[MOD 0.13.17+] Rampant
Re: [MOD 0.13.17+] Rampant
Attached is an mp4 video of demo when using Rampant.
It stutters hard.
It stutters hard.
Re: [MOD 0.13.17+] Rampant
starting peace duraion not working is that buged? tryed with only rampant on, peaceful AI on/off. nothing seem to work bitters just try to eat me at min 1. and debug messages do say "AI_STATE_PEACEFUL"
Re: [MOD 0.13.17+] Rampant
I thought so too then I turn off all other mods refresh rampant settings and still get eaten... fresh tested
they also send attack waves if there pollution cloud, meanwhile debug messages keep saying they are peaceful. just want some 1hour "spare me time" so I can play with 600% bases.
Re: [MOD 0.13.17+] Rampant
New bug - popup when defending against large group.
The version of Rampant - 3.1.2
What is your map evolution - 91% last I checked.
Was Rampant added at the start of a game - yes.
A brief description of what you are experiencing - Fighting off a large group while trying to rebuild defenses. Screenshot:https://i.imgur.com/gfF76UL.png
A brief description of want you are expecting - Not crashing/erroring.
What mods are you using - Lots. See zip link below.
Save game + Logs + Mods: https://anonfiles.com/H11f50A8ye/Factorio_zip
UPDATED SAVE GAME: https://anonfiles.com/eeI25eAeye/Mark-Base_zip
Error is triggered within a few mins of running game.
The version of Rampant - 3.1.2
What is your map evolution - 91% last I checked.
Was Rampant added at the start of a game - yes.
A brief description of what you are experiencing - Fighting off a large group while trying to rebuild defenses. Screenshot:https://i.imgur.com/gfF76UL.png
A brief description of want you are expecting - Not crashing/erroring.
What mods are you using - Lots. See zip link below.
Save game + Logs + Mods: https://anonfiles.com/H11f50A8ye/Factorio_zip
UPDATED SAVE GAME: https://anonfiles.com/eeI25eAeye/Mark-Base_zip
Error is triggered within a few mins of running game.
Re: [MOD 0.13.17+] Rampant
Biter bases in my game seem to be in inactive for hours, maybe always. One part of my base, to the north, that have leaked a lot of pollution for hours just leaks that pollution into inactive nests. They do somewhat activate if I go near, but there's not much attacking going on.
The version of Rampant : Rampant 3.1.2
What is your map evolution: 0.6774
Was Rampant added at the start of a game: Yes
A brief description of what you are experiencing: Bases go inactive for hours at a time. Biters don't move. Attack waves not forming.
A brief description of want you are expecting: Bases going inactive not at all or much shorter time. Biters moving and attack waves forming often.
What mods are you using: See images below. The images are in reverse order
I attached a save file and a map image. If you go around the base exterior walls you can see almost no movement, and to the north where pollution leaks and is absorbed by bases there are almost no attacks(if any at all from pollution, maybe raiding happens sometimes?). Is the map to big and processing chunks and bases takes so much time that Rampant doesn't work as it should? Can't imaging playing without Rampant anymore
Are there something in the lua script I can tune or change? Process more bases per tick or something?
The version of Rampant : Rampant 3.1.2
What is your map evolution: 0.6774
Was Rampant added at the start of a game: Yes
A brief description of what you are experiencing: Bases go inactive for hours at a time. Biters don't move. Attack waves not forming.
A brief description of want you are expecting: Bases going inactive not at all or much shorter time. Biters moving and attack waves forming often.
What mods are you using: See images below. The images are in reverse order
I attached a save file and a map image. If you go around the base exterior walls you can see almost no movement, and to the north where pollution leaks and is absorbed by bases there are almost no attacks(if any at all from pollution, maybe raiding happens sometimes?). Is the map to big and processing chunks and bases takes so much time that Rampant doesn't work as it should? Can't imaging playing without Rampant anymore
Are there something in the lua script I can tune or change? Process more bases per tick or something?
- Attachments
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- Base
- Screenshot 2022-11-04 at 18.59.26.png (4.19 MiB) Viewed 6070 times
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- 1 Bob.zip
- Save game
- (39.11 MiB) Downloaded 105 times
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- Mods 4
- Screenshot 2022-11-05 at 12.27.29.png (347.51 KiB) Viewed 6070 times
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- Mods 3
- Screenshot 2022-11-05 at 12.27.16.png (338.16 KiB) Viewed 6070 times
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- Mods 2
- Screenshot 2022-11-05 at 12.27.07.png (327.83 KiB) Viewed 6070 times
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- Mods 1
- Screenshot 2022-11-05 at 12.26.41.png (331.02 KiB) Viewed 6070 times
Last edited by Raatn on Sat Nov 05, 2022 11:54 am, edited 2 times in total.
Re: [MOD 0.13.17+] Rampant
Can you reupload your updated save game please?Semaphor wrote: ↑Fri Sep 30, 2022 2:34 pmNew bug - popup when defending against large group.
The version of Rampant - 3.1.2
What is your map evolution - 91% last I checked.
Was Rampant added at the start of a game - yes.
A brief description of what you are experiencing - Fighting off a large group while trying to rebuild defenses. Screenshot:https://i.imgur.com/gfF76UL.png
A brief description of want you are expecting - Not crashing/erroring.
What mods are you using - Lots. See zip link below.
Save game + Logs + Mods: https://anonfiles.com/H11f50A8ye/Factorio_zip
UPDATED SAVE GAME: https://anonfiles.com/eeI25eAeye/Mark-Base_zip
Error is triggered within a few mins of running game.
Re: [MOD 0.13.17+] Rampant
I am using Rampant 3.1.2, Factorio 1.7.0 and just the normal Bob's mods.
Save attached.
There seem to be very few biter bases. Like a few to the south and the ones to the north I completely wiped out. There don't seem to be any new bases in unexplored areas. It seems like there should be much more at this point in the game (fairly late, I'm polluting like a boss)
The map can also be seen here:
https://bulk.1209k.com/factorio/Bob2022 ... 2/559/0/60
Save attached.
There seem to be very few biter bases. Like a few to the south and the ones to the north I completely wiped out. There don't seem to be any new bases in unexplored areas. It seems like there should be much more at this point in the game (fairly late, I'm polluting like a boss)
The map can also be seen here:
https://bulk.1209k.com/factorio/Bob2022 ... 2/559/0/60
- Attachments
-
- Bob2022.zip
- (28.86 MiB) Downloaded 88 times
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Re: [MOD 0.13.17+] Rampant
Running 3.1.2, getting the following non-recoverable error after changing biter factions mid playthrough:
Modlist:
I realise that this may not be fixable, I was wondering if I could change something in the baseutils file to fix it?
Modlist:
I realise that this may not be fixable, I was wondering if I could change something in the baseutils file to fix it?
Last edited by elminster696 on Thu Dec 08, 2022 12:27 pm, edited 1 time in total.
Re: [MOD 0.13.17+] Rampant
It seems I have the same problem as above. Mod version is the same. Error is:
Error while running event Rampant::on_script_trigger_effect (ID 154)
__Rampant__/libs/BaseUtils.lua:127: attempt to index local 'alignmentTable' (a nil value)
stack traceback:
__Rampant__/libs/BaseUtils.lua:127: in function <__Rampant__/libs/BaseUtils.lua:109>
(...tail calls...)
__Rampant__/libs/BaseUtils.lua:303: in function 'upgradeEntity'
__Rampant__/control.lua:692: in function 'onEntitySpawned'
__Rampant__/control.lua:723: in function <__Rampant__/control.lua:721>
I did change the factions mid game, I started with all deactivated and then activated just the common biters (not enough RAM for more)
Curiously, the error seems to not happen until I start researching something. Then it always crashes.
Mods:
AAI Vehicles: Ironclad
Aircraft Realism
Akimbo Vanilla Weapons
Alien Biomes + High res terrain
Alien Biomes settings
Alternative starts updated
Armored Train
Armoured Biters
Artillery Equality for Vanilla only
Auto deploy destroyers
Bioluminescence
Biter proofing (but everything is off)
Bobs Functions Library
Bobs Personal Equipment
Bobs Warfare
Bullet Trails
Catmod Reborn
Cheaper and more circuits
Cleaned Concrete
Closest First for 1.1
Combat bot booster
Custom power armor reborn
Disco science
Dragon industries Nauvis division
Event listener
Factorio crash site
Factorio Extended - core
Fireproof bots
Frost biters
Gatling pulse laser
Geothermal
Howitzer Cannon
Inventory repair
Kill a nest get gifts
KS Power
Large lamp
Laser weapons
Lexs Aircraft
Military 5
Mining patch planner
My quick start
Nightfall
No wall repair
Nuclear artillery shell
oil burner
planetorio
pyromaniac
rampant (obv)
rampant arsenal
realistic ruins
scaredy bot
show max underground distance
supply drop refurbished
the ruins mod
useful equipment
warheads
water poles
waterfill (nothing was waterfilled this game, but i wanted biters to atack me more so I landfilled "bridges" from sorrounding islands so the bases where pollution reaches could attack me)
weapon rack
wider range electric poles
wildfire
wonders
Save file attached. I would really like to solve this, as I love this map and really dont feel like restarting again, its already second restart. It does seem to f*ck with mods, as I had to turn off several that worked flawlessly up till now. I am goint to try deleting chunks, maybe the entity causing the error will go away?
EDIT: I flushed the cache by changing settings of the mod (just added another faction) and then loading the game and the error seems to have gone away. But it probably will be back later, so I would still be happy with an answer
Error while running event Rampant::on_script_trigger_effect (ID 154)
__Rampant__/libs/BaseUtils.lua:127: attempt to index local 'alignmentTable' (a nil value)
stack traceback:
__Rampant__/libs/BaseUtils.lua:127: in function <__Rampant__/libs/BaseUtils.lua:109>
(...tail calls...)
__Rampant__/libs/BaseUtils.lua:303: in function 'upgradeEntity'
__Rampant__/control.lua:692: in function 'onEntitySpawned'
__Rampant__/control.lua:723: in function <__Rampant__/control.lua:721>
I did change the factions mid game, I started with all deactivated and then activated just the common biters (not enough RAM for more)
Curiously, the error seems to not happen until I start researching something. Then it always crashes.
Mods:
AAI Vehicles: Ironclad
Aircraft Realism
Akimbo Vanilla Weapons
Alien Biomes + High res terrain
Alien Biomes settings
Alternative starts updated
Armored Train
Armoured Biters
Artillery Equality for Vanilla only
Auto deploy destroyers
Bioluminescence
Biter proofing (but everything is off)
Bobs Functions Library
Bobs Personal Equipment
Bobs Warfare
Bullet Trails
Catmod Reborn
Cheaper and more circuits
Cleaned Concrete
Closest First for 1.1
Combat bot booster
Custom power armor reborn
Disco science
Dragon industries Nauvis division
Event listener
Factorio crash site
Factorio Extended - core
Fireproof bots
Frost biters
Gatling pulse laser
Geothermal
Howitzer Cannon
Inventory repair
Kill a nest get gifts
KS Power
Large lamp
Laser weapons
Lexs Aircraft
Military 5
Mining patch planner
My quick start
Nightfall
No wall repair
Nuclear artillery shell
oil burner
planetorio
pyromaniac
rampant (obv)
rampant arsenal
realistic ruins
scaredy bot
show max underground distance
supply drop refurbished
the ruins mod
useful equipment
warheads
water poles
waterfill (nothing was waterfilled this game, but i wanted biters to atack me more so I landfilled "bridges" from sorrounding islands so the bases where pollution reaches could attack me)
weapon rack
wider range electric poles
wildfire
wonders
Save file attached. I would really like to solve this, as I love this map and really dont feel like restarting again, its already second restart. It does seem to f*ck with mods, as I had to turn off several that worked flawlessly up till now. I am goint to try deleting chunks, maybe the entity causing the error will go away?
EDIT: I flushed the cache by changing settings of the mod (just added another faction) and then loading the game and the error seems to have gone away. But it probably will be back later, so I would still be happy with an answer
- Attachments
-
- ZAJEBISTY POLWYSEP.zip
- (20.02 MiB) Downloaded 82 times
Last edited by enslave91 on Fri Dec 23, 2022 10:44 am, edited 1 time in total.
Re: [MOD 0.13.17+] Rampant
[Placeholder for save]
Experiencing huge lag on my save.
Experiencing huge lag on my save.
- Attachments
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- t.zip
- (25.7 MiB) Downloaded 77 times
Re: [MOD 0.13.17+] Rampant
Does the scaling works with vanilla biters (i.e. no factions enabled)?
Re: [MOD 0.13.17+] Rampant
bug caused when playing rampant version 3.2.0
evolution factor is 0.6896. time 12%, pollution 41%, spawner kills 47%
rampant was added at the start of the game
game crashes, playing multiplayer with mods, mainly K2 and some smaller stuff, while doing some expansion if that matters
upon death of a biter or base the following occurs
The mod Rampant (3.2.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Rampant::on_tick (ID 0)
Rampant/libs/BaseUtils.lua:408: attempt to index local 'base' (a nil value)
stack traceback:
Rampant/libs/BaseUtils.lua:408: in function 'canMigrate'
Rampant/libs/Processor.lua:385: in function 'processVengence'
Rampant/control.lua:992: in function <Rampant/control.lua:971>
mod list
-alien Biomes 0.6.8
-armoured biters 1.1.6
-atomic artillery 0.2.3
-caramelldansen labs 1.0.2
-factorio library 0.12.6
-FNEI 0.4.1
-king jo's ford mustang 1.1.4
-king jo's fuel 1.1.1
-Krastorio 2 1.3.18
-Krastorio 2 assets 1.2.1
-Rampant 3.2.0
-Squeak Through 1.8.2
-the ruins mod 1.1.6
-vehicleSnap 1.18.5
marked location of player in the midst of expansion when bug occurs
evolution factor is 0.6896. time 12%, pollution 41%, spawner kills 47%
rampant was added at the start of the game
game crashes, playing multiplayer with mods, mainly K2 and some smaller stuff, while doing some expansion if that matters
upon death of a biter or base the following occurs
The mod Rampant (3.2.0) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Rampant::on_tick (ID 0)
Rampant/libs/BaseUtils.lua:408: attempt to index local 'base' (a nil value)
stack traceback:
Rampant/libs/BaseUtils.lua:408: in function 'canMigrate'
Rampant/libs/Processor.lua:385: in function 'processVengence'
Rampant/control.lua:992: in function <Rampant/control.lua:971>
mod list
-alien Biomes 0.6.8
-armoured biters 1.1.6
-atomic artillery 0.2.3
-caramelldansen labs 1.0.2
-factorio library 0.12.6
-FNEI 0.4.1
-king jo's ford mustang 1.1.4
-king jo's fuel 1.1.1
-Krastorio 2 1.3.18
-Krastorio 2 assets 1.2.1
-Rampant 3.2.0
-Squeak Through 1.8.2
-the ruins mod 1.1.6
-vehicleSnap 1.18.5
marked location of player in the midst of expansion when bug occurs
- Attachments
-
- png of of location where it happens
- location.png (1.13 MiB) Viewed 4891 times
Last edited by GODTRASH on Sat Apr 01, 2023 6:40 am, edited 2 times in total.
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- Manual Inserter
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Re: [MOD 0.13.17+] Rampant
Hello,
today I've updated to 3.2.0 and started experiencing a strange behavior with the attacking groups. Instead of grouping together in their nest and then walking towards my base, they just teleport to their first waypoint and then continue walking.
This means that sometimes an entire group spawn right in front of my defensive walls, making a massive hole before I can deal with it. And other times, when nests are further away, they teleport to their gathering point and then continue on foot.
In addition, biters are now laying down landfill when walking in or near shallow (walkable) waters. Is this intended?
I believe this to be a bug, since I only noticed it started happening today, after I updated to 3.2.0.
Rampant enabled since game start.
Rampant Arsenal 1.1.6 added after start, but experienced no issues until Rampant 3.2.0.
Mod list:
- Space Exploration 0.6.104
- Krastorio 2 1.3.18
- Rampant 3.2.0
- Rampant Arsenal 1.1.6
- LTN 1.18.3
- HeroTurrets 1.1.21 (does anyone know how to enable tech upgrades for flamethrower and gun turrets? It's kind of silly that a rank "General" turret has 1/3 damage of base turret...)
- Fireproof Bots 1.1.3
- Squeak Through 1.8.2
- VehicleSnap 1.18.5
Kind regards,
Brko
today I've updated to 3.2.0 and started experiencing a strange behavior with the attacking groups. Instead of grouping together in their nest and then walking towards my base, they just teleport to their first waypoint and then continue walking.
This means that sometimes an entire group spawn right in front of my defensive walls, making a massive hole before I can deal with it. And other times, when nests are further away, they teleport to their gathering point and then continue on foot.
In addition, biters are now laying down landfill when walking in or near shallow (walkable) waters. Is this intended?
I believe this to be a bug, since I only noticed it started happening today, after I updated to 3.2.0.
Rampant enabled since game start.
Rampant Arsenal 1.1.6 added after start, but experienced no issues until Rampant 3.2.0.
Mod list:
- Space Exploration 0.6.104
- Krastorio 2 1.3.18
- Rampant 3.2.0
- Rampant Arsenal 1.1.6
- LTN 1.18.3
- HeroTurrets 1.1.21 (does anyone know how to enable tech upgrades for flamethrower and gun turrets? It's kind of silly that a rank "General" turret has 1/3 damage of base turret...)
- Fireproof Bots 1.1.3
- Squeak Through 1.8.2
- VehicleSnap 1.18.5
Kind regards,
Brko
- Attachments
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- Brko_rampant.zip
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Re: [MOD 0.13.17+] Rampant
Save for Bug AAI Vehicles
The mod AAI Programmable Vehicles (0.7.24) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event aai-programmable-vehicles::on_tick (ID 0)
The mod Rampant (3.2.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Rampant::on_unit_group_finished_gathering (ID 141)
__Rampant__/control.lua:862: attempt to index local 'chunk' (a number value)
stack traceback:
__Rampant__/control.lua:862: in function <__Rampant__/control.lua:803>
stack traceback:
[C]: in function 'start_moving'
__aai-programmable-vehicles__/control.lua in function 'unit_update_state'
__aai-programmable-vehicles__/control.lua in function 'unit_tick'
__aai-programmable-vehicles__/control.lua in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function <__aai-programmable-vehicles__/scripts/event.lua:12>
The mod AAI Programmable Vehicles (0.7.24) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event aai-programmable-vehicles::on_tick (ID 0)
The mod Rampant (3.2.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Rampant::on_unit_group_finished_gathering (ID 141)
__Rampant__/control.lua:862: attempt to index local 'chunk' (a number value)
stack traceback:
__Rampant__/control.lua:862: in function <__Rampant__/control.lua:803>
stack traceback:
[C]: in function 'start_moving'
__aai-programmable-vehicles__/control.lua in function 'unit_update_state'
__aai-programmable-vehicles__/control.lua in function 'unit_tick'
__aai-programmable-vehicles__/control.lua in function 'callback'
__aai-programmable-vehicles__/scripts/event.lua:14: in function <__aai-programmable-vehicles__/scripts/event.lua:12>
- Attachments
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- Spacerigs 2.zip
- (6.92 MiB) Downloaded 63 times
Re: [MOD 0.13.17+] Rampant
EDIT: Don't worry, I'm dumb
Re: [MOD 0.13.17+] Rampant
Log:
[...]
93.757 Verbose Scenario.cpp:389: Map setup finished: 8.574427 seconds.
139.034 Error MainLoop.cpp Exception at tick 40738230: The mod Rampant (3.3.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Rampant::on_tick (ID 0)
Expected table or string.
stack traceback:
[C]: in function 'find_non_colliding_position'
__Rampant__/libs/BaseUtils.lua:474: in function 'queueUpgrade'
__Rampant__/libs/BaseUtils.lua:700: in function 'processBaseMutation'
__Rampant__/libs/Processor.lua:417: in function 'processNests'
__Rampant__/control.lua in function <__Rampant__/control.lua:969>
[...]
save: modlist / settings: mods changed:
- Natural evolution enemies redux in control.lua @ line ~1220
[...]
93.757 Verbose Scenario.cpp:389: Map setup finished: 8.574427 seconds.
139.034 Error MainLoop.cpp Exception at tick 40738230: The mod Rampant (3.3.2) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event Rampant::on_tick (ID 0)
Expected table or string.
stack traceback:
[C]: in function 'find_non_colliding_position'
__Rampant__/libs/BaseUtils.lua:474: in function 'queueUpgrade'
__Rampant__/libs/BaseUtils.lua:700: in function 'processBaseMutation'
__Rampant__/libs/Processor.lua:417: in function 'processNests'
__Rampant__/control.lua in function <__Rampant__/control.lua:969>
[...]
save: modlist / settings: mods changed:
- Natural evolution enemies redux in control.lua @ line ~1220
Re: [MOD 0.13.17+] Rampant
The game crashes about 2 minutes after this save state.
Error while running event Rampant::on_tick (ID 0)
Rampant/libs/BaseUtils.lua:238: attempt to index field '?' (a nil value)
stack traceback:
Rampant/libs/BaseUtils.lua:238: in function <Rampant/libs/BaseUtils.lua:232>
(...tail calls...)
Rampant/libs/BaseUtils.lua:451: in function 'queueUpgrade'
Rampant/libs/BaseUtils.lua:700: in function 'processBaseMutation'
Rampant/libs/Processor.lua:417: in function 'processNests'
Rampant/control.lua in function <Rampant/control.lua:969>
I was playing a game with both Natural Enemies Evolution and Rampant installed, I was pretty happy with the balance of the Rampant AI combined with the NEE enemies but had research costs cranked really high and got wiped by brutal biters once they showed up. I attempted to turn off all Rampant factions (leaving in NEE enemies) and after loading the save it worked correctly for a few minutes before this crash occurred.
I have:
ChangeMapSettings_5.0.1
even-distribution_1.0.10
Natural-Evolution-Enemies-Research-Fix_1.0.2
Nova-Natural_Evolution_Enemies_1.1.01
Rampant.3.3.2 (was previously 3.3.0 I think? but updating to 3.3.2 didn't fix)
Squeak Through 1.8.2
VehicleSnap 1.18.4
Error while running event Rampant::on_tick (ID 0)
Rampant/libs/BaseUtils.lua:238: attempt to index field '?' (a nil value)
stack traceback:
Rampant/libs/BaseUtils.lua:238: in function <Rampant/libs/BaseUtils.lua:232>
(...tail calls...)
Rampant/libs/BaseUtils.lua:451: in function 'queueUpgrade'
Rampant/libs/BaseUtils.lua:700: in function 'processBaseMutation'
Rampant/libs/Processor.lua:417: in function 'processNests'
Rampant/control.lua in function <Rampant/control.lua:969>
I was playing a game with both Natural Enemies Evolution and Rampant installed, I was pretty happy with the balance of the Rampant AI combined with the NEE enemies but had research costs cranked really high and got wiped by brutal biters once they showed up. I attempted to turn off all Rampant factions (leaving in NEE enemies) and after loading the save it worked correctly for a few minutes before this crash occurred.
I have:
ChangeMapSettings_5.0.1
even-distribution_1.0.10
Natural-Evolution-Enemies-Research-Fix_1.0.2
Nova-Natural_Evolution_Enemies_1.1.01
Rampant.3.3.2 (was previously 3.3.0 I think? but updating to 3.3.2 didn't fix)
Squeak Through 1.8.2
VehicleSnap 1.18.4
- Attachments
-
- _autosave2.zip
- (8.97 MiB) Downloaded 64 times
Re: [MOD 0.13.17+] Rampant
I would like more information on how Rampant generates new biters and spitters. They have a favorite place to gather in high density, and I have tried to eliminate any spawners that could supply them. I haven't found mobile units marching in, but I'm not watching continuously.
Also, I have seen squads just vanish. Can they spontaneously appear?
I have seen a squad of dozens bloom from a small team of 4 - 5 marching. Can that happen from none at all?
Is there some documentation on how Rampant works?
Also, I have seen squads just vanish. Can they spontaneously appear?
I have seen a squad of dozens bloom from a small team of 4 - 5 marching. Can that happen from none at all?
Is there some documentation on how Rampant works?