# 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 # Forum Post https://forums.factorio.com/viewtopic.php?f=94&t=31445 # Notes 0.14.14 factorio version fixed save corruption 0.14.10 factorio version fixed more pathing issues 0.14.4 factorio version fixed some issues with unit groups commands There will be a slight pause the first time this is started up due to indexing all the chunks that have been generated. MP should be working # 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 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 - Pathfinding - unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing # Planned Features - Tunneling Biters - Fire Biters - Suicide Biters - infesting Biters - adaptive aliens - Base Expansion # Version History 0.14.10 - - Improvement: Respect for peace mode. To be used with something like the True Peace Mod - Fix: Enforce rate limit for retreats 0.14.9 - - Fix: Added null check in rally cry for chunks that have yet to be generated by game engine (https://mods.factorio.com/mods/Veden/Rampant/discussion/7946) 0.14.8 - - Feature: Rallying death cry, when a native dies on a chunk past the death threshold it will attempt to summon reinforcements from nearby nests - Tweak: Increased unit group merge distance from 16 to 28 tiles - Tweak: Increased retreat grab radius from 15 tiles to 24 tiles - Tweak: Decreased vengeance squad cost from 50 to 45 - Improvement: On group merge recalculate the kamikaze threshold, so groups that become large have a chance to kamikaze before attacking - Improvement: Disallow group merges when units are taking and receiving damage - Fix: Corrected unit group frenzy trigger based on engaging a target - Optimization: Switched to increment tick counter for processing and logic event - Optimization: Rate limited rally cry to 3/0.75 sec - Optimization: Rate limited retreat to 8/0.75 sec 0.14.7 - - Feature: Counterattack waves trigger when the player is standing in a chunk with the death pheromone past the retreat threshold - Feature: Reinforcement waves trigger when the player is standing in a chunk that contains a nest - Tweak: Increased max number of unit groups that can be active concurrently from 30 to 40 - Improvement: Removed restriction on unit group formations around nests 0.14.6 - - Major Fix: Corrected retreat logic having inverted comparison introduced in 14.4, so unit groups stopped retreating after lots of death happened in a chunk - Major Fix: Corrected pheromone dispersal with negative numbers - Fix: Adjusted scoring so unit groups try to avoid nest clusters when retreating (Messes up pathfinding) - Fix: When placing a player building ai was given credit as if they destroyed it - Tweak: Reduced retreat time length from 4.5 to 3 seconds - Tweak: Reduced death pheromone produced on death from 100 to 75 - Tweak: Increased attack radius of unit groups from 16 to 20 tiles - Tweak: Increased attack time length from 2.25 to 3 seconds - Tweak: Increased nest pheromone production from 15 to 30 - Tweak: Increased unit group search radius during formations from 2 chunks to 3 chunks - Framework: Decoupled squad status and kamikaze flag - Improvement: Biters don't retreat when dying on a chunk with a nest - Improvement: Chunks covered by nest pheromone remove death pheromone faster - Improvement: Attack wave size varies based on normal distribution that is centered around a scaled evolution factor that is lower than vanilla 0.14.5 - - Improvement: Enlarged player processing bubble from 3 to 4 chunks (pheromone radius is still 4 chunks) - Fix: Increased player scoring weight, so biter groups correctly hunt once more (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=40#p216119) - Improvement: Adjusted attack pathing, so groups can move diagonally - Fix: Unit group retreating when player occupies same chunk 0.14.4 - - Fixed a bug in the processing queue when upgrading mod - Greatly decreased Player pheromone radius, now sits at roughly 4 chunks around the player - Reworked pheromone pathfinding - Removed base and defense attack wave trigger, in favor of using player pheromone and pollution - Added periods of time where the enemy is not sending Rampant attack waves - Adjusted retreat percentage to suit the reduced attack wave size - Improved responsiveness on larger maps - Reduced AI max build points - Fixed player iteration bug 0.14.3 - - Slightly lowered Rampant attack wave frequency - Altered attack wave size to ramp up slower - Added configuration options for: - - Attack wave generation area - - Attack wave threshold - - Attack wave size - - Turn off rampant attack waves 0.14.2 - - Adjusted unit retreat group size threshold - Adjusted squad attack pattern (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=20#p203861) - Fixed migration issue 0.14.1 - - Fixed ai created bases not being counted in logic - Optimization to offset ai created bases scanning 0.13.5 = 0.14.5 0.13.4 = 0.14.4 0.13.3 = 0.14.3 0.13.2 = 0.14.2 0.13.1 - Back ported 0.14 factorio version to 0.13 factorio version 0.0.8 - - Fixed retreat oscillations (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=10#p198750) - Added scaling for kamikaze attack (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=10#p199401) - Increased squad size max from 125 to 150, (larger waves) 0.0.6 - - Some speed improvements - MP is working (https://github.com/veden/Rampant/issues/1) 0.0.5 - - Fix for nil chunk in ai attack (https://mods.factorio.com/mods/Veden/Rampant/discussion/2512) - Checks for main surface (https://forums.factorio.com/viewtopic.php?f=94&t=31445&p=198228#p198563) - Updated info with forum homepage 0.0.4 - initial release