XCOM 2
Improved AI v1.47
369 kommenttia
Paradox Song  [tekijä] 14.9.2017 klo 12.38 
@MantLemon DerBK's A Better AI implements a lot of changes like my own, and his is updated to WOTC, so, I'm going to keep mine vanilla to support anyone who hasn't yet grabbed it. Those who do can saunter over to DerBK's mod. There's a couple differences, for sure, mostly with how MEC's and melee units behave, but, nothing alien to you.
MantLemon 14.9.2017 klo 7.56 
Hey, any chance you would update this mod for WOTC?
Paradox Song  [tekijä] 3.9.2017 klo 7.50 
@Pink Floyd That's correct, there are zero content changes to the mod. It only uses tools and resources already present with enemies. There was an artifical limitation on the number of activated units that would fight you, which has been drastically changed to allow more hectic combat.
Sir Trooper 9.8.2017 klo 13.20 
By this "More AI will fight you at once, depending on difficulty (Still unlimited on Legendary) " do you mean the mod adds more enemies, or more of them just attack you at once. Becuase I just want smarter Ai, not more enemies, that why I stopped using Better Advent 2. So this juste dits Ai right?
Bullyhunter77 8.4.2017 klo 7.11 
Ok thanks.
Paradox Song  [tekijä] 7.4.2017 klo 18.52 
@Sawtooth27 Anything that changes the behavior of AI. So ABA, ABA2, Long War, and others, i'm sure.
Bullyhunter77 7.4.2017 klo 16.27 
I'm wayy too dumb to understand the changed ini files, so can anyone do me a favor for my rather limited sized brain and give me a quick list of notable mods that are incompatible? Maybe? Anyone?
FateWeaver 20.2.2017 klo 19.38 
Ah, alright, thank you for clarifying. ^^
Paradox Song  [tekijä] 19.2.2017 klo 4.08 
@FateWeaver It is still possible for them to use Reanimate, but they heavily favor Mindspin as it often disables a unit, versus reanimating a new one that is destroyed if the Sectoid dies or is disoriented.
FateWeaver 18.2.2017 klo 9.05 
I agree with Conefed, this mod sounds really cool, but the reanimation ability I feel is a part of XCOM 2.

So Paradox Song, if you are reading this, I would really appreciate an optional version that still has reanimate, if at all possible.

Thanks in advance, if you decide to do that. Also your mod seems really cool. ^^
Quvano 19.1.2017 klo 17.42 
LW2 has similar functionalisty according to this: https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view
76561198049919792 29.12.2016 klo 23.06 
Raise your hand:steamfacepalm:
76561198049919792 29.12.2016 klo 23.05 
ha
Conefed 5.11.2016 klo 16.34 
I don't think Reanimation is that terrible - in fact it should be used because this game introduced it in the lore.
- I think it would be neat if Sectoids spun-stun you to give themselves time to reanimate.
- fall back and then reanimate
- etc
iamacewan 18.10.2016 klo 17.50 
Oh well, anyways thanks for getting back to me.
Paradox Song  [tekijä] 18.10.2016 klo 12.25 
@Iamacewan No, me and DerBK have mutually exclusive changes to the AI of XCOM 2, which is unfortunate, but, Improved AI is for those who do not want to extensive mechanical changes of A Better Advent, but just the logic changes. Some of my changes may seem like mechanical ones, but they are simply priority changes that allow certain vanilla abilities to actually be used.

If there's a certain change of Improved AI that is not the same for the AI in A Better Advent I can talk to him about it, but we took diverging paths of brutality on purpose.
iamacewan 16.10.2016 klo 22.21 
I know you say it works with LWS stuff but do you know it it works with A Better Advent also.
amelocik 17.9.2016 klo 21.54 
Thanks
Paradox Song  [tekijä] 17.9.2016 klo 3.56 
"-Changed Panic AI to try not to die as much. Thanks, Real Panic mod by ADVENT for allowing me to incorporate the changes. "
amelocik 16.9.2016 klo 18.31 
Does this change the AI for XCOM units when your XCOM soldiers panic?
Metrocop 15.9.2016 klo 23.43 
Thanks!
Paradox Song  [tekijä] 15.9.2016 klo 15.05 
I started an actual campaign, starting a real mission, but since I doubt people did that, I would assume main menu is enough.
Metrocop 15.9.2016 klo 4.28 
By launching you mod first, then turning LWS on, do you mean just launching the game to the menu or starting an actual campaign?
Paradox Song  [tekijä] 11.9.2016 klo 3.37 
Your welcome!
Watergun 11.9.2016 klo 0.19 
This mod really spice up the game! Thank you!
I Beat Moderate AI 8.9.2016 klo 3.27 
Thanks for the answer. And for an amazing mod!
Paradox Song  [tekijä] 7.9.2016 klo 13.40 
Just after installing, if it's still nessecary anymore.
I Beat Moderate AI 7.9.2016 klo 9.00 
The tweak to make it work with LWS - do you need to do it every time you run the game, or just after installing the mod?
Paradox Song  [tekijä] 2.9.2016 klo 13.32 
@robojumper the SeqAct override file is empty, but thank you for the information.
robojumper 2.9.2016 klo 11.35 
@Paradox Song
Just so you know - an override to SeqAct_AIJobUpdate won't do anything since SeqActs are baked into the map files.
ScaryRabbit 17.8.2016 klo 16.46 
Thx, I just want more ennemy types to add diversity, not their full mod because it don t has compatibility with double enemies
Paradox Song  [tekijä] 17.8.2016 klo 16.10 
Yes it is, but not the full SPECTRUM mod.
ScaryRabbit 17.8.2016 klo 15.27 
Is this mod compatible with Spectrum more enemies and double enemies?
Aquatica 18.7.2016 klo 9.56 
Ah! thank you! No longer confused! Maybe add that up in the description! thanks again!
Paradox Song  [tekijä] 17.7.2016 klo 14.36 
@Aquatica: Launch Improved AI with the LWS mods enabled. then launch again with the LWS mods disabled. Then enable them and Launch again.
Sobakaa 17.7.2016 klo 13.22 
@Paradox Song, took me quite a bit longer to test, but so far i didn't notice any outright stupid behaviour on AI's part in 1.47. Thank you again for the fix.
Aquatica 15.7.2016 klo 5.16 
Requesting clarification, EXACTLY what do Ihave to do to make this work with long war mods?
Paradox Song  [tekijä] 6.7.2016 klo 14.33 
@Sobakaa No problem.
Sobakaa 6.7.2016 klo 13.12 
@Paradox Song thx for such a quick response. I'll give it a try and report back in a couple of days.
Paradox Song  [tekijä] 6.7.2016 klo 6.02 
@Sobakaa pushing out a simple change, let me know if you are still seeing inconsistencies outside the pre- Last Gift norm.
Sobakaa 6.7.2016 klo 5.49 
I'm experiencing strange inconsistencies with the AI after Shen's Last Gift DLC.
The most evident example was when two fully healthy Advent Troopers toggled Overwatch on their bonus after-reveal move. Despite the fact there was a half-dead ranger out of cover 2 tiles away from them. The rest of the squad were in half cover too (yeah, i'm bad at this).
Out of 5 missions of this campaign Sectoids never ever used their guns. Prior to this DLC they would snipe my dudes from impossible angles and distances.

Does anyone else experience a sudden idiocy of enemies?
Paradox Song  [tekijä] 4.7.2016 klo 3.16 
@Cloudcat if you are experiencing incompatabilities, i'd like to hear them.
Cloudcat 3.7.2016 klo 22.43 
how about new shen dlc compatibity??
TpynogeJI 1.6.2016 klo 13.14 
Wow, at last! Thanks!
Paradox Song  [tekijä] 1.6.2016 klo 3.02 
@currahee150. I'll look into it tonight.
currahee150 31.5.2016 klo 19.23 
Perhaps I was not clear in my last post. The Sectoids no longer use mind spin unless they have already used psi resurrect. I have tested this without any other mods. This seemed to work before the update. Otherwise, everything else seems to be working quite well.
BE02-Raziel 25.5.2016 klo 11.53 
Thank you for the clarification. :D
Paradox Song  [tekijä] 25.5.2016 klo 11.38 
Yeah, you might experience the occasional strangeness, but you shouldn't notice it unless your actively searching for it. Me and the guy at A Better Advent had to search to find any potential conflicts, even. Short answer: Yes Long Answer: Yes, since last time I talked to them. If anything is conflicting, tell me and i'll chat with them again. :)
BE02-Raziel 24.5.2016 klo 15.47 
Quick question, would this work with A Better Advent?
currahee150 13.5.2016 klo 18.36 
Sectoids seem to really like making psi zombies again.