Rampant

by Veden

Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses blockable biter projectiles. Adds new Enemies which can be disabled in mod settings. Difficulty setting in mod options menu.

Content
1 year, 1 month ago
0.13 - 1.1
123K
Enemies

g Biters are killing all my trees!

6 years ago

Love the mod, but those nuclear biters keep exploding my forests! Is there any way I can protect my precious green/grey/black forests from Rampant biters nuking it down?

6 years ago

I'm not quite sure how I could go about protecting trees without impacting how trees take damage which would most likely have other side effects.

Potentially some kind of building to help pull the attention of biters?
Maybe trees regrowing?

6 years ago
(updated 6 years ago)

Vanilla biter AI will whack things that get in their way. After a few trees are cleared out they seem to be mostly happy and can path through. When nuclear biters do the same thing it means immediately exploding, even on rocks and trees. The same path clearing behavior ends up clearing out patches of forest.

Maybe it'd be handy to give nuclear biters a standard attack? After using their attack once they end up "charged" and will freely explode on death. Another option is to have them always explode on death, but perhaps have a less devastating blast. It means less craters on the countryside, but it also drastically changes them to nuke their own assault waves. That would probably be bad.

Another option is to make nuke biters only spawn in range of uranium ore. That way they can do whatever but exist in tightly controlled numbers. As I understand it biters have behavior that lets them expand to ore so it'd add some flavor to ore expansions. Super tough stone nests, super spitty oil nests, explody uranium nests. Things like that might be cool.

My personal testing is limited. I mostly loaded up an old megabase with rampant installed and 0.996 evolution. The existing vanilla nests were unchanged but I found biomes where over half the nests were nuclear biters. Needless to say the local wildlife did not last very long.

6 years ago

For the standard attack, I don't know of a way to have to attacks on a unit and only have one of them fire on the first attack. I don't like the idea of explosion on death because then killing one destroys the attack.

The spawning within certain ore is something that I have thought about, but I haven't come up with a way that it would be efficient to calculate the actual resource type and not just that there is resource where they are moving.

Possibly reducing the frequency of the nuclear faction?

New response