Smart Enemy AI Enhancement deprecated

by Raskoon

Advanced enemy AI system inspired by Rampant. Features intelligent attack patterns, coordinated group tactics, strategic base expansion, player tracking, and adaptive difficulty scaling. Makes biters smarter without relying purely on stat boosts.

Overhaul
9 hours ago
2.0
45
Combat

Changelog

Version 2.0.0 - Major Release: Configurable Difficulty & Wave Pattern Variety
Features:
  - Added configurable difficulty system with 4 presets (Easy, Normal, Hard, Nightmare)
  - Added custom difficulty multipliers for wave size, cooldown, collection time, and scout frequency
  - Implemented 5 different wave attack patterns:
    * Direct Assault - Tight circular formation, direct attack
    * Flanking Attack - Multiple groups attacking from different angles
    * Siege Formation - Wide surround formation
    * Wave Assault - Staggered waves attacking sequentially
    * Distraction Tactics - Pincer movement with distraction group
  - Wave patterns unlock based on game stage (Early/Mid/End game)
  - Pattern selection avoids repetition for variety
  - Added chat commands for easy configuration (/smart-ai help)
  - Added remote interface for programmatic access
  - Wave pattern announcements show which pattern is being used
  - Difficulty settings persist across saves
  - Comprehensive documentation (README, GAMEPLAY, COMPATIBILITY, PERFORMANCE)
  - Full localization support (English, German)

Changes:
  - Wave patterns now vary based on game stage and history
  - Difficulty multipliers apply to all game stage settings
  - Improved wave statistics tracking
  - Settings can be changed mid-game via commands
  - Debug code cleaned up for release
  - Performance optimizations verified
Version 1.1.6 - Configurable Difficulty & Wave Pattern Variety
Features:
  - Added configurable difficulty system with 4 presets (Easy, Normal, Hard, Nightmare)
  - Added custom difficulty multipliers for wave size, cooldown, collection time, and scout frequency
  - Implemented 5 different wave attack patterns:
    * Direct Assault - Tight circular formation, direct attack
    * Flanking Attack - Multiple groups attacking from different angles
    * Siege Formation - Wide surround formation
    * Wave Assault - Staggered waves attacking sequentially
    * Distraction Tactics - Pincer movement with distraction group
  - Wave patterns unlock based on game stage (Early/Mid/End game)
  - Pattern selection avoids repetition for variety
  - Added chat commands for easy configuration (/smart-ai help)
  - Added remote interface for programmatic access
  - Wave pattern announcements show which pattern is being used
  - Difficulty settings persist across saves

Changes:
  - Wave patterns now vary based on game stage and history
  - Difficulty multipliers apply to all game stage settings
  - Improved wave statistics tracking
  - Settings can be changed mid-game via commands
Version 1.1.5 - Impactful Wave System
Features:
  - Evolution-based difficulty scaling (Early: 0-0.6, Mid: 0.6-0.95, End: 0.95+)
  - Early game: 30-80 units, 60s build-up, 30min cooldowns
  - Mid game: 80-200 units, 75s build-up, 20min cooldowns
  - End game: 200-500 units, 90s build-up, 10min cooldowns
  - Countdown warnings before waves launch
  - Only one wave building per surface at a time
  - Dramatic wave launch announcements
  - Wave statistics tracking

Changes:
  - Increased wave sizes significantly for more impact
  - Extended cooldown times to make each wave special
  - Longer collection times for anticipation
  - Improved player feedback with detailed announcements
Version 1.1.4 - Wave-Based Attack System
Features:
  - Scout-based base discovery system
  - Coordinated wave collection from multiple spawners
  - Huge wave launches targeting discovered bases
  - Wave collection countdown with warnings
  - Multi-spawner coordination for larger waves

Changes:
  - Replaced consistent attack stream with wave-based system
  - Scouts find bases before waves launch
  - Waves collect units over time before attacking
  - Improved target selection at discovered bases
Version 1.1.3 - Multi-Planet & Universal Enemy Support
Features:
  - Works on all planets/surfaces
  - Supports any enemy type (biters, spitters, modded enemies)
  - Dynamic enemy type detection and categorization
  - Per-surface AI state tracking
  - Per-surface wave timers and statistics

Changes:
  - Removed hardcoded enemy type assumptions
  - Generalized all enemy detection to work with any type
  - Added per-surface state management
  - Improved compatibility with modded enemy types
Version 1.1.2 - Unit Grouping System
Features:
  - Groups existing units instead of spawning new ones
  - Different group sizes for different tasks:
    * Scout groups: 5 units
    * Patrol groups: 8 units
    * Attack groups: 12 units
    * Coordinated attack groups: 15 units
    * Siege groups: 20 units
    * Reinforcement groups: 6 units
  - Unit membership tracking to prevent double-assignment
  - Group cleanup system for dead units

Changes:
  - Removed all unit spawning functionality
  - Implemented intelligent unit grouping system
  - Added group membership validation
  - Improved group lifecycle management
Version 1.0.8 - Factorio 2.0 Compatibility
Changes:
  - Fixed API compatibility issues for Factorio 2.0
  - Updated entity finding methods
  - Fixed unit command API usage
  - Improved error handling with pcall wrappers
  - Enhanced validation functions
Version 1.0.7 - Initial Release
Features:
  - Basic smart enemy AI system
  - Unit spawning and grouping
  - Basic attack coordination