Enemy Race Manager

by heyqule

Add support to have multiple races of enemies and add various RTS elements. Enemy become tougher as you kill them. Added aerial enemies. Please visit the mod page or search "ERM -" mods to download the new demo races.

Content
23 hours ago
1.1 - 2.0
13.5K
Combat Enemies Environment

g Free for all mode crash

1 year, 4 months ago

Game crashes on boot when trying to enable free for all mode with these mods in combo. If I disable free for all mode it loads the game fine. It appears the max_health variable gets messed up.
https://imgur.com/yApNfUh

1 year, 4 months ago
(updated 1 year, 4 months ago)

lol. Which mad mod gave that rain-power-pole 500 million HP? FYI. free for all mode multiplies player entity HP by 12.5 times. So that 500million HP entity ended up with 6 billion, which max_health can't hold.

I can fix it on my end next release. But that cause is by bad design from other mod. That mod could make that power-pole indestructible instead.

1 year, 4 months ago

https://imgur.com/SnVky2Y MoWeather Revival https://mods.factorio.com/mod/Moweather-Revival IDK why they edit power poles its just a weather mod... I will report this to them but in the mean time can you add an option to disable the hp multiplication so my game doesnt explode lol. Also can you please add an option to have move than 1 race per space exploration planet randomized that would be cool so for 2,3,4 way add an option [randomized] then a 2nd option for even more randomization 2,3,4 way mode randomized splitting so the planet could have 1 race 2 races or 4 races for _ side to avoid repetition on the new planet.

1 year, 4 months ago
(updated 1 year, 4 months ago)

It should fixed in 17.4. FFA multiplier ignores any thing over 10 million HP.

Re: Random multiple race per planet. That's a neat idea. I think it will likely introduce high performance penalty in order to build that since I'll need to check the enemy buildings location, which race I should replace and etc.

1 race per planet is already running its custom autoplace function, which is somewhat slower than other options which depend on basic game autoplace.

I'll add it to the backlog. I will think about it when time permits.

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