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

Posted: 27 Mar 2012, 04:39
by Goth Zagog-Thou
This is GREAT! These Scavengers are BRUTAL!

Very well done. :D

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

Posted: 27 Mar 2012, 05:51
by Berg
Goth Zagog-Thou wrote:This is GREAT! These Scavengers are BRUTAL!
More brutality comming hold your breath

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

Posted: 27 Mar 2012, 05:56
by NoQ
v0.08:
  • Now builds factories
  • More new amazing designs, including the brutal three-turret truck and minipod camper.
  • Better tank/tower balance: now builds towers only when having extra money, but without delays, no longer "patient" (:
  • Attack code improvements.

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

Posted: 27 Mar 2012, 09:28
by NoQ
v1.0:
  • Now uses Mysteryem's scavenger tower, a bit more changes in the attack code.

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

Posted: 27 Mar 2012, 10:59
by Flail13
The truck might look better if it had only one big weapon instead of 3 small, and without the boxes they sit on. For example a medium cannon or a heavy repair turret.

You could give the bodies more power cost to balance their expansion and be more realistic. Maybe also less build time.
It seems like mods can add to body.ini by containing just the new entries btw.

Turtling is a good strategy for their construction, but I think they should be agressive with their attack units. They could just repeatedly wander to a random offset from their position.

How about more organised-looking defences, such as walls with corner towers around derrick?. Might be possible by ordering each build with orderDroidBuild.

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

Posted: 27 Mar 2012, 11:25
by NoQ
Flail13 wrote:The truck might look better if it had only one big weapon instead of 3 small, and without the boxes they sit on. For example a medium cannon or a heavy repair turret.
But multi-turret scavenger tank sounds cute! :oops: Berg what do you think?
Flail13 wrote:You could give the bodies more power cost to balance their expansion and be more realistic. Maybe also less build time.
It seems like mods can add to body.ini by containing just the new entries btw.
Probably. I'd also like to modify defenses to increase the build time. I'd also like to make scavenger lancer more hard-hitting.
Flail13 wrote:Turtling is a good strategy for their construction, but I think they should be agressive with their attack units. They could just repeatedly wander to a random offset from their position.
Currently, they produce units constantly and build towers only when they have unused power. They also make sure they have at least one factory per 3 derricks. They also keep a certain amount of units for defense, but certainly not all of them.
Flail13 wrote:How about more organised-looking defences, such as walls with corner towers around derrick?. Might be possible by ordering each build with orderDroidBuild.
It's hard to check if we are blocking ourselves with these defenses (js doesn't know wether a certain tile is passable or not).

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

Posted: 27 Mar 2012, 13:49
by aubergine
I think the truck would look better with one big weapon on the back - something like a howitzer or archangel missile?

I think they should grab any available oil resources they find, build defences round them and where needed extra factories and pgens. I'd like to start seeing scavs setting up more camps around the map as I always imagined they would create lots of little bases. Currently, if you take out their original bases they seem to just give up and die, even if they have some cranes left - would be good if in that scenario they have their cranes build factories (to make more cranes!) wherever they currently are, rather than trying to build on original locations.

In terms of finding good places to build defences, one thing that could be done is find a good place where a normal factory (as in what normal players build) can be made = 3x3 tiles of prime real estate. You can then build corner towers in the corners, something in the middle and then walls between the corners to get a nice little defence cluster.

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

Posted: 27 Mar 2012, 14:04
by Berg
Today scavs ...tomorrow the world.

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

Posted: 27 Mar 2012, 14:35
by Arreon
How does one explain this: :lol2:

Another problem I found is that the tech tree is scrambled. I was using Noq's Nullbot AI at the time, as well as the scavenger mod.

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

Posted: 27 Mar 2012, 15:53
by aubergine
Walking Mortars FTW! WANT! :D

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

Posted: 27 Mar 2012, 16:22
by NoQ
:shock: what sort of player made that? XD :hmm: no idea what might have caused it.

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

Posted: 27 Mar 2012, 18:00
by aubergine
When did it become possible to define multiple turrets on buildDroid() ? I thought it only allowed 1 turret to be defined?

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

Posted: 27 Mar 2012, 18:37
by aubergine
In latest version, it seems that once all oil resources have derricks on them the scavs will stop thinking about oil resources - so when oil resources later become available, they don't seem to be building on them?

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

Posted: 27 Mar 2012, 22:26
by brakenfur
i noticed that the scav trucks or what ever u want to call them for the most point weren't doing much besides building one or two derricks i don't see much of a diffence with the mod or is it just me?

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

Posted: 28 Mar 2012, 00:59
by Giani
Brakenfur: maybe you installed the mod in the wrong place? Or maybe their cranes were destroying when they were trying to get more derricks.
But im sure NoQ will know more the reason of why that happened.