Sieging AI state - Where the ai does a migration event but also builds towards the player and their base.Migration AI State - Where the ai looks for resources patches to setup new bases.Raiding AI state - The AI will periodically send attack waves based on building proximity and not just pollution.Blockable Projectiles - Some of the biters projectiles can now be blocked by walls and trees.Rocket Reaction - Firing the rocket from the rocket silo will cause the biters to form extra attack waves.Ion Cannon Reaction - Firing the Ion Cannon will cause nests around the blast site to form into an attack wave and agitate all biters.Peace mode - If something sets peace mode, Rampant will respect it.Pathfinding - Unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing.No Homing Projectiles - All projectiles are fired at locations and no longer track the player.Reinforcements - Nests will send assistance to nearby nests under attack by the player.Counterattacks - When the player is in combat near nests they will send reinforcements to unit groups.Rallying Death Cry - When a unit is killed on a chunk that is past the retreat threshold, the unit will attempt to summon reinforcements to help them.Player Hunting - Unit groups will track the player based on there emitted pheromone cloud.Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death.Unit Group Forming - Any chunks with spawners in it that is covered by a pollution or player clouds will form groups based on the evolution factor.Tactical Retreats - These will take place when a unit group is in a chunk that has reached a death threshold.Rabid squads - Is in a permanent frenzied state as soon as the group is formed.Frenzy squads - When a unit group gets close to a player or start combat they switch to attacking everything in there path for a set radius or until there is nothing left.Breaching - When biters are destroying structures nearby unit groups will come to join them.Recycling Biters - When large groups of biters form on the game map and aren't assigned to a unit group or near a base will be periodically removed and refunded to the ai causing attack waves proportional to the number of units removed.Best use with clockwork or daynight extender mod Nocturnal Mode - A mod option to force biters to only attack at night.Difficulty Scaling - A mod option to control how quickly the ai can perform actions like making attack waves.Swarming - Units will smoothly slide by one another allowing for streamlined attacking.New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner.If experiencing desyncs, after an update, please do the following:ģ) Save the map after Rampant has been updated This is due to indexing all the chunks that have been generated. There will be a pause the first time and on every upgrade that Rampant loads. SiteĠ.14.14 factorio version fixed save corruptionĠ.14.10 factorio version fixed more pathing issuesĠ.14.4 factorio version fixed some issues with unit groups commands Adds new Enemies which can be disabled in mod settings. Factorio Mod - Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting.
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