[MOD 1.1] Natural Evolution - All things Alien!

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Szentigrade
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.2

Post by Szentigrade »

got this while loading the mods

Image

installed from mod portal
TheSAguy
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.2

Post by TheSAguy »

Szentigrade wrote:got this while loading the mods

Image

installed from mod portal
Please give 6.0.3 a try
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by mbattjes@gmail.com »

Is it normal that i can't damage biter spawns with a machine gun or a shotgun because they regenerate too fast? Im using hard mode, RSO and Bob's Enemies. On normal mode its almost possible but you would still need some turrets, and a few stacks of ammo
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by orzelek »

mbattjes@gmail.com wrote:Is it normal that i can't damage biter spawns with a machine gun or a shotgun because they regenerate too fast? Im using hard mode, RSO and Bob's Enemies. On normal mode its almost possible but you would still need some turrets, and a few stacks of ammo
Natural evolution makes spawners much more durable. You might need to abuse turrets damage bonus to get through resistances. Normal and hard are the same I think in this regard but not sure.
Also make sure to research some upgrades for ammo damage.
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by mbattjes@gmail.com »

orzelek wrote: Natural evolution makes spawners much more durable. You might need to abuse turrets damage bonus to get through resistances. Normal and hard are the same I think in this regard but not sure.
Also make sure to research some upgrades for ammo damage.
I tried Normal and the spawner's health went down from 3000 to 2000 and regeneration is now low enough to actually damage it (or i do more damage, not sure..). At this point it will still take me a couple stacks of ammo just to take out one spawner, which is fine, at least i can do something :lol: And yeah i definitely need some research, but not being able to damage it at all seems too hard for me, especially since i am playing Marathon and i will need to destroy many more spawners on lower tech levels. Can't really afford to upgrade gun damage for 50 red science, let alone turret damage for 50 red and 50 green science. It'll take a couple more hours before i have green science 8-) There's currently a spawner really close to my stone field so i need to take that out asap.
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by orzelek »

mbattjes@gmail.com wrote:
orzelek wrote: Natural evolution makes spawners much more durable. You might need to abuse turrets damage bonus to get through resistances. Normal and hard are the same I think in this regard but not sure.
Also make sure to research some upgrades for ammo damage.
I tried Normal and the spawner's health went down from 3000 to 2000 and regeneration is now low enough to actually damage it (or i do more damage, not sure..). At this point it will still take me a couple stacks of ammo just to take out one spawner, which is fine, at least i can do something :lol: And yeah i definitely need some research, but not being able to damage it at all seems too hard for me, especially since i am playing Marathon and i will need to destroy many more spawners on lower tech levels. Can't really afford to upgrade gun damage for 50 red science, let alone turret damage for 50 red and 50 green science. It'll take a couple more hours before i have green science 8-) There's currently a spawner really close to my stone field so i need to take that out asap.
Using Natural Evolution with Marathon without bob's or some other weapon enhancing mod will be a serious challange. Good luck :)
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by mbattjes@gmail.com »

Thanks, but i think i will lower the enemies' resistances a little bit in prototypes\Vanilla_Changes\Settings.lua :roll:
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by drayath »

I'm using natural evolution (no tech cost changes) and Science Cost Tweaker (default settings). Both adjust evolution rates (science cost tweaker massively increases research costs and lowers evolution rates somewhat to compensate) I've noticed that the adjustments to evolution rates don't seem to play nicely together (Natural Evolution values apply as shown with '/c game.player.print(game.map_settings.enemy_evolution.pollution_factor)').

Browsing the code;
Natural evolution uses: rate=xxx
Science Cost Tweaker uses: rate=rate*xxx

Could i request that Natural Evolution also used a multiplier to adjust the start evolution rate so it works with other mods that also adjust it. E.g

Code: Select all

--
		-- TIME: Only 75% of vanilla
		-- percentual increase in the evolve factor for every second (60 ticks). Default = 0.000004
		data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor * 0.75

		-- POLLUTION: Two times the vanilla Pollution Evolution, so don't pollute!
		-- percentual increase in the evolve factor for 1000 PU. Default = 0.000015          
		data.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor * 2

		-- KILLING EMENY SPAWNERS: 10% of vanilla. You are going to kill a lot more bases...
		-- percentual increase in the evolve factor for every destroyed spawner. Default = 0.002
		data.raw["map-settings"]["map-settings"]["enemy_evolution"].destroy_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].destroy_factor * 0.1
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by mensinda »

Your mods can cause desync loops in multiplayer.

viewtopic.php?f=23&t=28093
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by TheSAguy »

mensinda wrote:Your mods can cause desync loops in multiplayer.

viewtopic.php?f=23&t=28093
Thanks for the report.
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3

Post by stoa »

yo, getting an error with the new version on 1.33

http://prntscr.com/boe5gb

this comes up all the time when you use the thumper, after it has done its "scan"
a similar error also shows up with the mind control station.

and i'd bet my ass its the same with the terraforming station too, since its also based on the radar.
i guess something broke the function there
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by TheSAguy »

drayath wrote: Browsing the code;
Natural evolution uses: rate=xxx
Science Cost Tweaker uses: rate=rate*xxx

Could i request that Natural Evolution also used a multiplier to adjust the start evolution rate so it works with other mods that also adjust it. E.g
Code
Change Made in 6.0.4.
stoa wrote:yo, getting an error with the new version on 1.33

http://prntscr.com/boe5gb

this comes up all the time when you use the thumper, after it has done its "scan"
a similar error also shows up with the mind control station.

and i'd bet my ass its the same with the terraforming station too, since its also based on the radar.
i guess something broke the function there
Thanks for the report.
Should be fixed in 6.0.4
mensinda wrote:Your mods can cause desync loops in multiplayer.

viewtopic.php?f=23&t=28093
Hopefully this is fixed in 6.0.4. Please let me know.
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by stoa »

welp. i couldnt test it.
i played for a while, but when i reloaded i got this: http://prntscr.com/bofdcb

nvm, i take it back :D

evo gui got updated a few hours ago, that fixed it. testing the buildings now!

aaaand nevermind. its back again. the exact same error. i dont get it
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by Szentigrade »

stoa wrote:welp. i couldnt test it.
i played for a while, but when i reloaded i got this: http://prntscr.com/bofdcb

nvm, i take it back :D

evo gui got updated a few hours ago, that fixed it. testing the buildings now!

aaaand nevermind. its back again. the exact same error. i dont get it
same error for me too on the dedicated server side

10211.031 Error MultiplayerManager.cpp:129: MultiplayerManager failed: "Error while running the event handler: __Natural_Evolution_Buildings__/control.lua:359: attempt to index upvalue 'evo_gui' (a nil value)"
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by Jools »

Im having another problems with this mod.

Mode: multiplayer
Players; 2
Mods: NE x3, RSO, EvoGui
Game versions: 0.13.0, 0.13.1, 0.13.2, 0.13.3, 0.13.4.
Issue:
1. Massive desyncs while joing to game (its stabilizing after 10-15 reloadings) and while game (few reloads to go).
2. Aliens fight each other in whole map, causing massive game speed drop (there are fights in every alien camp with mass poison clouds and small alien artifacts drops).
3. Game crashes after puting Terraforming Station on the ground (every time).

its barely playable. Mod is fun. It adds some hardcore elements to the game, which game lacks.
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by TheSAguy »

Jools wrote:Im having another problems with this mod.

Mode: multiplayer
Players; 2
Mods: NE x3, RSO, EvoGui
Game versions: 0.13.0, 0.13.1, 0.13.2, 0.13.3, 0.13.4.
Issue:
1. Massive desyncs while joing to game (its stabilizing after 10-15 reloadings) and while game (few reloads to go).
2. Aliens fight each other in whole map, causing massive game speed drop (there are fights in every alien camp with mass poison clouds and small alien artifacts drops).
3. Game crashes after puting Terraforming Station on the ground (every time).

its barely playable. Mod is fun. It adds some hardcore elements to the game, which game lacks.
Guys,

Are you using the latest versions NE 6.0.4 and EvoGUI_0.4.103?
What you could try and let me know if that works is disable the Gui in my code. To do this, add "--" to lines 106 of NE Expansion and 359 of NE Buildings.
Should look like:

Code: Select all

		---	 EvoGUI
	--	evo_gui:tick()

Please let me know if that helps.
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by mbattjes@gmail.com »

That gets rid of the error.
I'm also playing a multiplayer game but the error came up today when i loaded the savegame without anyone else present. Even disabling EVOgui will not stop the error. It was fine in 6.0.3
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by TheSAguy »

Try removing the "require ("libs/EvoGUI")"
at the top of the Control.lua in both mods.

I can't work on a fix today.
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by mbattjes@gmail.com »

disabling evo_gui:tick() works as well, thanks! I hope this wont mess up anything?
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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4

Post by TheSAguy »

mbattjes@gmail.com wrote:disabling evo_gui:tick() works as well, thanks! I hope this wont mess up anything?
Well, you won't have any Evo-gui info from this Mod till I fix it.
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