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IDProjectCategoryLast Update
0026646AI War 2Mod IssueMar 9, 2022 2:33 pm
ReporterRelay Bot Assigned To 
Severityminor 
Status resolvedResolutionfixed 
Product Version4.000 Return From The Endless Beta 
Fixed in Version4.003 A Bit Too Chromatic Horrifying 
Summary0026646: Mod support request: Weird Nanocaust and Drone behaviour
DescriptionI've been working on a custom mod for a few days for the Nanocaust and one of the features includes adding drones to the Hive and Centers, but each time I watch them takeover a planet I watch the majority of said drones speed off with the attack wave instead of staying on the planet to finish enemies or return home. From a guess I'd think they're getting picked up by the Fireteam code when they shouldn't, unless I messed something up in the XML portion.

In the Drone Fleeing save the Hive is on planet Zaman, with the attack fleet going to the neighboring planet Presidio...including some of the plague drones, which shouldn't be leaving the planet at all. (Sorry about it all being files, I tried to upload it as a folder but it refused to cooperate)

In the Weird Drones save (Not modded) I tried replicating this, but haven't had any success. On the other hand, it seems the Nanocaust will tend to ignore AI structures on the planet if they feel like they have overwhelming force, including drones, such as on planet Arden. I've also noticed that it seems like the Nanocaust thinks it's "stuck" and won't really invade any nearby planets even when it has overwhelming force available withput me going in and weakening the planet for them, unless I'm misunderstanding something.
TagsNo tags attached.

Activities

Relay Bot

Mar 7, 2022 8:04 pm

reporter  

Weird Drones 1.save (213,238 bytes)
Weird Drones 1.savemet (105 bytes)   
CL
158519112
4922
testing
<color=#ff3fd9>Brutal </color> Royal
Difficulty 9
0
<color=#007fff>Husk</color>
Weird Drones 1.savemet (105 bytes)   
Drone Fleeing.save (144,081 bytes)
Drone Fleeing.savemet (118 bytes)   
CL
1025502308
38
testing
<color=#ff3232>Hard </color> Special Forces Master
Difficulty 9
1
<color=#007fff>Husk</color>
Drone Fleeing.savemet (118 bytes)   
ModDescription.txt (462 bytes)   
Created By Obscuris.  Last updated March, 2022
Requires no expansions.
As this is a mod it does not receive official support from Arcen Games.

A series of tweaks and buffs to the Nanocaust to make them especially deadly.
No longer do they take bullying from the Spire or the Zenith.
No longer do they allow the Macrophage to harass them.
No longer will they allow most of their conquests to go to waste.
The age is Nanocaust now, and you are in the way.
ModDescription.txt (462 bytes)   
ModDetails.txt (39 bytes)   
Nanocaust Rampage
Obscuris
NR
f31e7d
ModDetails.txt (39 bytes)   
ModIsOffByDefault.txt (442 bytes)   
If this file is present, then the mod won't load until the player goes into the Game tab of the settings window and turns it on.

This is really useful for any mods that we might want to ship with the game by default (for ease of people finding them), but make something that people have to opt into to turn on.

If ModIsDisabled.txt is present, then that overrides things to the point that the mod is invisible, and this file is ignored.
ModIsOffByDefault.txt (442 bytes)   
NanocaustDroneDesigns.xml (1,057 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>
  <!--These drone "fleets" build a full cap of each type that is a potential within them,
      which means that they are not really procedural at all.  When a ship says "I am in the 'HiveGolemDrones' fleet and my max cap is 5,"
      all drone producers that use 'HiveGolemDrones' will have 5 of that type of ship.
      
      The weight tag is also not used on these (it's just set to 1) because they are not actually chosen from at random at any time.
      
      The potential_ships stuff is not used, because the definitions of ships themselves say what are in there, and we don't have any limitations on types of categories.
      The ships themselves are filled elsewhere by ships saying "I'm in that fleet" versus this file referencing them directly.-->

  <fleet_design name="NanoHiveDrones" design_logic="Drones" weight="1" include_full_cap_of_each_type="true" />
  <fleet_design name="NanoCenterDrones" design_logic="Drones" weight="1" include_full_cap_of_each_type="true" />

</root>
NanocaustDroneDesigns.xml (1,057 bytes)   
NanocaustRampageCore.xml (14,128 bytes)   
<?xml version="1.0" encoding="utf-8"?>
<root>    

	<entity name="NanobotCenter_Hive" is_partial_record="true"
		fleet_design_template_i_use_for_drones="NanoHiveDrones"
		drone_starting_behavior_type="Attacker_Full"
		hull_points="12000000" shield_points="12000000"
		armor_mm="260" mass_tx="11"
		>
		<metal_flow purpose="BuildingDronesInternally" throughput="10500" />
    	<system name="WD" display_name="Helminth Doubleshot Mark 3"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="14500" range="AboveAverage5" shot_speed="Fast" rate_of_fire="Normal" shots_per_salvo="2"
			fires_salvos_sequentially="true"
			shot_type_data="DoubleShot_Green"
			>
			<outgoing_damage_modifier based_on="mass_tx" comparison_type="MultiplesOf" compared_to="1" multiplier="0.3" max_multiplier="18" />
        	<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
	</entity>

	<entity name="NanobotCenter" is_partial_record="true"
		fleet_design_template_i_use_for_drones="NanoCenterDrones"
		drone_starting_behavior_type="Attacker_Full"
		hull_points="125000" shield_points="125000"
		>
		<metal_flow purpose="BuildingDronesInternally" throughput="6750" />
		<system name="WD" display_name="Helminth Doubleshot Mark 2"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="7250" range="AboveAverage1" shot_speed="Fast" rate_of_fire="Normal" shots_per_salvo="2"
			fires_salvos_sequentially="true"
			shot_type_data="DoubleShot_Green"
			>
        	<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
    	<system name="T" display_name="Tachyon Array"
	    	category="Passive"
	    	tachyon_points="500" tachyon_points_added_per_mark="25" tachyon_range="High1" tachyon_hits_albedo_less_than="99"
	    	>
    	</system>
	</entity>

	<entity name="WarpingInNanobotCenter" is_partial_record="true"
		hull_points="125000" shield_points="125000"
		>
	</entity>

	<entity name="PlagueDrone"
        thematic_groups="Drone"  
        special_entity_type="DroneGeneral"
		visuals="assets/_finalgamemeshes/guardians/shredderguardiandrone/shredderguardiandrone.prefab"
        icon_name="Ships1/VorticularCutlass" icon_overlay="Overlays1/Drone" gimbal_icon_size_multiplier="0.6"
		voice_group="Melee"
		category="Ship"
		size_scale="1.8"
		visuals_scale_multiplier="3"
		collision_priority="100"
		display_name="Plague Drone"
		display_name_for_sidebar="Plague DRN"
		description="Powerful melee drone that comes in a large supply for their strength."
		starting_mark_level="Markless" tech_upgrades_that_benefit_me="Unused" does_not_use_multipliers_from_mark_level="true"
		self_attritions_X_percent_per_second_if_parent_ship_not_on_planet="10"
		cost_for_ai_to_purchase="10"
		hull_points="67500" shield_points="0" speed="AboveAverage4"
		metal_cost="39750" energy_consumption="18000"
		armor_mm="55" albedo="0.3" engine_gx="8" mass_tx="6.15"
		ship_or_structure_explosion_sfx="ShipSmall_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostOnOtherPlanet_Explosion"		
    	priority_as_ai_target="NormalFleetship" priority_as_frd_target="NormalFleetship" priority_to_protect="Expendable"
    	strength_multiplier="1.2"
		>
    	<fleet_membership name="NanoHiveDrones" ship_cap_group="Strike" weight="100" cap="20"/>
		<fleet_membership name="NanoCenterDrones" ship_cap_group="Strike" weight="100" cap="10"/>
    	<system name="WM" display_name="Mucus Spreader"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="39000" range="AlmostNone" seek_range="Normal1" shot_speed="Fast" rate_of_fire="Misery" fires_salvos_sequentially="false"
			shot_type_data="MeleeInvisible"	added_target_evaluator="Melee"			
			>
			<death_effect_damage type="Nanocaustation" tier_name="Major"/>
   		</system>
	</entity>

	<entity name="AnesthesiaDrone"
        thematic_groups="Drone"  
        special_entity_type="DroneGeneral" gimbal_icon_size_multiplier="1.25"
		visuals="Assets/_FinalGameMeshes/Guardians/SpiderAndParalysisGuardian/ParalysisGuardian.prefab"
		icon_name="Ships1/Guardian" icon_overlay="Overlays2/Guardian_Paralysis"
		uses_large_health_bar="true"
		category="Ship"
		size_scale="3.6"
		visuals_scale_multiplier="2"
		y_offset_of_icon="16"
		collision_priority="400"
		display_name="Anesthesia Drone"
	    display_name_for_sidebar="Anesthesia DRN"
		description="Powerful Guardian-esque drone that paralyzes smaller ships while engine stunning larger ones."
		voice_group="Silent"
		starting_mark_level="Markless" tech_upgrades_that_benefit_me="Unused"
		self_attritions_X_percent_per_second_if_parent_ship_not_on_planet="10"
		cost_for_ai_to_purchase="510"
		hull_points="344000" shield_points="140000" speed="AboveAverage2"
		metal_cost="192000" energy_consumption="55000"
		armor_mm="90" albedo="0.4" engine_gx="12" mass_tx="11"
		ship_or_structure_explosion_sfx="ShipGuardian_Explosion"
		ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion"
		ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true"		
    	priority_as_ai_target="MidNasty" priority_as_frd_target="MidNasty" priority_to_protect="SlightlyLessExpendable"
    	strength_multiplier="1.2"
		>
		<fleet_membership name="NanoHiveDrones" ship_cap_group="Strike" weight="100" cap="5"/>
    	<system name="Q2" display_name="Needle Driver"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="2900" range="Normal4" shot_speed="Normal" rate_of_fire="Normal"
			shots_per_salvo="10" fires_salvos_sequentially="false"
			base_paralysis_seconds_per_shot="2" paralysis_to_ships_mass_tx_less_than="2"
			shot_type_data="ParalysisProngedShot_Blue" added_target_evaluator="ParalyzerAsPrimary"
			base_engine_stun_per_shot="2" engine_stun_to_engine_gx_less_than="16"
			>
			<death_effect_damage type="Nanocaustation" tier_name="Major"/>
    	</system>
	</entity>

	<entity name="Mutation" is_partial_record="true"
		hull_points="22500"
		>
		<system name="WD" display_name="Helminth Doubleshot"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="1200" range="Small3" shot_speed="Fast" rate_of_fire="Normal" fires_salvos_sequentially="true"
			shots_per_salvo="2"
			shot_type_data="DoubleShot_Green"				
			>
    		<death_effect_damage type="Nanocaustation" tier_name="Major"/>
    	</system>
    	<system name="T" display_name="Tachyon Array"
			category="Passive" tachyon_points="100" tachyon_points_added_per_mark="50" tachyon_range="Small5" tachyon_hits_albedo_less_than="0.75">
		</system>
		<incoming_damage_modifier based_on="AttackDistance" comparison_type="GreaterThan" compared_to="4200" multiplier="0.1" />
	</entity>

	<entity name="Anomaly" is_partial_record="true"
		hull_points="19500"
		speed="Normal2"
		>
		<system name="W1" display_name="Viral Bomb"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="1460" range="Small3" shot_speed="Slow" rate_of_fire="ExtremelyLow" fires_salvos_sequentially="true"
			shot_type_data="FusionBomb_Viral"
			base_percent_damage_bypasses_personal_shields="0.9" added_percent_damage_bypasses_personal_shields_per_mark="0.05"
			area_of_effect_size="400"
			maximum_number_of_targets_hit_per_shot="5"
			>
    		<death_effect_damage type="Nanocaustation" tier_name="Major"/>
    	</system>
	</entity>

	<entity name="Deviant" is_partial_record="true"
		speed="AboveAverage1"
		>
	</entity>

	<entity name="Aberration" is_partial_record="true"
		speed="VeryVeryLittle4"
		strength_multiplier="3.3"
		>
		<system name="R5" display_name="Viral Emitter"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="1800" range="AboveAverage3" shot_speed="Normal" rate_of_fire="High" fires_salvos_sequentially="true"
			shot_type_data="LaserPulse_SicklyGreen"
			>
			<outgoing_damage_modifier based_on="Armor_mm" comparison_type="AtLeast" compared_to="90" multiplier="4"/>
			<outgoing_damage_modifier based_on="CurrentHullPercentage" comparison_type="AtMost" compared_to="33" multiplier="2" />
        	<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
    	<system name="R9" display_name="Prion Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="2400" range="Small3" shot_speed="Normal" rate_of_fire="Normal" fires_salvos_sequentially="true"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" beam_weapon_visual_style="Laser_Green"
			maximum_number_of_targets_hit_per_shot="14"
			>
			<outgoing_damage_modifier based_on="CurrentHullPercentage" comparison_type="AtMost" compared_to="33" multiplier="2" />
    		<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
	</entity>

	<entity name="Abomination" is_partial_record="true"
		speed="VeryVeryLittle4"
		strength_multiplier="1.5"
		>
		<system name="B5" display_name="Nematode Sickle-Shot"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="4200" range="Small3" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="16" fires_salvos_sequentially="false"
			shot_type_data="NanocaustCurvedSicklyGreenShot"
			>
    		<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
    	<system name="R9" display_name="Prion Beam"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="3600" range="Small3" shot_speed="Normal" rate_of_fire="Normal" fires_salvos_sequentially="true"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" beam_weapon_visual_style="Laser_Green"
			maximum_number_of_targets_hit_per_shot="10"
			>
    		<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
    	<system name="R5" display_name="Viral Emitter"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="2700" range="AboveAverage3" shot_speed="Normal" rate_of_fire="High" fires_salvos_sequentially="true"
			shot_type_data="LaserPulse_SicklyGreen"				
			>
			<outgoing_damage_modifier applies_to="AllShields" based_on="MaxBubbleForcefield" comparison_type="GreaterThan" compared_to="8000" multiplier="4" />
        	<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
    	<system name="T" display_name="Tachyon Array"
			category="Passive" tachyon_points="50" tachyon_range="Normal2" tachyon_hits_albedo_less_than="0.65">
		</system>
	</entity>

	<entity name="Husk" is_partial_record="true"
		hull_points="22500"
		shield_points="13000"
		speed="AboveAverage1"
		>
		<system name="WM" display_name="Chytrid Impaler"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="5845" range="AlmostNone" seek_range="Normal1" shot_speed="Fast" rate_of_fire="SlightlyLow" fires_salvos_sequentially="false"
			base_engine_stun_per_shot="3" added_engine_stun_per_shot_per_mark="3" engine_stun_to_engine_gx_less_than="16"
			shot_type_data="MeleeInvisible" added_target_evaluator="Melee"
			>
    		<death_effect_damage type="Nanocaustation" tier_name="Major"/>
    	</system>
	</entity>

	<entity name="Ghoul" is_partial_record="true"
		shield_points="30000"
		speed="VeryVeryLittle4"
		strength_multiplier="2.9"
		>
		<system name="R5" display_name="Caustic Spray"
	    	category="Weapon" firing_timing="OnlyInRange"
            damage_per_shot="1200" range="AboveAverage3" shot_speed="Normal" rate_of_fire="High"
            shots_per_salvo="3" fires_salvos_sequentially="false"
			shot_type_data="LaserPulse_SicklyGreen"
            area_of_effect_size="350"
			maximum_number_of_targets_hit_per_shot="8"
			damage_amplification="true" damage_amplification_duration="10" damage_amplification_flat="200"
			>
    		<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
    	<system name="R9" display_name="Prion Blast"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="2400" range="Small3" shot_speed="Normal" rate_of_fire="Normal" fires_salvos_sequentially="true"
			shot_type_data="HeavyBeamInvisible"
			beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" beam_weapon_visual_style="Laser_Green"
			maximum_number_of_targets_hit_per_shot="10"
			>
    		<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
	</entity>

	<entity name="Lich" is_partial_record="true"
		speed="VeryVeryLittle3"
		strength_multiplier="1.3"
		>
		<system name="B5" display_name="Nematode Sickle-Shot"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="2800" range="Small5" shot_speed="Normal" rate_of_fire="Misery"
			shots_per_salvo="16" fires_salvos_sequentially="false"
			shot_type_data="NanocaustCurvedSicklyGreenShot"
            multiplier_damage_to_tractored_unit="6"
            health_change_per_damage_dealt="0.1"
			>
    		<death_effect_damage type="Nanocaustation" tier_name="LargeNanocaustShip"/>
    	</system>
    	<system name="WD" display_name="Valance Torch"
			category="Weapon" firing_timing="OnlyInRange"
			damage_per_shot="1000" range="AboveAverage3" shot_speed="Normal" rate_of_fire="High"
			shots_per_salvo="8" fires_salvos_sequentially="false"
			shot_type_data="DoubleShot_Red" cloaking_percent_loss_from_firing="0.1"
            multiplier_damage_to_tractored_unit="6"
            health_change_per_damage_dealt="0.1"
			>
            <outgoing_damage_modifier based_on="TargetHullPercentageMissing" comparison_type="MultiplesOf" compared_to="25" multiplier="1" />
    	</system>
    	<incoming_damage_modifier based_on="CurrentPersonalShieldPercentage" comparison_type="GreaterThan" compared_to="10" multiplier="0.6" />
	</entity>

</root>
NanocaustRampageCore.xml (14,128 bytes)   

Relay Bot

Mar 9, 2022 12:29 am

reporter   ~0065278

Update on this, opening the weird drones save after the new update and it appears that the Nanocaust now properly clear planets though they still have a hard time deciding what to do. Starting a new save also reflects this, though I noticed they have a tough time clearing planets with Eyes on them because they'll think they've "won" and make most of their forces attack the next planet...leaving a small handful to try dealing with Guardposts.

Starting a new save with the mod reveals the same issue though; once the Nanocaust feels its won on Midorikawa, it'll send the majority of its forces to the next planet...including both new drone types, which are attached to the Hive.
Nano Drones fleeing.savemet (111 bytes)   
CL
447950098
75
testing
<color=#ffe066>Moderate </color> Reconquista
Difficulty 9
0
<color=#007fff>Husk</color>
Nano Drones fleeing.savemet (111 bytes)   
Nano Drones fleeing.save (174,399 bytes)

BadgerBadger

Mar 9, 2022 1:20 am

manager   ~0065282

So to confirm, this is a mod support problem?

Chris_McElligottPark

Mar 9, 2022 9:34 am

administrator   ~0065292

Badger, is there a way to request that a unit not be part of any fireteam? If not, I could make something like that via xml I suppose.

StarKelp

Mar 9, 2022 11:06 am

developer   ~0065295

Last edited: Mar 9, 2022 11:06 am

This could be easily patched by me just adding in a 'if drone, skip' in the code that creates Fireteams for Nanocaust.

The way Fireteams works is each faction handles adding units to fireteams differently, Nanocaust is unique in that it had to account for units that aren't naturally spawnt by its faction. Making a unit globally unable to be added to Fireteams could spark up further issues.

Chris_McElligottPark

Mar 9, 2022 11:46 am

administrator   ~0065298

That works for me.

StarKelp

Mar 9, 2022 2:33 pm

developer   ~0065318

Nanocaust will no longer add drones to Fireteams. Old drones may still stick around in a Fireteam, but they'll die soon enough so retroactively removing them sounds like a bit much.

Issue History

Date Modified Username Field Change
Mar 7, 2022 8:04 pm Relay Bot New Issue
Mar 7, 2022 8:04 pm Relay Bot File Added: Weird Drones 1.save
Mar 7, 2022 8:04 pm Relay Bot File Added: Weird Drones 1.savemet
Mar 7, 2022 8:04 pm Relay Bot File Added: Drone Fleeing.save
Mar 7, 2022 8:04 pm Relay Bot File Added: Drone Fleeing.savemet
Mar 7, 2022 8:04 pm Relay Bot File Added: ModDescription.txt
Mar 7, 2022 8:04 pm Relay Bot File Added: ModDetails.txt
Mar 7, 2022 8:04 pm Relay Bot File Added: ModIsOffByDefault.txt
Mar 7, 2022 8:04 pm Relay Bot File Added: NanocaustDroneDesigns.xml
Mar 7, 2022 8:04 pm Relay Bot File Added: NanocaustRampageCore.xml
Mar 9, 2022 12:29 am Relay Bot Note Added: 0065278
Mar 9, 2022 12:29 am Relay Bot File Added: Nano Drones fleeing.savemet
Mar 9, 2022 12:29 am Relay Bot File Added: Nano Drones fleeing.save
Mar 9, 2022 1:20 am BadgerBadger Note Added: 0065282
Mar 9, 2022 9:34 am Chris_McElligottPark Summary Weird Nanocaust and Drone behaviour => Mod support request: Weird Nanocaust and Drone behaviour
Mar 9, 2022 9:34 am Chris_McElligottPark Note Added: 0065292
Mar 9, 2022 10:03 am Chris_McElligottPark Category Bug - Gameplay => Mod Issue
Mar 9, 2022 11:06 am StarKelp Note Added: 0065295
Mar 9, 2022 11:06 am StarKelp Note Edited: 0065295
Mar 9, 2022 11:46 am Chris_McElligottPark Note Added: 0065298
Mar 9, 2022 2:33 pm StarKelp Status new => resolved
Mar 9, 2022 2:33 pm StarKelp Resolution open => fixed
Mar 9, 2022 2:33 pm StarKelp Fixed in Version => 4.003 A Bit Too Chromatic Horrifying
Mar 9, 2022 2:33 pm StarKelp Note Added: 0065318