For cases with one helicopter - one loadSnip
Since "error on load" is a spawn that happens whenever the Tech spawner can't find something to spawn (can affect really early game), since there are some Hawkeye BMBs on it, those blocks in particular are intended to be hard to obtain.Thank you for all the new additions of AI, don't overwork yourself though
I have a slight problem that does not require immediate attention.
There is a base AI that spawns called "Error on load" That spells out error and has some fuel tanks on the bottom. When spawning this base will hit its fuel tanks and more often then not, detonates. Maybe moving the fuel tanks away or raising the base will solve it, but I'll leave it to you. Like I said before this does not require immediate attention.
I hope this helps
If you install Nuterra.Native Options, in the settings menu tab "MODS" should contain "Mute Non-Player Build Racket"Hi. Thank you for making a great AI.
This is strange because I can hear the sound regardless of the distance from the enemy that is auto-healing with rebuilt enemies. It's also very noisy. Is it possible to fix this?
See the linked posts for more details:What are the block requirements for the TACais
(To make them work)
the raid TAC
The plane TAC
Hopefully the Devs down the line fix that when they get to Legion...Make the plane ai turn around when going too far from you aka out of render distance.
Try to tune the plane ai to make them not nose dive whenever they are top heavy or down heavy (ai can indicate how fast it goes down and up so it will calculate the right hight to go down and not chrash)
Quick fix:I can't get the raid techs to move with tank treads
Make a aggresive plane ai wich will attack any enemy nearby and chase them not just fly circles and try to hit them
I have succesfully created one TACai plane all my other 40 designs failed. 5 partly because the enemys can't use them. most of them nosedive or fly away.
And for helicopters yea... none of my helicopters worked even with the circle gyro they still just nosedive
For the helicopter i dont really know because i dont see whats wrong as they all fly for 2 seconds before they crash
Update 1.7 (smarter AI pathfinding) should have helped reduce this issue's severity. If all else fails:That said, I've run into a problem with the Harvest AI... or more accurately my harvester has. When it returns to base it makes a straight line to the nearest receiver, even if said receiver is on the opposite side of the base. So it just rams the backend of the base in a vain attempt to phase through blocks to get to the receivers. Is there a way to fix this or will I just need to link up more receivers? Already tried adding in a BF AI hoping the smarter driving would help (dunno if that's functional at this point).
Someday this mod will be on Steam, but right now there's still some remaining light crash issues and the Steam Workshop TTMM does not let the player skip the crash reporter.can this mod be mixed with TTMM steam?