RimWorld

RimWorld

[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War
959 Comments
TheXenoSenpai 7 hours ago 
Just a question, why is the pawn target fix not compatible. Did you fix it in your mod?
Apocrypha Jun 5 @ 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.
Bamboozler Jun 2 @ 12:38am 
I can't find the cameras and parrot alarm in the building sections any where?
Hattsworth May 28 @ 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 May 27 @ 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 May 27 @ 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 May 15 @ 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 May 9 @ 1:43pm 
how to get it to where the there are no outlines around pawns with fog of war on?
Head May 6 @ 9:59am 
This is the best mod for combat!
DVSwhitescar May 5 @ 10:29pm 
how do i build the cctv items?
slesovoy May 5 @ 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 May 4 @ 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 Apr 28 @ 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 Apr 24 @ 7:59pm 
do cameras work through glass walls?
deltaplays010 Apr 24 @ 3:31pm 
finally, now my raiders can actually feel fear. thanks for your amazing work as always
Ausden Apr 23 @ 3:34pm 
This mod is absolutely amazing, especially when combined with Combat Extended

Thanks!
Slim' Apr 20 @ 2:53pm 
Nice work!
Tirith Amar Apr 4 @ 6:13am 
Is there a way to remove the "move-attack"?
tha peng Apr 3 @ 6:36pm 
pawns in general seem to detect melee pawns at a specific distance and through walls invisibility or anything
Pickle Magdeleine Apr 3 @ 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 Mar 25 @ 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 Mar 25 @ 12:17am 
Anyone knows if this mod is compatible with RimWar?
Nitsah Mar 24 @ 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 Mar 24 @ 12:40am 
Is this incompatible with Guards for me?
a7492 Mar 19 @ 6:53am 
What's a "kitting simulator"? Tooltip for sprinting option mentions this but searching this nothing comes up.
toaster bath Mar 16 @ 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 Mar 13 @ 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 Mar 13 @ 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 Mar 13 @ 5:58am 
Just found this, and it is an awesome mod, exactly fixing what I thought was wrong with how combat works
maltaknight1776 Mar 12 @ 10:03am 
Would it be possible to add combat AI to colonists? especially those with big colonies where micro management is tedious?
Chuck Mar 7 @ 7:18pm 
@Captain Redbeard Use Camera+, you can zoom all the way out, and you can turn down the size of the outline to be 0 so they just dont show up. You can see your pawns in the visible area but you can see their names so you can still tell where people are
Captain Redbeard Mar 7 @ 5:33pm 
I think it's great, but I'm having one issue. One of the more useful features of 1.5, ironically enough, highlights pawns when you're zoomed out, indicating whether they're friend, foe, or neutral. The fog of war does not seem to block this, meaning that zooming out, even by accident, ruins the effect that this mod aims to create. Is there a way to disable this vanilla feature?
nah Mar 7 @ 4:57am 
Looks great! Amazing effort

Is it compatible with Uncompromising Tribal Faction by Fuko? Thanks!
KnownSaturn9660 Mar 3 @ 12:40am 
idk if im stupid but theres no longer a setting to disable the killbox killer
Chuck Mar 2 @ 1:08pm 
@Forestbrother15 If i had to take a guess without really knowing how exactly rimworld pathfinding works, its probably that the pawns are trying to move to a position thats unresolved or they cant figure out how to get to, so it just sets their destination to 0,0 which ends up being the corner of the map. Dont know why it happens or if that even is whats happening, but hopefully there ends up being a fix for it.
Forestbrother15 Mar 2 @ 1:03pm 
@Chuck I'm Having the same issue. And its not throwing up any errors so idk what is causing the problem
hog_jockey Feb 28 @ 10:50am 
This mod is complete garbage. All that it does is ensure that you have an FPS in the single digits.
KAZAKH_LOVE Feb 28 @ 9:33am 
MOD IS TRASH
Played this mode for two saves and then understood that this mode is total trash. Played deathwish and raiders just were so dumb. They sometimes could not understand where to go. Pathfinding is dead. 1.5 version with some modes that do not affect the pawns.
Chuck Feb 25 @ 6:56pm 
Sometimes i have a bug where all the pawns in a raid will immediately go to the bottom left corner of the map. I believe it has to be this mod, its the only mod i have that changes the AI, and theres no changes to the default maps or anything.
R4nD0mI3z Feb 19 @ 8:06am 
@Kriev there is a thread in discussions on how to fix those pawns.
Cywil Feb 12 @ 2:27pm 
Is it possible to disable move-attack button?
Kriev Feb 12 @ 9:33am 
I spent quite some time trying to figure out why the last 3 pawns I recruited were always stuck with their weapons out, coincidentally they got captured in the same raid.

Looking at the mod logs and the pawn work log it seems that raider pawns that you down and then recruit can (not always) get in a state where they have a "duty" either related to attacking or defending, or something like that which I don't fully understand.

I did a ideology ritual/party and the pawns never attended to it basically making the ritual being stuck waiting for the pawns. I tried a couple of things but eventually I disabled the mod, then did the party again and the pawns attended the party and after the party finished they got fix.

I tried doing the ritual with the mod enabled but the pawns continued to be in its buggy state.

The mod it's nice but I think I will just remove it from my mod list, as it is now seems more inconvenient than the fun it adds to the game.
dovakinfrodo Feb 12 @ 7:37am 
Почему?
seme4ka008 Feb 11 @ 7:08am 
Разраб пидарас и пиздабол. Заруинил себе кучу контента, пока не понял, что мод помойка ебучая которая только делает рейдеров тупее
南渡的星辰 Feb 6 @ 8:02pm 
It seems so interesting.
MajorityOfTheInternet Feb 1 @ 5:01am 
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_V4 Jan 24 @ 1:28pm 
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 Jan 23 @ 5:31am 
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 Jan 22 @ 5:38am 
isma.manifest error