Difference between revisions of "Alien Inventory Use"

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m (Put in a proper introduction)
(Edited to remove observations that were based on bugs in the Seb76 Loader "Alien Pets" hack)
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The workings of the Artificial Intelligence (AI) directing the Aliens are shrouded in mystery, particularly its operations on equipment in inventory. Even more so than alien fire and movement, alien inventory operations by the AI are hidden from players. The operations of the AI can't be directly observed, but must be inferred from the outwardly-visible effects (for example at the end of a turn) and augmented by Mind Probe or similar techniques. This page is a collection of observations and inferences about the Alien AI.
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The workings of the Artificial Intelligence (AI) directing the Aliens are shrouded in mystery, particularly its operations on equipment in inventory. Even more so than alien fire and movement, alien inventory operations by the AI are hidden from players. The operations of the AI can't be directly observed, but must be inferred from the outwardly-visible effects (for example at the end of a turn) and augmented by Mind Probe, Psionic Mind Control, or similar techniques. This page is a collection of observations and inferences about the Alien AI.
  
  
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* Use Motion Scanner/Medi-Kit.
 
* Use Motion Scanner/Medi-Kit.
 
* Drop anything voluntarily (except when panicking)
 
* Drop anything voluntarily (except when panicking)
*Throw anything other than armed grenades/explosives (various types)
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* Throw anything other than armed grenades/explosives (various types)
  
 
= Normal Things That The Alien AI Does Normally =
 
= Normal Things That The Alien AI Does Normally =
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* Load, reload and fire any ranged weapons normally
 
* Load, reload and fire any ranged weapons normally
 
** This likely includes all human weapons including our so-called 'advanced' technologies. It seems the Aliens have 'Researched' all our weapons and taught their forces not only how to use them, but their strengths and weaknesses!
 
** This likely includes all human weapons including our so-called 'advanced' technologies. It seems the Aliens have 'Researched' all our weapons and taught their forces not only how to use them, but their strengths and weaknesses!
* Reload its weapon if empty, when spare clip(s) are available (Possibly by cheating? Probably not.)
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* Reload its weapon if empty, when spare clip(s) are available, paying TUs to do so.
 
* Select weapon firing mode Snap, Auto or Aimed. (Rules TBD)
 
* Select weapon firing mode Snap, Auto or Aimed. (Rules TBD)
 
* If its current weapon is empty and no more clips are available: Switch to another loaded weapon, or to an unloaded weapon that has available ammo, or to a grenade. (Possibly by cheating?)
 
* If its current weapon is empty and no more clips are available: Switch to another loaded weapon, or to an unloaded weapon that has available ammo, or to a grenade. (Possibly by cheating?)
**Observed switching: Pistol, Laser Pistol, Laser Rifle, Auto Cannon, Heavy Cannon, Rocket Launcher - probably all.
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** Observed switching: Pistol, Laser Pistol, Laser Rifle, Auto Cannon, Heavy Cannon, Rocket Launcher - probably all.
**Observed reloading: Auto Cannon, Heavy Cannon, Rocket Launcher - probably all.
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** Observed reloading: Auto Cannon, Heavy Cannon, Rocket Launcher - probably all.
*Prime and throw any standard grenades such as grenades and High Explosives, but not smoke grenpades or proximity mines.  
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* Prime and throw any standard grenades such as grenades and High Explosives, but not smoke grenpades or proximity mines.  
 
* Use items that are placed in regular inventory slots, not its "magic pocket" (see next section) by first moving the item into the hand.
 
* Use items that are placed in regular inventory slots, not its "magic pocket" (see next section) by first moving the item into the hand.
 
* Use soldiers' Psi-Amps when controlling MCd soldiers whose psi skill is greater than 0.
 
* Use soldiers' Psi-Amps when controlling MCd soldiers whose psi skill is greater than 0.
* Reaction fire with any ranged weapon currently in its left or right hand.  
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* Reaction fire with any loaded ranged weapon currently in its left or right hand.  
 
** This is a forced, hard-coded reaction for any alien unit that's not currently taking its turn, rather than an action that the AI can choose to take, as it will even work on civilians despite them not having any code that lets them fire their weapons (if they somehow manage to get one) deliberately.
 
** This is a forced, hard-coded reaction for any alien unit that's not currently taking its turn, rather than an action that the AI can choose to take, as it will even work on civilians despite them not having any code that lets them fire their weapons (if they somehow manage to get one) deliberately.
*Pays 15 TUs to reload a weapon, using a spare clip from anywhere in its inventory (but usually from the "magic slot").
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* Pays 15 TUs to reload a weapon, using a spare clip from anywhere in its inventory (but usually from the "magic slot").
 
* Pays 4 TUs to move objects from the "magic" leg slot to either Hand.
 
* Pays 4 TUs to move objects from the "magic" leg slot to either Hand.
  
 
= Things The Alien AI Does Abnormally =
 
= Things The Alien AI Does Abnormally =
  
* Ignores Inventory Placement rules, by initially stacking all its items in a "magic pocket" on its right leg.  
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* Ignores Inventory Placement rules, by initially stacking all its items (apart from weapons in hand) in a "magic pocket" on its right leg (slot 2).  
* Possibly using objects from that "magic" location (not in the hand)? Probably ''not''.
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* It is believed that '''all''' items are initially stacked in slot 2, but that the AI loads a weapon and moves it into each alien's right hand slot, prior to the start of Battlescape turn 1.
*Fires weapons using clips that are in its possession, but which (initially at least) are not loaded into the weapon, but are in its "magic pocket".
 
  
 
= Alien AI Abilities To Be Determined =
 
= Alien AI Abilities To Be Determined =
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* Using Mind Probes, Motion Scanners, Med-Kits, Flares, Smoke Grenades, Proximity Grenades.  
 
* Using Mind Probes, Motion Scanners, Med-Kits, Flares, Smoke Grenades, Proximity Grenades.  
 
* Picking up objects, or deliberately dropping them.
 
* Picking up objects, or deliberately dropping them.
** Large terror units can pick up and drop items. To pick up, position the topmost/northwest corner of the unit over the item. The Cyberdisc makes a great cargo vehicle!
 
** Terror units can also equip weapons in their "hands". Move the weapon to the left hand slot and it will appear in the Battlescape display. However the weapon can't actually be used. Using the left weapon will cause the unit's built-in ranged weapon to be used instead. (But test with Reapers or when the built-in is out of ammo?)
 

Revision as of 00:52, 6 March 2009

The workings of the Artificial Intelligence (AI) directing the Aliens are shrouded in mystery, particularly its operations on equipment in inventory. Even more so than alien fire and movement, alien inventory operations by the AI are hidden from players. The operations of the AI can't be directly observed, but must be inferred from the outwardly-visible effects (for example at the end of a turn) and augmented by Mind Probe, Psionic Mind Control, or similar techniques. This page is a collection of observations and inferences about the Alien AI.


Normal Things Alien AI Cannot Do

  • Pick up anything
  • Use any melee weapon (eg Stun with a Stun Rod, attack with a Vibroblade)
  • Prime/use Smoke Grenade. (The Proxy may fall into this category as well as the Flare).
  • Use Mind Probe.
  • Use Motion Scanner/Medi-Kit.
  • Drop anything voluntarily (except when panicking)
  • Throw anything other than armed grenades/explosives (various types)

Normal Things That The Alien AI Does Normally

  • Load, reload and fire any ranged weapons normally
    • This likely includes all human weapons including our so-called 'advanced' technologies. It seems the Aliens have 'Researched' all our weapons and taught their forces not only how to use them, but their strengths and weaknesses!
  • Reload its weapon if empty, when spare clip(s) are available, paying TUs to do so.
  • Select weapon firing mode Snap, Auto or Aimed. (Rules TBD)
  • If its current weapon is empty and no more clips are available: Switch to another loaded weapon, or to an unloaded weapon that has available ammo, or to a grenade. (Possibly by cheating?)
    • Observed switching: Pistol, Laser Pistol, Laser Rifle, Auto Cannon, Heavy Cannon, Rocket Launcher - probably all.
    • Observed reloading: Auto Cannon, Heavy Cannon, Rocket Launcher - probably all.
  • Prime and throw any standard grenades such as grenades and High Explosives, but not smoke grenpades or proximity mines.
  • Use items that are placed in regular inventory slots, not its "magic pocket" (see next section) by first moving the item into the hand.
  • Use soldiers' Psi-Amps when controlling MCd soldiers whose psi skill is greater than 0.
  • Reaction fire with any loaded ranged weapon currently in its left or right hand.
    • This is a forced, hard-coded reaction for any alien unit that's not currently taking its turn, rather than an action that the AI can choose to take, as it will even work on civilians despite them not having any code that lets them fire their weapons (if they somehow manage to get one) deliberately.
  • Pays 15 TUs to reload a weapon, using a spare clip from anywhere in its inventory (but usually from the "magic slot").
  • Pays 4 TUs to move objects from the "magic" leg slot to either Hand.

Things The Alien AI Does Abnormally

  • Ignores Inventory Placement rules, by initially stacking all its items (apart from weapons in hand) in a "magic pocket" on its right leg (slot 2).
  • It is believed that all items are initially stacked in slot 2, but that the AI loads a weapon and moves it into each alien's right hand slot, prior to the start of Battlescape turn 1.

Alien AI Abilities To Be Determined

  • Does Encumbrance apply? - May be that Alien TUs break badly if Weight carried exceeds Strength. More investigation needed.
  • Are TUs spent in all cases when moving items around?
  • When does the AI move items around (regardless whether cheating or paying TUs).
  • Unloading a weapon
    • To select a different ammo type
    • To remove a dud round
  • Selecting to use, from inventory, a different (eg more powerful) weapon than what is currently held. (Alien AI does this when mind controlling humans. (What are the rules?)
  • Drawing, arming and throwing a grenade/explosive, despite holding a loaded weapon. (What are the rules?).
  • Changing non-empty ammo clip on a weapon (eg to a more powerful type)
    • If so, what happens to partly spent clips if changed?
  • Walk up a ramp? (Zombie has seen Chryssalids walking up the steps in a Lightning, so this is probably true for all transports).
  • Ignoring the research status of alien weapons when using mind controlled soldiers carrying said weapons.

Things The AI Can't Do, That Can Be Done Under Human or Manual Control

  • Placing items anywhere other than the hands or "magic slot"?
  • Using Mind Probes, Motion Scanners, Med-Kits, Flares, Smoke Grenades, Proximity Grenades.
  • Picking up objects, or deliberately dropping them.