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Everything posted by Max_Caine

  1. At the suggestion of Charon and Giis-Jan I have made this thread so people can discuss free AI programming in general, and in specific AI programming and Xenonauts. So have at it!
  2. Max_Caine

    AI programming in general

    The AI behaviour is legit. It's something that players can and do do during their turn. As the map is explored, the player can and does induce where aliens are based upon where the aliens have not been. The more of the map is explored, the tighter the ring forms around where aliens can be. The difference between player exploration and AI is that if aliens are dotted around the map to start with they get to explore the whole of the map more quickly than the player can. If the individual AI unit could not share information with other AI units this would be a moot point - they couldn't build a coherant picture of the world and react to it. However, if AI units couldn't share information, you'd get unusual and bizarre behaviour. AI could not, act as groups for example or respond effectively to player threats. If the AI is permitted to share information, then it would be probably be better to have aliens start at designated spawn points on the map. Then the AI's knowledge of the map would be more resitricted.
  3. Max_Caine

    AI programming in general

    There is something I'd like to say about AI and available information. It is possible to make the AI seem like it's cheating, even when it isn't. Take an average map. Sprinkle enemies throughout the map so the population density for any particular map area is quite low. At the start of the enemy turn, tell each enemy to spin in a 360 circle before any enemy makes any other kind of move. Because the data collection points are scattered throughout the map, the AI is instantly aware of 60%-90% of the map (depending on map construction and enemy placement). With that information, it's then possible to logically deduce where the players troops are on a negative mask of the available information. Because the player doesn't know that the AI data collection points are spread throughout the map, it looks like the AI is cheating, even when it isn't. Data collection and data sharing for the AI is a contentious issue. Just how much do you "legally" allow?
  4. Ladies and gentlebeings. I have opened up a thread where people can discuss AI in general. I shall draw a line now under the previous discussion and ask that people only discuss or submit what Chris would like discussed and submitted, i.e. A.I. test scenarios.
  5. So, something like this? Scenario: Find the best path for alien with a range 1 (e.g. close combat) weapon to approach a target. Rationale: If an alien has a range 1 weapon, it must be next to a target to use that weapon and have enough AP to use the weapon. Therefore, an alien must find the best path to approach a target which maximises the chance to use the range 1 weapon. If an alien is not seen, it cannot be shot at. Not being shot at is better than being shot at, so the best path an alien can take is a path where it cannot be seen by the target. If an alien cannot take a path where it cannot be seen, then if it does not have the AP to move directly to the target and use the weapon in the same turn, it should move as close as posible to the target while being able to hide behind cover, as hiding behind cover is better than being in the open. Take the following worked example: Assume the target (red square) cannot move. To the left is a wall (black line) which blocks line of sight. To the right is a large object (blue square) which does not block line of sight but counts as cover. The alien (yellow square) does not have enough AP to move next to the target and use the weapon in the same turn. If the alien moves directly towards the target: FAIL. The alien has picked the worst path and will be shot at next turn. If the alien moves behind the large object (blue square): PASS. The alien has not picked the best path, as it stil can be seen, but has a chance to be protected. If the alien moves around the wall: A+. The alien has picked the best path to move towards the target, as it now cannot be seen by the target. Note this is very simple: it doesn't take into account such things as using the strategy of double-backing, however it emphasises the use of cover, and the importance of not being seen.
  6. The LMG has gone through several iterations as the game has progressed. I have seen versions when the LMG was the only pick worth taking (that was an interesting time). It's my understanding that the intended LMG in-game use has always been to inflict the suppressed condition on a target. That is to say, the purpose of LMG is as a ranged debuffer, with damage caused as a secondary function. If the suppression damage on the LMG was cranked up so it auto suppressed a target on the first burst, would that be enough of a reason to keep it around?
  7. Max_Caine

    (Actual) Squad mechanics

    This is a dead thread brought back to life, and I come over to see a squabble over the groaning corpse. Thread locked.
  8. Max_Caine

    Question about armor

    Ok Alienkiller, that's stepping over the line. Specifically, "go play something else" is stepping over the line. People have the right to both approve and disapprove of choices made for X2 and to voice their approval or disapproval so long as it's done in a civil manner.
  9. Max_Caine

    Economic rebalance

    Not a developer, but I'd like to ask. How tough an economy do you consider to be fun, and would you consider a tough economy (of the standard you prefer) to fun throughout the game? It seems to me with game like Xenonauts that economies usually start out tough, where you have to be lean to survive, but as time moves on the war budget first becomes sufficient then overflowing. What do you like to see in your preferred Xenonauts economy?
  10. Max_Caine

    Xenonauts 2: Ground Combat

    I see there are some passionate people on this thread. That's good. I like passion. I don't like it when that passion spills over to insults. Everyone, if I see any more insults on this thread I'll delete posts and/or lock this thread. Kthxbye.
  11. Max_Caine

    Question about armor

    Hello, your friendly neighborhood moderator here. One of the few benefits of moderation is having a long memory. Discussion threads about armour and weapons in a game like this are like cud. They're often chewed on, swallowed then regurgitated to be chewed on again. MrAlex, I think this thread would be of benefit to you, as it was the last time armour was publically discussed. I'm sure you'll find the bickering and squabbling amusing. I direct you to this post and this page in particular. EDIT: Seeing as almost a years has passed since there was a response to anything in that thread, could everyone please keep comments on this thread? Cheers.
  12. It would be interesting to add panic/stress multipliers to certain events instead of flat values. A multiplier could simulate events which in of themselves are stressful but cause other events to be more stressful because of the loci of the event. As an example, a "fearsome" alien could be stressful in of itself, but the things that alien does are likely to be more stressful because of the alien doing it. Seeing a Reaper could be stressful, seeing that Reaper zombify a civvie could carry the stress penalty for seeing a zombie, multiplied by seeing a Reaper doing the zombifying rather than applying a flat value for the zombify action. From a gameplay perspective, if certain events carry a multiplier rather than a flat value there exists the possibility to evade the event rather than suffer it, which then allows players to feel that skill can form an aspect of stress management. for example, it may be less stressful for the commander to order his troops to shoot a civvie which is going to be zombified rather than take the stress hit of a zombie multiplied by the Reaper.
  13. In this thread there was lots of discussion about cool looking aliens. Apat from the usual Xenonauts suspects, what would you like to see in X2? EDIT: That;s a point - continuity. It's clear that whil X2 is not a direct sequel to X1, there is continuity of character in terms of the alien races you'll fight. Do#you think that's a good thing, or does continutiy stifle creativity? Does the Sebillian and the Andron help to make Xenonauts what it is?
  14. Back in February Chris set up a thread discussing grenades. I was just reminded of it and went looking for it. The discussion has been had, but if you want to see what was discussed, the link is below.
  15. I think you may have to be more descriptive than using the term "odd" to describe how you feel about grenades. You clearly have issues with them, but could you be more articulate in what specifically frustrates you with grenades?
  16. Max_Caine

    Over chrashing

    If you are able to, could you submit some savegames, it will make it easier to pinpoint where the bugs happen.
  17. Max_Caine

    UOO-1 Fan Report

    Okay folks, I need people to step back. Trashman made a valid criticism of a part of the text he didn't like. He addressed the argument (or in this case, the text), not the person. There's no need for anyone to make comments about each other.
  18. I've seen people on various parts of the forum talk about their attachment to their squaddies. Personally, I've never really understood it. You see, I don't think there's a lot to get attached to. X2 squaddies are not like FiraXcom or UFO:AfterX squaddies. They don't have skills and superpowers which become indispensible mid to late game. The rate of stat improvement is generally pretty quick and even though stat caps are randomised the caps aren't randomised so much that you're going to have a crappy soldier if you put the squaddie through lots of battles. They're also really easy to get. By mid Feb into March game-time, I usually have a rotating roster of around 40 squaddies with whoever isn't currently injured in the Skyhawk ready to go. So... honestly? I don't feel a lot when a squaddie bites the dust. I only really feel it if it's part of a series of unfortunate events which threatens the mission, or if it's something cheap like, if I've just tried shooting at an alien one tile away and I've missed three times in a row. But that's just me. Are you attached to your squaddies? Will you be attached to your squaddies? Or are you a cold-hearted chap like myself who treats them like so many meat pawns? (Mmm... pawns...)
  19. It's great to see so many people lie firmly on the side of that they will miss any soldiers who die. For me? I'm from the Gendo Ikari school of thought. They're STILL only so many meat puppets. At the end of the day, there's nothing that one soldier can do that I won't be able replicate with enough technology, especially when you advance into exosuits and other gear that grant stat boosts. I mean, I can see it now when modding is a Real Thing and not just people like me fiddling about with data files - you'll have modular gear that will offer every stat boost under the sun and then your squaddies really will be replaceable drones where the gear you put on them is more valuable than the soliders' life.
  20. Max_Caine

    It's all gone quiet....

    Parcheesi is a fun game! So, regarding the silence, based on Chris's last post to a similar thread I'm guessing it's more difficult than the team thought to implement the changes they want to make.
  21. Max_Caine

    Interesting Documentation about real Extraterestials

    Bobit, the difference between friendly banter and insulting someone is how well you know them. Clearly from the discussion you don't know Alienkiller that well. Don't do it again.
  22. Max_Caine

    It's all gone quiet....

    Parcheesi, anyone?
  23. This Works With: Community Edition 0.32 HF3 and Vanilla 1.5x What is Garrison Duty? Garrison Duty is inspired by comments Skitso made about how hard it was to create and manage garrisons. He had proposed some pretty radical changes to the game but I thought there was a way using the current game mechanics to make it possible to raise and manage multiple strike teams and multiple garrisons. I had actually done a lot of the work in a previous mod which I never released, so I was able to adapt that work to this. Garrison Duty looks at the idea of maturing technologies. Mature technologies don't immediatly vanish in the face of new, experimental technologies. They tend to become more refined as time passes, and that's exactly what happens in this mod. Ballistic weapons can be upgraded twice to improve various aspects, such as accuracy or rate of fire (but not damage). Lasers can be upgraded to make them more accurate, lighter and cheaper to manufacture. Base moudle construction techniques can be updated to make them cheaper to manufacture. By making things that are free better, or things that are expensive cheaper, it's possible to afford more than one strike team and manage garrisons. Pix plz? Sure thing! Have a video as well! [video=youtube;yrqFbtTIqgg] Link plz? Here you go! To install Garrison Duty uses the standard install method for mods in XCE and Vanilla 1.5x, which is: Download the mod (125MB install!) Run Xenonauts and install from the mod tools in the launcher Credits Jackal armour recolour thanks to Kabill's armour resource pack. Weapons frankenstein'd together from bits in Pimp My Gun by me. Notes Garrison Duty can be run from an existing game, you don't need to start a new game to access any of the research.
  24. If you guys have savegames please post them up - they would be extremely helpful to sort the problem out.
  25. The biggest stumbling block that I can see to archetypal bases is something that Alienkiller has brought up indirectly - cost. It's hella expensive to produce the assets for base assault missions but if you want to provide at least an X1 experience in X2 (which would be the baseline for X2), there's no choice in the matter - every building type in a base needs its own set of unique assets. The only way to minimise costs is to make base assets uniform, so what you see in one base you will see in every base, so as nice as it might be, unless some kind benefactor throws Goldhawk several million, I think costs will make it unfeasble.