Search found 4 matches
- Thu Apr 28, 2016 6:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Solar Modules
- Replies: 3
- Views: 6593
Re: [MOD 0.12.x] Solar Modules
Seems a bit OP, even the MK2 will generate more power than a portable fusion reaction (fusion generates 75 kW in a 4x4, a 4x4 of MK2 will generate 80 kW) That being said, i expect that even the MK2 will be severely limited by batteries since they only work during the day and the batteries for armor ...
- Mon Apr 25, 2016 4:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35046
Re: [MOD 0.12.x] Rescaled Evolution Factor
Bug, the actual in game evolution factor caps out at 95% with this mod (20/25/50), looks like the % from destroying bases is only 25% not 30%
- Tue Apr 05, 2016 4:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35046
Re: [MOD 0.12.x] Rescaled Evolution Factor
Been doing some more thinking. Im not sure limiting each section of the evolution is the best idea. Perhaps have all of them be capable of increasing the evolution to 100% but slow as they approach it (similar to base game) so if time evolution was 30%, destruction evolution was 80%, and pollution e...
- Mon Mar 28, 2016 5:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 35046
Re: [MOD 0.12.x] Rescaled Evolution Factor
As far as balance goes, I agree this seems to hit hardest mid game, perhaps put more weight on time and bases killed and less on pollution (especially since pollution already causes them to attack). Story: Mid game was trying to get my first expansion and was at about 60% evolution factor, didn't ha...