TerraTech

TerraTech

Advanced AI
546 Comments
WCHR VIPER Jul 15 @ 1:19pm 
Is there a way to delete all non-player Techs? I have a number of invisible AI techs in my save that still have collisions.
Legionite  [author] Jul 2 @ 1:55pm 
Thank you for reporting the error!
I have just updated the mod to fix a number of serious issues:

The GUI for bribing Techs now says when bribing is not possible.
If the transaction fails, an error noise will be emitted and you should no longer lose money.

Warning: The Airplane A.I. can get stuck flying upwards. This is being investigated.

Backend:
Fixed a crash caused if NativeOptions and ConfigHelper are not present.
Fixed Localisation not initializing at all in rare circumstances, which may have caused the issue below.
Fixed crash caused by the language not being (non-US) English when setting the language option or just by opening the settings menu.
nazar2202gg Jul 2 @ 1:08am 
Hello! First of all, thank you for updating this essential mod!

I've encountered a bug with the latest version (updated on July 2nd) on game version 1.6.7.

The issue: The game crashes every time I try to open the in-game settings menu.

How to reproduce:
1. Run the game with the latest version of Advanced AI and its dependencies (ModSaves, Harmony).
2. Set the game language to Russian.
3. Try to open the settings menu.

The game works perfectly fine when the language is set to English. The crash only happens with the Russian localization.

Thank you for your hard work!
Napoleon Born2Party Jun 24 @ 3:36pm 
nothing is happening when i bribe a purple npc
The Viral Divinity Jun 22 @ 1:53pm 
Nah this mod is actually broken. I only have this mod and it's dependencies, both because it's the only mod I want, and the only mod actually up to date on the entire workshop. I just sat for like 5ish minutes in the menu, and sure enough, game crashes.
ソヴィエツキー Jun 20 @ 8:12pm 
Thank you for the update. I'm very happy that some of the settings have been translated into Japanese. I look forward to your continued support.
Khan Jun 20 @ 2:00am 
I see, thank you. I thought i was doing something wrong with configuring the AI
Legionite  [author] Jun 19 @ 7:41pm 
The plane AI not pitching properly remains an issue at the moment.

However, it is normal for the plane AI to travel far from the player or target horizontally when following or pursuing.
Khan Jun 19 @ 2:33pm 
Im using the venture guard AI on a pair of flying techs. They keep flying way too far away from me and they fly too high. they also take a long time to find their way to a target i am attacking. how do i make them fly closer to me?
phlbbbbbbt Jun 18 @ 5:15pm 
1.6.7 "stable" version
0modmanager
blockchangepatcher
buff blocks
community patch
confighelper
custom corps fix
customnetworkingwrapper
ellie's odds and ends
explosion nerf mod
harmony
nativeoptions
nuterrasteam
raf's prospector pack
random additions
techcomponent injector
turtle's mod 2
weapon aim mod
phlbbbbbbt Jun 18 @ 5:08pm 
idk if its this mod causing it or an interaction of mods, with this mod disabled i can load a saved game, but with it enabled i get a crash and exit back to menu. continue still works
Legionite  [author] Jun 18 @ 1:19pm 
Which mods are you subscribed to right now?

There are many broken mods on the workshop right now. Issues can spread from other mods and it's very difficult to pin down bugs.

Furthermore if you are using NoBugReporter I will not be able to help you since it ignores the first crash, which WILL cause more crashes and make it too confusing to fix!
The Viral Divinity Jun 18 @ 12:14pm 
Game suddenly and randomly crashed- nah I think I'm done with this.

Mod seems borked, at least rn.
The Viral Divinity Jun 18 @ 11:34am 
Destroyed a base but the marker is still there, name doesn't pop up though when I hover over it.
The Viral Divinity Jun 17 @ 3:43pm 
The blank boxes are definitely the tooltips that are supposed to be appearing in the campaign. the 'K' button doesn't seem to do anything, I have to manually toggle photo mode (aka RTS mode) by checking the box in the pause menu, and then all it does is turn the HUD on and off.

The mod itself seems to be working, I've seen red and purple factions so far, all with different names, and even a tiny starter base or two. So... what's up with the rest of that, and especially the tooltips being broken?
The Viral Divinity Jun 17 @ 3:30pm 
Now it only works when I also remove the 0ModManager and two extra mods.... wtf is going on lol?
The Viral Divinity Jun 17 @ 3:19pm 
So.. that was without the Terra Tech Steam Mod Manager, or any of that stuff. The moment I added that, ctd on game opening.
The Viral Divinity Jun 17 @ 1:52pm 
I was curious to see if this works, and not exactly sure. Maybe, but I've been getting completely empty text boxes, which are probably supposed to be things telling me stuff, and there's a button next to the in-game wiki button that just makes my tech floor it backwards.. I'm confused.
bongomeister Apr 21 @ 8:59am 
Setting one of my techs to 'harvest' mode completely cooks its pathfinding, anyone else have this issue? It doesn't seem to path towards resources at all, rather just moves forward until it hopefully hits a resource node, this usually results in them wandering off in a direction for kilometers and getting killed.
Legionite  [author] Apr 14 @ 1:07pm 
You can come to the Official TerraTech Discord to talk about this issue to defuse this issue.
To join the discord, go to the official TerraTechGame website on this game's Steam store page, click "Visit the Website" on the right-hand side bar, and follow the DISCORD link at the upper right corner.
On there you will find almost every developer who makes TerraTech as well as many others who can help you with your problems.
Legionite  [author] Apr 14 @ 1:06pm 
This is a big misunderstanding:
[h1]The Video[/h1]
The video is showcasing a VERY old build of Advanced AI (3 years ago!), back when it was called TACtical AI. It is still even called this on the DLL and internally! It worked on TTMM (TerraTech Mod Manager) which is a 3rd party mod launcher, like BepinEx. If you follow the links to 0ModManager and to it's requirement TTSMM , you will find them on the same exact forum .

The link in the video's description goes to TTMM, an older of TerraTech mod manager before it was officially supported by TerraTech and Steam. ( Obviously links in the comments section should not be trusted, those are likely trojans for all I know ) TTMM is now obsolete and will not work with the current version of TerraTech, but is left up for archiving purposes.
As you can tell the links in the video go to forum.terratechgame.com , a website under control of Payload Studios (the game developers themselves).
Legionite  [author] Apr 14 @ 1:04pm 
What happened to your PC that makes you think it is a trojan?
Throughout all my 4 years in modding TerraTech I have never had any complaints about the security of my mods.
Ato Apr 13 @ 6:20pm 
To both creators people on youtube have taken your mod and make it a Trojan I almost fell victim
to it so if you could make a report it for copyright that would be great and if it's you making it a Trojan this will be reported to steam THANK YOU for taking the time to read this comment

VIDEO/GITHUB LINK: https://youtu.be/yf9qNIFgwA0 https://forum.terratechgame.com/index.php?threads%2Fterratech-mod-manager.17208%2F#post-121568 https://forum.terratechgame.com/index.php?threads%2Ftactical-ai-alternative-tech-ai.22135%2F
Spaghetti á la Factorio Apr 11 @ 10:27am 
would it help sending in the output log after a crash?
lowe_441 Apr 10 @ 4:50am 
My guns keep aiming down for no reason. is there a way to fix this?
Sidelingknave Apr 9 @ 1:48am 
I see, I'll have to test it myself then when I get back on tomorrow, thank you for clarifying!
Legionite  [author] Apr 9 @ 1:44am 
It should work on that kind of slope but I have not tested it myself.
Additionally the AI Tech should have good steering when driving forwards for best performance.

I would not be surprised if it could not make it up the slope properly, I don't know if I made the pathing resolution precise enough for that slope.
Sidelingknave Apr 9 @ 1:38am 
So it's a part of the terrain
Sidelingknave Apr 9 @ 1:37am 
No not that kind of ramp, im building mu first base up the ramp to the area for that one quest, the one where you have to take out a big turret that has shield generators protecting it
Legionite  [author] Apr 9 @ 1:32am 
Advanced A.I. replaces the vanilla pathfinding entirely to be able to path through dynamic obstacles and complex terrain as well as handling getting stuck.

They can path up terrain slopes smartly to some extent assuming the path destination isn't too close.

They do not path on other Techs , so bases that rely on Techs going on top of their own blocks will not work.
There is a workaround using the Multi-Tech AI to make the AI ignore collision checking but I would not rely on it.

The AI will drive around the base to reach the receivers and SCUs on the outside though.
Sidelingknave Apr 9 @ 1:21am 
Does this mod affect their regular pathfinding? Can the miners path their way up and down the ramp into my base?
I'm still new, can they do that already?
Legionite  [author] Apr 5 @ 7:37pm 
To find your Custom Enemy Population folder:
Go into Steam -> Library -> Home -> Right-Click TerraTech -> Properties... -> Installed Files -> Browse...

Focus on the newly opened window -> "Raw Techs" folder
Delete the files with the names of the Techs you think are causing the problem.

If you can't figure it out, just delete the entire "Raw Techs" folder and it will reset the enemy spawning system on next game startup
Legionite  [author] Apr 5 @ 7:33pm 
The AIs should not be able to spawn with missiles early game (unless you got missiles somehow or you have Ragnarok - No Limitations enabled)
Legionite  [author] Apr 5 @ 7:32pm 
Use boosters without props on the AI Tech and it will rely on boosters for flight. The AI will still try to conserve fuel when flying around so that it has a chance to regenerate for moments when it needs it the most, like combat.

There's still a chance the AI isn't using it properly but I haven't been able to recreate that issue on my end. Could you please link the problem Tech in question?
Alan In 4d Apr 5 @ 7:26pm 
Is there a way to get the "aircraft" techs to use Better Future boosters? I have a few techs that only fly if holding down the boosters and the AIs will only fire them in short bursts, is just something that isn't possible or do I just need to figure it out on my end?
RobloxRedDragon Mar 18 @ 6:30pm 
how do you remove techs from the spawn pool? its crashing my game and nothing will load
[DPDN] Leet Mar 7 @ 10:36am 
my current issue is there is Flying ai spawning early game that just hold down an area and missle the f out of me
ソヴィエツキー Mar 6 @ 10:56pm 
As soon as the AI ​​goes into escort mode, it starts shooting even though there are no enemy techs around. Can someone please fix this?
[DPDN] Leet Mar 6 @ 4:56am 
thanks for actively updating this!
xxkilersxx Feb 25 @ 6:31am 
just to know have waves of enemys that come to your base from time to time? (or tech)
Lunar Starbreaker Feb 17 @ 6:20pm 
it seems my own team no longer targets other friendlies. thank you for the updates :3
Couch_Lord_Xenos Feb 13 @ 6:22am 
so, I'm having an issue where my own anchored techs (I basically only have one base that I pack up and move around when not using it), will only attack my other player techs and will just ignore enemies, regardless of distance.
brokenmachine Feb 9 @ 3:07am 
Great work!! Happy to see my favorite mod back in action :)) Finally able to enjoy the game again.
Lunar Starbreaker Jan 31 @ 11:51am 
my own team anchored techs also fire at their own team and ignore the enemy unless the enemy goes closer, this is in a MP coop save, but i suppose this is not exclusive only to player team since in these base attack missions, the npt defenders actually fight their own base as you arrive xD
Mr Twister Jan 30 @ 7:11pm 
The turret is on the same team - belonging to the player
Mr Twister Jan 30 @ 7:10pm 
Another issue that I found today is that sometimes after respawnin in creative mode my own turret will start tracking and attacking me and its missiles are actually locked on on my tech
Legionite  [author] Jan 29 @ 11:01pm 
I have just pushed a mini-bugfix which should fix the "Hold Fire" issue - apparently it was a multiplayer-only issue that had eluded me for some time. I may have to look deeper into bug-fixing multiplayer (which might require help from other players!).

Other issues still persist, including trading stations having an icon of purple instead of orange.
Mr Twister Jan 29 @ 12:00am 
Thank you very much, I'm still playtesting and noticed improvements, however the issue of the moving guns depressed down on AI-cab techs belonging to the player still remains.
Legionite  [author] Jan 27 @ 10:47pm 
I have pushed a few fixes, I could not test it all but hopefully things work now
Mr Twister Jan 21 @ 2:55pm 
Will this important mod be updated please? At least partially broken in the latest 1.6.4.2 patch with some crashes, some inadequate behaviour and the tech guns depressed and tilted downwards.