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

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2 days ago
1.1 - 2.0
44.5K
Enemies

i new tactics

2 months ago

Hi. Try creating a breakthrough tactic for breaching the base perimeter. As far as I can tell, there's no such tactic right now. Currently, if they breach the perimeter, they just keep attacking nearby walls and turrets. As a result, it's relatively easy to deal with a wave. But if biters were to intentionally break through the wall in one spot and then try to rush deeper into the base, that would be dangerous and would require more advanced defense building tactics. It would be best to make this option toggleable.

2 months ago

If do this all the time, players will just add a wall/maze behind the main line of defense and shoot the running biters.
Also, it is not so easy to determine the moment when it is worth gnawing at the defense, and when it is better to run inside the base

But the idea is interesting, if you do it occasionally, the player will not be ready. I'll think about it, maybe I'll add this option to the squad

2 months ago

If do this all the time, players will just add a wall/maze behind the main line of defense and shoot the running biters.
Also, it is not so easy to determine the moment when it is worth gnawing at the defense, and when it is better to run inside the base

But the idea is interesting, if you do it occasionally, the player will not be ready. I'll think about it, maybe I'll add this option to the squad

I think when the group gets close to the wall, it's enough for them to change their target to the nearest polluting plant or collector/drill/power plant. then even the mazes won't help much. it may also be wise to count the lifetime of the group when in contact with the wall/turrets. this way it will be easier to find weak points.

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