[3.1] Ultimate Scavenger AI Mod

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!

Re: [3.1] Ultimate Scavenger AI Mod

Postby MIH-XTC » 23 Nov 2017, 15:19

Berg wrote:
MIH-XTC wrote:. I like the scavs and models. Would you mind if I merged this with EB

Hi MIH-XTC I made most of the NEW models and I'm happy for anyone to use them.

Regards Berg


Thanks Berg. The models look good. We still need to implement your force field wall and maybe a new line of marsupial bodies lol. Possum->Wallaby->Kangaroo?

NoQ wrote:Yep, Berg did most of the stuff. You'd have to scan through the thread to identify other authors for the models (there's Black Project's yellow helicopter and Flail13's excavator and Mysteryem's scavenger tower and maybe other stuff that i don't immediately remember). Or just look at the mod's license and blindly believe that it was fine for all authors to release under this license, which, in turn, is compatible with the base game's GPL2+.

If it's to get integrated into the base game, the best way would probably to turn it into a game setup button (no scavs - scavs - insane scavs), which would require a bit of game-side coding (can't be done with mods).


Ah you're right, it would need to be a game button which is extra work.

Actually this integration didn't take long at all, it's just merging the scav stuff from the stats. I thought it would take a day but it only took 45 minutes. I tested on fishnets.If you use autogame you have to be named "Nexus". Now skirmish games have a lot more action.
Attachments
ultimatescavs-1-17-RC4-EB.wz
Merge ultimate scavs and EB as proof of concept
(559.37 KiB) Downloaded 54 times
Last edited by MIH-XTC on 23 Nov 2017, 15:33, edited 1 time in total.
MIH-XTC
Trained
Trained
 
Posts: 239
Joined: 31 Jan 2014, 07:06

Re: [3.1] Ultimate Scavenger AI Mod

Postby MIH-XTC » 23 Nov 2017, 15:29

pls delete, accidental duplicate
MIH-XTC
Trained
Trained
 
Posts: 239
Joined: 31 Jan 2014, 07:06

Re: [3.1] Ultimate Scavenger AI Mod

Postby Berg » 24 Nov 2017, 09:00

MIH-XTC wrote:Actually this integration didn't take long at all, it's just merging the scav stuff from the stats. I thought it would take a day but it only took 45 minutes. I tested on fishnets.If you use autogame you have to be named "Nexus". Now skirmish games have a lot more action.

If you find errors look at duplicate image names i seem to remember texture clashes with some mods i forget which.
User avatar
Berg
Regular
Regular
 
Posts: 1943
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: [3.1] Ultimate Scavenger AI Mod

Postby trevormanaze » 30 Jan 2018, 02:24

The game has two errors in 3.2.3
Cannot biuld a truck for ai

Also when loading up a skirmish map with scavs, the game minimizes with an error preventing me from scrolling down on the map because windows start menu is opened
trevormanaze
Trained
Trained
 
Posts: 84
Joined: 18 Nov 2015, 04:21

Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 30 Jan 2018, 06:03

Don't remember seeing those bugs. In any case, I have been getting this ready for the next release and added all the changes like the structure limiting change and the thermal armor for buildings and such.

I created a repository for this here. I dug through the posts to find authors and all the changelogs adding anything that I could find (hopefully accurate). Still need a cool readme which is pretty bland right now. Found a copter model from Berg called "chinook" a few pages back which I think could be used as a medic copter to bring units to a repair facility.

I think the scavengers weren't attacking too well so I made some modifications to the helicopter and ground forces attack code so they don't focus on one player too much... maybe they are a bit too ultimate with this one.
ultimatescavs-1-17-RC5.wz
master and next release compatible.
(534.32 KiB) Downloaded 47 times
User avatar
Berserk Cyborg
Code contributor
Code contributor
 
Posts: 523
Joined: 26 Sep 2016, 19:56

Re: [3.1] Ultimate Scavenger AI Mod

Postby trevormanaze » 03 Feb 2018, 20:54

3.2.3

Scavs cannot build trucks error
scavs cannot build sensor tower

Said something about cannot find crane

I managed to load the map with no issues, but the scavs cant build power now that the trucks don't work.
trevormanaze
Trained
Trained
 
Posts: 84
Joined: 18 Nov 2015, 04:21

Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 03 Feb 2018, 22:04

trevormanaze wrote:Scavs cannot build trucks error
scavs cannot build sensor tower

Said something about cannot find crane
What version are you using? I still see nothing in the error logs (tested on 3.2.3). Only the 1.17 versions are compatible with 3.2.x (For 3.2.3: http://forums.wz2100.net/viewtopic.php?f=49&t=9182&start=465#p137969).
User avatar
Berserk Cyborg
Code contributor
Code contributor
 
Posts: 523
Joined: 26 Sep 2016, 19:56

Re: [3.1] Ultimate Scavenger AI Mod

Postby trevormanaze » 06 Feb 2018, 08:51

the above Release Candidate worked for me.

I started a new skirmish game, and I noticed all the above errors are fixed.

Great Job!

Also, in this RC, the scav are still building VTOL even though I turned them off in structures screen .

I will keep playing to see if I notice anything else.
trevormanaze
Trained
Trained
 
Posts: 84
Joined: 18 Nov 2015, 04:21

Previous

Return to Addon discussions