UFO AI patch


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#1 kyrub

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Posted 28 April 2011 - 01:43 PM

This is a small AI patch for X-COM Enemy unknown:
It should have visible effect on AI combat performance, making it generally more dangerous to player. The improvement should be most noticeable in close-combat action, on terror-sites or in Alien ships. The Aliens should now represent bigger danger to player's tanks and armored units, as well as to his psi-defense tactics.

The patch does *not* change any game mechanics, alien or weapon stats. The UFO defense game has the same rules as ever. As far as I am aware, it can be used both with Xcomutil and UFO extender. The patch fiddles exlusively with the way AI decides its actions. The only exception to this rule is the global re-setting of AI_energy_factor [UNITREF 45] to 1. This was most probably a bug in the original game, causing energy exhaustion.

Features
- Aliens use a lot more of autoshot and snapshots, aimed shots only on long distances
- Alien energy spending problem fixed
- Aliens more likely to use grenades with many targets
- melee aliens are no more shy of > 3 X-com soldiers
- melee aliens will be a lot more decisive
- AI psi targetting is more random
- AI may attempt to psi attack even a relatively psi strong unit
- non-aggressive Aliens will try to snipe you more often
- Aliens trying the base assault should be much more aggressive
- Aliens will pick up their rifles after panicking

Usage:
- a fresh install of X-COM EU is recommended!
- extract the zipfile to your UFO folder, overwrite everything
- (optionnally) install UFO Extender, Xcomutil or whatever
- run with the appropriate exe (UFO defense.exe or geoscape.exe or UFO Loader.exe with extender...)

Thanks and full kudos:
- Seb76 for disassembling the game
- Xusilak for porting the code to TFTD
- Volutar for his 'AI pick objects' discovery
- BombBloke for pointing out at the AI functions from demoversion

Attached Files



#2 Space Voyager

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Posted 28 April 2011 - 05:21 PM

:) Wow, interesting. Is this the first ever AI patch? Is it possible to remove the "AI sees all" after 20 turns, too?

#3 kyrub

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Posted 28 April 2011 - 06:37 PM

View PostSpace Voyager, on 28th April 2011, 7:21pm, said:

:) Wow, interesting. Is this the first ever AI patch? Is it possible to remove the "AI sees all" after 20 turns, too?
That is super easy. I just don't know if it is desirable. I tried to be as conservative as possible.

Btw, not only the AI sees all after 20 turns, it also auto-decides to go for x-com soldiers after those 20 turns. That really feels a bit stupid, instead of waiting for interrupts or any other possible tactics (searching cover). Maybe disabling this second part (auto "combat mode") could do the job as well.

#4 Wormburgerfish

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Posted 28 April 2011 - 08:34 PM

Are these the same AI changes in the "Icing" mod? So if I have the icing mod there is no point in downloading this one?

#5 kyrub

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Posted 29 April 2011 - 01:59 AM

It was reworked, the effects are stronger and generally the AI should be better. I'll make an Icing version with the better AI later.

#6 Wormburgerfish

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Posted 29 April 2011 - 11:34 PM

So can this be installed over the icing mod?

#7 kyrub

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Posted 30 April 2011 - 12:47 AM

No, you'll overwrite the extra feature from Icing in the process. I am afraid you have to wait for the time I make a new Icing version (next mid-week I guess).

#8 kyrub

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Posted 02 May 2011 - 10:35 PM

AI patch for UFO 1.4 DOS version added.

See the opening post.

#9 Volutar

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Posted 03 May 2011 - 11:45 AM

"AI sees all" after 20th turn meant to be a helper for "last alien" hunt. If you disable it, you'll probably get more lurkish aliens. I doubt people will like it :P. Though as a side-effect of this "all map revealing" is instant panic of alien units if there are <3 of them left... well it's another story.

#10 kyrub

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Posted 03 May 2011 - 09:09 PM

View PostVolutar, on 3rd May 2011, 1:45pm, said:

"AI sees all" after 20th turn meant to be a helper for "last alien" hunt. If you disable it, you'll probably get more lurkish aliens. I doubt people will like it :P. Though as a side-effect of this "all map revealing" is instant panic of alien units if there are <3 of them left... well it's another story.
Ah, Volutar, the one-who-found the picking up! -- With all respect, are you sure about the panicking? The condition reads like this: IF turn > 20 OR if aliens < 3 THEN make every soldier visible (loop). No talk of panic, if I'm not wrong. Other than that, I generally agree with the "last alien" bit. It's pity it is so exploitable. I thought about putting some +RNG turn there instead of hardcoded 21st turn.

It would be nice to get rid off the grav lift bug (Aliens cannot shoot down through grav lift). Do you have any idea about the whereabouts?

#11 kyrub

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Posted 11 May 2011 - 07:02 PM

AI patch combined with Mok's special slowdown of Geoscape clock added.

See OP.

#12 Volutar

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Posted 18 July 2011 - 06:34 AM

View Postkyrub, on 4th May 2011, 2:09am, said:

Ah, Volutar, the one-who-found the picking up! -- With all respect, are you sure about the panicking? The condition reads like this: IF turn > 20 OR if aliens < 3 THEN make every soldier visible (loop). No talk of panic, if I'm not wrong. Other than that, I generally agree with the "last alien" bit. It's pity it is so exploitable.
Panic is a side effect of instant revealing of ALL XCOM units on the map. Morale depends on how many of your solders been killed AND how many enemy units this exact unit sees (sort of a fear factor).

View Postkyrub, on 4th May 2011, 2:09am, said:

It would be nice to get rid off the grav lift bug (Aliens cannot shoot down through grav lift). Do you have any idea about the whereabouts?
Actually have no idea, because I was never aware of this nor read about. Are XCom units capable of shooting down through grav lift, or it's just a AI bug?
See, AI theoretically could be enabled for XCOM units too, and all "line of fire" or "line of sight" algorighms work for Xcom/Civs/Aliens exactly the same way. It could be line of sight bug or line of fire, when you see enemy but cannot shoot... In both cases same restrictions (this gravlift block bug) applied to XCOM units too.

After kind of "vacation" I've returned :P.

#13 silencer_pl

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Posted 18 July 2011 - 09:40 AM

I wish you could 'weaken' psi capabilities to only I SEE YOU (same as in Apoc). That way psi wouldn't be too brutal yet It still would be dangerous
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#14 kyrub

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Posted 21 July 2011 - 10:18 AM

View Postsilencer_pl, on 18th July 2011, 11:40am, said:

I wish you could 'weaken' psi capabilities to only I SEE YOU (same as in Apoc). That way psi wouldn't be too brutal yet It still would be dangerous

The AI patch does *not* change any game mechanics (my Icing mod does = the difference). But I_see_you_psi option may be introduced with UFO extender. Note that you may use Extender AND AI patch together, by installing Extender and then overwriting the exe with AI patch.


- I'm sorry for not being able to react here. Sadly, in coming month, I don't see any improvement. -

#15 zaimoni

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Posted 23 July 2011 - 04:24 AM

View PostVolutar, on 18th July 2011, 1:34am, said:

Actually have no idea, because I was never aware of this nor read about. Are XCom units capable of shooting down through grav lift, or it's just a AI bug?
It's an AI bug.  Furthermore, the AI can reaction-shot down grav lifts fine; it's just intentionally shooting down grav lifts that's impaired.

#16 Wormburgerfish

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Posted 26 July 2011 - 02:24 PM

They can certainly shoot UP grav-lifts. I've lost several soldiers that way in base assaults (good ones too).

#17 NKF

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Posted 27 July 2011 - 06:20 AM

It also varies depending on the size of the lift. 2x2 lifts like those in the entry points to alien bases or the 3x3 lift do allow you to shoot down them from an angle, but 1x1 lifts don't let either X-Com or aliens shoot down. At least, not directly to the tile directly below if you're standing on the lift. Since the aliens are normally bound by the move nodes, they won't often stray off their path and end up standing at advantageous angles around the lift to be able to shoot down them.

While X-Com and alien units are affected by this, the aliens are unfortunate in that they are often the ones caught on the wrong side. :P

TFTD fixed this by making the lift landing solid, so no one can shoot up or down. I think this was a fair solution.

- NKF
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.

#18 silencer_pl

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Posted 27 July 2011 - 02:00 PM

View PostNKF, on 27th July 2011, 6:20am, said:

TFTD fixed this by making the lift landing solid, so no one can shoot up or down. I think this was a fair solution.

- NKF

I belive you are only talking about the green puddles in interior alien colony.

I know that you can destroy synonium device in Alien Artefact mission with DPL and that is on the top flor while lift is on the bottom.
Same goes for the lift on ships (human ships that is).
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#19 phispooky

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Posted 10 October 2011 - 06:13 PM

Hi,

first I want to thank kyrub for providing this interesting patch. I downloaded the CE version and applied it on top of seb's Ufo Extender. So far this seems to work alright. So with this setup I started a new game to try out the behavior of the more intelligent aliens. So far though they seem to be quite unlucky. I came upon 2 incidents (crashed UFOs) and had a very smooth mission against floaters and a mostly easy going mission against sectoids.

There are two things I noticed though and I am not sure if they came with the patch, my mixed setup with UFO extender or are just cirumstance ?!

First, I seem not to get any visible hidden movement in the aliens turn - thrice I saw aliens right at the start of my turn without noticing them during the alien turn ? Secondly I bought some rifles and brought them to the second mission and was surprised to find out they were not loaded, when I assigned them to my agents. Maybe this happened without the ai patch too, but I never recognized this before ... Can anyone confirm this behavior ?

Finally something I am not sure at all if it is related. At the end of the second mission I had a small scout surrounded, opened the door (sebs mod) and saw two sectoids right in front of me. I threw a grenade on the first field and left the entrance area (one step away). On the alien turn the grenade blew up and killed the remaining 2 sectoids. Now I was surprised that I have 3 wounded agents which were outside the scout when the grenade went up ? Don't the ship walls protect me from the blast ??

Anyway I am having great fun and looking forward for all innovative extensions to UFO.

Thanks and Cheers,
Michael

#20 ArtAndr

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Posted 14 January 2012 - 10:31 PM

Any chance that "no retaliation fix" (The retaliation mission is stopped when the battleship is shot down by the base defense) from your Icing Mod will be implemented into this patch? Or may I ask you to point which offset values should be changed to fix it?




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