Enemy AI Enhancement


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

Overhaul
a month ago
2.0 - 2.1
2.51K
Combat Enemies

i Minor request(s), minimal importance

a month ago

Context at the end
Could Stompers & Strafers also be triggered by breach requests?
Can breach events request attacks along multiple paths instead of direct line pathing?

And here's the context that makes it somewhat unreasonable:
I am a viewer of a streamer who is playing factorio with chat integrations, and I recced him to use this mod as an alternative to a devastating and unbalanced redeem. Due to the integrations, all planets have biter nests and stomper/strafer spawning, as chat can summon them. (demolishers too(and arachnids)) He is also using the provided commands as redeems themselves, specifically the breach command as an "alert biters to location", but due to how they path and focus, it often has minimal effect because he is able to move out of the way without any risk, and when chat uses it to attack his actual base, there are trickles of biters to the same killbox and tens of stompers and strafers standing there as swarms pass them by. He couldn't make force raid work consistently with the rapidity of chat requests, even with long delays. Here are more requests based on the circumstances, though it's all up to your discretion:
If present on the surface, all unit types should be able to join raids
Ability to trigger a breach/alert that targets the player
Potentially a separate force raid command that breaks balance and clones units to allow for more rapid raids
In-game modifiable raid size scale
Anything else you may want or can do

Possible bug?
Vulcanus lasted overly long despite terrible defenses because raids always came from the same direction until an expansion party stumbled into the other side of the base and destroyed a little before dying, though the next raid from the new side did wipe it off the map.

And separate from that mess of a request, I did notice while playing with the "More Enemies" mod that riads and attacks did not utilize the quantity of biters it supplied, even at 11x

a month ago

You can already change raid size in game. Set Raid Intensity to Custom, then adjust Raids — Size (Custom).
The breach command alerts nearby eligible enemies to a fixed position. It does not follow the player, which explains why moving away can make it ineffective. The search currently excludes stompers and strafers. Support for them and attacks from several directions are possible additions, but I need to investigate those first.
The force raid command changes the next raid time. It does not queue a separate raid for every request. Target selection, assembly, and the warning delay also apply. Raids already create new units, so the main addition here is a separate command that handles individual chat requests.

The repeated attack direction is worth investigating. But it could lead to weaker attacks overall. The mod can select a previously successful nest again, so your observation has a possible explanation in the current code. The mod swaps Targets and the best nest for that target gets selected. More Enemies also has its own cloning rules and limits. Its 11× setting does not directly multiply the raid size in Smart Enemies.
Which integration adds the nests on the other planets? Smart Enemies does not populate those planets with nests. Please send the mod list, versions, and exact commands used for the redeems.

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