RimWorld

RimWorld

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[1.5] CAI 5000 - Advanced AI + Fog Of War: Stop Kitting Edition
   
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Mod, 1.5
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55.242 MB
Oct 15, 2024 @ 9:00pm
Oct 28, 2024 @ 8:50pm
6 Change Notes ( view )

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[1.5] CAI 5000 - Advanced AI + Fog Of War: Stop Kitting Edition

Description
*T-800s are not included* Advanced combat AI + Fog Of War brought you by the RocketMan Team - Discord: https://discord.gg/Jx8UYNtS24

This mod is an add-on created to improve several unpleasant experiences of CAI-5000.
All rights to the original mod CAI 5000 - Advanced AI + Fog Of War belong to the RocketMan team, not to me.

What this mod adds:
A new option, "Enable Retreat Rework," has been added, which significantly reduces the kiting behavior of enemies when the "Enable fast reactions" option is enabled, to a more acceptable level.
A button has been added to the "AI Race Settings" that allows you to change the settings for Humans, Mechanoids, Insects, and Entities all at once, rather than having to modify each one individually.

Note:
Krkr, the developer of the original CAI-5000, has ceased development, and there is no compatibility with the Anomaly DLC.
It is recommended to disable settings for all Entity Races.
If not disabled, some entities may behave abnormally.
There is almost no difference in optimization compared to the original mod.

To replace it, you must remove the existing mod and install the new one.

10/17: Removed debugging preprocessor symbols (debug messages no longer appear).
10/18: Improved to allow quick disabling of Entity settings via an additional window when owning the Anomaly DLC during preset configuration. (Can be disabled in the Debug tab. If disabled, Entity settings will be activated according to the preset.)

I used ChatGPT to assist with this page translation. If some explanations are lacking, please bear with me, and feel free to ask questions in the comments if anything is unclear.
20 Comments
Normal Kars  [author] May 6 @ 8:36am 
@Envno Try disable pathfinder tweaks
if problem didn't solved, visit advanced setting and modify pathfinding cost.
Evono May 6 @ 1:21am 
Can you add an ability to disable ALL sapping ? my Wife wants to learn rimworld and i want CAI for the great performance optimizations for her but cant seem to find a way to disable sapping , i set sapping behavior to 0 but they still do it.
Normal Kars  [author] Mar 24 @ 1:11am 
@Simplicity I didn't modify the fog of war part of the existing CAI code. If another mod has prepared a compatibility patch for CAI, the patch might not work when I apply mine. It’s probably a mod conflict, but could you try modifying the <packageId></packageId> inside the About.xml to match CAI’s? If that doesn’t solve the issue, it’s likely a mod conflict.
Normal Kars  [author] Mar 24 @ 1:07am 
@Arky I'm not very familiar with this issue. It's been quite a while since I last looked at CAI's code, so I can't say for sure, but as far as I remember, disabling all pawn settings had very little impact or almost no effect.
Simplicity Mar 23 @ 9:06pm 
Might be a mod conflict I've got but is it a known bug that sometimes enemy raiders will cause the fog of war to freak out and make every pawn disappear while the screen is over the enemy raiders
Arky Jan 15 @ 5:33pm 
"It is recommended to disable settings for all Entity Races."

Is this actually working? Because CAI5k used to affect sightstealers behavior even when every box related to sightstealers were unchecked.
ggfirst Dec 25, 2024 @ 12:50pm 
혹시 progress renderer 호환하는 패치도 해주실수 있을까요..
Fog of War 쓰면 사진이 이상하게 찍혀요 ㅠㅜ

패치해주셔서 감사합니다
McLets Dec 6, 2024 @ 4:13pm 
Thank you for maintaining this mod, it makes Anomaly so much better. I have two requests, but I won't get upset or anything if you don't add them.

1. Vehicle Compatibility. A setting or a patch that would allow 360 degree vision for unparked vehicles, so that they may be used normally.

2. Manual Cameras. A toggle/setting that makes you need to operate cameras with a security guard, maybe as a job, for cameras to work. I think this would go great with anomaly. Hidden placable cameras would be good too.

If you can't or won't do this, it's cool. I'd make a submod to get these myself, or offer to help, but I am busy preparing for college and retaking tests. Again, I'm grateful this is back in the first place.
BladeofSharpness Nov 13, 2024 @ 7:28am 
I do have a pathfinding mod, I'll try without. I would tend to say it's not the embrasure mod as the problem persisted, even with 5 of my pawns making a sortie and firing in the open against them.
Thanks for getting back to me, I'll check further then.
Normal Kars  [author] Nov 13, 2024 @ 7:25am 
This mod is a modified version of the logic for fleeing when close to enemies when using the "Enable fast reaction" feature.
My modifications are to reduce the number of spaces retreating from 6 to 21 (depending on weapon range) from the existing code that forces a cover point to move 6 to 21 spaces when a combat-ready pawn is close to an enemy, to 3 to 8, and to significantly increase the threshold for the AI to determine that it is “threatened” by a close pawn. The issue you are experiencing, I suspect, is a mod conflict with the embrasure mod. If not, are you applying a separate mod that modifies pathfinding?