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mirror of https://github.com/veden/Rampant.git synced 2025-01-26 03:20:07 +02:00

see readme

This commit is contained in:
Aaron Veden 2017-04-01 20:45:31 -07:00
parent d749eccf8e
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# Rampant Tactics
Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, rallying death cry, and player hunting
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.
# Forum Post
@ -15,18 +15,27 @@ There will be a slight pause the first time this is started up due to indexing a
MP should be working
Configure Options:
- Max biter wave size
- Ramp up to max biter wave size
- Use dumb projectiles
- Use Natural Evolution unit launchers (Requires NE)
- Togglable attack wave triggers (pollution, player)
- Attack wave pollution trigger threshold
# Features
- 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
- Rabid squads - Is in a permanent frenzied state as soon as the group is formed
- Tactical Retreats - these will take place when a unit group is in a chunk that has reached a death threshold
- Unit Group Merging - if multiple unit groups retreat at the same time there is a chance the groups will merge
- Unit Group Merging - if multiple unit groups retreat at the same time there is a chance the groups will merge
- 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
- Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death
- Player Hunting - unit groups will track the player based on there emitted pheromone cloud
- 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
- Counterattacks - when the player is in combat near nests they will send reinforcements to unit groups
- Reinforcements - nests will send assistance to nearby nests under attack by the player
- No Homing Projectiles - all projectiles are fired at locations and no longer track the player
- Pathfinding - unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing
# Planned Features
@ -41,6 +50,7 @@ MP should be working
# Version History
0.14.10 -
- Feature: Replaces homing projectiles with non homing versions
- Improvement: Respect for peace mode. To be used with something like the True Peace Mod
- Fix: Enforce rate limit for retreats

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"title" : "Rampant AI",
"author" : "Veden",
"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",
"description" : "Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, reinforcements, counterattacking, rallying death cries, and player hunting",
"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.",
"dependencies" : ["base >= 0.13.17", "? bobenemies", "? Natural_Evolution_Enemies"]
}

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(copyDirectory "prototypes" modFolder)))
(define (run)
(copyFiles modFolder)
; (copyFiles modFolder)
;; (copyFiles zipModFolder)
;;(makeZip modFolder)
(makeZip modFolder)
;;(makeZip zipModFolder)
)
)