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

Posted: 24 Mar 2012, 14:09
by Berg
NoQ wrote:Berg: any ideas on a multi-turret scavenger body? (:
That truck actually has a lot of room left on the back tray for another connector it has a connector on the roof only I can modify it easy to take 2 weapons

It needs testing for scale and looks

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

Posted: 24 Mar 2012, 14:31
by Shadow Wolf TJC
@NoQ: Or you could possibly add an AA weapon there. ;)

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

Posted: 24 Mar 2012, 15:22
by Mysteryem
Like what you're doing so far, here's the scavenger tower from my avatar. It's included in a mod that i kicked together for it back for 3.1beta 4. I've included both the standalone tower, the individual weapon parts and the tower offset slightly and placed over a wall, so it could be used as a corner wall, much like the current towers can.

Have you thought about perhaps using some of the assets from:
viewtopic.php?f=10&t=8134 (Scavenger Mod V2.0 by Black Project)
viewtopic.php?f=10&t=2996&start=150#p34677 (bunch of scavenger models by XANAX from the ' "War School" - A Map / Mod W.I.P. ' thread)
https://forums.wz2100.net/viewtopic.php?f=33&t=3466 (some scavenger models by i-NoD)

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

Posted: 24 Mar 2012, 17:37
by aubergine
I think scavs should get toyota hilux's: http://www.topgear.com/uk/videos/killing-a-toyota <-- hope you can view that outside UK, watch all 3 parts, those things are practically impossible to destroy lol.

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

Posted: 25 Mar 2012, 04:44
by Shadow Wolf TJC
Perhaps, though I've yet to see one stand up to the armor-piercing rounds found in modern-day machineguns, cannons, or rockets, though chances are that the drivers would've been killed well-before the Toyota itself was totaled.

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

Posted: 25 Mar 2012, 05:28
by Berg
NoQ updated truck.pie
truck.pie


Noq This has 3 connectors and new turret mounts on tray.

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

Posted: 25 Mar 2012, 12:43
by Berg
Screenshot-camper - WMIT.png

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

Posted: 25 Mar 2012, 23:43
by Merowingg
Hello NoQ :)

Combine this with viewtopic.php?p=67338#p67338 or viewtopic.php?p=75136#p75136

And you will have the biggest scavenger hell on earth that a player could see ;)

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

Posted: 25 Mar 2012, 23:47
by aubergine
@Berg - Love the camper van!!

@Merowingg - Trying the map now :)

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

Posted: 26 Mar 2012, 03:21
by aubergine

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

Posted: 26 Mar 2012, 03:28
by Berg
aubergine wrote:Scav turtle:
Yeah it does need work but hay its evil ness is pre defined ...
I like that a lot

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

Posted: 26 Mar 2012, 04:24
by aubergine
Yup. I went in to cheat mode and gave it 100k of power. The porta-cranes went in to overdrive :) Strange that it leaves oil resources untapped though :s

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

Posted: 26 Mar 2012, 07:53
by NoQ
Ouch sorry guys, i can't keep up with the pace (in fact i've always been like that, coming to play just from time to time, i just didn't participate in any teamwork yet). I already have some AI improvements coded, just unreleased, and it will take some time to fix some bugs in them :oops:

aubergine: here's the report about DORDER_ATTACK problems: #3359.

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

Posted: 26 Mar 2012, 10:51
by aubergine
Hrm, turtling might be a good approach for scavs. If they rush trucks to capture oil, build scav p.gens only when (derricks > pgen * 4) then spam defences around derricks and randomly across the map, they'd buy time to build a fairly decent attack army and go on the offensive against the player with the most power/units/buildings (in that order)...

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

Posted: 27 Mar 2012, 00:09
by aubergine
I modified the Scav mod so that it's build timer was running at 10 seconds rather than 80, here's the result:

Image

Scavengers survived for over 30 mins against 3 Nulllbots, in fact, after I'd wiped the first two nullbots off the map the scavs demolished the third one on their own!