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, 2 months ago
0.13 - 1.1
124K
Enemies

b AI gets stuck on large cliffs and lakes

5 years ago

I noticed that the AI often gets stuck on large cliffs and lakes. I've seen this on a couple saves but it was never too big of a deal. It is kind of game breaking on my latest game because there is only one path into the base and the biters get stuck on the peninsulas leading up to it. There are always hundreds of biters in the two circled regions and they never attack with more than a 10 biters at time. I can trick them into attacking the base by guiding them around the river.

It looks like the AI is pathfinding using waypoints that are too close together. So it can get stuck on a local minimum and never find a way out. This is probably really hard to fix because it's probably inherent to the pheromone cloud AI algorithm. Maybe you could add a penalty to areas whenever they fail to find a path to/from a location to help them get unstuck?

Screenshot: https://prnt.sc/qamfvh
Save: https://drive.google.com/open?id=1joldwF8EOoVKU_XFwLlm3aVHAa3qEmGL
Mods: Automatic Train Painter 3.2
Base mod 0.17.79
Cargo Ships 0.0.48
Choke Point 1.17.12
Dragon Industries - Nauvis Division 1.17.24
Factorio Standard Library 1.3.0
Rampant 0.17.28
Rampant Arsenal 0.17.18
Resource Spawner Overhaul 5.0.24

5 years ago

this should be fixed in the latest.

5 years ago

Thanks a lot for this fix! They do a much better job getting around obstacles now. I can't rely on a few well placed cliffs to confuse them anymore.

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