Enemy AI Enhancement


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

Overhaul
8 days ago
2.0 - 2.1
1.66K
Combat Enemies

i Suggestions: Supercycle, Night raids, Adaptive difficulty

13 days ago
(updated 13 days ago)

Hey, excellent mod that should get a lot more attention.

First, a supercycle, having larger long-duration cycle that varies raid scheduling and size would allow for a better gameplay experience. (Alternating periods of relative calm and heavy raiding gives the player more variety in terms of gameplay, this cycle would kick off with the first raid)

Secondly, night raids (basically a sypercycle aligned with the day-night cycle), you could configure the mod to have heavy raiding at night and less raiding during the day. (The flavor of having the biters come out at night is immaculate and gives the player a clear visual indicator of when they should be worried.)

Thirdly, adaptive difficulty, you could underpin the raiding and expansion systems with a point-buy system, where the biters spend points to execute or augment actions. The biters would gain points (modified by the supercycle) from time, research, pollution, nests destroyed, productivity, etc. Conversely, biters causing damage could subtract points so that the biters ease off after they've done significant damage. Most of this would be configurable. (The points are basically a pressure system, with raids and expansions letting off steam)

8 days ago

You, sir, are a scholar and a gentleman.

7 days ago

Thank you! But please give me feedback regarding difficulty. As i shoved all raids into the supercycle it could be quite hard maybe i have to increase night day cycle to 50/50

7 days ago

Should be also compatible to longer night mods

7 days ago
(updated 7 days ago)

Alright, I'll do a new run on Nauvis to test it, was doing a Gleba run. Might take a bit as I've also got a prototype query library I've got to test.

EDIT: I guess I'll start off by extending planet day/night cycles using it.

5 days ago

Not too far in, spent a lot of time testing/bugfixing.

But, it feels a bit too mild early game, the first two raids barely had anything.

5 days ago

Thats a problem with the base game. Turrets set a pretty high baseline for defense capabilities. To fix it i would need to increase base Raid size or polution

5 days ago

That's fair, it's working well so far and the forces I'm facing by this point are getting to the point of needing walls to stop turrets from getting overrun.

On another note, is there a way to break up the blob into multiple smaller groups on the final attack run? AoE is a bit too effective at dealing with the blobs because of their sheer density.

5 days ago

hmm je would be possible as i have a target cluster array. but that could be a perforamcne impact cuz calulaticing multiple target routes. Thats why i have the resistance feature.

5 days ago
(updated 5 days ago)

I'm more thinking moving as a single blob until the biters get close and then splitting that blob up into a bunch of small groups that go into attack mode.

That way, it remains computationally efficient until combat starts.

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