TACtical AI - Discussion

LCo

Well-Known Member
Jul 6, 2018
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Hello Legionite,

Just read the content of your mod latest update and it's more than impression, specially the addition of the enemy capability to mount attacks.

This made me wonder something though: if the enemy is capable of sending units in an organise manner, shouldn't we be given the same ability?

By this I mean the ability to organise "combat groups" or squads. The idea would be to select different techs and assign them a group. The tech group would then be given one of the AI orders (tank, recon, raid, etc...), a bit like an RTS game.

Moreover, just wondering, if there was the remote possibility to select several techs at the same time to give them a group order.

It's more a curiosity than a real suggestion. I have doubts this could be done. Anyhow, I'm still amazed by what you've done
 
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sophAur

Well-Known Member
Mar 23, 2021
1
0
203
hello legionite,

as much as I'm in love with your mod, I am experiencing some difficulties.
I cannot switch between ai types.
If a tech is assigned a 'tank' ai(the auto-assign when I activate the ai), I cannot give it a 'space' ai, even though the tech is antigrav based, doesn't have wheels, and has the bf ai modules.

Do you know how I could fix this?
 

joemama1512

Well-Known Member
Jun 16, 2021
1
0
105
I really appreciate your mod. I am wondering if there are any instructions or tips on how to get the most out of it?

I would also suggest that instead of enemy aircraft being a checkbox option, maybe it could be a slider instead which would affect probability of spawn. When checked, theres too many aircraft flying aorund.... especially since you can't really do much about it in the campaign for quite some time. I like having a few but being able to modify the spawn percentage I believe would make it a lot more useful. Thank you.
 

Zonko

Well-Known Member
Sep 20, 2019
317
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440
IS there a guide for how to have the steam mods AND the regular mods?
Is it as simple as installing the steam mods, and then adding TTMM manually?
 

Zonko

Well-Known Member
Sep 20, 2019
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So, i've just done it.
You load up the steam mods by subscribing, then you load up TTMM 2.0 and add other mods.
Very straightforward.
Only problem is: it goes from hanging my entire system every 30-60mins, to every 5 mins.
 

Zonko

Well-Known Member
Sep 20, 2019
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idk bout that, think that is the effect of ttmm mods, have u tried just ttmm? see how it works and swap back. what mods r u using?
Yes.
I started with just TTMM. Did not crash like this at all.
Switched to steam mods, and it hangs.
Wiped & reinstalled windows and started from scratch with just Steam, and it worked.
But it hanged every 30-60 mins
But with TTMM mixed in, it's a lot faster.
 

Ry5

Well-Known Member
Nov 10, 2019
31
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420
Earlier tonight I got TTMM and tried this mod out, and it was just a lot of madness. The same AI enemy would spawn in 90% of the time with the name Tidus J (I think) and then it would show the red icon indicator that enemies were there, but no techs were there. When I reloaded they would show up, but then a few mins later I would get a lot of phantom enemy techs again.

Is there a detailed explanation for what each option does for this mod?
The main thing I was looking for is to curb the trend in the Vanilla game where the vast majority of enemy tech that spawn in is 5-10xp bare basic nothing tech.

It seemed like in this mob I was getting a few cool enemies to drop in, but mostly just the phantom ones and that one same tech Tidus J.

This is in a co-op game, if that helps or explains the issues above.

I am considering starting a new single player game with this mod, but it would be nice to see an explanation of what each of those sliders and boxes mean. It is a lot more fun already even with the bugs to have enemy techs spawn in that are always trash techs.
 

Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
Coop isn't fully supported right now, so there are likely some problems there I might not be able to answer.

Currently your Tidus J spam problem is the outcome of setting Custom Land Enemy Chance spawns up to the maximum setting.

There are only a few stored Community Enemy Spawns in the mod right now and you probably did not export enough of your own land Techs (RAW Tech Saving) so that Tech shortage what's happening to you right now.

I suggest sliding that slider to zero while the community ground Tech pool is being expanded. You can help by submitting new ground Techs at the Community Tech Suggestion Thread.


In other matters, I am now aware of an issue that's causing some MAC users to not be able to export Techs correctly - I will have to look into this problem into more detail later.
 

idiotica

New Member
Jan 2, 2022
3
1
4
hello Legionite. I will always be grateful for your mods, which have made TerraTech so much fun.
However, the recent update migration is causing crashes quite frequently, which is hindering me from playing the game.
I have several mods, but the only one I've updated recently is TacAI. Before that, I never had frequent crashes.
Until the CTD issue is resolved, is it difficult to revert to the previous version (before 2021 DEC 31st)?
I hope you'll consider it, thank you.
 
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Zonko

Well-Known Member
Sep 20, 2019
317
200
440
hello Legionite. I will always be grateful for your mods, which have made TerraTech so much fun.
However, the recent update migration is causing crashes quite frequently, which is hindering me from playing the game.
I have several mods, but the only one I've updated recently is TacAI. Before that, I never had frequent crashes.
Until the CTD issue is resolved, is it difficult to revert to the previous version (before 2021 DEC 31st)?
I hope you'll consider it, thank you.
Yeah. Me too.
The mods are great, but they crash my game :(
Except for me, it wipes out everything, and i have to reboot.
 

Darvin

TerraTech Arms Dealer
Jun 13, 2020
462
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[REDACTED]
www.youtube.com
When deploying cabs via exp bolts, they always act as miners, is there a way to change this? It's funny when i try to deploy my hover troopers (referenced by bf cabs) and they go off mining somewhere intead of stay and fight. So for the time being, everytime i need to use my hover troopers i need to turn off this mod
 

fusionwing

Well-Known Member
Sep 3, 2015
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Heyo, this is probably a better place to post about this, but after basically a whole day of trying out the mod, i love it, but it seems to absolutely hate even remotely changing any of the options for it. If i leave the options alone and start a world (post install) it runs fine, bases spawn, enemies and their new AI variants spawn, etc. But the moment i make one change to the options for the mod, the only thing that seems to even work is the added community techs, and thats it. it stops having the new AI's (just shows enemies with the default enemy icons) and bases no longer spawn at all.

On top of that, in my first time playing i kept getting error bases, everywhere, and no idea what caused that.

Single Player btw. I do play with some other mods, but every other mod is pretty much just block additions (from rafs, legion TAC pack, and black labs), and i have a couple steam workshop mods, but those are also just block additions basically (gso and venture+), all mods besides those are mods that are either required for these custom stuff, or just a couple QoL stuff (all downloaded on the TTMM itself, besides custom blocks)
 

fusionwing

Well-Known Member
Sep 3, 2015
69
18
410
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TerraTechWin64_Nn96sxtDnI.png

oof, um, not really sure what caused this, mods besides TacAI are TAC pack, Rafs custom, Rabis custom, Venture and GSO+ (workshop), black labs, all necessary mods to run these mods properly (NuterraNative, Buffblocks, MoreOpt, NutteraUI, ModConfig, MotionBlock, BlockInjector, RandomAdd, ParticleManager, Spreadfix).
 

oneup

Well-Known Member
Jun 15, 2017
5
8
410
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Random question:

What's the multiplayer support for this mod?

If I play this in multiplayer, will things get corrupted, or...?