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
2 days ago
1.1 - 2.0
44.5K
Enemies

i This is the best enemy mod, except for one thing

4 months ago

It desperately needs an option to disable the random attack waves from outside my pollution cloud. Even with Migration, Raiding and Siege AI disabled I'm constantly being attacked by waves coming from bases nowhere near me.

Example: https://imgur.com/a/s7Q2HFN

I like the new enemy types and especially the AI changes... I just hate the unpredictable attacks.

4 months ago
(updated 4 months ago)

Considering that Rampant Fixed has no effect on pollution attacks and settlers, it turns out that this will disable all "AI Rampant" except self-defense. Is that what you want?

4 months ago

Considering that Rampant Fixed has no effect on pollution attacks and settlers, it turns out that this will disable all "AI Rampant" except self-defense. Is that what you want?

Although I don't know everything about how this mod works, it seems like it does plenty to make enemies more challenging without the "Rampant AI attacks", so yes, I think it would be good to have a clear option to disable them.

I'm assuming for instance that the changes to the AI's ability to find gaps in defense also applies to pollution attacks and not just the Rampant AI attacks? For me, AI improvements are a good enough reason to use the mod, as vanilla enemies are too boring and predictable.

4 months ago

No. Pollution attacks and attacks from other mods are not changed. Applying the rampant AI to standard squads would completely destroy the standard settlement, since there is no way to distinguish settlers from attackers.
The original rampant controlled all squads, as a result of which it was forced to take on the function of biter expansion as well. As a result, for some players it quickly populated almost the entire map, while for others it did almost nothing. So, it was disabled in Rampant Fixed.

So, leaving only pollution attacks, the player will play against the standard AI.

Perhaps you should lower the "AI: Action points scaling" multiplier to a comfortable level and switch the AI ​​difficulty from "Hard" to "Lite" in the map settings? Lite difficulty has weaker attacks in the late game, and counterattacks for destroying nests are also weakened. But in any case, you will have to protect the base with defenses

4 months ago
(updated 4 months ago)

That explains a lot. I've used the old version by Veden in the past, and I noticed it seemed to override all enemy behavior and nests, but I see that's not the case with your version of it.

That's unfortunate, because I don't remember the Rampant attacks being as strong or unpredictable back then. I've already done a lot of tweaking with the Rampant settings like setting the difficulty to Lite, but I'll have to consider either lowering the action points or playing without the mod for now.

It seems like the only way to "fix" this issue would be to add a new mod setting which overrides everything like the old version does. In any case, thanks for explaining why it isn't so simple to change. Waiting for the original mod to be updated is probably my best option at the moment.

4 months ago

By the way. The original Rampant also has attacks that do not depend on pollution. This is not a new feature of Rampant Fixed. But due to a bug, they are triggered less often. But when this triggering occurs, the player's base is usually not ready. And I often saw on streams how biters coming from the "clean" direction destroy the base in a few waves.

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