Natural Selection 2

Natural Selection 2

Bot_Maintenance
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Update: 24 Dec, 2024 @ 12:58pm

updates Bot_Maintenance:

HOHOHOH, I want to make the numerous bot lovers happy with the NS2 Bot Christmas Update 2024 so that it can be played a little better:

- marinecom: can now initialize drop positions for weapons at any armorys and no longer needs a nearby prototypelab
for dropping weapons / error messages when there is not enough space have been fixed (sometimes it doesn't drop
weapons)
- marinecom: build the roboticsfactoy only in mainbase
- marinecom: can now upgrade the roboticsfactory to arcfactory
- marinecom: can now build and command arcs to attack hives and if the hive is down they attack other structures in
range and stand there for 1 - 2 min for redrop etc. and after then they move to the next hive (they move when there
are 2 of them)
- marinecom: build only 3 forward obsveratory and only 1 mac ( to safe supplypoints for arcing so the bot can build min.
3 - max. 4 arcs)
- marinecom: can scan buildings under attack and can scan the enemy base for arcs and netural techpoints for
marines (hidden enemys)
- marinecom: can now command the marines so that they do not run past everyone or do not conquer neutral
techpoints (for an optimal flow of movement to build i recommend 6-8 players for the marines otherwise he may send
you back and forth and also for better command management)
- marinecom: give order to defend arcs when they move to hive (1 arc = marine and/or exo)
- marinecom: give weld order to marine with welder for structures, defend order arcs, move order to techpoints, build
structures only marine order :-) (1 marine or/and 1 exo = 1 order)
- marinecom: can now initialize doublerespoints and will build a phasegate and armory there
- marinecom: will not use his beacon when only a gorge and a marine is in the base
- marinecom: can now build without build bugs in all maps and on all techpoints up to full base
- marinecom: codefixes
- marine: can now grab weapons more often when enemys not to close
- marine: will try to weld "his" exosuit to 100% when enemys not to close
- marine: code fixes
- aliencom: can now build doublerespoints tunnel
- aliencom: can now build doublrerespoints shade when he initialize that the shade can hide more every structure that
he can drop there
- skulk: he can wait but he will more aggresive against enemys
- lerk: will more aggresive against enemys with waitabillity
- gorge: can now heal the hive in pairs but they can also split up (for example 2 hives under attack)
- gorge: can send his babblers to protect with babblershield his teammates a bit randomly in -
healingsituations(unfortunately without 100% accuracy)
- aliens: chat messages from bots that causes problems with hallucination has been fixed with appearing errors in
console and freezing illusions
- aliens: all roles that the bot takes in a active game will now shown in the console after game get startet or a bot/s was
added (for a short time cause kill feeds etc.)
- and other fixes

Update: 10 Oct, 2024 @ 12:55pm

- marine continues to build if he is not attacked and his threshold distance to the enemy is not exceeded
- skulk lurking waiting function slightly improved, so that he should always attack when there are three of them

Update: 10 Oct, 2024 @ 6:28am

- marine: hopefully the welder bug when building is completely fixed
- marine: is it now really possible to continue building a structure when the enemy is not in their immediate vicinity (bevor they all run like dogs after every enemy that is "miles" away)
- tiny code fixes

Update: 8 Oct, 2024 @ 12:44pm

- marine: fixed a bug where the bots could not weld/build the target properly (unfortunately, it still occurs, but not as often)

Update: 6 Oct, 2024 @ 9:48am

- gorge detects damages to all important structures and goes to heal them
- skulk's lurk/wait ability adjusted (needs a few better sequences)
- skulk can detect and attack empty exosuits (sometimes he needs multiple attempts)
- onos can detect and attack empty exosuits
- fade danger hive wait time set to 0 to avoid a rare bug that caused the bot to freeze (seems to be fixed now)
- lerk can involve his friends a bit better in his combat behavior
- marine can weld empty exosuits and takes a welder with him before buying an exo (changes on the weldsystem)
- marine bot will repair his damaged exo on the armory and then use it again as long as it is possible (like human players / for faster deployment)
- marine: a bot will weld an exo player in combat if he has a welder and only an AR as a weapon

Update: 1 Oct, 2024 @ 6:01am

- gorge doesnt heal endless clogs or hydras
- gorge should not have a bug when he try to heal the hive (sometimes he becomes deadlock)

Update: 22 Sep, 2024 @ 8:43am

- there should now always be 1 - 2 gorges in the game (maybe depends on bot rate / sometimes it takes a while)
- rotation speed of the bots increased for a slightly better movement

Update: 22 Sep, 2024 @ 2:10am

- gorge can now detect damaged hives and will now heal all hives, no matter how many there are and/or far away from him (high priority)

- skulk's ability to hide has been reworked: he now has a waiting time limiter to prevent him from freezing in his waiting loop if, for example, a marine bot gets stuck or something similar and he always watching him through walls etc.

- skulk will now retreat further into the hive after the initial phase if he has low hp and the conditions are right (similar to how humans do)

Update: 21 Sep, 2024 @ 6:39am

- lerk: fix a bug with his retreat and attack movement
- marine: add some lines to pickup advanced dropped weapons in hot zones more often with some care

Update: 15 Sep, 2024 @ 11:07am

- gorge bug fix: the bot can now better switch between different target conditions when attacking marines with bile or spit ability without constantly confusing the target information.
- gorge bug fix: will no longer heal endless babblers
- marine can now pickup advanced weapons more often even if he is in combat when his group is large enough and the enemies are few