Enemy Race Manager

by heyqule

Add support to have multiple races of enemies and add various RTS elements. Added aerial enemies. Added engineer army that you can control. Support free for all or 1vN. Search "ERM -" mods to download the new enemies.

Content
12 days ago
1.1 - 2.1
28.1K
Combat Enemies Environment Mining Manufacturing

g Option to disable enemy landfill?

a month ago

It would be nice to disable enemy generated landmass, that they create almost like landfill, but not always seems to be sand?

a month ago

The intention of the bridge building was to prevent water / island abuse. It also caused performance issue when the enemy couldn't path to your base.

It's sand on nauvis. Other space-age planets use its own walkable tile. 3rd party planet defaults sand. If you see landfill on naivus or other planet and have Rampant installed, those are done by Rampant.

I added disabling support in ERM 2.1.5 build. You set it on per planet basis with the following lua code in a new mod.

data.raw['mod-data']['ERM_bridge_ignore_surfaces'].data['your_planet_prototype_name'] = true.

Additional details in https://github.com/heyqule/enemy_race_manager/blob/main/doc/planet_modding.md

15 days ago

Hello,

It would be very nice to add an option in mod settings to disable it, as I found, the AI enemies treat that couldn't path to your base very badly, a lot of times, if a wall is build or just makes an kilometer long path, when the 20 meter path is much more in line for them to reach me.
The simple fact, that planes exists with airdrops, negates this for me atleast.

15 days ago
(updated 15 days ago)

Sorry. I'm not gonna add that. Bridge building is considered part of the core mechanic. Letting user to disable it on per planet basis via mods is the furthest step back I can provide.

The mod rotate directions in its custom attack. Enemy may be on an island when the mod tries to form an attack group. So it's common to see the group spawn far away when there is a closer path. It adds some randomness to where they can spawn.

Also the advantage of having bridge built is that they will have lower chance to spawn flying unit, which is more annoying to deal with. You could build a chock point on the bridge and they often path through the bridge with land units.

15 days ago

I find it a bit ironic, that having options to make enemies very weak or very strong is an option, but not an fundamental mechanic, which is not full-proof? There would be cases, where maybe a plane/naval eccentric enemies are the logical step.

The big problem right now, that I face: https://i.postimg.cc/XYfTNkCr/image.png

I set up defenses, and they just if they decide on a goal, just bypass it and make a new land bridge.

If France and Germany had that, then it would have been over for the UK.
That's my two cents, I only say this in good faith, as this is an amazing mod. Having options is what matters to have fun.

15 days ago
(updated 15 days ago)

That image gave me a better understanding where you can coming from and I appreciated it.

I'll need your save to take a look. It's an edge case. It could be a bug or mod conflict.

Ground groups from ERM don't ignore your defense and walk pass it. The only group that bypass defense is the air "precision" group and dropships group. You get early warnings if you have built an air raid radar. Maybe your mine was raided by them?

They don't build bridge when they can't break through your defense. They only do so when they are surrounded by water with no path to your base. The other case could be that other mods killed my ERM group prematurely. That causes the ERM group to become invalid when pathing logic runs, and triggers the bridge building.

It was a dilemma when I created this feature. There were people who asked disabled air unit for biters on nauvis. The bridge mechanic was added to counter that. When you do have air units enabled, it's another mechanic to add some random encounters. It also serve as optimization. Having spawner to create invalid pathing group on an island is waste of computing cycles. This function gives those spawners a path to move forward.

Regardless, the bridge building is here to stay. Players have the option to opt-out with a simple data mod for non-ERM planets.

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