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cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f [2022/08/30 01:34] – [-Role-] More clear categorizing and better visual spacing Vertucw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f [2022/08/30 01:44] (current) – [[VAU CPack] Fighter (VGPSF)] Better wording cohesion Vertu
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 <=[[cw4:info:start#custom_units| Index]]\\ <=[[cw4:info:start#custom_units| Index]]\\
 <=[[cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db| VAU CPACK]]\\ <=[[cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db| VAU CPACK]]\\
-====== [VAU CPack] Fighter (VGPSF) ======+====== [VAU CPACK] Fighter (VGPSF) ======
  
 {{:cw4:cmod:docs:vgpsf.jpg?nolink&400 |}}\\ {{:cw4:cmod:docs:vgpsf.jpg?nolink&400 |}}\\
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 )) from a Neutron Star. )) from a Neutron Star.
  
-<hidden LORE DETAILS:>Vertu survived the great filter known as the technological barrier of stagnation that (99.9E100)% of technological empires fall and perish to when their technology becomes so advance, the species that made it forget how they did so, commonly out of laziness like "let the computer do it" and other reasons. Vertu has long since surpassed this hurdle and has spiraled out of control in it's innovation, becoming an anomaly of a developed society that broke the cycle of evolution-devolution-evolution and mastered Clark Tech((Clark Tech is technology so advanced, it is hardly distinguishable from our concept of "magic".)).\\+<hidden VERTU LORE DETAILS:>Vertu survived the great filter known as the technological barrier of stagnation that (99.9E100)% of technological empires fall and perish to when their technology becomes so advance, the species that made it forget how they did so, commonly out of laziness like "let the computer do it" and other reasons. Vertu has long since surpassed this hurdle and has spiraled out of control in it's innovation, becoming an anomaly of a developed society that broke the cycle of evolution-devolution-evolution and mastered Clark Tech((Clark Tech is technology so advanced, it is hardly distinguishable from our concept of "magic".)).\\
 This has put them so far ahead of any intelligent species and even those at their apex and on the brink of self destruction from this great filter, find anything of Vertu they encounter to be a "God" and even go so far to restructure their society to convert into a form of spiritualism (and forget any primitive society below Kardashev((The Kardashev Scale is a categorization of a civilization's ability to harness and use energy. A Kardashev 1 civilization has full access and exploitation of their entire planet's available energy, including indirect means like using Solar Panels on it's surface. A Kardashev 2 civilization would of harnessed the full energy of their native solar system and in the realms of Sci-Fi, most "interplanetary civilizations" are actually //nowhere near// Kardashev 2.)) 2!) in the presence of such levels of technology and Clark Tech. Vertu however, expresses pure hatred for such praising behavior and exterminates any society that obviously expresses such behavior towards them. That is, after their refusal to comply to the many, many, very strongly worded messages sent to the leader(s) of said society primary by hacking into the nearest digital system(s) in their proximities. If Vertu didn't "displace" them already that is since the Vertu Empire can care less if a strategic planet is inhabited by a civilization less than Kardashev 2.5. They will still act as if it wasn't inhabited and expect the locals to do nothing significant enough for the acknowledgement of existence by Vertu //or else//. If they are at or above Kardashev 2.5, things become more than a free real-estate business simulator for Vertu.</hidden>\\ This has put them so far ahead of any intelligent species and even those at their apex and on the brink of self destruction from this great filter, find anything of Vertu they encounter to be a "God" and even go so far to restructure their society to convert into a form of spiritualism (and forget any primitive society below Kardashev((The Kardashev Scale is a categorization of a civilization's ability to harness and use energy. A Kardashev 1 civilization has full access and exploitation of their entire planet's available energy, including indirect means like using Solar Panels on it's surface. A Kardashev 2 civilization would of harnessed the full energy of their native solar system and in the realms of Sci-Fi, most "interplanetary civilizations" are actually //nowhere near// Kardashev 2.)) 2!) in the presence of such levels of technology and Clark Tech. Vertu however, expresses pure hatred for such praising behavior and exterminates any society that obviously expresses such behavior towards them. That is, after their refusal to comply to the many, many, very strongly worded messages sent to the leader(s) of said society primary by hacking into the nearest digital system(s) in their proximities. If Vertu didn't "displace" them already that is since the Vertu Empire can care less if a strategic planet is inhabited by a civilization less than Kardashev 2.5. They will still act as if it wasn't inhabited and expect the locals to do nothing significant enough for the acknowledgement of existence by Vertu //or else//. If they are at or above Kardashev 2.5, things become more than a free real-estate business simulator for Vertu.</hidden>\\
 The Vertu Fighter is the pinnacle of Vertu Engineering, being one of the few examples of quality so developed, no concept of "quantity" can rival it's "quality". Put the Fighter against odds using quantity and it will almost always come out on top in a way that favors quality over quantity.\\ The Vertu Fighter is the pinnacle of Vertu Engineering, being one of the few examples of quality so developed, no concept of "quantity" can rival it's "quality". Put the Fighter against odds using quantity and it will almost always come out on top in a way that favors quality over quantity.\\
-<hidden If you play VPAC and question this under how having enough Light SAMs can force a Fighter to retreat and abandon the defense, click here.>Understand that the Fighter only retreated because you brought it down to 90% integrity when it wasn't trying to be tough and couldn't care less in committing to defending a place there are uncountable numbers of from some Blue Liquid-like thing that Creeps along the surface and dissolves selective things //in contact with it//. It was sparking and smoking because it had a bunch of //**electric plasma fires stuck to it in any nook or cranny which was annoying the shit out of the Electric Intelligence**// as the residue created bolts of electric discharges and combusted the surrounding atmosphere much like how Lightning does but on a micro-level and very frequent. If you got a Thermometer onto a VPAC map, you would notice that over time, the map would get hotter.. hotter.. and hotter.. with no visible source of heat. It would all be from the Plasma shots from Light SAMs slamming into the air and or whatever physical object and it's plasma-electric residue combusting the Atmosphere and releasing micro-lightning-discharges. Have this go on for long enough vs the one-time strike from lightning and the surrounding air can get toasty. I would also rather not give the Fighter some thousands of health. 75 will do for how "if at 0, it's good enough for a retreat".</hidden>\\+<hidden If you play VPAC and question this under how having enough Light SAMs can force a Fighter to retreat and abandon the defense, click here.>Understand that the Fighter only retreated because you brought it down to 90% integrity when it wasn't trying to be tough and couldn't care less in committing to defending a place there are uncountable numbers of from some Blue Liquid-like thing that Creeps along the surface and dissolves selective things //in contact with it//. It was sparking and smoking because it had a bunch of //**electric plasma fires stuck to it in any nook or cranny which was annoying the shit out of the Computer Intelligence**// as the residue created bolts of electric discharges and combusted the surrounding atmosphere much like how Lightning does but on a micro-level and very frequent. If you got a Thermometer onto a VPAC map, you would notice that over time, the map would get hotter.. hotter.. and hotter.. with no visible source of heat. It would all be from the Plasma shots from Light SAMs slamming into the air and or whatever physical object and it's plasma-electric residue combusting the Atmosphere and releasing micro-lightning-discharges. Have this go on for long enough vs the one-time strike from lightning and the surrounding air can get toasty. I would also rather not give the Fighter some thousands of health. 75 will do for how "if at 0, it's good enough for a retreat".</hidden>\\
  
 These fighters are everywhere, so although their quality required substantial investment and careful applicating, they can be easily summoned via the [[cw4:cmod:docs:fe4a67bc-f8b6-44b8-a0a9-54e89855edfb | Summoner]] due to how the Vertu Empire micro-manages these fighters. Although their demand is infinite, the supply can meet said demand so long as it's not unreasonable. These fighters are everywhere, so although their quality required substantial investment and careful applicating, they can be easily summoned via the [[cw4:cmod:docs:fe4a67bc-f8b6-44b8-a0a9-54e89855edfb | Summoner]] due to how the Vertu Empire micro-manages these fighters. Although their demand is infinite, the supply can meet said demand so long as it's not unreasonable.
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 ===== -AI (Artificial Intelligence)- ===== ===== -AI (Artificial Intelligence)- =====
-All VAUs except the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]] have proper AI with two separate parts which combine into said proper AI+All VAUs have an AI to restock ammo and almost all, exceptions being the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]]have proper AI for independent operation without you giving them orders
-  * The first AI is AutoRestock AI which is responsible for controlling the VAU when critically low on ammo and needs to go restock. It will even override the main AI by having priority. It is a very simple set of logic that tells the VAU to and how to go either to the Rift Lab or [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon if it's available and active. It will also react to the Desired Ammo widget that specifies how much ammo the VAU should wait to obtain when restocking. When the VAU's ammo reaches at or above the Desired Ammo, the AutoRestock AI will release it's control. If the Desired Ammo is at "~MAX", when the VAU obtains 5 ammo less than it's max ammo, a timer will count down based on the VAU's Charge Speed widget to simulate the next 5 packets on their way and how long it would take to receive all 5 remaining packets. Once the timer expires or full ammo is achieved at any moment, AutoRestock AI finishes and relinquishes it's control. This means that if the VAU is firing and using ammo while restocking, it won't be stuck restocking by waiting for newly sent ammo packets sent every time it fires before that original packet arrives and a new one needs to be sent to give it full ammo. +  * The first AI is <color #00FF00>**AutoRestock AI**</color> which is responsible for controlling the VAU when critically low on ammo and needs to go restock. It will even override the main AI by having priority. It is a very simple set of logic that tells the VAU to and how to go either to the Rift Lab or [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon if it's available and active. It will also react to the Desired Ammo widget that specifies how much ammo the VAU should wait to obtain when restocking. When the VAU's ammo reaches at or above the Desired Ammo, the AutoRestock AI will release it's control. If the Desired Ammo is at "~MAX", when the VAU obtains 5 ammo less than it's max ammo, a timer will count down based on the VAU's Charge Speed widget to simulate the next 5 packets on their way and how long it would take to receive all 5 remaining packets. Once the timer expires or full ammo is achieved at any moment, AutoRestock AI finishes and relinquishes it's control. This means that if the VAU is firing and using ammo while restocking, it won't be stuck restocking by waiting for newly sent ammo packets sent every time it fires before that original packet arrives and a new one needs to be sent to give it full ammo.\\ 
-  * The second AI is the "Full AI" which is more advanced sequences of logic that can actually be confidently called a form of AI rather than a logic sequence. This AI can do some forms of problem solving in the CW4 mission. This includes the reaction of being low on health and retreating to the Rift Lab, fully retreating (as in leaving the mission) when out of ammo and no ammo can be found within enough time, searching for targets, avoiding Creeper, entering formations (currently specifically for Fighters only), and eventually: prioritization logic and reaction to special buildings being under threat by Creeper and attempting to defend them (currently not yet implemented).+ 
 +  * The second AI is the <color #00FF00>**"Full AI"**</color> which is more advanced sequences of logic that can actually be confidently called a form of AI rather than a logic sequence. This AI can do some forms of problem solving in the CW4 mission. This includes the reaction of being low on health and retreating to the Rift Lab, fully retreating (as in leaving the mission) when out of ammo and no ammo can be found within enough time, searching for targets, avoiding Creeper, entering formations (currently specifically for Fighters only), and eventually: prioritization logic and reaction to special buildings being under threat by Creeper and attempting to defend them (currently not yet implemented).
  
 ==== -Auto Restock AI- ==== ==== -Auto Restock AI- ====
-Only the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]] don'have this kind of AI. The [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]] also has some noticed potential issues with this AI so don't expect it to work too well on the [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]]. It is an underdeveloped part of the [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]] (due to lack of need to do something about it).+All VAUs have this kind of AI. The [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]]'s AutoRestock AI however currently does not work. It is an underdeveloped part of the [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]] (due to lack of need to do something about it).
  
 Whenever the VAU runs out of ammo, it will retreat to the Rift Lab to restock ammo. However, if a [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon is present and is online, it will go to it instead.\\ Whenever the VAU runs out of ammo, it will retreat to the Rift Lab to restock ammo. However, if a [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon is present and is online, it will go to it instead.\\
-If a VAU goes to a location to restock and that location has a form of connection at or above 15 terrain height, no matter where the VAU decides to station in proximity to the location, it **will** be in connection range. This is a proven fact for Pylons and the Rift Lab. So be at ease with this certainty.+VAUs will adapt their height to ensure they can connect to the network. You don't have to worry about where they go to restockthey will handle it themselves.
 ==== -FULL AI Mode- ==== ==== -FULL AI Mode- ====
 Only the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]] don't have this kind of AI. While a VAU has this AI enabled, it has full control over itself and will do it's own thing.\\ Only the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]] don't have this kind of AI. While a VAU has this AI enabled, it has full control over itself and will do it's own thing.\\
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   * Retreating when low on health.   * Retreating when low on health.
   * Finding a target.   * Finding a target.
-  * Reacting to Creeper height, depth, and damage-mapping (though the damage mapping doesn't seem to be the most reliable although serious efforts where made).+  * Reacting to Creeper height, depth, and damage-mapping.
   * Controlling altitude.   * Controlling altitude.
   * Abandoning of the mission if unable to find ammo in 30 seconds after using all ammo.   * Abandoning of the mission if unable to find ammo in 30 seconds after using all ammo.
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   - <color #00ff00>Rouge</color>: Finds the deepest Creeper within gun range and goes to it's location to shoot at it. This is the most dynamic and interesting AI type.   - <color #00ff00>Rouge</color>: Finds the deepest Creeper within gun range and goes to it's location to shoot at it. This is the most dynamic and interesting AI type.
   - <color #00ff00>Hunter</color>: Finds the deepest Creeper on the map and goes to it's location to begin shooting at it.   - <color #00ff00>Hunter</color>: Finds the deepest Creeper on the map and goes to it's location to begin shooting at it.
-  - <color #00ff00>Leader (unique)</color>: Can have Rouge or Hunter AI co-enabled or have neither enabled while having other Fighters with AI enabled other than Independent AI and other Leader AI to enter a formation around the leader. Current formations are (in 2D from top-down): Square, Circle, Cross/X shape, and Converge((The "Converge" formation simply has the other fighters that are entering "formation" to "stick around" the leader in proximity to it. The fighters in this group will simply stick around the leader rather than entering a proper formation.)). The "Full AI" called "LEADER" will still cause fighters with AI enabled (as specified earlier) to enter formation but the leader itself doesn't have it's AI in full control of itself. This is very useful for creating a "squad" where you only need to select and move a single Fighter rather than selecting all of them and individually telling them where to go. When a Fighter has any Leader AI enabled, it will have an outline to highlight it. +  - <color #00ff00>Leader (Fighter unique)</color>: Can have Rouge or Hunter AI co-enabled or have neither enabled while having other Fighters with AI enabled other than Independent AI and other Leader AI to enter a formation around the leader. Current formations are (in 2D from top-down): Square, Circle, Cross/X shape, and Converge((The "Converge" formation simply has the other fighters that are entering "formation" to "stick around" the leader in proximity to it. The fighters in this group will simply stick around the leader rather than entering a proper formation.)). The "Full AI" called "LEADER" will still cause fighters with AI enabled (as specified earlier) to enter formation but the leader itself doesn't have it's AI in full control of itself. This is very useful for creating a "squad" where you only need to select and move a single Fighter rather than selecting all of them and individually telling them where to go. When a Fighter has any Leader AI enabled, it will have an outline to highlight it. 
-  - <color #00ff00>Independent (unique)</color>: A co-enabled AI that is stated by "Hunter-Indep" and "Rouge-Indep". With this AI enabled, it will have the same behavior as Hunter or Rouge except that it will not enter into any formation with a Leader.+  - <color #00ff00>Independent (Fighter unique)</color>: A co-enabled AI that is stated by "Hunter-Indep" and "Rouge-Indep". With this AI enabled, it will have the same behavior as Hunter or Rouge except that it will not enter into any formation with a Leader.
 === -Formations details- === === -Formations details- ===
 When entering a formation, all fighters of the group will orbit around the leader (unless in converge formation) while maintaining the formation pattern.\\ When entering a formation, all fighters of the group will orbit around the leader (unless in converge formation) while maintaining the formation pattern.\\
cw4/cmod/docs/6bff7473-183e-4731-b28a-c4905d87fb9f.1661837685.txt.gz · Last modified: 2022/08/30 01:34 by Vertu