UFO:Alien Invasion

General => Discussion => Topic started by: xor0 on May 26, 2010, 12:45:50 am

Title: reaction fire fix?
Post by: xor0 on May 26, 2010, 12:45:50 am

I played this game 2 years ago, someone told me a new version is coming out. Awesome, better graphics, gameplay etc. But: reaction fire is broken - snipers are useless, have to use pistols???

Apparently there is a way to go back to the old reaction fire system:

Create a file called autoexec.cfg (which doesn't exist currently in my system) in UFOAI-2.3-dev\base\ then put the line 'set g_reaction_fair 0' in it.

Is that right, will it bring back the old system (which worked)? Doesn't have to be done before a compile or anything does it? Otherwise guess I'll have to delete and comeback in a while...
Title: Re: reaction fire fix?
Post by: Mattn on May 26, 2010, 08:15:06 am
yes - this will activate the old reaction fire style
Title: Re: reaction fire fix?
Post by: xor0 on May 26, 2010, 07:14:47 pm
Great, thanks! Fantastic game btw
Title: Re: reaction fire fix?
Post by: rileyk on June 22, 2010, 11:53:15 am
Could I ask is the spelling correct in this fix suggestion for reaction fire - 'set g_reaction_fair 0' ?

Thank You
Title: Re: reaction fire fix?
Post by: Falion on June 22, 2010, 03:45:40 pm
Surely reaction fire isn't broken, not after waiting THIS long for 2.3...something that significant couldn't have been overlooked...you guys are just to careful. If so, sure hope there is an updated 2.3 with this mechanic fixed to work correctly. Anyhow, initial thoughts are 2.3 is a vast improvement in most aspects, however, what is up with countries loosing faith in you so quickly? The $ you get doesn't allow for FAST expansions, so for the first few months ( 2-5 ) your limited to having 1 base with aircraft abilities. I have been flying all over the world winning every terrorist action and shooting down every UFO I've seen, yet my countries attitudes funding me have gone from Pleased...to Neutral...are they that really THAT difficult to please, and don't allow you time to get up to speed? Especially with such LIMITED resources allotted to Phalanx...2.2 seemed to be a bit more forgiving...this seems a bit too BRUTAL an attitude towards the only defense program the earth has, since it's still in it's infancy at this point of the game. In terms of funds...is the earth THIS poor at this point in history, that they can't allow a few more credits per month to be allotted to the the only chance they have of surviving? I've seen more funds pushed by Gov's to crappy and unneeded useless programs, to research the lifestyle and breeding habits of some possibly endangered life-form, than what Phalanx receives for it's efforts to save the human species from being eradicated.  Anyhow, kudos to your continued efforts on this great game you Dev's keep working on, as a labor of love...many thanks guys!
Title: Re: reaction fire fix?
Post by: suliman on June 22, 2010, 09:19:28 pm
adding that file with the line
set g_reaction_fair 0

does NOT revert to old RF system for me. Neither in skirmish or new campaign. I run win 7 if it matters.
Any idea on how i can really revert to old system?

Thanks
Erik
Title: Re: reaction fire fix?
Post by: arakis on June 23, 2010, 03:50:54 pm
could someone post full reaction fire spec for the old vs new system, I mean i would like to know how the old one worked, and how the new one works, thank you
Title: Re: reaction fire fix?
Post by: DreamWorker on June 23, 2010, 10:16:25 pm
set g_reaction_fair 0
set g_reaction_fire 0
don't work anyway

So snipers now are useless in defence - it was my favorite tactics in 2.2.1 ...
Please do something, bring back old RF system while debugging new one or explain how new RF system work.
RF is a big dissapointment in 2.3 :(((

Now I should use next tactics: in each turn one solder should look behind corner - to watch out incoming aliens.
In UFO I should in each turn send scout to to watch out incoming aliens and then return him back to safe area.
It is so disturb  :(((
Title: Re: reaction fire fix?
Post by: wcanyon on June 24, 2010, 05:42:56 am
I won't say that it's broken because I *have* seen it happen. However, it only happened once and it was a flamethrower.

Maybe RF only works with some weapons? I had 8 guys standing at the entrance of a UFO, 6 had plasma rifles, 2 had plasma blasters. An ortnok popped out, killed one of my guys and popped back in and no one fired. 7 of the 8 guys had TUs left for a snap shot. The little check mark next to snap shot was checked for each weapon.

It looks like it's 90% broken to me.

I bet I've lost 10 or 12 guys over the course of my playtime because of this issue.

The .cfg file fix didn't work for me.
Title: Re: reaction fire fix?
Post by: wcanyon on June 24, 2010, 07:48:55 am
I just lost 3 dudes to aliens "popping out" of a door. While 4 dudes were pointed at the door and had TUs for reaction fire. This blows.
Title: Re: reaction fire fix?
Post by: wcanyon on June 24, 2010, 08:15:23 am
I did just see a reaction fire happen. 6 guys pointing at the door of a UFO. 2 had double pistols, rest had rifles (maybe one GL in there). All had "save TU for reaction fire" turned on. 3 aliens pop out and shoot at me. Of the 6 guys pointing at the door, only one of the ones that had a pistol fired back. So maybe it's just rifles?

Either way, I think I'm gonna put this game away until next version. Autoresolve is behaving strangely and reaction fire is broken.
Title: Re: reaction fire fix?
Post by: dodon on June 24, 2010, 02:41:38 pm
could someone post full reaction fire spec for the old vs new system, I mean i would like to know how the old one worked, and how the new one works, thank you
use the search in the Contribute section, there are several pages that discuss what was changed and why it was changed.


I had 8 guys standing at the entrance of a UFO, 6 had plasma rifles, 2 had plasma blasters. An ortnok popped out, killed one of my guys and popped back in and no one fired.
6 guys pointing at the door of a UFO. 2 had double pistols, rest had rifles ... 3 aliens pop out and shoot at me. Of the 6 guys pointing at the door, only one of the ones that had a pistol fired back. So maybe it's just rifles?
the TUs of the fire mode affect when a soldier fires, so selecting an apropriate wappon/firemode might help


additional notes (if I remember the sourcecode correct)


.... But: reaction fire is broken ...
No it is not, but in 2.2 it was broken - it was way to powerful ;)
Title: Re: reaction fire fix?
Post by: wcanyon on June 24, 2010, 04:23:51 pm
Quote
the TUs of the fire mode affect when a soldier fires, so selecting an apropriate wappon/firemode might help

You're assuming I didn't do that. I did. All 6 had reaction fire mode checked and had save time for reaction fire (the shield button) was turned on.
Title: Re: reaction fire fix?
Post by: homunculus on June 25, 2010, 04:13:53 pm
You're assuming I didn't do that. I did. All 6 had reaction fire mode checked and had save time for reaction fire (the shield button) was turned on.
it is probably not about having the tu and having the checks, but about using low tu firemodes for reaction fire.
like smg on single shot (lol).
or, as said, flamer (i guess that must have been candlelight).
Title: Re: reaction fire fix?
Post by: bakiegw on June 25, 2010, 07:51:15 pm
Great game, when it works   :(  reaction fire is more important then anything else!
Please fix it.
Title: Re: reaction fire fix?
Post by: Ufanatic on June 25, 2010, 11:34:29 pm
Great game, when it works   :(  reaction fire is more important then anything else!
Please fix it.

Couldn't agree more.

The autoexec.cfg - hint doesn't work even if you do it in the right directory (user\application\ufoai\base , NOT: install directory\...).

Without proper reaction fire this game is totally no fun ... improved graphics hold nothing against this.
Had my team slaughtered by this a couple times now and won't keep playing until some tactical sense is back to the battlefield.  ;)
Title: Re: reaction fire fix?
Post by: homunculus on June 26, 2010, 08:36:22 am
Great game, when it works   :(  reaction fire is more important then anything else!
Please fix it.
oh, really?
maybe you are so much used to always having the more important things, like water, and air, and gravity, and bacteria and fungi, and the sun, and now, finally, reaction fire :)

the current alternative to reaction fire is ir-goggles, afaik.
Title: Re: reaction fire fix?
Post by: DreamWorker on June 26, 2010, 10:38:24 am
Ok, question to developers - in 2.3 reaction fire functionality is testing beta-version or some bug-glitch or it works exactly as planned?
So, in fact that RF is useless now - it's specification of UFO AI 2.3?
Title: Re: reaction fire fix?
Post by: Ufanatic on June 26, 2010, 10:47:53 am
Ok, I started one last attempt to make RF work using the autoexec.cfg "fix".

Outfront: It didn't work! Still, I feel I got a lot closer to actually making it work.



Here is what I did / A total newbies "Guide" to getting closer to oldschool RF:

1. Get a proper editor for .cfg files (I used: http://www.chip.de/downloads/Notepad_12996935.html)

2. Create a file called autoexec.cfg in your INSTALL-base-directory (.../ufo_ai/base/

2b. Put in the line: exec autoexec.cfg

3. Create a file called autoexec.cfg in your PROFILE-base-directory (.../yourname/applicationdata/ufo_ai/base/)

3b. Put in the famed line: set g_reaction_fair 0

3c. Experiment using things like set cvar g_reaction_fair 0, set g_reaction_fair "0", set g_reaction_fire 0 and hence 8! possible combinations.

4. Wonder why it isn't working

----

Notes:

- Now this may seem a little too much but I actually found, while reviewing the ufoconsole.log, that the autoexec.cfg isn't even executed unless you take step 2.-3. . If you just create an autoexec.cfg in either your install- or profile-directory the file is NOT executed for whatever reason.

- lines like set g_reaction_fair 0 and set g_reaction_fire "0" produce no further entry in the .log-file

- lines involving "cvar" produce the .log-entry: "invalid flags 0 given"
(whatever that means now, but something was trying to be happening  ;))

----

Request to the developers:

- PLEASEEE clarify any time soon if that autoexec.cfg fix actually does hold ANY promise of changing RF in the 2.3-build.

- If yes, pleaseee explain how to do it properly.

- I mean, what is "* introduced cvar g_reaction_fair to activate/deactivate reaction fire timeout" in the update-notes for march 2010 supposed to MEAN?  ???

- Please do not view this as a rant or something. Yes, I am impatient for I have waited looong for this and RF spoils it bad.
However, I would like to see my impatience viewed as a major compliment to your otherwise awesome game.  ;)


Title: Re: reaction fire fix?
Post by: DreamWorker on June 26, 2010, 01:57:22 pm
Ок with this fix RF work good except sniper rifle in precise mode not work (sniper rifle snap shot work well but not at close range)

Particle Rifle havn't RF(
Flamethrower (top mode 2x fuel) work well
assault rifle 3 shot work well
all pistols seems to ok
Title: Re: reaction fire fix?
Post by: Ufanatic on June 26, 2010, 02:10:24 pm
Ок with this fix RF work good except sniper rifle in precise mode (sniper rifle snap shot work well)
also sniper rifle snap shot do not work at close range.

Are you serious?

Can you specifiy a bit what exactly you did please:

Which lines did you put in? Did you restart the campaign? Did you just try it in Skirmish-mode? ...

---

I read earlier about someone restarting the campaign to make it work ... so I went and tried it in Skirmish-mode:

- Shotgun + Laserrifle fired pretty well as in almost every shot, even in burst-mode
- Sniper (snapshot): fires sometimes, not very reliable though
- Magnetic-gun (was it?) fired hardly
 
Now this is still not "the old RF-system" but seemed a lot better to me than what I experienced in the campaign.

Then again, I don't have any idea how much better the soldiers in skirmish-mode are trained ... I was under the impression that those with high mind-stats actually fired more often than the dumb-nuts. Also, it seemed like having a soldier sit and wait for at least one turn increased the chance of RF, sort of like they "entrenched" themselves.
Also, I was up against some 10 aliens in a tight spot and didn't really care about the lives of my soldiers. I therefore had the aliens in plain view most of the time. Possibly, my guys just accumulated a ton of RF-APs in short time by seeing all those aliens move around ... this would have certainly "paid" for a couple 14AP-bursts per turn or for the occasional sniper-snapshot.
Maybe it was just a "lucky round" and once I restart a campaign I will be faced with the same old casualties caused by only 1 or 2 aliens who hardly generate enough APs to reaction-fire a warm fart ...

Still a lot of guessing and variables here so far ...

Title: Re: reaction fire fix?
Post by: DreamWorker on June 26, 2010, 02:47:34 pm
Can you specifiy a bit what exactly you did please:
- uninstall game and delete all files (have some problems with graphics)
do exact as you tell in "Guide"

set g_reaction_fair 0
set g_reaction_fair "0"
set g_reaction_fire 0
set g_reaction_fire "0"

then tried campaign - send to mission 8 snipers and they killed aliens in RF with snap shots

I'm using snipers with snap shot in harassing fire tactics, sometimes they hit somebody.

A bad with RF - it's floating instability.
IRL if you have weapon(or device) that somtimes work well and sometimes have malfunction and you doesn't know when it will work and when will not - better do not use this device or weapon.
Title: Re: reaction fire fix?
Post by: Mimic101 on June 27, 2010, 08:29:23 pm
RF works for me with snipers in V 2.3.  The alien had a chance to shoot me with a plasma blaster 4 times before my guy shot back though.  about 5 spaces away. >:(
Title: Re: reaction fire fix?
Post by: Battlescared on June 28, 2010, 02:27:33 am
Reaction fire is very weak, however, good strategy on the battle field will win every time.  I win 95% of my battles with zero losses and not a single reaction fire takes place, and the other 5% I either retry successfully or sacrifice a squadie to move on. 

It does seem to get better the longer you keep people alive, but I still don't rely on it.  Don't leave your soldiers exposed and make them come to you, trying to meet them at the point that you have points and they don't.  The AI is very cocky and dumb and leaves itself exposed all the time.  I think it relies on reaction fire too, and they'd be here complaining that their reaction fire isn't fast enough for me if they could.  ;)  Don't copy it. 
Title: Re: reaction fire fix?
Post by: johnman on July 08, 2010, 10:59:03 am
No it is not, but in 2.2 it was broken - it was way to powerful ;)

In 2.2 it made sense, if they saw an alien they would shoot it.
Title: Re: reaction fire fix?
Post by: dingoperson on July 11, 2010, 06:18:19 pm
1. I have had reaction fire work, BUT ONLY when reserving TUs. The aliens usually have to take a lot of action, but sometimes the troops fire off a single shot. This was with sniper rifles and heavy lasers at range.
2. I would be really happy with reaction fire if it was just like it is except that no TU reservation was made. It takes too many clicks at the moment to micromanage all your troops RF for every round and turn it on and off depending on how far you intend to move in that particular round.
3. Don't see the 'overpowered' argument at all - if it's the same for aliens and humans (barring very bad AI which seems not to be the case), how can it be overpowered? If turtling is the problem, why not add a big randomizer and penalties in there etc?  It just seems stupid that all your troops can see enemies walk all over and nobody fires a single shot.
4. Partly related to 3 - reaction fire was in UFO 1. It seems to have worked very well, reservation wasn't required, everyone was really happy with it. Why not duplicate the same?