[3.1] Ultimate Scavenger AI Mod

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NoQ
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ »

v1.05:
  • Bugfix: Scavnegers no longer stop producing tanks after hitting control limit (eg. 15 trucks)
    • that's why i like timers ...
  • Updated chopper animation by Berg.
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Rman Virgil
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Rman Virgil »

Rman wrote:It's also raised the bar for CAM 4 Scavs. If I know Goth, he's already going down that road.
Goth Zagog-Thou wrote:This would make the Scavs MUUUUUCH more interesting .. especially on M9 where the player acts as an "observer" between two warring Scavenger factions. I very much want to integrate Cam 4 into this mod as it is already, but problems with getting Cam 4 onto Warzone 3.1 have been holding it back.
That would make for a good prototype cut-scene Machinima. Maybe I can do something with just this Mod using your specific mission map (sans scripts) till CAM 4 is running in v. 3.1 :hmm:
Goth Zagog-Thou wrote:Beyond that, Cam 5 (which I haven't really thought about yet) could be the "Scavenger Wars" mod/campaign idea that was floated around in the NEWST days. I'm thinking some hybrid of this and NTW. :D

Tons of possibilities.
Scavs Wars... Yes. :D Drawing from both mods, ditto. And we have lots of material for scenarios already. :3 The whole "factions" component is super rich in that the Pumpkin canon is really just a blank slate.

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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ »

v1.06:
  • Further chopper animation update.
  • Rebalance: more towers and less units, remove 2nd minipod from the rocket chopper.
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ »

v1.07:
  • Fix: humans no longer produce excavators instead of trucks :oops:
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Berg
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

New chopper animation more realistic.
Need some one to make a vid of animation if possible thats would be good to post on thread.
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aubergine
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by aubergine »

I'll do a vid this evening after work. Maybe a showcase of the scav units?
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Berg
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

that would be nice thanks do note they are scavs and they will take everything they can even your base...
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Goth Zagog-Thou
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Goth Zagog-Thou »

I've been thinking more about Cam 5 being Scavenger Wars. Since this is already working on 3.1, I'm going to build some test scripts and a simple-ish (by my standards) map and get a prototype of Cam 5 going over the next couple of days. Since there aren't any data files that I need to mess with to get it all working, this should be an easy process.

Any and all ideas for a Scavenger Wars campaign and (including factions!) can be put forward in the appropriate thread in 'Ideas', once I make it. :D That way we don't hijack this thread.
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Berg
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

Screenshot-scavchanook - WMIT-1.png
Screenshot-scavchanook - WMIT.png
and do we want something like this?
wz2100-20120412_104828-Garden-1-03-T1.jpg
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Last edited by Berg on 12 Apr 2012, 03:04, edited 1 time in total.
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Giani
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Giani »

The texture is very weird for a transport...
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by crass »

why orange?
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Berg
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Berg »

wz2100-20120412_111511-Garden-1-03-T1.jpg
All the parts will need renaming and it has no connectors
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Last edited by Berg on 12 Apr 2012, 06:59, edited 2 times in total.
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Goth Zagog-Thou
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by Goth Zagog-Thou »

I like it. Sorta rusted and abused-looking. :D Go Scavs!
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NoQ
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ »

Maybe a bit smaller? I can hardly imagine assembling a thing like that in our little VTOL factory.

P.S. We could probably make scavenger people drop from a helicopter, as long as it's a transporter (idea by vexed in another thread)

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

Post by Berg »

Again I say there is no limit to what you can imagine...to what can be achieved.
I always have hundreds of ideas floating about and its just getting them in game thats the issue.
Just imagine NoQ for the next adventure create a new mech warrior from a cyborg template and ANI levels movement just turn the key and drive it away.
I think we have to tone the scavs down a bit I saw them attack 4 AI's and take over a couple of bases research centers, oil derricks etc.
By the way just cause I put up a model you dont have to use it I don't mind if others submit models too make it a community mod we doing well so far.