XCOM 2
A Better AI
124 Comments
Some Random Dude 30 Dec, 2021 @ 6:33am 
Have yet to test out the mod but so far these AI changes seem reasonable
Midnight 6 Jan, 2018 @ 4:04pm 
Still no news from creator on long war 2 compatibility?
Terkala 13 Sep, 2017 @ 2:19pm 
I'd love to have WOTC's new enemies at least pay attention to the mimic beacon. Some idiot forgot to add mimic beacon code to their AI scripts in the base game.
aopie 29 Aug, 2017 @ 4:04pm 
Please let us know when WotC compatability is live!
BloodRaziel 29 Aug, 2017 @ 7:36am 
@DerBK any news on the release of this mod for WotC ? i remember from your post on reddit that you already had it done, can we maybe expect a release within today?
Dragon32 26 Aug, 2017 @ 10:07am 
Some cool additions coming to this for WoTC: https://www.reddit.com/r/Xcom/comments/6w6lh7/a_better_ai_for_war_of_the_chosen_list_of_day_1/

So glad this is getting an update \o/
WaKKO151 23 Aug, 2017 @ 9:34pm 
Long War Support?
Aegelweard 7 Aug, 2017 @ 12:54am 
SO how about LW2 support?
reinhartalvaro 8 Jul, 2017 @ 8:11am 
Is this compatible with LW 2?
Dragon32 2 May, 2017 @ 9:48am 
@ZotaOTT[RU]:
Never seen that with this mod, what's the unit? Mod-added?
OotaOTT[RU] 2 May, 2017 @ 12:21am 
After the start of the battle, one Unit is hanging, standing and there is nothing to do ... how to address it.
OotaOTT[RU] 30 Apr, 2017 @ 4:01pm 
Dragon32 Thank you
Dragon32 30 Apr, 2017 @ 10:12am 
@ZotaOTT[RU]:
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.
OotaOTT[RU] 30 Apr, 2017 @ 6:37am 
Dragon32 yes) What and how should I change? And how to change the marking on the spot?
Dragon32 29 Apr, 2017 @ 2:39am 
@ZotaOTT[RU]
Do you mean enemies Hunker Down a lot? You can change the chance of a unit hunkering in the XComAI.ini file.
OotaOTT[RU] 28 Apr, 2017 @ 1:25pm 
The enemy often goes to a deaf defense( how to fix this?
Dragon32 21 Apr, 2017 @ 5:16am 
Noticed that one of the lines which removes a vanilla movement behaviour has two "-" at the start:
--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?
Dragon32 14 Apr, 2017 @ 3:28pm 
@keybearer:
No, just the AI.
DerHimmel 11 Feb, 2017 @ 6:58pm 
Does this changes the way reinforcement works? I had a squad of stunlancers dropping on me without cue (no flares) within LOS. Running a larger enemy podsize as well so they just teared through my squad.
DerBK  [author] 3 Feb, 2017 @ 5:20pm 
ABA2 comes with alternate files you can switch in to set vanilla podsizes.
Details in the second post here: https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/793861140/282992646972938696/
The Shreek 3 Feb, 2017 @ 5:14pm 
I only ask because I like your mod having improved AI and such however the increased party size and pod size I can do without. I just want new enemies and better Ai without adjusting pod size or party size. Is there anyway to make that possible?
DerBK  [author] 3 Feb, 2017 @ 3:30pm 
The aliens from the Alien Pack come with their own skill tree which they will continue to use. So, for example, ABAI wouldn't change how the LW Rocketeer uses his rockets or when the Muton Centurion uses his Warcry. The custom ABAI trees would only apply to units that use the vanilla tree. For LWAP, that is (afair of the top of my head) only the case for their tier 2 and 3 Vipers and Archons.

However the global changes (like cover priorities, movement profiles or shooting at panicked units) would apply to all of them.
The Shreek 3 Feb, 2017 @ 3:14pm 
How do the AI changes of this mod work with the long war 2 alien pack?
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?
Dragon32 21 Jan, 2017 @ 9:24am 
Thanks for the indepth analysis, DerBK. Sounds like (in your own time, of course) a ABLW2AI mod could be on the horizon (or at least on the same planet...)
Loving that abbreviation.
DerBK  [author] 20 Jan, 2017 @ 12:24pm 
The LW2 AI is fairly competent, if lacking some some finesse. It's insanely aggressive, their AI truely plays to win. LW2 puts Troopers in flanks if that means they can get flanks on your injured guys themselves. LW2 enemies shoot at anything, no matter if it's panicked, bound or even mind controlled. They are out to hurt you. And seem to prioritize anything they can kill. They also seem to generally give cover an appropriate amount of priority.

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.
Badyuyu 20 Jan, 2017 @ 12:14pm 
@DerBK Are you sure LW2 has a similar AI improvement than this? I played with ABA before and loved the cunning carefull Advent AI. LW2 AI from 1 missions now seems to runa round uselessly a lot, change from full to half cover for no reason or even active and stand right next to you flanked. Maybe just randomness though like I said just 1 mission so far!
Dragon32 19 Jan, 2017 @ 12:59pm 
Yeah, whilst A Better AI isn't specifically mentioned here: Mods Compatible with LW2 Rev.1.7

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
DerBK  [author] 19 Jan, 2017 @ 3:30am 
http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23382&sid=6e2c515d5b6bc4dcff2c00c1461400eb

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.
DerBK  [author] 18 Jan, 2017 @ 3:09pm 
Yes. When LW2 hits, i am going to make a playthrough with it on Veteran to get a feel for it. Once i beat it, i will start thinking about what i can adjust or should adjust.

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.
Deep Friar 18 Jan, 2017 @ 2:45pm 
Are you going to look at LW2's AI? I presume after playing it to get a sense of the mod's changes?
Doc Savage 14 Jan, 2017 @ 3:42am 
This + Rapid Reinforcements = Very Much Fun compared to vanilla.

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)
CocoBello 3 Jan, 2017 @ 10:40am 
Ok, thanks for the quick answer : ) !
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 : (
DerBK  [author] 3 Jan, 2017 @ 5:23am 
Yes, this is the same AI as in Better ADVENT. It definetely makes the game more difficult, depending on your own skill it may even make you have to drop down a difficulty over vanilla.

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.
CocoBello 3 Jan, 2017 @ 4:42am 
Hi ! I'm going to play my first run and I's like to know if "A Better AI" is hard as "A Better Advent" ? There's a clear warning on ABAdvent page but not his one.
All those AI changes are very yummy !
Dragon32 30 Dec, 2016 @ 6:10am 
Thought that'd be the case, thanks for confirming though
DerBK  [author] 30 Dec, 2016 @ 5:37am 
Well sure, if you disable the Better AI for Captains, those won't hunker down.

I'll see if i can put the Call Reinforcements stuff into ABAI by default when i do my next update to it.
Dragon32 30 Dec, 2016 @ 2:58am 
Another thought: it'd be worth updating the Description to note that a person will need ADVENT Avenger's Hunker Down mod to get the full benefit of the new update.
Dragon32 30 Dec, 2016 @ 2:05am 
Cool, subscribed.

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!
DerBK  [author] 30 Dec, 2016 @ 1:14am 
Just subscribe here. You can copy the modfolder over to where you have the other ones and then unsub, it's the same thing.
Dragon32 29 Dec, 2016 @ 1:23pm 
Thanks for updating this mod, sorry to be a pain but any plans to update this on Nexus? That's where I installed the mod from (I prefer to get mods from there where I can). If you've no plans to update there then I'd appreciate knowing that and I'll subscribe here.
PizzaSHARK 27 Dec, 2016 @ 1:17pm 
It'd make Mutons and Funlancers scarier, since I'd assume they'd have a pretty good CtH with their melee and they wouldn't have to move in order to use it.
DerBK  [author] 27 Dec, 2016 @ 8:53am 
One of the first things that every unit does in its turn is reacting to being flanked. This will lead to a movement, unless there are no unflanked positions available (very unlikely).
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.
PizzaSHARK 27 Dec, 2016 @ 6:05am 
Hey DerBK, just thought of something. Is it possible to add another "really good shot" sort of thing to the AI? I've noticed that if I point blank flank a unit and then overwatch them with other troopers, they'll always choose to run the overwatch rather than just shoot right at the person next to them (that they are mutually flanking.)

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.
PizzaSHARK 22 Dec, 2016 @ 4:55pm 
Excellent! Thanks for the update :)
DerBK  [author] 22 Dec, 2016 @ 10:23am 
This mod has been updated to include the AI developments from A Better Advent.

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.
Dragon32 14 Dec, 2016 @ 12:32pm 
Oh hell, take your time man. Enjoy your Christmas. Just the news that it's planned is enough for me. Also think I'm subscribed to AA's mod, just without enabling it. Yet.
DerBK  [author] 14 Dec, 2016 @ 12:26pm 
Absolutely.
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.
Dragon32 14 Dec, 2016 @ 12:18pm 
I was just reading the ABA 2 change log and noticed some really cool AI changes (well one leapt out at me and slapped me round the face: hunker down). Being a typically needy and pushy mod user I was wondering if you had plans to port those AI changes into this mod?
PizzaSHARK 6 Dec, 2016 @ 5:25pm 
Thanks for this. I'm giving ABA2 a whirl but I kind of like having a somewhat more basic selection of enemies and troopers to use and this gives me the option of still having the "not entirely retarded" AI from ABA2 without needing to have all of the new variants.
DerBK  [author] 24 Nov, 2016 @ 10:03am 
That's above my paygrade :D
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.