Stormworks: Build and Rescue

Stormworks: Build and Rescue

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Bungeling Raiders (Hostile A.I. Ships)
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17.326 MB
23 Aug @ 6:55pm
3 Oct @ 3:12pm
21 Change Notes ( view )
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Bungeling Raiders (Hostile A.I. Ships)

Description
DESCRIPTION


Various small corvettes and fast attack craft belonging to the Bungeling Empire have been spotted separating from the main fleet and then indiscriminately attacking the infrastructure and commercial shipping in and around the Sawyer Islands.

Rescue services are advised to try and steer clear of them wherever possible, whilst at the same time the Sawyer Islands Defence Forces have announced that they are offering a reward to any private military contractors and militia personnel for each hostile vessel that is sunk.

Please note that this addon is primarily meant for single player and has not been tested in Multiplayer Stormworks, so while this should technically still work you should also expect there to be bugs and glitches aplenty, especially during laggy play sessions.



HOW TO USE
If you enable this addon with a new game then you will also find hostile vessels prowling the oceans and wreaking havoc at various points throughout the world. These ships can be destroyed for a cash reward that varies depending on their size and capability.

In the addon menu you can choose how many enemy ships you want to spawn in the world upon game start, along with whether or not you want them to be marked on the map.

Don't forget to read the FAQ.



FEATURES
  • 100% Career mode friendly. This is completely separate from the conquest game mode, you can choose how many enemy ships spawn in the world along with their maximum size using a slider and you are free to attack or ignore them as you see fit.
  • Various hostile vessels ranging in size from machinegun armed Boghammar style speedboats up to La Combattante II missile boats, corvettes and even an attack submarine.
  • The option to start a new game with the map markers for the hostile vessels to be hidden, for those looking for an extra challenge.
  • An option to exclude vessels based on size, along with those that are armed with missiles from spawning, making things easier for players using older style creations (such as World War 2 era ships and aircraft) as well as those that just don't have chaff or CIWS.
  • All hostile vessels will explode upon taking a set amount of damage, or when they sink below a depth of 20 metres, with the larger ships being designed to sink faster once they suffer from too much interior flooding.
  • Cash rewards for the destruction or sinking of each hostile vessel you come across, with the larger ships being substantially more profitable than the smaller ones.
  • The hostile ships will replenish their losses over time, the exact time between respawn attempts and the maximum amount of hostile vessels allowable in the game world can be chosen using sliders.
  • Performance friendly. The hostile ships have all been hollowed out, fitted with physics flooders and will only spawn into the game world when the player is within 2km, just like all the other AI vessels in the game.
  • The hostile ships make use of microcontrollers which make them a little better at aiming than the default Weapons DLC conquest game mode AI.
  • The hostile vessels also have a rudimentary IFF system installed, which means that they'll focus primarily on the player and any other commercial shipping near them and will try to avoid locking onto and firing upon other Bungeling raiders.
  • The crew of the Bungeling vessels are 'NPCs' as opposed to 'Survivors', which means that they are invulnerable to damage. This also has the advantage of allowing them to stay inside vehicles that are exposed to extreme cold, are on fire, lack breathable oxygen and perhaps most importantly - it prevents players from cheating by using noclip to go inside the physics flooded vehicles and either shooting or picking up the NPC's out of their seats, essentially rendering the vehicle useless.



A NOTE FROM THE AUTHOR
This very rudimentary addon was created to fill a gap that existed in Stormworks and to show what's possible with low intensity combat that can be added more or less seamlessly to the career search and rescue game (One of the missed opportunities by the developers at Geometa that I talked about in my video from last year when I mentioned the lack of actual Coast Guard or Coastal Patrol missions).

My colleague Haiwei/Professor Sins and I have slowly added and improved it over the last month or so to the point now where it's actually significantly more polished than it was at initial release, so anything else we add to it from now on will essentially be bonus material.

With all that being said it's nothing particularly fancy or overly complex, it's merely a bunch of bloodthirsty NPCs that randomly roam around the map shooting at anything they come across that doesn't fly the flag of the dreaded Bungeling Empire.

Finally we now have something to use all those Jarr Marine, Segierian and Newquay Armed Forces creations to fight against, outside of the glitchy and somewhat underwhelming Conquest game mode of course.



KNOWN ISSUES
  • There's a bug that exists where some vessels will go ablaze and refuse to sink, even when the fire has completely damaged all of the blocks on the ship, sadly this seems to exist in the base game, is a known bug in Stormworks and unfortunately it's not something we can fix on our end. Thankfully from what I've seen the ships still register damage taken so they will still explode and reward the player with cash if you shoot at them enough.
  • Sea monsters such as the Kraken and Megalodon will attack and destroy the hostile ships if enabled. This is unavoidable but the smarter players out there can use this to their advantage.



CREDITS
A huge thanks goes to Professor Sins for the invaluable help with the lua scripting, bug fixing and additional features needed to get this working as well as it does.
Heavily modified versions of some MC's from Pennies-aimbot modular targeting/CIWS system by 8PenniesDeep.
Snippets of code taken from Weapons AI Bounty by Tentacle.
The Piranha is based on the career blue speedboat with the original made by major.opossum96.
The Daggertooth is a modified variant of the Hinckley Picnic boat which is another boat that's used by Geometa in some of the career missions and is based on the original creation made by Biba.
The Tigerfish was submitted by Casserole and is based on the original Mk II SOC by the very talented Reaper(NL).
The Pike patrol boat was submitted by 夕阳 (Xīyáng) and appears to be based on an old hull originally made by Sid V.
The Mako Corvette and Barracuda Fast Patrol boat are based on the original Destroyer and Patrol Boat that come with the Weapons DLC's Conquest game mode and belong to Geometa.
The Sea Snake-class Fast Attack Craft is the original vessel that the Perseus was reverse engineered from, both by Capt. Robertson.
Popular Discussions View All (3)
0
6 Sep @ 4:06am
Current Ship Roster
Robertson
131 Comments
Robertson  [author] 3 hours ago 
They're in the large category.
Killman88 10 hours ago 
In what category is the submarine, medium or large vessels? I can't find it.
Killman88 14 hours ago 
haha don't worry, I can handle it. Just do what you need to do.
RAGE 15 hours ago 
PFFFFT. prolly. always love you posting your art masterpieces @Robertson
Robertson  [author] 16 hours ago 
Don't get your hopes up too much because by the time I'm done messing with it, the reaction will probably be more like this:

https://media.tenor.com/WLLFuUJdtDQAAAAe/look-how-they-massacred-my-boy-godfather.png

;)
RAGE 23 hours ago 
@Killmam88 that actully looks pretty damn straight forward. i like it. Personally: id think it would go great with future addons here
Robertson  [author] 2 Oct @ 1:31pm 
No but it is definitely recommended that you start a new game whenever a big update comes out that adds anything new, otherwise you may experience anomalies and you'll be playing without any of the new changes and fixes.

Likewise, if you're not sure what's changed then just check the change notes.
ScorpioCZ 2 Oct @ 9:51am 
Question. Is it necessary to start a new game after each update, or will the update also run on older saves?
Killman88 2 Oct @ 7:30am 
Thanks dude, however i think you have to remove the "fake" blades, and use the standard one, because it is not compatible with low physics in game.
Robertson  [author] 2 Oct @ 7:26am 
That looks pretty damn good! I'll definitely take a look at it later on and see what can be done.