[3.1] Ultimate Scavenger AI Mod

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Rman Virgil
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Rman Virgil » 05 Apr 2012, 13:13

Giani wrote:It doesnt "brain wash", it hacks...
Berg wrote:then are the units manned or unmanned are the scav soldiers brainwashable I think this all has been discussed before and the conclusion was units have men in them...

I know this will start something that is not relevant to this thread...
And a very fine discussion it was:

viewtopic.php?f=30&t=5598&hilit=human+pilots

You should give it a look Giani. I forewarn you, it's long. lol ;) But if you necro post asking for a summary - well you never know, someone might.

And btw, the word "hack" is also used in the context of biological systems. A very interesting macro engineering science book published recently is called "Hack the Planet". It would make for an engaging premise for a sequel Campaign.... but that's for another topic.
Berg wrote:And what should the turret look like giani
+1

I gotta hear this one. Please do expand on your thoughts Giani. :3

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Flail13 » 05 Apr 2012, 14:04

If Nexus is the supplier, shouldn't they look this this? :)
nexlink.png
nexlink.png (89.03 KiB) Viewed 2682 times

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg » 05 Apr 2012, 14:30

That is a fair point fail but i was thinking of a scav hybrid see the factory and units they use not entirely standard units or turrets

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Rman Virgil » 05 Apr 2012, 15:29

Berg wrote:That is a fair point fail but i was thinking of a scav hybrid see the factory and units they use not entirely standard units or turrets
As I am understanding you, the goal is a hybrid look. I would go a step further. Not just a "look" but also incorporate a Nexus consideration. Give the Scavs the turret stock because it's NEXUS tech & built but have them mount it on a pure Scav chassis / propulsion - something heavy duty like maybe a CAT dozer. Just a brain burp. ;)

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg » 05 Apr 2012, 16:47

Rman Virgil wrote:CAT dozer. Just a brain burp. ;)
Yeah thats the thing to get the look also vexed offered up an idea of oil drums as mortars see thats the sort of idea plumbing needed outside the box but inside the scav mind

I dont think there is a right or wrong way to think about scavs but i do like the idea of the rise of the tribe some one should right a story about it


Im just having a brain burp


Regards Bergalator
Last edited by Berg on 05 Apr 2012, 23:47, edited 1 time in total.

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Rman Virgil » 05 Apr 2012, 19:21

Berg wrote:......

Yeah thats the thing to get the look also vexed offered up an idea of oil drums as mortars see thats the sort of idea plumbing needed outside the box but inside the scav mind
Outside the box... yes, there's a whole world of untapped possibilities with Scavs. Really interesting too.

The Scav enclaves on my maps have substantial oil drum depots which would be a big prize but only if the player can beat the Scavs with a precision offensive. If the player just does the usual steam roller - KABOOM! .... the prize is lost. An interesting challenge, me thinks.
I dont think there is a right or wrong way to think about scavs but i do like the idea of the rise of the tribe some one should right a story about it.
I agree. Scavs are mostly a blank slate.

I've written a number of fan fictions about 'em exploring those possible worlds over the years. Some are scattered in my project threads starting with "Trinity" in 2007. I find them inspiring still after all this time.

Regards burg

New nick? Is that short for burgermiester? ;)


Regards, Rmando. O_o

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg » 06 Apr 2012, 11:24

Just for storage here is the chopper pie file reworked to run in 3.1
Screenshot-chopper - WMIT.png
it uses page 7 in the texture folder so i dont need to upload that
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chopper.pie
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ » 06 Apr 2012, 12:33

v1.03:
  • Added scavenger helicopters (model by Black Project) produced in VTOL factories (model by Berg). Every helicopter carries three standard VTOL machineguns. A VTOL factory is build for every three regular factories. Helicopters don't need to rearm, and no VTOL pads are needed.
  • Use the new model for NEXUS tanks.
  • Fix broken generator construction.
Last edited by NoQ on 06 Apr 2012, 13:28, edited 1 time in total.

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Rman Virgil » 06 Apr 2012, 13:18

NoQ wrote:v1.03:
  • Added scavenger helicopters (model by Rman Virgil ... right? :oops: ) produced in VTOL factories (model by Berg). Every helicopter carries three standard VTOL machineguns. A VTOL factory is build for every three regular factories. Helicopters don't need to rearm, and no VTOL pads are needed.
  • Use the new model for NEXUS tanks.
  • Fix broken generator construction.
I used the Scav Chopper in my "War School Map-Mod" but always giving credit to it's creator - Black Project.

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ » 06 Apr 2012, 13:28

Fixed (: Also, seems as if the BP's mod is CC-0, which is good (:

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg » 06 Apr 2012, 14:33

The tribe just ran me off my land and took my assets... what has happen to the world.

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Goth Zagog-Thou » 06 Apr 2012, 17:06

Needs a little balancing, methinks.. Scavs ran me off my land as well, on a T3 game :lol2:

They build too quickly and are way too powerful for their own good. :P

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ » 06 Apr 2012, 19:06

On which map? This clearly depends on a map.

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Goth Zagog-Thou » 06 Apr 2012, 19:46

NoQ wrote:On which map? This clearly depends on a map.
One of mine, 'Urban Closer'. They rush me within two minutes, and I end up getting my rear handed to me shortly thereafter. Play the map and you'll see for yourself. :P

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Mysteryem » 06 Apr 2012, 23:20

Made a spinning helicopter blade animation (texture animation, not model). :D
Spent ages trying to get it to work properly with seemingly random occurrences of it working an not working. To discover there's a bug with the texture animation for VTOL jets which means it'll only work properly for every 3rd teamcolour starting at zero (so 0:green, 3:black, 6:pink 9:someothercolour). :stressed:
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