Hey everyone - i've just finished moving to England, and i'll have some more time to crank out some updates I hope. I agree with brokenshakles that the most pressing issue is being able to command units. I saw that the Automated AI Vehicles mod has the abillity to select and command units, I will see how they did it. I am getting really far behind in my knowledge of the modding API, i think there have been some changes that might help me quickly implement the selection methods without long-winded hacks like I am/was planning.
Or maybe the hacks have just been proven enough by other modders that I can hack together something for Robot Army quick enough.
As for the "Johnny 5" reference for the robots, yes it's funny, and the main reason was my artist YuokiTani was less comfortable with humanoid robot forms - and honestly that's fine, i mean the tracked robots to me are more realistic and also fit the theme of Factorio a bit better. The super advanced robots can surely have humanoid form - in that instance I may just give them the player model again like I originally started out with. Basically power-armoured soldier things with plasma rifles (fancy blue balls?).
I am also considering a "human" mercenary faction mod where you recruit player-model units with various guns from a little GUI, and use the in-game factorio coin objects as the currency. There are lots of mods out there that use these coins, i'll have a look at costs/conversions.. might be more annoying than it needs to be though. You guys have any thoughts on this? The mercenaries might simply just follow you around like permanent "defender" bots. You can just recruit a squad and go on a rampage, or use them as bodyguards. The issue of using trains/vehicles would be annoying to deal with. I can detect when a player enters a vehicle and "despawn" the guards and when the player gets out, attempt to respawn them (just a simple list is maintained to keep track of this).
As for the faster fire rate of the SMG battle droid, I kind of liked the "machine gun" effect and all the bullet shells coming out. Especially with max fire-rate upgrades, it's neat. The DPS increase is good too. The idea of the clockwork riflebots is that they were high alpha-strike snipers, and into the late-game are still viable with enough upgrades. Especially if you have a mod that allows ever-increasing bullet damage/speed upgrades. The riflebot is also disgustingly cheap. Can throw them around like Russian conscripts.
mikedubayou wrote:Ive been playing with this mod for awhile, to assist me in my RSO/Natural Evo/SpaceEx game run. So far Im almost at 2 days of playtime, and biter evo is at 95%. I started having to increase the hunting squad size, because 40 just wasnt even making a dent in the enemy bases. I increased it to 100, and I dono it seems I somehow broke it :/ Droid assemblers keep spawning droids until it just has no more room to spawn em, but they never go hunting. I decreased the squad size to 40 again, but still nothing. Do I have to replace the droids after changing this setting? These droids arent even responding to a rally post :/
Remove all rally posts, go find your droid settings module, and set (all) the signals to reasonable values again. See the config.lua file in the mod folder for what defaults were. Not sure what is going wrong, but it seems your droid hunting logic has broken. The squads themselves, or some condition/rally point is breaking it. You will probably have to pick up all the broken droids to remove/reset their squads. How far away are the enemies? If they are too far away, or you accidentally set the hunt radius too low, you could also have this issue.