TerraTech

TerraTech

Advanced AI
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Opdatering: 6. feb. kl. 12:41

++ Minimised the odds of ErrorTech spawning - the mod will now opt for vanilla spawns or just refuse to spawn if no spawn was found. You can still spawn ErrorTech manually through the '+' and Ctrl menu.

+ Fixed some outstanding issues with Multi-Tech Mimic AI not driving forwards at all. They still drive crooked though. This will be looked into next BIG update, Rise of the Multi-Techs!
+ Multi-Tech AI should now properly follow the firing mode and build beam of closest same-team Tech.
+ Other Techs now properly avoid Multi-Tech AI - if they aren't the closest AI to said Multi-Tech AI. This is to permit extended builds and to prevent the current AI from becoming stuck. The Multi-Tech AI follow target will, of course, be able to path freely through the affiliated Multi-Tech AIs because they are expected to be part of the same Multi-Tech.

+ Fixed AI techs attacking each other - apparently their teams instance was being deleted prematurely!
- This was an issue with ALL teams, which caused them to shoot each other - even when they were on the same side!

+ Fixed critical following issues with Aegis AI - They were following NON-HOSTILE as well as team AI, meaning they would pursue neutrals, neglecting their job of home defense!
+ Aegis AI no longer follows other Aegis AIs. This is to prevent them from getting stuck in one spot.

Opdatering: 29. jan. kl. 22:46

Mini update - don't expect any of the previous issues to be fixed since I am on the move rn

Fixed a bug which caused the player Tech to "Hold Fire" incorrectly in Multi-Player

Opdatering: 27. jan. kl. 23:20

++ There are now more tooltips and hints for existing functions in the mod that weren't that obvious beforehand.
+ Space Junkers AI is now supported by the mod!

- AI targeting lists should now update more consistently, which should resolve some outstanding issues where the AI was attacking things it should obviously not be.
- Added option for Strict Hold-Fire (which was causing guns to aim down and not shoot!!!) in NativeOptions - it is now disabled by default! Some issues with it were resolved but "declaring hostilities without warning" remains a better option!
- SubNeutral NPTs without a home base should no longer stalk anyone over long distances.
- Removed conflicting bits of code for the advanced Anchored AI.
- Adjusted the AI unstuck procedure to fire more consistently, but adjust more frequently to the given Tech design to remedy slow Tech "beam spamming".

-- Protect AI not behaving as intended remains an issue - Still need to work on that one

I now have a spartan strategy planned out for fixing ErrorTech once and for all for next update...

Opdatering: 14. jan. kl. 17:25

Patched AI not properly initating on first spawn, which may have caused the AI to sit still or run off into the horizon
Patched an issue that was causing fixed AI teams to change for some reason(?!)
Added a new NativeOption to lower base AI update lag
Fixed MORE issues with AI reversing
Updated for latest Stable 1.6.4.2

Opdatering: 20. dec. 2024 kl. 20:37

Just FYI the mod is kinda on maintenence mode, no new code features shall appear for the foreseable future

Another attempt to fix some issues caused by recent update

Opdatering: 31. okt. 2024 kl. 20:09

Attempt uhh 3069 to fix teams, nothing new should be present at all, but something is working on my end

Opdatering: 27. sep. 2024 kl. 17:43

Made Base Teams code more secure, this should have made it more reliable and fix the neutral teams issue.
Some crash issues may still persist.

Opdatering: 23. sep. 2024 kl. 23:12

Attempt at fixing AI teams yet again

Opdatering: 22. sep. 2024 kl. 2:15

Cleaned up some logging

Opdatering: 22. sep. 2024 kl. 2:12

GIGA AI fix update
+++ ErrorTech & related spawning issues have been fixed signifcantly!
++ RTS AI should no longer run away when in combat
+ Bases with conveyors should now be able to spawn in MP