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 Possible to disable raiding on specific planets?

3 months ago
(updated 3 months ago)

After defending against the first raid on Gleba, I'm not sure I want to deal with such an overhead on that planet. Is there a way to have it only use vanilla mechanics on specific planets while retaining the changes for the other ones?

Alternatively, any suggestions for mitigating the 360* attacks? Is there a particular distance from player stuff which incites raid parties? I noticed they killed a couple of my radar outposts but others they left completely unharmed. I do have Arsenal, so the MK2 gun turrets are actually able to eviscerate stompers but I don't really like the idea of surrounding my entire base in gun turrets, especially when I was planning construction of a vastly larger (proper) base when the peaceful grace period ended.

EDIT: Spotted an older topic regarding Vulcanus that highlighted the "per player" setting -> "show additional administrator options". I assume setting it to "ignore" on a surface will effectively disable rampant AI for that surface? Seems to be the case, cheers!

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