Space Engineers

Space Engineers

ACI-Rival
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Update: 2 Apr, 2021 @ 8:47pm

-Went over the Planetary Installation Arx Light Outpost and fixed its completely buggered behaviour. It was one of the first RivalAI encounters I made and wow it was bad.

-The Arx Light outpost is now made out of light armour instead of heavy. It has less interior turrets outside and an extra 2 Gatling guns. There are now interior turrets inside. The outpost now spawns higher off the ground so you can actually use the door. It was way too protected for an early game/low threat resource generator.

-The Arx Recon Sentry no longer spawns immediately, it will take 30-60 seconds to arrive. Like usual, if you can take out the antennas on the Outpost then it can not spawn anything.

-Grinder damage against large grids has been greatly reduced from 30 to 5. This should make it more feasible to grind through something if you have med kits on hand. I don't like the idea of people being able to simply grind through grids to take them out but it being almost effortless like in vanilla is a no go for me so I will keep the grinder damage in (Though not insta death) but look to improving design defences instead.

Update: 2 Apr, 2021 @ 4:19am

-Added back in the missile strike type player known area planetary spawns.
-Sentry spawns within atmosphere now attempt to hold a formation before engaging. Less conga lines now.
-Numerous other changes to behaviours that I can't recall. Should really document as I go.

Higher threat encounters still coming. Finding other smaller issues to deal with along the way.

Update: 25 Mar, 2021 @ 5:36pm

-Removed primary weapon loss chat from the Sentry. Got too spammy.

-Forgot to add a max target altitude offset to the f-10. Should fly better now.

Another tiny update. Finding small things that need changing whilst working on larger encounters. I should really upload them all at once but OCD.

Update: 24 Mar, 2021 @ 1:06pm

-Edited all Planetary Strike behaviours. They should fly better now and stall a lot less.

-Had the wrong IP requirements for Patrols. Switched to correct IP source.

-Added the Sentry-HT to Planetary Encounters.

Update: 24 Mar, 2021 @ 2:32am

-Disabled Missile strike type Planetary Player Known Area Spawngroups. Need to rethink it. Quite awful in its present state.

Expansion of Planetary Player Known Area encounters are next. 1.1k Threat is far too low.

Update: 23 Mar, 2021 @ 10:19am

-Expanded Planetary/Space patrols. These will spawn only when ACIM has 10 IP/SIP. They do not deduct 10 IP/SIP. They can be killed to reduce ACIM IP, though not for much. These replace the Taurus transports after 500 threat. The Taurus that triggers the event that makes you an enemy with ACIM still spawns if you are neutral with them. The included patrols currently only go up to 2000 threat and are unshielded. They do spawn reinforcement groups though, unless you can take out the lead vessel antenna, which will disable its ability to call in help. It will spawn reinforcements within 30-60 seconds so you must be quick (Might need to make this a little more forgiving.) Patrol groups will only engage with what comes into range and can be easily avoided, at least with this first iteration of them. Patrols can be recognised by the antenna signal of the Lead ship, which will have (Patrol) labelled. Patrols will be expanded in future.

-Enabled the Drakken, Helios and Warden Corvette reinforcement group on planets. I made the mistake of not adding it as a reinforcement option when I included the spawngroup in an update.

-Behavioural changes to the F-10, Predictors, Sentry-PD and Sentry-RPD.

Update: 21 Mar, 2021 @ 2:56am

-Went over the Signals vehicle behaviour from Planetary Convoys. Edited some triggers and actions that were not set up correctly. They should no longer spawn reinforcement groups 15-30 seconds or so after spawning.

-Gave the reinforcement group some chat.

-Other behaviour edits to the Valk, F-7A/AM and Warden Corvette.

Update: 18 Mar, 2021 @ 10:10am

-Added a Tier 2 probe. This starts spawning at 3000 Threat. This probe is shielded but not that much. This probe also generates ACIM SIP at 2 per 3 minutes. The Tier 1 probe generates 1 SIP per 3 minutes.

-Added a 4100 Threat Space Player Known Area encounter. The ships included are the Praetor Battlecruiser and upgraded variants of the Incinerator, F-11 Sidewinder and B-1 Bomber. All ships just mentioned after 4100 threat use shield modulators with 120% resist to kinetic damage and 80% to Energy damage.

-Disabled a trigger in every behaviour which monitored the state of control seats on a grid. If a control seat did not exist then the remote block would explode, stopping the grid and its behaviour. This was the same for cruiser bridges. Take out command and control and the ship is no longer combat capable. The reason I disabled this is that occasionally the trigger would activate before the behaviour could detect the control seat on a grid, causing the remote block to explode on spawn. This is why there have been ships spawning that do nothing. This happens especially when spawning in large groups of ships, which is most of my encounters.

-Other minor behavioural changes.

Filling out some planetary encounters and supply/patrol encounters next. Similar to the More Encounters Faction Wars patrols.

Update: 17 Mar, 2021 @ 5:11am

-Added missing conveyors on the Endurance Light Cruiser. It can now reload its guns.
-Turned on Marauder Drone oxygen generator.

I really need to stop working on this so late at night. Releasing half functional ships is not good.

Update: 16 Mar, 2021 @ 11:40am

-Added the Endurance Light Cruiser, Marauder Interceptor Drone and Marauder Interceptor Drone (Swarmers), to Space reinforcement groups.
-Added MWI Collection 2 as a requirement. It was always the plan to do so. This will very likely be the last mod requirement for ACI-Rival. Attempting to keep away from requirement bloat.
-Added a 2500 Space "Boss" Spawn for 30 SIP. This one will not have a threat limit until I make a higher level one.
-The just mentioned spawns use the MWI Colleciton 2 weapons.

I should point out that MWI 2 weapons are not strictly better than MWI Collection 1 weapons and will be treated as such. Different loadouts for different tactics. Pulse weapons are good for reducing enemy shields, the cannons for sundering armor.