[3.1] Ultimate Scavenger AI Mod

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

Post by NoQ » 28 Mar 2012, 09:58

v1.01:
  • Capture oils more aggressively
  • Rebalance scavenger weapon and structure stats: don't build structures instantly, make scav lancers stronger, more little changes
  • More new designs, including scavenger MRA trucks (see also #3365)
  • Attack in bigger groups
  • Don't start shooting own units when they are getting damaged due to friendly splash damage (probably i should have left it as a feature?)

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

Post by Flail13 » 28 Mar 2012, 12:17

A WIP at a more detailed scav excavator:
excavator.jpg
excavator.jpg (27.71 KiB) Viewed 6463 times
I can't do textures though.

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

Post by Berg » 28 Mar 2012, 13:05

wz2100-20120328_220114-MagicTheG_01-T1.jpg
Scavs preparing to attack.
wz2100-20120328_215810-MagicTheG_01-T1.jpg
scavs built on empty oil
They are getting to be a power to be watched even though the units have low hp dont let them build up.

PS:just a idea can the scavs have there own oil pumps?

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

Post by aubergine » 28 Mar 2012, 15:09

Scavs are working awesome now! They even oil rushed a nullbot!
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by NoQ » 28 Mar 2012, 15:12

Yeah, and nullbot stops building things when he sees scavengers at the base, even if they are friendly ... need to do something about it.
A WIP at a more detailed scav excavator:
Do want! :3

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

Post by aubergine » 28 Mar 2012, 22:09

Just posting some images of the goodness this mod adds...
Attachments
scav-truck.png
scav convoy.png
digger convention.png
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Giani » 28 Mar 2012, 22:13

In the first picture there is a bug... Sometimes they try to go trough walls :/
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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

Post by NoQ » 28 Mar 2012, 22:18

I still have no idea how to make them break through walls correctly. Neither regular AIs nor scavengers.
I think it should be fixed on the level of unit micro-AI.

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

Post by aubergine » 28 Mar 2012, 22:57

They were doing a pretty good job of breaking down walls, hence me having a truck sat behind the wall to constantly repair it and the gun tower. Later that same game, they built some mortar pits close enough to that derrick to destroy it and the truck while I was busy dealing with some nullbots!

BTW, I think the fire trucks should have flamers on rather than cannons :) It seems somehow more fitting that something that was used to put out fires pre-collapse should be starting fires post-collapse...
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by crass » 28 Mar 2012, 23:57

how can I play as scavengers?

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

Post by aubergine » 29 Mar 2012, 00:05

@crass it's not currently possible to play as scavs, however it seems your not alone in wanting to do this:

* viewtopic.php?f=30&t=8997
* viewtopic.php?f=30&t=9138

Scavs have been getting lots of love recently, with new units and mods, so hopefully we'll see the ability to start the game as scavs in the not too distant future. I would certainly like to play as scavs - their cheap and cheerful units/structures would be great fun to play with. I'd love to be able to place orders for fire trucks, camper vans and mobile cranes at the factory.
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Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Post by Flail13 » 29 Mar 2012, 06:36

Excavator with basic texturing job:
excavator.zip
(14.69 KiB) Downloaded 409 times

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

Post by Berg » 29 Mar 2012, 14:59

Screenshot-craneArm - WMIT.png
just added a texture
hope you don't mind i just added some texture to your model flail13.
I think might be too many scratches but Well...
The zip has 2 textures a darker one and lighter use what you think best.

regard berg
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crane.zip
(753.34 KiB) Downloaded 412 times

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

Post by Goth Zagog-Thou » 29 Mar 2012, 21:02

You guys are doing a fantastic job with this. NTW had a bunch of Scavenger things that you guys might want to look into adding.

So between this, NTW, Black Project, and Xanax's stuff there's a TON of possibilities here. :)

And I fully authorize Cam 4 stuff being integrated, if so desired. :D

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

Post by aubergine » 29 Mar 2012, 23:08

Would be cool of one of the artists could do some sort of scav unit montage, like the sort of thing you'd see on the cover of a DVD, to commemorate the scavenger uprising! This mod is just so damn awesome it deserves it's own fanzine. I <3 Scavs
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