Rampant, fixed


Based on Rampant 1.1.1 (new AI and enemies). - New types of enemies - Works on SA planets, can control biters, demolishers, Gleba units - Can mutate existing nests - Can attack from afar - Improved search for a passage in the defense - Some new mechanics

Content
2 days ago
1.1 - 2.0
44.5K
Enemies

g Compatibility with saved games?

3 years ago

Thread topic.

3 years ago

Tested on b&a builds (+big enemies+swarmageddon), space exploration, non-modded deathworld. No problem found

Features of adding a mod when "new enemies" are enabled: you need to enable the "allow other enemies" setting if there are other mods for them. Otherwise, only rampant's enemies will remain. You can switch from "Rampant" to "Rampant Fixed" even with new enemies enabled, but the reverse transition has not been tested. When added at high levels of evolution, the rapid mutation should be expected, so it is dangerous

If the map is large and the nests are far away, then the AI will find player in about 15-30 minutes. Also, the AI may decide that there are not enough forces for an attack yet and begin the initial expansion.

The main problem of adding in saved games is that the defense may not be ready for additional attacks

3 years ago

Thanks!

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