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Full details are provided. There will be lots of text but if you take the time and diligence to read it, every last bit of information about the VAUs CPACK is here.
Please consider, the VAU CPACK is fully PAC COMPATABLE! With PAC_MODE enabled, the Summoner and RESTOCKv will be removed from the build menu after loading into the mission outside of the editor. This happens when clicking “Finalize” in the map editor to then play the mission for publishing and when a person just goes to play the mission. This is done in PRE so even with a beefy speed demon computer, the build menu will update long before the player has a chance to even select the buildings. This system also branches to the V-Tesla CPACK, so don't worry about it being a separate CPACK, PAC_MODE will still control the V-Tesla.
!PLEASE NOTE!: The TESLA VAU REQUIRES THE V-TESLA CPACK TO OPERATE! (Might be integrated at some point.)
If you don't import the V-Tesla CPACK in your map however, the summoner will work fine if the player attempts to summon the TESLA. It won't consume Liftic and most importantly, won't explode.
Many of the VAUs contain a fully functioning AI that can be enabled by the player within the unit's GUI. The AI includes re-suppling when low/out of ammo, auto enabling the ARMED and AUTO RESTOCK status, a forced retreat when critically low on health, a fully automatous target seeking mode which accounts for Creeper height/depth and also “soon-to-be-damaged” Creeper/damageMapping, a formation mode, and a proper “end” condition such as from loosing the Rift Lab and failing the mission via destruction. When the Rift Lab is destroyed and a VAU runs out of ammo and can't find any source of ammo within enough time (30 whole seconds aka 5,000 years), the VAU(s) will leave the mission themselves like how the Rift Lab departs. The AI is also rather smart, if Creeper is nearby the RESTOCKv beacon, the VAUs will instead go to the Rift Lab to restock and if there is no Rift Lab… Leave the mission (only if the AI is in full control).
The RESTOCKv beacon also tracks how much ammo it has and uses the ammo regularly to check if it's still connected to an energy source. If the beacon reaches 0 ammo, it will tell the VAUs to restock at the Rift Lab until it obtains ammo again. This means VAUs will avoid the RESTOCKv is Creeper is nearby or “give up” on it if it receives no energy for too long.
The CPACK has a PAC AI when PAC_MODE is enabled in the Governer script (simply set to 1 to enable, 0 to disable). In this mode, all VAUs are set to “Rouge” AI, and become unselectable. The Social VAU Interaction script in PAC_MODE is also set to create Fighter formations (currently only) once a full fighter group size is reached even if no Fighter is set with a leader AI. This formation creation can be disabled directly by setting “ENABLED” to 0 within the Social VAU Interaction global script.
The Summoner also has a PAC AI which will swap summon type when it will be impossible to summon more of the current VAU. This is simply controlled by VAU unit caps so you can place multiple and set their parameters individually to control what each Summoner can summon and how many. The Summoners will also work fine even when swapping their Summon Type mid-summon as there is an abort system the AI can conduct to avoid the self destruct consequence and while not breaking the summoning process (why the self-destruct exists). This has the possibility to replace the self-destruct failsafe consequence as a whole. Currently, a thought is to add a Cancel Summon button that will trigger this abort procedure for players using the Summoner. No guarantees though. It's not like the PAC CPack where 90% of the playerbase regularly encounter the CPACK. The Summoner AI also has a packet request delay variable which you can alter to change how quickly the Summoner obtains Liftic to summon VAUs. Very useful when making a PAC map with a summoner. A delay of 30 is 1 per second. CW4 runs at 30 FPS. So to summon a Fighter, it will take 350 seconds or nearly 6 minutes.
Within the Governer global script, there is a special variable referred to the “SPECIAL_PAC_DISABLE_VAUS_START”, if you don't have moderate experience with 4rpl, DO NOT TOUCH THIS! It is a special Boolean state (I wish there was a way to create actual Boolean initial variables) that disables PAC_MODE after it initializes PAC_MODE status. This will make the VAUs unselectable and everything else but then disable PAC_MODE so the VAUs don't operate by enabling their ARMED state and AI mode to Rouge. This is the only way to control when the VAUs currently on the map activate or can even be deactivated in the first place in a PAC map. It is up to the user to create code to utilize this mode in another CPACK, using “linkVar” as a Boolean to reenable the VAUs (no way to disable again currently but it is super simple). This feature however has proven not perfectly stable within the only time I used it so be sure to look at the comments involving this mode in the Governer script for references. This mode is also discontinued until I use it again. It is a very, very, specific mode with a specific use. The only map I have currently made that uses this mode is VPAC Incursion. This system uses the 4rpl CW4 method: RegisteredScriptVar. The registration name is “VAU_SWITCH” and the intended variable in question is the Boolean-used: “linkVar”. You only need to do “SetRegisteredScriptVar(“VAU_SWITCH” “linkVar” 1) or instead of “1”, can do “true”, to reenable the VAUs. With SPECIAL_PAC_DISABLE_VAUS_START enabled, it will auto-disable all VAUs on the map on Gameload and recompile (however, not ran while paused).
The summoner is a frail and expensive Liftic building that allows you to Summon VAUs using Liftic for ammo in the summoning process. It is responsible for the VAU caps as it will only allow a specified quantity of a specific VAU on the map for itself. If SummonerA has a limit of 5 Fighters while SummonerB has a limit of 9, SummonerA will be unable to summon fighters once 5 are on the map while SummonerB can still summon Fighters no problem. Summoners do not track VAUs summoned by other players in MVerse because.. they are literally “ghosts”. Only the VAUs local to the player who built it exist for the Summoner that same player built.
-Most descriptions are taken directly from the Summoner with some alterations and edits.-
A massive station designed to provide massive support against masses of Creeper, has a massive shield to stop massive waves and very effectivly stop any moderate advancement of the Creeper. Possesses a heavy-hitting Liftic-Cannon that can stun both enemies and friendlies at the area of impact (though VERY, VERY, few enemies tend to be stunnable, no enemies can be stunned in vanilla). It's shield will soon fail after being hit by a spore and recover after a minute.
A simple floating station designed to provide support fire at massive ranges, can be very helpful for responding to Creeper that somehow sneaked deep into the complex or just for adding more damage against the Creeper.
A fighter designed for space.. that will be in atmosphere… It's slower than if in space let's just say… Although designed for dog fighting, it is General Purposed so it can be used against Creeper by charging it's photon cannons per discharge. It's a must-have honestly, being readably-available and very useful in all situations.
An experimental version of the Fighter/VGPSF housing a proper reactor that produces too much heat to be concealed and therefor is exposed. This thing puts the Creeper's strength to shame!.. If you can wait to call one in that is… They are few in number and spread thin. They must be called with massive amounts of Liftic to make their attendance to your Summoner worth-while for Vertu. Only uses energy.
A special mobile battle platform equipped with energy generation capabilities for it's 4 0G laser guns floating along side it requiring NO AMMO TO USE but can use Liftic to engage an OVERDRIVE status to fire at record rates of fire.
A floating station using internal propulsion to move around without many exposed thrusters that fires a deadly plasma-based-laser/cannon hybrid which vaporizes Creeper at unprecedented speeds. Has a massive cool-down phase however. Uses only energy…… Also good luck pronouncing it. (It's Hicp-Pkas with literal pronunciation).
Does a lot of zapy zapy things, dealing sniper level damage (0.5 damage per shot) at MOSTLY UNRESTRICTED RATE OF FIRE. (Aka, basically frame per frame rate of fire).
A beacon marker that can be placed literally anywhere and will be the location VAUs go to when low/out of ammo if their Auto Restock AI is enabled.
A quantum communications system that uses the <REDACTED> substitute you built it with to power itself that can communicate with Vertu units, mainframes, fleets, essentially anything designed to receive calls when need be.. which is kind of everything.
The Vertu economy revolves around <REDACTED> though here in the Creeper World universe there is Greenar which can be used as a substitute. To summon a VAU a certain amount of Greenar is needed to conduct a transaction process. The Summoner transports the Greenar to Vertu establishments designed to refine it into <REDACTED> and continue powering the Vertu economy (which is not based on stupid paper representing “gold”). <REDACTED> is like energy as a resource, it lets you do things. The ability to do things is value and is what determines if it's worth sending a VAU to the Summoner that called it.
The more Greenar in a single transaction, the more proof that the area the Summoner is located at has high quantities of Greenar. Making it clear it will be worth while sending additional effort in securing that area. The summoner is a way to communicate proof that the establishment has access to Greenar to turn into <REDACTED>. You don't want to spend energy trying to get energy only to make a net negative is the consensus of this transaction process.
A Vertu original CI Fighter that is general purposed in a similar fashion to life. General purposed to be specialized. They are the #1 military unit of Vertu being agile, exceedingly robust, effective, efficient, ….., and “good against everything” in a way. Fighters although mass produced still can't meet active service demands. Whenever a fighter is called, a temporary fighter is called due to the uncertainty of a permanent fighter attendance and unpredictable availability of fighters. When the “mission” is completed, these fighters will return to become available for other Summoners and by then, many fighters have been assigned to your Summoner in the mission, only requiring you to complete the transaction process for each fighter. These fighters won't ever leave unless heavily damaged or something along that mark.
The fighters are a quality over quantity design yet have a production demand almost never met. Vertu has specialized heavily in making these fighters so although they are expensive to create, they rarely need repairs, any form of maintenance, or upkeep, keeping the transaction cost low. Fighters are built and ready for an entire campaign right away. They can do marathons like sprints. This is why the transaction cost does not change when permanent fighter assignment to your Summoner is made. There are always fighters to go around but not enough for ALL Summoners at one time and some attendances are more urgent than others.
This cycling of individual fighters has enabled Vertu to sustain numerous campaigns with easily 1/1,000th the estimated required amount of total fighters to attend all Summoners. A single non-permanent attending fighter easily transitions through over 100 missions a cycle. A cycle is: Sent out on it's first mission -> returning to it's designated base for internal recharge and minor maintenance. It is a very complicated process but Vertu has planet-sized super computers dedicated for managing this process and it has been a very worthwhile investment of micromanaging. Each fighter gets the most value out of itself as possible.
One day. The all important question was asked. What if we took the Fighter, cut it in half, shove a reactor in it's core and connect to two halves with nothing but beams rather than solid hull, and give it a crap ton of shields to make up for it's structural alteration? Well you get a wild card. The ace up the sleeve.
All VGPSFs have a shield designed to absorb energy weapons, 10% of the reason being that lasers are good against mass,, and 90% because lasers fire at the speed of light and are one of the few things that can hit a Fighter doing a V3-90* change in vector motion while ALSO being good at cutting armor. The idea was, armor counters basic damage, maneuverability counters Anti-Tank weaponry heavy enough to tear the armor, and the cheap shield to reduce the effectiveness of lasers just enough to make the armor not instantly vaporize.
Seems like a good coverage of all Rock-Paper-Scissors. But what if we went further? They are after all JUST fighters… And a heavier Fighter never works due to the sensitive structure of covering all 3 parts of the Rock-Paper-Scissors.
There was only 1 option, increase power output. The Fighter has a heat sensitivity issue. The one thing Fighters are bad against, heat based weapons like Flame Throwers or hot plasma weaponry. So gotta make sure the Reactor can cool easily in many many situations… Just make it exposed and have cooling mechanisms connect the Reactor rather than hull.. Alright.. if we need to expose A FREAKIN ATOMIC REACTOR, there is only 1 defensive option.. SHIELDS!
Pump all the energy you can muster into the latest Paragon shield. A shield that can at any moment, swap into a different shield type at the cost of efficiency.. which is countered by the new reactor. Alright, got a nearly unstoppable shield unless the enemy specifically brings weapons designed to obliterate shields. Oh wait… We still have a ton of excess power…
…
…
WHEN IN DOUBT! ADD MORE THINGS!!
And you get…
A super weapon of a similar size to a Mustang Interceptor plane in WWII.
Now if only we had the complex materials to make them in ma- oh wait.. If the enemy wields anti-shield weapons the R-Fighters have to retreat on the spot…. Well make a few of them and be sure to tactically employ them. They are now our Ace up the sleeve. Not something to always use but will sure as damn be devastating when not given respect.
A very new addition to the Vertu Arsenal. Hence, [EXPERIMENTAL]. They are quite a wonder weapon.
Current version: 2.8.12.2
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