Mod «Smarter Raider AI» for Rimworld (v1.4 - 1.5)

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Smarter Raider AI

Tynan says Rimworld is a storyteller, not a skill test. This is for people who want it to be both.

This mod focuses on reworking and prioritising the Rader AI decision making tree to be more in line with what a player would do, all whilst attempting to maintain vanilla performance. This is done by leveraging the existing vanilla rimworld avoid grid used in smart raids and extending it to incorporate player pawns as well (not just turrets).

Summary of main changes:

  • All enemy pawns will now avoid areas your turrets or drafted pawns have line of sight to (yes no more killboxes).
    Note: If a turret or pawn is engaged in a firefight the avoid grid will be disabled for that unit, meaning other raiders will now consider the area safe to advance into. This promotes initial strategic movement of raiders around your defences, but then simulates the chaos of war once the battle commences.

  • If a pawn dies a temporary 1 tile radius avoid grid will appear to tell other raiders to go around if they can. This negates the effectiveness of trap killboxes and stops raiders queueing up for death at any given entrance to your base.
    (similar to Careful Raids mod. Thanks @Nidvinter for suggestion).

  • Any raider with a weapon defined as breachable (set in mod options), will now attempt to breach first (regardless of whether it is a breach or normal raid). By default these are weapons including the keywords "stickbomb, concussion, frag, rocket, inferno, chargeblast, thermal, thump". i.e. a raider carrying a doomsday will fire it at your walls if there are no available colonist targets.

  • Raiders will prioritise pillaging and destroying colony buildings and will take the safest path to do this. If there is no safe path and they have no breachers then they will sap/attack walls in the safest locations.

  • Melee raiders will no longer queue up at a single entrance or tunnel to a target. Instead they will spread out and attack nearby structures if they can not immediately reach their initial target.


Due to all of the above it is much harder to 'Game' the AI. Strategic defence of the whole colony and not just one entrance is very important.

If you would like to see how the mod works you can toggle show avoid grid in dev mode and then spawn a raid.

Compatibilities:

Can add/remove from save without issue.

Compatible with combat extended.

Tentatively compatible with CAI (more testing required, may cause performance issues).

(This mod must be loaded after both of the above.)

Incompatible with Careful Raids.

Bonus:
Contains a performance fix for CE (enabled by default, can be disabled in mod options).

Known Issues:
Breaching raiders will sometimes attack mineables at the edge of the map that aren't anywhere near your base.

09.05.23 (1.4)

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10.04.23 (1.4)

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05.04.23 (1.4)

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File info

  • Added by: AtmosCry
  • Author: pogoman
  • Mod version: 28.07.24
  • File format: ZIP
  • File size: 0.2 mb
  • Source: Go to
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