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 Performance tips?

2 years ago
(updated 2 years ago)

Hi, just wondering if there is a thread somewhere that I missed searching for that helps with performance tips mid to late game?

I have a map where the game time spent is 6+ for both Rampant Fixed and Rampant Arsenal after we push forward in to heavy bug territory to get some stone. The performance is unbearably slow:

https://i.imgur.com/llcVKo9.png

Is there anything I can do to make Rampant more efficient? Disable some types of biters maybe?

2 years ago
(updated 2 years ago)

The map has been downloaded.

Most likely it will take some time, because the main reason for the lags is the huge time for updating entities (30к !!)
Another part of the lags - 14k in "rampant fixed" disappears by itself after about 2-3 minutes. The probable cause is "14k" - most likely, there was a recent increase in evolution and a mass mutation went on. Mass mutation is expected 1-2 more time. But if it is possible to find which "entities" consume so many resources, then it will pass unnoticed

2 years ago

I want to clarify one point:
the density of the nests is more typical for a standard Rampant. Has there been a recent switch from the standard to the Fixed version?

2 years ago
(updated 2 years ago)

The exact reason was found: the inferno faction, after an artillery attack, not finding the cause of the damage, began to attack its own. Due to the huge resistance, the attacks did not kill anyone, but generated a huge number of acid-fire zones.
Changed the type of damage. Now, those who want to attack their own will die very quickly themselves, and the lags will stop.

1.1.14 released. After about 1-2 minutes, the lags will disappear.

2 years ago
(updated 2 years ago)

Assessment of the situation: loss is likely

From 85% evo and above, the appearance of a Juggernaut faction is possible, with 99% fire/phys resistance. According to my assessment, the defense is not ready for them - there are no lasers or uranium/immersite ammo. The acid kills them, but if they get close, they will destroy everything

I recommend to disable this faction

2 years ago

Dimm you're AMAZING, THANK YOU.

Yes that tracks with what we saw too - it eventually calmed down, but also after I started adjusting the "Maximum number of active attack groups" settings. I appreciate your effort analyzing this!

You were right about the Juggernaut faction - we did indeed end up disabling them, because we just had to.

Some background:

My brother and I wanted to try to do Krastorio 2 on Death World with Rampant. Ambitious, I know, and this map you see is AFTER we adjusted things to not be so bad (so not actually Death World anymore), our third try, and disabling certain things like Long Range immunity.

The reason we're not ready for anything is because they only way to get nuclear power and yellow tech cards is to get Rare Metals which is waaaaayyyy out in the southwest maximum bug territory.

In hindsight, I think that we would need to slow down the evolution of the bugs even more than we already did - Krastorio 2 is just too complicated and involved for Rampant.

Thanks again!

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