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

g Enemies reaction to pollution cloud

3 years ago
(updated 3 years ago)

After rebalance in mod version 1.0.4 pollution cloud doesn't trigger strong biters attacks from neighbouring nests. Looks like only touched nest sends attack squads. But those squads are small and too rarely sent (probably smaller than vanilla generates even without deathworld setting). Previously it were more global attacks almost equal to revenge for raiding enemy nests. The difference is especially notable if biters bases are settled with enough density.

In other words pollution now doesn't provoke special very aggressive attacks like it was in all previous Rampant mod versions, but only generates additional "anger" for usual actions - attacks, nests expansion, ...

As a consequence there is no need now for player to work with pollition: to use air filters, to keep forests, to position pollution producing buildings away from enemies and so on. There is no need to destroy nests in pollution cloud zone unless those nests are too close to turrets to trigger real revenge with death of attacking biters near them.

3 years ago

I suppose it is fixed in 1.0.6. Now global attacks take place from many bases near pollution-absorbing nest once per N minutes. Looks like good old massive RaidingAI, but from one side only - where pollution cloud touched nests last several minutes. Thanks.

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