Search found 499 matches

by kyranzor
Mon Nov 14, 2016 3:04 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.20] Robot Army. 0.2.3

Can I get people to start trying out the 0.2.4 version from the github "development" branch? You'll need to rename the mod folder to 0.2.4 and totally replace all the files inside it with those from the github branch. You can download a zip with the contents of the branch by clicking this ...
by kyranzor
Mon Nov 14, 2016 2:10 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.14] Robot Army. 0.2.3

Hey JakeSublime, your pictures are broken links. Use something like imgur or imageshack or something to host them if they don't work here. There are many changes that fix squad behaviour and general balancing like spawn times which will probably solve all of your problems, available in the git-hub r...
by kyranzor
Mon Nov 07, 2016 6:07 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.14] Robot Army. 0.2.3

Rally beacon is not what you think it is. Just delete it and don't use them.
by kyranzor
Tue Nov 01, 2016 3:40 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.14] Robot Army. 0.2.3

Btw, what do you think about "worker robots" constructing outposts on ore fields and your robot army protect them? :) Maybe - I want to have mining robots that walk around ore fields and then come back to deposit the ores. Maybe a guard squad can be deployed with them at the same time. * ...
by kyranzor
Fri Oct 28, 2016 3:01 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.14] Robot Army. 0.2.3

Perhaps. There are simple but tacky ways to do this, i'd like to make sure it's simple but not silly like just instantly dying/wiping out the bots. If they retreat and convert themselves back into an item into the army loot crate that might be good and simple.
by kyranzor
Thu Oct 27, 2016 2:13 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.14] Robot Army. 0.2.3

Have you tried using a rally beacon? It will command all droids to move to it and you can pick them up there and deal with it.

Then go and set up the droid assemblers closer to biters.
by kyranzor
Thu Oct 27, 2016 2:18 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.14] Robot Army. 0.2.3

There is a config for this, in the config.lua file, and also available in game using the Droid Settings Module special combinator and associated virtual signals you set which you can read more about on the github wiki.
by kyranzor
Thu Oct 27, 2016 12:51 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.14] Robot Army. 0.2.3

I run into the problem that the robots at some point stop moving and standing afk in my base or in a forrest... what iam doin wrong? I limited the robots to 80. But they already cleared a big distance (i didnt set any limit) any idea? Couldnt you just implement "if idle 20 min then despawn&quo...
by kyranzor
Wed Oct 26, 2016 7:57 pm
Forum: Modding interface requests
Topic: flying units tag or collision box check for pathfinder/movement
Replies: 7
Views: 2542

Re: flying units tag or collision box check for pathfinder/movement

The units work best for me because of their ability to be commanded and for then to form unit groups and be commanded as groups too. The API just can't handle flying groups that's all.
by kyranzor
Tue Oct 25, 2016 5:13 am
Forum: Modding interface requests
Topic: flying units tag or collision box check for pathfinder/movement
Replies: 7
Views: 2542

Re: flying units tag or collision box check for pathfinder/movement

I tried that just now, thanks for the suggestion. It didn't work. I think the issue is at a unit pathfinder request level of the API, not really an entity mask/option issue. The entire unit_group would need to be made up of the special "flying" type unit before it could make the "no c...
by kyranzor
Mon Oct 17, 2016 9:57 pm
Forum: Modding interface requests
Topic: flying units tag or collision box check for pathfinder/movement
Replies: 7
Views: 2542

Re: flying units tag or collision box check for pathfinder/movement

lol my bad, it's a two-corner table. doesn't have 3 fields. I shall fix my original post.
by kyranzor
Mon Oct 17, 2016 8:35 pm
Forum: Modding interface requests
Topic: flying units tag or collision box check for pathfinder/movement
Replies: 7
Views: 2542

flying units tag or collision box check for pathfinder/movement

In the Robot Army mod, I have integrated Klonan's Combat Units mod with the vanilla game style flying combat robot units. The benefit of a flying unit is that the pathfinder doesn't need to worry about pathable areas/obstacles, and things like player's walls, transport belts (more on this later) and...
by kyranzor
Thu Oct 06, 2016 2:59 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.7] Robot Army. 0.2.3

It looks like you had some code from the 0.2.4 preview/github code, and there was a strange state for those squads. If you do this: /c for i,j in pairs(game.player.surface.find_entities_filtered({name="rally-beacon", force=game.player.force})) do if (j and j.valid) then j.destroy() end end...
by kyranzor
Thu Oct 06, 2016 2:16 am
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 43028

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

I am playing in a rebirth PvP game and i have died without realizing what was happening so i was moved to the neutral team. Is there a way to move me back to another team by changing a file setting or a command? if you know the EXACT name of the team, you can change your team with a command (if you...
by kyranzor
Tue Oct 04, 2016 8:23 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.7] Robot Army. 0.2.3

Hey Mr Grim, sorry about the delay, i've been super busy. I'll check out your save game some time in the next few days!
by kyranzor
Tue Oct 04, 2016 7:51 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.7] Robot Army. 0.2.3

Hey Mr Grim, sorry about the delay, i've been super busy. I'll check out your save game some time in the next few days!
by kyranzor
Thu Sep 29, 2016 5:00 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.7] Robot Army. 0.2.3

as i've been saying for a while now, I want to add an "RTS" mode building/command centre where you can move around without a body and view teh battlefield, and maybe while in this mode, have "command capsules" that you use to select and command squads directly. Line of Sight is p...
by kyranzor
Tue Sep 27, 2016 2:32 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.7] Robot Army. 0.2.3

I'm also having trouble with squads mostly just standing about. I think it's because they might be selecting targets they can't get to. Either they're in a part of the map that's walled off or they're busy in a sort of re-grouping loop. I decided to try for flying units to see if their flying abili...
by kyranzor
Wed Sep 21, 2016 4:27 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 309903

Re: [MOD 0.14.7] Robot Army. 0.2.3

Gave it a couple of hours. Performance still feels smooth, which is great. Also, the new green color for the robots is awesome. Helps a ton with scanning the map. I currently have a large group that seems like it ought to be doing something, because there are biters being engaged by a different squ...

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