Loss Prevention - Because noone enjoys taking down green biters with red ammo

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Reika
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Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by Reika » Wed Sep 05, 2018 11:41 pm

If playing with sufficiently harsh settings, one can find that they have been...rather outpaced by the advancement of the native life. This is especially true with certain mod environments, such as a grouping of NauvisDay, Natural Evolution, and Rampant.

Biters should present a serious threat, especially when one does not design their factory with good defence strategies in mind. But noone wants to end up 60 hours into a save and realize that they need blue science tech just to defend their factory against the ceaseless attack waves, while they are currently still struggling to automate ammo production. Noone wants to realize that to get their first oil patch, they need to clear a nest with 19 spawners and 8 big worms, while the best weaponry they have available are un-upgraded grenades.

With Loss Prevention, those scenarios will not happen - the enemy evolution will be kept in check by your own progression - or lack thereof - through the tech tree. Unlike other mods, this does not change how evolution generally behaves - time, pollution, and spawner destruction still do their thing - but it does prevent it from running to a point of unrecoverability.

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by darkfrei » Thu Sep 06, 2018 10:33 am

Something like this?

Code: Select all

On_tick
  If not (technology[i].enabled) then set_evolution_limit (n) end
End

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by Reika » Fri Sep 07, 2018 8:41 pm

darkfrei wrote:Something like this?

Code: Select all

On_tick
  If not (technology[i].enabled) then set_evolution_limit (n) end
End
No, it is a lot more complex than that.

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by Wildejackson » Tue Sep 11, 2018 6:53 am

can we get some more technical details on what factors the mod takes into account?

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by Reika » Thu Sep 13, 2018 6:44 am

Wildejackson wrote:
Tue Sep 11, 2018 6:53 am
can we get some more technical details on what factors the mod takes into account?
I was somewhat vague on the exact conditions, as knowing those would open the possibility for gaming the system.

I will say it depends on your research, certain production capabilities, certain defensive capabilities, and a few other statistics.

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by ThirdGhostHand » Mon Oct 15, 2018 4:06 pm

Does this mod work in a PvP scenario? Say if we have six players, will the bugs wait to evolve for the slowest person? Or does it work differently? Thanks!

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by Reika » Sat Oct 20, 2018 5:21 pm

ThirdGhostHand wrote:
Mon Oct 15, 2018 4:06 pm
Does this mod work in a PvP scenario? Say if we have six players, will the bugs wait to evolve for the slowest person? Or does it work differently? Thanks!
I am not entirely sure what it might do in a MP environment at all.

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by IVAN_PIDORVAN » Mon Nov 05, 2018 11:54 pm

60 hours - no blue science, no ammo production, jesus christ...

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Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo

Post by Reika » Tue Nov 20, 2018 4:29 pm

IVAN_PIDORVAN wrote:
Mon Nov 05, 2018 11:54 pm
60 hours - no blue science, no ammo production, jesus christ...
???

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