[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!
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Berg »

NoQ wrote:Berg: any ideas on a multi-turret scavenger body? (:
That truck actually has a lot of room left on the back tray for another connector it has a connector on the roof only I can modify it easy to take 2 weapons

It needs testing for scale and looks
User avatar
Shadow Wolf TJC
Regular
Regular
Posts: 1047
Joined: 16 Apr 2011, 05:12
Location: Raleigh, NC

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Shadow Wolf TJC »

@NoQ: Or you could possibly add an AA weapon there. ;)
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
User avatar
Mysteryem
Global Moderator
Global Moderator
Posts: 728
Joined: 22 Sep 2008, 19:44
Location: UK
Contact:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Mysteryem »

Like what you're doing so far, here's the scavenger tower from my avatar. It's included in a mod that i kicked together for it back for 3.1beta 4. I've included both the standalone tower, the individual weapon parts and the tower offset slightly and placed over a wall, so it could be used as a corner wall, much like the current towers can.

Have you thought about perhaps using some of the assets from:
viewtopic.php?f=10&t=8134 (Scavenger Mod V2.0 by Black Project)
viewtopic.php?f=10&t=2996&start=150#p34677 (bunch of scavenger models by XANAX from the ' "War School" - A Map / Mod W.I.P. ' thread)
https://forums.wz2100.net/viewtopic.php?f=33&t=3466 (some scavenger models by i-NoD)
Attachments
scavaatower.wz
(34.31 KiB) Downloaded 447 times
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by aubergine »

I think scavs should get toyota hilux's: http://www.topgear.com/uk/videos/killing-a-toyota <-- hope you can view that outside UK, watch all 3 parts, those things are practically impossible to destroy lol.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
Shadow Wolf TJC
Regular
Regular
Posts: 1047
Joined: 16 Apr 2011, 05:12
Location: Raleigh, NC

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Shadow Wolf TJC »

Perhaps, though I've yet to see one stand up to the armor-piercing rounds found in modern-day machineguns, cannons, or rockets, though chances are that the drivers would've been killed well-before the Toyota itself was totaled.
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Berg »

NoQ updated truck.pie
truck.pie


Noq This has 3 connectors and new turret mounts on tray.
Attachments
truck.pie
(33.46 KiB) Downloaded 432 times
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Berg »

Screenshot-camper - WMIT.png
Attachments
camper.tar.gz
(138.14 KiB) Downloaded 447 times
User avatar
Merowingg
Regular
Regular
Posts: 2468
Joined: 15 Nov 2009, 13:05
Location: Poland

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Merowingg »

Hello NoQ :)

Combine this with viewtopic.php?p=67338#p67338 or viewtopic.php?p=75136#p75136

And you will have the biggest scavenger hell on earth that a player could see ;)
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by aubergine »

@Berg - Love the camper van!!

@Merowingg - Trying the map now :)
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by aubergine »

"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
Berg
Regular
Regular
Posts: 2204
Joined: 02 Sep 2007, 23:25
Location: Australia

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Berg »

aubergine wrote:Scav turtle:
Yeah it does need work but hay its evil ness is pre defined ...
I like that a lot
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by aubergine »

Yup. I went in to cheat mode and gave it 100k of power. The porta-cranes went in to overdrive :) Strange that it leaves oil resources untapped though :s
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by NoQ »

Ouch sorry guys, i can't keep up with the pace (in fact i've always been like that, coming to play just from time to time, i just didn't participate in any teamwork yet). I already have some AI improvements coded, just unreleased, and it will take some time to fix some bugs in them :oops:

aubergine: here's the report about DORDER_ATTACK problems: #3359.
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by aubergine »

Hrm, turtling might be a good approach for scavs. If they rush trucks to capture oil, build scav p.gens only when (derricks > pgen * 4) then spam defences around derricks and randomly across the map, they'd buy time to build a fairly decent attack army and go on the offensive against the player with the most power/units/buildings (in that order)...
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
User avatar
aubergine
Professional
Professional
Posts: 3459
Joined: 10 Oct 2010, 00:58
Contact:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by aubergine »

I modified the Scav mod so that it's build timer was running at 10 seconds rather than 80, here's the result:

Image

Scavengers survived for over 30 mins against 3 Nulllbots, in fact, after I'd wiped the first two nullbots off the map the scavs demolished the third one on their own!
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
Post Reply