- Enemy walls can be mined.
- Enemy gun turrets can be looted.
- Enemy laser turrets do not consider power lines to be hostile. You can build a power line into their network and drain all their electricity.
- Shift+click disconnects enemy power lines. (Unlimited range.)
- Enemy train schedules can be changed if you have vision on the train. (Unlimited range.)
- Enemy roboports crash the game.
[0.10.12] Enemy Buildings
[0.10.12] Enemy Buildings
I experimented with giving player buildings to the enemy force. Here are the issues I found.
- Phillip_Lynx
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Re: [0.10.12] Enemy Buildings
Maybe you should wait for 0.11.
Due to multiplayer I think many of the probles may be solved
Due to multiplayer I think many of the probles may be solved
Re: [0.10.12] Enemy Buildings
I don't think this is a bug, cause you use software as it isn't thought to be used.
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Re: [0.10.12] Enemy Buildings
It happens in user created scenarios. You cannot say it's not a bug in that situation..ssilk wrote:I don't think this is a bug, cause you use software as it isn't thought to be used.
Re: [0.10.12] Enemy Buildings
Hm. your're right. Forgot about that.
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Re: [0.10.12] Enemy Buildings
This seems really funnyYou can build a power line into their network and drain all their electricity.
Re: [0.10.12] Enemy Buildings
From 0.11.16+ the enemy structures can't be mined or opened, and enemy electric poles can't be disconnected.
I was not able to reproduce the problem with roboports, it is probably not valid anymore.
Edit: I also fixed few other problems, so the research of different forces works properly (independently). and switching forces by the force switches the context properly.
I was not able to reproduce the problem with roboports, it is probably not valid anymore.
Edit: I also fixed few other problems, so the research of different forces works properly (independently). and switching forces by the force switches the context properly.
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Re: [0.10.12] Enemy Buildings
I haven't noticed that either, but I have noticed that players on the enemy force can place down blueprints, request items etc but no bots will fulfill any requests.kovarex wrote:I was not able to reproduce the problem with roboports, it is probably not valid anymore.
Re: [0.10.12] Enemy Buildings
It works for me properly (after the fixes I made for 0.11.16), there are probably more things that will work properly now, once also the player force (not only the force of the character) gets updated.FishSandwich wrote:I haven't noticed that either, but I have noticed that players on the enemy force can place down blueprints, request items etc but no bots will fulfill any requests.kovarex wrote:I was not able to reproduce the problem with roboports, it is probably not valid anymore.
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Re: [0.10.12] Enemy Buildings
Eagerly awaiting 11.16