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Aliens = Oracle/Seer/Clairvoyant


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As it said in the title.

While we on the ground battle map had to uncover the Black FoW and had to keep in check the grey FoW for any aliens movement, the Aliens themself had no FoW so can monitoring our soldiers movement and civilians.

And even better, the aliens knows who's the weakest or wounded soldiers of ours. So it mean, Aliens will have priority to kill the wounded or the most lower Hit Point soldier as prime target over another.

Can you make the game a little bit fair ? Make the enemy same as player. Start with full black FoW and had grey FoW. If you ask me how do I know this ? You can see how enemy moving with Xenonauts_gc_editor.exe and Ctrl-Q. See how enemy movement can predict our movement. And enemy always shoot the lowest HP soldier even if a high HP soldier are closer and on uncovered position.

I think this is a cheap enemy AI's script.:(

Not just this game, X-Com had the same cheap script too. Playing Multiplayers are more fun because both side don't know each other position, and flanking tactics can be applied. But you can't do it if fighting the enemy AI's cause they know your movement.

Other related problem were a damn coward but smart enemy's AI with a clairvoyant sixth sense. When near the Command Deck of every grounded UFO, they are stay still cover behind objects. But when I position my troops to the door and ready to charging the last enemy defense, suddenly they open the door and shooting my ready to charging soldier position close to the door. BUT, if I position my Soldier not near the door and ready to snap shoot any incoming aliens, they didn't dare to open the door and kept in defense position.

Again another cheap AI's.:(

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To be honest, choosing wounded soldier to shoot is the best one. Wont you do the same? Will you ignore the wounded alien and shoot someone else even you know he will back fire you?..

Same as the command room AI.. i realy love that.. you cant just let them wait at that room forever when you are prepare to attack.. They are doing this sometimes at ufo entrance too. I expect them not to come out and try to locate my troops and them some crazy alien go out and throw a grenade :)..

Sorry but those are not cheap tricks to me..

The aliens got senses at AI to notice where you are.. It could be your sight or sound like footsteps. And lets say an alien saw you, wont he call others? At least he will send your last position of you.. Like yourself.. Dont you locate an alien and send your troops? Do you forget a place where your soldiers die because its totally black now?

You come to combat place with a plane and begin from there. Its so clear where you are.. The thing is, you dont know where they are, they can be everywhere..

This game AI is one of the best at this genre.. You cant blame them because they act like you do :)

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I can't comment about the general map, but the reason why aliens in ufos will sense human soldiers when they get nearby is because during the beta there were a lot of complaints about passive aliens in ufos. It turned out that if the aliens in ufos don't know there are soldiers nearby, they passively wait in the ufo for their deaths, so what happens is aliens in ufos have their scripts start as passive, and switch to aggressive when humans are nearby. You won't ever have that changed because the alternative is passivity and easy ufo clears.

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The thing I want to address in here were, the enemy don't have FoW as we do. Their action know pretty much our location. I want the dev create the alien had FoW too. I want the enemy act like real human behavior, which, guessing where our location are. This AI clearly use trigger tactics too.

choosing wounded soldier to shoot is the best one

Me too definitely target the weakest enemy, but how do I know which one is the most wounded/weakest ? But enemy can know my weakest/wounded soldier even when they not even see me first or already hidden movement. This is clearly the script marked by AI of our weakest soldier.

When we are NOT near the Alien Command Deck's door, the alien keep in defend position.

But, when we are near the door, the Alien will send 1 or 2, depends of their last defend numbers.

So this is clearly became a daily routine which became bore me. Enemy always use the same tactics.

Enemy behaviour always the same, no matter what it races/alien type. Out field Sniper always near the ship, and the other grunts hunting civilians. Again and again.

Caesan - Humanoid & Bald alien should have their smart tactics, because their are weak physically.

Harridan- The Alien looks like Naruto's Ninja character, who have jetpack. Acting like sniper.

Reaper - No brainer only charge foward and do 1hK.

Sebilian - The Lizard race are Iron thick skin and should have been more aggressive.

Wraith - Teleporter alien, should make a confusing & unpredicted movement, but also they could make a blunder movement as they can spawn right on our fronts.

Android - as the name it is, should never using defend tactics but aggressive but smart movement.

But no matter the race, I always see them doing the same behaviour. Only the Xenopedia tell it's this and that, but in the actual combat, the thing that make the enemy act different was the weapon they equip, not by race uniqueness.

Only Reaper did the right thing, charging fronts and don't care as F#ck if they got shots and die.

Harridan always persistence keeping the high ground even when the high ground only size as 1 tile. This is ridiculous.

Wraith basically normal AI with the ability to move anywhere without obstacle limit. But because the Alien basically don't have FoW and can track our soldier position, Wraith never do blunder teleport that spawn to disadvantage position. (eg. spawn in the front to one of our soldier who on doing flank sneaking maneuver.)

Other Alien Race than that, have the same battle routine, act according the weapon they armed with.

I'm not complain for it's hard, I'm complain that this became a routine and easy predicted. Increasing level difficulties only buff their HitPoints and increase weapon damage, which again, it's a cheap scripted. Losing a soldier doesn't disappoint me after have the Predator armor. I want these Aliens had many different tactics that can make me fearing more to move freely, even on normal difficulties. But nope, there aren't there. I hope one of the modders can re-create the AI's behaviour more complex and give each alien race their own uniqueness maneuver.

Edited by DeGorro82
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Can you make the game a little bit fair ? Make the enemy same as player. Start with full black FoW

The aliens have already been at the site for some hours (or even a day+ in some cases) before you show up. Why wouldn't they have explored the area?

(Although that does raise the question of why they wait for you to arrive before they start killing civilians...)

Playing Multiplayers are more fun because both side don't know each other position, and flanking tactics can be applied. But you can't do it if fighting the enemy AI's cause they know your movement.

You can't? I flank aliens and blast them in the back quite frequently.

Other related problem were a damn coward but smart enemy's AI with a clairvoyant sixth sense. When near the Command Deck of every grounded UFO, they are stay still cover behind objects. But when I position my troops to the door and ready to charging the last enemy defense, suddenly they open the door and shooting my ready to charging soldier position close to the door. BUT, if I position my Soldier not near the door and ready to snap shoot any incoming aliens, they didn't dare to open the door and kept in defense position.

Easily explained without need of clairvoyance: The ships don't have windows, so they obviously must have external sensors which will show them when you're massing just outside. If you've done any base assault missions, you may have also noticed that they have interior sensors - if your troops are the only ones inside the command center, you get vision over the entire base.

It could be your sight or sound like footsteps.

That's actually one thing I would like added - an indicator showing where my troops have heard sounds. In the Silent Storm games, if you hear a noise coming from somewhere you don't have line of sight on, it puts a little "ear" icon in the approximate location so the player knows where unidentified sounds are coming from. Something similar would be very nice to also have here, although I realize that official development of the game is over, so no new features like that are likely to be added at this point.

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