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. Support free for all or 1vN. Search "ERM -" mods to download the new enemies.

Content
6 days ago
1.1 - 2.0
20.3K
Combat Enemies Environment Mining Manufacturing

g Enemies send attack group even if unaffected by pollution

a month ago

Hello, I started a "All planets enabled" playthrough and this mod was included. I started with enemy expansion disabled, and was surprised to see that enemies would still send attack parties from very far away, even if unbothered by anything.

I looked into the settings and tried disabling a bunch of things but the attacks keep coming, from very far away... Which is very much not ideal in comparison to the kind of playthrough I had in mind.

I'll probably set up a defense perimeter like in a regular playthrough, but still, I'd like to be able to disable this behaviour if possible?

a month ago

not possible to turn the custom attack off. You can only slow down those custom group attacks.

  1. Turn off time base attack
  2. Turn off all custom squad groups in map settings.
  3. Turn off all [attack point] options
  4. Lower "enemy difficulty" and "enemy progression multiplier" if you want enemy to be easier.
  5. If you want to further weaken enemy difficulty, you can lower enemy HP multiplier in startup settings.

But yes. You need at least some defense with this mod. Running "naked" will get your base rekted.

a month ago

Thanks for the answer. Is there a reason why the attacks can't be totally turned off?

I'm guessing the initial reasoning is that people installing this mod will want to engage with the locals. But when it's included as a "peer dependency"... In my opinion it would make sense for it to be an option?

In any way, thanks for taking the time to develop it.

a month ago

It's core logic of this mod. Turning it off might as well turn this mod off. :)

The "All planets enabled" mod is "mainly used for compatibility testing". ERM_Toss and ERM_Zerg were included because they have its own planet for battlegrounds. You wouldn't want to visit them if you don't plan to play with enemies.

You can try to individually download those planet mods by looking at "All planets enabled" dependecy list. https://mods.factorio.com/mod/kry-all-planet-mods/dependencies It's not ideal, but you can exclude ERM_Toss and ERM_zerg.

a month ago

Thank you!

a month ago

The only issue with not having the all planets enabled mod is its compatibility patch being missing so whats better is to do the following

go to %AppData%\factorio\mods
unzip kry-all-planets-mods into its own folder(make sure the folder is just kry-all-planet-mods_version of the mod with no extra nesting)
open up info.json
find and delete "erm_toss" and "erm_zerg" and save the file
zip the folder up again(making sure its a zip file)

This is not ideal but it does let you turn off the mechanics of enemy race manager while still enjoying the few patches that are made.
You will have to do this every time the mod updates but given the all planets mod wasn't meant to be a balanced playthrough or a playthrough in general (although many of us have started to use it for that vs testing) its worth the work tbh to do it

This is what i did due to erm and some of my other mods that i run with(combat mechanics overhaul being 1 of them) leading to biters that just walk over your defenses when you start to get the more advanced behemoth biters(insane resistances being a big issue here) and the flying enemies on nauvis just means you get forced to play in a heavily fortified box that always needs repairing where water does not matter anymore as a barrier.

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