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So glad this is getting an update \o/
Never seen that with this mod, what's the unit? Mod-added?
Change e.g. this line:
+Behaviors=(BehaviorName=TryOverwatch10MaybeHunker90, NodeType=RandSelector, Child[0]=TryOverwatch, Param[0]=10, Child[1]=TryCower, Param[1]=90)
To
+Behaviors=(BehaviorName=TryOverwatch10MaybeHunker90, NodeType=RandSelector, Child[0]=TryOverwatch, Param[0]=40, Child[1]=TryCower, Param[1]=60)
And so on for the other, similar, BehaviourNames called TryOverwatch ## MaybeHunker ##
And how to change the marking on the spot?
Is, I assume, the Reinforcement flare. That's part of the base game and nothing to do with this mod. I have no idea how to remove it.
Do you mean enemies Hunker Down a lot? You can change the chance of a unit hunkering in the XComAI.ini file.
--m_arrMoveWeightProfile=(Profile=Fallback, [...]
Presumably that means that vanilla line won't be removed from the vanilla XComAI.ini as the line doesn't match exactly?
No, just the AI.
Details in the second post here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/793861140/282992646972938696/
However the global changes (like cover priorities, movement profiles or shooting at panicked units) would apply to all of them.
Would your decision tree adjustments work for every version of the stun lancer in that mod or just the base? Also would your global parameters change all new enemies if both mods were installed?
Loving that abbreviation.
Areas that could use a little touching up are the details, the kind of thing that i have been working on a few weeks ago: Reactions to being flanked, handling being suppressed, using abilities in a more clever way.
To sum it up, they did a great job of giving global parameters that work. What could use some more detailing is the behavior trees and how diverse the decisions in it are.
Improved AI 1.47, a mod with similar goals if different execution, gets this comment:
This mod has a similar function to a mechanic built into LW2
Yeah, looks like Peacock Interactive got this and that ABAI may even get obsolete in the end once LW2 is around. We'll see how it plays out in practice, but that all looks phenomenal and plug many of the holes that ABAI is supposed to care about.
I wouldn't worry too much about the enemy specific AI from LW2, if their Alien Pack is any indication they know what they are doing. If they also tackle the AI in a more global way like i do, remains to be seen i guess.
And some not so nice reminders when you forget to pay attention; like when your killer assault learns first hand that bleeding profusely is not conducive to good health because you put them too close and they miss two out of three close quarters shots... Yah, that's gonna leave a mark.
Thanks much for making this available without the numbers spam. (not that there's anything wrong with spam)
I'll give it a try with a lower difficulty, would be a pitty to see an ennemy sniper leave his cover to frolick in the open : (
However, the reason why ABA has extra disclaimers about its difficulty is because of the increased enemy counts in that mod - something that doesn't apply to Better AI.
All those AI changes are very yummy !
I'll see if i can put the Call Reinforcements stuff into ABAI by default when i do my next update to it.
In my previous manual install I'd modified the XComAI.ini to restore ADVENT Captains to the vanilla behaviour. This was so I could keep using Call Reinforcements. I seem to remember that, unlike with ABA, I wouldn't be missing out on much Captain-specific behaviours.
Is that still the case with 2.00? Or are there some new Captain-specific AI tweaks, like the Hunker Down ability, I'd be missing?
Thanks!
Now of course i could put some further checks in there to differentiate this behavior and maybe make the unit shoot instead if it's very unlikely that it would survive moving.
Number of enemy overwatchers and hitchance from current position sound like reasonable conditions to use for the decision.
I will look into this, good suggestion.
For example, I had someone run up to a box a muton was hiding behind. He flanks the muton but is flanked by the muton in turn. Instead of just casually blasting (or meleeing) the guy that was standing right next to him and flanked, he tried to run the two overwatches I had set and died.
Any idea if it'd be possible to add or adjust a behavior so that they're very likely to take those shots? Go down shooting, basically? The muton still had one other member of his pod alive, so he wasn't trying to flee to a new pod.
I plan on making a series of further improvements early in the new year and this is the base for that. Find my discussion threads ("Let's Talk AI") on the r/xcom part of reddit if you want to know more or want to give your input.
The update for ABAI is probably the next thing i am going to do and the Hunker Down stuff is the main reason for that. Of course, i'll leave it to you to use a mod like the one i linked in the patchnotes to actually add the ability to enemies.
No promises on when i have the update ready, Will be busy this week, so i'll only be able to start looking at it after christmas. Might still be this year, could be early January. But it'll come.
It's not like i am making an actual game AI here, i just make some parameters to feed into the AI that Firaxis programmed. I likely can't give you any info that you can use as far as developing games from scratch go.