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Dylan McKay posted:Speaking of the AI has anyone tried that Better AI mod? Would be cool if it fixed the problem of the enemy taking some seriously wonky turns. I've definitely had the Chosen pass up really loving me up to instead just run around, which hey cool but it still feels kind of like a cheat. You know what I wanna know? How I can spend nearly the entirety of this past year playing LW2 and not see the kind of retard moves that Firaxis has the AI doing. How did Pavonis write SUCH better AI decision-making pathways in comparison, and how did Firaxis not learn from them?
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# ? Jan 27, 2018 18:45 |
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# ? May 10, 2024 00:45 |
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SuperKlaus posted:Hey guys I'm doing my first WotC game. Can someone please give me an updated list of what uses alien corpses have so I know when I can sell what to the Black Market? Black Market Usage mod. Look it up, it should be 100% usable in WotC or updated for it. I know it was out-of-the-box usable for LW2 with no errors, so it reads from the files instead of having hard-wired 'this is what does what' configs.
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# ? Jan 27, 2018 18:46 |
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Light Gun Man posted:There's a bunch of good rear end looking mods the past couple weeks. Hahahahahahahaha, Musashi's RPG Overhaul looks loving ridiculous and awesome, kinda like the latest Spectrum series mod. I might actually have to reinstall WotC to play with that.
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# ? Jan 27, 2018 18:49 |
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Apoplexy posted:You know what I wanna know? How I can spend nearly the entirety of this past year playing LW2 and not see the kind of retard moves that Firaxis has the AI doing. How did Pavonis write SUCH better AI decision-making pathways in comparison, and how did Firaxis not learn from them?
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# ? Jan 27, 2018 18:50 |
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Apoplexy posted:Hahahahahahahaha, Musashi's RPG Overhaul looks loving ridiculous and awesome, kinda like the latest Spectrum series mod. I might actually have to reinstall WotC to play with that. i'm starting to play with it, the amount of work and polish in it is amazing
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# ? Jan 27, 2018 19:06 |
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I'm leery of any classless mod. Especially with the AWC's cross-class benefits, it seems like most of your forces would homogenize into the same basic soldier sooner or later. Am I off base with this one? Please share your experience.
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# ? Jan 27, 2018 19:23 |
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Bogart posted:I'm leery of any classless mod. Especially with the AWC's cross-class benefits, it seems like most of your forces would homogenize into the same basic soldier sooner or later. Am I off base with this one? Please share your experience. With MINT, certainly not. Not sure how mushasi ends up
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# ? Jan 27, 2018 19:28 |
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Apoplexy posted:You know what I wanna know? How I can spend nearly the entirety of this past year playing LW2 and not see the kind of retard moves that Firaxis has the AI doing. How did Pavonis write SUCH better AI decision-making pathways in comparison, and how did Firaxis not learn from them? Whenever people complain about firaxis’s work it usually boils down to misunderstanding their design intentions. The AI pathways of X2 are symptomatic of their design intentions, a game that is as simple as it can be for a systems heavy game and relatively forgiving to the player. While it is arguable that they could both make smarter AI and have a forgiving design, I believe that would require a more wider rethink of well, everything, from timers to mission calendars to pod structuring. The game’s mass appeal is on a knife edge, so it doesn’t hurt to make the AI a little dumber.
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# ? Jan 27, 2018 20:48 |
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Yeah, it's rare for most people to be able to accept being severely punished for reasonable decisions they made with imperfect information, especially with the time commitment required of an XCOM campaign, and still call it fun. It's not unheard of, and that's why "Dark Souls but" is a genre, but it's not something that appeals to everyone. It comes down to whether you'd rather have a DM that flubs a roll to save the campaign or one that is constantly trying to kill you. Both are valid but one's more popular than the other.
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# ? Jan 27, 2018 21:11 |
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finally got to take on the exalt HQ for the first time and hahah what, the exalt commander is iago van doorn? i took a mec'd up van doorn along without knowing and its now become some hilarious serious revelation i was not expecting. brother vs brother. light vs dark. brrrrrotherrrrrr!
Vikar Jerome fucked around with this message at 00:59 on Jan 28, 2018 |
# ? Jan 28, 2018 00:55 |
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Vikar Jerome posted:finally got to take on the exalt HQ for the first time and hahah what, the exalt commander is iago van doorn? i took a mec'd up van doorn along without knowing and its now become some hilarious serious revelation i was not expecting. brother vs brother. light vs dark. brrrrrotherrrrrr! I never noticed/saw him =[ I just kinda murdered the last few guys who hung back a lot, was anticlimatic
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# ? Jan 28, 2018 01:23 |
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It's pretty awesome. He's a LW addition btw.
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# ? Jan 28, 2018 03:02 |
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So, how safe is it to add something like Squad Select (the UI mod) during a campaign? I'm playing with MINT, and keeping track of all these different perks is a hassle with the default UI.
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# ? Jan 28, 2018 03:32 |
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Robojumper is a super conscientious dev so it's likely safe as houses to drop it in. Backup if you're concerned but typically UI mods don't leave things in the saved game state so they're safe additions and removals.
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# ? Jan 28, 2018 03:41 |
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Yeah, almost everything "wrong" with XCOM 2's AI can be modded away with a simple config change. Modders who set out to fix it didn't even have to write any new code. Those were deliberate design decisions made in the name of pushing faster paced gameplay, among other things. Personally, I'd rather they tuned the mission timers differently than deliberately handicap the AI, but I get why they did it this way.
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# ? Jan 28, 2018 17:35 |
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Does anyone have recommendations for strategy in beating highest difficulty with a better ADVENT mod? There just seems to be too many enemies at too high a health pool and I have too few soldiers to deal with them.
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# ? Jan 28, 2018 21:48 |
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That mod adding laser and coil tiers to weapon tech bumps the mid-to-high end weapon ranges up but larger pods are a matter of action economy and that might just gently caress you no matter what. ABA strikes me as any big RPG monster mod in that it adds way too much to ever provide a fun balance. Like that New Vegas mod that added in all the STALKER mutants but also dropped giant tarantulas with hundreds of hit points all around Goodsprings.
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# ? Jan 28, 2018 23:07 |
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You are using a bigger-squad-size mod like ABA recommends, right?
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# ? Jan 28, 2018 23:09 |
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Personally I was more than happy when ABA only added, like, a few more variations on actual ADVENT soldiers (ala LW2) rather than archon versions that only move in diagonal lines or whatever. Are there any mods that only do that?
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# ? Jan 28, 2018 23:34 |
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Toadsmash posted:Yeah, almost everything "wrong" with XCOM 2's AI can be modded away with a simple config change. Modders who set out to fix it didn't even have to write any new code. Those were deliberate design decisions made in the name of pushing faster paced gameplay, among other things. Personally, I'd rather they tuned the mission timers differently than deliberately handicap the AI, but I get why they did it this way. Wait, how the is AI handicapped again? All I can think of are things like turrets not firing twice on the same target.
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# ? Jan 29, 2018 01:48 |
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Serephina posted:Wait, how the is AI handicapped again? All I can think of are things like turrets not firing twice on the same target. From what I understand, on difficulties lower than Commander the AI is shackled and makes worse choices to engage your soldiers, but I thought that was also the case in XCOM1. For example, sometimes they'll forgo moving to a position for a flanked shot on a soldier and instead move to a safer spot with a worse shot. They also sometimes opt to not use explosives when they have no reason not to. There are probably better examples, but I know that they have deliberately made the AI worse before as a difficulty concern in the past.
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# ? Jan 29, 2018 05:59 |
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Difficulties lower than commander don't count. While it's not a description stapled to the label so the new player is making informed consent, it's well known about how the game cheats for the player on lower difficulties.
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# ? Jan 29, 2018 12:29 |
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Serephina posted:Difficulties lower than commander don't count. While it's not a description stapled to the label so the new player is making informed consent, it's well known about how the game cheats for the player on lower difficulties. It still cheats for you on Commander in XCOM 2
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# ? Jan 29, 2018 16:08 |
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Yeah I've seen more than a few wonky AI turns and I play on commander.
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# ? Jan 29, 2018 16:22 |
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Serephina posted:Difficulties lower than commander don't count. While it's not a description stapled to the label so the new player is making informed consent, it's well known about how the game cheats for the player on lower difficulties.
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# ? Jan 29, 2018 16:26 |
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Jabor posted:You are using a bigger-squad-size mod like ABA recommends, right? Which one is that? Edit: by that, I have a mod that has more squad size upgrades, but not larger starting squad sizes.
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# ? Jan 29, 2018 16:29 |
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Samovar posted:Which one is that? RoboJumper's Squad Select lets you bump up your starting squad in the in-game options menu. I use that.
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# ? Jan 29, 2018 16:31 |
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Zore posted:It still cheats for you on Commander in XCOM 2 It does, but very little. Something like "if you miss three shots in a row you get an invisible +10 to aim on the next shot" I think. Honestly, if you're routinely missing three shots in a row on Commander difficulty, you've got bigger problems anyway.
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# ? Jan 29, 2018 16:54 |
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OhFunny posted:I haven't been a big fan of the turn-based games I've tried, but I downloaded XCOM1's demo on a whim and founded myself enjoying it. Likely due to the unique camera work when characters perform an action. I might have an extra copy of that on Steam, I’ll look when I get back home.
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# ? Jan 29, 2018 17:21 |
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Does anyone have a video of what they’d consider a skilled mission playthrough on commander? I’d be interested to see what their play looks like compared to mine.
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# ? Jan 29, 2018 17:48 |
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Anonymous Robot posted:Does anyone have a video of what they’d consider a skilled mission playthrough on commander? I’d be interested to see what their play looks like compared to mine. Jade Star's LP is pretty good
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# ? Jan 29, 2018 17:50 |
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No. XCOM 1 was never remotely handicapped in the same ways in terms of behaviors. Mexican standoffs (where aliens and humans alike are both stuck in semi fortified positions where neither wants to move) potentially happened all the time in that game on any difficulty because the AI was perfectly happy to camp a position if it was in their own best interest to do so. In XCOM 2, the AI is weighted heavily toward advancing its position, so weighted, in fact, that it is often willing to give up good cover/positions that can't be easily flanked to do so. The AI will move up units just to keep the combat dynamic and fast paced and continually evolving. That's not unique to difficulty -- Commander/Legendary both have tons of moments where the AI does this constantly if you're looking for it. The aliens often advance just to advance. That was not at all a thing in XCOM 1. If it made sense to sit still in XCOM 1, the aliens were perfectly happy to do so. That's a large part of what changed the combat dynamic in vanilla XCOM 2 I think quite a few people took for granted. Jake Solomon did a talk on this not long after the game came out I'm pretty sure, but I can't find it right now for the life of me. Other handicaps just off the top of my head: Sectoids. By all rights, they should be using Mind Control on their first turn in almost every situation. Toadsmash fucked around with this message at 18:59 on Jan 29, 2018 |
# ? Jan 29, 2018 18:52 |
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Toadsmash posted:No. XCOM 1 was never remotely handicapped in the same ways in terms of behaviors. Mexican standoffs (where aliens and humans alike are both stuck in semi fortified positions where neither wants to move) potentially happened all the time in that game on any difficulty because the AI was perfectly happy to camp a position if it was in their own best interest to do so. In XCOM 2, the AI is weighted heavily toward advancing its position, so weighted, in fact, that it is often willing to give up good cover/positions that can't be easily flanked to do so. The AI will move up units just to keep the combat dynamic and fast paced and continually evolving. That's not unique to difficulty -- Commander/Legendary both have tons of moments where the AI does this constantly if you're looking for it. The aliens often advance just to advance. That was not at all a thing in XCOM 1. If it made sense to sit still in XCOM 1, the aliens were perfectly happy to do so. That's a large part of what changed the combat dynamic in vanilla XCOM 2 I think quite a few people took for granted. Sectoids usually do. Mindspin has a random chance to be Mind Control or Panic (weighted towards Panic) and its almost always their first move in combat.
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# ? Jan 29, 2018 20:19 |
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Right. Weighted away from what is by far their more potent ability. That's what I'm talking about with handicaps. e: Oh, I get what you mean. I forgot they were different effects that rolled off the same ability. My bad. You can tell it's been awhile since I played. Toadsmash fucked around with this message at 20:36 on Jan 29, 2018 |
# ? Jan 29, 2018 20:30 |
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OhFunny posted:I haven't been a big fan of the turn-based games I've tried, but I downloaded XCOM1's demo on a whim and founded myself enjoying it. Likely due to the unique camera work when characters perform an action. I've got an extra copy, go check your PMs
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# ? Jan 29, 2018 21:23 |
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Zore posted:Sectoids usually do. Mindspin has a random chance to be Mind Control or Panic (weighted towards Panic) and its almost always their first move in combat. If you've managed to kill at least one trooper they'll pretty much always open with raising a zombie. They're a lot easier to manage if you prioritize random advents over the sectoid itself.
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# ? Jan 29, 2018 22:00 |
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Zore posted:RoboJumper's Squad Select lets you bump up your starting squad in the in-game options menu. I use that. OK, I must be as thick as a post, cause I'm not seeing how you increase the squad size. I see that there's supposed to be a 'Mod Select' option in the in-game option screen, but I'm not able to find it.
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# ? Jan 29, 2018 22:16 |
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At least on lower difficulties it seems like the AI tends to ease up on single-target debilitating effects per-round. Meaning, if a sectoid goes for mind control and a spectre shadowbounds someone else, other enemies for the round tend to go for straight attacks, non-targeted debuffs (psionic AoEs, incendiary grenades etc) or in the case of sectoids, zombie raising. On release the sectoid was extremely weighted toward zombie raising, to the point of passing up open flank shots, but that was patched out. Mind control tends to be their first play ime.
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# ? Jan 29, 2018 22:16 |
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Samovar posted:OK, I must be as thick as a post, cause I'm not seeing how you increase the squad size. I see that there's supposed to be a 'Mod Select' option in the in-game option screen, but I'm not able to find it. Mod menu is its own mod that you'll need.
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# ? Jan 29, 2018 22:17 |
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# ? May 10, 2024 00:45 |
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Basic Chunnel posted:Mod menu is its own mod that you'll need. Thank you. Now I feel slightly less dumb.
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# ? Jan 29, 2018 22:29 |