TerraTech

TerraTech

Advanced AI
 This topic has been pinned, so it's probably important
Legionite  [developer] 28 Feb, 2023 @ 5:46pm
Suggestions and Ideas
If you have any suggestions or ideas for this mod, feel free to post them here.
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Showing 1-15 of 17 comments
Not getting the Select AI GUI like I should be getting
I have no mods that change AI, And not many mods from the TTMM thingy, Yet when I attempt to make a turret be a turret it just becomes dum and Build beams away.
Legionite  [developer] 15 Jan, 2023 @ 1:59pm 
TTMM is no longer supported. Many of the mods on there are not fixed and WILL cause issues regardless due to game changes.

TTSMM is where all the mods are headed to any you can get it through 0ModManager on the workshop as well as the other mods present on the workshop.

You must uninstall TTMM completely or assume it's the cause of most of your problems and use it carefully. TACtical AI is not updated any more and it's successor, Advanced AI still is.
brickysky160 24 Jan, 2023 @ 7:13pm 
not finding my main base
I have a main base that is nothing but 100 geo corp wireless chargers when I set my tech to scout it fails to detect this as the Main base. Please add a setting to manually set bases as a “base” for techs to return to when they would like. I would also like to recommend a force load on each tech as an option that way they are never “frozen” when out of render distance.
Legionite  [developer] 23 Feb, 2023 @ 5:35pm 
Force-Loading is still WIP and an experiment in RandomAdditions as it has caused Techs to fall out of the world.

Recently things have been going smoothly for it so it might be possible to bring over to this mod sometime soon.

On the other hand, Techs driving off-scene and performing actions is WIP and being experimented for the enemy AI only so far, and my be done for allied AI instead of tile-loading, which has far more sever performance penalties in the long-run
BROMINATOR 1 Apr, 2023 @ 3:28pm 
Just to make this mod a good bit more lively.

Maybe more kinds of interactions could be added, like buying or selling blocks or resources to techs, or missions from techs, maybe even giving basic missions to other techs.

Just some idea I had.
Surr3alD3sign 5 Jul, 2023 @ 10:02am 
add some kind of failsafe to stop techs from endlessly running away. it makes most missions impossible early game bc you cant catch them
RipMe/Vipr 30 Jul, 2023 @ 2:53am 
Originally posted by Surr3alD3sign:
add some kind of failsafe to stop techs from endlessly running away. it makes most missions impossible early game bc you cant catch them
I 100% agree and have seen this myself, I let the mod dev know hopefully he deals with it.
RipMe/Vipr 30 Jul, 2023 @ 2:54am 
Can you make it so when you claim an AI base by paying them, then give resources to it which makes it spawn more? Once we don't want more we despawn it kind of like how we do when we get money we upgrade.
RipMe/Vipr 30 Jul, 2023 @ 2:56am 
Some harder missions would be good too. Not too many maybe 6-12 new ones half decently hard then the other half REALLY hard but give insanely good loot.
RipMe/Vipr 30 Jul, 2023 @ 4:47am 
Could you PLEASE reduce the cost to have the AI build stuff? The pricing's insane, 150k or so to build JUST a small base and about 15k to spawn a small 3 drill only cab guns tech.
Hatsune Miku 18 Aug, 2023 @ 6:37pm 
can you please fix turrets trying to shoot enemies way out of their range?
Last edited by Hatsune Miku; 18 Aug, 2023 @ 6:37pm
Russian translation, I am from Russia and understand English very poorly, so I am writing through a translator, if there is an opportunity or not, I would like to see it.
Mrs. Hängpung 28 Dec, 2023 @ 4:14am 
I have played around with this mod since early versions of both the mod and the game in itself. Now with the fixes I have seen to this mod it has grown a lot more enjoyable which brings me to my suggestion

I'd like to see a feature where players can assign roles to AI, influencing their behavior. For instance, I could designate one AI as a Harvester and instruct other robots to protect units with that role, essentially assigning ranks. Now the protecting Ai's wont wander off protecting other techs I don't need them protecting and remain in their actual duties.

It would be fun to see how this feature could be expanded upon aswell with things such as conditions where bots will only {} if {} :steamhappy:
Stagbeetle6_ 18 Feb, 2024 @ 2:44pm 
add a way to undo adding snapshots to the ai pool
Lucasamiel0406 29 Apr, 2024 @ 11:17pm 
Add a height limit to space and flying techs hover/idle, generally techs will simply go up indefinitely or stay way up combat/ground, usually filing the map with useless ally/enemy tech that won't help you or fight you.
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