Rampant, fixed


Based on Rampant 1.1.1 (new AI and enemies). 1. Perceptibly more dangerous. AI significantly rewritten, gameplay different. Can attack from afar. Improved search for a passage in the defense. By default, it does not populate the entire map. 2. +2 Factions. Can mutate existing nests. Mixed attacks from different factions. Can be combined with nests of other enemies

Content
3 months ago
1.1
31.2K
Enemies

g Differences?

2 years ago

Can you go into more detail about what is "Fixed"? and the differences.

2 years ago

AI:
1. Redesigned: attack generation - frequency depends on the number of nests, strength - on evolution
2. Redesigned: the activity of nests depends on the number of buildings and distance, does not depend on pollution
3. Redesigned: siege mode - now the AI will actually settle next to the player and attack from there
4. Fixes: loss of units, missing chunks when generating attacks, missing nests (attacks were not generated), a sharp drop in performance when the player is near the nests, the absence of attacks in many cases

New enemies:
1. New: the map is now "alive" - the factions mutate into each other, their bases strengthen over time. Bases have a level - the initial set of factions depends on it (mutates), the survivability of nests. Some bases give a "level handicap" regarding the level of evolution
2. New: Added smooth attributes scalling per level (no more lvl 1 = 15hp, lvl 2 = 15 hp, lvl 3 = 15 hp, lvl 4 = 75 hp, , lvl 5 = 75 hp, lvl 6 =150 hp)
3. Сountermeasures against "cheat" protection systems (for example, "plasma-turret" from bob-warfare) - the "oneshot protection" property and "immunity to ultra-long-range" attacks in some factions, resistance to plasma damage
4. Redesigned: the features of the fractions are more pronounced. For example, the spitters of the fire faction now attack with a jet of fire. Suicide bitters are fast, they breed quickly.
5. Rebalance: the damage of the biters is greatly reduced (from 15 to 5 on level 1). The efficiency of the consumed pollution / unit strength increases with each level. At level 1, the units are 2 times weaker than the standard ones. At 50% evo of their strength is equalized
6. Added resistance to laser and electricity to standard types of armor
7. Rebalance: T2 factions appear with 15% of evolution (it was with 30%). Strong fractions (for example, with physical resistance, inferno,), appear on higher tiers. All types of enemies are available from about 60%
8. Fixed: deleting of nests during generation (Rampant)

2 years ago

you should put it into the description!

Dimm, do you know, what's wrong with Rampant. I'm playing with Rampant right now, i turned on New enemies, set number of types to 20, but all i got was simple biters and poison biters. There didnt change anything from the very start. At 60% evolution i got the same simple/poison biters.

Also two more question:
1) Do you know if its possible to turn off the option, where i can't build anything close to the nests? I mean, when biters destroy some turrets or walls. I can't rebuild it because nests are close to my base. That's very annoying ;(
2) Do you know, what can i do against worms? They attack out of turret range and i have to destroy manually all the time.

2 years ago
(updated 2 years ago)

Standart Rapmant:
a) number of types dont affect factions. This is just 20 variation of neitral bitter lvl1, 20 spitters lvl 1, etc. Its higly recomended to set this = 1
b) evo < 30% ==> tier 1 faction: only neutral + acid. And they never mutate. Only new chunks will generate new faction at +30% evo


  1. No restriction to build near nests in Rampant - so, this is another mod
  2. If enemy base close to you, you need to clean it. Or Mods can help you.

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