RimWorld

RimWorld

[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War
978 Comments
Giggles 11 Jul @ 8:34pm 
Is there plans for a 1.6 version?
@梔子 ユメ おそらくCAI6000になるんだろう
Alex_ 10 Jul @ 1:19pm 
they look silly when they just run in, see my pawns through walls and a door, and run out just to do the same dance all over again, otherwise a great mod that's performance friendly
Gender Bender 9 Jul @ 2:53pm 
this mod safe to remove mid game?
梔子 ユメ 8 Jul @ 9:29am 
👉👈1.6?
Dr.Acula 4 Jul @ 7:57am 
Wanted to give this mod a try to see the "improved" behavior. What I've seen though is a mess. On a new map with some random insect in a cavern I received a support group from a neutral AI faction and they basically went back and forth in the cave not really fighting the bugs properly. The pawn went in close combat even though they had guns.

Had a drop pod raid later where I tried to lure the enemy closer so I could fight them in close combat. They walked to the door and then just constantly walked back. As soon as I walked outside I got shredded by shotguns (CE). A direct confrontation bow vs. gun just isn't possible in that scenario and the AI literally not walking into any potential trap I put up makes it impossible to survive raids against higher tech opponents while I'm equipped with bows and clubs.

Just saying that an enemy shouldn't really be able to know or see what is behind a door but the AI knows (because it cheats in this case).
Azerbaijan_Technology 1 Jul @ 11:38am 
Can someone make a lite version of this mod for 1.6? It doesn't need to have full functionality, just needs to fix the broken things from the expansions.

Even if this only includes the faster AI reaction time, fog of war and doesn't break anything it's already good enough.
Nitsah 24 Jun @ 4:26pm 
Mod just doesn't work more than half the time on world map site attacks while a good chunk of the time from biotech raids the enemy jut doesn't do anything and lets you kill them in both situations. Mod is most likely dead unless someone rebuilds it from scratch or dev decides to come back and spends all their time fixing it for two expansions.
Exosais 22 Jun @ 5:50am 
@Evan 🤓🤓🤓
Bunuffin 21 Jun @ 6:45pm 
You haven't spent time on their discord haven't you?
Karim is on a hiatus, so if the main dev is gone what makes you think we are lying?

The mod is dead, it's been barely working for long time and anomaly creatures have broken behaviors, if by any miracle the devs come back I will be waiting with excitement on what stuff they cook, but as things are now holding your breath would be foolish at best
Evan 21 Jun @ 3:24pm 
There has been no official confirmation regarding the mod being discontinued or a planned update yet. Please, do not lie in the comments, thank you.
Bunuffin 21 Jun @ 5:20am 
It will be no longer updated, just like rocketman... Let's all pray for another AI mod
Exosais 20 Jun @ 6:06pm 
CAI's dead boys... Pack it up and go home :steamsad::steamsad::steamsad:
SmellyFishNuggets 20 Jun @ 11:31am 
idk if its ur mod but anytime a different factions people come to my location my game is forever laggy
haunzter1 19 Jun @ 7:02pm 
updoot when :(
AzoorFox 15 Jun @ 1:19pm 
UPDATE WHEN???????????????
Evan 14 Jun @ 7:20pm 
The disruptor flare weapon from VQE when equipped with CAI-5000 causes an unending tide of red errors. This may be something worth looking into if this mod is getting a 1.6 variant.
DuckGoosebear PrairieDogLover 12 Jun @ 10:40pm 
last update april 2024, but I hope we still get a 1.6 ver of this mod
Your Hero 10 Jun @ 9:11pm 
For those getting an assetbundle related error.

Unsubscribing/deleting and resubscribing to the mod fixed this error for me for some reason this mod in particular has issues with steam getting the assets to download correctly or something else beyond my knowledge, it's been an issue since 2023.
TheXenoSenpai 7 Jun @ 1:47pm 
Just a question, why is the pawn target fix not compatible. Did you fix it in your mod?
Apocrypha 5 Jun @ 11:38am 
Anyone have a fix for the weapon always showing bug? I've got the issue on one particular pawn and its rather annoying.
Xen. 2 Jun @ 12:38am 
I can't find the cameras and parrot alarm in the building sections any where?
Hattsworth 28 May @ 4:39pm 
The AI was honestly stupider than normal until I disabled "Aggressive Flanking". They would just continuously approach and retreat. Now they actually try to shoot me.
highdollarwood 27 May @ 2:42am 
If I use this with Search and Destroy will my colony’s pawns use CAI or will they use the default AI?
BlueLance 27 May @ 2:21am 
This mod is great, loving not knowing where enemies are in my base, but when they reveal their location when healing it does kind of yank me out of the suspense seeing the text pop up with their tending etc. Also not sure if its possible but my map is -50 and I can always see their breath and footprints (In the snow) would be awesome to get those hidden too. Also thank you!
Lucerne 15 May @ 8:40am 
This mod makes raiders idle infront of my base in the 'Retreating' state until they starve and never actually make any attempts at getting in.
benjamin 9 May @ 1:43pm 
how to get it to where the there are no outlines around pawns with fog of war on?
Head 6 May @ 9:59am 
This is the best mod for combat!
DVSwhitescar 5 May @ 10:29pm 
how do i build the cctv items?
slesovoy 5 May @ 2:18am 
In theory, this mod should make fighting more difficult, as opponents are less open to attacks and choose firing positions better. I use this mod together with CE and it turns out that the raiders are always at the maximum shooting distance. While they're shooting at my turrets, they're running out of ammo, and then they go hand-to-hand, after which they're very easy to kill. It seems that this is not what is called good AI.
Redeye 4 May @ 11:50am 
does the AI have the same FOW? So you can effectively hide your characters from them? Or they just know where you are but you got fog of war?
NerdGamer 28 Apr @ 2:29pm 
Hey this may be bug but for me the industrial wall mounted cctv camera is in the same research slot as the spacer cameras which makes no sense
ozfresh 24 Apr @ 7:59pm 
do cameras work through glass walls?
deltaplays010 24 Apr @ 3:31pm 
finally, now my raiders can actually feel fear. thanks for your amazing work as always
Ausden 23 Apr @ 3:34pm 
This mod is absolutely amazing, especially when combined with Combat Extended

Thanks!
Slim' 20 Apr @ 2:53pm 
Nice work!
Tirith Amar 4 Apr @ 6:13am 
Is there a way to remove the "move-attack"?
tha peng 3 Apr @ 6:36pm 
pawns in general seem to detect melee pawns at a specific distance and through walls invisibility or anything
Pickle Magdeleine 3 Apr @ 9:05am 
@a7492 Kiting*, in games it's where something attacks from a safe distance where they can avoid enemy attacks while staying close enough for the enemy to chase after them
Jippy 25 Mar @ 5:29pm 
Does this mod give raiders the ability to detect invisible colonists? This raider knew to run from my pawn even though he was invisible.
Kraft 25 Mar @ 12:17am 
Anyone knows if this mod is compatible with RimWar?
Nitsah 24 Mar @ 6:24am 
I think there are some weird shenaigans when it comes to the enemy ai to calculate to decide whether to attack. Out of the three siege premptive strikes the one of them had the ai who out teched my colonists just wander around and let me kill them. A horror summoning raid showed up but they only attacked the visitors traveling through the map. I think there should be a option to just turn off the ai from calculating to not attack because it seems to easy to "detet" them from making that decision and it just becomes easy and weird to kill them.
Kraft 24 Mar @ 12:40am 
Is this incompatible with Guards for me?
a7492 19 Mar @ 6:53am 
What's a "kitting simulator"? Tooltip for sprinting option mentions this but searching this nothing comes up.
toaster bath 16 Mar @ 9:11pm 
I think there's a problem with this mod. Every time I add it to my game, my game won't load. It just gets stuck on initializing and starts eating up all my RAM, to the point my computer almost completely freezes. I have 32GB of RAM, no way this should be happening. When I remove it, it loads.
Chuck 13 Mar @ 3:13pm 
I agree, i think there should be a limit as to how short someones sight is, based on the pawns eyesight. A blind pawn cant see at all, but an unarmed pawn with 2 perfectly good eyes should be able to see as far as someone holding any iron-sight weapon.
V
A. Ki 13 Mar @ 3:07pm 
It's a really cool mod. However, there is one question I have. It might be worth reconsidering how simply equipping a ranged weapon increases the field of view. Holding a dagger and then switching to an assault rifle wouldn’t improve someone's eyesight, right? If it were a sniper rifle with a scope, I could understand, but that's not the case here.
lostormisplaced 13 Mar @ 5:58am 
Just found this, and it is an awesome mod, exactly fixing what I thought was wrong with how combat works
maltaknight1776 12 Mar @ 10:03am 
Would it be possible to add combat AI to colonists? especially those with big colonies where micro management is tedious?