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
8 days ago
1.1 - 2.0
36.4K
Enemies

g 2.0 Appreciation Thread

2 months ago

Thank you for updating this to 2.0

Lots of bug testing and compatibility incoming I'm sure, but lots of people looking forward to this.

2 months ago

For real! I'm very excited.

2 months ago

What's the difference between this and regular rampart?

2 months ago

From my experience, whereas regular rampant does not mutate existing nests (you only get new biter types on their base generation or when they expand only and their mutations are based on what turrets you are using), Rampant Fixed mutates existing nests and creates new biter types based on tiers. Tiers are unlocked by evolution.

One thing I think regular rampant holds superior to Rampant Fixed is that Regular Rampant starts you off with regular normal biter larva which are super easy to kill and have absolutely no special properties. In Rampant Fixed however, most worlds (unless this has been changed in 2.0) start off with electric and acid larva nests.

2 months ago

Generally true. Except that electric biters are T2 faction and appears at 15% evolution or after 1.5 hours
There are still many differences in the actions of the AI, in general the biters are smarter and this is worth considering

2 months ago

Oh I see, so its rampart but harder. One question though, how much of it is configurable? Can you turn underground attacks on/off, nuclear biters on/off and stuff like rail attacks and powerpole attacks on/off?

2 months ago

Oh I see, so its rampart but harder. One question though, how much of it is configurable? Can you turn underground attacks on/off, nuclear biters on/off and stuff like rail attacks and powerpole attacks on/off?

Yes

2 months ago

What's the difference between this and regular rampart?

I'll just say that I absolutely loved the original Rampant, and I still think it's a great addition. But, I had built my base up for dealing with max strength Rampant enemies, and as long as I had access to the more advanced weapons in mods like Rampant Arsenal, it didn't end up being a big challenge after a while. Fun, but not especially hard once you figured out how to deal.

When I switched it over to Rampant Fixed, though, I noticed that the hit points were significantly lower and the enemies much easier to kill (presumably the HP scaling didn't work the same?). But no matter, they destroyed me anyway. They moved faster, attacked in more mixed groups, and probed defenses more aggressively. They were quicker to abandon points where they weren't making much progress. Even simple things like the spawner biters spawning their little devil children outside the range of my weapons made them extremely dangerous.

The worst was the underground attacks, though. Once they started probing areas of me base with random underground attacks under lakes, I lost huge sections of my base and had to reevaluate how I defended in those areas. The underground groups weren't as big or dangerous, but if you aren't prepared for them they can completely ruin you. And once they are successful in an area they are very very aggresive at attacking that area again until you start fending them off.

All in all, it is fantastic. It actually makes me want to mod the game myself to turn it more into an RTS style game that focuses primarily on combat.

2 months ago

OMFG I love what u r doing to the community. To me, factorio is never the same when missing rampant.

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