Stormworks: Build and Rescue

Stormworks: Build and Rescue

Bungeling Raiders (Hostile A.I. Encounters)
388 条留言
10stargeneraljax 11 月 3 日 上午 6:42 
Also love your mod It makes the game way funner!
10stargeneraljax 11 月 3 日 上午 6:41 
Nice
Captain Robertson  [作者] 11 月 3 日 上午 6:40 
@10stargeneraljax - As it says at the very top of the description, this addon is now considered more or less feature complete and will most likely only receive maintenance and bug fixes going forward.

My esteemed colleague A_S_T has already done some excellent land warfare missions that you can find HERE , so feel free to check them out.
10stargeneraljax 11 月 3 日 上午 6:35 
You should also make land versions two different ones. One designed for the desert DLC and the normal map combined. And another for the regular map, so players who don’t have the desert map can still use the normal one.
Captain Robertson  [作者] 10 月 22 日 下午 4:08 
I've just added a new video at the top that goes into a little more detail regarding the most suitable weapons to use against each vessel size class of the enemies found in this addon. This should hopefully help some of the players that are finding it difficult trying to destroy the dreaded Bungeling Raiders.
IronChad 10 月 18 日 上午 10:11 
I should have probably read the FAQ before asking xD

thanks btw!
Captain Robertson  [作者] 10 月 18 日 上午 8:06 
Sure, the base code is free to whoever wants to use it for their own addons - you can find a link to the GitHub page via the FAQ in the description above.
IronChad 10 月 18 日 上午 2:57 
Could I perchance make a WWII version or WWI? (still haven't decided lol)
Captain Robertson  [作者] 9 月 13 日 下午 4:55 
@Tree - Many thanks! We did try to make the enemy subs a challenge but not too difficult hopefully. ;)

@prob not two squid in trenchcoat - During our test sessions from earlier this year we never really had any problems with the enemy ships not being able to sink eventually, especially when hit by missiles or anything larger than a light autocannon.
The only 'ships not sinking' bug we encountered was the one listed in the known issues section but that was caused by the fact that when a fire spread to another block it rendered it as being damaged/destroyed but didn't seem to remove it's airtight/watertight tag, this tended to happen to both AI controlled and static vessels without any crew.
prob not two squid in trenchcoat 9 月 13 日 上午 11:08 
to fix the bug were the ships don't sink kill the ai its self at least in the base game that is how it woks
Tree 9 月 8 日 上午 2:38 
got clapped by the submarines, good addon
Captain Robertson  [作者] 8 月 23 日 下午 4:31 
@CPL. VIGILANTE - The command "?hostile_ai_respawn" will force one to randomly spawn into the game world, providing the cap hasn't been reached.

The ability to spawn in a specific enemy unit at the player's location will require you to compile your own script in order to make that work but that shouldn't be too hard if you're already familiar with Lua, more so since there's a link to our GitHub and the source code at the bottom of the FAQ.
CPL. VIGILANTE 8 月 23 日 下午 1:23 
is there a way to summon these raiders via commands and whereever you want?
mr 3 perna 8 月 15 日 下午 3:47 
thanks for answering my question, and sorry, i did not see the FAQ earlier
Captain Robertson  [作者] 8 月 15 日 上午 9:27 
As per the FAQ - the ship/aircraft stays there, it's just the marker that fades in and out.
You'll need to get closer and use your own radar to get a fix on it's exact location.
mr 3 perna 8 月 15 日 上午 3:05 
so a question, when the aproximate location marker goes away does the ship it was exposing despawn or it stays in that location?
Captain Robertson  [作者] 8 月 6 日 上午 11:09 
@Robert - No, as that's an important feature of this addon.
The enemies will initially spawn at random locations all around the map and any replacements will spawn within 20-30km of the player's current location after a set amount of time, depending on what was chosen in the start menu.

There are no plans to introduced fixed spawn or respawn locations at this time.
Robert 8 月 5 日 下午 8:37 
Is there anyway to prevent the spawn areas from constantly changing?
Milan 8 月 4 日 上午 8:13 
Alright thank you for the insight. It must be my save or something. So far there is no reason why it shouldn't work so I will just continue to play and see what happens. Great mod by the way. Fending off pirates is something that was always missing from the coastguard experience
Captain Robertson  [作者] 8 月 4 日 上午 6:07 
@Milan - The player's research and the components available are supposed to be separate from the AI vehicles that are spawned in, or at least it used to be.
One of my playthroughs using the Bungeling Raiders was done in Classic Career mode earlier this year and they were able to use weapons against me even though I hadn't researched them yet, so I hope the Devs haven't done something to change that in a recent patch?

I know for a fact that it won't work if you don't have the Search & Destroy DLC installed or have it enabled in the start menu and that's the only other time I've seen the vehicles go around with weapons but aren't able to fire them or use explosive warheads, but the reason behind that is kind of self explanatory. ;)
Milan 8 月 3 日 下午 8:01 
It may be. I wonder if it has to do with me not having researched weapons in my classic career yet. I also was just attacked by a helicopter with missiles that didnt explode. Although they did launch, the only damage left was that of the missile hitting my ship at high speed
Captain Robertson  [作者] 8 月 3 日 下午 3:31 
@Milan - I've just run a quick test session and so far it looks as though everything is still working okay.
All the hostiles moved towards and attacked both the civilian AI and player controlled vehicles whenever they got within range, hopefully the bug you experienced was just a one off glitch.
Captain Robertson  [作者] 8 月 3 日 下午 12:35 
Not that we're aware of unless you're getting within it's minimum range, although it is possible that something may have happened to damage it's fire control radar or the microcontroller.

The last thing that broke the AI was the infantry update by the Stormworks devs back in April when they inverted the axis used by the AI when given the designator role, but I quickly released a fix for that about a week or so later.

Let us know if you notice it happening again and we'll look into it further.
Milan 8 月 3 日 上午 10:13 
Are there any known problems with AI not shooting? A small raider vessel was roaming around my dock and, upon going to investigate, I found that I could get close to the point of running circles around them without any shots being fired. Something to note is I had no weapons on my ship at the time, but the dlc is enabled
Captain Robertson  [作者] 7 月 14 日 上午 3:46 
Glad to hear that old addon from MrNJersey still works. I'll let the two of you add each other as friends and continue any further discussion regarding NPC companions in private, because as per the FAQ I like to keep this comments section on the topic of this addon as much as possible.
Arelium 7 月 13 日 下午 9:03 
You could always use an autopilot system with radar target location & loiter around point stuff. You could also use sensors to detect terrain and go around it, or more simply, use a waypoint-to-waypoint autopilot.

To wrap it up, all these are actually possible. You can also use radar-guided weaponary like it is in this addon, you don't really need actual gunners. I mean this basically turns it into From The Depths now that I think about it lol.

(Part 2, end)
Arelium 7 月 13 日 下午 9:03 
NJ's Rescue Addon can be used to call in rescue helicopters & boats which are not stupid and won't crash into the water/terrain, they'll take some money from you depending on rescue type and for the boat, it'll come near you and stop moving until you've sat in a seat and take you to the GPS location you enter if i remember correctly, and the helicopter will hover near you, lower a harness for you to get in and the same GPS thing.

As for AI Drivers, there was a self driving add-on, I believe "Gorilla Auto Pilot" or something as such, but I don't know if it works in water/air, I think it might only work for land navigation.

(Part 1, character limit)
Captain Robertson  [作者] 7 月 13 日 下午 4:41 
@shapunzel23 - Both this and the Improved Civilian Traffic addon were updated last week and I replied to that Arelium person a few days ago, so yes I'm still active but as mentioned above, this addon is considered more or less feature complete and will only be getting bug fixes going forward.

With regards to addons/mods that gives you AI companions that can help you attack enemy vehicles 'etc' then the best one I've seen so far is probably the PvE Gunners 2 addon by A_S_T.
As far as I'm aware no one has been able to code in any AI companions that can help you during rescue missions or be commanded to control any vehicles for you.
shapunzel23 7 月 13 日 下午 3:06 
i wonder i dont know if the author is still active on this type of stuff but i have no idea if this exists at the moment but if it doesnt wouldnt it be cool to have friendly Ai companions that you could perhaps sail with like ships making a fleet and/or perhaps an ai rescue force say your ship sinks you could call on them to rescue you as a sort of roleplay or for extra fun aspect i wouldve made this myself if i could but i can barely make a decent looking ship in stormworks so yeah
Arelium 7 月 10 日 下午 5:27 
Yea I did but I was expecting some kind of equilivient for it. Is it possible to use it with the Stormworks' AI to still get that Conquest part? I am trying to have a playthrough like From The Depths, where you can both face patrols and enemy bases. In the description, you said that we shouldn't with the Stormworks' regular AI and I was wondering why, does it break the addon or is it just because it's better that way?
Captain Robertson  [作者] 7 月 10 日 上午 8:50 
@Arelium - Please read the description and FAQ carefully, this addon is NOT and has never been a conquest type game mode.
Arelium 7 月 9 日 下午 3:32 
Do AI no longer capture bases with this addon? Is there no equilivient?
Captain Robertson  [作者] 7 月 5 日 下午 7:44 
@Banjo - There's no plans on adding any extra ships at this point, although you can kind of already simulate the enemies being pirates by restricting the vessel size to small, that way they should only spawn with armed speedboats.
Banjo 7 月 5 日 下午 6:13 
Any chance we'll see a pirate version someday? I've always wanted simple pirate attacks in this game, and this definitely is the right concept. Just swap the militaristic boats for simple pirate vessels, and my dream Stormworks would be reality.
wesewn23 6 月 27 日 上午 5:24 
good job!
Captain Robertson  [作者] 6 月 16 日 上午 2:30 
@QbertTheKiller - Not for this addon as it primarily focuses on low intensity combat against enemy ships and aircraft.

The AI is so shockingly bad in Stormworks that any infantry that are added to the ships would most likely get swept overboard whenever the seas get rough and end up being more trouble than they're worth.

The good news is that Zizo has mentioned in the past that he was eventually going to add proper combat missions that feature all the cool stuff you're waiting for, but in the meantime feel free to check out the land combat missions done by A_S_T, as they feature infantry at various locations in the world:
https://psteamcommunity.yuanyoumao.com/id/the_droid/myworkshopfiles/?appid=573090
QbertTheKiller 6 月 16 日 上午 12:52 
i saw in one of the updates that ai infantry are a thing now? is it possible to do missions with ai guys around the place? i havent seen any
Freedomer 6 月 14 日 上午 6:58 
@Captain Robertson, wow, I didn't know there were such things.

Well, thanks for the replies, and for the mod of course. Thanks to your mod I was able to appreciate the potential of many helicopters and planes from other players.

Too bad the game without mods is very raw and uninteresting.
Captain Robertson  [作者] 6 月 14 日 上午 6:42 
@Freedomer - If the missile you're using has a "keep active block" it will render in anything within 2km, including the enemy ship, this will allow you to engage them from beyond the 2km bubble around your own vehicle.

It is definitely possible though as during my playthroughs I've frequently sunk even those corvette sized enemy ships at ranges over 10km using those anti-ship missiles from the Perseus fast attack craft or a torpedo fired by one of the subs on the workshop, especially if the warhead is big enough to exceed the target's HP and if more than one of them is launched.
Freedomer 6 月 14 日 上午 5:53 
@Captain Robertson, okay, I got it, apologies, I probably could have missed some important points in the FAQ.

It's very frustrating to lose sight of enemy vehicles while flying a fighter jet.

I understand correctly, judging by the description some measures were made so that it was impossible to destroy enemy equipment 20 km away from it, but if it doesn't load, does the missile hit the target? And can an enemy ship sink at all if I'm out of its rendering radius? I have repeatedly noticed that hitting the ship with missiles, reloading and returning to the area of its rendering it immediately sinks.
Captain Robertson  [作者] 6 月 14 日 上午 5:26 
@Freedomer - As per the description above and mentioned again in the FAQ; the render distance is not something we can change, this is hard-coded by the devs to be around 2km for all vehicles that aren't piloted/driven by a player or fitted with a "keep active block".

Maybe one day the devs will add the option in the settings menu to increase the AI vehicle render distance or let people mod it themselves, as right now it could probably safely be increased to around 4-5km for most players with little impact to performance - especially if they're in the middle of the ocean.
Freedomer 6 月 13 日 上午 6:39 
Is there any possibility to increase the rendering of enemy vehicles?
Captain Robertson  [作者] 6 月 7 日 下午 1:28 
@Jish - As with many rogue states out there you'll very quickly discover that the Bungeling Empire doesn't really care about the 1949 Geneva Conventions.
Jish 6 月 7 日 上午 7:52 
THEY WILL ATTACK HOSPITAL SHIPS?!
(also u should try make a military coastguard addon that will respond to these)
Jish 6 月 4 日 上午 8:00 
will my nuclear flare bombs still kill them? (radiation)
Lemroy Russkins 5 月 27 日 下午 9:17 
OMG I've been searching for something like this since the DLC came out. THANK YOU!
Captain Robertson  [作者] 5 月 13 日 上午 10:10 
@Courier_Seis - It works, but as mentioned in the description above it's not really recommended.

Running the Bungeling Raiders addon at the same time as the conquest mode has been known to slow the game down considerably for some players, especially during the mid-to-late stages of the conquest game when there's a lot more going on around the map.
Courier_Seis 5 月 12 日 下午 3:57 
will it cause any issues if I leave the official DLC weapons AI addon on? I kind of want to have both of these active during my play-through.
Captain Robertson  [作者] 5 月 5 日 上午 2:47 
@Scyvar_ - Yes, all the available commands are listed in the FAQ.
Scyvar_ 5 月 4 日 下午 1:29 
hello, can I spawn AI ships with commands?