Post by kyranzor » Sun Apr 17, 2016 11:07 am

Recent Update: 0.1.2

Date: April 17, 2016

Changes: When a player places a droid unit, the droid unit is added to that player's unique "squad". This squad is commanded to follow the player at all times. Please play-test this functionality. One cool thing I saw while play testing was I had a personal robo-port with logistics bots and repair packs, and my drones where repairing my droid soldiers in the middle of combat. I was acting like a medic! It was cool and gives me more ideas.

Version 0.1.2 release!Get the files in original post.I am working on some code which is almost done which allows me to generate new squads if there are no nearby squads, or add droids to existing squad if it's close enough. Next after that is stable, is adding simple GUI buttons which will be along the lines of a button for: "guard here", "follow me", "set patrol A", "set patrol B", "begin patrol", "hunt", "disband". What these will eventually do is pretty self-explanatory.Speedybrain: Hopefully with some good optimisation and as little table-scraping as possible it should be reasonably low impact on performance, up to a point of course. If Factorio gets Lua JIT we will be cheering! Could iterate 100,000 times in a millisecond or two! In terms of developing a full-on RTS mod, I certainly don't have time to do that, but I am trying to get some framework in place for handling squads of units, so the units can be anything and all of this can be expanded on later. I really do want to make some robot-assembler buildings which "Deploy"/spawn units and they auto-join/create a squad and maybe have a rallypoint or default order set from within the building itself. Being able to create units automatically is important for an RTS mod, can't rely on the player to have to place all the units!