Search found 23 matches
- Fri Jul 28, 2017 3:14 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
Hi! I'm following Nilau's tutorials but I'm doing something wrong and really can't figure out what. The hauler is not taking or dropping anything from the miners to the depot. It once smashed a miner close enough to a depot so that the inventory of the miner was transferred to the depot. But hauler...
- Thu Jul 20, 2017 10:29 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
I actually already have walls everywhere where the vehicles shouldn't go. The problem is that they glitch through the walls on a frequent base. And even tough everything is walled off and there is literally just one way to go, they still roam around cluelessly. That's weird, long range bug pathfind...
- Wed Jul 19, 2017 8:50 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
I'm having huge issues with the path finding of the vehicles. If vehicles have to travel longer than a short distance they can't find their destination and start to roam around randomly. Also they seem to bug themselve through walls which makes it very hard to prevent them from getting into crowded...
- Mon Jul 10, 2017 5:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
Im using bobs vehicles and its equipment. And just realized vehicles are using battery energy instead of solid fuels (which I have tons of). If it isnt bug, how to turn it off? EDIT: It does even without bobs mods, just with vehicle grid... EDIT 2: Its most probably caused by your mod - if i turn A...
- Sun Jul 09, 2017 4:32 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
My vehicles hit anything at it way to reach the target when following. Can you add a path-finding when following to avoid obstacles? the vehicles would use biter pathfinding anyways and would screw everything over personally I dont tell them to follow anything until they're out in the open, trying ...
- Tue Jul 04, 2017 1:30 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
how feasable is it to allow vehicles with a color signal or something similar to take on that color on their exterior, similar to how when a player of a particular color is controlling them?
it would be nice to visually organize them
it would be nice to visually organize them
- Tue Jun 27, 2017 12:39 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 345040
Re: [MOD 0.15] Orbital Ion Cannon 1.5.1
A life expectancy of mirrors or cannon carrying satellites was proposed a while back and I still think it's a good idea to have them wear out from handling the high density beam after ~10 shots. Refuelling is unfeasible with current technology. Launching a supply rocket with fuel to a satellite has...
- Mon Jun 26, 2017 3:51 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 73661
Re: [MOD 0.14] AAI Vehicles: Miner
I've poked at the Unit Data settings for the miner I crafted to play with, and it doesn't seem to change what it mines in response to signals. I tried negative (the default), zero, and positive signals for the ore types in vanilla, then drove the mining vehicle over ore patches. It picked up ore no...
- Fri Jun 23, 2017 1:18 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
you can already provide distance and angle signals to a follow unit or player signal to make a custom formation
- Fri Jun 23, 2017 11:07 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
There will be some new vehicles soon, I might rush them out with temporary graphics just to fill the current role gaps (flame and gatling tanks). Would be nice to have some kind of artillery-type vehicle. Poor manuvering and speed making it difficult to get into position after deployment, but able ...
- Thu Jun 22, 2017 2:38 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
About multiple weapons: why not restrict autonomous weapons programmaticaly to one (also select weapon with ammo, so you can have for example half of tanks with bullet ammo and half with cannons), but leave all available for player when he is riding vehicle. Assigning ammo and weapon as signals sou...
- Sun Jun 18, 2017 10:47 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
I'm having a huge problem regarding friendly fire when attacking alien bases. Attacking with chaingunners and cars works fine. Attacking with flamethrower cars turned out to be a huge no-no, because they set the ground on fire and then I lose lots of vehicles because they drive into the flames. See...
- Mon Jun 12, 2017 12:52 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
I recall there being mention of not being able to get dummy ammunition to terminate itself after a distance seemingly random things at my base were blowing up and I was wondering why, thought it was an issue having to do with rampant or something turns it it was standard cannon shells piercing their...
- Mon Jun 12, 2017 7:34 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
The warden scans once every 60 ticks, if it finds something to do the next scan is 10 tick later instead of 60. That's already quite optimised without sacrificing usefulness as a healer. I've had a battle squad of 30 units with no problems. Maybe other things are cluttering up the found entities li...
- Sat Jun 10, 2017 11:56 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
This probably isn't directly your fault but the base AAI vehicles mod seems to hog a lot of CPU time even idling around. I had around 20 or so tanks following me in a warden and the base vehicles mod was using about 5 cpu time per frame while the warden was taking about 6 due to random damage and sh...
- Wed Jun 07, 2017 4:25 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 362419
Re: [MOD 0.13.17+] Rampant - 0.15.13
I'll have to upload it later it might be due to something else. For now killing enemies in a small radius with a console command seems to get rid of them.Veden wrote: I would have to see your save for me to provide any useful information about what you are seeing.
- Tue Jun 06, 2017 6:31 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 362419
Re: [MOD 0.13.17+] Rampant - 0.15.13
Rampant doesn't have any underground enemies yet, I have code for them but nothing has been implemented in the game to make them appear. "The ground begins to shake" is supposed to be the start of large attack waves coming in. Usually this is triggered by a recycling biters event. Sometim...
- Tue Jun 06, 2017 5:06 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 362419
Re: [MOD 0.13.17+] Rampant - 0.15.13
underground enemies appear to be extremely flawed "The ground begins to shake" message appears but no additional enemies seem to attack. Now I'm trying to build on the outer perimeter of my defenses, but keep getting a "construction interrupted by enemy forces" message. After spa...
- Tue Jun 06, 2017 4:22 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
Some structure of mine seems to be trying to query ID 0 on a vehicle and keeps crashing the game when it tries to perform an operation on "x" which is a nil value. Only seems to happen in very particular instances and I can't pin it down to what.
- Sun Jun 04, 2017 3:34 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587304
Re: [MOD 0.14] AAI Programmable Vehicles
Speaking of (un)loading ammo, could the loading include the count in fuel and ammo slots? Right now if you set a vehicle to load 200 bullets, it loads 200, puts them into an ammo slot and then load another 200, meaning unitdata of 200 actually gives 400. Even worse if the ammo slot has one bullet l...