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drages

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Everything posted by drages

  1. drages

    Suicide bomber aliens

    It could be tested, but even with huge Goal values which should target civilian at aggressive AI, it did not change the behavior. Maybe you can find a way to trick the AI to stay on xenos. Btw it's so cute to shoot..
  2. drages

    Suicide bomber aliens

    Hmm.. it's a different approach. But if it's detected, it could be kited easily and he got so much HP and his weapon is so powerful to kill even itself at full HP, it's a one shot weapon (kills anything with any armor if attack), am i right? Another possible problem could be about meleevehicle AI. If you use it, it will attack civillians or vehicles first %95 of the time even there is xenos near by. At my tests, i created 2 AI, A spawns B. A is a normal AI without meleevehicle and B is meleevehicle and they are both under same custom race. When i was fighting against A at close range (2-3 tiles) with many Xenos near by, after i killed A and it spawned B, B lost interest with any xenos around him and rush to a civillian even out of my view range in a building. So a really slow slime which targets civillians and vehicles could create some balancing problems. Here is the AIprob i created: aiprops.xml
  3. drages

    Suicide bomber aliens

    But it will die with a bullet from reaction shot. How did you balance the units hp and damage?
  4. drages

    [X:CE 0.34.2] Custom alien race passiveness

    I did not understand the activation issue you mentioned but some one wanted to get aiprob file from Google Drive. Was that you?
  5. drages

    [X:CE 0.34.2] Custom alien race passiveness

    Then i don't know. As i said, i don't have any problem about new created races, but i edited every single thing at my AI (not harridans). You can take our AI if you don't want to go into AI.. because many people tried many things and they died for this cause.. I am the only one alive..
  6. drages

    [X:CE 0.34.2] Custom alien race passiveness

    Mod merge at aiprob is a bit tricky. For that reason, at Xdivision we replace the file nearly, just to be sure to have our stats in the game.
  7. drages

    [X:CE 0.34.2] Custom alien race passiveness

    Did you try in as a mod with mod merge or directly at main files?
  8. drages

    [X:CE 0.34.2] Custom alien race passiveness

    I don't have specific saves, even I had it would be at Xdivision. After years of ai testing, I can say that you can't just create an aiprob file as written at descriptions. Because the game engine is taking the numbers and use them on a chaotic battlefield with tons of data included. As I believe that some descriptions are already wrong and not enough at aiprob file, there is something happening at background too. That group system stops androns to fire when there is drones. Probably there is something wrong at that code part. I can't say it's totally about androns or drone race because those were the only race which uses so many drones with them. Game act different for some unique situations too which you won't expect to see. For example if u use badly against many aliens, the melee are hugging your last soldier and the last one kills you. I tried many ai codes and I am using the best one now but it was not planned. Because some stats like cover and ambush behave so chaotic. If you ask me, nobody can create a totally controlled ai because of the ai progress by the situations. I can make them more aggressive and more logical because the best working stats are about the Los and hiding. If an unit is passive, there should be many problems. A wrong minus can change everything. If ai got low damage weapons with low acc and low tu would make it very passive too. As I know that, melee vehicle ability make the unit crazy for civilian and vehicles. I did not have any problem at new races I created too.
  9. Fire is a hardcoded thing and to be honest i am not a big fan of it. We got already tons of things so fire should be not a global solution and a chain reaction with fire could kill any computer and slow it down.
  10. You need to wait for our nexus version to download it. Sorry. Mod has not an issue about med kits. Maybe @Charon can help you about it.
  11. drages

    Suicide bomber aliens

    The only aoe damage type is rocket. You can make them kill themselves with some ai edit. Using reaction with this is beyond me. The problem is the damage and the unit hp should be nearly same. So it should not have so much hp and resistance. But it should arrive to melee range too. I think it's not doable without any Extra code. You can do it but it will be very limited.
  12. This game got 4 main damage and their resistances as kinetic, energy, incinerate and chemical. Every other dama types are connected to the main damage as resistances; as EMP, stun, AP and morale. For example you got a weapon with 50 energy damage, 100 stun, 20 ap, 40 mitigation and the enemy got 80 energy resistance. So: The main damage: 50-(80-40) = 10 damage.. Side damage as stun: 100-(80-40)= 60 stun damage. Side damage as AP: 20-(80-40)=-20 so 0 AP damage. A weapon can have every side damage but only one main damage. So all the resistance calculations goes over main damage and resistance type. For that reason, if you want to AP damage that enemy at example you need to have more then (80-40)=40 AP damage.. that 40 AP damage would be devasteting OP for an enemy with less energy resistance like 10.. so if you hit with 50 AP damage to an enemy with 10 energy resistance you would hit it with (10-40) as no resistance left with that mitigation and it becomes 50 AP damage which disables the enemy directly.. For short, at mid and late game which enemies got many different resistances, you can't have a weapon to AP them all.. AP weapons can be used to lock the boss units and make the mod much much much more easier..
  13. Please don't have @Mordobb Syndrome (tring to implant realism into a game with huge details).. Game don't have that kind of mechanic and if we add something like that, you can use it on all enemies including boss units.. so just delete all AP of the enemy and shoot.. there is no way to balance that.
  14. 1. Attack Point damage is not working with explosives (AOE) weapons. if @Solver want to add/fix that, it's another story. 2. AP damage is like everything, it should not be resisted by resistance. It's connected with main damage. For example you got a energy weapon with AP damage. If you want to damage your enemy with AP, you need to pass the resistance. You need to hit it until it's resistance is over or you need to have a very good mitigation (armour penetration). You need to have so big mitigation because AP damage is already low because it's about AP.. so maybe 20 to 50.. so after phase 2, enemies already start to get +100 resistances.. and the only weapon with that mitigations are anti-matter ones.. Can you see the calculation hell behind it.. and AP damage is something very powerful. You can lock even end game bosses with it, which we don't want to have it.. If a flashbang like so basic weapon got AP, you can spam it to any enemy to the death..
  15. To be honest, i got projects like "Enemy Within" and "Alliance Within"... one is an enemy race from humans (space humans or just earth humans at alien side) and aliens fighting at our side at the maps like the army and police guys.. but those are huge projects which will need tons of time.. so we need to finish the mod 1.0 first..
  16. Dunno, sometimes people need to hear some words about what he done.. if i don't, i want to kill you more and buffing the aliens
  17. Yeah, people just reports bugs :(.. nobody cares my weeks of work :(..
  18. Caesan rebel is for antimatter weapons.
  19. Most of the research-manufacture chain questions are for @Charon. No, we don't plan to make alien allow manufacturing.
  20. Most of your bugs are related about the game itself. So if there is something wrong about the new content, aliens, weapons, manufacture, research, yeah we can help but other things are %95 game engine.
  21. Yeah i tried to say that, they were huge compared to battlefield. Even 1x1, it's something for tactical enrichment of the game. More feature to have, more options to choose. I still like to have 2x2 ones too for same reason.. not make them game changer.. 2x2 units never changed any xcom games but without it, i feel that something missing.. like many UFO games just did not use air games at all which you done well..
  22. Hey Kirill! They are so many things to answer :).. 1. The economical aspect of the mod is not here yet. It's easy to get anything and researches are fast because we want you to have as much as you can for now for test purposes. So you can tell us any bug easier. At later, it will be much harder to get money and research so many things so fast.. 2. Many things are game engine limited. So a tank can't crush doors, a unit can't open dont because there is a tank.. We cant do much things about this. 3. Fire will be much more useful soon. If you use right weapon against right enemy, you can kill many things without fire. Yes we wigell make fire usefull against melee creatures. Xenomoprhs and reapers are easilly killed by fire. 4. There is no shock damage type.. it's energy based. 5. All damage types make damage and damage destroys the items on ground. There is nothing to do about that. 6. The mod is created for "veteran", so every stat is %100 at veteran.. normal and easy got lower stats enemies. So if you think normal is easy, you can go for veteran for full experience. 7. Hangars are not only place for alien assault units.. there is other points they can go in.. i don't know how the game chooses that. 8. Again, the AI code got a problem about alien units who likes vehicles so much. Melee units are automatically goes to tanks. It's hardcoded. But I am working on some balancing at this. 9. There will be some weapons with AP losing. 10. If it's red, it's blood weapon which is a chemical. 11. Alien tanks don't have big guns for balance issues.. But we will look for it too.. 12. We can't use psi weapons, only aliens can.. --------------------------------------------------------------------------- We are working on a huge patch about all aliens. As you see from the dev videos we share here, they will be much more unique and special. I nearly finished the Androns, with totally new concept. Andron Patch is only 2 GB :).. As i said give a try with Veteran difficulty. We will see what you can do :).
  23. We don't talk about manned vehicles here as big as humvee or a real tank. I said 2x2 vehicles like at original X-Com which got a bit more hp and armour and got some a bit bigger guns. They are used for safe scouting, some fire absorb and gaining time at battlefield. It was a tactical aspect and a balancing point against alien counterparts. So can you answer me about, if there is big aliens like 2x2 or 3x3, won't they have a bigger "gun" to kill any soldier with ease?.. so if the aliens will that kind of power with big units, what will we use against them? Maybe you got some very heavy armour or mech idea, but it goes to same point "big unbalanced weapon caring capacity of a big unit".. X-1 Vehicles got big problems, because they were huge as 3x3 and the maps are not created to use them at first place. Any 3x3 drone or vehicle could not move far because of the undestructable flowers on the ground. I don't know what you plan, you are right, but i can see the possibilities. Your map design with different layers as high and low grunds, is not looking to work with more then 1x1 units. Because there should be a flat ground to move something bigger then one man. You can create some four or more legged big units to able to move that kind of ground system but i don't expect such mechanic too because it would need a huge work.. Even you try to use 2x2 or bigger units on that map system, it will be same as X-1.. big units, which can't move more then 10 tiles.. As i said, if you plan to replace a mechanic with much cooler and usable one, i don't worry about it. You should already got an idea about the game you are making, so tell us the big picture even the possibilities so we dont mislead. You are the only dev who works with player base at the very beginning. So i am giving my opinion about it as someone who is modding X-1 for 2 years nearly, not only as a player..
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