Search found 494 matches

by kyranzor
Mon Nov 11, 2019 8:00 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.17.04] Robot Army. v0.4.1

With the guard station and with Unit Control mod, use the "select deployers" tool and select the guard station, and using the Patrol waypoint option hold shift and left click the patrol route you want. It will show up as dotted light blue lines between each point. Then any droid which spawns from th...
by kyranzor
Mon Nov 11, 2019 7:23 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.17.04] Robot Army. v0.4.1

The Droid Settings Module doesn't seem to be working. I put it right next to my only Droid Guard Station, and pretty near my only Droid assembler. I set the Guard Squad Size to 20, set the recipe to Rocket Droids, set up a patrol path, and put 11 Rocket Droids I the upper left slot of the Droid Gua...
by kyranzor
Wed Jun 19, 2019 9:56 am
Forum: Modding interface requests
Topic: more intelligent target selection for units
Replies: 3
Views: 210

Re: more intelligent target selection for units

Hey,

In recent versions of Robot Army, I actually have disabled the acid on the ground from the biters'/worm's attacks. The damage per tick is just too high, was wrecking all the robot units and it takes too much effort to properly balance it.
by kyranzor
Mon Jun 17, 2019 9:12 pm
Forum: Modding interface requests
Topic: more intelligent target selection for units
Replies: 3
Views: 210

more intelligent target selection for units

currently in my Robot Army mod, if i send a group of units out to attack a nest, the path-finder gets them a path to go in the close proximity of the nest, and i'm using the area_attack command to send them there. When they get there, the friendly units might pull some initial biters and kill them w...
by kyranzor
Wed Apr 17, 2019 11:02 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.17.04] Robot Army. v0.4.1

Klonan wrote:
Wed Apr 17, 2019 1:19 pm
Qon wrote:
Wed Apr 17, 2019 11:46 am
Not sure how Unit Control works and there's no documentation on Unit Control on Klonan's page
I have added some documentation now:

https://mods.factorio.com/mod/Unit_Control/faq
haha wow, thanks Klonan!
by kyranzor
Wed Apr 17, 2019 12:11 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.17.04] Robot Army. v0.4.1

Yes, you are right, the squad AI and automatic hunting is turned off when Unit Control mod is used. If you are okay with using the Robot Army selection tool for commanding squads and want the automatic hunting then you should disable the Unit Control mod. At least until I get a better way of integra...
by kyranzor
Tue Apr 16, 2019 9:30 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.17.04] Robot Army. v0.4.0

Mod has been updated to 0.4.1: changes from 0.4.0 to 0.4.1: - Adding Unit Control as an optional dependency for the mod - if detected as active, it disables the automatic squad control so the player has full freedom to command the units with the Unit Control mod GUI and tool instead. - disabled the ...
by kyranzor
Sat Mar 02, 2019 9:39 pm
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.17.04] Robot Army. v0.4.0

Neat! I look forward to using this, but I would recommend you consider integration/compatibility with Advanced Autonomous Industries (If that guy ever comes back and updates his stuff) since it offers a way to control the robot-armies RTS style (Auto-hunt-kill is not really my style, I want to comm...
by kyranzor
Sat Mar 02, 2019 10:36 am
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.16.36] Robot Army. v0.3.8

Alright everyone, I have just put a version 0.4.0 up on the mod portal for those of you who want the mod to work without any significant changes for 0.17. This will tide you over until I have some more time to make the improvements I want to for 0.17 now that I have lots of nice juicy new unit AI op...
by kyranzor
Sat Mar 02, 2019 1:42 am
Forum: Mods
Topic: [MOD 0.17.04] Robot Army. v0.4.1
Replies: 699
Views: 125686

Re: [MOD 0.16.36] Robot Army. v0.3.8

I will be updating the mod to work with 0.17 as soon as I can, I'm on holiday and don't have very good internet connection in rural Australia right now but I should be able to make some progress (starting with actually getting 0.17 installed) on Sunday.
by kyranzor
Thu Aug 30, 2018 8:50 am
Forum: Modding interface requests
Topic: add a right-click event for selection-tool in cursor
Replies: 6
Views: 382

add a right-click event for selection-tool in cursor

Right now we have a left click event, and shift+left click (alt selection) event.

I request to add to the mod API a right click event, so that mods may put more interesting functionality into the mouse-based controls and selection logic.
by kyranzor
Tue Aug 28, 2018 9:37 pm
Forum: Modding help
Topic: Two Unit AI Issues
Replies: 5
Views: 388

Re: Two Unit AI Issues

Very exciting, thanks for all your work on this stuff Klonan
by kyranzor
Fri Aug 24, 2018 2:43 pm
Forum: Ideas and Requests For Mods
Topic: What would you want to see in a Factorio RTS mod?
Replies: 8
Views: 822

Re: What would you want to see in a Factorio RTS mod?

I definitely don't want too much baby-sitting and micro-management of units, I'd prefer users spent more time similar to a TA/Supcom game, in economy and larger-scale operations/strategy. I didn't know there was a category of games called Real Time Tactics (RTT) in addition to the classical RTS styl...
by kyranzor
Thu Aug 23, 2018 10:11 am
Forum: Ideas and Requests For Mods
Topic: What would you want to see in a Factorio RTS mod?
Replies: 8
Views: 822

Re: What would you want to see in a Factorio RTS mod?

if the mobile construction vehicle has to be loaded up with items and it can only place them like with roboport, then if enemies find and destroy your vehicle then all the contents could either be destroyed, or spill out onto the ground. I think that's a cool mechanic that while punishing the first ...
by kyranzor
Thu Aug 23, 2018 10:07 am
Forum: Already exists
Topic: Beam prototype with definable lifespan
Replies: 2
Views: 505

Re: Beam prototype with definable lifespan

Ah hah! Awesome news, thank you very much. I can remove some global tables and tick logic now ;)
by kyranzor
Wed Aug 22, 2018 3:33 pm
Forum: Already exists
Topic: Beam prototype with definable lifespan
Replies: 2
Views: 505

Beam prototype with definable lifespan

The beams used by destroyer bots are used as ammo, and has a nice action parameter for the duration of the beam in ticks and the max length etc. When creating a beam entity by script, using create_entity(), there is no way to set the duration/lifespan of the beam. The beam just sits there, forever, ...
by kyranzor
Wed Aug 22, 2018 1:39 pm
Forum: Implemented mod requests
Topic: Volatile selection tool (cursor-only).
Replies: 5
Views: 590

Re: Volatile selection tool (cursor-only).

holy crap this is super useful for my RTS mod concept as well!
by kyranzor
Wed Aug 22, 2018 11:57 am
Forum: Modding discussion
Topic: Implementation of a "Construction Unit" for RTS mod
Replies: 3
Views: 612

Re: Implementation of a "Construction Unit" for RTS mod

Nexela has recommended to me that it's possible to insert a blueprint book with a single entity in it, set by scripting, to the user's cursor. That's good enough for me, to be able to summon something to the user's hand to allow them to place a ghost down, for the constructor units to see and try to...
by kyranzor
Wed Aug 22, 2018 11:44 am
Forum: Ideas and Requests For Mods
Topic: What would you want to see in a Factorio RTS mod?
Replies: 8
Views: 822

Re: What would you want to see in a Factorio RTS mod?

Thanks for your input, lots of great thoughts going on there. I agree that TA is not character-based, you simply have a unique and powerful builder unit who also happens to be a walking win/loss condition at the same time. With the "sandbox" scenario and the God Controller, Factorio becomes that kin...
by kyranzor
Sun Aug 19, 2018 2:31 pm
Forum: Modding discussion
Topic: Implementation of a "Construction Unit" for RTS mod
Replies: 3
Views: 612

Implementation of a "Construction Unit" for RTS mod

I am planning to implement a mobile construction unit (based off a simple Unit prototype) which has a script-controlled ability to place buildings, perhaps something similar to how the nanobots mod spawns temporary construction bots to place ghosts down. The general flow of the functionality i'm aim...

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