XCOM 2
[WOTC] Protect the Device - AI Fix
22 Comments
LeyShade 26 Oct @ 5:44am 
@BigHillsBigLegs - Untrue. Reshi and her Syusa led Requiem is very well documented by Reshi and is a feature of the Aml O+E . You just need to take the time to dig through the config files and change anything you don't like to your own taste.
LeyShade 26 Oct @ 5:41am 
@BlackDog - There is only base game units added to your ChargerEngaged job, any reason why? Enemies not in the array won't pick up the changes at all, or apply them outside the AI logic, and the factions and Reshi's work all have their own versions of GenericTargetEvaluations that yours won't touch, so it doesn't effect them.

Trying to understand if this was design oversight or intention =)
BlackDog  [author] 21 Oct @ 2:25pm 
Yeah, requiem does make pretty extensive changes to the ai, and I think makes changes to the pod jobs system as well, so it may well be overriding the light-touch changes I'm making here. I'm also bit reticent of making these changes take priority since they could end up messing with other stuff which goes out of scope of the protect device missions. I'd have to look into it some more and see if I can softly adjust how requiem does it without breaking things (and/or angering reshi - she's fierce :D)
Slackboy101 15 Oct @ 11:59am 
Fucking Chaos Legion...
BigHillsBigLegs 10 Oct @ 1:46pm 
I'm not sure if the requiem legion mod is conflicting with this because enemies are still right on top of the objecttive like their on a lunch break, that mod does change ai, aurthor isn't specific about anything
Oniwabanshu 9 Oct @ 8:30pm 
LWotC seems to change yellow alerts somehow, enemies beeline towards me once i engage a pod, but i am not planning to use that mod ever again.
Thank you for fixing enemies demolishing the objective in one turn (when they can hit for 10 points each time the device lasts nothing).
Cyber Von Cyberus 9 Oct @ 7:18am 
Thank you, this mission was unplayable with extra pods.
BlackDog  [author] 8 Oct @ 11:19am 
@Pleiades - This actually seems to play well enough with yellow alert from my limited testing. The pods still patrol in green alert before XCOM is revealed correctly and the non-guard pods patrol around trying to find xcom rather than crowding the objective, even once revealed. The #shots seems to be respected too. Whilst some of my pod job changes are overridden by YA, the changes are not immediately obivious from a pure gameplay perspective.
Pleiades 7 Oct @ 10:08pm 
Thanks for the insight! I'll use it in my playthrough and I'll let you know how my next Protect the Device mission goes! :3
BlackDog  [author] 7 Oct @ 11:20am 
I haven't tested this with yellow alert, I must admit - it's likely that YA will override the alertness changes so they probably would still attempt to crowd the objective, though the guardrails for maximum shots on the objective once activated should still stand. I would expect a similar behaviour with pods alerted by ai to ai activation - once they're activated, the charger pod job which can make some pods crowd the objective becomes valid again but the number of shots changes should be ok. I could take a slightly more aggressive approach to overriding alert behaviour too but will need further investigation and testing. I am separately looking into the 'stomping the objective' bug, but that will need some accompanying highlander changes so will take a bit of time :)
If you could find a way to stop enemies like Sectopods instantly destroying the device by walking over it this is going to be one of the must haves.
Pleiades 6 Oct @ 4:36pm 
This sounds great! I have to ask: How does this affect situations where pods are activated, but haven't discovered Xcom yet? (I use pod-to-pod activations because I have a TON of faction mods and I like chaotic battlefields)
Boisegangpc 6 Oct @ 6:48am 
Does this conflict with "Yellow Alert Gameplay v2"?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1964595004

I mostly ask because

"Any mods which forcefully over-ride mission definitions may over-ride the alertness changes made here as well so be aware of that. If any significant incompatibilities arise, I can look at more forceful approaches to adjusting the mission definitions through script."
BlackDog  [author] 4 Oct @ 8:51am 
I've figured out the 'multiple attacks allowed on the device' thing as well now. Basically, once a pod has been revealed and goes into red alert, the checks for 'has the device been attacked already' go out of the window and the AI just treats it as any standard type of target.

I've added some additional conditions to the the target evaluation procedure in the mod which will force the device to be attackable only n-times-per-turn (default = 1) irrespective of the number of active aliens. The max. attacks per turn is configurable in the XComAI.ini file so you can change it, if it makes the missions a little too straightforward with the default settings.

I'm also hoping to find a solution to large units being able to trample the objective but that may take a little while to integrate.
Landar486 3 Oct @ 11:12pm 
, the xcom 1 berserker mod is a prime example of this being needed. lol it made this and civilian missions impossible
Astaroth 3 Oct @ 8:23pm 
thank you
MaXISerg 3 Oct @ 8:37am 
хороший мод
BlackDog  [author] 3 Oct @ 12:22am 
@Oniwanbashu - short answer is no, but that issue is caused by other mods in the first place. I've definitely had it happen on at least one modded playthroughs but I don't know what specifically causes it. If anyone is able to pinpoint the specific mod that causes it to happen, I'm sure I'll be able to find a fix for it! Do you use one of the yellow alert mods, as those definitely alter unrevealed pod behavious - mods like that would be among my primary suspects for this sort of bug!
Oniwabanshu 2 Oct @ 11:25pm 
Will it fix that up to 4 enemies shoot the device on the same turn?
Vaultwulf 2 Oct @ 8:24pm 
Fantastic! A must have to be sure! :steamthumbsup::steamthis:
A Futile Jester 2 Oct @ 6:52pm 
Oh my god, thank you. I'd been avoiding these missions specifically because of this problem.
jat11241976 2 Oct @ 4:26pm 
Yeah, really looking forward to testing this out. Thank you for sharing :steamthumbsup: