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.
a month ago
0.13 - 0.17

g FeedBack

- 3 months ago

Factorio 0.17.47 x64
tested on 2 map, with 85% of evolution, (new one) and 17% (with my save where i have add ramplant)
A little complex to correctly set, but very nice. I was expecting a more violent wave in case of artillery fire, cannon fire, or rocket launch. : /

Is it possible to work with the support or integration of the following mods?
bioluminecence, bitter faction, and nightfall ?

- 3 months ago

Artillery fire creates a localized response.

What is cannon fire?

Rocket launches add credits to the biter pool, so that additional groups can be formed.

According to the mod page bioluminecence has an optional dependency for Rampant, if it isn't working that sounds like a bug that should get reported.

Biter Faction, not planning on adding support.

What isn't working with Nightfall?

- 3 months ago

for rampant, if them are enable, only "normal bitter" spawn, not faction
and bitter of faction don't glow :/

Ion-canon =D
i speak about of this thing that makes noise, pollution and a lot of light in the calm of the plain, I'm not sure that the bitter aprpecie