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

g The Lite and the hard

1 year, 10 months ago

Whats's the mainly differece between the lite and hard if I'm using the NOCTURNAL mode.

I feel they are almost the same for the first night's attack

1 year, 10 months ago

If I want to change the attack grows as the game time passes

I need the remote interface to change biter's squad size and attack wave size,
also the remote interface to enable some factions mutation (like poison and nuclear)

1 year, 10 months ago
(updated 1 year, 10 months ago)

Main differences:
1. The higher the evolution, the more biters in the squad, the more expensive it is. On the lite mode, the squads becomes more expensive. At 100% evolution, squads will cost twice as much to the AI. Up to 50% evolution, there is almost no difference on this point.
2. Greatly reduced the chance of sending vengeance squads when biters and nests are killed. That is, when fighting near the nests, the reaction to the player's actions is weaker.
3. The AI does not get action points for killing worms, and gets significantly less action points for killing nests. Those retaliatory attacks are much weaker.

When playing in nocturnal mode, either in "hard" or "lite", the player will receive a powerful wave when night falls. Moreover, it will be a siege AI, which makes it possible for the AI to seize back the territory that the players took during the day.

1 year, 10 months ago

also the remote interface to enable some factions mutation (like poison and nuclear)

I propose to describe more specifically what you want to get from the interface and what task to solve with this.

For example, by default, all factions are already allowed. But they open up as evolution increases. Taking into account the handicap by the tier level of a particular base (handicap relative to the tier for the current evolution can be up to 2)

1 year, 10 months ago
(updated 1 year, 10 months ago)

Here is my request, with them I can make the rocket rush mode more interesting and challenging.

interface requests:

-- change the attackwave size dynamiclly
rampantFixed_setAttackWaveSize(val)
    => global.universe.attackWaveMaxSize = val
rampantFixed_getAttackWaveSize()
    => return global.universe.attackWaveMaxSize

-- change the squad size dynamiclly
rampantFixed_setAttackSquadSize(val)
    => set the max squad size
rampantFixed_getAttackSquadSize()
    => get the max squad size

-- change the biter tier dynamiclly
rampantFixed_enableBiterByName(name)
    => enable mutation of the biter of the name
    => 'acid' -> rampantFixed--acidEnemy
    => ...
rampantFixed_disableBiterByName(name)
    => disable mutation of the biter of the name

rampantFixed_startMutation(ratio)
    => force start a mutation for each enemy base with ratio

-- with all above, then I can change the difficulty dynamiclly


-- for the last wave before rocket launched, 
-- I want the biter attack as much as possible
rampantFixed_formSquad()
    = issue form a squad
rampantFixed_attackMove(position)
    = issue an attack move of current squads to position
rampantFixed_getSquadCount()
    = get current formed squad count and biter count
    -- test if the form command works
1 year, 10 months ago

OK then . seems I need to work it out myself. I need to change these settings with my mods

1 year, 10 months ago

the version with the remote interface is ready.
I had to do it a little differently.
Look, then we'll continue.

1 year, 10 months ago
(updated 1 year, 10 months ago)

For example, you can't just allow a faction, because for each tier their set is different. Instead, it is possible to set the factions to the desired base directly.

It is not possible to force a squad to attack a specific target using Rampant's methods - attacks follow a pheromone trail, but you can command a group with Factorio commands. As long as the group has a target, Rampant does not issue new commands.

It's impossible to spawn a squad just like that - there may not be nests, there may not be a path to the player, there may not be a place to collect. But now there is a command to form a squad where it would be formed for the current AI status if there were action points.

You can change AI states, action points, squad sizes...

After collecting the wishes, it will be possible to refine the functionality

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

well, seems AI is a bit complex.
I will try the interface now

1 year, 9 months ago

a question is what's the difference between setWaveMaxSize and setWaveSize?
and how much AI points does an squad consume?

1 year, 9 months ago

waveMaxSize - set the setting "Attack Wave: Max biter group size that can be directly formed" without changing the setting.
The actual squad size is calculated as a percentage of this value, depending on the evolution

setWaveSize - allows you to specify the size of formed squads directly (and disables the recalculation of this size until canceled).

Also, if the current squad size is equal to the maximum, then its cost is 25% more expensive (for difficulty level "hard"). Squad cost increase cannot exceed 25%. The cost starts to increase starting from 50% of the maximum.
Standard squad cost - 175 points.

1 year, 9 months ago

In the mod archive, I made a directory "RampantFixedRemote", which contains an example of a mod using the remote interface

1 year, 9 months ago

Yes I've got it. You've made a really detailed work.

Additional questions:
the AI state: whats's the difference between aggressive, raiding, sieging and onslaughting?
the factions: If i disabled a faction at game start, seems I can not mutate the factions to it.
So will the bases auto mutated to higher enabled factions?
(like I want no poison at game start, and some poison base at middle games.but seems now it will always mutate some poison in rocket rush mode as it's the max tier)

1 year, 9 months ago
(updated 1 year, 9 months ago)
  1. aggressive - 1-5 attacks (depending on the population of the map) every 1-3 minutes. Only from nearby nests
    raiding - attack from any distance, no cooldown
    sieging - attack from any distance, no cooldown. Some squads will be settlers. The settlement goes towards the player's base.
    onslaught - attack from nearby nests, no cooldown. Double generation of points. Ten times the points bonus for destroying the player's buildings

  2. yes exactly

  3. if you set a set of factions at the base with a command, then it will mutate into everything that will be assigned. Standard mutations occur according to the correspondence "evolution - tier biters". Faction tier can be viewed in the startup settings. For example, poison biters are tier 6 (~55% evolution). In most cases, the current tier contains the previous tiers
1 year, 9 months ago

OK, I've got it.
I think it's enough to make a rocket rush game more intense and interesting.

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