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[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War
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Mod, 1.4, 1.5
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114.940 MB
2023년 2월 25일 오전 11시 51분
2024년 4월 18일 오후 1시 38분
업데이트 노트 83개 (보기)

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[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War

설명
Now includes ULTRA FAST FOG OF WAR ENGINE!

Introducing CAI-5000

Advanced combat AI and Fog Of War engine brought you by the RocketMan Team - Discord: https://discord.gg/Jx8UYNtS24



A Cyberdyne Systems Product


[www.patreon.com]



Features

  • Improved reaction time Improved raiders reaction time. Now they can react in less than 0.1 second.
  • Tactical pathfinding Raiders now are fans of John Wick and like John Wick they don't like getting shot. They'll avoid line of sight with your pawns while pathing. This means they will choose less exposed pathways!
  • The Killbox Killer 5000 The Killbox Killer gives raiders the ability to sap whenever they want. However, this doesn't mean they'll sap 100% of the time. They'll sap only if you try to funnel them or if they're unable to approach your pawns safely.
  • Task Force & Strategic Goals Raiders are divided into task forces/squads with each Task Force having it's own objective.
  • Stealth Gameplay While raiding other settlements, You can take out enemy pawns one by one but be careful not to raise the alarm!
  • Tactical Actions Pawns can duck for cover or even do tactical retreats!.
  • Short-Term Memory Pawns know where bullets are flying and where their allies are dying! They even know where their allies will go and what path will they choose so they can spread out and take different routes!
  • Advanced Cover Selection Algorithm Enemies now will select much better cover.
  • "Raytracing": Raider now use "raytracing"! (Or to be more accurate shadow casting)
  • Dynamic Settings will adjust settings automatically to achieve the best TPS and best AI combat performance!
  • Multi-Threading: You guessed it, this mod is multi-threaded!
  • The new Genisys system!



    Fog Of War

  • Multi-Threaded Fog Of War You heard that correctly! This fog of war goes brrrrrrrr!
  • Realistic Sight Radius Sight radius is affected by: The weapon equipped, skills (shooting or melee depending on the weapon), sight, hearing and rest level.
  • Customizable Fog Of War You can adjust anything you want, be it how dense is the fog of war, sight radius, etc!


  • Lighting The radius of the area revealed by your pawns will vary depending on the lighting conditions so they'll reveal a larger area during the day.
  • More Lighting Stuff During nighttime you can use spotlights or any light to extend your pawns field of view. This means if something is visible during the day but not visible during the night can be made visible again by shining a light on it!
  • CCTV Includes multiple CCTV systems!
  • Supports Dub's Mini-map.

    Future plans
  • Machine lear... Oops nothing to see here -.-
  • Eliminate the human race.

    Advanced combat AI brought you by the RocketMan Team - Discord: https://discord.gg/Jx8UYNtS24

    Incompatible mods
  • PawnTargetFix
  • Line of sight Fix
  • Multiplayer mod
  • Raiders Extensions
  • Inteception tweaks or Any mod that changes the line of sight math. These will make the AI unable to accurately predict cover values so these are a hard no you want want competent AI.
  • Humans

    [ko-fi.com]

    FAQs

  • "Can I run this without the Prepatcher?"
  • Yes.

  • "Is this careful raiders 2.0?"
  • No, Careful raiders is not even in the same galaxy.

  • "Is this <insert_mod_name>?"
  • No,<insert_mod_name> is not even in the same galaxy.

  • "Why is <insert_mod_name> not in the same galaxy?"
  • Because <insert_mod_name> doesn't have a multi-threaded shadow casting engine and if it did (it doesn't), it's probably not multi-threaded so..

  • "Does it work with CE"
  • Yes, It works with control expanded and it can work with combat extended.

  • "What's up with Walls Are Solid?"
  • There is a soft incompatibility. Sometimes the raiders will melee attack the wall, sometimes they will sap. Because the wall health does not change with WAS, and the mod nerfs the pawn's damage vs structures instead, raiders are unaware of the true cost of that particular path. You can use it, but know that enemy pawns may behave strangely. It will not affect your own pawns.

  • "Does it work with Rimthreaded?"
  • NO and it never will.

  • "Does it work with RocketMan?"
  • YES Who do you think made RocketMan?



  • "Can I add this mid save?"
  • YES

  • "Can I remove ISMA mid save?"
  • YES :(

    Extra FAQs

  • "Do I need careful raiders?"
  • No, Pawns know where their allies got injured, killed or worse and they'll avoid these spots.

  • "Do I need careful raiders?"
  • No, Pawns know where bullets are flying frequently and will try to avoid these places.

  • "Do I need careful raide.. I mean PawnTargetFix?"
  • No, Just let CAI raiders do what they want.

  • "Do I need careful <insert_ai_mod_name>?"
  • No, Try <insert_ai_mod_name> on your own risk. If it's a combat AI mod then you don't need it if you have CAI.

  • "Does this mod cheat by altering any of the weapon or buildings stats?"
  • No, Then it wouldn't be an advanced AI mod would it?

  • "Does this mod cheat by adding new things to make raid harder?"
  • No, Then it wouldn't be an advanced AI mod would it?

  • "Does this mod cheat by <insert_idea> to make raid harder?"
  • No, Then it wouldn't be an advanced AI mod would it?

  • "Does this work with VOID?"
  • Yes, it does work with VOID.

  • "Do you even know what a void is?"
  • Yes, it's that ♥♥♥♥ we using in programming right?.

  • "How does it work?"
  • Do you really want to know?

  • "How does it work?"
  • Short answer a lot of influence maps and vector fields. This is how they look:




    Advanced combat AI brought you by the RocketMan Team - Discord: https://discord.gg/Jx8UYNtS24

    Credits:
    Serena Kogan,
    SubmarineMan,
    Alu,
    SicIuvatIreSubUmbras.

    [ko-fi.com]

    TAGs: AI, Advanced AI, Skynet, Raids, RocketMan, Combat, Raytracing, ISMA, Combat AI 5000, CAI-5000, Raiders, Combat AI, Smart, Stupid, SubmarinePerson, void ai, siege, sapper, breach, vanilla, combat extended, CE, terminator droids, melee, ranged, killbox, pathing, pathfinding, better, good, bad, not textures, raiders, raider, raid, assault, colony, storyteller, Prepatcher




    [www.patreon.com]

    If you want support please provide your logs
    For mod support or feedback join - Discord: https://discord.gg/Jx8UYNtS24
인기 토론 모두 보기(9)
2
2025년 1월 21일 오전 4시 07분
Up and downs with the mod - any tips appreaciated.
Wish Granter
11
2024년 11월 13일 오전 3시 20분
Fog of War Ideas
JuanCMF
4
2024년 12월 6일 오후 3시 49분
Thread to keep track of when CAI is ready for 1.5 + anomaly
RedPine
댓글 913
MajorityOfTheInternet 2025년 2월 1일 오전 5시 01분 
Honestly Im finding the AI to be a lot dumber now

Raiders seem to only try attacking me, yet ignoring the mechanoid cluster murdering them right besides them and doing nothing?
Mr_V4ron 2025년 1월 24일 오후 1시 28분 
I have CCTV cameras research done but it seems I can't build them nor I see "Intelligences" tab thingy on the build menu

also the dev console is empty it doesn't show any errors
Farbott 2025년 1월 23일 오전 5시 31분 
Is there a way to make this ignore the anomaly critters? Makes Shamblers have SUPER intense (up to 112!!!!) ms lag in larger hordes
Rayless star 2025년 1월 22일 오전 5시 38분 
isma.manifest error
Good Old Jim 2025년 1월 10일 오전 8시 48분 
Ok so candid feedback. This is in no way me trashing your work I think the idea is supper cool. But I even put the AI on hard and honestly. Their easier. Main reason, they seem to have a pension for running past my fighters who are actively killing them instead of fighting. IDK if they have some grand master plan in mind or what but its kind of mute if they are all dead before they get wherever their "AI" is telling them to go.
bubbli 2025년 1월 10일 오전 8시 19분 
I only want the better AI, is it possible to turn the fog of war off
NerffffF 2025년 1월 8일 오후 6시 54분 
So how Stealth Mechanic work? Always get detect or enemy know my pawn location even only killed a pawn in hidden location.
Good Old Jim 2025년 1월 8일 오후 4시 34분 
So uhh, I have to ask how does the targeting parameters for insectoids work? Cause they ran past an entire caravan, 3 of my own dudes and proceded to absolutely demolish my old doctor guy. (Like traveled past litterally a dozen other pawns some of which where activly trying to fight them and made a beeeeeline 15 ish blocks up to maul this man xD.

Bugs must have had some strategy meeting prior and where like " You see that guy in the lab coat named Allen.... yeah fuck that guy."
Fo0 2025년 1월 3일 오전 11시 54분 
Is this compatible with mods that alter pathfinding, like Clean Pathfinding?
rettsu 2025년 1월 2일 오후 3시 35분 
Greetings. Have a yellow message in console. Is that critical?

ISMA: Could not load AssetBundle at C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2938891185\Resources/Bundles/StandaloneWindows\isma.manifest
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
CombatAI.AssetBundleDatabase:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()