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Making Biter attacks based on Time intervals

Posted: Thu Mar 04, 2021 6:52 pm
by Zolokhan
Is there a way to make biter attacks set to a random timed interval instead of pollution based? Rampant does this but its raiding and sieging AI tends to mess up biter expansion and you cannot start Ramapant on a higher evolution becuase you get swamped immediately.

I want to start a game with 100% evolution, max spawners, and all techs unlocked to just get right into base defense. I would like less frequent but larger biter attacks (Rampant is too frequent and goes overboard) ... I miss the wave gameplay of vanilla but need it not based on pollution ... so if there was like a random horde timer that caused spawners to initiate an attack the same as pollution but was not triggered by pollution but time .. like min / max time interval.

Thank you for any help :)

Re: Making Biter attacks based on Time intervals

Posted: Thu Mar 04, 2021 7:20 pm
by DaveMcW
It is already a setting in freeplay.

biter_settings.png
biter_settings.png (40.44 KiB) Viewed 481 times

Re: Making Biter attacks based on Time intervals

Posted: Thu Mar 04, 2021 7:26 pm
by DaleStan
DaveMcW wrote:
Thu Mar 04, 2021 7:20 pm
It is already a setting in freeplay.
That looks to me like it's for expansions, not for invasions.

Re: Making Biter attacks based on Time intervals

Posted: Thu Mar 04, 2021 7:31 pm
by Zolokhan
That setting is for expansions ... it will just cause them to move towards your base but then stop and make a spawner. Which is cool but not what I am looking for.

Like if there was some way to make the expansion AI mechanic INTO a straight up attack mechanic ... that would be cool.

Re: Making Biter attacks based on Time intervals

Posted: Thu Mar 04, 2021 11:51 pm
by jodokus31
Biter Battles scenario has a different attack approach, so it should be possible:
https://github.com/Factorio-Biter-Battl ... er-Battles

Maybe also have a look into wave-defense scenario in base mod

Re: Making Biter attacks based on Time intervals

Posted: Fri Mar 05, 2021 11:55 am
by Zolokhan
THat is a good idea looking at the scenarios. I will look at the triggers they used. Thanks

Re: Making Biter attacks based on Time intervals

Posted: Fri Mar 05, 2021 2:45 pm
by Zolokhan
I was checking out the Wave Defense scenario and the attacks are all directed towards the silo and it affects all the biters on the map i think. In order for this to work I would need to make the biters target the normal default targetting but it is not based on spawners .. it is just a command for biters to attack .

I wonder if there was a way to make an invisible pollution ticker that automatically made spawners absorb pollution without you actually making the pollution cloud. I want the attacks to be more organic and less predictable ... so if every spawner was rng pollution absorption triggers ..

Some work around I did was start the game at zero evolution but I modded every new enemy mod to have 100 level evolution biters spawn at 0 evolution ... so the enemies are max toughness at the game start and will attack you but they are not 100 evolution level AI or aggressiveness .. the next step was to bump up evolution per time to a good level where in around an hour or so or more ... they will be at evolution 100 and I should have a base by then to survive ... maybe. lol