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https://www.youtube.com/watch?v=oa8ItdVdvYc
I think I figured this one out! I'll release an update with a new module (EvacuationFix) shortly that should hopefully fix this behavior. The latest update removed a check for a character having pressure protection for the HumanAIController.CalculateHullSafety method. This made the bots constantly try to find a safe location, and outside the sub is somehow calculated to be safer than inside (but still too unsafe to do anything other than look for a safer place to be).
Please let me know if the update works!
Combat overhaul
Bots check for friendly fire and try to avoid it by repositioning and automatically try to crouch when they are within the friendly fire range of the player or another bot.
I would also like to see them use more equipment such as grenades or giving them a shield, that makes them crouch in front of the player.
Talent use
Also it would be great if you could somehow make it possible for certain bot roles to use specific talents, that currently aren't viable picks on bots, especially when playing solo.
Captain:
Engineer:
Assistant:
I had debates about whether other bots beside the medic use CPR. To my knowledge, they don’t, which is unfortunate, since strong medic talents like
apparently don’t offer any reason to pick when playing solo.
I would personally also like to see bots somehow be able to water plants or feed pets
(If I understood it correctly, gardening and pets was intended as a time-waster for players when there's nothing else to do, but when playing solo and you literally have to micromanage everything, it becomes very tedious at some point.)
Talent use
I really liked your talent idea and already have something going in the latest update! Both "Inspiring Tunes" and "Steady Tune" should work, with the AI using instruments in their inventory (when idling) to fulfill the requirements. I'll definitely try to implement "Melodic Respite" as well since it's so similar (guitar being too big to fit in inventory was a bit annoying for now so I gave it a break) and both "Chonky Honks" and "True Potential" seem pretty reasonable to me.
As for "Non-Threatening", I'm not sure exactly how I would change anything. Do you want the option for the AI to act like a possum and ragdoll if there is any threat? I actually thought this talent worked somewhat since the AI would "naturally" ragdoll when really injured, but maybe there's some implementation detail I don't know about that prevents them from getting the buff.
"Stayin’ Alive" is a bit of a tough one. Generally speaking, AI medics scare me and dealing with anything medical is a bit oof. I only play with Neurotrauma as well, so I've honestly forgotten a bit about how the vanilla mechanics work. Is CPR useful if non-medical characters are able to do it?
Combat Overhaul
I definitely want to fix up some of the combat stuff (including a few suggestions from a little while ago, like less suicidal railgun nuking). It seems doable to figure out your crouching and shield idea. I personally would never let bots use grenades but I'm sure a lot of other people would love that sort of chaos help, so I'll see if I can figure out something.
Watering Plants
I know that another modder, RubbingMyAxe, has already created a custom order that tells the AI to water/fertilize plants. The last time I talked to them I don't think that they released it in the workshop as they wanted to finish a few things up. I'll probably avoid making something similar for the time being, since their implementation seemed to work really well.
Thanks for all the suggestions dude!
I hope that True Potential can somehow be implemented, as the idea is so absolutly stupid and op to revive with just one hit and practically making medics redundant (aside from the utility of some of their talents perhaps.) I think the talent is indeed intended for the assistant player to play dead by manually ragdolling (by pressing the default ragdoll button) before getting seriously injured when he is about to be or immediately attacked.
First picks in Greyshirt tree is about either avoiding damage or tanking a lot of it and protecting other crewmates. So bots with that talent should go in ragdoll mode when they get attacked and stop once the enemy ignores them.
Non-Threatening is btw considered a strong talent as it apparantly can let you also get away with some very stupid risky ♥♥♥♥, like doing solo away missions, since you can just "play dead" while injecting pain meds and probably survive.
In vanilla, when a character's vitality drops below zero, they lose consciousness and get an Oxygen Low effect. CPR is then needed to reduce this effect and bring them back to life. How effective CPR is in reducing Oxygen Low depends on the medical skill level (and talents).
Stayin’ Alive it's considered a very strong talent and usually a must-pick choice, as it literally can save lives when less skilled teammates attempt to perform CPR in the absence of the medic.
I imagine doing an away mission with a bot that isn't a medic, that can bring the player quickly back to live once the bot is forced to perform CPR. (Of course, the bot should be idle and not occupied with another task before performing CPR.) Just wildly imagining how this could work out.
I just like the idea of bots using more of the equipment you can give them. Grenades would probably be very risky, with the potential to cause absolute mayhem (which would probably be pretty funny to see). I think there should be some restrictions, like not throwing them inside the sub. They should also probably announce it and make other bots take distance, but yeah, it would probably often be suicidal as well when they throw explosives.
Np, good to know there is something similar in the works.
I would also call this a realistic clown assistant experience simulator, with the assistant constantly honking in your ear and making you want to shoot him in the face.
(Though that talent is probably intended this way to encourage players honking a lot, I think people using the mod will very appricate that you can adjust it in the settings.)
Also thought that I should mention it, Inspiring Tunes can actually trigger on any instrument regardless of what the in-game tooltip says. I even found out that assistants have a special music track that plays when they play a guitar with Clown Power, which is fun.
There should also be settings to prioritize when bots should consuming things like Pomegrenade Extract to treat injuries.
Well, maybe you’ll come up with better ideas how this could work out. There’s a lot to consider when it comes to the settings, but I imagine it would mostly come down to giving players full control to tailor the system to suit their personal playstyle anyway.
Make captain with the Drunken Sailor talent automatically consume alcoholic drinks in their inventory when getting attacked.
Also assistant with Psycho Clown talent should consume Hallucinogenic Bufotoxin/Anaparalyzant or Alien Blood (Though it will also cause organ damage) in their inventory before attacking an enemy.