[3.1] Ultimate Scavenger AI Mod

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Re: [3.1] Ultimate Scavenger AI Mod

Postby tehbananascavs » 14 Jun 2014, 05:19

nvm about the bodys, i got that worked out. but, how to gety them without give all command?
Also with the damn give all command it give EVERYONE every thing :stressed:
so, by doing that, my scav units are crap, compared to the dragon units the ais are making,Plus, i get las. sat spammed when im to lazy to disable them, so PLEASE tell me if theres some line that i can add to make it so the bodys and weapons are starting stuff :beg:
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Re: [3.1] Ultimate Scavenger AI Mod

Postby michcio » 24 Sep 2014, 23:24

Hello everyone, I'm new here.
btw sorry for my english.
Ok, thats all for introduce.
So I have troublem with Cyborg Thermite and Plasmite Flamer sound.
I'm using this mod and "NullBot: Extra personalities", both for wz 3.1.1 version, running in Win 7.
When I run only Nullbot, sounds plays corectly. When running Ultimate Scavenger AI mod either with or without Nullbot, "advanced flamer" sounds are silent. Can U fix it? This is not indispensable, but no sound from few units is annoying...
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Re: [3.1] Ultimate Scavenger AI Mod

Postby NoQ » 25 Sep 2014, 07:06

Yeah, bug, thanks, nice catch!
Try this one?
Attachments
ultimatescavs-1-16.mod.wz
(453.26 KiB) Downloaded 333 times
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Re: [3.1] Ultimate Scavenger AI Mod

Postby michcio » 25 Sep 2014, 15:12

Thank you very much. Now everything is working rightly :D
Great work :wink:
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Swagmaster Bandit » 14 Dec 2014, 03:50

Hello, I would like to know, if is there anyway, to allow the Scavengers to also build their Infantry, I know for sure that their "Infantry" uses:
-BaBa Body
-BaBaLegs
-BaBa MG

I would really love to be able to have them avaliable for the Scavs, would also be a great addition to Scavenger Wars I think. Also as a Side note, what is different on this ultimatescavs-1-16.mod.wz from 1-15?
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Re: [3.1] Ultimate Scavenger AI Mod

Postby NoQ » 15 Dec 2014, 08:08

what is different on this ultimatescavs-1-16.mod.wz from 1-15?
Fix broken weapon sounds (as mentioned few posts above).

allow the Scavengers to also build their Infantry
There used to be issues with producing these units back when the mod was actively developed (now they are fixed). They're also very weak and eat up unit limit if produced in large numbers. Anyway, it's possible, maybe will do someday.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Swagmaster Bandit » 19 Dec 2014, 04:18

Is there any way to increase the unit limit? I don't know of how much it is, but around 5000 would be nice. Or less depending on the PC.

Or the scavengers stop making a billiong buildings, and make more vehicles and defenses only. :P
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Re: [3.1] Ultimate Scavenger AI Mod

Postby ProDeMatrix » 02 Aug 2016, 13:24

Hey NoQ,
will you update your mod to WZ 2100 3.2.x?
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Re: [3.1] Ultimate Scavenger AI Mod

Postby JrmyR » 26 Nov 2016, 16:12

+1

This mod is really fun :)
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Re: [3.1] Ultimate Scavenger AI Mod

Postby NoQ » 29 Nov 2016, 12:26

Sorry guys, still drowning in irl work.

If only i had a little more time to complete the conversion scripts, it would have been easier.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby JrmyR » 04 Dec 2016, 15:31

No problem NoQ, we can wait.

By the way what kind of conversion is needed?
I do not find any documentation about 3.1.x to 3.2.x differences..
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 15 Dec 2016, 07:46

NoQ, I can try making this mod compatible with the 3.2 series. I assume the bulk of the work would be .txt -> .json for the stats and maybe some minor changes to the scav script?
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Re: [3.1] Ultimate Scavenger AI Mod

Postby NoQ » 16 Dec 2016, 13:49

Yep, if you want to work on this, the plan is to take the txt->ini and ini->json scripts (the former should be on my github, see also, the latter should be in the /tools/ in the official repo), find out why don't they magically work and fix them, then the mod should be playable with probably minimal AI tweaks.

Once conversion is done, you could optimize the AI with the new functions (eg. enumRange()), because it lags quite a bit, or you could make a NullBot3 ruleset/personality to handle this, similarly to how there's a ruleset/personality to play standard scavengers; but NullBot3 approach would make the game a bit more unfair - scavengers would attack one player at a time rather than all players uniformly).
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berserk Cyborg » 17 Dec 2016, 09:05

.txt->.ini works fine as long as a check is added to csv2ini.py in your repo for non-existent files so it does not crash. .ini->.json worked from what I can tell. Have not looked in depth into these scripts yet.

For the Scavenger script:
1. The helicopters lose ammo after a while and wander about. The only way I could fix this was to add cheap scavenger vtol pads and vtol rearming stuff from NullBot3 tactics (and update the buildDroid calls). *Know any tricks to keep ammo capacity full without the pads?
2. Made undefined checking a function so as not to repeat ~15 similar calls scattered about.
3. Probably safe to remove the DORDER_OBSERVE hack.

For the stats I just placed what is needed into the necessary files with 3.2.2.

I have a 3.2 compatible version as-is with the changes above. But there is noticeable lag after a while. Will look into optimizing it.
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Re: [3.1] Ultimate Scavenger AI Mod

Postby Berg » 17 Dec 2016, 13:16

Do you need scav chopper re-arm pads?
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