How Hard is it to Beat Factorio's Death World with the RAMPANT mod? (and armored biters)

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In this video, I die.

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0:00 Intro
1:33 The First Attempts
4:18 Attempt Number Six
15:08 The Battle for Oil
21:30 Blank Slate
27:27 The Battle for Oil Two
31:44 Building the Bots
34:27 My Name is Death
42:00 The Great Bot Massacre
47:16 My Name isn't Death
52:14 Rocket Launch
53:21 Final Thoughts

Music Used:
Runescape - Chompy Hunt
Half Life 2 - Triage at Dawn
Jester - Elysium
Skaven - Cannon Angel
Nighthawk - Playing with Death
Deus Ex - Paris Streets Combat
Deus Ex - Conspiravision
Necros - Point of Departure
Zaril & Xerxes - Vinter
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By the way, if you're wanting to replicate this, it was done with an older version of Rampant. The newer ones are more forgiving and have the different factions on by default. Just trying to clear things up for the people asking me why their death world rampant runs aren't nearly as insane as this. You can pull an older version from the mod portal if you're really interested in reliving the Dosh™ experience

DoshDoshington
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You know you are in a bad spot when you look at Sisyphus and be like "At least that guy's rock didn't get heavier"

basbekjenl
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"Western Front is a stalemate for ages requiring untold amounts of ammo for the turrets"
"The tide turns after deploying tanks"
That sounds familiar

JGenM
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After all that effort, the Factorio engineer returns to his home world and dies 4 months later due to stress-related complications.

LucyTheLizardWizard
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Rampant is inspired by Robert Heinlein’s “Starship Troopers.”
“Every time we killed a thousand Bugs at a cost of one M.I. it was a net victory for the Bugs. “

oliverallen
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The invention of the tank broke the stalemate on the Western Front. 10/10 for historical accuracy.

drearyplane
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i really liked how you let them eat your base and rebuilt entirely from just the resources you saved without even powering it on? that's epic.

Alexander_Sannikov
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People underestimate poison capsules, they are literally just grenades but better
> 8 Damage twice a second for 20 seconds, totaling 320 damage, compared to a grenade's measly 35
>11 radius, near double a grenade's 6.5
>Clouds can be stacked, meaning with just 2 poison capsules you are dealing 32 damage per second, meaning you now have a large area that is dealing a grenade in damage every second
>They don't damage structures, so they are perfectly safe to use against a wall where biters will be piled up at, or inside your base to lock down an area
>They decimate worms, since they cant move they take all 320 of that damage per capsule, and you only have to be in the worm's range for a split second to throw, since the cloud stays there to deal damage
>They have 25 range, once again almost double that of grenade's at 15
>With their ability to be stacked, and a fire rate of 2 per second, you can easily build up a cloud that will decimate large and behemoth biters within seconds

redrar
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The moments where you managed to expand the base into the abandoned oil field after being defeated previously and remembering the coal liquefaction was a thing really felt like a movie. 10/10 might be my favourite factorio video yet, congratulations

victorc
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Incredible. I've never seen anyone bounce back from losing practically the entire base on a death world. And a seemingly impossibly modded death world too!

Great job with the coal liquefaction too. I had completely forgotten it myself!

TheRenofox
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I really feel more people need to know this about rampant: the biter AI has a set of states and those states are restricted to only certain aggression levels. Iirc, the "siege" ai state is responsible for biters doing base creep. There is another more general expansion state too for more sparsely placed bases and one for consolidating and expanding existing bases. Both of these states are reatriced to certain aggression levels or "temperment" as it is refered to.

additionally, biters do things like make new nests and generate units for attack based on points. They recieve points based on pollution AND destruction of bases. Destroying bases also raises their temperment which generally results in more dangerous ai states being allowed. Beware the dangerous quiet before the storm. Some temperments have a "peaceful" state mixed in. The biters will STOCKPILE points recieved during this. When it switches to a new state, this can result in an absolute nonstop flood of biters for minutes straight. I once had one for 20 minutes or so.

on final thing, you mentioned biters being "gravitationally pulled" towards you? Thats them smelling you out. Biters will track players down based on "scent". A similar system *can* push biters towards less dangerous attack routes from them "smelling" dead bitters... generally they dont seem to do this much in my experience outside of certain cases such as a wall with turrets behind it but a gap in defense towards one or either end

shdowdrgonrider
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I’m impressed how well you can drive and fight with a tank. I get so overwhelmed easily and I always crash into a cliff or forget to drive or forget to attack.

stoneforest
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This is just the story of a lone Mechanicus adept, surviving against a massive horde of Tyranids

absolutelyyousless
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finally, I found an underrated factorio youtuber!

fadhelraden
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Regarding the "Weird Square Formation" with unmoving enemies: The mod states that it uses "potential fields" to do it's pathfinding and to find attack vectors and strategies pertaining to them.
Thing is, potential fields (and other systems that use gradients and whatnot) have a certain weakness, the "local minimum/minima problem".
Basically it's when (in the case of this example, a potential field) the system is getting stuck in a local 'minimum' instead of reaching the desired global one.
Consider a marble rolling down hills to detect the deepest valley between them. It would get stuck in the first valley even though others might be deeper, because from the marbles perspective, the moment its at the deepest part of even a shallow pit, everything else goes up, which is not what it seeks, it seeks down.
Thus, it gets stuck.

So, maybe it hit an edge case, or some error that caused the local field chunk of its overall considered options to be "good enough", not reaching far enough to notice that something else is beyond its local area of consideration. The marble being stuck in a shallow valley, not being able to see beyond the hills around it.

Going in depth on this is beyond the scope of this comment, and probably my ability to explain/teach anyway. (caush I'm nud det shmort)

lofwyr
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Never been a factorio guy but I love this. its like a 1 man version of the Terran campaign from Starcraft 1

mimikyoo
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I admire you, you were reduced to almost nothing yed decided not to give up

Temmie
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Man, the moment he practically lost the run, got his base crushed, but still rebuilt and persevered, only one word came to mind - DETERMINATION.
You, my dude, are a LEGEND!

windwolf
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This is the most entertaining video I’ve seen in a while. So many ups and downs. Favorite moments are the “Cuck Box, ” the battle to retake the oil fields, and T H E T A N K

theAmazingJunkman
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I've really enjoyed all your Factorio runs, but I have to admit this is a personal favorite. The absolutely constant, brutal pressure reminded me of the very first Factorio content I ever found, Warlord Mal's deathworld run before that was a setting. Back when copper plates had a different shape from iron. In fact, I remember now, it was literally the update that added oil to the game.

No tank, he just drove around in a car tossing slowdown and poison capsules by the hundreds and lapping them around the 1x1 laser turret walls. Constant attacks, no space. He didn't even use a traditional main bus and... now that run is privated or gone or sth. But the memory is always there, and this helped me relive that wonderful sense of seeing somebody else sink or swim.

RoyalFusilier