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Gijs-Jan

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Posts posted by Gijs-Jan

  1. The new patch should include behavior which uses the upper levels for all races. Harridans have special behavior built in due to their unique abilities. I also labored quite a bit to reduce turn times. A typical 8 aliens, 4 civvies mission now has a turn time of 1-3 seconds for me. Mind that those numbers were reported on a pretty beefy machine.

  2. As Skitso's inbox is full: (He PM'ed me on the Harridans / upper floors & Alien Morale)

    Actually, I've been working full time the past week on Harridan flying & upper floor behavior.

    From the AI perspective it's all finished now, however it unveiled a whole host of new bugs we are currently dealing with.

    (Harridan hover glow animation not finishing, funky LOS bugs for lower -> upper floors, etc)

    Alien Morale is more the gamelogic side of things, and the current AI should pick it up once integrated.

    I'm not sure on whether it'll make it in before the game is released.

  3. Thanks guys; it means a lot :)

    For the modders; almost every aspect of the AI can be adjusted to better fit behavior you want through the weights in AIProps.xml. I've primarily spent time in fixing bugs and adding in new behavior, so there is still a lot to be gained in tweaking those weights.

    Once the deadline of the release is over, I'll try to get some blog posts up explaining everything. (If I manage to find the time :D)

  4. If you guys manage to get a save of the behavior then I can probably get it fixed quickly. Otherwise I have to spend my time playing the game to encounter it, as it is a bug that doesn't seem to happen often (reliably that is).

    And with the deadline approaching I am currently focusing my efforts on the Harridans taking flight.

  5. OMG, I just had one of the moments I've always been begging for. Assaulting a landing ship. Ten of my soldiers stacked up right in front of the door, five kneeling, five standing behind them. Same as always. Ho-hum. Stretch. Yawn.

    The door flies open, two sebs six inches from my face. First one tosses a grenade, killing two of my troops and badly wounding 4-5 others. The second seb unloads a point-blank plasma burst and deep-sixes another soldier. None of my guys reaction fire (prob because I'd just moved into position and had low TUs). I'm looking at my screen with my mouth hanging open.

    The only thing that ruined this classic moment was the game immediately CTD. Truly a shame, because I should've paid the price for my complacency. But oh yeah, you can bet this is gonna change how I approach UFOs. The training manual just got tossed out the window, and that's a beautiful thing

    Good to hear :-); Except of course the CTD!

  6. Funnily enough, the value calculations weren't the big problem. The primary problem is the path calculation. It is the major bottleneck as the pathing system wasn't designed with heavy AI use in mind. Especially pathing to a location which was ultimately unreachable had a high cost; which the AI now has added checks for to exclude.

  7. The AI turn times were improved by several fixed/enhancements:

    - Tiles which are considered unreachable are no longer taken into account during the value calculation. This solved turn times for maps which have a lot of "black areas"; bases defense, final mission.

    - During path calculation; the AI is now a lot more selective in which locations it may target for pathing.

    - A small caching layer was written around the pathing algo to ensure that if the state of the game doesn't change, it just returns the same path for a given source & target.

    - Some animations are skipped when we are sure the player cannot observe them.

  8. Does either of these setting influence the AI at all?

    No; not directly as the AI uses a lot of inferencing on where you are. It never used the "global LOS" for this, only the actual LOS of the squad.

    So, unless this got bugged in the process of implementation, there should be no consequences.

  9. I think there were concerns that the last aliens used to come out of the ship so you could just set up and wait for them.

    I vaguely remember discussions about it being more realistic that aliens defending the ship should stay inside to actually defend it rather than leave and be gunned down.

    The community keep moving the goal posts which hasn't helped I imagine.

    Aliens are too passive, make them hunt the player aggressively!

    Aliens are too aggressive, they charge the dropship too much, make them less aggressive!

    Aliens are too passive in the UFO, make them charge out!

    I am waiting for 'Aliens shouldn't leave the UFO they are supposed to be defending, make them hide inside and defend!'... :P

    This was indeed the case; and at some point the decision was made that some aliens should stay inside the UFO at all times.

    Anyway, this should be fixed in the next build, along with a far more diverse number of AI settings.

    For the modders this will mean that the AI weights can be set per Race, per Rank, per Behavior Type.

  10. WARNING: Peek behind the curtain!

    Ok, so to provide some insight into this:

    The aliens within a UFO have a slight tendency to stick to upper floors, with higher ranks having a higher tendency. (FloorPreference aiprops.xml)

    This should be (somewhat) negated by their incentive to search unexplored tiles for Xenonauts (ProbabilisticSearch; aiprops.xml), and even further negated when they can reach "known" targets (Squad LOS), or receive requests for backup (AI attacking Xenonauts).

    The behavior (sticking to upper floors) is amplified by the need to stay out of unexplored danger zones (Teleporter with no cover).

    So by tweaking the weight of the Probabilistic Search, we might give the AI more incentive to come downstairs (more risky behavior).

    Or we could give the AI knowledge about the UFO being breached, which would make it want to move downstairs, and then trigger Squad LOS / backup requests.

  11. A sebillian stood in the middle of road trying to kill 2 of my units standing a bit further down the road. It just stood there shooting a burst and a snap each turn with no variation in it's actions. My units were so far away and in cover that every shot missed for who knows how many turns. It would have been sweet if it'd realised this isn't going anywhere and tried something else. (fall back to ufo, flanking, camping, rushing to my units)

    I'll take a look at this. There should be some easy implementations that should fix the worst of it.

  12. A rather glaring deficiency (at least thru v21 stable) that has been mentioned by numerous players in multiple posts before is the "frozen" behavior of aliens in command rooms, both on larger UFOs and alien bases.

    This could be a prime area to apply some form of Belmakor's "passive/aggressive" concept :)

    This should be fixed in the new release.

    Using flying suits in alien base set a nav point, my soliders used the jetpack and went over and through walls then got stuck in walls

    It only happens around the unopenable door with the red lock symbol on it.

    This isn't an AI bug, so you'll probably want to post it in the ground combat thread.

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