Page 1 of 1

[MOD 0.12.0] Expensive Research

Posted: Thu Aug 06, 2015 4:43 pm
by ArgTang
Name: Expensive Research
released: 06.08.15
last update: 08.08.15
Tested in: 0.12.x
contact: pm me, or post in this thread.
Author: ArgTang

This mod makes all research more expensive and take longer time.
I build my factory slower than i can research stuff, so i made this to try to balance this some. Now i have time to build my factory, when new buildings get available, rather to have a backlog of builds.
Although its adjusted to my playstyle, feel free to suggest changes.

Tier two research gets the biggest %increase, as this is where most buildings are unlocked. I have taken some measure to avoid lategame be only about waiting, See comments in data-updates.lua for more info.

[update]
0.1.1 should also change tiers that are higher than 4. (i.e. mods)

Re: [0.12] Expensive Research

Posted: Fri Aug 07, 2015 5:52 pm
by cengbrecht
Can you break down the changes a bit more? I am interested, but there are some mods that I have installed that may not be affected by this.
I like this idea, but would like to see more of what it effects, and how. :)

Re: [0.12] Expensive Research

Posted: Fri Aug 07, 2015 10:06 pm
by ArgTang
I havent tried with any mods, but it should apply to all techs, unless mods tech gets registerered elsewhere.
sure, this is what i do:
1. check how many types of ingredients required -> this is the tier
2. sets the adjust factor to: 1.1 + (tier/10)*1.7
3. tier 2 gets a flat 15% pentaly on top of this
4. modify count value of tech (number of times it needs to run)
5. modify time for each run. tier 3 and 4+ gets a bonus here (adjust factor-20%/40%) to counter the waiting in endgame
6. double the required sciencepack number for all tiers except tier 1, to keep early game from being too tedious

Re: [0.12] Expensive Research

Posted: Sat Aug 08, 2015 2:53 am
by Airat9000
There are already similar mod Scalar

still would have this mod with another mod to do Infinite research