Enemy AI Enhancement


Smarter biter AI with adaptive resistance, breach reinforcement, scheduled raids, wall regen, and overhaul-mod compatibility.

Overhaul
5 days ago
2.0
1.35K
Combat Enemies

g Suggestion: Random Raids

6 days ago

Hey! I switched over from Rampant for a more UPS-friendly approach to biter AI, and this mod is great! For my current playthrough, I wanted to do something a little more low-key, so I've turned off pollution and am only relying on biter expansion, proximity, and this mod to send biters in my general direction.

My one suggestion (so far) would be to add some kind of custom randomization for the big raid scheduler. Right now, I know that after I get raided, I'm probably safe for a bit. I've turned off the alerts and the status panel, so I can't see exactly when things are happening, but you still kind of know you're safe for some interval after a raid happened because of how the mod works.

If the raid scheduler picked an random time, though....maybe you're safe. Maybe you aren't. :D

In my view, this feels like something that would be a custom setting for raids and would see the window narrow as evolution progresses. Right now, normal starts out with a big raid every hour but reduces down to 5 minutes at 1.0 (per the tooltip). So maybe, with random, the mod can pick any time slot between the minimum and maximum time, and those times narrow as evolution increases.

I guess if you wanted to get really fancy, you could set it up where the player picks the baseline for those min/max times and then the mod adjusts to a specific difficulty.

Example: At 0, the mod could pick any time between 5 minutes and 45 minutes, so maybe you get back to back raids or there's a long stretch. But at 1.0, the mod picks between 2 and 5 minutes, so the pressure stays on.

The same could be done for intensity, as well, so that some raids are bigger/harder than others.

Anyway, just a thought I had and wanted to pass along. Thanks for such a neat little mod.

6 days ago

Great ideas thank you! and should be a fast change, let me look at it

6 days ago

No problem!

Oh, I also wanted to ask about research pressure and if it works since I have pollution turned off for my game. The description says the mod picks a base on a polluted chunk where you have a presence. When I have the alerts turned on, I got notices about research pressure, but I never got attacked by anything. Am I supposed to? I'm not really sure what I should be expecting.

6 days ago

Hey, so the text is old and ill update it soon! Ok so what rp does: Calculate how expensive the last research was. Place a calculated number of biters at a nest with a valid path. then hand those biters back to engine. So the engine will coordinate an attack else iust would be to close to raid again. Nest selection to spawn is currently the slected and vaslidated raid nest for youir most polluted base cluster. I need to check if it still works if you play without pollution.

New response