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 the raid AI strategy 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 avoid grid used in smart raids and extending it to incorporate player pawns as well (not just turrets), and forcing it to be always enabled for every raid type.
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, doom, triple 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.
- Raiders will now engage enemies behind impassable cover (i.e. embrasures) within 2-4 seconds of coming into range (vanilla default is up to 8 seconds).
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.
Incompatible with Careful Raids.
Incompatible with Breachable Embrasures - An AI-Behaviour Change (this mod fixes the same issue)
Compatible with Combat Extended (load this mod after).
Partially compatible with CAI (load this mod before). CAI does not use the avoid grid generated by this mod, so only SRAI's breaching and sap changes work while both are loaded.
Will be flagged as incompatible with Line of Sight Fix. The code causing the conflict is an optional performance fix for Combat Extended than can be disabled in the in-game options. If you aren't running Combat Extended this option will be hidden and disabled by default, however regardless of the state of the setting Rimpy will still complain, as the code exists in the dll. But there won't actually be a conflict unless the option is specifically enabled. The code itself dynamically redirects patches to the los function to use vanilla code in certain situations as the CE los function is poorly optimised.
Github: https://github.com/pogoman/Smarter-Raider-AI
========================================
My other mod:
No Foreign Xenotype Wanderer Join Events
https://steamcommunity.com/sharedfiles/filedetails/?id=2973997911