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README.md
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README.md
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# Rampant Tactics
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Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, rallying death cry, and player hunting
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Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, rallying death cry, and player hunting. Also removes homing biter projectiles.
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# Forum Post
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@ -15,18 +15,27 @@ There will be a slight pause the first time this is started up due to indexing a
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MP should be working
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Configure Options:
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- Max biter wave size
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- Ramp up to max biter wave size
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- Use dumb projectiles
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- Use Natural Evolution unit launchers (Requires NE)
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- Togglable attack wave triggers (pollution, player)
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- Attack wave pollution trigger threshold
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# Features
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- 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
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- Rabid squads - Is in a permanent frenzied state as soon as the group is formed
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- Tactical Retreats - these will take place when a unit group is in a chunk that has reached a death threshold
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- Unit Group Merging - if multiple unit groups retreat at the same time there is a chance the groups will merge
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- Unit Group Merging - if multiple unit groups retreat at the same time there is a chance the groups will merge
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- 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
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- Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death
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- Player Hunting - unit groups will track the player based on there emitted pheromone cloud
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- 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
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- Counterattacks - when the player is in combat near nests they will send reinforcements to unit groups
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- Reinforcements - nests will send assistance to nearby nests under attack by the player
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- No Homing Projectiles - all projectiles are fired at locations and no longer track the player
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- Pathfinding - unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing
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# Planned Features
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@ -41,6 +50,7 @@ MP should be working
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# Version History
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0.14.10 -
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- Feature: Replaces homing projectiles with non homing versions
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- Improvement: Respect for peace mode. To be used with something like the True Peace Mod
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- Fix: Enforce rate limit for retreats
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@ -5,6 +5,6 @@
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"title" : "Rampant AI",
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"author" : "Veden",
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"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",
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"description" : "Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, rallying death cries, and player hunting",
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"description" : "Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, rallying death cry, and player hunting. Also removes homing biter projectiles.",
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"dependencies" : ["base >= 0.13.17", "? bobenemies", "? Natural_Evolution_Enemies"]
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}
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