Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Players in early campaign with only polys should use the last schematic above, "Poly-only mining for early game/campaign".
ucontrol approach orex orey 5 0 0
ucontrol mine orex orey 0 0 0
BTW, I'm reasonably certain that everyone having problems is trying to use this schematic on the v7 alpha.
https://steamcommunity.com/sharedfiles/filedetails/?id=2660414596
I wish i saw all the other code snippets before I started digging in. You did some great work!
FWIW, here are the changes to your code that I did.
https://steamcommunity.com/sharedfiles/filedetails/?id=2385890148
https://steamcommunity.com/sharedfiles/filedetails/?id=2343750512
I think it might be good to create a mining script that allow you to control the number of polys/megas used in mining, by using 1 switch to add more units and 1 switch to remove units from the workers. In this way the spare Polys/Megas can still do what they want.
I've frequently had the same problem in my own projects of the logic commands not doing what they are supposed to for no reason. Anuken kind of needs to fix this crap.
I have added a new early game/campaign mining logic for when you only have polys. It will use half of your polys to repair, and the other half to rebuild. Note that Megas are much more effective at repairing, so you should build some as soon as you can, then replace the poly-only mining logic with the normal one.
Since this logic frequently takes them to the core, you can put a few batteries near there to keep them topped off.
https://steamcommunity.com/sharedfiles/filedetails/?id=2335389972
My production transport script here (bind to unloaders/sorters).
https://steamcommunity.com/sharedfiles/filedetails/?id=2334731246
Automatic rebuilding should work well enough for now because buildings are usually partially damaged before they are destroyed.
ulocate will work on its second pass, once something is bound, so thats 1 cycle for mega + 1 cycle for poly.
The delay comes from @IPT value and processor going through all the units sequentially. So micro- processor should have longer delay than logic- one. As i understand it.
Now that i think about it, that is actually a nice idea to break mining for polys when buildings are damaged. Although it might not be enough for them to rebuild everything - my tests show that destroyed buildings are not counted as "damaged".
In putting ulocate before ubind, I think it is working by taking 2 cycles to perform its function. As it is now, when a block is damaged or destroyed, units take a noticeable pause before starting to repair/rebuild. This is the time it takes for a unit regain autonomy after failing to be rebound by the processsor, and I like the delay because it gives time for your defenses to destroy the threat, reducing the risk to your polys/megas. Afterwards, they resume mining instead of lingering at the front line, which is another benefit over their default behavior.
I have tried controlling the megas' repair behavior (to put ulocate in a "sensible" order), but they fire excessively en masse at each damaged block. They are able to repair much more economically and accurately when allowed to do so using their original AI.
It doesn`t make sense to get the state of switch first, then run the script, and only then to check what the state was.
Mining can be done from distance of 9.
Every unit that starts to mine anything in range of 9 from the core will continue to do so, at least on micro- and logic- processors.
This will not automatically pause for "rebuild damaged".
Also, units will fly to bottom left corner if no ore is found.