[MOD 0.12.x] Rescaled Evolution Factor
Posted: Thu Mar 10, 2016 12:27 am
by BenediktMagnus
Rescaled Evolution Factor
Description:
Overwrites the existing evolution factor system with a more dynamic and interactive one.
Details:
Download from GitHub
Description:
Overwrites the existing evolution factor system with a more dynamic and interactive one.
Details:
- Factorio Version: 0.12.12+
- Latest version: 1.3.1
- Released: April 26th 2016 (First: March 10th 2016)
- License: The MIT License (You can find it here!)
- Tags: Evolution Factor, enemy strength, pollution
- Author: Benedikt Magnus
Download from GitHub
- Rescaled-Evolution-Factor_1.3.1.zip
- (5.52 KiB) Downloaded 631 times
Long Description
The mod changes the existing evolution factor system in a way it is more controllable by the player (this means you).
In vanilla game every produced pollution, every destroyed spawner and every single second increase the evolution factor, which means make the enemies stronger. It is impossible to decrease this factor.
With my mod this changes totally. That three values will still be important but in a different way.
Time increases the evolution factor to a maximum of twenty percent (after 24 hours gameplay time, exponential progress) now.
Destroying spawners will increase the factor to a maximum of thirty percent.
And producing pollution will not increase the evolution factor anymore but the total amount of pollution in the environmont will do so (to a maximum of 50%). This means if you decrease your pollution production the enemy strength will decrease, too!
All three values will be accumulated to (if every single one is at maximum) hundred percent.
What does that mean?
This means you have more ways to interact with the natives and your decisions have more impact. In vanilla you can only decide how fast the enemy strength increases. With this mod you can do more: Imagine you had a very high pollution production and the evolution factor stands at 100%. More and more behemots come and try to kill you. Even your great factory cannot produce enough energy to supply all lasers. That's why you decide to become more efficient! You build efficiency modules and solar panels and after all your work the pollution decreases and so does the evolution factor. Because you safe the natives environment the natives become less aggressive. There are no behemots that could kill you anymore. Very easy!
In vanilla game every produced pollution, every destroyed spawner and every single second increase the evolution factor, which means make the enemies stronger. It is impossible to decrease this factor.
With my mod this changes totally. That three values will still be important but in a different way.
Time increases the evolution factor to a maximum of twenty percent (after 24 hours gameplay time, exponential progress) now.
Destroying spawners will increase the factor to a maximum of thirty percent.
And producing pollution will not increase the evolution factor anymore but the total amount of pollution in the environmont will do so (to a maximum of 50%). This means if you decrease your pollution production the enemy strength will decrease, too!
All three values will be accumulated to (if every single one is at maximum) hundred percent.
What does that mean?
This means you have more ways to interact with the natives and your decisions have more impact. In vanilla you can only decide how fast the enemy strength increases. With this mod you can do more: Imagine you had a very high pollution production and the evolution factor stands at 100%. More and more behemots come and try to kill you. Even your great factory cannot produce enough energy to supply all lasers. That's why you decide to become more efficient! You build efficiency modules and solar panels and after all your work the pollution decreases and so does the evolution factor. Because you safe the natives environment the natives become less aggressive. There are no behemots that could kill you anymore. Very easy!
Examples
For example twelve hours gameplay time past means five percent evolution factor.
Many enemy spawners destroyed for more twelve percent.
A good production of pollution means maybe 37% evolution.
In sum this is 5% + 12% + 37% = 54% evolution factor!
Many enemy spawners destroyed for more twelve percent.
A good production of pollution means maybe 37% evolution.
In sum this is 5% + 12% + 37% = 54% evolution factor!
Future plans
Decrease the count of destroyed enemy spawners over time (like forgetting very old wars).Make a GUI to see the actual values of pollution and destroyed spawners. Maybe also how much that (with time) impacts in evolution factor.- Change "destroyed enemy spawners" to something like "level of war".
- Make the progress of the evolution factor more complex. It should differ from start to mid and than late game.
- Implement the great ideas which the community had on page three.
Testing Version
Because balancing is hard I need your help.
In the new version 1.4 the mod will totally change. I have implemented the new behaviour for pollution based on the suggestions on page three (thanks to bam13302, seronis and mattj256!).
Pollution will now increase the Evolution Factor over time if the total value of pollution is higher than a "Neutral Value" (you can see it as the value of pollution the biters are used to). The Neutral Value will approximate the pollution value over time. If you decrease your pollution (or if you explore new chunks) and it gets lower than the Neutral Value your Evolution Factor will decrease, too. The higher the difference is the faster will the Evolv Factor change (and the faster the Neutral Value will approximate).
Yet only the pollution formula works this way, time and destroyed spawners will change (maybe) later.
Please test this beta version and tell me how the balancing is now.
In the new version 1.4 the mod will totally change. I have implemented the new behaviour for pollution based on the suggestions on page three (thanks to bam13302, seronis and mattj256!).
Pollution will now increase the Evolution Factor over time if the total value of pollution is higher than a "Neutral Value" (you can see it as the value of pollution the biters are used to). The Neutral Value will approximate the pollution value over time. If you decrease your pollution (or if you explore new chunks) and it gets lower than the Neutral Value your Evolution Factor will decrease, too. The higher the difference is the faster will the Evolv Factor change (and the faster the Neutral Value will approximate).
Yet only the pollution formula works this way, time and destroyed spawners will change (maybe) later.
Please test this beta version and tell me how the balancing is now.
- Rescaled Evolution Factor Testing Version.zip
- The latest testing version (current 1.4.2)
- (5.59 KiB) Downloaded 181 times
Changelog
1.3.1 (April 26th 2016)
- Corrected spawners influnce to 30% (forgot to change maximum at the counting function in the last release from 50 to 60).
- Changed evolv factor quantities from 10% time, 20% spanwers and 70% pollution to 20% time, 30% spawners and 50% pollution.
- Changed time formula from linear to square.
- Changed German translation a bit ("Feindspawner" changed to "Nester").
- Changed pollutions influnce on the evolution factor from square root to linear. (Less influence at the beginning of the game.)
- The number of destroyed enemy spawners decreases every hour by one. This shall simulate slowly forgetting very old wars and a "time of peace".
- Added a GUI feature. If you have the (very great) mod EvoGUI/Evolution Factor Indicator installed (you can download the required version here) you will have three new displays: Total pollution, number of destroyed enemy spawners the natives can remember and a monitor how every value impacts in the evolution factor (time, spawners and pollution). A great thank you to Narc at this point for his really usefull interface (and mod that I still used before I even had the idea for mine).
- Localisations for English and German. (If anyone wants to translate the few words into any other language I would be very grateful.)
- First Release
Previous Versions
- Rescaled-Evolution-Factor_1.3.0.zip
- Rescaled Evolution Factor 1.3.0 for Factorio 0.12.12+
- (5.52 KiB) Downloaded 463 times
- Rescaled-Evolution-Factor_1.2.0.zip
- Rescaled Evolution Factor 1.2.0 for Factorio 0.12.12+
- (5.51 KiB) Downloaded 261 times
- Rescaled-Evolution-Factor_1.1.0.zip
- Rescaled Evolution Factor 1.1.0 for Factorio 0.12.12+
- (5.52 KiB) Downloaded 260 times
- Rescaled-Evolution-Factor_1.0.0.zip
- Rescaled Evolution Factor 1.0.0 for Factorio 0.12.12+
- (3.56 KiB) Downloaded 197 times