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 AI doesn't follow mod settings?

3 years ago
(updated 3 years ago)

How do I make biters never come from outside of my pollution cloud in the latest version of Rampant? I've disabled siege/migration/peaceful/raiding in the mod options, but the AI still gets into the onslaught and raiding states and spams my base. Do those options not work or is it changed someplace else? I think there used to be some more settings in the previous versions.

3 years ago

Ok, so I achieved sort of what I wanted by adding this to line 282 of AIPlanning.lua (function aiPlanning.planning):

-- NEVER COME FROM UNPOLLUTED TERRITORY
if (map.state == AI_STATE_PEACEFUL) then
map.state = AI_STATE_AGGRESSIVE
elseif (map.state == AI_STATE_RAIDING) then
map.state = AI_STATE_MIGRATING
elseif (map.state == AI_STATE_ONSLAUGHT) then
map.state = AI_STATE_MIGRATING
end

3 years ago
(updated 3 years ago)

--

3 years ago

What you have added should work.
Different states were exposed in past versions.
I may add the options back if there is sufficient demand.

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