Is it possible to have more than one faction of scavengers? I think this would add to the complexity of the game. At least in Skirmish mode.
drgnrdr
Scavengers
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KukY
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Re: Scavengers
Currently it isn't, but I think it wouldn't be hard...
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MetalWarrior95
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Re: Scavengers
New version cammed out, now its posible, i think!
Il crush you!If i get crushed,il crush you twice stronger!!If you crush me again,then il blow up your PC!!
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Rman Virgil
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Re: Scavengers
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Actually it's been doable for many years via 2 methods: pre-placement assignments in map making and scripting. I used one method in WS 2113 and have used 2 methods in Aqua Coo-op SE & EE.
- RV
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Actually it's been doable for many years via 2 methods: pre-placement assignments in map making and scripting. I used one method in WS 2113 and have used 2 methods in Aqua Coo-op SE & EE.
- RV
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JDW
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Re: Scavengers
That would be interesting to see...drgnrdr wrote:Is it possible to have more than one faction of scavengers? I think this would add to the complexity of the game. At least in Skirmish mode.
drgnrdr
"Speak when you are angry and you will make the best speech you will ever regret."
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drgnrdr
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Re: Scavengers
How by pre-placement? I've got some ideas about a map I want to make. But all the tests I've used has all the scavengers massing at one base instead of staying at their own base. While scripting might be the better choice, I know nothing about it. I know scavengers should/must help each other out. They shouldn't mass at one base before any attacks happen.Rman Virgil wrote:
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Actually it's been doable for many years via 2 methods: pre-placement assignments in map making and scripting. I used one method in WS 2113 and have used 2 methods in Aqua Coo-op SE & EE.
- RV![]()
On another note, do scavengers have a way to build more defensive structures? If so how?
drgnrdr
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Rman Virgil
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Re: Scavengers
Rman Virgil wrote:
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Actually it's been doable for many years via 2 methods: pre-placement assignments in map making and scripting. I used one method in WS 2113 and have used 2 methods in Aqua Coo-op SE & EE.
- RV![]()
Are you using the latest release ?drgnrdr wrote:How by pre-placement? I've got some ideas about a map I want to make. But all the tests I've used has all the scavengers massing at one base instead of staying at their own base. While scripting might be the better choice, I know nothing about it. I know scavengers should/must help each other out. They shouldn't mass at one base before any attacks happen.
Pre-placement.... yes ?
Speaking to Player 7 Scav Assignments...
Per made changes to the Scav A.I. Scripts couple months back based on Olrox's suggestion to stop Scavs from doing this. I believe that changed script is incorporated into the very latest release.
Also, Dylan Dog's new Scav A.I. does this as well. However, DD's Scav scripting also has bands marauding while gravitating to oil resources..... so that has to be taken into account when you place resources as well
I believe the perimeter of containment is 24 tiles - in other words, they will defend, move, within 24 tiles and not move out of that perimeter. So you should make your Scav bases so that they are let's say 40 tiles apart or whatever is beyond that zone.
Speaking to Assigning Mobile Scavs to Players # 0 thru # 3:
They will then be controlled by a Human Player or an Ski A.I. Player.
If controlled by a Human Player then they will stay put wherever placed by the map maker and be entirely subject to the human player's direction. This I did with WS 2113, Aqua Coop SE & EE.
If assigned to Player's # 0 - # 3 and any of those are subject to Ski A.I. control then they will move to the player's HQ. Basically no ski a.i. is scripted to do anything different at this point. But you can do things in map-making to work around this. One thing I have done for Aqua Co-op EE is isolate those mobile Scav placements to Islands and also to land that is circumscribed by Cliff-face. This works well within my designs.
Ultimately, someone can re-vamp some Ski A.I. scripting to make Scavs assigned to Players other than # 7 behave in different ways other than marching to the HQ upon start of game. Personally, I do not see myself working on this because I know how to work around it in interesting ways .... plus I have too much other stuff I'm in the midst of doing and don't wanna take time away from to work on this particular challenge. Maybe somebody else will take it up.
drgnrdr wrote:On another note, do scavengers have a way to build more defensive structures? If so how?
drgnrdr
Yes. But you would have to do Cam style scripting for and that is frankly a lot of work.....
Again, speaking to Player 7 Scav assignments.....
However, pre-placement in your map making phase actually works a whole lot better IMHO because your design control is a lot tighter and requires no scripting knowledge - plus cycle spawning fixed defenses via scripting is something I'm personally against. The biggest challenge is thinking it through for balance considerations and specifically the early game phase when the Ski A.I. is sending scouting trucks to find oil..... Scav set ups not properly done can basically cripple the Ski A.I. players performance and make playing against the Skirmish A.I. a crappy experience.
Using Scavs in your map making is a very, very, powerful tool to creating fresh and terrific game play experiences in both MP with all human players and in SP Skirmish vs Ski A.I.s but you have to be very careful and mindful of BALANCE across the board - that, IMHO, is biggest challenge and requires much critical beta testing to get just right. To this point, stuff released that has made use of Player 7 Scavs has merely scratched the surface of the vast possibilities, IMO. There is a whole lot more that can be done that is fresh, interesting and fun. Experimenting can lead to these discoveries.
Regards, RV
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drgnrdr
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Re: Scavengers
yes: 2.3.1Rman Virgil wrote:
Are you using the latest release ?
I guess my scav bases were to close together. Unless it hasn't been fixed yet.Rman Virgil wrote:
I believe the perimeter of containment is 24 tiles - in other words, they will defend, move, within 24 tiles and not move out of that perimeter. So you should make your Scav bases so that they are let's say 40 tiles apart or whatever is beyond that zone.
Well scripting is out. And I already had a lesson yesterday about balance when I made the center scav base so strong the AI was compelled to wipe it out. And then preceded to almost wipe out 3/4 of my defenses and all of my tanks before they were reduced.Rman Virgil wrote:
Yes. But you would have to do Cam style scripting for and that is frankly a lot of work.....
Again, speaking to Player 7 Scav assignments.....
However, pre-placement in your map making phase actually works a whole lot better IMHO because your design control is a lot tighter and requires no scripting knowledge - plus cycle spawning fixed defenses via scripting is something I'm personally against. The biggest challenge is thinking it through for balance considerations and specifically the early game phase when the Ski A.I. is sending scouting trucks to find oil..... Scav set ups not properly done can basically cripple the Ski A.I. players performance and make playing against the Skirmish A.I. a crappy experience.
Using Scavs in your map making is a very, very, powerful tool to creating fresh and terrific game play experiences in both MP with all human players and in SP Skirmish vs Ski A.I.s but you have to be very careful and mindful of BALANCE across the board - that, IMHO, is biggest challenge and requires much critical beta testing to get just right. To this point, stuff released that has made use of Player 7 Scavs has merely scratched the surface of the vast possibilities, IMO. There is a whole lot more that can be done that is fresh, interesting and fun. Experimenting can lead to these discoveries
Thank you for the info and food for thought. Back to the drawing board.
drgnrdr