Space Engineers

Space Engineers

Invaders!
49 Comments
Nep-Nep 1 Mar, 2017 @ 9:47am 
How long is this mod going to remain broken?
nxterminator579 8 Dec, 2015 @ 9:42am 
you should try making these as pirates, and maybe use the vanilla turrets, and make planet capable versions XD
Arara  [author] 19 Aug, 2015 @ 8:12am 
Sensors can enable to detect ships by API.
Long-ranged sensor MOD may be useful for that.
You can found the sensors and ingame-AIs in workshop.
Good Luck
Cheetah 19 Aug, 2015 @ 3:32am 
Anyway, thank you.
Also, after shooting and killing countless numbers of these Invaders I began thinking about a friendly drones with a script which would search for Invaders and shoot 'em down. Of course, they must be player-crafted (not just spawned as another kind of cargoships), and then released on a free hunt (with possible wayback script allowing for refuel and ammo restock).
How it is possible to get targets visible with antenna using ingame-available API?
Arara  [author] 12 Aug, 2015 @ 9:45am 
Economical competition is possible theoretically, but it must be hard to make..
Arara  [author] 12 Aug, 2015 @ 9:37am 
this may have lower frequency, if it worked well. sorry I've forgotten to add to the collection.
Cheetah 12 Aug, 2015 @ 5:14am 
This thing is just what I need to spice up boring singleplayer.

However, it needs some balancing based on either spent game time or invader base level. When you start a new world and in less than 10 minutes there's a few cruisers beating the door with big guns - that's no fun.
Can you add some timer which will allow for heavy ship spawning only after N minutes of playing in the world?

Also, this will be nearly impossible to do, but it will be great if random encounters will be replaced with starcraftish economical competition, when AI starts on a simple base and has to mine resources and build invader ships from blueprints, gradually expanding it's base, and if the player will find and destroy the base - he will receive some time of peace.
nxterminator579 16 Mar, 2015 @ 12:20pm 
I might try my hand at modifying some of the invaders for primary weapons assault and turning around
Arara  [author] 8 Mar, 2015 @ 12:15am 
I planed that but it is little difficult to aim target while fling.
nxterminator579 6 Mar, 2015 @ 7:45pm 
I gotta say: you are one of my favorite modders
nxterminator579 6 Mar, 2015 @ 7:39pm 
You should try using programmable blocks to attempt to redirect them towards foes while they last, maybe even add a few sensors so that they can detect targets in a limited radius so the "Invader Fighters" and "Invader Attackers" can actually Attack with their gattling guns and reloadable rocket launchers

It would be amazing to see those guys attempt bombing runs
Arara  [author] 4 Mar, 2015 @ 6:46am 
you need to install ”Invader Script”(recommended + Kill Counter) and Invader ships(Invader ~ as Cargo ship), and the ships' requisite mod.
Arara  [author] 14 Feb, 2015 @ 7:42am 
yes, cargo ships have short life.. and sometimes changed.
DaAndMan 14 Feb, 2015 @ 6:59am 
doesnt seem to work they all spawn and come after me but they dont stop moving so they just end up running past me until they despawn
___ラ ン ス___ 9 Feb, 2015 @ 7:06pm 
ahh ok then, I would really like there to be some type of battleship that has manual cannons that the invader script would use to fire at you.... its like the one script that allows you to control multiple manual turrets at once
Arara  [author] 9 Feb, 2015 @ 6:47pm 
@Stealthfighter
you say about fixed weapons? i want to do so but it need speed calculating, i need some time

@Fyury
you can make your ship as Invader, see the guid.
Fyury 9 Feb, 2015 @ 2:26pm 
Invader script is awesome... but if I do not want to use the orange thruster mod in my world, the majority of these ship in this list I cannot use. Which is why I use RST and I know I can rename ships myself. I just think there are some really nice ships in this collection (so you have done a great job), I was just saying its unfortunate they are all dependent on a specific ship mod.
___ラ ン ス___ 9 Feb, 2015 @ 2:24pm 
why don't the invader fighters fire at you when you get close?
Arara  [author] 9 Feb, 2015 @ 2:21pm 
You need the script and mod to spawn Invader ships(Invader ~ as Cargo ship).
and, the ships may have requisites mod(Most of my Invaders need Orange thrusters).
Fyury 9 Feb, 2015 @ 2:19pm 
I love all the "Invaders Ready" ships, I just wish there were more that did not have mod requirements, or at least only used cosmetic mods so you could omit them if desired. I like the RST Encounters mod which provides Invaders Ready ships if anyone is looking to expand their target universe :-)
Yojimbo 9 Feb, 2015 @ 11:00am 
To use the invader mod I assume i need to have most of these files? I just downloaded the Invaders and score keeping one and nothing spawns. Still having regular cargo ships like military transports and shuch spawning. Please help
___ラ ン ス___ 25 Jan, 2015 @ 11:49am 
lol
Veepo The Goblin Maid 10 Jan, 2015 @ 8:34pm 
shit doesn't work
Arara  [author] 9 Jan, 2015 @ 10:37am 
I tested it.. I can create mod that spawn Invaders as exploration ships. But exploration ships seem to be "green" so they can be as Invader but not be enemy.
Also I tried to change owner but ChangeGridOwnership method still not working :-(
nxterminator579 5 Jan, 2015 @ 1:03pm 
You should totally make invader ships that don't require mods for the exploration update in the form of blueprints (be sure to read the rules and idk if it is still going on)
CDR F. Cadigan 18 Dec, 2014 @ 3:28pm 
starlight i think they don't hurt you because your too far away
nxterminator579 18 Dec, 2014 @ 2:01pm 
Invaders spinning out of control and fighting each other, the idea is good but something kinda went wrong somewhere, I don't even know if it is in your programming, and it worked before a game update to a large degree
RiP candyland 13 Dec, 2014 @ 2:28pm 
thanks for the list man. made getting this mod to work much easier.
Alakeram 29 Nov, 2014 @ 8:53pm 
so.. is this mod broken?
Cmdrblade 6 Nov, 2014 @ 4:27pm 
when its all fixed and everything is looking good . . .quoting starlight: This is a great idea
make . .the . .MAP for empire strikes back and add it to this mod collection
Robthedude 6 Nov, 2014 @ 8:13am 
they went spinning in all directions when i played before the update, i hope this gets fixed soon tho, kinda liked it, testing ships for multiplayer fights with this mod
Arara  [author] 6 Nov, 2014 @ 3:28am 
The script had worked once, but now doesn't work because API changed(or crushed..). wait adaptation(or API fixed).
Morose 4 Nov, 2014 @ 3:42pm 
This is a great idea but the enemy ships don't seem to attack me. Are they supposed to, or is that jut a feature not possible yet?
Cmdrblade 21 Oct, 2014 @ 4:27pm 
it would be soo cool recreate empire strikes back asteroid field and do this with asteroid bases!!!
Robthedude 20 Oct, 2014 @ 3:17pm 
Going to try soon with a friend, already looking foreward to it
keep up the awesome work Arara :D
Your Pal Deebs 18 Oct, 2014 @ 9:12pm 
Huge potential! I hope to see the ships able to rotate soon. Very awesome.
a beast most foul 18 Oct, 2014 @ 6:56pm 
I have enabled all the mods but i dont seem to get frigates or the crusiers.
SuperPresident-Elect O. Tocrat 17 Oct, 2014 @ 12:22am 
it seems i cant run the mod set after the new patch... is it broken? because it happens even when your mod set is active only.
Arara  [author] 16 Oct, 2014 @ 7:36am 
And Thanks for All applause!:bored:
Arara  [author] 16 Oct, 2014 @ 7:32am 
I think so, because that is "Rush" :)
you need to concentrate on intercepting Invaders.

If you don't need Rush, remove CargoshipRush Mod.
(Invader Script doesn't require it.)

And, Of cause the cargo ship setting must conflict with another cargo ship setting.
SuperPresident-Elect O. Tocrat 15 Oct, 2014 @ 6:31pm 
this is an epic mod no doubt but the mass spawning of ships on a 3 min interval seems a bit overkill, creating a mod script so that the next wave wont spawn until the previous one is dealt with would be great.

also it seems to conflict with the "hostile universe" cargo ship timer mod.
Black Lantern 15 Oct, 2014 @ 4:02pm 
Arara, I have made maps with waves that are on timers to come attack, and it really brought the game alive for a lot of people. what you have here is absolutely brilliant, and you deserve to win the internet today. Thank you and I will follow this development close.
Arara  [author] 15 Oct, 2014 @ 8:48am 
>lsfra
Thanks for your suggestions and report again.
About "signal lost" problem, I haven't find cause.
If you find some error logs, please tell me.
Arara  [author] 15 Oct, 2014 @ 5:34am 
You can remove the mods and back it later.
or if you want to start invading automatic, you can edit GlobalEvents.sbc>FirstActivationTimeMs.
Nalzir 14 Oct, 2014 @ 1:30pm 
love it but lags game to all hell :S also they spawn in so fast if i create new game so not sure if i need kina base first befor activate the mod or somtihn
Arara  [author] 14 Oct, 2014 @ 6:25am 
Thanks for your report.
I guess that is sync problem.
That problem had caused on my environment, but not usually, more times to large ships. Large ships are more heavy load for process, so it may not finished to load between update cycles. I think script itself is going well..maybe
Fluffy 14 Oct, 2014 @ 12:41am 
Hi Arara,

I play witsh your script, but the problem is :
-when the invaders spawn, the conter says "invader signal lost"

Good Dévelopement !
KilledJoy 13 Oct, 2014 @ 11:19pm 
Do i need all of these?
Mightyegg 12 Oct, 2014 @ 11:07am 
............