[WIP] (Alpha 8) Arachnid Threat (v.1.02) [Progress: 36% (141218 0147)]

Started by Evul, February 09, 2014, 08:20:48 PM

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Derringer97

I am so looking foward to the completed version of this mod. Starship Troopers is one of my favorite movies ;D

Evul


xanatosxan

I was going to attempt to make an arachnid mod before Skullywag pointed this w.i.p. mod out to me. :P
Some ideas for later down the road from the ideas I had in my original idea request for once you get the AI issues sorted out.
the various bugs beyond the warrior bugs:
- The Tanker Beetle as the slow moving, flamethrowing,heavy armored shock troops.
- The Plasma Bug as the mortar throwing,even slower moving but heaviest armored, super-long range bug troops.
- The Kamikaze Ripplers as the secondary melee/self destruction grenadier class, very squishy but fast and they explode like a grenade when they die.
- The Blister bugs as the mid range, mid armor gunner type bugs.
- The control bugs as a special incident type bug that while easy to kill are fast moving and attack in moderately large number. they could cause an infection( similar to the zombie mod infection) through a bite or scratch that effects those bitten play placing negative thought modifiers on afflicted colonists and if the infection is not stopped more control bugs burst forth from the dead colonists to infect more colonists(thank you starship troopers 2 for being a terrible movie with an otherwise awesome bug).
- the hopplers, which would take coding to be able to fly over walls.

For incidents:
-a special drop pod like incident using meteors or transport bugs as the carriers( if possible of course) and special siege like incident for the bugs.
-a mini-raid outpost akin to minami's mech cocoons and raider outposts.
-using the Brain bug as a skill stealing or morale/skill boosting unit that supplements the current invasion force until killed, perhaps akin to the .

If I may ask, what issues are you having with the AI specifically? I figured I would ask because I'm curious.

Evul

Quote from: xanatosxan on January 12, 2015, 08:43:24 PM
I was going to attempt to make an arachnid mod before Skullywag pointed this w.i.p. mod out to me. :P

Hehe it happens :)

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMSome ideas for later down the road from the ideas I had in my original idea request for once you get the AI issues sorted out.

Yeah i think it will be a impossibility for my knowledge I'm afraid...

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMthe various bugs beyond the warrior bugs:
- The Tanker Beetle as the slow moving, flamethrowing,heavy armored shock troops.
- The Plasma Bug as the mortar throwing,even slower moving but heaviest armored, super-long range bug troops.
- The Kamikaze Ripplers as the secondary melee/self destruction grenadier class, very squishy but fast and they explode like a grenade when they die.
- The Blister bugs as the mid range, mid armor gunner type bugs.
- The control bugs as a special incident type bug that while easy to kill are fast moving and attack in moderately large number. they could cause an infection( similar to the zombie mod infection) through a bite or scratch that effects those bitten play placing negative thought modifiers on afflicted colonists and if the infection is not stopped more control bugs burst forth from the dead colonists to infect more colonists(thank you starship troopers 2 for being a terrible movie with an otherwise awesome bug).
- the hopplers, which would take coding to be able to fly over walls.

All except for the control bug :P

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMFor incidents:
-a special drop pod like incident using meteors or transport bugs as the carriers( if possible of course) and special siege like incident for the bugs.
-a mini-raid outpost akin to minami's mech cocoons and raider outposts.
-using the Brain bug as a skill stealing or morale/skill boosting unit that supplements the current invasion force until killed, perhaps akin to the .

I what the bugs to be able to kidnap and taunt defence also cirkelnig the base. To simulate smart bugs.

Quote from: xanatosxan on January 12, 2015, 08:43:24 PMIf I may ask, what issues are you having with the AI specifically? I figured I would ask because I'm curious.

Like THE ai code im not smart enough to make my own. So i need help to actually write a costum one.

xanatosxan

You could try basing the bugs' think tree off of the mechaniods' own think tree which is very basic in it's set up and go from there, though I assume you already looked at that.  I imagine that it would be vastly easier in general, would help cut down on the tedium and leaves the coding of the AI to more add-in custom behaviors  and tweaks for more nuanced differences in the arachnids main and sub think-trees. That at least solves part of the problem of how to make them aggressive towards other unaffiliated factions(the correct xml tweaks) without them being psychotic  though it would also take tweaks across the other corresponding arachnid xmls to make sure they are actually hostile to all other factions or that they are not spawning during other faction incidents(like the mechanoid's ship part). It seems that the SquadbrainDuty</def> entity located in the SubTree_Duty is the leading function of the mechanoid's think-tree(it's listed as the last function in the humanoid think-tree) and set to already allow for kidnapping and fleeing as well as setting up attack objects and wandering. But you might have to add in a function for base circling so that it triggers a different,custom wander function to the wander commands within the Squadbrainduty's tree for the arachnids if how the other attacking faction don't function in the manner you want the arachnids to function. I think that may save you some effort for your trouble ai wise at the very least.... I hope that helps but I feel like what I've explained may come across as confusing without piecing in the segment of the codes from the xml files I'm referring to.
I'm not completely sure though if that helps as I've just started trying to mod myself.     





ORC_Gaming


Evul

its not a high priority but not dead ive just to lazy to acctually work on it 100% need to prioritize the PA mod first. :)


Evul


Dragoon

Quote from: faltonico
I truly can't understand that sense of balancing a LOT of modders have, pouring more resources on something doesn't make it more difficult, but more annoying. It is not engaging, even if i'm swimming in silver at late game ¿why to bother?, why all the effort to get there?.

Evul

Quote from: Dragoon on April 15, 2015, 07:12:46 AM
ptw = posting to watch.

Ahhh Allright ^^
This mod is not a high priority Until I get Project Armory released.

ORC_Gaming

Good to hear. I wanted to have a mod like this for a while now. I like to make huge bases with a numerous amount of colonists and send them to fight huge swarms of giant ants and arachnids will make it massively more awesome!

Dspendragon

This is Rimworld people, Where cannibals ware pink helmets and nudest decide to go outside when its -59F, And where shit happens. Its anything but fare or balanced, Lady Luck rolls a 1000-sided dice and 80% of that dice says"Death"on it. Your job is keeping your people alive in bad rolls. Good Luck.

Evul


ghostangel

Good afternoon, I would like to know this mod is still under development ? I would like to try it on alpha 13.  :) :) ;)