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

g Biters generation

4 months ago

I'm looking for non-deprecated, authoritative information about how biter generation works compared to vanilla Factorio. Please point me to a valid source or explain it only if you are confident and speaking from confirmed knowledge—no speculation, please.

Specifically, I'm trying to understand:

Do biters spawn from nothing, or is there a cost associated with their appearance?

Does pollution (produced by factories) play a role in the rate or volume of biter generation? Is it the total pollution, the pollution absorbed by nests, or some other metric?

Are there any other variables that influence biter spawning, such as:

Overall evolution progress?

Time progression?

Nest activity?

Proximity of the player (e.g. standing 50 tiles away)?

Expansion waves?

Retaliation after an attack?

Ultimately, I want to know:
Is any biter spawned by consuming some internal "resource", or are some spawns entirely "free"?
For example, if I approach a nest and it activates, do the biters that appear draw on some limited pool (pollution, time-based spawn cap, etc.), or are they generated without cost?

4 months ago

Hi again,
So I launched a Deep Search with GPT and after 20 mn I got that. It seems quite interesting, hopefully it's not wrong either!

1/3
Biter Generation Mechanics in Rampant: Fixed
Spawn Resources vs. Free Spawning
Free Unit Spawning: In Rampant: Fixed, biters spawn around their nests (spawners) without consuming a tangible resource, just as in vanilla Factorio. Biter nests will continuously produce roaming biters up to a cap, limited only by an internal cooldown, not by pollution or any cost. In other words, nests spawn defensive biters for free, replacing killed units over time. You can adjust this spawn rate via mod settings (e.g. the unitSpawnerRespawnScaler), which modifies the spawner’s cooldown – a higher cooldown means fewer replacements. This affects how quickly a nest repopulates its local guards but does not otherwise “charge” for spawns.
Pollution as a Resource (Vanilla Attacks): Importantly, Rampant: Fixed does not remove vanilla mechanics. Standard pollution-based attacks still occur using Factorio’s built-in algorithm. In the base game, nests absorb pollution and spend it to create attack waves; this remains active in Rampant: Fixed. For example, if your factory generates heavy pollution, nests will form attack groups by converting stored pollution into biters (each unit has a pollution cost in vanilla). These “pollution attacks” operate exactly as in vanilla – they require sufficient pollution absorption to launch a wave. The mod even tweaks this system at high evolutions: once biters reach very high tiers (level 6+), the pollution cost per attack is reduced to about one-third, ensuring nests continue assaulting you late-game despite expensive unit types. (In vanilla, very high-tier biters can make pollution attacks infrequent because each unit costs more pollution; Rampant offsets this.)
Mod-Driven Attacks Without Cost: Beyond vanilla behavior, Rampant’s AI can launch attacks independently of pollution. The original Rampant author explained that Rampant can form attack groups without relying on the spawner’s absorbed pollution. In Rampant: Fixed, this holds true: the enemy AI will send groups even in pristine conditions (e.g. low pollution or a solar-powered base). These mod-triggered waves do not consume pollution or any resource – effectively “free” spawns from the game’s perspective. However, they usually draw from the existing local biters rather than creating unlimited new ones out of thin air. The mod developer notes that Rampant’s attack waves are assembled from biters already present in an area (the ones spawned around nests). If your spawn rate is too low to replace casualties, an attack group will simply use whatever biters exist and be smaller/weaker as a result. In summary, aside from vanilla pollution waves, Rampant: Fixed doesn’t require an explicit resource like pollution to spawn biters – its additional attacks are financed by an internal AI logic (action points) rather than pollution, and rely on freely spawned biters from nests.
Pollution and Attack Triggers
Pollution-Based Attacks: As mentioned, Rampant: Fixed preserves normal pollution-triggered raids. If your pollution cloud reaches a nest, that nest will accumulate pollution and periodically convert it into an attacking squad (just like unmodded Factorio). The mod even ensures nests keep absorbing pollution continuously – earlier Rampant versions introduced a “pollution draining” fix so nests don’t get saturated and stop spawning attacks. Thus, high pollution still directly increases attack frequency via the vanilla mechanism. Rampant: Fixed, if anything, makes this more relentless at high evolution by lowering the pollution cost threshold for huge attacks.
Independent of Pollution: Crucially, Rampant’s AI does not solely rely on pollution to decide when to attack. It introduces new stimuli. The mod’s Raiding behavior means the enemy will periodically send attack waves even with little or no pollution, especially if you’re nearby or have a base in range. In fact, Rampant explicitly adds an internal “pheromone” system: enemy AI tracks pollution and other signals (like player presence) to form groups. The mod documentation notes that “pollution or player clouds will form groups based on the evolution factor.” In effect, even a low-pollution player base can attract attacks – the AI “smells” either pollution or the mere presence of your buildings and will organize raids accordingly. This is a key difference from vanilla, where on Peaceful mode or with near-zero pollution you’d face no attacks; with Rampant: Fixed, biters can attack proactively without needing pollution if other conditions favor it.
Also, Rampant: Fixed offers configuration for an “aggressive start” or initial grace period. For example, you can enable a setting that forces biters to be peaceful for a given number of minutes at game start, or conversely be aggressive immediately. These options affect how soon pollution-independent attacks kick in. By default, expect that after an initial quiet phase, roughly ~30 minutes into the game biters will begin hunting you even if pollution is low (the default balance gives the player a brief setup window). This makes the game more dangerous compared to vanilla’s strictly pollution-driven pacing.
Time-Based Attacks and Action Points
Rampant’s AI uses an internal “action point” system to schedule attacks over time. In essence, the enemy AI accumulates points (or “credits”) continuously, and when enough points are available it spends them to launch attacks or expansions. This means time progression alone can lead to biter attacks, even if you’re being quiet. By default (non-peaceful), the AI gains some amount of action points each logic cycle, ramping up pressure as the clock ticks. The mod’s changelog confirms this mechanic: prior to version 2.00.3 the AI would even accrue points during Peaceful mode, but that was changed so that in true Peaceful it no longer gains attack points over time. In a normal game (peaceful mode off), however, the AI does accumulate these points. As time goes on, the enemy effectively “saves up” for larger or more frequent offensives.
Controlling Frequency: The intensity of time-based attacks can be tuned. There is a mod setting “AI: Action points scaling” which directly affects how quickly points accumulate or how many are required for actions. Increasing this scaling value makes the AI more “expensive” – requiring more time/points to launch a wave – resulting in less frequent attacks, whereas lowering it makes attacks happen more often. The Rampant: Fixed author specifically advises adjusting this if you want to space out attacks further.
Additionally, Rampant’s AI operates in distinct states (modes) that cycle every several minutes. For example, a Raiding state might periodically dispatch squads (as noted above), and an Onslaught state might temporarily double the AI’s point income for greater aggression. These states last a set duration (by default, minutes long) before possibly switching to another strategy. This introduces a semi-regular cadence to attacks – e.g. after a quiet “migration” phase, the AI might enter an onslaught phase where it has surplus points to spend, resulting in a flurry of attacks. However, the exact timing is variable and influenced by many factors (current state, difficulty settings, etc.), so you cannot set a precise “wave every N minutes” without an external mod. The overall effect is that simply surviving longer will escalate the threat, as the enemy builds up resources (points and unit counts) to throw at you.
Evolution Factor’s Influence
Stronger and New Enemies: Evolution factor (which increases over time and with pollution/kills) has a major impact on Rampant: Fixed biter generation. As evolution rises, the mod unlocks new enemy species and higher tiers beyond the vanilla biters. The mod introduces up to 10 biter levels (tiers), with new abilities/factions (e.g. acid biters, frost biters, etc.) appearing at certain evolution percentages. For example, tier 0 (“common” biters) might span 0–10% evolution, tier 1 appears after 10%, and so on. At max evolution (tier 10), the enemies are extremely deadly – the FAQ warns the highest level will “kill anyone” (virtually unstoppable). So as evolution progresses, any biters that spawn will tend to be of more dangerous variants. Nests themselves mutate to higher factions over time, meaning even existing biter bases upgrade to spawn new types as global evolution climbs.

4 months ago

2/3
Evolution and Attack Frequency: Rampant’s difficulty scaling is also tied to evolution. Early in the game, the mod actually makes biters weaker and more docile than vanilla (to avoid overwhelming a new player). But as evolution increases, the AI becomes much more aggressive. On the default (hard) setting, high evolution leads to very frequent and large attacks. The mod’s “Lite” difficulty option illustrates this: in Lite mode, once evolution is high, the AI requires more points to send a squad, resulting in roughly half the attack frequency at late-game compared to the normal mode. In other words, under standard settings, late-game Rampant biters would be attacking about twice as often (and with larger groups) as they would under Lite – a testament to how relentless the default can get as evolution approaches 100%. The mod even explicitly allows an “aggressive start” toggle to begin with high evolution-like behavior from the very beginning, but by default the ramp-up is gradual.
Another evolution-linked mechanic is the AI’s “Aggressive” state or onslaught mode, which may kick in at higher evolution. In the changelog, for instance, raiding AI state requires evolution ≥0.04 (4%) before it can trigger. As evolution crosses certain thresholds, the AI unlocks new states like Sieging (where it starts actively building toward the player) or Onslaught (double point income), which directly increase attack output. Thus, higher evolution not only upgrades the kind of biters spawned but also amplifies the rate and scale of their attacks.
Player Proximity and Nest Activation
Aggro Range and Activation: In Rampant: Fixed, simply being near a biter nest can provoke a response even if you don’t attack it. This is partly true in vanilla (biters will charge if you come within their vision range), but Rampant expands on it. The mod uses a “player pheromone” system that effectively tracks the player’s movement through the world. Moving close to enemy territory leaves a trail that biters can follow. Community reports note that Rampant’s pheromone system tracks your every movement, so you might attract a horde unknowingly just by exploring near biter areas. In practice, if you stand ~50 tiles from a nest or drive past a cluster, the AI becomes aware of you. An idle biter group might form into a hunting party to pursue your location (even after you’ve left the immediate area). This is an extra layer on top of the vanilla “spot the player, chase for a short distance” behavior – Rampant: Fixed enables biters to actively track the player over longer distances using the lingering pheromone. This means that approaching a nest can trigger an attack on your base later, as the enemies follow your path.
Nest Defensive Spawning: When you get close to a nest, it will of course send its local biters to attack. If those are killed and you remain in the area, the nest will spawn more as allowed by its cooldown to defend itself (this spawn is free, limited by time). There isn’t a fixed “pool” that depletes – aside from killing the nest, the only limit is how fast it can spawn reinforcements. Rampant: Fixed does not impose any additional cost for this; nests under player pressure will use every available biter around (potentially even pulling units from neighboring nests via the reinforcement system described below). Essentially, any biters that appear when a nest is aggroed are produced at the normal spawn rate or called in from elsewhere, not deducted from some global budget. So if you linger near an active hive, expect a steady trickle of biters attacking you for free (until you destroy it or retreat).
Reinforcements and Counterattacks: A major enhancement in Rampant is that nests will assist each other when the player is nearby. If you engage biters near a nest, surrounding nests can dispatch some of their own units as reinforcements. The mod explicitly includes “Counterattacks – when the player is in combat near nests they will send reinforcements to unit groups” and “Reinforcements – nests will send assistance to nearby nests under attack by the player.”. This means if you attack one hive out of a cluster, you might suddenly face the combined defenders of several hives. From the player perspective, it feels like the biters are coordinating a defense: more enemies seemingly “spawn” when you attack a nest, but what’s happening is neighboring spawners are contributing their troops to the battle. This behavior has no explicit cost aside from those helpers leaving their own base area. It is limited by distance and availability (only nests within a certain radius will rally to help, and only if they have idle units to send). Still, it’s a notable difference from vanilla, where each nest generally defends itself independently – in Rampant: Fixed, attacking one nest can wake up an entire region of aliens.
Expansion and Growth Mechanics
Expansion Triggers: Like vanilla biters, Rampant: Fixed enemies will expand by creating new nests (colonies) over time. Rampant does not disable the base game expansion logic by default, so the standard periodic settler waves still occur (where a group of biters wanders off to establish a new base if evolution allows). However, Rampant also has its own expansion system called “Growth” or Migration. The AI’s Migration state causes biters to specifically seek out resource-rich areas to occupy. This means expansions are not entirely random – the AI deliberately targets ore patches or strategic locations to build new hives. When a migration event triggers (which could be time or evolution related), multiple nests may attempt to grow simultaneously. In fact, the mod increased the limit of how many new bases can form at once and how many nests can exist per map chunk, so expansions can be more rapid and clustered than vanilla. You might see several new nests spring up in parallel if the conditions are right, accelerating the enemy’s map control.
Building Toward the Player: Uniquely, Rampant’s expansion behavior can be directional. Under the Sieging AI state, the enemy not only creates new bases but does so with the player’s base as the destination. Essentially, biters will progressively expand their nests closer and closer to your settlement, “bridging the gap” to put you in range. This differs from vanilla, where expansions are somewhat random and will avoid areas too near the player. In fact, one community observation is that Rampant “changed how biters expand – they won’t stop at occupied chunks.” In vanilla Factorio, biters typically do not build a new nest in a chunk that’s occupied by the player or within a certain proximity to player structures. Rampant overrides this safety margin: if the AI is in an aggressive growth mode, biters can establish bases uncomfortably close to (or even behind) your defenses if there’s a path. This can lead to situations where entire biter colonies suddenly appear right next to your territory. The mod settings include an option to let enemies attempt to “conquer the whole map” – when enabled, biters will essentially never stop expanding. By default it’s not that extreme, but the pressure is still higher than vanilla.
Mechanics of Expansion: When a Rampant expansion wave occurs, it likely still uses units spawned for free (like the vanilla settler group is just a group of existing biters or newly created ones that don’t cost pollution). The mod doesn’t require any resource for expansion beyond the AI’s internal logic (it may spend action points to initiate a migration). So new nests can pop up “for free” as far as the player is concerned. The difference is in where and how often they appear. Expect that resource-rich areas and any no-man’s-land between you and the aliens will be colonized faster. Also note that because Rampant keeps vanilla expansion on, you might have both systems working: e.g. vanilla might send a small group to settle somewhere while Rampant’s AI might concurrently build toward you in another region. This is why the mod author assures that Rampant will “not populate the entire map by default” – it’s balanced so the two logics together won’t instantly overrun everything. Nonetheless, the map will tend to fill with nests steadily as the game progresses, more aggressively than in unmodded play.
Retaliation (“Vengeance”) Waves
Rampant: Fixed introduces explicit retaliation mechanics when the player attacks or destroys biters. In vanilla, killing biter nests raises evolution, but there is no direct immediate counter-attack except any nearby biters rushing at you. By contrast, Rampant: Fixed will often answer your offensives with a new wave of its own. The mod can form “vengeance squads” in response to the player killing aliens. According to the FAQ, on the default (hard) setting the AI gains significant action points whenever you destroy biter nests, and it also forms revenge groups for dead biters/nests regularly. This means, for example, if you wipe out a biter base, not only does evolution jump, but the Rampant AI’s point bank fills enough to immediately launch a counter-attack squad. Players experience this as “you hit them, they hit back.” A wave of biters might surge toward your base shortly after you clear an enemy hive, even coming from a different direction.

4 months ago

3/3
On “Lite” difficulty, these retaliation triggers are toned down: “the AI gains almost no action points when destroying nests” and “vengeance squads for the death of biters and nests are formed less often.”. But in normal mode, you should expect every aggressive act to have consequences. Killing a few roaming biters might be fine, but if you slaughter dozens or eliminate a nest, the mod flags that and spends resources to punish you. Essentially, Rampant: Fixed implements a tit-for-tat AI: the more damage you do to the biters, the more “anger” or points the AI accumulates, which it can immediately convert into spawning an attack group (bypassing any pollution requirements). These vengeance waves are effectively free spawns triggered by your actions. They don’t come from the exact units you killed (those are gone), but the AI will mobilize other forces or spawn replacements to send at you. This can feel like biters are infinitely respawning when attacked, but it’s an intended design: attacking the biters’ nests too hard can provoke an instantaneous counterattack from elsewhere.
Another related mechanic is the “rallying death cry.” In the original Rampant, when a unit group suffers losses, it could call nearby idle units to join (making the group larger in mid-attack). This means killing a big biter might cause others in the area to aggro and swarm. While we don’t have a direct quote for Rampant: Fixed on this, it’s implied by the original feature list (rallying pheromones) and by the vengeance logic. Practically, it means that killing biters can make more biters come – either immediately on the battlefield or shortly after as a separate wave.
Raids and Distant Attacks
Besides local attacks and counterattacks, Rampant: Fixed enables long-range raids that differ from vanilla behavior. Normally, biters attack from the nearest nests that catch pollution. Rampant allows attacks to originate from farther nests or unexpected angles. In the Aggressive AI state, a percentage of attacks will be designated as “raids from distant nests.” The changelog notes that “20% of attacks in aggressive AI state will be from distant nests (if raids allowed)”. What this means is the AI will sometimes choose a biter base that’s far from your base (perhaps one that isn’t even absorbing pollution from you) and send a large squad from there to sneak around and hit you. These raid groups often bypass your heavily fortified frontlines, catching the player off-guard. Essentially, the mod isn’t limited to attacking from the closest hive – it deliberately uses distance as an advantage, forcing you to defend all sides.
“Raids” in Rampant are usually enabled by default (there is a mod setting to disable them if desired). When active, the enemy will periodically launch a raid wave based on time and “building proximity”. Building proximity here means how close your structures are in general – the AI doesn’t just wait for pollution, it judges if you have encroached into what it considers its territory. If so, even a faraway nest might rally a raiding party to attack your outskirts. The original mod description puts it succinctly: “The AI will periodically send attack waves based on building proximity and not just pollution.”. This can result in attacks seemingly coming out of nowhere during periods when your pollution is under control. In reality, the raid was triggered by the presence of your base itself and timed by the AI’s schedule.
Another facet is underground attacks, which Rampant: Fixed adds (biters can tunnel under small water bodies or walls). While this is more about pathing than spawning, it complements raids: a distant raid group might dig underground to bypass natural barriers, emerging inside or behind your defenses. The mod also introduces long-range artillery-like biters (“demolishers”) that can attack from afar, meaning a “raid” could even involve being shelled by enemies you initially can’t even see. All of these tactics are free for the biters to attempt – they do not need special resources, just the requisite evolution level to unlock those abilities (e.g. underground digging is “learned” only by Rampant’s own units at certain evolution thresholds).
In summary, Rampant: Fixed raids differ from normal attacks by origin and method: they originate at unusual locations (far-off nests) and often try non-standard paths (burrowing, flanking). This makes biter generation feel less predictable, as the next wave might spawn from a completely different quadrant of the map than the last, regardless of where your pollution is highest.
Comparison to Vanilla Behavior
Compared to vanilla Factorio, biter generation in Rampant: Fixed is more complex and aggressive, with many additional triggers:
• No Strict Cost for Mod Attacks: Vanilla attacks are limited by pollution and evolution. Rampant’s AI waves bypass the pollution cost – they can spawn and attack “for free” given the AI’s internal conditions. Pollution still matters (vanilla attacks remain, and high pollution makes things worse), but it’s not the sole driver anymore.
• More Attack Triggers: Vanilla biters mostly attack when pollution triggers them, or if you wander too close. Rampant adds time-based waves, player-scent tracking, raids, and reactive strikes. Biters will come after you due to time elapsed, your base’s mere presence, or because you killed some – scenarios where vanilla would stay idle. This generally increases attack frequency. Even with low pollution or after clearing nearby nests, you must remain vigilant for incoming groups.
• Coordinated AI: Unlike vanilla’s simplistic AI, Rampant coordinates biters across multiple nests. Expect combined forces and smarter targeting. Biters reinforce each other when under attack, and the AI will probe your defenses for weaknesses. For example, if a group fails at one wall, the next may path around it (the mod’s “improved search for a passage” feature). The result is less predictable but more relentless spawns – e.g. clearing one wave doesn’t guarantee a lull, as another group might already be circling around.
• Faster and Closer Expansion: In vanilla, new bases appear gradually and avoid the player. In Rampant: Fixed, expansion is more aggressive: biters target resource areas and will build nearer to you, even on your borders. They also expand in larger numbers (multiple nests at once), though balanced so as not to instantly swamp the map. This means new enemy spawners can crop up unexpectedly, supplying fresh waves from new directions.
• Evolved Threat: Rampant makes late-game biters much tougher and more varied. By evolution 1.0, you face radically different enemies than in vanilla, requiring “more thoughtful defense”. Additionally, the mod’s difficulty dynamically escalates with evolution – at 100% evo on default settings, attack waves are both enormous and constant, far beyond vanilla’s endgame biters. The presence of special enemies (e.g. flying biters that bypass walls, or biters that landfill water when they die as a counter to moat defenses) also changes how and where biters can spawn and move. In short, Rampant: Fixed creates a more intense and adaptive biter generation system. The biters spawn freely and frequently under many conditions, making the alien threat less tied to simple factors like pollution, and more an ever-present danger that grows over time.
Sources: Official mod FAQ and developer comments, Rampant mod documentation, and community analyses. These confirm the above mechanics and how Rampant: Fixed diverges from the base game’s spawning logic to create a far more dynamic enemy generation system.

4 months ago

First, I'll clarify one important point for understanding: all mechanics of attacks from pollution, as well as nest generation and expansion, work the same as if Rampant were not there. The AI ​​generates additional attacks and settlements (only in siege and migration mode).

  1. Biters never come "from nothing". They are always existing units on the map.
  2. Pollution affects indirectly. Nests in the pollution zone generate more "action points" for the AI, which it uses to create squads. The generation of action points is also affected by the distance from the player. That is, if there are few nests, they are far away and are not polluted, there will be few attacks.
  3. Additional factors: with greater evolution, the generation of AP increases. Also, destroying nests and worms gives the AI ​​action points immediately. Usually they are spent on creating defense squads, but with great destruction you can get a mass attack on the player's base or mass settlement
4 months ago

Something is wrong here:

Stronger and New Enemies: Evolution factor (which increases over time and with pollution/kills) has a major impact on Rampant: Fixed biter generation. As evolution rises, the mod unlocks new enemy species and higher tiers beyond the vanilla biters. The mod introduces up to 10 biter levels (tiers), with new abilities/factions (e.g. acid biters, frost biters, etc.) appearing at certain evolution percentages. For example, tier 0 (“common” biters) might span 0–10% evolution, tier 1 appears after 10%, and so on. At max evolution (tier 10), the enemies are extremely deadly – the FAQ warns the highest level will “kill anyone” (virtually unstoppable). So as evolution progresses, any biters that spawn will tend to be of more dangerous variants. Nests themselves mutate to higher factions over time, meaning even existing biter bases upgrade to spawn new types as global evolution climbs.

There is confusion between the level of the biters in the game and the "World: Ending enemy level" in the launch settings.
By default, the ending level in the launch settings is set to 5. This does not mean that at 100% evolution there will be level 5 biters. It means that there will be level 10 biters, but with 1000 health, as indicated in the explanation for this setting. And, if you change the ending level of the biters to 10 in the launch settings, then a level 10 biter will have 30,000 health

4 months ago

Note on "1/3": As I said earlier, no attack is "free".

4 months ago

Note on "2/3":
In the changelog, for instance, raiding AI state requires evolution ≥0.04 (4%) before it can trigger. - its wrong. There are no restrictions on this mode. But most often it will be turned on if there are no nests near the player

As evolution crosses certain thresholds, the AI unlocks new states like Sieging (where it starts actively building toward the player) or Onslaught (double point income) - its wrong. Moreover, you are almost guaranteed to get a siege mode immediately after the peace period ends, which will provide the Biters with a base for further attacks in the future. As for the "Onslaught " mode, it is activated if the player is practically surrounded by bases and "it's time to finish him". If you control the density of nests nearby, this mode can be avoided

4 months ago

Note on "2/3", undegorung attak: "dig underground to bypass natural barriers, emerging inside or behind your defenses."
Its wrong. Underground attack cannot pass under or near turrets (and rafars) and is forced to dig out

4 months ago

Ah, I'm still not too clear. Or the text is wrong. Rampant, Fixed, (RF hereafter) do generates Action Points, and it uses it to make different kinds of attacks, like Raids or Siege, using the Biters around nests, which are for me basically Free. Because they are defenders, generated over time and they will ALWAYS be generated, even for nests far far away from the pollution cloud.

And, this is a part I'm not too clear about, there are more AP when evolution is high, so basically more use of these Defenders ~~ Free biters ...
I'm not critiquing btw, I'm fine with that.

4 months ago

Once you are done reading, I can alter the texts fixing errors and then perhaps propose a 100 lines summary, would it be of use to you?

4 months ago

I think it's worth seeing what the end result will be.
I think that players will only read the "wall of text" if they are specifically looking for a detailed description of the mod.
But in any case, I'm interested in the view of my mod from the outside

4 months ago

2/3: "However, Rampant also has its own expansion system called “Growth” or Migration. The AI’s Migration state causes biters to specifically seek out resource-rich areas to occupy." -

It is wrong to mix the Growth mode and the Migration mode. The Growth mode is a gradual enlargement of the 2-3 nearest bases over time to a certain size. And the Migration mode is almost certain death for the player, so it is disabled by default. In the Migration mode, the AI ​​effectively settles on the map. Increasing the number of bases increases the generation of action points, which leads to a snowball effect.

4 months ago

There are no more comments.
The description gives a correct general idea. Perhaps it may seem that attacks are "timed" and "free", although both options are not true. But the description of the real state of affairs leads to a detailed analysis of each mode, which is not so simple, especially considering that the behavior is influenced by the player's buildings and his previous actions

3 months ago

I think you should make this description somewhat yourself with dividers and points to explain every mechanic, because when I started I didn't know what should I tweak to my liking and having so many different options not explained properly is not to my liking, this wall of text with your fixes really helped, so you should give some overview like that at main page to help people tweak your mode or even give incentive to install it, because when you read the description you may not like some point not even knowing that its disablable. Like for me playing with RSO (vanille spawners obv) and having spawners setup as smaller - so rarer also, and then this mod spawning thousand biters from kilometers at the beginning of the game is strange, like I run for minutes not finding nests, giant radius is scanned with extended radars and so having those biters come from those distances feels wrong as fck lol.

3 months ago

2/3: "However, Rampant also has its own expansion system called “Growth” or Migration. The AI’s Migration state causes biters to specifically seek out resource-rich areas to occupy." -

It is wrong to mix the Growth mode and the Migration mode. The Growth mode is a gradual enlargement of the 2-3 nearest bases over time to a certain size. And the Migration mode is almost certain death for the player, so it is disabled by default. In the Migration mode, the AI ​​effectively settles on the map. Increasing the number of bases increases the generation of action points, which leads to a snowball effect.

I was playing the game normally then what do you know the AI made a base inside my base behind the fence is this normal ?
I do have Indestructible Walls (Dell Aquila) so i was only paying attention on the entrance.
Here are the settings: https://imgur.com/a/LObsCFA

3 months ago

Theoretically, this could be:
If there is a passage to the base unprotected by turrets, then an underground attack could pass through it, under the walls. If the biters destroy a certain number of buildings and there are no other buildings nearby, then a small part of the squad creates a base, and the rest continues the attack

There are no other options. Rampant Fixed never spawns biters "out of thin air"

3 months ago

Theoretically, this could be:
If there is a passage to the base unprotected by turrets, then an underground attack could pass through it, under the walls. If the biters destroy a certain number of buildings and there are no other buildings nearby, then a small part of the squad creates a base, and the rest continues the attack

There are no other options. Rampant Fixed never spawns biters "out of thin air"

But i deselected the underground attack, this is a new game, they dont even respect the starting area.
Could it be because of alien migration ?
as ive readed here underground attack cannot happen if i got radars in the area, isnt that right ?

3 months ago

If you canceled the underground attacks, then Rampant's AI is definitely not involved.
In that case, I have no more versions.
You will have to watch the map, use autosaves to catch the moment when the base appears

3 months ago

thing is i had the setups made to maximum, range 20 and so on

New response