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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.
Have fun 👍
Anyone able to send me this version of the mod? That way I can update it and still have a backup.
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.
in the New 2k Launcher, This doesnt appear in the mod manage
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.
If you don't manage to hit the Archon it will drop your soldier on his turn.
Also out of curiosity, how does Icarus Drop work without ruler reactions?
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.
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 👍
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.
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)
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.
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.
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.
-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)
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.
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.
Weird, but will fix. Thanks!
Good one. I will have to check how is the AI 👍
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
Because I'm fairly certain the revamp mod needs to have new AI behaviour since it adds several new active skills.
I know I've seen a mod at one point that had that type of coding. I think rulers have it too.
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.
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.
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.
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.
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.
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
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 😅
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 :)