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For ABAI und YA the load order is not going to matter in any meaningful way but if you want to be super safe about it, sub to ABAI first, then to YA. That will give YA changes priority over the ones from this mod.
Doubling up on changing those variables is no problem, the game will just use whichever is last in the load order.
I've used this and Yellow Alert Gameplay in a couple of campaigns, they work well together.
You can refer to https://steamcommunity.com/workshop/filedetails/discussion/1126623381/1644290549121467976/ for a manual on how to turn of the changes from ABAI to a certain enemy. So you could use ABAI, deactivate the Priest changes and let the other mod take over for that part.
In the XComAI.ini that comes with this mod, Ctrl+F for "CALC_MID_COVER" which will bring you to a set of six lines. The first three lines, starting with a "-", are the original values. Don't touch those lines. The next three, starting with a "+" are the values i set them to. The one you probably want to adjust is the middle one, the "full cover factor" for non-leaders. I changed that value from 1.1 to 2.5 which is indeed quite heavy handed. Maybe try a 2.0 for a more moderate but still noticable adjustment?
Something is not working right on your end, this is not something that can be mistaken, it's a very heavy handed adjustment i did there towards cover discipline.
I don't believe i touched the grenade thing.
Good to know, thanks.
I fully stand behind the review i wrote a year ago https://steamcommunity.com/profiles/76561197986016566/recommended/470310/
Would you still recommend Troubleshooter?
Most enemies will be somewhere inbetween, using the vanilla movement and general decision making, but their own AI for any fancy abilities they have that vanilla AI can't cover. Many enemies will just be able to use vanilla AI, probably more than you'd expect. The vanilla AI has a surprising amount of stuff covered.
The result of this is that ABAI and other enemies will in the vast majority of cases just work together smoothly without any hiccups at all. And even if there would be hiccups, chances are you wouldn't be able to tell as a player.
How enemies act is made up of "behaviours", like whether to shoot or move to flank and then shoot. If a mod-added enemy uses vanilla game behaviours then it'll be affected by the changes here. Most enemy mods will add in behaviours so their enemies use their special abilities at the right time.
So, most of the time, basic actions like moving and shooting are affected for all enemies.
But nothing that would alter their ability use like you describe.
I his FAQ DerBK states that this mod does not significantly alter Chosen behavior and I'm not sure I agree. I don't have any other mods that modify Chosen and so far have only fought the Warlock. In my experience he is now dramatically more annoying and dangerous compare to vanilla, at least at close range where he spams Mind Control and Mind Scorch like there's no tomorrow.
Am I wrong? Could there be some other mod interfering with Chosen behavior?
So if you suspect that a mod changes something for you in that regard, maybe check with something like Yellow Alert or similar mods that do indeed change more than just the behavior trees in the XcomAI.ini.
Not sure i'd really call it "reliable" though.
it's fine cause they end up in-fighting, but it can get tedious to watch
That being said, you end up with one enemy per turn shooting at the relay (while the pod isn't triggered yet) and the relay can take quite a few turns of abuse from a Sectoid gun or a trooper. Now, if you are running some sort of mod that puts all pods on active from the start, then i could see that being a bigger issue as you might then have every pod member shoot on the thing.
But that has nothing to do with the ABAI mod.
Maybe I'm just rusty but I see things that seem unfair that I don't remember from previous campaigns. In the first mission after Gatecrasher that I just played, all three alien pods on the map rapidly sprinted towards the Alien Relay I have to protect and converge there all in one room, so that it's impossible to not trigger them all at once. That makes the mission unwinnable with the starter squad.
That was the first time where I could witness them doing this because I was trying to catch up with my concealed squad. The aliens didn't even just walk, they RAN in one straight line towards the Relay. But on other missions I also found two or more pods clustered together in the same spot so they seem to be doing this a lot.
The priority shots are checked right before an enemy would take their normal shot, which comes later.
An alien that has a target that it can kill and at least a 40% CTH is very likely to take this shot.?
Note that some enemies being hyper aggressive towards civilians is a vanilla WotC feature. Bradford even announces it ...."Some of them are ignoring us just to get a better shot at the civilians" or something like that. That's usually limited to just one pod, i think.