RimWorld

RimWorld

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Breachable Embrasures - An AI-Behaviour Change
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Mod, 1.3, 1.4, 1.5, 1.6
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1.020 MB
8 Aug, 2021 @ 12:45pm
21 Jun @ 10:57am
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Breachable Embrasures - An AI-Behaviour Change

Description
Breachable Embrasures - an AI-behaviour change
This does not add embrasures, this changes AI-behaviour related to fortifications build from embrasures of compatible mods

Tired of enemy melee pawns running around like headless chickens in front of your embrasures? Tired of their ranged friends stumbling around passively until fired upon? This mod might help. Your cowardly pawns will no longer be safe.

Look at these short videos linked below for a comparison in behaviour. This is exactly the same raid, once with and once without my addition.

Without my mod.[imgur.com] Notice how the gold-stockpile honey pots seem far more important than my pawns behind embrasures. A pure shooting gallery for my pawns.

With my mod.[imgur.com] No mercy for embrasures. Even the longbowmen making use of their full range, too.


How it works:
Short version: Melee pawns go for embrasure-rooms with pawns in them. Ranged pawns will make use of their "go into shooting position" logic if they detect enemies behind embrasures. If there are no pawns behind embrasures, the AI will default to their normal vanilla behaviour. At that point of their decision tree that is "smash random stuff".


Questions asked:
  • Why do you not include embrasures themselves?
    I am neither artist nor art thief, and this way allows me to cover a wider array of embrasure types.
  • Won't you be able to use embrasures as bait for enemies?
    No. Only embrasures leading to your colonists are a valid target. Watch them ignore the honeypot gold stockpile encased in embrasures here.[imgur.com]
  • Is this or that mod compatible?
    If it acts like all the other embrasures, very very likely. Draw a line with your embrasures through your dormitory. If both sides still count as the same room, those embrasures are compatible.
  • What about performance?
    I did run a few tests, I did not detect anything too out of the ordinary. But, sapper-checks are more costly than simple "smash random thing" checks, undeniably. Usually pawns do their checks at different times, so this can be ignored. But they will perform those checks at the same time right after spawning in. If you spawn yourself three maximum size raids at the same time, the game might need a second.


Most embrasure mods should be compatible, as a selection I confirmed the following mods, using their version available on 11/August/2021:
150 Comments
CalamaBanana  [author] 21 Jun @ 10:59am 
Pushed an update for 1.6, but did not have time for extensive playtesting. Please report back if something is behaving strangely.
CalamaBanana  [author] 19 Jun @ 9:11am 
Normal vanilla enemies go into "destroy random stuff" mode when they can not reach any pawns. This mod hooks in there, and checks if they have a target behind embrasures they could deal with instead first. If an enemy does not have that behaviour, this mod won't affect them. E.g. vanilla manhunter animals are not, but vanilla insects are.
isalcaruz 17 Jun @ 3:04pm 
a question, does the behavior of attacking the embrasures also work for creature type enemies? I installed the mod The Army Of Fetid Corpses and the VOID and I realized that melee type enemies (zombies and necromorphs) take the embrasures as impassable walls and ignore the settlers behind them and just wander around outside, sometimes they don't even move from their spawn point unless a settler goes outside of them and if they enter again the enemies stop again and wander right where they are
Compineer 6 Jun @ 1:09pm 
@CalamaBanana

Planning out a new base design with the Deserter mod which adds those 3x3 turrets as well as the big imperial 6x6 turrets. I know that pawns shooting from behind an embrasure will have raiders prioritise/attack the wall they are shooting from. Does the same go for turrets or will they ignore them despite turrets shooting at them from behind walls?
Gerewoatle 2 Jun @ 1:58pm 
@Frission - I assume you possess the degree of basic literacy necessary to read and understand the mod's description.
Frission 2 Jun @ 1:48pm 
This is the most bizzare type of mod there can possibly be - a mod that purely exists to nerf other mods. Just, why?
Black Dog 30 May @ 10:06pm 
I would second that - at the moment (most) Anomaly creatures dont attack the embrasures
Luneyl 11 Mar @ 4:15am 
Can this also work on manhunters/anomalies? Right now they ignore pawns behind embrasures that are shooting at them.
Seb 6 Feb @ 12:08pm 
Ditto on the fleshmass and enclosed fleshbeast issues. Breachable embrasure tick taking 1+ second.
CalamaBanana  [author] 27 Jan @ 10:19am 
I am honestly not sure what could be causing this, you are the first one since release of Anomaly to report an issue like this.

Please do use devmode to reveal the entire map, just to make sure there is no insect hive out of control in some pocket that got woken by the fleshmass.

Also do use the devmode to kill stuck fleshmass mobs (How many of those do exist?), just to doublecheck that it is them causing the lag build up.