Kyran Findlater my pleasure! Sorry I didn't tell you. Thanks for making an awesome mod! A link to the video on the mod page would be awesome of you're willing. :) If not, no worries though.
I will certainly add it, it's great because I always needed to do a simple, quick, informative intro to the mod and the mechanics but never got around to it.
now someone needs to make a cloning station to make a clone armee then they can battle against each other and the third party wins sry had to write this
With the version 1.X and the release of pvp mode, you can effectively set these droids to go to town with multiple players. IE player force 1, 2, 3, etc... real war of attrition.
the damage values used to be listed on the wiki, it's not the same as the base weapons used in the recipes. Yes, the damage upgrades are shared, like for example the Bullet damage affects the clockwork bots and the battledroids. same as firing speed upgrades.
Ah darn I knew I forgot to mention something. Construction can repair them just like anything else, and I think that includes your personal bots too. I do not think guard stations repair them though.
Very cool. It's possibly quite OP without limited ammo which you have to resupply. It could also do with a UI list like the trains so you can find the squads easily. But otherwise a very nice mod
I actually don't think it's too OP sense they can actually die fairly easily when fighting more mid-game biters. A UI of some sort would be pretty cool.
Why don’t they spawn? I have to manually remove the “deployed” ones and then place them into the output of a separate assembler to get them to poop out. Then they won’t select with anything
they cannot find paths through gates unfortunately. Deploy in un-sealed parts of your base (open to the enemy side!) or in isolated 'barracks' out in the wilderness and resupply via belt/train.
6 лет назад
Deploy outside your base, please. They are re-skinned biters, in that they use biter path-finding (IIRC). Due to, well, if you build (better) path-finding in Lua, the UPS would be *horrible*. So author basically (ab)uses biter "AI". And we know biters are dumb. Now, why outside? Because belts are hell for these little guys. You'll end up with killer bots stuck in your belts (they don't hinder the belts operating, they're just uselessly stuck there). When I use them, I always make sure I have a fully-sealed-up base and they're strictly outside (but one such base ended with a group of them inside the perimeter wall anyway, no idea how).
Extremely good idea but looks like it is alpha. The way the bots work is also more complicated than it is... neat. Hopefully there is someone out there who can take this idea and make it far more interesting. Interesting I do mean though... well implemented. As it stands, there are structures which work very weirdly and are not even needed. Patrol posts... why? Then you need to connect it with green wires? No. I do however like the droid combinators. :) Overall nice idea of a mod. I'll wait for when it is nice and polished with vanilla factorio.
Still having difficulties with the Driod Setting module. On my mod I can only selected the bots, and nothing else. Am I missing a mod or research that needs to be done?
Are you still having this issue? If you need help remember there's the Wiki on the github page for the mod, it might help you understand what needs to be done
They aren't really OP. They only seem OP because they were fighting early game biters. Some people enjoy having biters but want an automated method to kill them, so that's why.
Because some people still like the challenge / feeling of having enemies but want a way to kill them easier late game. They don't only have to be for automated clearing though, they can be for guard posts or patrol routes which would actually be the coolest part.
Hey here's a tip, don't spawn them near a busy train line. They absolutely love standing on the tracks and being smashed to bits.
thefirebuilds Sounds just like me!
@@Zereze pass the butter.
Dude! You didn't tell me you did a spotlight of my mod! Thanks :)
Kyran Findlater my pleasure! Sorry I didn't tell you. Thanks for making an awesome mod! A link to the video on the mod page would be awesome of you're willing. :) If not, no worries though.
I will certainly add it, it's great because I always needed to do a simple, quick, informative intro to the mod and the mechanics but never got around to it.
wrong mod-maker, not sure what mod that's for. Xterminator might know the mod and how to answer though.
Still loving your mod. Any plans to update it to 2.0? (...or make it more efficient?)
now someone needs to make a cloning station to make a clone armee then they can battle against each other and the third party wins
sry had to write this
Yes please!
With the version 1.X and the release of pvp mode, you can effectively set these droids to go to town with multiple players. IE player force 1, 2, 3, etc... real war of attrition.
You did it, very long time, but it has changed a lot. As far I know the damage is the same as the weapon they are using plus the upgrades
the damage values used to be listed on the wiki, it's not the same as the base weapons used in the recipes. Yes, the damage upgrades are shared, like for example the Bullet damage affects the clockwork bots and the battledroids. same as firing speed upgrades.
Ah, that’s just what Ineed right now! Thanks for this one X.
Sure thing, glad it helped!
Very cool! This would add a neat dimension to PvP.
Oooo I didn't even think of that. That would be pretty cool!
so many good mods, so little time to play with them.
Question, can you automate repair on these? Do guard stations repair them? Do they get seen by your normal bots in networks to be repaired?
Ah darn I knew I forgot to mention something. Construction can repair them just like anything else, and I think that includes your personal bots too. I do not think guard stations repair them though.
Yes, No, Yes
They actually auto-repair, slowly. They *are* a kind of re-skinned biters, their path-finding is as bad as the biters' ;-)
Seems like a good mod for an RTS
where do you make the assembler? Doesnt even show up.
might as well call it command and conquer at that point
more like Total Ahnihilation
Very cool.
It's possibly quite OP without limited ammo which you have to resupply.
It could also do with a UI list like the trains so you can find the squads easily.
But otherwise a very nice mod
I actually don't think it's too OP sense they can actually die fairly easily when fighting more mid-game biters. A UI of some sort would be pretty cool.
Xterminator ah ok didn't realise they were particularly fragile.
I am going to try it with Bob's enemies. My evolution lvl is at 90%.. I wanna see how fast they are going to die xD.
Flubbip yes that would make it less OP for sure
Why don’t they spawn? I have to manually remove the “deployed” ones and then place them into the output of a separate assembler to get them to poop out. Then they won’t select with anything
Do you know if they can path through and activate gates if you had a walled base?
I'm not sure. They may be able to, but you need to make sure to have the gate be pretty big sense their pathing isn't always super on point.
they cannot find paths through gates unfortunately. Deploy in un-sealed parts of your base (open to the enemy side!) or in isolated 'barracks' out in the wilderness and resupply via belt/train.
Deploy outside your base, please.
They are re-skinned biters, in that they use biter path-finding (IIRC). Due to, well, if you build (better) path-finding in Lua, the UPS would be *horrible*. So author basically (ab)uses biter "AI". And we know biters are dumb.
Now, why outside? Because belts are hell for these little guys. You'll end up with killer bots stuck in your belts (they don't hinder the belts operating, they're just uselessly stuck there).
When I use them, I always make sure I have a fully-sealed-up base and they're strictly outside (but one such base ended with a group of them inside the perimeter wall anyway, no idea how).
Extremely good idea but looks like it is alpha. The way the bots work is also more complicated than it is... neat. Hopefully there is someone out there who can take this idea and make it far more interesting. Interesting I do mean though... well implemented.
As it stands, there are structures which work very weirdly and are not even needed. Patrol posts... why? Then you need to connect it with green wires? No. I do however like the droid combinators. :)
Overall nice idea of a mod. I'll wait for when it is nice and polished with vanilla factorio.
The selection tool doesn’t work
Is this mod pvp compatible?!
this needs to be in the vanilla game i hate going out fighting on my own it just brings the factory expansion to a halt !
Still having difficulties with the Driod Setting module. On my mod I can only selected the bots, and nothing else. Am I missing a mod or research that needs to be done?
Are you still having this issue? If you need help remember there's the Wiki on the github page for the mod, it might help you understand what needs to be done
This mod is awesome!
Agreed. :D
time for a pvp game like AOE and warcraft
robot army mod and avatars mod.
the great clone wars scenario :D
OP, and though they are cute.... why? Either use nukes or disable biters.
They aren't really OP. They only seem OP because they were fighting early game biters. Some people enjoy having biters but want an automated method to kill them, so that's why.
Xterminator But if you want to automate killing biters, why do you want biters... Confused.
I can do something useful with iron.... What can you do with heaps of DEAD aliens?
It's mostly for mid to late game when clearing out biter nest starts getting repetitive.
Because some people still like the challenge / feeling of having enemies but want a way to kill them easier late game. They don't only have to be for automated clearing though, they can be for guard posts or patrol routes which would actually be the coolest part.