GerbilSchooler Posted September 2, 2014 Share Posted September 2, 2014 As the title says, I had a Alpha Reaper zombify one of my guys as he got into the tile adjacent to the reaper. Has this always been a feature of the alpha reapers? Or perhaps one of the Community Edition or one of the mods I have installed? I have X:CE .28, Expanded Lore, Aegis Armor, Armoured Assault, and FITH. Just curious if this was a feature or a bug. Thanks Quote Link to comment Share on other sites More sharing options...
kabill Posted September 2, 2014 Share Posted September 2, 2014 Heh, they do that normally? I made a mod last week that was designed to make this happen, but it never occurred to me that it might already be the case. Quote Link to comment Share on other sites More sharing options...
GerbilSchooler Posted September 2, 2014 Author Share Posted September 2, 2014 Heh, I would not have even asked if I had not seen that thread you made, as I would have assumed it a feature But, he definitely had TU's enough for it cause he was camped out on the second floor of a dropship Quote Link to comment Share on other sites More sharing options...
kabill Posted September 2, 2014 Share Posted September 2, 2014 I guess melee attacks can reaction 'fire' like ranged attacks, then. I suspect it's fairly uncommon as Reapers tend to run around a lot, which is maybe why it's not come up before? Never mind, better take the mod down later. Quote Link to comment Share on other sites More sharing options...
RichardEpsilonHughes Posted September 2, 2014 Share Posted September 2, 2014 I guess my guys just got really lucky when they tazered that reaper. Quote Link to comment Share on other sites More sharing options...
Gijs-Jan Posted September 2, 2014 Share Posted September 2, 2014 Just be glad that I didn't make them camp around corners, full of TU.. (evil) Quote Link to comment Share on other sites More sharing options...
kabill Posted September 2, 2014 Share Posted September 2, 2014 just be glad that i didn't make them camp around corners, full of tu.. (evil) Why did you not to this!? EDIT: That had more impact when it was all-caps. Quote Link to comment Share on other sites More sharing options...
Gijs-Jan Posted September 2, 2014 Share Posted September 2, 2014 Heh, maybe I'll release a build showing why not. :-P (It seems fun at first, till you release the AI will find the nastiest corners and make sure you can't cross without some Close Encounters of the Seventh Kind.) Quote Link to comment Share on other sites More sharing options...
Solver Posted September 2, 2014 Share Posted September 2, 2014 I totally support one build with all the nastiest AI features enabled, just to completely discourage everyone from asking for a better AI. Quote Link to comment Share on other sites More sharing options...
kabill Posted September 2, 2014 Share Posted September 2, 2014 Jokes aside, I would actually like to see a hard-mode AI mod. Quote Link to comment Share on other sites More sharing options...
Solver Posted September 2, 2014 Share Posted September 2, 2014 As a fan of genetic algorithms, I'd love to see an AI war room where they fight in order to arrive at better airprops variables through a genetic search. GJ? (You're not chatting with me today, kabill) Quote Link to comment Share on other sites More sharing options...
RichardEpsilonHughes Posted September 2, 2014 Share Posted September 2, 2014 "I don't get a gun?" "No, instead take twelve fusion grenades" Quote Link to comment Share on other sites More sharing options...
Gijs-Jan Posted September 3, 2014 Share Posted September 3, 2014 As a fan of genetic algorithms, I'd love to see an AI war room where they fight in order to arrive at better airprops variables through a genetic search. GJ? (You're not chatting with me today, kabill) The initial AI design was based around Monte Carlo Tree Search; however, all the logic in the game didn't lend itself for simulation environments. (Procluding GA's as well) At some point I do want to make a model of the Xenonauts game mechanics; and work from there. Once I get some downtime, I'll most definitely look into it again. (Note though that once I go that route; I'll probably go with MCTS as the basis for the AI, instead of behavior trees. AIProps values will become less important then though.) Quote Link to comment Share on other sites More sharing options...
Betuor Posted September 3, 2014 Share Posted September 3, 2014 Evil AI mode would be fun. Finally a reason to play on easy. Quote Link to comment Share on other sites More sharing options...
JDCollie Posted September 5, 2014 Share Posted September 5, 2014 I would love for this to be enabled. Reapers are scary and all, but knowing that they can actively choose to hide and wait to pounce would make missions that much more tense Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted September 8, 2014 Share Posted September 8, 2014 Link it to daytime missions. If you want to avoid camping Reapers you have to risk a night mission where they are more active Quote Link to comment Share on other sites More sharing options...
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