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. Buffed defensive entities and some attacks to balance with high level enemies. Free For All games!! Please visit the mod page or search "ERM -" mods to download the new demo races.

Content
2 months ago
1.1
13.3K
Combat Enemies Environment

b Random enemies spawning out of nowhere

2 months ago

Currently while playing SE game with ERM enabled I have weird bug where after 30-60 minutes random enemies are spawning and going into my base. They are not attacking me but running around in circles.
My planet race (i have 1 race per surface) are zergs and all possible enemy types are spawning during those random spawn waves. Very often i can see Terran Science Vessels.

I tried to disable environmental raids, however it did not do a thing. Is it a known bug?

I am running following mods:

  • base
  • aai-containers
  • aai-industry
  • aai-signal-transmission
  • aai-vehicles-ironclad
  • alien-biomes
  • AutoDeconstruct
  • Avatars
  • bobinserters
  • Bottleneck
  • bullet-trails
  • cargo-ships
  • cargo-ships-graphics
  • combat-mechanics-overhaul
  • Dectorio
  • Dirt_Path
  • ElectricTrain
  • enemyracemanager
  • enemyracemanager_assets
  • EpicArtillerySounds
  • equipment-gantry
  • erm_libs
  • erm_terran
  • erm_terran_exp
  • erm_terran_hd_assets
  • erm_toss_exp
  • erm_toss_hd_assets
  • erm_zerg_exp
  • erm_zerg_hd_assets
  • even-distribution
  • EvoGUI
  • far-reach
  • FARL-fixed-se
  • Flare Stack
  • flib
  • FNEI
  • FuelTrainStop
  • grappling-gun
  • helmod
  • inbuilt_lighting
  • informatron
  • InserterFuelLeech
  • inventory-repair
  • jetpack
  • Kruise_Kontrol_Updated
  • LogisticTrainNetwork
  • LTN_Content_Reader
  • Milestones
  • ModuleInserterEx
  • robot_attrition
  • rocket-log
  • RPGsystem
  • shield-projector
  • Shortcuts-ick
  • simhelper
  • solar-calc
  • Soundpack-alerts-and-sirens-updated-v1-1
  • space-exploration
  • space-exploration-graphics
  • space-exploration-graphics-2
  • space-exploration-graphics-3
  • space-exploration-graphics-4
  • space-exploration-graphics-5
  • space-exploration-menu-simulations
  • space-exploration-postprocess
  • Squeak Through
  • stdlib
  • TheFatController
  • Todo-List
  • tree_collision
  • Unit_Control
  • vanilla-loaders-hd
  • VehicleSnap
  • Warehousing
  • Waterfill_v17
  • WireShortcuts
  • YARM
  • zerm_postprocess
2 months ago

I also enabled only those mods and problem was still ocurring:
- base
- enemyracemanager
- enemyracemanager_assets
- erm_libs
- erm_terran
- erm_terran_exp
- erm_terran_hd_assets
- erm_toss_exp
- erm_toss_hd_assets
- erm_zerg_exp
- erm_zerg_hd_assets
- stdlib
- Unit_Control
- zerm_postprocess

2 months ago

I tried to record that but it is very hard to record it as i set game speed to 2k and it only happens sometimes... I do nto need to build any building for that to happen.

Units spawned this way are commiting suicide after 1-2 minutes XD

2 months ago

Here is video showing that in action:
https://youtu.be/AGEblHK8xOM

Zergs are nation that spawns by default on my planet. On video you can see overlord + dark templar spawned without reason.

2 months ago

They are scouts. Their purpose is to scout attackable entities for their custom attack groups. They won't poke your base unless they have to lol. It's working as intended.

I don't know the reason of other races spawning on your zerg planet. My guess is that other race somehow spawned on your zerg planet.

If you post your save, I can take a look.

2 months ago

lol ya. There is a bug which scouts from other races are spawning on the zerg planet.

It's not a game breaking issue. I'll fix it after 2.0 release.

2 months ago

Thank you for your hard work :).

I always appreciate hard work of every modder. I really like this mod. Brilliant idea and execution!

2 months ago

I have similar issue with wrong race but this time buildings are from wrong race:
https://imgur.com/a/vp0f8VU

Save: https://we.tl/t-u0CxREu744

It also happened before and some units from other races were spawned.

2 months ago

i formed sentence wrong - buildings are from correct race but until you approach them zerg buildings belong to terran/toss

2 months ago

One race per planet run through a custom building replacement function when the game places new enemy building in a new chunk. The game spawn buildings from any active race, then my custom function replaces those buildings with the one from the appropriate race.

The map view somehow is using the old buildings data in that area, instead of the replaced zerg buildings. Hence it gave you the false intelligence.

My assumption is that area was charted before the replace function run, so the map cached the old buildings. That fixes itself when a radar chart that area, or when you go kill them lol.

The "One race per planet" function will probably need to rework for 2.0's new enemies functions.

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