Enemy Race Manager

by heyqule

Add support to have multiple races of enemies and add leveling to enemy. Enemy becomes tougher as they level based on your pollution and killing factors. This mod only enhance vanilla biters. Please visit the mod page to download the new demo race. (P-v1.4.0 / Z-v1.4.0 / T-v1.1.0)

a month ago


Version: 0.7.0
Date: 04. 02. 2021

  Major Features:
    - ----- Support one force per surface/planet. -----
    - ######## How this works:
    - 1) When a new surface is discovered, a race is assigned to the surface randomly
    - 2) Spawners or worms are generated when new chunk is mapped. The mod checks their force.
    - 3) If it's not same as the assigned force, the mod replace the entity with random spawner/worm from assigned race.
    - ########
    - UI shows the surface you are on and which race(s) are on that surface.
    - When you are using "one force per surface", replacing a race changes the race of the surface you are on.
    - ------ Expansion Build Style ----
    - The enemy builds one building each time in base game. Enemy base expansion is a very slow process.  This feature changes that.
    - There are 4 build styles.
    - 1. "Default", The enemy builds one building each time a build request triggers using base game logic. It's very slow expansion.
    - 2. "Command Center Expand", If the enemy build group builds a command center, it expands  build formation setting. Otherwise, it builds single building. This occasionally expand 7 extra builds.
    - 3. "Build A Town", The enemy build group builds based on the formation setting
    - 4. "Fully Expand", When the group builds, all units in the group builds using build formation setting. This always expands based on the size of the build group. The default map setting is 20.
    - When the unit group doesn't have enough units to build a full formation, command center always builds first, next is support building and then turrets.
    - Build style and build formation options can be change during runtime.

    - --- Major Performance Improvement ---
    - Large base builder group will have 75% chance to break down to a smaller settle size group. Large base builder groups seems have significantly performance penalty.
    - The extra units become attack group.  If it did not break down, the large base builder group would also become attack group

    - Corpse stay 15 minutes by default, instead of 5 minutes. Its setting range is now 1 - 60.
    - Add info icon to settings and setting description update
    - 2 races split is now an option in "Enemy Mapping Method", instead of checkbox.  Please select "2 races split" before continue your save.
    - Buffed base game rails resistance.
    - Remove Rampant from dependency blocker.  It seems work with default settings.  However, its changes only apply to "enemy" force. I did not test with its new biters. Enabling them may have unexpected results.
    - A lot of changes and performance tweaks made for terrain (1.1.0),protoss (1.4.0) and zerg (1.4.0) race mod. Please update those too!

    - Fix a crash by removing force and race_settings when an ERM race mod has disabled.
Version: 0.6.1
Date: 03. 27. 2021

    - Fixed a crash when Krastorio2 loads before this mod.  Improved it with ignore_collision_for_area_damage in data-updates.lua
    - Fixed a crash in command ERM_LevelUpWithTech.  Marked as deprecated for next release.
Version: 0.6.0
Date: 03. 26. 2021

    - Add support for Cold Biter and Explosive Biter
    - All biters support leveling.
    - Override their resistances
    - They don't regenerate health to balance their overpower attacks
    - [Cold Biter]
    - Cold always 95, physical 75, fire/explosion -100 - -50, laser/acid -50 - 50
    - [Explosive Biter]
    - Fire/explosion always 95, physical 75, cold -100 - -50, laser/acid -50 - 50

    - Fix a crash when visit other planet / surfaces in Space Exploration
Version: 0.5.0
Date: 03. 20. 2021

    - Compatible with Armoured Biters mod
    - All armoured snappers and snapper spawner supports leveling.
    - Max health stacks with Armoured Biter settings. Health @ Level 10 is very close to original health.
    - Override Armoured Biters settings to align with this mod's resistances and health regen standard.
    - Most snappers have 80 elemental and 90 physical resistance.
    - Leviathan snappers have 80 elemental and 95 physical resistance.

    - Buffed vanilla worm and health
    - Buffed vanilla biter physical resistance
    - Tweaked resistance function. Max resistance @ level 12, instead of level 10.

    - Fix vanilla biters not showing up when using "2 Ways Race Placement"
    - Fix enemy only show in positive axis when using same race for both positive and negative axis with "2 Ways Race Placement"
Version: 0.4.0
Date: 02. 14. 2021

    - Added new mod setting to toggle enhanced vanilla defenses, enabled by default
    - Buff car health (750), resistance and damage (1.5x).
    - Buff tank resistances and damage (2x).
    - Buff stone wall health (500) and resistances.
    - Buff spidertron resistance.
    - Buff impact resistance for all vehicles to 90/50.
    - Buff bot health from 100 to 200, resistances to 75%

    - Gun turret HP buff now controls with enhance vanilla defenses setting.
    - Armors resistances buff now controls with enhance vanilla defenses setting.
    - Explosive rockets AOE can now hit air
    - Units are fully heal in 2 minutes.
    - Buildings are fully heal in 5 minutes.

    - Fix existing enemies are wiped when the level difficulty setting changed from higher to lower for an existing save.
    - Fix a crash after disable vanilla biter and they level up on existing map.
    - Z and P are required to update 1.3.0 for above bugfix to work.
Version: 0.3.3
Date: 02. 02. 2021

    - Change max unit attack range for default to 14.  So that gun turrets can hit them with 2 layers of walls.
Version: 0.3.2
Date: 31. 01. 2021

    - Add an option to select max unit attack range for units that uses maximum range. Default is 16. Advanced is 20.

    - Early game leveling should be a lot slower now.
    - Change level 2 and 3's evolution factor value. {0.4, 0.8}
    - Change level 4 and 5 base on hidden evolution value.
    - New hidden evolution level values are {40, 80, 120, 160, 200, 250, 300, 350, 400, 500, 600, 700, 900, 1100, 1350, 1750, 2500}
    - Change Armor resistances to resists all damage types.
    - Buff gun turret HP from 400 to 800.
Version: 0.3.1
Date: 30. 01. 2021

    - Fix "Enable 2 Ways Race Placement" trigger.
Version: 0.3
Date: 29. 01. 2021

    - Added support to change max groups and max group size for map settings.
    - Added race placement grouping, supports 2 races on nauvis

    - Improves entity placement in map_processor and replacement_processor
    - Force set friend handles in force helper.
    - Default max group changed from 30 to 15. (performance improvement)
    - Default max group size changed from 200 to 100. (performance improvement)
    - Building on_biter_base_built event should now match race level.
    - Improve translations

    - Replace with buildings from correct race when the enemy base expands.  Autoplace spawned building from other races.
    - Fix remote call fetching incorrect unit tier / level
    - Fix evolution point calculation for gui
Version: 0.2.1
Date: 03. 01. 2021

    - Enable vanilla biter by default
    - Change description in info.json
Version: 0.2.0
Date: 03. 01. 2021

    - Add GUI to view evolution points, sync evolution point or replace enemy
    - Add level support for vanilla biters

    - Changed unit naming convention from '-' to '/'.
    - Tuned Evolution level.
Version: 0.1.0
Date: 26. 12. 2020

    - 2 difficulty levels (normal: 10, advanced: 20)
    - First 5 level is tied to force's evolution factor
    - The next 15 level is tied to force's hidden evolution factors (time, pollution and kill spawner)
    - Manage new race as new enemy force. Each race has its own force statistics
    - New races may have up to 3 tiers of unit-spawners and turrets
    - Artillery-Shell damage bonus now is part of infinite stronger-explosive upgrade.
    - Enemy level processor, handles leveling up enemy
    - Enemy map processor, handles replacing enemy entity with new level
    - Enemy replacement processor, handles replacing existing enemy entity with new race