[0.11.22+] Natural Evolution v3.0.1 - All things Alien! (OLD)
Posted: Tue Dec 02, 2014 10:25 pm
I'm no longer maintaining this version, please see the new version here.
The main goal of this MOD is to try and make the enemies harder, so one has a little more challenging game experience!
This mod tries to manage the following areas of the game:
- Evolution rate
- Enemy spawners
- Enemy units
- Enemy expansion
- Give you some help in the form of two new buildings
It’s compatible with Dytech War and Bob’s enemies and will detect if you’re using those mods and make alteration to the units they add to the game also.
- Evolution rate: - Can be turned on or off in the config.lua file
Time Evolution Factor reduced by 25% - From 0.000008 to 0.000006 – Gives you a more time.
Destroying Enemy Spawners Factor reduced by 80% - From 0.005 to 0.001 – You are going to have to kill a lot more enemy nests/spawners to get to new resources.
Pollution Evolution Factor doubled - From 0.00003 to 0.00006 – You are penalized for polluting this beautiful alien world! Recycle!
- Enemy spawners: - Can be turned on or off in the config.lua file
Spawners have a lot more health and more units around them. (Very close to the default Dytech settings)
- Enemy units: - Can be turned on or off in the config.lua file
It takes less pollution for enemies to start attacking you.
- Enemy expansion: - Can be turned on or off in the config.lua file
Expansion now comes in phases that gets more aggressiveness the higher the evolution factor is.
- New Buildings:
You now have the ability to build two new buildings:
Terraforming Station – A radar-like building that slightly reduces the evolution each time a scan is completed. Each consecutive Terraforming Station is 10% less effective than the one before. This will prevent it from being overpowered.
Alien Control Station – A radar-like building that has a small chance of converting enemy units to your side each time a scan is completed.
-----------------
I'm hoping that this will create a more challenging game. Keep an eye on the evolution factor, it's almost like a clock counting down and when it reaches 100%....
This should give you more time to cover a large map, kill a lot of bugs and find those resources that are further away from your base, but polluting will cause the bugs to grow! It is now more important to manage your pollution.
Please give me feedback!
Install:
Just put the zip folder in your mod's folder, no need to unzip.
Recommendation:
I highly recommend you also use Display Evolution Factor module using ThunderGUI: https://forums.factorio.com/forum/vie ... =14&t=8939
Just download the latest ThunderGUI version and put that and TGEvolutionDisplay_0.0.1.zip in the Mods folder. RSO – Better resource spawns
DyTech-War & Bob’s Enemies – adds more variety to the enemies.
Update Log:
V3.0.1 – Balancing Update
V3.0.0 – Integrated Albatrosv13’s Alien Temple/Deevolution and FreeER’s Mind Control mods. Tweaked some of the mod’s other values. I’ve also attached an excel spreadsheet with my mod value changes if anyone’s interested.
V2.5.0 – Major update. I've learned a little more and you now have a control file. Now the mod enhances Spawners and Enemy Units also.
V2.0.1 – Lowered the decrease in Evolution factor, once an expansion is triggered. I found in my game where I was at an evolution factor in the high eighties that it was actually going down and getting very hard to get the evo in the nineties.
V2.0.0 – Integrated AlyxDeLunar’ Dynamic Expansion mod
v1.0.1 - Updated to Factorio 11.4 (Just naming convention updated.)
v1.0.0 - Initial Release
Credits:
L0771 - For his help given to me to start this MOD.
AlyxDeLunar - For his MOD Dynamic Expansion that I’ve used in my MOD.
Albatrosv13 - For his MOD Alien Temple that I’ve used in my MOD
FreeER - For his MOD Mind Control that I’ve used in my MOD
ThaPear, SpeedyBrain & Semvoz - Coding help!
Enjoy.
Please give me feedback!
The main goal of this MOD is to try and make the enemies harder, so one has a little more challenging game experience!
This mod tries to manage the following areas of the game:
- Evolution rate
- Enemy spawners
- Enemy units
- Enemy expansion
- Give you some help in the form of two new buildings
It’s compatible with Dytech War and Bob’s enemies and will detect if you’re using those mods and make alteration to the units they add to the game also.
- Evolution rate: - Can be turned on or off in the config.lua file
Time Evolution Factor reduced by 25% - From 0.000008 to 0.000006 – Gives you a more time.
Destroying Enemy Spawners Factor reduced by 80% - From 0.005 to 0.001 – You are going to have to kill a lot more enemy nests/spawners to get to new resources.
Pollution Evolution Factor doubled - From 0.00003 to 0.00006 – You are penalized for polluting this beautiful alien world! Recycle!
- Enemy spawners: - Can be turned on or off in the config.lua file
Spawners have a lot more health and more units around them. (Very close to the default Dytech settings)
- Enemy units: - Can be turned on or off in the config.lua file
It takes less pollution for enemies to start attacking you.
- Enemy expansion: - Can be turned on or off in the config.lua file
Expansion now comes in phases that gets more aggressiveness the higher the evolution factor is.
- New Buildings:
You now have the ability to build two new buildings:
Terraforming Station – A radar-like building that slightly reduces the evolution each time a scan is completed. Each consecutive Terraforming Station is 10% less effective than the one before. This will prevent it from being overpowered.
Alien Control Station – A radar-like building that has a small chance of converting enemy units to your side each time a scan is completed.
-----------------
I'm hoping that this will create a more challenging game. Keep an eye on the evolution factor, it's almost like a clock counting down and when it reaches 100%....
This should give you more time to cover a large map, kill a lot of bugs and find those resources that are further away from your base, but polluting will cause the bugs to grow! It is now more important to manage your pollution.
Please give me feedback!
Install:
Just put the zip folder in your mod's folder, no need to unzip.
Recommendation:
I highly recommend you also use Display Evolution Factor module using ThunderGUI: https://forums.factorio.com/forum/vie ... =14&t=8939
Just download the latest ThunderGUI version and put that and TGEvolutionDisplay_0.0.1.zip in the Mods folder. RSO – Better resource spawns
DyTech-War & Bob’s Enemies – adds more variety to the enemies.
Update Log:
V3.0.1 – Balancing Update
V3.0.0 – Integrated Albatrosv13’s Alien Temple/Deevolution and FreeER’s Mind Control mods. Tweaked some of the mod’s other values. I’ve also attached an excel spreadsheet with my mod value changes if anyone’s interested.
V2.5.0 – Major update. I've learned a little more and you now have a control file. Now the mod enhances Spawners and Enemy Units also.
V2.0.1 – Lowered the decrease in Evolution factor, once an expansion is triggered. I found in my game where I was at an evolution factor in the high eighties that it was actually going down and getting very hard to get the evo in the nineties.
V2.0.0 – Integrated AlyxDeLunar’ Dynamic Expansion mod
v1.0.1 - Updated to Factorio 11.4 (Just naming convention updated.)
v1.0.0 - Initial Release
Credits:
L0771 - For his help given to me to start this MOD.
AlyxDeLunar - For his MOD Dynamic Expansion that I’ve used in my MOD.
Albatrosv13 - For his MOD Alien Temple that I’ve used in my MOD
FreeER - For his MOD Mind Control that I’ve used in my MOD
ThaPear, SpeedyBrain & Semvoz - Coding help!
Enjoy.
Please give me feedback!