Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Improved Civilian Traffic (A.I.)
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Environment Mods: Environment Mod
Tags: v1.14.4
File Size
Posted
Updated
60.930 MB
21 Oct, 2024 @ 4:57pm
5 Jul @ 7:33pm
17 Change Notes ( view )

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Improved Civilian Traffic (A.I.)

Description
DESCRIPTION


This is a very basic addon that replaces the official default AI and default AI aircraft addons with one that not only merges them into a single efficient package, but also removes several major bugs, updates it with some additional vehicles, adds the ability for vehicles that are destroyed to respawn any losses they've suffered as well as make use of the crush depth and explosion mechanics from the Bungeling Raiders addon.

Even though this was initially created in order to compliment the Bungeling Raiders (Hostile AI) addon, it will work just as well without it and shouldn't interfere with the career search & rescue game at all - in fact this may actually enhance the experience as you'll find more civilian and commercial traffic going about their business in the world and you'll no longer get any errors if any of the ambient AI vehicles get accidentally destroyed by a meteor storm or whirlpool.



HOW TO USE
When starting a new game you should do the following to avoid any errors or conflicts:
  • In the OFFICIAL tab disable the DEFAULT AI and the DEFAULT AI AIRCRAFT addons.
  • In the WORKSHOP tab enable the IMPROVED CIVILIAN TRAFFIC addon.
  • Tweak the settings to your preference.
  • Enable or disable any other addons you want.
  • Start your new game and enjoy!



FEATURES
  • 100% Career mode friendly. This addon is essentially the same as the official Default AI and Default AI Aircraft addons, except with several improvements and bugfixes in order to ensure they work with the most recent version of Stormworks.
  • All the ambient civilian vehicles will slowly respawn back up to their maximum amount after taking any losses during the game, the settings for these can be adjusted using the addons menu when starting a new game.
  • The option to start a new game with less AI vehicles and have them slowly populate the game world as time goes by.
  • All the civilian vehicles will explode upon taking a set amount of damage, or when they sink below a depth of 20m.
  • This addon includes all the original vehicles from both of the official addons plus 10 additional vehicles, including several from the career search & rescue missions as well as a few others that have been specially chosen from the Steam Workshop.
  • The Hospital ships will now come to a complete stop whenever a player approaches one, this makes it significantly easier to use them when transferring casualties via boat or helicopter.
  • There's a chance that two or more KC-112M aerial refuelling planes will spawn into the world upon starting a new game, they'll also fly a lot further North and South, they now use chaff to confuse enemy missiles and will very slowly respawn over time as more aircraft are destroyed.
  • Performance friendly. All the vehicles, especially the newer ones, have all been hollowed out, had their moving parts replaced with static alternatives where possible and their interior spaces fitted with physics flooders in order to make them run as smoothly as possible.
  • The ability for people playing in single player and server hosts in multiplayer games to toggle seeing where all the ships and aircraft are, simply by going into the chat window and typing "?ai_debug".
  • For those that have the Industrial DLC installed, landing zones for the AI controlled helicopters have been added to Meier Island (the Arid island to the south) as there were none in the original, most likely due to the fact that the Default AI Aircraft addon was released prior to the Industrial DLC.



F.A.Q
The most frequently asked questions can be found here.



A NOTE FROM THE AUTHOR
After creating the very popular Bungeling Raiders addon that added hostile AI enemies to the game, we quickly came to realise that there were some bugs with the old Default AI and Default AI Aircraft addons that would cause them to throw back an error in the console whenever one of the original AI controlled vehicles were being instantly destroyed by guided missiles, Bertha cannons or even some natural disasters such as meteor storms and whirlpools.

Unfortunately these errors sometimes resulted in the AI script becoming broken, even after several failed attempts at using the "?reload_scripts" command, so after looking at the code, my colleague Professor Sins and I decided that we would not only fix those bugs but we'd also improve the original addons so that they worked slightly better with the Bungeling Raiders addon by adding respawning, explosions and even crush depths to the civilian AI controlled vehicles too.

I mean lets face it - those old scripts made by Geometa were released well before the weapons DLC and natural disasters update and it doesn't look like they've been touched ever since, so they were definitely in dire need of being updated.



KNOWN ISSUES
  • There's a bug that exists where some vessels will go ablaze and refuse to sink, even when the fire has completely damaged all of the blocks on the ship, sadly this seems to exist in the base game, is a known bug in Stormworks and unfortunately it's not something we can fix on our end.
  • The map icon for a KC-112 aerial refuelling plane will sometimes remain on the map after it's been destroyed until the world is reloaded, this is also true of any hospital ships and seems to be a core game issue.
  • Sea monsters such as the Kraken and Megalodon will sometimes prefer to attack and even destroy any nearby AI controlled ships over the player owned ones if enabled. This appears to be a default game mechanic as the sea monsters appear to randomly attack any ocean going vessel over a certain size, but the smarter players out there may be able to use this to their advantage in order to escape.
  • Great care and attention has gone into making this addon as performance friendly as possible, but with all that being said - players using older computers or running the game with several other performance intensive addons at the same time as this one may encounter frame rate or sim speed related issues, especially if you've chosen to spawn in a high amount of AI vehicles.



CREDITS
There's too many vehicles contained in this addon to mention here, plus many of them have come from the same author and Geometa haven't exactly provided us with a comprehensive list of who created all the legacy vehicles from their missions and the original two default AI addons, so I've done a little digging on my own and come up with a list of credits for all the content creators (or as many as I could find) that have contributed to both this and the two original addons that came with the game and have posted it here.

Unfortunately I don't have the free time available to contact everyone on that list (As there's over 26 at my last count) to ask for permission as this would be a little impractical, nor is there any guarantee that I'll get a reply, as some may have since moved on or, sadly, may no longer be with us.
For the ones that I've not had a chance to speak to directly, hopefully the fact that they've uploaded their creations to the steam workshop and with us giving them due credit and a link to their workshop with all their original creations should be enough, but if not then please feel free to message me directly if you do not want to have your creation featured in this addon and we will discuss removing it and/or finding a suitable alternative if possible.
137 Comments
Captain Robertson  [author] 1 hour ago 
@Infinitoast - Just tested it again and it works fine, no surprise there as the triggers and zones associated with the hospital boat haven't been touched in this addon so they should work pretty much as intended.

What you will have to remember is that the zone inside the hospital boat has always been a little temperamental and I quite often find I have to move the casualties around inside it for a bit before it registers them, but that's been the case in the base game for quite a while now and is one of the reasons why I quite often prefer to take them to a land-based hospital instead.... That and the fact that the sea monsters seem to love attacking the hospital ships whenever they're around.
Infinitoast 16 hours ago 
I haven't been able to submit casualties to the hospital ship, any suggestions?
Captain Robertson  [author] 28 Jul @ 4:00pm 
Type in ?ai_debug in the console. If you don't see their icons with the destination lines appearing on the map then something has gone wrong with your copy of the addon, in which case you may have to unsub and resub to get it to work.

Also make sure that as well as changing the sliders you're not forgetting to click on the button to activate the addon in the actual addon menu, I know that sounds painfully obvious but I've actually spent hours in the past helping one of my subscribers trying to get this addon to work for them only to find out (after they sent me their world save) that they'd forgotten to switch it on. ;)
CockMan691 28 Jul @ 2:12pm 
I haven't seen a single one yet in my classic playthough, I made sure to turn off default ai and aircrafts, are they just uncommon to see? I maxed out the sliders even
Captain Robertson  [author] 26 Jul @ 3:55am 
Many thanks for the kind words, much appreciated!
Le French Cat =^. .^= 26 Jul @ 3:42am 
just stopping here to say thank you for the hard work <3
Captain Robertson  [author] 23 Jul @ 3:29am 
The AI Helicopters already take off and land at certain airports and places of interest. We did look into the possibility of having fixed wing aircraft take off and land too, but unfortunately we discovered that whilst the helicopter AI has a precision mode when navigating using nodes, the plane AI doesn't, which meant that fixed wing aircraft kept missing the runway node by miles.

I did experiment with using a microcontroller on them for landing instead but the results were pretty poor and required tweaking for each aircraft type, so the sheer amount of work required to implement it just wasn't worth it, plus even with sensors fitted there was the issue with the damn things accidentally colliding with player owned vehicles or objects on the runway or near the hangars.

Overall we decided that the best solution was to allow players to add something like that themselves, either as an MC into their own specific vehicles or scripted into their own missions 'etc'.
apelmoes 22 Jul @ 12:32pm 
It would be cool if AI passenger aircraft would land at airports, taxi next to the hangar and then take off again.
Captain Robertson  [author] 6 Jul @ 8:05am 
Some already have, like the Swedish flag that was recently added to the MS Piteå, the original of which was made by the very talented Kahrstrom.

I try not to touch some of the legacy vehicles too much though (other than bug fixing), as they still technically belong to other content creators and some of them - especially the more artistic minded ones out there - can get a little...ahem... 'passionate' whenever anyone edits something they've made, even when it's already part of a pack or official addon that's been out for several years, which is why I much prefer that they get in touch with me directly and submit newer versions of existing creations instead or forward me a link to them, along with their blessing of course. ;)
SkyHawk024 6 Jul @ 7:48am 
will you be adding flags to the vehicles with block flags?