LeaderEnemyBoss Posted March 22, 2016 Share Posted March 22, 2016 Oh, and there's a line that's supposed to limit the number of enemies of that type that can spawn in a pod, but it doesn't seem to work. *shrug* It works, but only for units that are definied as Advent in their respective template (bIsAdvent = true, bIsAlien=false). I already reported this bug. Had to redefine Sectopods and Gatekeepers to advent units for my "more Gatekeepers and sectopods" mod. Link to comment Share on other sites More sharing options...
DerBK Posted March 22, 2016 Share Posted March 22, 2016 Oh, and there's a line that's supposed to limit the number of enemies of that type that can spawn in a pod, but it doesn't seem to work. *shrug* It works, but only for units that are definied as Advent in their respective template (bIsAdvent = true, bIsAlien=false). I already reported this bug. Had to redefine Sectopods and Gatekeepers to advent units for my "more Gatekeepers and sectopods" mod. Thanks for this info, that explains SOOO much. Like why my Troopers behave like i want them, but i wasn't able to keep my Boas (a Viper variant) in check.I may have to use that workaround as well until the bug gets fixed. [...] => I still don't see how two different mods could both add members to this list. Maybe that never actually happens and the mod enemies only appear in open encounters? Exactly. And since the majority of encounters are open, this isn't that big of an issue imo. [...] => Is that all correct? Yep, sounds about right. So, for a first attempt at a human only open mission, I could change all the enemy leader force level ranges to 98/99, which removes them from contention. Then add my own human leaders and followers. I find it awfully hard, and anyway inflexible, to make this kind of change by using -/+ lines in the ini file. So I will study if all these changes can be done in a uc file. How about making an InclusionList "HumanEnemies" and linking that in the encounters?That way you don't need to change all the enemy GameData_CharStats and have your logic for pod composition contained to the missions.ini. Link to comment Share on other sites More sharing options...
LeaderEnemyBoss Posted March 22, 2016 Share Posted March 22, 2016 Oh, and there's a line that's supposed to limit the number of enemies of that type that can spawn in a pod, but it doesn't seem to work. *shrug* It works, but only for units that are definied as Advent in their respective template (bIsAdvent = true, bIsAlien=false). I already reported this bug. Had to redefine Sectopods and Gatekeepers to advent units for my "more Gatekeepers and sectopods" mod. Thanks for this info, that explains SOOO much. Like why my Troopers behave like i want them, but i wasn't able to keep my Boas (a Viper variant) in check.I may have to use that workaround as well until the bug gets fixed. Yeah took me an afternoon of trial and error to figure this one out. So far I didn't notice any disadvantages or side effects of redifining aliens as advent, but you never know. Link to comment Share on other sites More sharing options...
davidlallen Posted March 23, 2016 Author Share Posted March 23, 2016 (edited) OK, some progress, but I am stuck on what seems like a stupid question: where do action points come from? Using the technique from earlier in this thread, I have replaced all the open encounters with pods of humans. I made 3 leaders (Shen, Tygan and Bradford), and 4 classes of followers (sharpshooter, grenadier, ranger, specialist). I get the leaders and followers to spawn. They will patrol, and they scurry when my squad breaks concealment. But then, they just stand there. When I use x2allowselectall to take them over, they have zero action points. What do I have to do, to make my human opponents have action points? Also, even though each leader has four possible followers, they only ever pick rangers. The followers each have the same follower spawn weight, so I can't see why that would happen. In case anybody is interested to look at the code, the two key files are classes/HO_Characters.uc, which extends X2Characters_DefaultCharacters, and config/XComGameData_CharacterStats.ini. Here's the modbuddy directory zipped up (tiny 10 KB file size): http://jendaveallen.com/Temp/HumanOpponents0322.zip Here's Shen and a ranger about to shoot up my guy. http://i.imgur.com/tWjxRt8.png Edited March 23, 2016 by davidlallen Link to comment Share on other sites More sharing options...
DerBK Posted March 23, 2016 Share Posted March 23, 2016 (edited) Maybe they just don't find an appropriate behaviour tree? Try giving them the one of Advent Troopers for a test, that way they at least know how to shoot, throw grenades and move. To do that, add CharTemplate.strBehaviorTree = "AdventTrooper::CharacterRoot";to their character template. Also i am not sure if you can just leave out so many of the eStats in the CharacterStats.ini as you did. Maybe you do need to set all those lines for ArmorChance, ReserveActionPoints, UtilityItems etc and set them to 0. Again, i suggest looking at the trooper and using his setup as a guide. Edited March 23, 2016 by DerBK Link to comment Share on other sites More sharing options...
davidlallen Posted March 23, 2016 Author Share Posted March 23, 2016 That was it! I just had my first real human on human firefight. Thanks! Some more questions. a. I give each leader four possible followers in the ini file. But, no matter what order I put them in, each leader only chooses the *last* follower in its list. I understand it is random, but this occurs every time after 3-4 runs and it cannot be coincidence. b. How can I give each of the human opponents a name and random appearance (like civilians have)? Link to comment Share on other sites More sharing options...
DerBK Posted March 23, 2016 Share Posted March 23, 2016 (edited) a:Try turning your units into Advents like LeaderEnemyBoss suggested above. I saw similar behaviour as you are, but only with Aliens (f*#@ing Boas!) and not with Advents. Might be a related bug.b:No idea, that's something i didn't look at yet. Edited March 23, 2016 by DerBK Link to comment Share on other sites More sharing options...
LeaderEnemyBoss Posted March 24, 2016 Share Posted March 24, 2016 (edited) a:Try turning your units into Advents like LeaderEnemyBoss suggested above. I saw similar behaviour as you are, but only with Aliens (f***ing Boas!) and not with Advents. Might be a related bug. b:No idea, that's something i didn't look at yet. Hey, update on the issue of redefining Aliens as Advent to avoid the "MaxCharactersperGroup" Bug. I now know what the possible negative side effects of this are. The Definition as Alien is important for some Abilities like psi reanimate, Viper bind etc. Those normally dont work on units defined as aliens. I had a Viper binding my Gatekeeper in a testmission. The Effect worked, but the animation was wonky, and its looks a bit strange when a Viper tries to bind your gatekeeper ^^. Since hacking/domination is a thing, this can actually happen ingame. Edited March 24, 2016 by LeaderEnemyBoss Link to comment Share on other sites More sharing options...
davidlallen Posted March 25, 2016 Author Share Posted March 25, 2016 Did you add a playable viper, or a playable gatekeeper? Reference "playable advent" mod at nexus/workshop. Link to comment Share on other sites More sharing options...
WanWhiteWolf Posted March 25, 2016 Share Posted March 25, 2016 (edited) I am not sure if my comment helps, but I can refer to some mods that work well together, although they refer to the same type of enemy. Muton standardMuton Demolisher Muton Centurion Advent standardAdvent Sniper Advent PSI Advent Officer elite - reinforcements Elite Viper Fearsome SectopodsSmarter sectoids I've seen all types of mutons on a single map. All the above work together without issues (as far as I've seen). I will try to add more advent mods and see how it goes. Edited March 25, 2016 by WanWhiteWolf Link to comment Share on other sites More sharing options...
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