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 Few enemy types?

3 years ago

I have the mod running and the only biters that spawned was acid, changed a few settings and seeing a few common further out now aswell but isnt it suppose to spawn more different types not just 1 per base?

Are the bases limited to 1-2 types or does it increase with evo or distance?

Does Enemy Variation increase the mix? Or does it just randomize stats?

I have almost all factions on except nuclear and poison.

3 years ago

You can find all this info in other threads. Brief answers:
One faction generates only biters of its faction.
Faction is changed only during biters migration (nests expansion via Rampant script). New possible factions are determined by evo. Biters mix a lot during attacks as Rampant makes aliens from different nests combine into one swarm, re-group and so on...
As far as I understood variation makes biters/worms with different health/attack values for the same tier. And yes, it is random. Sometimes it is fun to get a worm with bigger range near your walls than your turrets' range. Advanced fire turrets or rocket turrets from Rampant Arsenal are a must.

I also see poison and nuclear too rarely in 1.* version of mod. Previously they were more common.

3 years ago

Factions don't require migration to change but the effect is slower than intended and should be fixed in the next version

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