RimWorld
[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War
Up and downs with the mod - any tips appreaciated.
Hey there,


First of all, I do enjoy the mod. The Idea is great and the framework is there. However I noticed some major "issues" ( I am unaware if they actually bugs) that sometimes seem to massively reduce the risk/ danger of raids and make them easier then "run into my spike trap" raids.

1) Raiders trying to avoid line of fire seem to be indeceisive. It often leads to them running back and forth behind the wall they just broke, with some charging in and some looking for cover behind the hole in the wall. But overall, they end up coming in 1 - 2 at a time, making them easy pickoffs.

2) Sometimes the Ai appears to use...some weird stragetie. They blow a hole in the wall, and then run in. Obviously they welcomed by machine fire on the other side. However, instead of firing back, searchign for cover, they just "wandering" somewhere into my base. Not even with a active attack command queued

They just walk past all my gunners and pretend they not there. This also happens alot with centipides. They should do that or retreat. If the centipide turns and opens fire it has a high chance of killing someone. It trivilized a 15 centipide raid.

3) Sometimes the AI splits - but not attacks. I noticed this during sieges or with raiders that "prepare a while". I had a siege, called a ally, they mowed a few down, died and caused the raiders to "assault".
However, only 13 of the 24 attacked. The others just just idle around the "camp".
This lead to me "more easy" picking of the 13, then sniping 1 of the remaining raiders and they fled.

4) Raiders split up and do weird things. Sometimes raiders rush trough a open spot in the wall to run into my base - with no target. Then the 1- 2 people splitting off dont flank - or start fires. They deicde to start 1 man battles with a revolver against double autocannon turret without even seeking cover.

Overall, while many raids now need full attention, and I havent survived 1 year on loosing if fun yet without a elephant army taking all the shot since recourve bows tend to loose against machine guns and flak armour, midgame raids esp. feel alot easier now.
The AI doesnt split as descripted, with "tactical teams".

They just blow a hole in a wall they desire (mostly the one without 40 turrets behind it), and then start doing weird stuff. Some attacking me, and most of them just running into my colony...to do...thigns.
Just...running around. Maiby they tourists, not actually raiders, here to look at my colony, maiby they need to evaluate the buildings wealth while the others fight.


Its a great mod, but it doesnt feel like the description. The AI overall, once trough your wall, seems more dumb sometimes, not attacking full strenght and using their sapper abilites to overrun you.
Instead starting sightseeing or deciding that isntead of your colonists, they much rather start a one off fight with a pistol against a double anti tank turret.



Those are the settigns I use: Cassandra - Loosing is fun
I play on a 375x375 map, however 1/3 of the map is unpathable. Its a ocean side map, meaning the additonal tiles dont obstruct pathing - its not to long.
The max range they ever need to path to me are about 175 tiles - which is in range of the 275x vanilla size.
I play on "Hard" settings, havent changed anything

If you know what sliders to adjust to make the AI not do that weird stuff above Id be grateful to know.
Mostly Id like to stop the AI from breaching my walls just to then run in and ingore me, start a sightseeing tour in my base before starting a fence - cover 1 off against double auto cannons.
And of course half the raid party simply not attacking.
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Edit, so trying out a few saves with raids - it seems the Ai shines at open combat. I watched 4 marine soldiers of the empire picking off a 30 man tribal melee raid with only 1 downed, kiled 16 of them and forced them to flee since they tactically retreated and kited them.

But as soon as it comes to the AI breaching your fortress and attacking you inside - they fail on all lines. Them "avoiding" cover lines lead to them only dripping into the colony by a few each time, they try to run in the colony searching for cover outside of your fire reach - which leads to them being gunned down in the open.
Many still camp behind the walls, and not coming in.
They feel more alive - but their sudden ability to self reflect and not try to die makes midgame raids a joke to deal with.

This mod really shines during early game, really hits the spot on open combat fields, like a forest, but the final test - breaking you inside your defesenive walls - it fails more then vanilla.


Im currently trying the same colony I used for CAI 5000, without the mod, and vanilla AI. And I couldnt survive one raid. The AI choose one of the 3 open doors, which turned that door into a choke point.
However, I didnt have a killbox, which meant that those 40 pirates with rockets and flak armour now all AT ONCE charged trough that door and started firing relentlessy at everything on the other side. In that giant pile of death I couldnt snipe the rocket launchers anymore as before - were they came in by 3 or 4 - and they fired what they had.


So overall I believe that CAI 5000 wins all categories when it comes to open combat and the AI kiting each other, but the Vanilla Ai wins raiding your colony when instead of a killbox you use a general "all around" defense setup with open doors to each side. Because they all come in at once and whatever turrets on the other side have to deal with everything at once. In the open. No cheesy long tunnel with sandbags. Just 1 door. Which will open up around natrually thanks to all walls being demolished by bullets.
My experience as well unfortunately. The mod effectively makes the game easier :(
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