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[0.10.12] Enemy Buildings
Posted: Fri Oct 17, 2014 11:48 am
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.
Re: [0.10.12] Enemy Buildings
Posted: Fri Oct 17, 2014 1:44 pm
by Phillip_Lynx
Maybe you should wait for 0.11.
Due to multiplayer I think many of the probles may be solved

Re: [0.10.12] Enemy Buildings
Posted: Fri Oct 17, 2014 3:06 pm
by ssilk
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
Posted: Fri Oct 17, 2014 4:02 pm
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..

Re: [0.10.12] Enemy Buildings
Posted: Fri Oct 17, 2014 8:12 pm
by ssilk
Hm. your're right.

Forgot about that.
Re: [0.10.12] Enemy Buildings
Posted: Sat Oct 18, 2014 10:39 pm
by matheod
You can build a power line into their network and drain all their electricity.
This seems really funny

Re: [0.10.12] Enemy Buildings
Posted: Tue Feb 10, 2015 3:16 pm
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.
Re: [0.10.12] Enemy Buildings
Posted: Tue Feb 10, 2015 5:05 pm
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.
Re: [0.10.12] Enemy Buildings
Posted: Tue Feb 10, 2015 5:11 pm
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.
Re: [0.10.12] Enemy Buildings
Posted: Tue Feb 10, 2015 5:16 pm
by FishSandwich
Eagerly awaiting 11.16
