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

b Distance to Evo Factor

2 months ago

Hi! I've not played with rampant since factorio 2.0 release. I started test map with lates release of mod (2.01.01). Try to tune old settings "rampantFixed--max-evo-dist" to change area with higher tier bitters. But it seems not affected by this value. Over all distance on nauvius I got 1 lvl enemies.

Is it bug or I've missed some updates of logic for it and now it's feature?

The vod link for demo is: https://drive.google.com/file/d/1z9RXXh-rSYgOi-PZxAnnB1mZ6aO-VPw7/view

2 months ago

Unfortunately, I won't be able to check it in the coming days, but I will definitely look at it in the future

a month ago

No problem at all, I'll wait for your response. Thank you very much!

a month ago

The function "findEntityUpgrade" BaseUtils.lua doesn't use params "currentEvo", "evoIndex". With version 2.00.4 the calculation "maxTier" was dropped. Instead the "maxTier" now code rely on "map.buildingsLvl".

The calculation of value "map.buildingsLvl" use "mRandom" and "game.forces.enemy.get_evolution_factor".

The code same for 2.01.01 version. Can it be reintegrate "rampantFixed--max-evo-dist" settings value to update "map.buildingsLvl" with it?

a month ago
(updated a month ago)

Maybe if the base idea is to use a global tier, it would be better to have an option to ignore the evo-dist setting value if it's 0, and use the default value to support the current logic. Otherwise, use scaling with distance.

Having a global enemy level without any other factors for the whole surface also can be good game mechanic.

a month ago

Thank you. I think I'll take this into account. It's unlikely to be in the next release - I'm busy fixing a critical bug after one of the Factorio updates. But in the next releases I'll try to add a fix

a month ago

Many thanks!)

a month ago

So, I checked.
The "Setting "rampantFixed--max-evo-dist" setting works correctly. The lower it is, the closer to the center strong factions appear. As for the "level" of buildings and biters, this setting does not affect it. Both on the edge of the map and in the center, at 0% evolution, units and buildings of level 1 will appear

As for the unused parameter in the function findEntityUpgrade, I will remove it. It is no longer needed.

a month ago

Thanks a lot for clarifying!
For some reason, in my memories of previous games, it seemed that as the player moved away from the point of appearance, the buildings had a higher level.
The current mechanics are quite suitable for sparsed railworld maps.

a month ago

Yes, your memory is correct.
Previously, the player could encounter 10th level worms at 0% evolution if went far enough. This is one of the reasons for the changes made.

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