[0.10.12] Enemy Buildings

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DaveMcW
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[0.10.12] Enemy Buildings

Post by DaveMcW »

I experimented with giving player buildings to the enemy force. Here are the issues I found.
  • 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.

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Phillip_Lynx
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Re: [0.10.12] Enemy Buildings

Post by Phillip_Lynx »

Maybe you should wait for 0.11.

Due to multiplayer I think many of the probles may be solved ;)

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ssilk
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Re: [0.10.12] Enemy Buildings

Post by ssilk »

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

Post by FishSandwich »

ssilk wrote:I don't think this is a bug, cause you use software as it isn't thought to be used.
It happens in user created scenarios. You cannot say it's not a bug in that situation.. :P

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Re: [0.10.12] Enemy Buildings

Post by ssilk »

Hm. your're right. :) Forgot about that.
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matheod
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Re: [0.10.12] Enemy Buildings

Post by matheod »

You can build a power line into their network and drain all their electricity.
This seems really funny :D

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Re: [0.10.12] Enemy Buildings

Post by kovarex »

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.

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Re: [0.10.12] Enemy Buildings

Post by FishSandwich »

kovarex wrote:I was not able to reproduce the problem with roboports, it is probably not valid anymore.
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.

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Re: [0.10.12] Enemy Buildings

Post by kovarex »

FishSandwich wrote:
kovarex wrote:I was not able to reproduce the problem with roboports, it is probably not valid anymore.
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.
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.

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Re: [0.10.12] Enemy Buildings

Post by FishSandwich »

Eagerly awaiting 11.16 :D

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