RimWorld

RimWorld

[1.5-1.4] CAI 5000 - Advanced AI + Fog Of War
962 Comments
Evan 13 hours ago 
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.
Flytrap 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?
Chuck 7 Mar @ 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 7 Mar @ 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 7 Mar @ 4:57am 
Looks great! Amazing effort

Is it compatible with Uncompromising Tribal Faction by Fuko? Thanks!
KnownSaturn9660 3 Mar @ 12:40am 
idk if im stupid but theres no longer a setting to disable the killbox killer
Chuck 2 Mar @ 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 2 Mar @ 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 28 Feb @ 10:50am 
This mod is complete garbage. All that it does is ensure that you have an FPS in the single digits.
KAZAKH_LOVE 28 Feb @ 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 25 Feb @ 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 19 Feb @ 8:06am 
@Kriev there is a thread in discussions on how to fix those pawns.
Cywil 12 Feb @ 2:27pm 
Is it possible to disable move-attack button?
Kriev 12 Feb @ 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 12 Feb @ 7:37am 
Почему?
seme4ka008 11 Feb @ 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 6 Feb @ 8:02pm 
It seems so interesting.
MajorityOfTheInternet 1 Feb @ 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?