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drages

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Posts posted by drages

  1. 5 minutes ago, Suave said:

    Sorry to be dropping odd thoughts here - civilians and local forces still run into fire and die (aliens do not - apart of reapers amd androns I think). Also, not too sure if this is conected with the increased amount of civilians/troops, but it seems that usually 3-4 of them are waiting in the corner of the map. It also happened to me on a terror mission that I cleared the whole map and could not find the remaining aliens - after the map got uncovered after 20 turns, I noticed there were four different class Ceasans sitting in one corner (not on adjacent tiles, but within 10-15 tiles).

    Save files save lifes. Please add a save of that time you think there is a bug or odd thing, just save it and send us here.. so we can directly see and take care off..

    Civillian AI will be handled at next patch. Some aliens are passive so they dont want to fight so much.. and at terror missions there is defensive AI too.. i will rewise them too..

  2. 9 minutes ago, Suave said:

    Hello there,

       What rules govern what types of aliens we are going to meet on the mission? Random/percentage? I am just curious, because in my most recent playthrough (this time with a proper mod compilation and order:rolleyes:) I have had only one mission with Ceasans and about 12-15 with Sebillians...plus first Terror with mix of everything (heavy/medium/light drones, Androns and one or two Sebillians and Ceasans). Am I just a bit unlucky this time? This is probably the 50th or so campaign I have started (testing different settings/tactics/etc) and this is the first time like that.

       

    The crew of the UFO or terror mission is totally same for races.. so having 15 sebs and 1 caesan is a pure luck because there is nothing to code this even we want.

    Those mixed terror missions are andron based.

  3. 39 minutes ago, Suave said:

    I have mentioned earlier that my first terror mission is phase 2 - a bit too hard for starting guys. It happened again now - I am attaching a save game.

    AutosaveIM2016-10-29_14.51.03.sav

    Omg .. did u use that additional mods with x division? Why did you do that? You should not use any mod then we advised..

    That terror dreadnought and whatever mod would break all the terror missions of course.

    Please don't do that things again.. wrong reports make us panic.

  4. After normal, now veteran every enemy stats became to what they should, like resistances. They should already strong at their art in resistance.

    Grind is something we don't fear.Grinding makes you more powerful because everything you have connected what you can manufacture. This mod is not something you can finish one day. Its for people who likes long runs. Whatever you do, the new phase will come and if you are not a good position new phase will hit hard.

    I am happy that you survived terror mission.  

  5. 2 minutes ago, Solver said:

    Ah. Because there may be issues with non-Reaper melee units being, for instance, less aggressive. Not sure, it's not so easy to tell, which is why I asked about your first-hand experiences.

    Well, this was unfortunate.

    The reapers were more sneaky without any extra code at their aggresive AI coding. I needed to rise the numbers for make all melee units to engage xenonauts without thinking their lives. As you see at the code, I doubled all the weapon damage and target pathing preferences. At the end, i could handle the situation.

    Now i don't have any problem with melee AI at all.

  6. 3 minutes ago, Solver said:

    Aha. I may have found the thing that makes Reapers special. In that case it's a bit surprising that any other melee aliens work at all...

    Tell me, have you seen some unexpected behaviour differences between Reapers and other melee aliens before?

    I said that :P.. this game works with surprises anyway.. so i did not surprise so much :)

    Differences.. uhmmm... to be honest as the reapers only one shot zombify, it's hard to compare with normal DPS reapers. But i can say that, i worked on AI to make them aggressive.. they were very shy and mostly they did not want to attack.. but i handled it with the code.. so i can't say something specific.. maybe you can tell me about it and i can connect it to some behavior i experienced when i was coding the AI..

    The thing is, i think you read our topic too, melee got an urge against vehicles.. i was working on this and noticed this bug so stopped.. I don't see any other problem..

    I am waiting your news :)

  7. Quote

     

    NEW RACE Xenomoprh drone. DOES NOT attack vehicle.

    <AI MODMERGEATTRIBUTE="race" MODMERGE="insert" race="xenodrone">
        
            <Behaviour>
                <Pathing 
                    Environment ="-10"
                    Sight="-5" 
                    Cover="-15"
                    Ambush="-30"
                    EnemyInfluence="-25"
                    AlliedInfluence="0"
                    ProbabilisticSearch="10"
                    NearestEnemy="-5"
                    EnemyLOS="-8"
                    Goal="0"/>    
                <PathingMechanics
                    CautiousDistance = "1"/>
                <WeaponDamage
                    NormalDamage = "2.0"
                    StunDamage = "2.0"
                    EmpDamage = "2.0" />
                <Target
                    DamagePreference = "3" 
                    KillPreference = "5" 
                    RankPreference = "3" />
            </Behaviour>

        <Sounds death="ReaperDeath" injury="ReaperInjury" />
        <Props sightRange="16" suppressionMultiplier="0.0" moveSpeed="300" stairsMoveSpeed="200" />
        <GibbedSpectre name="particles/gibbed_alien/gibbed_alien" />

    <Rank  type="XDrone">
        <Behaviour>
                <Pathing 
                    Environment ="-10"
                    Sight="5" 
                    Cover="-30"
                    Ambush="-2"
                    Trepidation="2"
                    EnemyInfluence="-25"
                    AlliedInfluence="0"
                    ProbabilisticSearch="20"
                    NearestEnemy="-10"
                    EnemyLOS="10"
                    Goal="0"/>    
                <PathingMechanics
                    CautiousDistance = "1"/>
            </Behaviour>

          <Props APs="150" Resilience="60" Strength="60" Accuracy="300" Reflexes="200" Bravery="100" Abilities="Regeneration,MeleeVehicles" CrouchDisabled="1" />
          <Armour kinetic="30" energy="10" chemical="40" incendiary="4" />
          <Items killed="Items.XDroneCorpse" stunned="Items.XDrone" />
          <BloodHitSprite name="particles/hit_alienblood/hit_alienblood" />
          <Equipments>
            
            <Equipment>
              <PrimaryWeapon name="weapon.droneclaws" />
              <Belt>
              </Belt>
            </Equipment>
            
          </Equipments>
        </Rank>
        
        </AI>

    Quote

     

    REAPER AI Xenomorph drone, does attacks to vehicle.

     <AI MODMERGEATTRIBUTE="race" MODMERGE="replace" race="Reaper">  
        <Behaviour>
                <Pathing 
                    Environment ="-10"
                    Sight="-5" 
                    Cover="-15"
                    Ambush="-30"
                    EnemyInfluence="-25"
                    AlliedInfluence="0"
                    ProbabilisticSearch="10"
                    NearestEnemy="-5"
                    EnemyLOS="-8"
                    Goal="0"/>    
                <PathingMechanics
                    CautiousDistance = "1"/>
                <WeaponDamage
                    NormalDamage = "2.0"
                    StunDamage = "2.0"
                    EmpDamage = "2.0" />
                <Target
                    DamagePreference = "3" 
                    KillPreference = "5" 
                    RankPreference = "3" />
            </Behaviour>

        <Sounds death="ReaperDeath" injury="ReaperInjury" />
        <Props sightRange="16" suppressionMultiplier="0.0" moveSpeed="300" stairsMoveSpeed="200" />
        <GibbedSpectre name="particles/gibbed_alien/gibbed_alien" />
     

    <Rank  type="XDrone">
        <Behaviour>
                <Pathing 
                    Environment ="-10"
                    Sight="5" 
                    Cover="-30"
                    Ambush="-2"
                    Trepidation="2"
                    EnemyInfluence="-25"
                    AlliedInfluence="0"
                    ProbabilisticSearch="20"
                    NearestEnemy="-10"
                    EnemyLOS="10"
                    Goal="0"/>    
                <PathingMechanics
                    CautiousDistance = "1"/>
            </Behaviour>

          <Props APs="150" Resilience="60" Strength="60" Accuracy="300" Reflexes="200" Bravery="100" Abilities="Regeneration,MeleeVehicles" CrouchDisabled="1" />
          <Armour kinetic="30" energy="10" chemical="40" incendiary="4" />
          <Items killed="Items.XDroneCorpse" stunned="Items.XDrone" />
          <BloodHitSprite name="particles/hit_alienblood/hit_alienblood" />
          <Equipments>
            
            <Equipment>
              <PrimaryWeapon name="weapon.droneclaws" />
              <Belt>
              </Belt>
            </Equipment>
            
          </Equipments>
        </Rank>

     </AI>

    Quote

      

    DRONE WEAPON both AI used this..

     <Weapon MODMERGEATTRIBUTE="name" MODMERGE="insert" name="weapon.droneclaws" bulletType="melee" emptySound="Empty Click 1">
            <props range="1000" hands="1" recoil="0" weight="1" isHeavy="1" clipSize="999" isMelee="1" isIntegrated="1" reloadAPCost="10" reloadSound="" reactionModifier="0" />
            <SingleShot sound="ReaperInjury" delay="0.1" suppressionValue="100" suppressionRadius="1">
                <Set1 ap="20" accuracy="300" />
            </SingleShot>
            <BurstFire/>
            <GUIImage name="gui/weapons/stunbaton.png"/>
            <GroundImage name="grounditemimages/stunbaton.png"/>
            <Ammos>
                <Ammo name="ammo.ballistic.shockbaton" type="kinetic" damage="25" stunDamage="0" mitigation="0">
                    <Projectile/>
                    <Impact/>
                </Ammo>
            </Ammos>
        </Weapon>

    As you weapon and AI code are all same, only the race is different.

  8. 21 minutes ago, Solver said:

    This should not be so, there is nothing specific to Reapers. Something else might be different with your race or the weapons they use. Do they, for instance, have a weapon with bulletType "melee" and props isMelee="1"?

    I worked today fully about this.

    After tons of tests, i took "same" melee unit as a rank under reaper AI and "same" under xeno AI created by me. I put 4 of both to same map and i tested. 4 attacked to vehicle as soon as possible other 4 cleaned all soldiers and just walking here and there without touching to vehicle.

    So there should be a connection. Like the andron/drone relation ship as i explained to you.. there is something hidden in the game, which creates unexpected AI behavior..

    • Like 1
  9. 1 minute ago, platotle said:

    Hi,

    I just installed this mode;  In the first ground,  I just cannot get into the alien scout.

    There seems to be a door of the ship, But,  the normal way , that is, right click just doesn't work.

    Is this bug?  Anyway, there is just no way I can get into the ship....

    Please, help me.   (I'am using CE 0.34.1 and all the required addons are active....)

    Anybody has similar problem like me?

    Hey!

    You should patch your game to 0.99.31 as the final for now. It's all written at first page. You should update your XCE to 34.2 too. Then doors will open to you!

  10. @Solver

    We detected 2 issues at new things.

    1. Country recapture: If there is a country which is not under alien control and you destroy a base over it, game act like you recaptured it and makes your point with that country to the recaptured state.

    2. Melee vehicles: The "meleevehicles" ability only works under "reaper" race AI.. i tried to use that under new races i created and it did not work.

    • Like 1
  11. Just now, Suave said:

    Hi Drages,

       Nope, did not think of that at the time and I am always playing Ironman mode...do not like save/load spamming.

       Lol, phase 2? I cannot imagine the horrors in phase 3 or 4 then...

       By the way - I am just restarting my campaign again - I was trying to run 5 bases to cover the whole world (with 5 chinnoks and 5 teams for missions), but the maintanance of course killed me - on the 3rd month after council evaluation, I ended up on -3.5M....do not think I can make it back. I suppose I will stick to 2-3 bases and build it up from there.

    As i always said, we did not make phase-3 and 4 passable.. but people still finish the mod.. 

    I don't want you play ironman as a tester too because if i can't have save games, we can't see the problems and fixing became much harder.. 

    5 team at early game.. omg..

  12. Just now, Pandi said:

    @drages basic outdor wall tiles seems to be missing.

    Seems buzzard soldier when flying just "stand on ground" and carry gun in hands, not handling piloting sticks.

    New wolf armor on picture soo badass, but uses old style sprites.

    @Suave meet 3 terrors site and one base def, all crews was phase1.

    @Charon spear air cannon are pretty bad, think it should be buffed overall damage/reload rate(+ammo).

     

    Map problems will taken care of.

    We can't create different sprites for every armour due to very huge time needed for every version with every different weapon, so we use recolor..

  13. 25 minutes ago, Suave said:

    Hello

       What are the rules governing what sort of aliens you are going to meet at the terror site? Just curious, cause sometimes it is a walk in the park with some Ceaseans or early Sebillians, but I just had a FIRST terror mission (second month of game) so my guys are still using basic weapons + Jackal armour and I bumped into some crazy fight - Sebillians in black armour (needed 4-5 bursts from defender/heavy machinguns to kill one). Also the whole terror mission lasted 3 turns for me - aliens where shooting some plasma(?) weapons, which would hit my guys for about 100 dmg/shot and throwing grenades which casued about 200 dmg on impact. Needless to say, after 3 turns and loosing 4 soldiers, I retreated to the chinnok and fled....

       As much as I enjoy the challange, these guys were Phase 3 or 4, whereas I just really started.... Is the terror crew random?

    Hmm.. you should not get that type of terror mission at 2. month. It's a Phase 2 terror crew you described. They will kill you yes, but not yet. Do you have any save game just before the mission?

  14. 21 minutes ago, Sectiplave said:

    @Charon Just looking at mod loading order, did you manually install swamp tileset? I don't have that listed on mine, I've adjusted my loading order to match as this sounds like the agreed order. Was the same just with the fix pack a few mods higher.

    Run a few missions, corpses are appearing correctly now.

    With melee alien AI, the priority on attacking vehicles might need adjustment, they will run 5-6 tiles past my soldiers, just to get at the vehicle :)

    I need to check the AI files to see if there is a command to edit priorities. It's a good point. AI thinks vehicles at first priority because its the biggest thread.  I will see what I can do.

    Does ranged enemies react so too?

  15. 7 minutes ago, Subcode said:

    Hi,

    I'm middle of September (Phase I) and had over 10 ground missions so far and want to share my first impressions.

    Ground Combat

    • I like the behaviour of the aliens more now. I have the impression that the AI acts a little bit more nasty e.g the alien throwing grenades and takes cover or hide behind walls afterwards, no more pointless rushing to the player. I had quite often such situations were I thought .... "Not again, this little fuc**r...." ;-)
    • The "open doors policy" makes the missions more exciting now as it can be dangerous to rush to fast to the UFO, there can be always someone who opens the door and shoots you...   
    • Personally I think the magazine size of the shotgun is little bit to small, 8 or 10 rounds would fit much better. I ran quite often out of ammo in the middle of a fight.

    Possible Bugs(I not sure if there were already reported)

    • If I pick up grenades I don't see the picture of it in the UI, I see only black background with a one and can use it (see pic 1)
    • I is possible to use an alien weapon with a shield/medipack in the second hand( see pic 1)
    • I definitely killed some reaper, but I have no autopsy report or a research for the reaper. (pic 2)
    • not really a bug, but maybe you should adjust the text in the description for laboratory and workshop were is stated ".... will house up to 15 scientist/engineers" and for living rooms ".... up to 35 personnel" to the correct figures.

    Thank you!

    • AI rulez :).. 
    • AI still rulez :)..
    • They are shotguns and they got mostly 6 bullet.. they are not automatic, they dont have magazine rather then bullet packs.. so if we give more ammo, you just spam it.. its already powerful and fast.
    • Invisible grenade at fast throw UI right.. ok got it..
    • Yes because they are all one handed because they use shields as secondary weapon.. not much i can do there.. maybe i can make that weapons 2 handed but then we can lose the alien shield mechanic.. so i don't want to break something working for now.
    • @Charon could check that missing reaper..
    • Good point.. we need to update them too. @sfarrelly...
    Enjoy!
  16. 12 minutes ago, Suave said:

    Hey there,

       Not too sure if that was reported somewhere before, but the alien phaser is missing audio for burst fire and often the alien seems to be moving while firing...

    Hey! missing sound? hmm.. strange. They seems to be moving while firing, because the AI moves the unit just after the shooting sometimes and it's stop the current animation.

     

    18 hours ago, Sectiplave said:

    @Charon Yeah that bug was my fault for turning on Lore+ for sure, as it also repeated Lore entries I'd already seen before. No other issues so far, just starting into Phase 2 now :)

    I have found a farm tileset with a house that is missing some walls, I'll upload a save when I find it again.

    Thanks to you guys for all the hard work making one of the best invasion strategy games I've played. I'll happily play it many times :)

    You survived to phase 2? Good! very good!.. waiting your phase 2 reports.

  17. 37 minutes ago, Moonshine Fox said:

    That said though, isn't this exactly how the old XCOM worked? You got a reaction interrupt and could basically do whatever you wanted, including moving? Not saying this is the way it should be (it shouldn't) just saying I remember it being this way in some of the earlier versions of XCOM.

    No, at every X-Com game, you only shoot the alien which moved. You never get a control to move or fire at alien turn.

    Anyway it's a bug and we are safe.

  18. 13 minutes ago, Pandi said:

    I think no reasons to panic there - no psionics or seen multiple comrade deaths. Even with it, due to enemy passive behavior had time to calm down in the shelter.
    I have no video, but few screens and aftermath IM save. Now need find cash to build defence/soldier squads with decent weapons/bays with multiple tanks on every base. Luck have tendency to end:)

    Do you have any save? from mid fight?

  19. 4 minutes ago, Sentelin said:

    Reaction shot mechanic: Last time, due to performance obstructing my play through, I couldn't really set a soldier in position to see how it works. Now that I had, it's interesting because when it triggers, soldier can shot at the target of choice, those that are visible to him, which is an interesting choice.

    I think it's a wrong mechanic. Reaction fire means to react some movement. I can accept to choose "fire or not" option to wait the enemy come closer or maybe you need to react another alien. BUT at a reaction fire, choosing the enemy is not making sense. You react something but engage another one which deos not moved or done anything at all.

    And how will AI use this? Your soldier will move and an alien will shoot another as a reaction fire.

    It's just wrong, it's not "reaction"..

    • Like 1
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