kyranzor wrote:
some handy commands there! Thanks for that.
You must have cleaned out a large area, the radius for checking nearby enemies is 5000 tiles. I suppose I can add some more logic for delaying another attempt at finding nearest enemy again for x seconds if they cannot find any on the first try. Basically just a re-try state loop.
Yeah, i discovered a large area because I want to build a huge train system + a lot of outposts so i wanted to get rid of the biters for a while. But this should be not an issue, because i drop them near the enemy. I can't release them in my base, because 10-15+ min until 25 droid can find target and i have 15-20 fps under this time, so I can't do this sadly.
If i drop them in aggro range to the enemy, i can drop 300-400 and they instantly attack and i still have 40+ fps. They keep the fps, until they can find target even if they have to move to an other relatively close base, but if they can't find more, fps drops and they stop moving, start thinking. Droid 1. found target, he goes hunt, the others near him still thinking. Droid 2. found target too, but Droid 1. died in a solo rambo mission because the others still thinking.. the same happens with droid 2, 3, 4 etc.. but this is a lot of time and until all gone RIP fps. (And imagine what happens when they can't find any target).
An other solution, if the robots can't find more target in a few sec, they should go home to a "rally point" like a Train stop and there we can pick them up or a droid assembler / inserter can place them back:
- This way we can reuse them. Don't have to kill them via console and we dont waste resources
- The more important thing they dont eat the fps
- Really need the ability to pick them up by construction bots / deconstruction planner (now its right click only one by one)
- By using the train stop mechanic we can see the Rally Point on the map + we can name it like "Northern Military Base" etc.
- If we have more rally point the soldiers should go back to the nearest.
- Construction robots can repair them (it was great to see when i followed them in fight and the bots from the personal roboport repaired them)
Features if the fps problem gone:
- Maybe we can add to each "base" a max. attack / fighting range, if they cleared the area they have to come back home so they can live to fight an other day (now they fight until they die and usually the last squads are wasted because 25-50 droid can't clear a very large base. They just die pointless, because they fall before they can reach the spawners.)
- Repair and fill the squads and we can add more soldiers to the "squad"
- They can guard mining outposts
- Split the forces between other bases with logistic system / combinators
- We can build a "fortress" around the Base, with wall / gate / turrets
- Experience system ??? (Maybe this should be a squad thing not single droids.)
So much potential!
An other note:
14 hours fresh gameplay, and biter evo is 98%+, so the droids are useless the blue/green biters eat them really easy.. The Terminators can handle them, but i am really far away to build them... Now I play with a modified "entity.lua" droid-msg: 180 hp, 12 dmg, now they can handle the enemy, before they die.
The Droids shines with early / mid evolution ( <50% ), Terminators with max, but there is nothing between in these two. More soldier types maybe overkill, research upgrades would be nice like "Droid Health Point Upgrade lvl 1-2-3-4-5" +25 hp / "Droid Damage Upgrade lvl 1-2-3-4-5" +1.5 dmg. Maybe these numbers are overpowered if we build and place 1000+, but now it is not possible so we have to buff them so 250 can be strong as 1000 from the normal.
I can't wait the future updates!