Xcom 2 Ai Cheats

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Here are the patch notes of the latest patch of the game! Now your game will move much faster and will not have any performance issues. Performance Added Zip Mode gameplay option. While Zip Mode is enabled animation (like step outs & gremlin movements) speeds are significantly increased. Normal Movement animations are moderately increased. Home Board index XCOM 2 Mods and Modding Long War 2 Long War 201; Long War 2 Console Commands. Start with the fundamentals. When used by players these are 'cheat codes' plain and simple, using them will forever cast you into the hellish pit of cheaters, but may just help you learn the game a bit as well. Long War 2 console commands.

The purpose of the AI is to give the impression of a competing space empire and to give the player a challenge that is fun, that is not too too easy and not too hard. Why does it matter how this is accomplished? The only thing that matters is how the player perceives it when playing the game. You want the experience of the other empires playing by the same rules but it doesn't matter if they actually do behind the scenes. It wouldn't matter to me if the AI was basically braindead and just spawning buildings, ships and fleets out of nowhere in a way that is designed to give the impression of producing them. It certainly doesn't bother me that it is given extra resources to compete with a player.

I don't see how it would bother anyone.Until we have actual AI then AI in a game like this will never be able to compete with a player that knows what their doing and is playing competetively. The solution is to make it play by different rules to some degree. That or you could take away the pause button, giving an edge to the computer that can think much faster than us. You can't both be upset that the AI cheats and that it is not challenging enough, that is completely counterproductive. Click to expand.Yes, but once you know the fact that the AI just gets resources from thin air instead of building a functioning economy according to the game rules it totally destroys the illusion and breaks immersion (for me at least). This is why i stopped playing now. And this is why I stopped playing Endless Space 2 which has the same issues.I have no problem with some 'buffs' for the AI on higher difficulty levels (for example their energy grids produce more than mine).

But an AI 'playing' completely out of the game mechanics is a joke.Why would would an 'economic warfare' against an AI empire make sense then? I think the whole market thing was only introduced to make it easier for the AI. I mean, it couldn't balance 3 resources properly, now there's even more plus a deeper planetary economy/pop simulation.

So, if you fuck things up (as AI or human player), the market comes to the rescue. Famines or energy crisis are a thing of the past, as long as you have one resource in the green it's easy to get the others. This takes a lot of challenge out of the game. As I wrote in another thread, it's easy to field large battle fleets with an agriculture economy, which is ridiculous and undermines the game mechanics. Plus, market ist badly implemented (infinite supply, no real price fluctuation).

Xcom 2 Ai Cheats

I think the whole market thing was only introduced to make it easier for the AI. I mean, it couldn't balance 3 resources properly, now there's even more plus a deeper planetary economy/pop simulation. So, if you fuck things up (as AI or human player), the market comes to the rescue. Famines or energy crisis are a thing of the past, as long as you have one resource in the green it's easy to get the others. This takes a lot of challenge out of the game. As I wrote in another thread, it's easy to field large battle fleets with an agriculture economy, which is ridiculous and undermines the game mechanics.

Plus, market ist badly implemented (infinite supply, no real price fluctuation). Click to expand.Guess im the only one that got in a game with food at 4 energy per units, minerals at 6 energy, alloys at 30 energy, consumers goods at 0.30.The fact its that the AI count only when she buy from the galatic market (and internal) but its not recorded (and dont alter the price) when selling, so the galatic market price can only increase.So, yea if you are lucky, you can make a living with food surplus, or you may end up as in another of my gamewith food at 0.10 energy per units, because all the AI were cap with food, and i just selled it at 10000 evrytime i hit the cap. The issue is that this is a strategy game, that a valid military strategy is to snipe the opponent's economic and production base, and so if the AI isn't playing by the same rules as the player, that strategy becomes invalid. Which is the point another poster made in a post now deleted - the AI should be fun to play against. Having the AI blatantly cheat and not follow the same rules as the player often doesn't post an interesting fun challenge - because the AI's economy is based on console hacks, it means that the interesting and fun strategies the player can employ are null and void. Click to expand.That SOUNDS right and smart, but actually isn't quite there.You're missing a HUGE counterpoint here.There a different PI game called Hearts of Iron IV.

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And it rather clearly shows what exactly you are missing.You only get fun strategic stand-off if your opponent is capable of putting up a fight strategically.And it isn't, because it's 'AI' it's at the very least AGES away from anything that could be compared to thinking.We can only 'teach' our computing tech to do what we know how to do, and in case that somehow isn't clear - humanity does NOT know how and why it is capable of thinking. But I digress.All we need form that last part for our discussion is that AI is incapable of thinking.

That includes thinking strategically. Do those AI mods really make them play 'better,' or just make decisions more optimally?I know those sound like the same thing, but there are tons of little choices that can be made to get a little more if a resource, or get things done a little bit quicker, that make the AI more of a challenge, but don't actually make the AI 'smarter,' or more specifically, more situationally aware of what a good decision is.One example I've seen an actual AI dev talk about in relation to 4X is tech trading in Civ games, back in Civ 4. Click to expand.One of the problems I have in these discussions is it always feels like we're talking past each other.When you guys think of improving AI, you think: How do you make an AI that can cope with all the bajillion edge cases out there so that it can defeat the tip top players. To do that you would need a super computer with deep learning software, experts at the game providing input, and an entire research team working with it.When I say game developers could do a lot more to make a more challenging AI experience, I'm primarily talking about improving and adjusting the foundation of its existing decision making. Example: How do I spend my influence? This is already defined in the game files, but how it's defined can make the AI stronger or weaker.What I and I think a lot of people want is an AI that has solid fundamentals from start to finish.

Just give it 1 solid game plan that it can take and have decent run. A ton of edge cases become irrelevant when you make an AI that can generate a lot of resources and pump out a lot of ships.I'm not asking for the kind of software that can defeat a grandmaster at Go. I want the kind of software that you buy off the shelf and can defeat an average joe player. What we have right now with Stellaris cannot do that. Click to expand.Civilization V has some great AI mods. Civ VI Ai mods improves AI too, but doesn't do nearly as much because so much of the AI decision making is hardcoded. Endless Legend had a pretty good AI mod.I would say Glavius' AI mod from version 1.9 was quite robust and I have no doubt his latest one will be too at the rate he is improving it.

I remember I made a real effort at trying to beat it on the highest difficulty and it was a huge challenge. I never completed it so I don't know if I would have won, but I was a major underdog for centuries of game time. It really forced you to use a lot of diplomacy and craftiness just to avoid getting rolled over.

The whole experience was super fun, which is why I so strongly push for better AI.For turnbased tactical game, Xcom had a really great mod that improved the AI. BATTLETECH's roguetech mod also does a fair bit of AI improvements.My experience is that whenever a game allows for extensive rework from modders and there is a big enough community, you get an improved AI mod. Some more extensive than others, but better is better.

One of the problems I have in these discussions is it always feels like we're talking past each other.When you guys think of improving AI, you think: How do you make an AI that can cope with all the bajillion edge cases out there so that it can defeat the tip top players out there. To do that you would need a super computer with deep learning software, experts at the game providing input, and an entire research team working with it.When I say game developers could do a lot more to make a more challenging AI experience, I'm primarily talking about improving and adjusting the foundation of its existing decision making.

Example: How do I spend my influence? This is already defined in the game files, but how it's defined can make the AI stronger or weaker.What I and I think a lot of people want is an AI that has solid fundamentals from start to finish. Just give it 1 solid game play that it can take and have decent run. A ton of edge cases become irrelevant when you make an AI that can generate a lot of resources and pump out a lot of ships.I'm not asking for the kind of software that can defeat a grandmaster at Go.

I want the kind of software that you buy off the shelf and can defeat an average joe player. What we have right now with Stellaris cannot do that.

Click to expand.Actually the reason I started with that question is so that we.wouldn't. be talking past each other.Guess the follow up didn't help with that point; they're two factoids about game AI that I've always found interesting and have a tendency to blurt out in these discussions. Though I'm usually better at using them.Anyway, I do agree on some of your points, particularly that 'fun' AI does not always mean 'smart' AI.

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One thing that has frustrated me and a lot of people I know with some of the Total War games is the AI's perfect understanding of where they can place their armies to never have to engage in a battle they don't want to, creating infamous Benny Hill moments where you have to chase an army down across a huge chunk of the map until they finally run to a point they can't run any further.On the other hand, IMO an important piece of 'fun' AI is the appearance of acting like a player might, and not obviously being AI. Part of that is that the AI is allowed to.not. act intelligently, and make mistakes the player can act on, like sometimes moving their army someplace where they can be attacked by a larger force, but it also requires a bit of being able to act intelligently in the sense most people think of in regards of what they want with AI, or at least appear to act intelligently. That SOUNDS right and smart, but actually isn't quite there.You're missing a HUGE counterpoint here.There a different PI game called Hearts of Iron IV.

Xcom 2 Ai Cheats Pc

And it rather clearly shows what exactly you are missing.You only get fun strategic stand-off if your opponent is capable of putting up a fight strategically.And it isn't, because it's 'AI' it's at the very least AGES away from anything that could be compared to thinking.We can only 'teach' our computing tech to do what we know how to do, and in case that somehow isn't clear - humanity does NOT know how and why it is capable of thinking. But I digress.All we need form that last part for our discussion is that AI is incapable of thinking. That includes thinking strategically. Yeah the AI cheats like gangbusters. Not just with economy either. They can spawn fleets out of thin air even without starbases.In my last 2.2 game I captured all of a nations space and was methodically collosus'ing their planets and noticed that ever so often their last planet would spawn a construction ship, science vessel and sometimes a small flotilla (5 corvettes) dispute not controlling the starbase in the system.As far as AI cheating goes, I wouldn't mind economy cheats so that the AI can keep up with the player and provide a challenge throughout the game.

But when the AI simply ignores mechanics that bind the player it cheapens the experience in my opinion. Yeah the AI cheats like gangbusters. Not just with economy either. They can spawn fleets out of thin air even without starbases.In my last 2.2 game I captured all of a nations space and was methodically collosus'ing their planets and noticed that ever so often their last planet would spawn a construction ship, science vessel and sometimes a small flotilla (5 corvettes) dispute not controlling the starbase in the system.As far as AI cheating goes, I wouldn't mind economy cheats so that the AI can keep up with the player and provide a challenge throughout the game. But when the AI simply ignores mechanics that bind the player it cheapens the experience in my opinion. Click to expand.I wouldn't like it.

If you think human players can have cheesy strategies sometimes, you wouldn't believe the crap deep learning networks can pull off.In a 4X playing against a believable well scripted AI that 'acts like a human' is much better than an optimized NN.Take DotA for example, one thing openAI did was turn on and off the ring of aquila. On when the enemy was trying to last hit to increase openAI's minions armor.

Cheats For Xcom 2

Off when he was denying to decrease their armor and deny more easily.A neural network in Stellaris would pull off insane micro stuff like that all the time. Constant job switching of pops to maximize circumstancial bonuses, constant rerouting of trade routes as soon as piracy gets too high to a route through new systems, constant ping pong game with fleets to stall you when you have the superior firepower and catch you when you have an inferior one, just like in old CK2. It would be a nightmare. I wouldn't like it. If you think human players can have cheesy strategies sometimes, you wouldn't believe the crap deep learning networks can pull off.In a 4X playing against a believable well scripted AI that 'acts like a human' is much better than an optimized NN.Take DotA for example, one thing openAI did was turn on and off the ring of aquila. On when the enemy was trying to last hit to increase openAI's minions armor.

Off when he was denying to decrease their armor and deny more easily.A neural network in Stellaris would pull off insane micro stuff like that all the time. Constant job switching of pops to maximize circumstancial bonuses, constant rerouting of trade routes as soon as piracy gets too high to a route through new systems, constant ping pong game with fleets to stall you when you have the superior firepower and catch you when you have an inferior one, just like in old CK2. It would be a nightmare.

Click to expand.I get what you're saying, but it's not like it has to be one way or another. A developer can limit some of the more cheesy high-micro things an AI does by adjusting game rules or creating penalties for shuffling things around too quickly, or locking things down for a time.

So let's pretend we have one of these ultra good deep learning AI's running in Stellaris doing the things you suggest and you're a developer tasked with managing it's cheesier aspects.1. Constant Job switching: This could be mitigated by introducing something like -25% resource generation for first 100 days on a new job.2. Being cute with piracy patrols: This could be mitigated by adjusting how piracy builds up. Perhaps instead of a fleet totally wiping it out on its first pass it takes several patrols through. So it's more about prolonged and consistent patrols, then just a 1-time quick sweep every couple years.3.

Attacking simultaneously from multiple directions with hit and runs: Definitely something tough to deal with, but the existence of the pause button helps the player keep up with the micro-intensive strategies a super computer might pull off.

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