[MOD 0.13.17+] Rampant - 0.17.28

Topics and discussion about specific mods
Fen1kz
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sat Jun 03, 2017 2:59 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Fen1kz » Mon Sep 09, 2019 12:28 pm

Hello, does anybody know if it's working with Industrial Revolution mod?

Musil
Burner Inserter
Burner Inserter
Posts: 11
Joined: Thu Mar 14, 2019 6:28 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Musil » Mon Sep 09, 2019 11:10 pm

No idea why it shouldn't, it's purely AI scripting change.

Cala
Manual Inserter
Manual Inserter
Posts: 1
Joined: Sat Nov 03, 2018 2:13 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Cala » Sat Sep 14, 2019 11:27 pm

Would it be possible to make this mod compatible with others that add loot drops to aliens and their bases/spawners, such as Alien Walls and Schall Alien Loot? They're not "incompatible" in the sense that they load just fine alongside each other, but Rampant seems to actively replace every vanilla enemy unit and structure spawned during map generation by its own varieties. Only the vanilla ones, when forcibly spawned in, or when this mod's scripting fails to replace them due to apparent overload when there are too many enemies in newly-discovered map areas, are dropping loot from the aforementioned mods.

Or should this suggestion be made to the authors of those other mods instead?

Pongard
Burner Inserter
Burner Inserter
Posts: 18
Joined: Wed Oct 02, 2019 7:18 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Pongard » Fri Oct 04, 2019 8:08 am

Is there the possibility to just use the improvement of the AI, but switch off the new enemy types? Especially the flamy ones sounded not like fun from what I read.
I'd like the AI to be more challenging, but with vanilla enemies, what settings do I have to pick?

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 1743
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by BlueTemplar » Fri Oct 04, 2019 10:09 am

The default ones.

Pongard
Burner Inserter
Burner Inserter
Posts: 18
Joined: Wed Oct 02, 2019 7:18 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Pongard » Fri Oct 04, 2019 5:19 pm

Ok so with default settings I will not encounter the annyoing flamer bugs which I read about?

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 1743
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by BlueTemplar » Fri Oct 04, 2019 7:27 pm

As long as you don't also add Explosive Biters, no :
Image

Pongard
Burner Inserter
Burner Inserter
Posts: 18
Joined: Wed Oct 02, 2019 7:18 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Pongard » Fri Oct 04, 2019 9:19 pm

I just checked the options, aren't the new bug types enabled (by default)?

Image

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 1743
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by BlueTemplar » Fri Oct 04, 2019 11:34 pm

IIRC there's a "master" setting that you have to enable for those to spawn...

Pongard
Burner Inserter
Burner Inserter
Posts: 18
Joined: Wed Oct 02, 2019 7:18 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Pongard » Sat Oct 05, 2019 12:31 am

Ok got it, thanks :)

Kylerh15
Manual Inserter
Manual Inserter
Posts: 4
Joined: Mon Jan 14, 2019 9:10 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Kylerh15 » Sun Oct 06, 2019 7:48 am

Anyone know if its possible to disable biter swarms from spawning near structures randomly? i love the ai improvements but cant stand biters waves constantly spawning just outside my walls

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 1743
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by BlueTemplar » Sun Oct 06, 2019 12:41 pm

I don't remember, is there a way to enable vanilla attacks too, or am I confusing with RSO ? (Or were they never disabled in the first place ?)
Then you would just need to edit the files to make the biters stick to "peaceful" mode...

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 1743
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.26

Post by BlueTemplar » Sun Oct 06, 2019 12:51 pm

To come back to this issue :
pato wrote:
Sun Aug 04, 2019 1:01 pm
can you add an option to set troll spawner and troll worm regeneration?

my artilleries fire at them forever without dealing any damage. i already set the spawner and worm HP to only 0.1 but even with 1000-1500 hp they regenerate like 1000 hp per second and artilleries dont calculate that regeneration and take another target resulting in an endless loop of target switching
Zaflis wrote:
Sun Oct 06, 2019 2:09 am
Artilleries "reserve" a kill before it lands. I see this when walking with personal lasers near hives that are in artillery range. If the artillery shot is incoming, my lasers don't shoot the hive because it's already marked dead.

Now if that somehow extends to the biters and spitters too i don't know. Artillery doesn't specifically aim them when autofiring, but you propably can?
So of course you run into issues when your artillery does NOT one-shot kills nests...

pato
Long Handed Inserter
Long Handed Inserter
Posts: 64
Joined: Wed Oct 12, 2016 5:08 pm
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by pato » Sun Oct 06, 2019 1:24 pm

BlueTemplar wrote:
Sun Oct 06, 2019 12:51 pm
To come back to this issue :
pato wrote:
Sun Aug 04, 2019 1:01 pm
can you add an option to set troll spawner and troll worm regeneration?

my artilleries fire at them forever without dealing any damage. i already set the spawner and worm HP to only 0.1 but even with 1000-1500 hp they regenerate like 1000 hp per second and artilleries dont calculate that regeneration and take another target resulting in an endless loop of target switching
Zaflis wrote:
Sun Oct 06, 2019 2:09 am
Artilleries "reserve" a kill before it lands. I see this when walking with personal lasers near hives that are in artillery range. If the artillery shot is incoming, my lasers don't shoot the hive because it's already marked dead.

Now if that somehow extends to the biters and spitters too i don't know. Artillery doesn't specifically aim them when autofiring, but you propably can?
So of course you run into issues when your artillery does NOT one-shot kills nests...
yes. they are immortal when useing vanilla shells

Nerchio
Burner Inserter
Burner Inserter
Posts: 9
Joined: Fri Apr 14, 2017 8:52 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by Nerchio » Sat Oct 12, 2019 5:06 pm

Is there any way to add new factions to my map when I am already 8 hours in and I didn't enable them from the beginning?

protoplm
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sun Mar 31, 2019 1:59 am
Contact:

Re: [MOD 0.13.17+] Rampant - 0.17.28

Post by protoplm » Sat Oct 19, 2019 1:20 am

Just wanted to drop in and say thank you for the mod! I've used it a few times and it definitely makes the game's combat a lot more interesting. I'm curious how the recent changes to biter AI brings the vanilla biters closer to what rampant does as I noticed the biter stacking tweak is already in rampant.

Currently using it with Industrial Revolution to great effect. The mod's changes to combat mix quite well other than the short range early game stuff has, just another puzzle to solve.

Post Reply

Return to “Mods”

Who is online

Users browsing this forum: No registered users