Invasive Wildlife
Did you ever think, "I should exterminate those Kroot Hounds before they multiply."?
Well, now you should.
This mod adds new neutral units and gives most neutrals a way of multiplying over time.
The result is more dynamic and interesting neutral behaviour.
Some units will simply replicate themselves, others have more complex replication behaviour.
Use a very low wildlife density (!) and you’ll have plenty of space to move around at the start of a game, but late in the game any areas that have not been cleared of neutrals will be filled with hordes of them.
Now you can end up waging a full war against the various species of neutrals.
Not recommended for huge maps if neutrals won’t be cleared on most of the map.
New units:
. Kroot Hound Alpha (Single big hound)
. Catachan Devil Spawn (Tiny devils)
. Enslaver Overlord (Bigger more powerful Enslaver with psychic aura)
. Dark Disciple (Neutral variant)
. Betrayer Imperials (New Chaos taintet Bastion, Guardsmen and Sentinels replace the generic neutral Imperial Bastion)
Replication Behaviour:
. Ambulls, Vespids, Umbras, and Psychneuein are simple self replicating.
. Kroot Hounds will spawn a single Kroot Hound Alpha, which will then spawn up to 3 more packs of Kroot Hounds.
. Catachan Devil Lairs will spawn Catachan Devils, which spawn Catachan Devil Spawns, which will spawn more Catachan Devils. Let the bug wars begin.
. Enslaver Overlords will spawn lots of Enslavers over a long period of time, and Enslavers can after a very very long time create a new Overlord.
. Dark Disciples and Chaos Cultists will create more Chaos Cultists, which have their own surprise for you if you don’t purge these heretics.
. Neophyte Hybrids will spawn Poxwalkers, which will eventually attract more Neophytes.
. Kastelan Robots (don’t worry) don’t replicate. They are constructed by neutral’s Cybernetica Datasmiths, which also don’t replicate. The Datasmiths from the start of the game will spawn a single Kastelan Robot after a few turns and then slowly construct more over time.
You may still end up facing a whole pack of Kastelans, but only late game when you can deal with it, not early on.
. Betrayer Imperial Bastions will spawn Betrayer Sentinels, which will spawn Betrayer Guardsmen.
Their numbers are limited, but they will relatively quickly build up a small force and lock down their area early in the game.
Compatibility:
Any mod that changes wildlife spawns is not compatible.
Any mod that changes neutral units is at best partially compatible (likely cutting out some of the replication behavior).
Add-ons:
For sake of compatibility I did not modify the Tau faction file to add the Kroot Hound Alpha to convert ability.
You can use this add-on for that:
https://steamcommunity.com/sharedfiles/filedetails/?id=2984984846
This mod is not directly compatible with Kabookie’s Neutral Pack, but I’ve re-packaged it as an add-on:
https://steamcommunity.com/sharedfiles/filedetails/?id=2988658895
Note:
This is still an early version, and the spawn rate values still need fine tuning.
Please provide feedback on your experience, including what game pace you were playing on and if there were specific unit types that were too problematic.