Team Competition


Adds 19 PVP/PVE scenarios. Includes tons of admin options, diplomacy, team management, survival waves, a market system, and some solo compatible modes.

Scenarios
2 days ago
0.18 - 2.0
4.95K

g One enemy force per player team

1 year, 16 days ago

Can you please share more details on that feature?

1 year, 16 days ago

Since I have to find out how to make my mod https://mods.factorio.com/mod/ResearchLevelSetsEvolution compatible with your mod regarding this feature.

1 year, 16 days ago
(updated 1 year, 16 days ago)

The mod adds 8 enemy factions. enemy_1, enemy_2, enemy_3, etc...., On chunck generated, I change each enemy entity to one of these new enemy forces.
A suggestion: you cound find the nearest enemy unit to get the proper force to evolve, once a tech is researched. Use the team spawn location to get the nearest enemy

1 year, 16 days ago

Please note that the game is not played on nauvis... if you think you need some remote interface, let me know

1 year, 16 days ago

Determining the correct enemy force to evolve this way makes sense. I go for it.

1 year, 16 days ago
(updated 1 year, 16 days ago)

Please note that the game is not played on nauvis... if you think you need some remote interface, let me know

Why should it be relevant which world you use?

1 year, 16 days ago

Thanks for your interface "TeamCompetition"! So now I can check
if (remote.interfaces["TeamCompetition"]) then
and only then I do the complicated magic.

1 year, 16 days ago

Hey MFerrari, could you please make function get_teams_spawn_positions() available via remote interface call?

1 year, 16 days ago
(updated 1 year, 15 days ago)

When using "multiple alien forces" there are ALIEN_FORCES=8 and PLAYER_FORCES=8. Is it correct that the force 'enemy_1' is close to player_force_1, 'enemy_2' is close to player_force_2 and so on? If so, I could simply calculate the research progress of the players of team 1 (player_force_1) and then just overwrite the evolution for 'enemy_1' force. That way I do not even have to calculate which one is the closest enemy near the current player spawn point. Do you see any problem?

/c myteamnumber = ""..game.player.force.name game.player.print ("My own force: " .. string.sub(myteamnumber ,14,15))
give me "6" when I am in Team 6 using your mod.
So for that player the evolution of "enemy"..myteamnumber should be altered when something is researched.

1 year, 15 days ago
(updated 1 year, 15 days ago)

I tried the following in the console:
/c local myenemy = game.player.surface.find_nearest_enemy{position = game.player.position, max_distance = 100} game.player.print ("myenemy " .. myenemy.force.name)
But this give me "player_force_6" instead of "enemy_6". Mmmh....

1 year, 15 days ago
(updated 1 year, 15 days ago)

After joining different teams and spawning several times, I noticed that its not as simple as player team 1 = neighbor enemy 1, player team 2 = neighbor enemy 2 :-(

1 year, 15 days ago
(updated 1 year, 15 days ago)

So in the need I could really need some remote interface getEnemyForceOfPlayerForce

Or you start using enemy 1 for player force 1, enemy 2 for player force 2 and so on. Then no interface is needed.

1 year, 13 days ago

Mmh ... Perhaps I "just" make a small mod that simply allows one spawn and one enemy per player and has no other options. Just for friendly pvp. With shared views.

9 months ago

In the mean time I really did code my own little pvp mod: https://mods.factorio.com/mod/friendly_pvp But I dont get shared radars to work at the moment.

8 months ago

Finally I had the time to add some interfaces: HasGameStarted, GetScenario, GetSettings and GetTeamInfo
You can get the enemy force with GetTeamInfo(player_force_name)

2 months ago

Please note that the game is not played on nauvis... if you think you need some remote interface, let me know

Can the smiley-face be on a different surface than Nauvis?
For modpack testing I usually restart the map (but not other areas like inventory and science) on an older save.
Also using Space Exploration, and Factorissimo notnotmelon one surface only setting for their surfaces.

Now in TeamC it cannot be done, inventory periodically gets deleted, spawn area converted to the smiley-island.
Also re-using a save results TeamC interface button doing nothing, and beginning recipes and tech (like buildable market) not appearing.

I love this mod, that's why I care for it.

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