I know bringing the mod as is into vanilla wouldn't be a good idea, but it still should be done in some way. I love having rival bases, air techs flying above, quad rotors seeming to scout the lands while venture fliers to areal tricks.
EDIT: link to mod https://forum.terratechgame.com/index.php?threads/tactical-ai-alternative-tech-ai.22135/
So I have a suggestion, bring it into vanilla but with a few balancing changes.
Lets start with rivals, these would spawn in 4 types, hostile, netural, stand off, and allied. Each world will have a max of 12 rivals, while yes you can destroy their bases this just means they will move. At the start there will always be two a neutral and a stand off but as you get corps more will spawn.
Bellow is how each rival will work.
Hostile: like current TAC AI rivals, will bribe nearby hostile techs to work for it, and build up a base which will slowly become a fortified location depending on the faction.
Neutral: similar to hostile but ignore the player completely, they do build defenses to fight hostile techs, but generally do not bribe hostiles. these tend to die alot.
Stand off: like neutral but if you get to close they will turn hostile. A warning will be played each time you enter the area stating X has land rights for this area, leave or be fired upon. Can spawn player bases. (to replace base invaders.)
Allied: spawn only once you hit HE faction, only two spawn one HE and one GSO, if they are destroyed they will move. These act as mission hubs and where the AI hang out outside of their missions.
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faction bases. bellow are idea examples of how each faction base would work... sorry for the lack of images.
GSO: Always built around a GSO shop, starts with two workers that bring resources to said shop which will be "hacked" by them. note these hacked BB hubs can still sell you parts and give missions, but any BB goes to the owner and not the player. These tend to build smaller techs, with their main feature being a factory that refines what ever ore is nearby into higher qaulity materials to sell. Main placement is turrets.
GC: always build on a resource vein said vein will be made infinite. Their first spawned on is a neutral one after you do a vein mine mission. their bases slowly build up a bulking operation, with a "space elevator" that launches large bulked ore bundles into space. Unlike other factions they rarely build defenses and are rarely hostile. Random missions might have you defending these bases.
venture: These ones are unique, being built as a run way with a helipad, will spawn fighters and hovers more often then not, are almost always stand off or hostile. With the rare neutral one being sending scout fliers around the map, if in a scout fliers area it will act as a radar for you and any other allied techs.
HE: Only ever spawns one base, right after you meet them and that is where the commander lands, this base will be larger then any other faction base with heavy defenses, tanks and trucks puttering around it. It is allied. though hostile fake bases will spawn for events. the destroy turret missions are replaced with take out rival bases.
BF: only ever spawns one base, and it is a corperate base right after you meet them, this is a neutral base with several BF hovers and anti grav for sell. This is the only base that even hostiles avoid.
RR: NEver spawns a base as they are trying to make an actual facility on this planet instead of a pop up base, as such you will never run into a BF rival.
EDIT: link to mod https://forum.terratechgame.com/index.php?threads/tactical-ai-alternative-tech-ai.22135/
So I have a suggestion, bring it into vanilla but with a few balancing changes.
Lets start with rivals, these would spawn in 4 types, hostile, netural, stand off, and allied. Each world will have a max of 12 rivals, while yes you can destroy their bases this just means they will move. At the start there will always be two a neutral and a stand off but as you get corps more will spawn.
Bellow is how each rival will work.
Hostile: like current TAC AI rivals, will bribe nearby hostile techs to work for it, and build up a base which will slowly become a fortified location depending on the faction.
Neutral: similar to hostile but ignore the player completely, they do build defenses to fight hostile techs, but generally do not bribe hostiles. these tend to die alot.
Stand off: like neutral but if you get to close they will turn hostile. A warning will be played each time you enter the area stating X has land rights for this area, leave or be fired upon. Can spawn player bases. (to replace base invaders.)
Allied: spawn only once you hit HE faction, only two spawn one HE and one GSO, if they are destroyed they will move. These act as mission hubs and where the AI hang out outside of their missions.
-------------------
faction bases. bellow are idea examples of how each faction base would work... sorry for the lack of images.
GSO: Always built around a GSO shop, starts with two workers that bring resources to said shop which will be "hacked" by them. note these hacked BB hubs can still sell you parts and give missions, but any BB goes to the owner and not the player. These tend to build smaller techs, with their main feature being a factory that refines what ever ore is nearby into higher qaulity materials to sell. Main placement is turrets.
GC: always build on a resource vein said vein will be made infinite. Their first spawned on is a neutral one after you do a vein mine mission. their bases slowly build up a bulking operation, with a "space elevator" that launches large bulked ore bundles into space. Unlike other factions they rarely build defenses and are rarely hostile. Random missions might have you defending these bases.
venture: These ones are unique, being built as a run way with a helipad, will spawn fighters and hovers more often then not, are almost always stand off or hostile. With the rare neutral one being sending scout fliers around the map, if in a scout fliers area it will act as a radar for you and any other allied techs.
HE: Only ever spawns one base, right after you meet them and that is where the commander lands, this base will be larger then any other faction base with heavy defenses, tanks and trucks puttering around it. It is allied. though hostile fake bases will spawn for events. the destroy turret missions are replaced with take out rival bases.
BF: only ever spawns one base, and it is a corperate base right after you meet them, this is a neutral base with several BF hovers and anti grav for sell. This is the only base that even hostiles avoid.
RR: NEver spawns a base as they are trying to make an actual facility on this planet instead of a pop up base, as such you will never run into a BF rival.
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