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
30 days ago
1.1 - 2.0
24.4K
Combat Enemies Environment Mining Manufacturing

g Corrupted bots

5 days ago

Hi!
Can you add an option to disable corrupted bots?
enemy--defender, enemy--destroyer, enemy--distractor, enemy--logistic-robot, enemy--construction-robot, enemy--roboport
Because the way they work right now kind of breaks the core concept of the game. They can come from any direction (even from across the ocean) and spawn huge numbers of maxed-out mobs plus spawners. I’m using the Bob’s Enemies mod, and when they “call in” reinforcements they spawn the top-tier leviathan mobs in ridiculous numbers, even though I’m nowhere near that evolution factor yet.

4 days ago
(updated 4 days ago)

I'll take a look whether removing them break the mod's strategic logics. If it doesn't crash, then I'll add the option.

This mod doesn't care core concept, which the enemy is just an annoyance instead of a threat. It adds aerial bots and other internal metrics as a RTS challenge. Evolution factor also isn't the only metric that determine what to spawn.

edit: Mixing other enemy mods may increase difficulty outside of my control.

4 days ago

This is really annoying, because these drones keep moving through the entire base and constantly spawn top-tier units.

4 days ago

edit: Mixing other enemy mods may increase difficulty outside of my control.

I see that bobenemies are included as optional hidden dependency, but why it works like that?

4 days ago

The optional hidden dependencies are for resolving some conflicts by loading the mods first. They don't automatically downloaded unless you have a mod that required them installed. The hidden dependencies are usually not recommendations.

I have added that option for next release. I need another way to let biter reach your base on a map with large body of water.

btw. if you are using my other enemy mods, they all have flyers. They won't be disabled. I'm not going to handicap them.

3 days ago

Sure thing!
I’d love to see flying units, even on Nauvis. I don’t mind Overlord drops or drone raids, but drones that can create super-spawners or legendary roboports feel a bit too overpowered. If there would be an option to disable base creation for drones, that would be great.
Much appreciated!

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