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.
Large total conversion mods.
Version 2.4.0 - Dynamic Difficulty Adjustment
Features: - Added Dynamic Difficulty Multiplier (DDM) system that adapts wave difficulty based on base defense and infrastructure strength - Defense assessment analyzes turret count, density, coverage, and defense layers - Infrastructure assessment analyzes production capacity, logistics, and base complexity - DDM adjusts wave sizes (0.5x - 2.0x) and cooldowns dynamically - Smooth adaptation prevents sudden difficulty jumps - Cached calculations for optimal performance (<0.1% UPS impact, <20 KB memory) New Commands: - /smart-ai ddm - View DDM analysis for all discovered bases - /smart-ai ddm-sensitivity <0.0-1.0> - Adjust DDM sensitivity - /smart-ai ddm-toggle - Toggle DDM on/off Changes: - Wave sizes now adapt to player's defensive capabilities - Stronger bases face larger, more frequent waves - Weaker bases face smaller, less frequent waves - DDM works alongside existing evolution-based scaling and difficulty presets - All calculations cached for 30 seconds to maintain performance Performance: - DDM calculations: <1ms per base (cached every 30s) - Total UPS impact: <0.1% (well under 1% target) - Memory usage: ~15 KB (under 20 KB target) - Network impact: None (server-side only)
Version 2.3.1 - Wave Size Fix
Fixes: - Increased unit search cap so late-game waves can collect hundreds of units again (previous cap limited to ~150, causing weak waves)
Version 2.3.0 - Adaptive Pressure Layer
Features: - Added harassment raids that trigger after bases are discovered (5+ minute cooldown, evolution >= 0.35) - Added retaliation strikes when players destroy enemy spawners or worms - Shared attack ordering helper to keep groups together even if Factorio unit group creation fails Changes: - Extended unit-group creation to use real Factorio groups for harassment/retaliation for better pathing - Updated docs and info.json description
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