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Rampant/README.md
2016-08-28 17:05:28 -07:00

2.0 KiB

Rampant Tactics

Factorio Mod - Improves the enemies tactics by using potential fields/pheromones allowing probing of defenses, retreats, and player hunting

Forum Post

https://forums.factorio.com/viewtopic.php?f=94&t=31445

Notes

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

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, player, player base, or player defense pheromone 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
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
Base Expansion

Version History

0.0.9 - fixed ai created bases not being counted in logic

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)

0.0.7 - updated for 0.14

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