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All the enemies and militia just do basically nothing, just moves here and there with almost no shooting.
Any tips how to adjust this?
1. Enemy units change stances much more frequently, which is mostly OK, but when the combat is over, NPCs who were enemies should stand up (or crouch), should not remain in prone stance. It's funny to talk to Pierre or Corazon while they are lying on the floor. :)
2. Enemies usually have grenades, but use them less frequently than I expected. A notable exception was a guy in Landsbach who used a grenade during the box fight. :D
Especially regarding enemies running into your overwatch areas to die one by one ?
Grenade use being affected by Explosives stat is a feature of Rato's Explosive Overhaul which I recommend wholeheartedly.
GPU rx6600 RAM 16gb CPU Intel i7
I tried my best to make it as efficient as possible, but the mod will increase performance cost :/
I am using the following mod Rato's Gameplay Balance and Overhaul 3 - cfahRED - v 3.58, Rato's AI Overhaul with Smart overwatch. But when performing the Overwatch action the function stops working.. The error that I present is a zero value when taking the weapon and the line as a guide is the following
print("RATMOD - overwatch calc n attacks, attk cost is less than zero:", atk_cost, "...") I get a value of 0
The mod stops and the AP points are 0, but if you open the mod and just save without modifying the mod, continue and present the overwhatch option with the mod editor so you can take it into consideration.
For this mod Rato's AI Overhaul It appears that people sometimes crawl on the floor after finishing the fights, an easy test is to see the foreman who hires people in the mine spend it on the ground and the militia guards some of you take that action too, thanks for the time I know that it is not easy to be fixing the mod
I can imagine it being tied to their Wisdom stat (since all AI also have all stats as far as I know, but I not a modder or programmer or anything, so I could be wrong). If it not, could it be in the future?
I have a question re: friendly fire for militia. I've seen militia avoid shooting allies while on overwatch (with an overwatch failed notification for clarity). But I just had a battle in which a militia member shot through another militia member standing directly in front of him (using autofire!) at a Legion soldier. He hit his target, but killed his team mate in the process!
So now I'm wondering if that was just a fluke event, or if militia (and other allies) also take into account friendly fire when shooting normally, or if that only applies while on overwatch.
I thought that they would always try to avoid friendly fire because I didn't see any cases in the N-Night fight (which typically has a lot in vanilla).
I'm also not sure if this applies to civilians or just allies. (In vanilla, the Fleatown Flea Market could be a killing zone for civilians, so I generally avoid training any militia there.)
Perhaps it would be easier to just boost both enemies and allies together rather than having a separate option for boosting militia?
There's some in-game lore support for this from the Major's observation that the militia were better than his Legion and also from the typical results of auto-resolved battles.
Boosting only the enemy stats seems to result in significantly higher allied casualties in battles like N-Night, but doesn't seem to alter auto-resolve expectations.
If all NPC stats are boosted (including NPCs that could be either enemies or allies), then it seems like the original enemy vs. allies balance would be more-or-less maintained.
But maybe this mod is intended to be used with the GC-Militia mod to increase the difficulty of tactical battles with militia only? I'm not using the GC-Militia mod and I'm actually quite satisfied with how militia and allies behave with this AI Overhaul mod, so I don't feel the need for full tactical control of militia.
Do the stat boosts also apply to militia and potential allies like the Coffee Beans, or just to enemies?
The "revenge" perk shotgun retaliation is also more dangerous with GBO because of the longer range of shotguns with this mod. Also, even when shotguns miss, they still do partial damage to targets in their cone of fire. I try to either shoot this type of enemy from far away or use mercs with the full body contact perk to attack in melee. The grit they get from the melee attack is usually enough to absorb the revenge shotgun retaliation, although I have to also be careful that their squadmates aren't in the shotgun's target cone on the retaliation.
From what I've seen with this AI mod, the enemies tend not to use run and gun and mobile shot unless they are in relatively close range where their chance-to-hit can be pretty high, especially if you are out of cover or flanked. Even SMGs and pistols can be pretty dangerous at close range with the GBO mod. I've had to adjust my tactics to try harder to keep these types of enemies at a distance using flashbangs, saltshot shotgun shells, and leg shots to slow them down as they try to close in.
I will try to add a score for non-iluminated positions
Your mod already has the AI try to illuminate targets with glow sticks and flares, so this would just be the other side of that feature.
Version 1.08 is really good already and far more realistic and challenging than the vanilla AI, without feeling "unfair." I've only faced the Legion so far, so I'm really looking forward to fighting the mid/late-game enemies.
Unexpectedly, my favorite feature of this mod is that allies take into account the risk of friendly fire (including not killing civilians by accident?).
This mod is amazing. Great job!
The rocket launcher may be due to a bad deviation roll in the custom deviation of EO. But I will increase the incentives of rocket launchers to be outside buildings.
- Prison level (L6): when combat starts, even if all units of the player are at the opposite side of the map than enemy, the combat turn based gameplay will not stop, it's always on, so I have to move all units by turn based combat to the enemy and kill him.
- Fort Brigand (k16): for strange reason enemies started to run to the end of the map by the dock, where there are boats and just hid then (10 of them), like they were trying to flank me around the wall. But there is no path around, so they just stayed there in that position all the time. Also my turn combat mode did not turn off even if I was on other side of the map.
Another AI problem: enemy does not run away from enviroment effects, like tear gas from grenades or mortars, and just stay there in the cloud until they die.
MODS used:
- Rato's AI Overhaul
- rato's explosive overhaul
- rato's gameplay balance
- JA3_CommonLib
- C-UAE Cross-Mod Universal Armament Expansion
No militia present (no militia mod either), only coffee beans. Maybe that narrows it down...
I am using the overall Rato overhaul and the GC Militia mod in addition to the AI overhaul.