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 non-homing blockable biter projectiles. Adds new Enemies (disabled by default). Can completely replace the vanilla AI. Difficulty setting in mod options menu.
28 days ago
0.13 - 0.17
136294

g Neutral?

- 4 months ago

i enabled some factions but their spawners does't seem to spawn, why every single nest is "Neutral" faction? Or i should wait some exact evo factor and with new fresh nests they will create new factions? Or just current neutral will change their states for other factions? This is just not clear and i don't want to start another run and then delete this save after 3-5 hours just because something doesn't work again, like your nocturnal mode.

- 4 months ago

Can you explain the issue you are having with the nocturnal mode?

The new spawners appear at certain evolution or distance from the origin. Neutral nests and worms over time may mutate and replace themselves with the different factions.

- 4 months ago

i tried like 50+ attempts of make nocturnal setup work, i thied different mod settings and day/night extenders but they just too passive at night, before removing "ground shaking allert" they never trigger this too, They just sit on their bases like it peaseful mode and i don't know exactly why. I love this rampant style constant pressing but as soon as you nonstop defend(repair) by yourself you already lost because you stop progressing this is why i really desire to make some "cease fire" time by using nocturnal behavior. So now i play(mean try different numbers) with new setting "AI agressive" trying to balance my whole mod mess to provide hardcore but feasable expirience

- 4 months ago

what is your evolution at when you are noticing that they are too passive?

- 4 months ago

if you set the AI aggressive setting to 0, they will never be in peace mode and should attack every night.

- 4 months ago

hmm looks like if i decide to activate some new enemt classes every single vanilla enemy become "Neutral faction" so this mean what mods like "Worm attack" just doesn't work, because there is no more vanilla worms, so noone will evolve or burrow

- 4 months ago

just recently load some perimeter vanilla save, synk this with all mods, set evo factor to 0.95 and just sit and wait for 60minutes = 0 attacks (ai aggressive 0, ai vanilla disabled, nocturnal mode). For me it seems like disabling vanilla ai + nocturnal mode makes them peacefull

- 4 months ago

Yes to replacing everything when new enemies are checked.

I haven't played with the Worm Attack, but if they are looking for the vanilla enemy lists then you are correct Worm Attack will break because those worms wont appear.

- 4 months ago

can you change the way how it works? or this is to much effort? i mean i really like to see at least some poison, thief biters

- 4 months ago
(updated 4 months ago)

This probably better handled by the Worm Attack mod author.
The other way this would work is if I recreated some of the Worm Attack features in Rampant.

- 4 months ago

What in particular do you like about Worm Attack?

- 4 months ago

It have their own 4th and 5th tiers (leviathan and colossal) with huge health pool and resistances (colossal is 7500 and near to immune for laser turrets). On top of it all worms can now evolve and burrow straight to your base (totally configurable) making them "full value" enemy and not just a turret.

- 4 months ago
(updated 4 months ago)

Worm burrowing is the only thing that I currently don't have in this mod.

Otherwise the new enemy worms have a variety of resistances based on faction and health is roughly as follows for enemy levels
[1] = 200,
[2] = 350,
[3] = 500,
[4] = 750,
[5] = 2000,
[6] = 3500,
[7] = 7500,
[8] = 12000,
[9] = 20000,
[10] = 25000

The nests and worms evolve over time and grow to the next tier or mutate to different factions.

- 4 months ago

btw what tiers this mod use when i chose only 5 tiers instead of 10, it is first 5 or something like 1 3 5 7 10 ?

- 4 months ago

depends on what you have the enemy level start and end at. Defaults are 1 start and 4 end and the enemy appearance in the game would be {1,2,3,3,4}

- 4 months ago

Just tried nocturnal mode with AI aggressiveness at 0 with 86% evolution and I'm seeing attacks and the behavior I would expect. The surface darkness must reach 0.65 or darker for the attacks to trigger, do you have anything that is modifying darkness?

- 4 months ago

not a brightness level i suppose, but i have: inbuilt lighting, lightorio and light cone modes installed, they shouldn't interfere

- 4 months ago

{1,2,3,3,4} does it mean what if i decide to add, for example, troll faction, i'll never able to see trolls with more than 500hp?

type = "attribute",
name = "health",
[1] = 30,
[2] = 150,
[3] = 300,
[4] = 500,
[5] = 1500,
[6] = 3000,
[7] = 5000,
[8] = 12000,
[9] = 20000,
[10] = 40000

- 4 months ago

also can you explain why their parameters so messed up? like laser biters with 5 tiers have
14
246
73
143
143
hp and their damage are
5.502
28.7003
12.7665
16.1798
15.18325

wtf? (parameter not only in map editor but in actual game too)

- 4 months ago

Yes to the 500 HP.

For the outlier, not sure.

For the rest it uses a Gaussian distribution centered on the baseline numbers for the algorithm.

The range should be capped at 85% of the baseline number to 130% max.

- 4 months ago

unsure where you got the numbers as I can't reproduce your laser biter progression.

- 4 months ago

i even delete whole mode folder and reinstall every mode. This new enemies just not for me i think, anyway i prefer old vanilla 4 tier gradation system and looks like it just doesn't supported, i should use 10 tiers or nothing. Nothing then.

- 4 months ago

Works for me