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
Mods introducing new content into the game.
PS: I'm playing factorio version 1.1
how to unbeatable wasp attacks?
I can barely produce 10 turrets, but theres 30 wasp spitters and 500 wasps?
too many wasps early game, turrets can't clear wasps, the spitters never die, infinite wasps
I don't understand the mod? how does the attacks work?
before the grace period ends, pollution attacks are fine, when the truce ends, there's x10 more biters
why so many biters, for the same amount of pollution?
I'm playing deathworld, are deathworld making rampant attacks stronger than it should be?
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if I use lite mode, will the attacks be less frequently and same strength?
what exactly is "AI: Action points scaling" ?
how is "action points scaling" different than " lite / hard " difficult?
I want biter strength to be the same, but I want them to do x25 less stuff ( less frequency, same strength )
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if I turn off "attack wave: enable the swarm" and "attack wave: shrink nests/worms" will the game get too easy?
I'm using "armoured biters" and "natural evolution enemies"
is "rampant arsenal" enough to deal with these?
Honestly, I don't understand
The point in the game where you can barely afford to make 10 turrets is the early stage, the first hour of the game. At that point, even on a death world, evolution will not exceed 5%. There can be no wasps during this period. All you will encounter are common biters, at most - acid ones. In addition, the size of the attacking squads will be from 3 to 7 biters. To deal with them, a machine gun is enough, you don't even need turrets. Where do you get 30 spitters and 500 wasps?? Besides, there are no more than 1-2 wasps per spitter.
The only way to get the situation you described is to set high nest density and play with some mod that slows down progress. In this case, after 4-5 hours, if the nests absorb a lot of pollution or you attack dense nests, you can get something like this.
But this means that you overestimated your capabilities
so this was a figure of speech with purposeful exaggeration
It's deathworld, 9 hours in, 400k pollution produced in total, 0.05 evolution, there is wasps
my modlist have expensive stuff, max I could do is 8 turrets at each defense point, with several defense points scattered
I'm getting about 30 wasp spitters vs 8 turrets
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"before the grace period ends, pollution attacks are fine, when the truce ends, there's x10 more biters" - The described situation is also impossible. No attacks are possible during the grace period. Even from pollution. However, immediately after grace period ends you will receive a strengthened attack. It must be survived
As for the attacks from pollution - they occur as in the game without mods (except for the limitation on the starting truce)
"I'm playing deathworld, are deathworld making rampant attacks stronger than it should be?" -
The death world itself does not directly affect the number of attacks. But indirectly - yes. The more nests and the closer they are, the more frequent the attacks of the AI Rampant.
As for the Lite mode - you can read its description in the tooltip for this setting. In this mode, attacks in the late stages of the game and the reaction to the destruction of nests are significantly weakened
AI: Action points scaling - is responsible for passive generation of action points. The AI spends these points and creates squads. On a standard death world, this is approximately 1-2 squads per minute. However, there are several other sources of obtaining these points.
"how is "action points scaling" different than " lite / hard " difficult?" - in light mode the cost of squads for AI is higher. But only starting from 50% evolution and gradually increases to x2
if I turn off "attack wave: enable the swarm" and "attack wave: shrink nests/worms" will the game get too easy? - does not affect the difficulty. Reduces the collision zone of biters and nests, reducing lags with large squads
I'm using "armoured biters" and "natural evolution enemies" - I can't help with the second mod. I haven't played it. Maybe your difficulties are due to it. As for the armored biters, the Rampant Arsenal can handle them.
"before the grace period ends, pollution attacks are fine, when the truce ends, there's x10 more biters" - The described situation is also impossible. No attacks are possible during the grace period. Even from pollution. However, immediately after grace period ends you will receive a strengthened attack. It must be survived
I have the option "AI: daytime non-rampant actions" turned on, but I already knew attacks before grace period would happen
so if I survive the initial strengthened attacks, what changes?
I'm using 500 minutes starting truce
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As for the Lite mode - you can read its description in the tooltip for this setting. In this mode, attacks in the late stages of the game and the reaction to the destruction of nests are significantly weakened
no significant changes in the early game?
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AI: Action points scaling - is responsible for passive generation of action points. The AI spends these points and creates squads. On a standard death world, this is approximately 1-2 squads per minute. However, there are several other sources of obtaining these points.
so how can I get my objective?
I want biter strength to be the same, I want to keep their strength, but reduce the frequency of attacks
I'm getting about 30 wasp spitters vs 8 turrets: Pollution is to blame. In this situation, wasps can become deadly. Turrets will not have time to destroy the spitter on the approach, and then will be distracted by destroying drones. If there is not enough DPS, then they will shoot at drones endlessly and spitters will destroy everything
But in this situation, the wasps behave exactly as they should. They are weak on their own, but if you let them show their strengthss, it will hurt. I can recommend a flamethrower. It destroys any number of spitting wasps. Or reduce pollution.
so if I survive the initial strengthened attacks, what changes? - In your case, nothing will change. As it became clear, the main danger for you comes from pollution
no significant changes in the early game? - Yes. Except that it will be easier to survive a counterattack after killing the nests.
I want biter strength to be the same, I want to keep their strength, but reduce the frequency of attacks - pollution. Control it. In this case, it is not the Rampant AI that kills you, but the standard attacks created from the absorbed pollution
I want biter strength to be the same, I want to keep their strength, but reduce the frequency of attacks - pollution. Control it. In this case, it is not the Rampant AI that kills you, but the standard attacks created from the absorbed pollution
if I reduce factorio setting "attack cost modifier" in the pollution tab when creating a new world?
will it affect both rampant and vanilla pollution attack strength?
does this setting affect strength, or frequency?
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it is not the Rampant AI that kills you, but the standard attacks created from the absorbed pollution
so if I turn off "AI: daytime non-rampant actions", I fix this problem?
does this option change anything besides allowing attack before truce ends?
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will it affect both rampant and vanilla pollution attack strength? - This will only affect the attacks from pollution, but that's what you want. The attacks of the AI Rampant are weak at 0-30% evolution. They are only dangerous because at this stage the player cannot protect everything, and the AI finds weak spots.
does this setting affect strength, or frequency? - there will be fewer biters in the wave. The frequency of attacks from pollution depends more on how large the area of nests in the pollution zone is
so if I turn off "AI: daytime non-rampant actions", I fix this problem? - This will prevent pollution attacks during the starting peace period
AI: Action points scaling - is responsible for passive generation of action points. The AI spends these points and creates squads. On a standard death world, this is approximately 1-2 squads per minute. However, there are several other sources of obtaining these points.
so if I reduce this setting by x10
1-2 squads per minute
becomes 1-2 squad each 10 minutes?
or 1-2 squads per minute, but 10x weaker?
"becomes 1-2 squad each 10 minutes?" - this
thank you!!! now everything's clear
just as confirmation and a last question
rampant does not change the number of biters generated by pollution?
Changes. At Rampant's biters. Level 1 biters are twice as expensive as "small biters". That is, there are 2 times fewer of them. But the higher the level, the higher the attack power per unit of pollution. At about 30% it becomes equal to the ratio of vanilla biters. The further, the more dangerous.
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