BlakeMW wrote:tehroach wrote:
/c game.map_settings.enemy_evolution.time_factor = game.map_settings.enemy_evolution.time_factor * 0
/c game.map_settings.enemy_evolution.pollution_factor = game.map_settings.enemy_evolution.pollution_factor * 2
/c game.map_settings.enemy_evolution.destroy_factor = game.map_settings.enemy_evolution.destroy_factor * -0.2
Does that mean destroying spawners sets back evolution?
Yes it does
IMO destroying bitter installations should set them back for a while, NOT advance them.
Note: I would highly recommend these setting for:
People that want a more relaxed game of Factorio, but find Peaceful mode boring!
or
Our preference for play
which involve a lot of time where my friends and I "redneck rampage" the biter bases in our utes (ie cars, grenades and teir 2 armor only) as we will purposefully engage the enemy underrepresented.
This simple self retardation turn the often "lack-luster" combat of Factorio into "Chaos", which prolongs the combat experience and is a lot of fun.
We often refer to the cars in our game of Factorio as Fords, because of the joke, "The acronym for FORD backwards is Driver Returns On Foot" and player death is common place in our game, giving rise for the need to automate production of flak vests and small arms.
When you basically can't kill Big Worms the the short term process of dealing with bitter bases becomes a much more tactical experience, as you must divide and conquer,
attack weak spots and avoid the range of Big Worms.
As not paying attention and straying too close, often results in the player entering "on foot" mode,
encountering a Medium sized biter in this state can be scary but big ones are just a death sentence, unless your friends intervene and allow for your escape.
The long-term results of this madness, shift paradigms and give rise to some interesting side-effects.
*Old bitter bases that you were able to get to spawners without entering big worm range yield "No Go zones", which end up being dotted through-out your base.
*In the cases where there are too many big worms (or the random gen has strategically placed the big worms), you simply must leave the spawners alone,
"Bitter Sanctuaries" are created, which results in a shifting of the paradigm of wall usage from, walling in your base to walling in bitter bases.
*These "Wildlife Sanctuaries" further add and additional resource sinks for your Factorio economy.
We tend to opt for defending these Wildlife Sanctuaries with machine gun turrets as they consume all three types of ore and can be built closer, without killing the worms and spawners.