TACtical AI - Alternative Tech AI

Dran_____

Well-Known Member
Nov 7, 2021
4
2
105
Oh no... Bad news. The latest update to Terratech (1.4.20) broke the mod. NPTs stop moving around anymore. Hoping for a new update soon to this amazing mod.
 
  • Like
Reactions: Zonko and big_loo99

Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
(Catching up to the present in the update chain... Please wait)
TACtical AI Update Version - 1.9.1 - Chase Invaders

NEW:
Strategic AI
+ Unloaded enemy bases no longer completely ignore the player's existence... Keep your bases and Techs well defended!
(They do not attack player bases that are away from the player)
+ Pushed 2 Community Techs into the Raw Techs population - This includes RR Techs. The next update will hopefully be the bulk addition wave.
+ Aircraft with ramming AI (GeoCorp AI Module && some other flight-capable AI) now can ram targets - Use this to make Tech Missiles
+ Above altitude 500, only deadly enemy Spaceships will spawn. Take this into account when building a high-altitude Tech or Orbital Assault platform - you will now certainly need more guns facing other directions than just down.
+ Improved support for future mods

Changes:
+ Fixed MP Netcode to properly support RTS commanding from non-host clients - This is a very heavy work in progress so PLEASE report any bugs you experience in multiplayer!
+ Unloaded enemy bases no longer multiply rapidly like rabbits when left unattended when "Enemies Have Unlimited Parts" is enabled
+ Fixed some Custom Corp support matters
- The mod now supports both custom corp Techs and custom corp bases. This will be hooked up to the Custom Missions mod in the works to eventually allow Custom Corp mission trees and whatnot and thus, respectable independent grades for each custom corp if they wish.
- Removed OP BMBs from ErrorTech as it was happening too frequently at early grades (and is still being resolved) This is caused by the Custom Corp support issues which most have been solved, but some still persist.

FIXES:
+ Fixed LAAARGE Aircraft rolling upside down and likely crashing after trying to gain distance for another attack run against a grounded target
+ Fixed early-game enemies not being combat-competent
+ Fixed Enemy Base Expansions setting not saving on option change
+ Fixed a critical error in enemy bases spawning ErrorTech too frequently
+ Fixed allied AI not reacting correctly to Tech team changes
+ Fixed BF AI Module not being able to effectively self-repair
+ Fixed Tank AI obstacle avoidance not being re-enabled while in combat
+ Fixed Tank AI using boosters regardless of booster direction or obstacle presence
+ Fixed the Space AI driving the wrong way when the cab was not aligned with the radar arrow
+ Fixed Ship AI trying to calculate pathfinding based on impossible numbers
+ Fixed MP log becoming flooded with errors caused by an oversight in MP code (the rest is mostly Vanilla)
+ Reduced spacebar spam of the Space AI when moving slowly
 
  • Like
Reactions: Aardvark123

Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
+ Changed Spawning Enemy AI Mind selection based on method of movement to further allow the AI to pick the right method of attack.
+ Fixed some issues related to Enemy Sieges spawning in enemy Techs out-of-world when tiles are unloaded at the same time and tile.
+ Fixed Enemy AI on retreat not actually retreating properly

NOW REQUIRES SAFESAVES - MAKES THE MOD SAVES INFO SEPARATE FROM MAIN SAVE
NEW:

+ The right AIs can now be set to ANY drive type and perform ANY task in the menu. This is a huge undertaking and new issues are expected.
That's right, even airplanes can mine ore now

Fixes:
+ Fixed crash on startup due to unexpected block ID change

Changes:
+ Pushed a few Community Techs into the Raw Techs population.
+ Made the mod save-safe on sudden unexpected mod removal without proper uninstall - note that this change is not retroactive.
+ Fixed crashes caused by inconsistencies with split techs

KNOWN ISSUE:
WaterMod turned off but present still leaves an impact on AI Pathfinding
 

Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
TACtical AI Update Version - 1.10 - Scrappers & Yappers!
NOW REQUIRES SAFESAVES - MAKES THE MOD SAVES INFO SEPARATE FROM MAIN SAVE
NEW:

+ Right-click-hold on a resource node with no threats nearby will let you fire at it like how the enemies do it
+ Added in Neutral and Friendly NPC base spawns. If you want them gone, hold T and left-click to open
a small "diplomacy" menu to see your options.
- Neutral is Purple (attack attackers), Friendly is Green
- Currently bribing is still WIP.
- friendly teams
- More interaction options are going to be available in Anime_AI/ETC_NPCs
+ Fetch/Scrapping AI now works - This AI is given to GEOcorp's AI module.
+ AI Techs self-building in non-MP conditions now animate self building.
+ Enemy AI bases now tidy up battlefields after surviving an attack if they have an SCU or scrapper
+ Debug Raw Tech Spawner (creative / R&D only) now has more options to fiddle with, and maybe help others solve bugs using.
- Open with [CTRL-'-'] or [CTRL-'=']
- Hold CTRL while spawning to set to Allied
- Hold SHIFT while spawning to set to SubNeutral
- Hold CTRL-SHIFT while spawning to set to default enemy Team

Changes:
+ Pushed around 65 Community Techs into the Raw Techs population - and this wave appears to have a healthy injection of land Techs. This includes RR Techs.
Please let me know if there are any glitchy-looking Techs and I will attempt to re-export them
+ Significantly reduced network strain for self-building AIs.
+ Enemy Raids are now correctly named Enemy Sieges
+ Enemies should now spawn further away upon entering the scene during a siege
+ Non-Player bases build based on area context now - if there's a fight going on, the AI will prioritize defenses.
+ Non-Player bases can now build mobile Techs on-scene
+ Non-Player bases with harvester bases but no harvesters now attempt to build harvesters
+ RawTech Enemy spawns are better handled now
+ AI Techs will now try to pathfind around non-enemies.
+ The AI controller menu should now remain open when the player is hovering their mouse over it

FIXES:
- Fixed Spyper not kiting far enough from threat
- Fixed Enemy teams building far more techs than they were supposed to
- Fixed Enemy miner AIs becoming jammed
- Fixed critical issue with enemy-built techs spawning in an illegal format
- Fixed Team-based skin setting not working properly
- Fixed Strategic AI toggle not disabling RTS mode as well
- Fixed Strategic/RTS AI glitching out move orders over long distance travel
- Fixed some crashes and lag with this mod in MP


KNOWN ISSUES:
Fetch does not care about what corp scrapper it's throwing to
WaterMod turned off but present still leaves an impact on AI Pathfinding[/SPOILER]
 

Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
TACtical AI Update Version - 1.11 - Up-To-Date
NEW:
+ There's a UI provided in RTS Mode now as well as a new cursor.
+ Photo mode is now made accessable in Campaign / Co-op Campaign mode for RTS controls.
+ The player can now properly bribe any enemy base team or enemy base units to their will.
This rule does not apply to normal enemies or mission techs however.
+ The minimap correctly displays Non-Player-Techs as their correct color team designation

Changes:
+ RTS controls have been refined and should no longer be painful to use
+ Player GUI has been heavily debugged and updated to resemble the current TerraTech UI.
+ All resource collection AIs were given +50 range so that they can still work without a radar.
+ Advanced AI (AI modifier) is now functional and AIs with this will improve AI stats all-round.
+ Scout AI should now properly leave base and attack on a full charge.
+ Allied AI will now try to auto-determine it's driver type on spawn
+ Godly improvements to Helicopter AI - Now can fly heavy rotor airships.
+ Godly improvements to Aircraft AI - Large aircraft should now fly far better (there's a over-yawing issue that will be resolved later)
+ HUGE improvement to AI self-building lag.
+ GIGANTIC upgrade to AI pathfinding systems, should avoid non-enemies as well as track obsticles better
+ Pushed 66 Community Techs into the Raw Techs population - and this wave appears to have a healthy injection of land Techs. This includes RR Techs.

FIXES:
+ Fixed crash when opening the AI control menu
+ Greatly reduced MP lag from AI block spawn requests
+ Patched odd floating enemy icons with no Techs under them
+ (MP) Fixed some enemies returning as blocks in the players' inventory
+ Fixed enemy raid duplication issue that caused raids to be far more deadly than intended
+ All networking hooks have been (mostly I think) properly attached. Please Direct Message me on Discord about playing multiplayer with this mod as there are still bugs.

+ New RTS cursor icons
+ Simplified AI icons
+ Improved Pilot AI
+ Chopper AI flies lower
+ RTS UI now shows AI status upon hovering
+ Doubled enemy base culling distance

++ Fixed issue with deadly blocks spawning early - this was due to rare circumstances with the custom tech pop selector selecting techs based on the MAJORITY corp rather than highest-grade corp.
+ Increased support for anchored Techs (testing)
+ Bugfixes, bugfixes everywhere
+ RTS selection tweaks
+ Pilot tweaks
+/- Anchoring problem partially resolved

++ Fixed compatibility issue with the latest TerraTech version
+ Fixed issue with Techs spawning regardless of the population limit
+ Some fixes to anchored AI misbehavior
+ AIs now use the auto-aim max distance to determine how far they can fire instead of the radar. This should allow Techs to shoot effectively even without a radar.
+/- Disabled title screen follow cam in air combat since it was causing many more bugs in-game

+ Partially Fixed Mimic AI not moving around properly when the mimic target Tech is moving
+ Fixed Mimic AI not mimic-ing boost, prop, and LME controls correctly
+ More fixes to anchored AI misbehavior
+/- Lowered some log spam
 

Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
TACtical AI Update Version - 2.0.0 - AI Advancement
Release of the mod on Steam (Unlisted - please help report issues)
NEW:

+ New icon backplates based on AI driver mode
+ If there is missing critical dependencies, the mod now warns the player and does not activate

Fixes:
++ Fixed some critical Steam Bugs
+ Fixed crash caused by invalid Tech spawns
+ Fixed (Partial) the game crashing when searching for dependencies it knew it did not have
+ Fixed TTSMM late call to launch the TTMM version of this mod which caused major sections of the mod to not be initiated correctly
+ Title screen "Dogfight" scene follow cam is now working again
+ Title screen Techs now ignore anchor rules to anchor quickly for the bases

Changes:

+ Population spawning is now hard-restricted based on what the player's highest corp unlocked is.
Enemy Sieges now have a 10 minute startup time on save load before they can occur.
This should grant an opening for players returning to their saves.
Also permits saving and quitting the game to delay a siege if it gets too dangerous.

+ Increased strictness on enemy population spawns
+ Fine Tuning of ground Tech steering (please complain if it broke again)
+/- Greatly reduced unloaded passive enemy funds gain:
Main Base now 150 BB per second (vs 500 BB)
Extensions now 75 BB per second (vs 150 BB)

KNOWN ISSUES:
Fetch does not care about what corp scrapper it's throwing to
WaterMod turned off but present still leaves an impact on AI Pathfinding
Multiplayer support is still unstable