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
4 months ago
1.1
31.2K
Enemies

i Acid Splashes & Ghosts

1 year, 11 months ago

While this mod is definitely playable, a large scale deathworld is very difficult due to the fact of having to manually re-place damaged items that have their ghosts despawned caused by acid splashes. If buildings, etc. won't be allowed to be placed on top of acid splashes, at least allow ghosts so I don't have to keep manually re-placing items on my front line, especially when the item existed before the ghost was created. This is making the game about manually fixing defences instead of automaton, so I would really appreciate feedback on how to fix this problem.

1 year, 11 months ago

To be honest, this mechanic works exactly as intended.
Melee attacks from the acid faction and arachnids leave puddles that will destroy even ghosts.

If you notice that this happens on other occasions, then I need to know which faction was involved in the attack that destroyed the ghosts.

1 year, 11 months ago

Good to know. At least the player has the option to enable/disable factions. After a bit of looking I was finally able to find the arachnid faction you mentioned in the startup mod settings. It's apparently called 'Unknown Key: "mod-setting-name.rampantFixed--ArachnidsEnemy"'. Perhaps it's caused by me not having the Arachnids mod enabled. I'll disable the acid faction and see if that fixes my problem that's, as you stated, by design.

1 year, 11 months ago

How interesting. Yes, indeed, this setting in English localization is displayed without a name. It will have to be corrected. Thanks for the information

1 year, 11 months ago
(updated 1 year, 11 months ago)

After a poison and fire attack from aliens, that also destroyed ghosts. My guess is the poison gas is the cause.

Edit: Can confirm that removing the poison biter faction greatly reduced the amount of destroyed ghosts from biter attacks. Ghosts are still being destroyed, but now it's much less than before.

1 year, 9 months ago
(updated 1 year, 9 months ago)

Played with the latest version of this mod. A pure electric biter wave is destroying ghosts (or preventing them from being created).

1 year, 9 months ago

Pointing to a specific faction greatly simplifies the task of reproducing the bug. Thank you

I will check before release. I assume that it will be released in about 3-4 weeks (now there is a game on the server with Rampant Fixed and useful information is being collected).

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