[0.12.0] static game difficulty
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[0.12.0] static game difficulty
https://www.dropbox.com/s/aulw8h83y4174 ... 0.zip?dl=0
this mod disable time based evolution and pollution based evolution.
pollution still governs the spawning of attack waves and evolution of biters difficulty now is based only on the number of biters based destroyed.
I did this mod for myself, primarily to be run on a multiplayer always on server, so that your bases are not destroyed overnight if you have enough defenses for the current evolution value.
this mod disable time based evolution and pollution based evolution.
pollution still governs the spawning of attack waves and evolution of biters difficulty now is based only on the number of biters based destroyed.
I did this mod for myself, primarily to be run on a multiplayer always on server, so that your bases are not destroyed overnight if you have enough defenses for the current evolution value.
Last edited by LoSboccacc on Wed Jul 22, 2015 8:15 am, edited 2 times in total.
- bobingabout
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Re: [0.11.1] static game difficulty
Time based evolution is BS, so modding it out is a good change IMO.
Re: [0.11.1] static game difficulty
I can only agree with previous comment. Your take on biter evolution is much nicer imo, so many thanks for doing this!
Re: [0.11.1] static game difficulty
Is this mod still working with 0.11.22 ?
- Alekthefirst
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Re: [0.11.1] static game difficulty
Lemme tryKeyalha wrote:Is this mod still working with 0.11.22 ?
EDIT: might take some time, considering i actually have to play for some time for the difference to be noticable
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Re: [0.11.1] static game difficulty
You can always check from console if evolution factor is changing.
It should be like this:
It should be like this:
Code: Select all
/c game.player.print(game.evolutionfactor)
- Alekthefirst
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Re: [0.11.1] static game difficulty
then it should still be at 0 if i have played for an hour, right?orzelek wrote:You can always check from console if evolution factor is changing.
It should be like this:Code: Select all
/c game.player.print(game.evolutionfactor)
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Re: [0.11.1] static game difficulty
I think it should. Unless you killed some spawners already.Alekthefirst wrote:then it should still be at 0 if i have played for an hour, right?orzelek wrote:You can always check from console if evolution factor is changing.
It should be like this:Code: Select all
/c game.player.print(game.evolutionfactor)
- Alekthefirst
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Re: [0.11.1] static game difficulty
just confirmed
This works with 0.11.22
This works with 0.11.22
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Re: [0.11.1] static game difficulty
Evolutionfactor is calculated with :
- time passed
- pollution
- number of biter nests killed.
If a mod removes the time factor, and pollution factor there is still the "biter nest killing" source.
- time passed
- pollution
- number of biter nests killed.
If a mod removes the time factor, and pollution factor there is still the "biter nest killing" source.
Koub - Please consider English is not my native language.
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Re: [0.11.1] static game difficulty
anyone using this has some feedback?
because of the removal of other factors, biter progression seems to slow, I was thinking about doubling it.
anyone playing can weight in on the difficulty? it seems to easy now.
because of the removal of other factors, biter progression seems to slow, I was thinking about doubling it.
anyone playing can weight in on the difficulty? it seems to easy now.
Re: [0.12.0] static game difficulty
Never used your mod, but I'm not surprised that it seems too easy now. The pollution and time factors are kind of there to push you along a bit and encourage some work to defend yourself from the aliens. The factors were all changed in 0.12, mostly reducing them by about half, so you might want to see if the new pace is more to your liking.
Re: [0.12.0] static game difficulty
I use your mod constantly and like it the way it is.
The main incentive for me is to have biters and have attack waves so the whole military part of the game is still there but i am still in control of the pace.
What I dislike and what brought me to your mod is the fact that with your mod I can choose when to attack and be prepared for bigger biters down the road.
So whatever value you attach it works since the main plus from your mod is not the amount per nest but the fact that you are in control of when to attack and raise the biter evolution.
That beeing said i like where the mod was when it was created have not yet tested 12.x since i just now start off my first 12.x game
The main incentive for me is to have biters and have attack waves so the whole military part of the game is still there but i am still in control of the pace.
What I dislike and what brought me to your mod is the fact that with your mod I can choose when to attack and be prepared for bigger biters down the road.
So whatever value you attach it works since the main plus from your mod is not the amount per nest but the fact that you are in control of when to attack and raise the biter evolution.
That beeing said i like where the mod was when it was created have not yet tested 12.x since i just now start off my first 12.x game
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Re: [0.12.0] static game difficulty
with the new .12 values it seems to easy, you can get enough alien pack to unlock but the three last tech and not even see the late game enemies. but for now it stay the way it is, because I can't test it.
Re: [0.12.0] static game difficulty
I made a manual update for 0.14 and it's still working well (attached). Can tell because evolution is still 0.0000 after 1 hour of playing. To compensate i'm using hardest possible settings for aliens in worldgen when using this mod.
- Attachments
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- no-evo_0.2.1.zip
- (782 Bytes) Downloaded 150 times
- aubergine18
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Re: [0.12.0] static game difficulty
There's a similar mod that scales evolution based on player tech level, although not sure how that would work in MP: https://mods.factorio.com/mods/Telemak/ ... nEvolution
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