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drages

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Everything posted by drages

  1. You should make a video to show it.. how is this passive occurs, what is it doing.. i need to see what is happening so i can compare it with my own experiments.
  2. I did not say that. Meleevehicle ability added to game just some weeks ago, and i already created many AI's before that. Did you watch the video i linked here? I said they all custom race with 1-2 meleevehicle ability only, and they were not even on battle for long time. This video is a pure example for it. It's the most aggressive AI possible at this game including tactical behavior. Meleevehicle AI got many flaws as it attacks %90 to civillians and vehicles. As i say again,at my tests, i only saw this with drone and andron AI which both default races at all. After i saw meleevehicle abilities behavior, i needed to find different ways like making very short ranged units rather then melee ones. I won't discuss it anymore. I tried to share my experience, my results and visual evidence. It's up to what to get or not. We tried %98 of the possibilities at Xenonauts modding so i just don't want you to lose tons of times with same things. Charon opened tons of topics about modding tricks too.
  3. @Solver There is some files at assets folder like groundcombat folder. Is there any use of those files in AI at all? @Policenaut This video is a show case for mostly other things but ALL of the races here are custom and there is only 2 black dog with meleevehicle ability, so %95 of the units don't have that. There is no default unit here. It's the aggresive AI i created. As you see, the melee and ranged ones are attacking without problem. But the hugging but not firing bug is the same we experienced with drones and androns together as both default races of the game. I don't know the problem at your side but as you see, it's working at video.
  4. Meleevehicles is a melee AI to attack vehicles. It does not created to use it at that way. Did you use my AI at your custom race? Or just take all my AI and delete X-Division part and add yours.
  5. How did you capture a fortress at phase 2? You should be dead even at entrance. Can you explain me how you did it?
  6. 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..
  7. 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
  8. But it will die with a bullet from reaction shot. How did you balance the units hp and damage?
  9. I did not understand the activation issue you mentioned but some one wanted to get aiprob file from Google Drive. Was that you?
  10. 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..
  11. 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.
  12. Did you try in as a mod with mod merge or directly at main files?
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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..
  18. 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.
  19. 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..
  20. 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..
  21. 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
  22. Yeah, people just reports bugs :(.. nobody cares my weeks of work :(..
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