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
10 days ago
1.1 - 2.0
36.5K
Enemies

g Make more like rampant?

a month ago

Ive never played Rampant and it says not to play this if you havnt. The base mod isnt updated yet. What settings should I disable to be closer to the base mod?

a month ago
  1. Disable all factions except Acid, Regenerative and Spawners (Most games of the standard Rampant will have these enemies.)
  2. Increase the final level of enemies from 5 to 6 (So that the biters have the same amount of health)
  3. Disable sieges and underground attacks (sieges in the original mod often do nothing due to some bugs in the algorithm)
  4. Disable raids (they almost don't work in the original Rampant)
  5. Disable protection from one-shots and long-range attacks

As a result, you will be attacked only by the nearest nests, approximately the same enemies as in the original Rampant. They will be smarter, but there will be fewer of them, which should compensate for each other.

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