TACtical AIs Enemy Tech Suggestion Thread

Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
This is the thread to submit Techs for the Random Spawns in TACtical AIs.

It will remain open for as long as someone is able to tend to this thread.

To Generate JSON or RAWTECH Techs: Pause the game with your current Tech and press the "SAVE RAW" button in the upper left hand corner.
To Find your JSON or RAWTECH files: Go to your TerraTech Directory (same as Custom Blocks) and look for the "Raw Tech" folder - They should be in that folder
To Test your JSON or RAWTECH Techs: In Creative, press [Ctrl and '-'] to open the local Raw Tech spawner - note that this requires them to be in the "Enemies" folder within the "Raw Tech" folder.

If you want to use your own Techs locally, go to the Raw Tech folder specified above and drag what raw techs you want into use into the "Enemies" folder

Suggestion Guidelines:
These can change - Discuss any thoughts, feedback, or ideas for changes in [>The Discussion Thread<]
Do not chain post - You cannot post after posting until someone else has posted after. You can submit more than one Tech per post

You can submit multiple JSON or RAWTECH files (preferred with a screenshot of them all) here:
Tech Snapshots can be posted without JSON or RAWTECH files as well, but they are less likely to be accepted.
Any tech from any block mod can be accepted, as long as they meet some guidelines:
SIZES:
  • Tiny Techs - Runner enemies, will likely run away from the player - unarmed Techs are guaranteed to run
  • In-Between - Will act like normal
  • Eradicators - Huge, very rare spawns that could threaten or destroy the Player Tech
TYPES:
  • Bases - Must be anchor-able and any conveyors are avoided or built without manually changing directions on them
    - The AI will not be able to use fabricators on a base, but you can keep fabricators on it.
    - You can submit HQs as well, they are basically Eradicators of bases.
  • Wheeled - Try to focus on land blocks but you can stray a bit.
  • Naval Ships - For each wheel, add a wing or spoiler, include gyros, and have suitable methods of water propulsion.
  • Airplanes - Has at least 5 wings, non-hover propulsion and most propulsion facing forwards.
  • Helicopters - Has non-hover propulsion, include gyros, and most propulsion facing upwards.
  • Air/Spaceships - Contains an Antigrav or hoverbugged hovers, gyros and other suitable methods of propulsion.

You can suggest a grade for the Tech to spawn at, but please don't suggest a goliath of a tech mower to sit at GSO grade 1 or the like.

Also supports Control Blocks, but they can only aim or extend when an enemy is nearby.
 
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Legionite

TAC Packing
May 20, 2017
2,351
3,934
575
[TAC HQ R&D]
forum.terratechgame.com
yes I did post again - I blame the forums post letter limit

By submitting a suggestion you agree to the following:
Limitations of the fast but simple RAW Tech loader:
  • Your Tech will not always be able to randomly spawn
    - Blocks aren't always available to spawn.
  • Your Tech will not be able to be easily traced back to you
    - The RAW Tech loader does not save creator data.
  • Your Tech will only be able to spawn in their default corp colors
    - The RAW Tech loader does not save paint data.
  • Your Tech JSON/RAWTECH has not been tampered with and doesn't contain DLC and/or non-Creative inventory blocks
    - Illegally included external blocks and changes are cleaned out anyways (load and spawn) but will result in missing/loose parts.
  • Your Tech's name or shape may be changed upon insertion
    - It could be caused by naming conflicts or something else.
  • You are okay if your Tech is removed from the loader without notice

Ownership Issues:
  • The Tech's name must NOT feature any Sensitive Subject content:
    This exclusion includes:
    - Bad Language - self-explanatory.
    - Any specific self-promotional username on the Tech - lets keep it simple.
    - Any TerraTech Kingdoms, Cults, or Groups unless they have a existing BLOCK mod in Forums or Steam and it makes up more than 50% of that Tech.
    - Any other matter that could start a flame war - This is very broad and can probably even relate to matters you may think it may not apply to.
    - The Denial or Lack of Action applies.
    If this is violated, the Tech's name will be subject to change
  • You agree that your Tech will spawn in other's games, and you assume full responsibility for if someone steals your Tech from this mod.

Denial or Lack of Action From TACtical AI PR Mod Managers (@Legionite):
  • They will not always be available to look at this thread.
  • Do not pester the TACtical AI PR Mod Manager(s).
  • There will not be any explanation served for a "Denial or Lack of Action" unless a TACtical AI PR Mod Manager does so.
  • "We reserve the right to refuse service to anyone"
 
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Seth_Seth

nevermind probably overhauling dl
Oct 14, 2017
1,801
2,723
525
I dunno
forum.terratechgame.com
Alright let's start this off with agony and, memes.

someone send help why am i here again and why is that associated with a tech called "big chungus amogus" that's basically a replica of average twitter techs-

20210821195551_1.jpg
I suggest you change the name to something that isn't the embodiment of pain.
Forums also won't let custom file extensions through so have a zip of a .rawtech.
 

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Firered-1987

The Other Stats Guy
Oct 9, 2020
13
23
410
I wish there were more submissions in this thread Introducing various techs in this submissions 3 new,2 somewhat old. (5th Submission is Last minute and isn't in the Photo) No clue if the Hoverbug Flying tech would be accepted though (the second tech with wings)1633093169966.png
 

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Dinos04

Well-Known Member
Apr 7, 2021
4
12
210
Greetings from the Diolysis corporation! We've seen your lineup, and though rather powerful, we believed that we could make the game a bit more... Challenging. Included here are several of our latest up-to-date techs, ranging from tiny but fierce demons all the way to an Eradicator class Behemoth sure to give any player a run for their money. These snapshots instantly shield up without mods for safety's sake- What's the point of an enemy spawning in if it dies instantly? That simply won't do. Apologies for this comment being long, but I would like to be thorough.
Screenshot (201).png
Far right: The BIG SHOT, named for its tiny size, yet massive firepower. Equipped with 2 battleship cannons, a megaton cannon, and a naval gun as well as several machine guns, I would suggest it spawns at HE level 2.
Far left: The Shockwave, larger than the big shot, but more than doubly as dangerous. With quick speed, good handling, and several battleship cannons, cruise missiles, and other various guns, backed up with 127 HE and BF batteries, it's quite the ferocious tech. Would recommend for HE grade 2, GSO grade 5.
Mid right: The Z5 Scorpion, equipped with 8 Naval guns, several battleship cannons and cruise missiles, as well as having 3 separate AA systems, backed up by 326 HE and BF batteries as well as 9 megareactors, it's got quite the incredible amount of firepower with survivability to bolster its success. Would recommend for GSO Grade 5 and HE Grade 3.
Mid left: The C60 Wyvern, an incredibly powerful, robust, yet somewhat slow aircraft, meant for taking on aircraft several times its size. Armed with around 2 dozen Seekers and Avalanche launchers and a grand total of 60 cruise missiles, it is incredibly powerful, and is best to be avoided. Would recommend for HE grade 3, GSO grade 5, and BF grade 2.
Center: The Behemoth Ultravehicle Mark R, An eradicator class Behemoth equipped with incredibly powerful weaponry and armor, with a massive battery supply of over 300 HE and BF batteries, and 82 Megareactors. Running out of battery life isn't going to be an issue, and with boost, it can traverse almost any terrain. Would recommend as an END GAME SPAWN ONLY- ALL CORPS MAXED. This is not to be taken lightly, and will more than likely kill the player. It has incredibly powerful front and broadside weaponry with an extensive AA system- Planes beware. The rear has around 30 BmBs, making it risky to attack even there less you be drained and destroyed.

All of these techs are entirely vanilla, and *should* work with any TACai world, hopefully. Best regards,
Dr D.H., Head of Diolysis corporation
Also known the P.O.M.D. (Head of Diolysis Corp.) on the TT Discord.
 

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interceptor

Active Member
Oct 18, 2021
1
0
39
well all these techs are small compared to this its my most powerful tech i can not give files for you to have the tech but hey the tech spotted you now RUN!big joe silo final_1637489267.56083.png
 

Vertu

Well-Known Member
Jun 10, 2020
125
172
445
Well well well.. I will have you all know throughout my time in TT, I always built my techs as thought they would be in multiplayer, yet I never played multiplayer even now.
There for, like half of my entire snapshot library where eligible for this kind of thing and.. should really help with the enemy diversity. All of my submissions fall under the "hard" category, then their size.
The only techs that would fall under a lag hazard is the mobile fortresses (ground) along with my Eradicator anchored battle tower though I don't think there is a base large enough to have such a massive defense tower besides my LDA HQ (not included here). The Toaster and Iron Will heavy battleships look big but don't have every last space occupied by blocks so they will have a rather minor lag issue. I mean. They aren't related to bricks in ANY way. Though again, that is up to whoever is adding those two to decide at the end of the day.

My zip file contains all the sizes from Tiny to Massive and I also have base defenses too in this file. I have done my best to organize everything to make it clear to the specifics of their type in hopes to help with placing any of them in the right difficulty scenario.
I love this mod to bits, you all have done exceedingly well.. And as someone who put max difficulty and spawn rate on, I noticed quite a low population pool which I hope this helps filling. 1.800+ hours of TT right here.

I also made sure no official mods where around, the only exception is block letters as said that it would be cleaned up (though I might of misinterpreted this, I would like it if there where some clarification about external blocks, mainly if it includes official block mods). If I interpreted this wrong and the block letters remain and will cause those techs to not load in vanilla, I would prefer if that was resolved either by asking me to remove them and provide new files or simply done backstage.

Also I am not the most experienced in file stuff so I could of totally compressed into the wrong kind of zip file. Apologizes if this is the case.
I am also very aware of the custom and DLC skins, I am fully accepting them being reverted to default.

Vertu TAC units.jpg

Vertu TAC defenses.jpg
This has made me realize how many techs I have created... Wow.. My new and extra beefy computer had issues with this many techs. It was able to run while The Toaster fought the Invulnerable (in creative) but all of these techs made just as much lag when all placed.
 

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