Search found 294 matches

by Veden
Thu Nov 03, 2016 5:32 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.5

Could you make a trigger to destroying trees (after some initial time) that will trigger an attack? Something similar to Natural Evolution? Is there some progress making this mod harder? Yes, I have made some progress in making it harder. Should have something out today. Edit: Well my evolution was...
by Veden
Thu Nov 03, 2016 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.14.18] [Oxyd] ai_controllable and unit groups
Replies: 1
Views: 5058

[0.14.18] [Oxyd] ai_controllable and unit groups

When setting ai_controllable to false for the biter forces, it doesn't prevent unit groups from being created by the vanilla AI for attacking pollution. Creating new spawners and expansion seems to be correctly turned off when ai_controllable is set to false. Unit group formation should be off as we...
by Veden
Thu Nov 03, 2016 4:48 pm
Forum: Implemented mod requests
Topic: Creation Event for Biter nest and worms
Replies: 4
Views: 1250

Re: Creation Event for Biter nest and worms

That works great for the initial scan. The problem is when the AI creates bases during the course of a game after the chunks have been generated. In order to keep the mod state current with the map, I'm forced to do a slow scan because I can't tell when or where new bases are created outside freshly...
by Veden
Thu Nov 03, 2016 6:41 am
Forum: Implemented mod requests
Topic: Creation Event for Biter nest and worms
Replies: 4
Views: 1250

Creation Event for Biter nest and worms

Would it be possible to expose an event for when biter nest and worms are created?

Something similar to on_built_entity

It would be much more efficient than scanning the map using calls to find entities.
by Veden
Wed Nov 02, 2016 4:58 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.5

I love the idea of this mod. But unfortunately it makes the game easier not harder as it is. If you walk away from security and get near alien bases - it actually much easier as almost every time you attack aliens the all flee in terror, and come back after a while, making you kill of a few at a ti...
by Veden
Wed Nov 02, 2016 6:33 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.5

Thank you for the feedback, I much appreciate it and hope to get more. I would love the aliens to run way and collect huge amount of other aliens from other bases to attack your base - trying a larger and larger force each time. I will see what I can do. Better remember where they tried to attack yo...
by Veden
Mon Oct 10, 2016 7:04 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.3

I have no idea what is causing it, but I will take a look at your save when i get some time.
by Veden
Sun Oct 09, 2016 5:22 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.3

How large is your save file?
Was this an upgrade, if so from what version to what version?
Is there anymore of the error message you can provide?

How large is the 180 mod pack + saves?
by Veden
Sat Oct 08, 2016 10:13 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.3

No bad interactions that I'm aware of.

I haven't ever seen anything like that.

Does it still persist regardless of Rampant being active?
by Veden
Sat Oct 08, 2016 1:33 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.3

Unfortunately the attacks are not stopping now, so I am forced to take the mod off. I love the new behavior, but the increase in enemy attacks is unmanageable for me. So, I would have to use the third option. I've added some configuration options to make some of that difficulty adjustable. Might st...
by Veden
Wed Oct 05, 2016 5:14 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.2

So would you prefer the old pollution mechanic and switch off Rampant attack waves all together? or Bump the threshold up, so it takes more than the current setting to have attack waves trigger? or Using the pollution cloud to determine what bases can attack and have Rampant only form group that are...
by Veden
Wed Oct 05, 2016 5:47 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.2

Nowhere near them. As in, I started the game, and far before the first vanilla wave would arrive, small waves of biters would start attacking. Not instantly, but I had barely any pollution, and never went near any enemy base. Screenshot. I am getting waves from all directions, north, south, but bar...
by Veden
Wed Sep 21, 2016 3:44 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.2

Would it be possible for the mod to not send attacks without pollution first triggering it? I got my first waves before pollution reached any base, and it is already getting problematic. Also, Aliens probably should be more reluctant to retreat near spawners, since they are mainly there to defend i...
by Veden
Thu Sep 15, 2016 3:37 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.14.2

So the changes to the attacking is as follows: The default attack is by_enemy. I've removed both electric poles and railroads as primary targets. (These can be still secondary targets) When a squad is formed there is a 3% chance of always using by_anything attack. When a group retreats or attacks a ...
by Veden
Thu Sep 08, 2016 4:09 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.0.8

I'm not against making some adjustments, I appreciate feedback. I'm thinking that the default becoming by_enemy with a small chance of being a by_anything. For combat they switch over to the by_anything. The idea being that roaming bands will occasionally destroy everything in there path and while i...
by Veden
Mon Sep 05, 2016 7:45 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.0.8

That is awesome, I was noticing that alot when trying to do anything really.

That should clean up some of the logic and make for snappier actions.
by Veden
Mon Sep 05, 2016 6:02 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.0.8

This mod doesn't do anything. No retreat, no nothing. I have disabled all mods and created a new world. :( I would really like this to work but it doesn't. If I can help in any way please tell me. Note: Installed from mods.factorio.com(Ingame). Seems to be something with your 0.0.5 version of the m...
by Veden
Mon Sep 05, 2016 5:59 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315986

Re: [MOD 0.13.17] Rampant - 0.0.8

Hey, just wanted to say great mod! great code too, I had a look at how you had such responsive movement in your unitgroups for the retreat mechanic (which looks great in-game btw, very responsive and realistic) It seems you tackled it by making a new unit group and adding all the members back into ...
by Veden
Thu Sep 01, 2016 2:56 pm
Forum: 1 / 0 magic
Topic: [0.13.20][Linux] Poor rendering performance
Replies: 13
Views: 6197

Re: [0.13.20] Poor rendering performance

Hi. Veden, your game seems to work fine except for FPS drop when rendering lot of trees. That was supposed to be solved by graphics options "Enable tree sprite mipmaps", but it didn't help in your case. I wonder if you disable tree sprite mipmaps, is the FPS going to drop even more when r...
by Veden
Thu Sep 01, 2016 6:40 am
Forum: 1 / 0 magic
Topic: [0.13.20][Linux] Poor rendering performance
Replies: 13
Views: 6197

Re: [0.13.20] Poor rendering performance

I'm seeing the same thing and I'm also running arch linux, but I'm running 14.2. I removed all mods and started a new game, the screen shot is below. Also I'm noticing that the script update values are roughly double when compared to windows running the same set of mods. screenshot.png CPU i7 - 4930...

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