Search found 11 matches

by b38917ce-3ad3-4fae-b
Thu Sep 29, 2016 4:40 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.14.7] Robot Army. 0.2.3

That would certainly be nice to have, was thinking of it myself. Not only will this allow you to see what they are doing, but you would also get some insight into how many squads you actually have if you have a GUI listing them. It would be even better if the UI would also show what state the squads...
by b38917ce-3ad3-4fae-b
Tue Sep 20, 2016 5:36 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.14.7] Robot Army. 0.2.3

I initially intended them to have tons of hp and no damage so that the behavior could be better observed, but I didn't take the save in the right place so I just reverted the damage. Could've done it via config, but I messed with some other things as well so I didn't bother. What machine are you usi...
by b38917ce-3ad3-4fae-b
Mon Sep 19, 2016 10:40 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.14.3] Robot Army. 0.2.3

kyranzor wrote: I can have upwards of 1200 droids actively slaughtering biters, before I see any performance impact.. maybe my computer is just a beast?
I'm curious about this: do you mind trying the save I linked in this post and comparing your timings to mine?
by b38917ce-3ad3-4fae-b
Sun Sep 18, 2016 12:33 am
Forum: Ideas and Suggestions
Topic: Remove the loss of pressure as pipes get longer.
Replies: 22
Views: 8772

Re: Remove the loss of pressure as pipes get longer.

Regarding discoverability/visualisation, what would be nice to have is a small graph at the bottom of the mouse-over panel showing content/time.
by b38917ce-3ad3-4fae-b
Mon Sep 12, 2016 12:58 am
Forum: Not a bug
Topic: [0.14.5] [Oxyd] Pathfinder performance during n to n engagements
Replies: 1
Views: 1255

[0.14.5] [Oxyd] Pathfinder performance during n to n engagements

While playing around with Robot Army I noticed that the pathfinder would occasionally jump to use 2ms/frame. This save (mods included) shows ~50 robots engaging two medium-sized biter nests. On my machine, the pathfinder time used increases from 0.5ms when the save is loaded to 1.5ms as the second n...
by b38917ce-3ad3-4fae-b
Sun Sep 11, 2016 11:59 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.14.3] Robot Army. 0.2.3

Can you press F4, check "show_time_used_percent" and post two screenshots with that enbaled, one while it lags and one while it doesn't? After you've selected time_used_percent, press F4 again to toggle that menu away. A screenshot of the map showing both the biter base and yours would als...
by b38917ce-3ad3-4fae-b
Sun Sep 11, 2016 7:22 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.14.3] Robot Army. 0.2.3

Regarding the assembler direction suggestion, while I don't much care for it and it's just a solution to some of the behavior issues that doesn't introduce any new concepts/entities, I do believe that it actually is more intuitive than the current behavior from a player's standpoint. Right now, when...
by b38917ce-3ad3-4fae-b
Sat Sep 10, 2016 9:17 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.14.3] Robot Army. 0.2.3

I haven't given the balancing thing enough thought in order to answer your previous question. I will say that the terminators are an overwhelmingly more efficient investment, but that may be an outlier. I've dug deeper however into bot behavior and some performance issues. Now I've mentioned previou...
by b38917ce-3ad3-4fae-b
Wed Sep 07, 2016 12:01 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.14.3] Robot Army. 0.2.3

I've played around a bit with the new flying units. Overall, pathing is generally much improved. Due to the large numbers required for them to be effective, this highlights another issue: how they position themselves to engage enemies. With squads of 100, I've noticed that about half of them sit bac...
by b38917ce-3ad3-4fae-b
Thu Sep 01, 2016 6:41 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.13.15] Robot Army. 0.2.2

That's great to hear, I actually stumbled upon that mod yesterday but from reading the description it seems to be a mostly defensive thing. A combination of the two sounds great. How about an idea to directly control a bot while sitting in a safe bunker? The Drones mod seems pretty close, with the e...
by b38917ce-3ad3-4fae-b
Wed Aug 31, 2016 9:00 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309898

Re: [MOD 0.13.15] Robot Army. 0.2.2

I have to agree that flying robots seems the only viable option with the game in its current state. After some back and forth with the author on reddit (can't link due to this being my first post) I gave up on trying to use the mod on an end-game map since there doesn't seem to be any way to make it...

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