Jump to content

Search the Community

Showing results for tags 'artificial intelligence'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • XENONAUTS 2
    • Monthly Development Updates
    • Xenonauts-2 Releases & Patch Notes
    • Xenonauts-2 General Discussion
    • Xenonauts-2 Bug Reports
  • XENONAUTS 1
    • Xenonauts General Discussion
    • Xenonauts: Community Edition
    • Xenonauts Mods / Maps / Translations
    • Xenonauts Bug Reports / Troubleshooting

Categories

  • Complete Mods
  • Xenonauts: Community Edition

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Biography


Location


Interests


Occupation

  1. I have one more suggestion about the differences between UFO crashed and landed and here's my thoughts: - in crashed UFO most of the aliens should be inside or around the damaged UFO. Some of the crew could be dead already (about it I mentioned before in other thread). Because we sent chinook asap Aliens didn't have time to disperse around also raumatic shock slowed their - in landed UFO most of the aliens "doing research" around and only guards should stay inside UFO Rest we need to find "and kill" outdoors What do U think about it?
  2. I wonder how alien AI is advanced? I remember that in UFO EU one alien could kill few soldiers without any problems:cool: Almost every mission at beginning was horrible hard. I'd like to see it also in Xenonauts. I want to feel thrill. Aliens should hunt us - not we them Is it possible in final game?
  3. Hi. Will this game have a visibility arc for units in tactical combat? Currently there is no way to get to an alien from behind - he will react fire at your soldier as if he has eyes on his back. Sorry if this was already brought up...
  4. I just played the Xenonauts alpha for the first time, and I'm pleased. It plays better than it looks in the screenshots, and it certainly captures some of the X-Com magic. I'm sure you've already thought about this and have a solution for it, but in the off chance that you haven't, I feel that I have to point out that missions become a drag once you're down to the final few aliens hiding somewhere on the map and you have to carefully comb through every building to find them, often re-visiting old areas in case they've wandered in behind you. This isn't really all that fun, and it eventually makes you careless because you grow bored, leading to unnecessary deaths. I ended up just quitting the game after I had visited the entire map without discovering the final alien because it wasn't fun any more and I had seen most of what the current alpha had to offer anyway. In case you haven't already figured out a solution to the issue, may I suggest the following: When the current amount of living aliens on a map gets down to 20% or fewer (or so. The exact number isn't important) of the original amount, the remaining aliens become desperate and more aggressive, playing less carefully and trying their best to hunt down the player. No longer do they wander around in a tiny room on the third floor of a remote building. They'll charge out into the streets looking for enemies, even if it's tactically unwise. At this point the player has more or less won anyway. Alternatively have them focus their efforts on getting back to their UFO to protect it in missions that feature those. The exception to this rule should be aliens in or close to the UFO. They shouldn't start charging outside, but should retain their tactical advantage by waiting for players to come to them. This is the natural objective for the player anyway. An added benefit of this feature would be that the late parts of ground missions would become more tense if the player knows that the aliens have given up all hopes of subtlety and are now coming for them with everything they've got.
  5. Hi, first of all, this project looks very encouraging, finally my hope is that there will be a worthy x-com successor now Also thinking to support you via pre-ordering. I have just one question: What kind of priority has a good AI in your development? Unfortunately, most - also strategic/tactical - games, have an inferior or quite static/boring AI. Do you plan to develop a dynamic/unpredictable AI (tactical ground combat), which also does not cheat?
×
×
  • Create New...