Enemy Race Manager

by heyqule

Add support to have multiple races of enemies and add various enhancements to enemy races. E.g Enemy becomes tougher as they level based on your pollution and killing factors, custom attack wave with flying units, custom race spawns and etc. Please visit the mod page or search "ERM -" mods to download the new demo races.

7 days ago
1.1
5904
Owner:
heyqule
Source:
https://github.com/heyqule/enemy_race_manager
Homepage:
N/A
License:
MIT
Created:
11 months ago
Latest Version:
1.10.5 (7 days ago)
Factorio version:
1.1
Downloaded:
5904 times

Enemy Race Manager

This mod adds support to have multiple races of enemies with distinct looks & abilities. It also adds various enhancements to enemy races. Such as enemy leveling, enemy base rapid expansion, enemy attack waves such as flyers squad and dropship squad.

It also provide an easy to use LuaRemote interface to add new enemy races. Please refer to the demos below.

I hope someone with art skills can come up with some new original races.

Discord: https://discord.gg/BwWXygyEyQ

1.10.0 release

  • Corrupted robots have joined base game biter to fill the flying/proxy builder/dropship units role. "Enemy/Erm_vanilla" race now supports all features in ERM.
  • 4 WAYS RACE SPLIT.
  • Time based attack squads after enemy level to 2. Default to ON
    • It adds points to attack meter every minute.
    • The points to add can be adjusted 1% to 20% of next attack threshold. (1.5hr to 5mins)
    • Default setting (3%) takes about 30 mins if you are playing defensively.
  • Enemy level 2 and 3 no longer depend on evolution factor. Now only unit tiers depend on evolution factor.
  • Another adjustment to leveling curve. Early levels will arrive a lot quicker.
    • New evolution point: {1, 3, 6, 10, 15, 21, 28, 38, 50, 70, 100, 150, 210, 280, 360, 450, 550, 700, 1000}
    • Add "level requirement multipler". This multiplier increase the evolution points required for enemy to level.
    • @IMPORTANT: You should consider changing "Level Curve Multiplier" to higher value if you are using expensive recipes or any big mod that makes weapon tech harder to research like Space Exploration.
    • @IMPORTANT: Space Exploration players may want to use 3 - 5 as level curve multiplier, since weapon tech upgrades require more advanced recipe and longer to craft.
  • Race mods changes:
    • Lower overall pollution_to_attack values
    • Support 4 races split
    • Various standarization changes.
    • flyer units are now "not-flammable"
    • ERM_Terran - MK1 units are cheaper to build. A lot of other changes.

New race demo

These race mods are made as educational demos. You'll have to download them separately.

Youtube: (New one WIP)

Tips on defense: A LOT OF construction robots and repair kits. Automate repair network ASAP. Mix all turrets. Uranium bullets are OP.

New Enemy Races:

>>>>Zerg<<<<

>>>>Protoss<<<<

>>>>RedArmy<<<<

Player Controllable Units:
>>>>Terran<<<<




Features

New enemies can be added as new forces

Manage new race as new enemy force. Each race has its own force statistics

4 difficulty levels

  • Casual, max at level 5 (weapon lvl 6, pre-infinite research)
  • Normal, max at level 10 (default, weapon lvl 11)
  • Advance, max at level 15 (weapon lvl 16)
  • Hardcore, max at level 20 (weapon lvl 20)

Adjustable max attack range for extra long range attack units

  • Normal, 14, default
  • Advanced, 20, outside of gun turret range.

Enemy Unit Leveling

The evolution points is tied to force's hidden evolution factors (time, pollution and kill spawner).

  • {1, 3, 6, 10, 15, 21, 28, 38, 50, 70, 100, 150, 210, 280, 360, 450, 550, 700, 1000}
  • evolution_base_point + (evolution_factor_by_pollution + evolution_factor_by_time + evolution_factor_by_killing_spawners) * level_multiplier
  • evolution_base_point is used for evolution point accelerator, which killing turret and units also count toward evolution.
  • level_multiplier default to 1.

Leveling support for base game biter/spitters, Armoured Biters, Explosive Biters & Cold Biters.

Tiered unit spawns

New races may have up to 3 tiers of unit-spawners and turrets. This applies to enemy base expansion.

  • 0 - 0.4 evolution factor use tier 1 spawns
  • 0.4 adds tier 2
  • 0.8 adds tier 3

Artillery-Shell damage buff

Artillery-Shell damage bonus now is part of infinite stronger-explosive upgrade.

  • Added this due to structure resistance and health increase

GUI to view each race's stats.

  • replace races on a surface
  • adjust enemy level mid-game.

Custom enemy base autoplace

This defines how enemy bases are generated when a new chunk is charted.

Default * using base game autoplace. All races are mixed together.

2 races split

  • race A spawns at positive axis, race B spawns at negative axis
  • can be divided by (X-axis) East/West or (Y-axis) North/South.
  • Example:When you choose Y-axis, Zerg (Race A) will spawn North, Protoss (Race B) will spawn South.

4 races split

  • One race in each area of top left, top right, bottom left and bottom right.

One race per surface/planet

  • randomly assign a race for each surface / planet.
  • It's for Space Exploration.
  • The race of a planet can be changed using replace function from UI.

Custom enemy base expansion

This defines how enemy expand into new area. In base game, each building group build one building at a time. This feature changes that they build several buildings at one time with specified formation.

  • Default
    • build one building at a time
  • Command Center
    • When the unit group base builds a command center type spawner, it triggers "Build A Town" logic. Otherwise, it's default logic
  • Build A Town (default)
    • Always use build formation option to build the base.
  • Full Expansion
    • When the first biter builds, everyone from the group will build based on "Build A Town" logic.

You can change the build formation option. For example:

  • 1 cc, 2 support spawners, 4 turrets
  • 1 cc, 4 support spawners, 5 turrets (default)
  • and more

Partial formation is build based on cc > support > turret priority.

Attack meters / Custom Attack Squad

  • Each enemy kill worth some points. Attack meter tallies the points for each race every minute. 1 point for unit, 10 points for turret, 50 points for spawners.
  • Enemy will send out an army to attack when a killed threshold is reached. The check happens every 5mins.
  • These attack groups are independent of pollution.
  • The default threshold is around 3000 points(~150 units) per attack group. The threshold is configurable.
  • When mapping method is set to "one race per surface/planet", custom attack group can spawn on SE's planets.
  • More features and specialized attack groups are coming in later release.
Flying attack groups (ON by default)
  • When "Flying Squad" is enabled, enemy may send out dedicate flying attackers to your base.
Dropship groups (ON by default)
  • When "Dropship Squad" is enabled, enemy may send out dedicate dropship to drop units in your base.
Precision strike groups (ON by default)
  • When this group goes to its target, the units ignore any attack distraction.
  • They target area with rocket-silo, artillery-turret and mining-drill. Defend them at all cost!
  • Dropship group always based on this group.
  • This feature can be enabled for flying attack group. Default to ON.
  • Early attack warning on mini map. Default to ON.
Time based attack wave (ON be default)
  • Time based attack wave after enemy level to 2. Default to ON
    • It adds points to attack meter every minute.
    • The points to add can be adjusted 1% to 20% of next attack threshold. It takes about 1.5hr to 5mins respectively to reach next wave.
    • Default setting, 2%, takes about 50 mins if you are playing defensively.

Free for all [Experimental]

/ERM_FFA command enable Free For All mode. It can be toggle on and off. Enemy races will fight each other to death. * This feature will have performance implication. * This command limits to max enemy level 5 and 10. * High level units are excluded because unit spawns quicker than they die and cause performance issue. * Not recommend to use FFA on a death world map. They may never stop fighting and kill your performance. * When toogle off, all units in enemy forces are killed.

Player building health and enemy damage will need to re-balance for this mode in a future release

Mod Compatibility

Resource Spawner Overhaul

  • You have to enable "Use vanilla biter generation" in Startup tab and disable "Use RSO biter generation" in Map tab

Space Exploration

  • Supports one race per planet!

Krastorio2 (beta 1.2+)

  • New races support creep generation
  • Custom bullets can hit air

Industrial Revolution 2

  • Custom bullets can hit air

Rampant AI (limited)

  • It works with default settings. However, its AI code only work for "enemy" force. It does not affect custom enemy forces.
  • Rampant enemies override ERM enemies! DO NOT enable them.

Armoured Biters & Explosive Biters & Cold Biters

New Game Plus

Please visit https://github.com/heyqule/enemy_race_manager/blob/main/Mod-Compatibility.md for full compatibility details.

Commands

  • /ERM_GetRaceSettings
  • /ERM_freeforall

Known Issues

  • Defense turrets from new force attack player in peaceful mode. If you know how to fix it, please message me.

Roadmap after 1.0

ERM_RedArmy - Heavy firepower on single target - Done

ERM_MarsPeople - Mars people from metal slugs series (WIP)

Uninstall

Please use the "Reset to default biters" button to replace ERM enemies with default biters before you remove the mod. Otherwise, your map won't have any enemies on generated chucks as the ERM enemies are removed automatically.