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cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db

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Index

Vertu Air Units (VAUs) CPACK - Vertu

:WARNING: 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.

-Current Units (CMODS)-

-Important information-

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.

-AI (Artificial Intelligence)-

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.

-General rules/features/concepts-

Click to display ⇲

Click to hide ⇱

  • Only when the Creeper visually reaches a VAU will it begin taking damage from Creeper exposure.
  • The more Liftic a VAU needs to be built/summoned, the more powerful it is.
  • “Hunter” AI will seek the deepest Creeper on the map.
  • “Rouge” AI will seek the deepest Creeper within the VAU's weapon range.
  • “Independent” will have the selected Rouge or Hunter AI enabled but will not join into a formation of a Leader.
  • “Leader” will have the selected AI type but other fighters with AI enabled will enter a formation around it. You can see what formation the fighter will conduct if it became a leader at the bottom of the Fighter's UI.
  • Formations are:
    • Square: 3×3 square with the leader in the middle.
    • Circle: Same a square but in the shape of a circle.
    • Cross: An “X” shaped formation with the leader in the center.
    • Converge: All fighters within the “formation” will remain around the Leader in no particular formation, simply being around the general location of the leader.
  • Leader Fighters will have an outline and change in their mini-map icon color to help with identifying them.
  • Auto Restock will simply have the VAU retreat to the “RESTOCKv” beacon when low/out of ammo, this is separate to the full AI. When the AI is enabled fully, Auto Restock and armed status is forced enabled. When restocking, the VAU will set it's hover height to 30, ignoring the UI state of it's hover height as well.
  • When the Auto Restock is enabled but not the AI and a “RESTOCKv” is available, the unit will go to the RESTOCKv's location. If the RESTOCKv is out of maintenance ammo, is destroyed (by any means), or has Creeper nearby it's location, the VAUs will Auto Restock at the RIftLab's location until the beacon is replaced or any of the previous become false.
  • You can customize how a VAU restocks. Should it wait for 25% ammo? Or 75% before leaving?
  • When a VAU finishes Restocking and doesn't have full AI enabled, it will go to the marker (specified location the same as with the Thor) it has been given while also abiding to the hover height UI state again. Other wise when it's AI is enabled, will just go on its marry way after restocking.
  • Upon Mission Complete (all required mission objectives obtained), the standard Vertu Fighter (“Fighter”/“VGPSF”) will leave the mission and will need to be re-summoned/built but newly summoned/built Fighters after Mission Complete will stay till the end. See LORE for lore details on this.
  • In PAC_MODE, ALL VAUs will retreat upon Mission Complete.
  • The V-Battlestation's shield WILL turn off upon being hit by a spore and be temporarily disabled.
  • The Unused Unit referred to as “Transport”/“VVT” has been abandoned due to how unconnected (to the Rift Lab) networks behave in CW4.
  • The V-Battlestation and Auto Station have a connection point BELOW THEM. The teal/cyan glowing orb is where these Stations can receive ammo from the network.
  • (Not for station-like VAUs). The higher a VAU is in altitude, the faster it moves due to reduction of air resistance.


-PAC_MODE details-

Click to display ⇲

Click to hide ⇱

  • All VAU UI states besides AI mode and Auto restock mode are preserved and will not be changed at any time after being set using CTRL+INSERT (may just be “INSERT” key now) to select the unselectable VAU in PAC MODE.
  • VAU AI will always be set to Rouge, the most dynamic and interesting AI type if possible.
  • The MBF will not ever use OVERCHARGE mode when in PAC_MODE unless manually set while in the editor but be warned that this will use a lot of Liftic from your PAC base.
  • The OVERCHARGE mode is currently discontinued and unmaintained, the Auto Restock AI of the MBF may not be working.




VAUs:

Summoner

The summoner is a frail and expensive Litic 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. Also, someone where to swap what type of VAU is being summoned during the active summoning process, there will be major consequences.

  • Costs 200 Liftic to build.
  • Can store up to 2,000 Liftic .
  • 1 HP.
  • Causes a healthy lag spike when first ever placed in a mission.
  • Explodes if summoning is interrupted by changing the summon type.
  • Requests Liftic every 7 frames or ~4.29 Liftic per second by default.
  • It becomes a very sad day when the Summoner dies with over 1,000 Liftic in storage.

:NOTE: -Most descriptions are taken directly from the Summoner with some alterations and edits.-

Air Units

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.

  • Only uses Liftic.
  • Base cost: 500 Liftic.
  • SHIELD SLOWLY DRAINS AMMO!
  • Has a very effective and large shield.
  • Very powerful Liftic cannon.
  • Long reload and shield recovery time.
  • Can use it's shield very mobile and tactically.
  • The fired projectile will stun anything that can be stunned at the impact zone.
  • NO AI!
  • 80 HP.
  • Generally very low supply maintenance espeshally when the shield is offline.
  • 150 Ammo capacity.
  • Has a UI state that will prevent the Battlestation's cannon from firing when at or below ~20 Liftic ammo, prioritizing the sustain of the shield over the sustain of firing it's cannon.
  • Has a “Micro-Rift”-like orb under itself which is how it connects to a network.
  • Has fancy projectile.

RESTOCKv/Restock Beacon

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.

  • When placed, will provide VAUs it's location for them to go to when low/out of ammo.
  • Completely free to place.
  • Will auto-set it's build limit to 1 on Gameload or a frame after it's imported.
  • Will regularly use it's ammo as a way to check if it has access to a source of energy packets. If it uses all of it's ammo, it will tell the VAUs to go to the RiftLab instead.
  • If Creeper is nearby the RESTOCKv beacon, VAUs will not restock at it and instead at the RiftLab.
  • Damaged VAUs will not retreat here. They will instead retreat to the RiftLab.

Confidence note: The Fighters WILL ALWAYS be in range of a Pylon (and RiftLab) that's under the RESTOCKv beacon at a height of at least 15 when restocking! You do not need to worry about them choosing a place out of connection range. I have heavily tested this. They don't clump at the center because its more visually pleasing and the Fighter is a unit designed to be used in mass unlike all other VAUs with AutoRestock AI.


-LORE-

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.



Version number and download link

Current version: 2.8.0 Download Here.
Next major update | Determined plans:

  • Creation of defend location markers! Current plan: If the location marker finds Creeper nearby, the VAU Social AI script will tell all VAUs with AI to go to that location. Will probably be a kind of radio-tower-like model that can be destroyed by the Creeper.
  • Addition of AutoRestock AI to the Battlestation and Auto Station using GetConnectedToRiftLab while moving to either the RESTOCKv beacon or Rift Lab. Current plan is to have them wonder to their restock location and if ever connected to the Rift Lab, stop, all the while adjusting their hover height so their intake never goes under terrain.
  • Addition of proper AI to the Battlestation and Auto Station: Rouge, Hunter, {[and possibly for Battlestation only] Leader-Rouge, Leader-Hunter, Leader (leader being for Fighters to sit around or even instead the addition of drones to do this rather than using the Fighters, or again, is scrapped in the next main update}.
  • Possible rework of Fighter movement or even all VAU movement to a vectorized motion rather than a perfect hovering motion. This will make the VAUs feel far more natural and be a more lore-accurate form of movement.


Index

1)
Vertu.General.Purposed.Space.Fighter
2)
Experimental-Vertu.Reactor.Fighter
3)
Mobile.Battle.Front
4)
Highly.Charged.Photon.Pulse.Cannon.Assault.Station
cw4/cpack/docs/7f65b557-95b9-47d0-807a-5d05b1b426db.1653451944.txt.gz · Last modified: 2025/02/14 14:56 (external edit)