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Re: [MOD 0.11.x] Alien Temple
Posted: Mon Mar 09, 2015 11:31 am
by darkshadow1809
hoho wrote:You need to *add* max_distance_of_nearby_sector_revealed, not replace max_distance_of_sector_revealed.
In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed
Ah right thank you

Thought the author had fixed that issue.

stupid me i overlooked it.
Re: [MOD 0.11.x] Alien Temple
Posted: Mon Mar 09, 2015 11:50 am
by albatrosv13
Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
Re: [MOD 0.11.x] Alien Temple
Posted: Mon Mar 09, 2015 2:20 pm
by darkshadow1809
albatrosv13 wrote:Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation.
I put up the file again by having both lines in entity.lua. This works in 0.11.16 and i hope in 11.17 too.
Haha not a problem mate

Atleast your contributing back by making a mod

Re: [MOD 0.11.x] Alien Temple
Posted: Thu Mar 26, 2015 12:32 pm
by British_Petroleum
Hey thanks a lot for making this mod I really like it.
Only thing I'd change is that the temple is way too cheap! I've been playing with dytech and bobs, and this temple makes the game really easy. I built several of them early on, and after playing for 20+ hours I'm still fighting small spitters and medium biters. This temple is insanely good, should cost at least 100 artefacts plus other stuff imo.
Re: [MOD 0.11.x] Alien Temple
Posted: Thu Mar 26, 2015 12:40 pm
by splooby
.
Re: [MOD 0.11.x] Alien Temple
Posted: Thu Mar 26, 2015 1:36 pm
by albatrosv13
It took 1 month for anyone telling that this mod makes the game too easy.
It took only half a day for this mod -
https://forums.factorio.com/forum/vie ... =14&t=8884 ...
for anyone telling that this mod is too hard.
You pretentious little fucks

(i love my social experiments)
Anyways, will update.
Re: [MOD 0.11.x] Alien Temple
Posted: Sun Mar 29, 2015 1:28 pm
by chlue
Hello,
for me the mod appeared overpowered too and I changed this:
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
if event.radar.name == "templev2" then
game.evolutionfactor = game.evolutionfactor - 0.0002
end
end)
to this:
Code: Select all
game.onevent(defines.events.onsectorscanned, function(event)
if event.radar.name == "templev2" then
if game.evolutionfactor > 0.0003 then
game.evolutionfactor = game.evolutionfactor - (0.0003 * game.evolutionfactor)
end
end
end)
So basically the temple does nearly nothing at a low evolutionfactor, but gets stronger when the factor rises. At 66% the effectiveness is back to the original level.
I fear it is still way overpowered if a lot of them are build. So an additional constraint like reducing the effectivity after each 'scan' and setting effectivity back to 100% after each scancyle might counter this.
-->
example with effectivity scale 90%:
1 temple: 100% --> 90%, reset --> not affected / 100% yield
2 temple: 100% --> 90% --> 81%, reset --> 190% yield
5 temple: 100% --> 90% --> 81% --> .... 59.05%, reset --> 410% yield
10 temple: 100% --> 90% --> 81% --> .... 34.87%, reset --> 651% yield
50 temple: 100% --> 90% --> ... 0.52%, reset --> 995% yield
Ok not sure if this is understandable, but the idea is that each additional temple only provides 90% of the one build before. As a result the player can build as many as he wants but after about 10 the additional ones are mostly useless --> mod is balance-able