Search found 499 matches
- 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 ...
- 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...
- 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.
- 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. * ...
- 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.
- 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.
Then go and set up the droid assemblers closer to biters.
- 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.
- 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...
- 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.
- 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...
- Fri Oct 21, 2016 4:53 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
bump - any ideas from devs?
- 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.
- 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...
- 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...
- 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...
- 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!
- 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!
- 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...
- 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...
- 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...