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 questions about default settings

6 months ago

why is the "world: allow other enemies ... " and "AI: daytime non-rampant actions" , turned off by default?

it seems to me that leaving them off will handicap features of other mods? any reason why I should leave these options off?

6 months ago

With default settings, nests of other mods will be found, but occasionally, among Rampant's nests. If you allow "other enemies", they will be given their own full-fledged areas. Including standard biters. Because fighting against standard biters and Rampant biters at the same time is much more difficult, this option is disabled by default

As for the second setting, if allowed, the biters can attack before the end of the starting truce, due to pollution. This may result in the player being unprepared for Rampant's attacks.

6 months ago
(updated 6 months ago)

right, thanks for the answer, I'm using bob's enemies, natural evolution enemies, armoured biters, do I need to turn "world: allow other enemies ... " for those enemies to spawn?

I'm also using angel's exploration, which adds enemies and military equipment, will angel's exploration enemies spawn? do you think angel's explorations enemies and arsenal are weak/balanced/OP ?

and rampant arsenal, do you think rampant arsenal is weak, balanced or OP?

why would fighting against both types of biters be harder?

6 months ago

I would recommend enabling the setting "world: allow other enemies ... ". This will give enemies of other mods more space
But the change only applies to a new game. But even without this, a certain number of enemies of other mods will be available

Angel's exploration: I don't like this mod, so I haven't looked into it much. I got the impression that these biters are too strong in the early game

The Rampant Arsenal is stronger than the default Rampant Fixed biters. But in practice, biters often win due to player errors.

"why would fighting against both types of biters be harder? " - Early game standard biters are too “cheap” in terms of polution. As a result, they attack in large numbers, which requires serious fortifications. Combined with Rampant's smart attacks on weak points, this can be deadly

6 months ago
(updated 6 months ago)

right, what mods do you recommend other than rampant arsenal then? I have a feeling bobs warfare is OP,

however, I may need to use bobs warfare instead of rampant arsenenal for my modpack to run, do you think with enemy max level of 8-9 with bobs warfare would balance it out? would be cool if you included recommended level for bobs warfare in the FAQ,as it if a very popular mod

6 months ago

Bob mods will not be OP even against default lvl biters, since countermeasures have been developed against them
I would recommend trying the default settings first.

6 months ago

what's your opinion on rampant arsenal vs bobs warfare?

6 months ago

Two good mods.
Rampant Arsenal is more effective against biters from Rampant Fixed. Against other biters - bob warfare

6 months ago
(updated 6 months ago)

if I use both rampant arsenal + bobs warfare, should I add +1 or +2 enemy level to keep the standard?

in the FAQ you say rampant arsenal could do 7-8, so bobs warfare + rampant arsenal could do 9?

6 months ago

Theoretically - yes. In practice, you can be eaten even before you get powerful weapons.
My advice - set level 7

6 months ago
(updated 6 months ago)

thanks for all the help man, as a final question, when we were talking about balance, did you assume B&A default settings, or deathworld settings, or what?

( expansion, pollution, base size/freq, evolution, etc )

6 months ago

Progress in B&A is much slower. As far as I remember, even in the normal world there will be ~90% evolution by the end of green science. I would lower both the evolution from time and from pollution to half that of the normal world. If you play with "components" and alternative science, then it is worth slowing down the evolution even more. So that by 45-50% evo you have something other than physical damage

I can’t tell you about the density of the enemy bases - I’ve been playing with this modpack for too long. There, the settings affect the density of the nests differently. Is it worth saying that if there are a lot of nests, then it is better to reduce the evolution by destroying them

6 months ago

how much more difficult would be turning on "world: allow other enemies ... " ?

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