime dropping a psi bomb on units that have used all their actions perhaps? That would certainly ruin most people's day. Or perhaps make it split into 2 full health copies on reveal (can't remember if it allready does this or not).

I can also warmly reccomend the mod "reload ends turn". Such a simple change, such a great impact. Combined with larger pods and yellow alert, it finally turns the game into the LW1 style gameplay I've been craving.
Syro System 2019 年 7 月 18 日 下午 5:06 
Valkyrie prolly just needs to be able to dash and slash :)
As for muton prime, take a look at the LW1 muton elite skill/perk list and see if anything inspires you.
Personally, I think it would be really cool if it had some sort of unique grenade (with a longer throw range, because those biceps), and carried multiple of said grenade. Would make you really think twice about your positioning before triggering it's reaction.
Boundir  [作者] 2019 年 7 月 18 日 下午 3:39 
There are still things I want to add to this mod like:
Valkyrie needs an ability to reduce enemies movement. So it can finally melee.
Muton Prime needs more abilities. Was thinking of a Shield ability.
Codex Prime needs to be more annoying on Prime reactions.
Syro System 2019 年 7 月 18 日 下午 3:16 
Good to see it's got the reactions. I wanted it to have either that or the 2 survivability things.
High force level enemies should be feared, like the heavy floater leaders in LW1 that could chew through 90% of a master sergeant mechtroopers health in 1 turn as soon as they got an opening.
That's why I liked seeing the "can't crit these enemies" mod so much :P
Boundir  [作者] 2019 年 7 月 18 日 上午 8:05 
The Shadow Prime have indeed prime reactions.
I'm not a big fan of making them live without the Spectre. I made changes so the Spectre is harder to spot as he will Vanish immediately after using Shadowbind.
Making him survive the Spectre death remove the strategic option: kill the Shadow, deal with the Spectre later or kill the Spectre to remove the Shadow. It would be kill everything, like we always do in X2 😅
Syro System 2019 年 7 月 18 日 上午 2:20 
Idea for the shadow prime spawned by spectre prime.
Prime reactions, survives even if the spectre prime is killed, doesn't get removed when the original soldier is revived from unconsciousness.

If it allready has these features, gr8 :)
N.C.V. 2019 年 7 月 16 日 下午 3:31 
Alright, thank you!
Boundir  [作者] 2019 年 7 月 16 日 上午 1:50 
Remove every lines in XComAI ini file about Spectre and Spectre Prime. You will probably also want to revert VANISH_ACTIONPOINTCOST to 1 in XComGameData_SoldierSkills.ini.