Stormworks: Build and Rescue

Stormworks: Build and Rescue

Bungeling Raiders (Hostile A.I. Encounters)
367 Comments
Captain Robertson  [author] 14 Jul @ 3:46am 
Glad to hear that old addon from MrNJersey still works. I'll let the two of you add each other as friends and continue any further discussion regarding NPC companions in private, because as per the FAQ I like to keep this comments section on the topic of this addon as much as possible.
Arelium 13 Jul @ 9:03pm 
You could always use an autopilot system with radar target location & loiter around point stuff. You could also use sensors to detect terrain and go around it, or more simply, use a waypoint-to-waypoint autopilot.

To wrap it up, all these are actually possible. You can also use radar-guided weaponary like it is in this addon, you don't really need actual gunners. I mean this basically turns it into From The Depths now that I think about it lol.

(Part 2, end)
Arelium 13 Jul @ 9:03pm 
NJ's Rescue Addon can be used to call in rescue helicopters & boats which are not stupid and won't crash into the water/terrain, they'll take some money from you depending on rescue type and for the boat, it'll come near you and stop moving until you've sat in a seat and take you to the GPS location you enter if i remember correctly, and the helicopter will hover near you, lower a harness for you to get in and the same GPS thing.

As for AI Drivers, there was a self driving add-on, I believe "Gorilla Auto Pilot" or something as such, but I don't know if it works in water/air, I think it might only work for land navigation.

(Part 1, character limit)
Captain Robertson  [author] 13 Jul @ 4:41pm 
@shapunzel23 - Both this and the Improved Civilian Traffic addon were updated last week and I replied to that Arelium person a few days ago, so yes I'm still active but as mentioned above, this addon is considered more or less feature complete and will only be getting bug fixes going forward.

With regards to addons/mods that gives you AI companions that can help you attack enemy vehicles 'etc' then the best one I've seen so far is probably the PvE Gunners 2 addon by A_S_T.
As far as I'm aware no one has been able to code in any AI companions that can help you during rescue missions or be commanded to control any vehicles for you.
shapunzel23 13 Jul @ 3:06pm 
i wonder i dont know if the author is still active on this type of stuff but i have no idea if this exists at the moment but if it doesnt wouldnt it be cool to have friendly Ai companions that you could perhaps sail with like ships making a fleet and/or perhaps an ai rescue force say your ship sinks you could call on them to rescue you as a sort of roleplay or for extra fun aspect i wouldve made this myself if i could but i can barely make a decent looking ship in stormworks so yeah
Arelium 10 Jul @ 5:27pm 
Yea I did but I was expecting some kind of equilivient for it. Is it possible to use it with the Stormworks' AI to still get that Conquest part? I am trying to have a playthrough like From The Depths, where you can both face patrols and enemy bases. In the description, you said that we shouldn't with the Stormworks' regular AI and I was wondering why, does it break the addon or is it just because it's better that way?
Captain Robertson  [author] 10 Jul @ 8:50am 
@Arelium - Please read the description and FAQ carefully, this addon is NOT and has never been a conquest type game mode.
Arelium 9 Jul @ 3:32pm 
Do AI no longer capture bases with this addon? Is there no equilivient?
Captain Robertson  [author] 5 Jul @ 7:44pm 
@Banjo - There's no plans on adding any extra ships at this point, although you can kind of already simulate the enemies being pirates by restricting the vessel size to small, that way they should only spawn with armed speedboats.
Banjo 5 Jul @ 6:13pm 
Any chance we'll see a pirate version someday? I've always wanted simple pirate attacks in this game, and this definitely is the right concept. Just swap the militaristic boats for simple pirate vessels, and my dream Stormworks would be reality.
wesewn23 27 Jun @ 5:24am 
good job!
Captain Robertson  [author] 16 Jun @ 2:30am 
@QbertTheKiller - Not for this addon as it primarily focuses on low intensity combat against enemy ships and aircraft.

The AI is so shockingly bad in Stormworks that any infantry that are added to the ships would most likely get swept overboard whenever the seas get rough and end up being more trouble than they're worth.

The good news is that Zizo has mentioned in the past that he was eventually going to add proper combat missions that feature all the cool stuff you're waiting for, but in the meantime feel free to check out the land combat missions done by A_S_T, as they feature infantry at various locations in the world:
https://steamhost.cn/steamcommunity_com/id/the_droid/myworkshopfiles/?appid=573090
QbertTheKiller 16 Jun @ 12:52am 
i saw in one of the updates that ai infantry are a thing now? is it possible to do missions with ai guys around the place? i havent seen any
Freedomer 14 Jun @ 6:58am 
@Captain Robertson, wow, I didn't know there were such things.

Well, thanks for the replies, and for the mod of course. Thanks to your mod I was able to appreciate the potential of many helicopters and planes from other players.

Too bad the game without mods is very raw and uninteresting.
Captain Robertson  [author] 14 Jun @ 6:42am 
@Freedomer - If the missile you're using has a "keep active block" it will render in anything within 2km, including the enemy ship, this will allow you to engage them from beyond the 2km bubble around your own vehicle.

It is definitely possible though as during my playthroughs I've frequently sunk even those corvette sized enemy ships at ranges over 10km using those anti-ship missiles from the Perseus fast attack craft or a torpedo fired by one of the subs on the workshop, especially if the warhead is big enough to exceed the target's HP and if more than one of them is launched.
Freedomer 14 Jun @ 5:53am 
@Captain Robertson, okay, I got it, apologies, I probably could have missed some important points in the FAQ.

It's very frustrating to lose sight of enemy vehicles while flying a fighter jet.

I understand correctly, judging by the description some measures were made so that it was impossible to destroy enemy equipment 20 km away from it, but if it doesn't load, does the missile hit the target? And can an enemy ship sink at all if I'm out of its rendering radius? I have repeatedly noticed that hitting the ship with missiles, reloading and returning to the area of its rendering it immediately sinks.
Captain Robertson  [author] 14 Jun @ 5:26am 
@Freedomer - As per the description above and mentioned again in the FAQ; the render distance is not something we can change, this is hard-coded by the devs to be around 2km for all vehicles that aren't piloted/driven by a player or fitted with a "keep active block".

Maybe one day the devs will add the option in the settings menu to increase the AI vehicle render distance or let people mod it themselves, as right now it could probably safely be increased to around 4-5km for most players with little impact to performance - especially if they're in the middle of the ocean.
Freedomer 13 Jun @ 6:39am 
Is there any possibility to increase the rendering of enemy vehicles?
Captain Robertson  [author] 7 Jun @ 1:28pm 
@Jish - As with many rogue states out there you'll very quickly discover that the Bungeling Empire doesn't really care about the 1949 Geneva Conventions.
Jish 7 Jun @ 7:52am 
THEY WILL ATTACK HOSPITAL SHIPS?!
(also u should try make a military coastguard addon that will respond to these)
Jish 4 Jun @ 8:00am 
will my nuclear flare bombs still kill them? (radiation)
Lemroy Russkins 27 May @ 9:17pm 
OMG I've been searching for something like this since the DLC came out. THANK YOU!
Captain Robertson  [author] 13 May @ 10:10am 
@Courier_Seis - It works, but as mentioned in the description above it's not really recommended.

Running the Bungeling Raiders addon at the same time as the conquest mode has been known to slow the game down considerably for some players, especially during the mid-to-late stages of the conquest game when there's a lot more going on around the map.
Courier_Seis 12 May @ 3:57pm 
will it cause any issues if I leave the official DLC weapons AI addon on? I kind of want to have both of these active during my play-through.
Captain Robertson  [author] 5 May @ 2:47am 
@Scyvar_ - Yes, all the available commands are listed in the FAQ.
Scyvar_ 4 May @ 1:29pm 
hello, can I spawn AI ships with commands?
Captain Robertson  [author] 4 May @ 3:51am 
@rowen.b627 - I've just tested this out with a new game in case Geometa sneaked in a new hotfix that broke something again but No, everything still works fine and they shot the hell out of my poor speedboat so I'm not sure what the issue is but it definitely seems to be on your side.

None of my testers have reported any problems since the v1.42.2 patch either.

I know that there's issues with the Steam Workshop not reliably updating it's content for games recently, so that might be a contributing factor?
rowen.b627 3 May @ 9:14pm 
I have a problem where the AI will not fire at me, they move around and I'm able to sink them but they wont fire at me, I tried unsubscribing and then resubscribing but nothing seems to work ive tried multiple new worlds but its the same problem every time
supamotz 13 Apr @ 2:31am 
Thank you very much. Turns out I forgot to setup any controls for my turrets. which is why it wasn't working for me haha.
Captain Robertson  [author] 13 Apr @ 2:04am 
Yes, as far as I am aware A_S_T still has vehicles with the tags "type=enemy_ai_boat" and "type=enemy_ai_heli" added onto the list of targets that the PvE Gunners will shoot at. If not then you could always ask them politely if they could add them for you.

I'm surprised you're asking me this question though, as this is something you could have easily found out for yourself after a couple of minutes of testing it out in-game? ;)
supamotz 13 Apr @ 12:29am 
Is this compatible with the PvE Gunners mod?
Captain Robertson  [author] 12 Apr @ 6:29pm 
I've just added a quick hotfix to the bug introduced in Stormworks v1.14.2 where all seats with the Designator AI tag had axis 1 [a/d] and axis 2 [w/s] swapped around, which was preventing the enemy vehicle's from tracking their target and firing their weapons.

A copy of the previous version of this addon has been saved just in case Geometa release a patch to fix this bug in the near future and the axis revert back to their original settings.
Captain Robertson  [author] 12 Apr @ 11:33am 
@Дима Крит Машина - See the top of the description.

Unfortunately this addon has been broken due to some changes the Devs have made to the AI Gunners in a recent patch and we're currently looking into it. Sadly our most experienced coder is away at university at the moment so this may take a little time.

The worse case scenario is that if we can't fix it via coding then we can always go back to using the old versions of the vehicles with the Fire Control Radar that makes the enemies attack everything indiscriminately.
why don't raider ships attack me, even if I attack them they don't attack back, and this is a problem with ships and not with aircraft
Mihaly A Shilage 9 Apr @ 2:10pm 
@wesewn2 go to new game. addons. and wait for your addons to load the list then search for this addon via the name and search bar. click the slider until it is activated. boom enjoy.
wesewn23 9 Apr @ 1:05pm 
where i active it??
Captain Robertson  [author] 21 Mar @ 5:47am 
@A_S_T - There we go. I've made the option to show the markers of the civilian traffic that are under attack separate from the those of the hostiles that have been spotted, that way players can choose to have them both off or on at the same time.

It was a fairly quick and simple change to make - but don't forget that having both of those marker options turned off will mean you will actively need to hunt down the Bungeling Raiders using only your own radar, sonar, eyes 'etc' and will make it more likely that you'll run into one of them by surprise during one of the game's search and rescue missions or while you're delivering cargo.... Unless that's exactly the kind of excitement you were looking for, of course. Hehehe. ;)
Captain Robertson  [author] 20 Mar @ 7:53pm 
@Gustavo - Many thanks for the kind words but I can't take all the credit, I'm just the project lead and vehicle creator/editor, I may have started all this but the majority of the coding work was done by my esteemed colleague Professor Sins (also known as Rice on discord), without whom this addon would have been nowhere as good as it is right now. :steamthumbsup:
A_S_T 20 Mar @ 7:52pm 
@Captain Robertson ok, that's what I was doing up until now lol
looking forward to you adding this feature then! Keep up the good work!!
Bro 20 Mar @ 7:40pm 
wow your work is incredibe. wish i discovered this sooner..
Captain Robertson  [author] 20 Mar @ 7:36pm 
@ A_S_T - Not yet, although I might add that in a future update, but saying that - you're a fellow content creator and actually quite a skilled coder so in the meantime you could probably do something similar with a local copy of this addon by deleting or commenting out line 801 where it reads trackVictims()

Then

Delete or comment out using --[[ and ]]-- everything from line 1186 to line 1217, which is the function that tracks victim vehicles on the map.

That should pretty much achieve the same thing without breaking anything.... Hopefully. ;)
A_S_T 20 Mar @ 7:08pm 
Is there a way to turn off both mayday messages and approximate locations of them?
Also, just noticed that you're also utilizing a laser IFF, right on mate :ac7lockon:
Captain Robertson  [author] 12 Mar @ 6:38pm 
@thomas face - You are most welcome!

I've just updated the addon a few hours ago so that the Bungeling ships now make use of the actual flags that came out in patch v1.14.0 instead of those old blocks swaying around on pivots.
I've just used the plain blood red flag for now but might mod in a textured one at a later date if I've got the time.

I've also made a few changes to the helicopters so the dumb A.I. pilots should be a little better at strafing, both with guns and rockets and hopefully be a little less likely to flip over, lose control and crash during combat.
wesewn23 12 Mar @ 11:42am 
THANKS THANKS THANKS THANKS THANKS 1000 more time
Captain Robertson  [author] 3 Mar @ 6:06pm 
@j - Thanks very much for the kind words, it's always great to see how much other people are enjoying this and I'll try to keep it updated as much as possible, especially if there's been a big Stormworks patch that changes anything.
j 3 Mar @ 5:36pm 
Just wanted to let you guys know I refresh this page 24/7 to keep an eye on the updates on this addon, thanks so much for all your works
Captain Robertson  [author] 1 Mar @ 7:56am 
Sadly our lead coder left to focus on university before we were able to add or test out things like that, we'd only just started testing ground vehicles and hadn't started on groups of ships or convoys yet - if you check out our GitHub you'll notice that we already had a rough idea of how we wanted it to work and the systems are already in place for it (vehicle wise) as the Bungeling Raiders will no longer shoot at their own units now.

Maybe in the future if they ever come back, or another coder joins the team we'll be able to add groups or convoys 'etc' but unfortunately right now it just isn't feasible.
Sanya_Litvyak 1 Mar @ 6:51am 
kinda wondering if there could be a rare chance for a wolfpack group of like 2-3 ships?
Captain Robertson  [author] 28 Feb @ 5:48pm 
That's the anti-submarine warfare update released, including a new ship based on a hull from the talented Slofi and an ASW helicopter by TomDRV, you can find both of the original versions in the credits section.

I've also added the option to exclude non-submarine vehicles that are armed with torpedoes in the options, the ability to select a minimum as well as maximum vessel size now along a few other tweaks that you can find in the change log.
Mich Bam 26 Feb @ 5:07pm 
I've been doing some testing in on Passive Sonar&Laser Systems, I was thinking about implementing it into a gps torpedo, though that may not work well enough. I'll have to get back to you on that. Also, even if I manage to get it working well, it will not be to multiplayer standarts.