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
25 days ago
1.1 - 2.0
59.2K
Enemies

g Turret priority blueprint here!

11 hours ago

Rampant Target Priorities - Intelligently prevents each turret type from shooting at rampant's biter factions with High-to-100% damage type resistance, and prioritizes dangerous biters.

This was absolute hell to stup, perhaps even more so than playing rampant lol, so I might as well save a few others the trouble. The order suits my personal defense setup, but the list is not too difficult to further adjust to your individual needs, as I added some strategically placed empty rows inside the lists (so you can drag factions up/down more easily). Not sure where to post this, here seems best. Feel free to share elsewhere, if so a mention is appreciated.

https://www.dropbox.com/scl/fi/m5ujybuh8tbl7jhctwxja/Rampant-Target-Priorities.txt?rlkey=k40rkrk52c58mq0mk0ycomsww&dl=1

Some clarifications:

  • The idea was born from not being able to "blacklist" turrets from shooting certain enemies. You can only "whitelist", which involves putting every enemy in the game. After a few tries, I found a mod which put all the enemies in the list, but I still had to add all the extra spawns (wasps/eggs/crystals/etc) to the list. Then I figured I might as well sort the lists, which took another couple of hours because the "swap method" gui sucks. So, I might as well save a few others the annoyance/trouble, and share a blueprint with the 3 turrets with the full priority targeting list here.

-The turrets are set to ignore unlisted targets in order to prevent stuff like laser turrets from locking on to 100% laser resistant laser biters, flamethrower turrets now ignore things like fire spitters sniping walls from outside gun turret range, etcetera.
- With sufficient oil, you can unselect "ignore unlisted targets" from the flamethrowers, as the oil cost might be worth the pre-emptive ground fire being present in those rare cases
- Once you have sufficient lasers, you might want to delete the fire biter faction from the gun turrets in order to save ammo (but fire biters can appear quite early, before you have laser turrets (almost certain to happen on deathworld))
- Since ammo for flamers and lasers is practically free, they do not ignore high resistance enemies (80-93%). Gun turrets however, DO ignore factions with 80-93% physical resistance (regen/armored). If you don't like this, you can unselect "ignore unlisted targets" until the juggernauts make their appearance (@>82% evo)
- Every turret has a different top priority faction, which makes it easier to distinguish the turret types/see if the right filters are applied.
- My playthrough is still ongoing, so the order in the linked blueprint might still change.

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