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Reptiles venom spit: They ALWAYS go for it, even if they are open. There is no point on it since having a medkit makes player inmune to venom. also seems it doesn't have cool time, since can spit venom 2 or 3 times in a row. Would be cool to see they use their guns
Commando: they always throw smoke to his allies, even if you have an agent open for a shot they doesn't take it
Purifiers: They DONT attack civilians. If they are chosen to attack a vip, they just ran in circles
Because if it's A and not B, that leaves me asking what the differences are between all the other difficulty levels. Not to mention wondering what else is hiding under the hood like what you've found here. Hmm.
There are a few "AI shackles" in the vanilla game that make the AI play worse intentionally on lower difficulties. On Impossible those are usually not there. This mod makes it so they are never there.
The most important one is the thing about spreading your fire around instead of finishing off wounded enemies.
Finally, the maps are small enough that better spots that still allow for a useful attack might just not be available.
So just looking at cover is not the best way to look at it.
True, Berserkers just ran withouth do anything, even attack civilians on anarchy misions
Hitman also run like thughs sometimes, to get a your they became open
One thing i looked into is what Latis mentioned: The line of units with riot shields do indeed run into the open to get flanked, but that is actually on purpose. They have a shield ability that gives them half cover, even when flanked. They want to draw your fire.
@Lancelot:
Since i am currently in the middle of Grey Phoenix, i should see Berserkers soon. I'll keep an eye out if i see what you mentioned about them.
@vohich:
That mind control thing is not an AI problem.
I think that is bullshit and your mod could change it.
Still get open just because. When a Ai enemy flees it get open also
Thugs got open just tu ran to another unit and and attack or cast his +1 shield
Jeez, this game needs a seriuous re-work on AI, its easy as hell
If their are only 2 total left, and they have no good shot, taking the cover out is a good choice.
The use of the ability itself is fine, but i could see introducing some minor checks that would stop the unit from using it when he doesn't have at least 2 team mates on the field or at least 1 more team mate who's up next in the turn order.
Exact same situation for me, different outcome. Took Grey Phoenix first, never did even a single mission without ABAI. Saw plenty of suppression, but often used in a useless way.
FWIW, right now ABAI does not influence suppression at all. I am currently mulling over some options, though. Suppression being used by alerted enemies after the breach could be cool.
The other thing that i noticed where the AI could use a little tweaking is enemies with Suppression. Those are somewhat common in the Grey Phoenix campaign and they aren't really all that clever about using their suppression-
Due to my Ironman save getting bricked i have only seen the Grey Phoenix story so far, so maybe i find more in other investigations. Aside from the two mentioned examples i found the AI to be pretty competent, though.
Please feel free to report any other AI blunders that you think might be worth taking a look at.
I'll remove them from the description. I think it's safe to say that these concepts don't apply to XCS and that they are only still in the file because the devs simply took the WotC AI file and added their stuff to it.