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
3 months ago
0.18 - 1.1
4.90K

g One enemy force per player team

11 months ago

Can you please share more details on that feature?

11 months 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.

11 months ago
(updated 11 months 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

11 months ago

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

11 months ago

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

11 months ago
(updated 11 months 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?

11 months ago

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

11 months ago

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

11 months ago
(updated 11 months 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.

11 months ago
(updated 11 months 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....

11 months ago
(updated 11 months 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 :-(

11 months ago
(updated 11 months 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.

11 months 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.

8 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.

7 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)

a month 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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