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Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.2
Posted: Fri Jul 01, 2016 6:09 am
by Szentigrade
got this while loading the mods
installed from mod portal
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.2
Posted: Fri Jul 01, 2016 1:42 pm
by TheSAguy
Szentigrade wrote:got this while loading the mods
installed from mod portal
Please give 6.0.3 a try
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Fri Jul 01, 2016 6:53 pm
by mbattjes@gmail.com
Is it normal that i can't damage biter spawns with a machine gun or a shotgun because they regenerate too fast? Im using hard mode, RSO and Bob's Enemies. On normal mode its almost possible but you would still need some turrets, and a few stacks of ammo
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Fri Jul 01, 2016 7:49 pm
by orzelek
mbattjes@gmail.com wrote:Is it normal that i can't damage biter spawns with a machine gun or a shotgun because they regenerate too fast? Im using hard mode, RSO and Bob's Enemies. On normal mode its almost possible but you would still need some turrets, and a few stacks of ammo
Natural evolution makes spawners much more durable. You might need to abuse turrets damage bonus to get through resistances. Normal and hard are the same I think in this regard but not sure.
Also make sure to research some upgrades for ammo damage.
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Fri Jul 01, 2016 8:00 pm
by mbattjes@gmail.com
orzelek wrote:
Natural evolution makes spawners much more durable. You might need to abuse turrets damage bonus to get through resistances. Normal and hard are the same I think in this regard but not sure.
Also make sure to research some upgrades for ammo damage.
I tried Normal and the spawner's health went down from 3000 to 2000 and regeneration is now low enough to actually damage it (or i do more damage, not sure..). At this point it will still take me a couple stacks of ammo just to take out one spawner, which is fine, at least i can do something

And yeah i definitely need some research, but not being able to damage it at all seems too hard for me, especially since i am playing Marathon and i will need to destroy many more spawners on lower tech levels. Can't really afford to upgrade gun damage for 50 red science, let alone turret damage for 50 red and 50 green science. It'll take a couple more hours before i have green science

There's currently a spawner really close to my stone field so i need to take that out asap.
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Fri Jul 01, 2016 9:21 pm
by orzelek
mbattjes@gmail.com wrote:orzelek wrote:
Natural evolution makes spawners much more durable. You might need to abuse turrets damage bonus to get through resistances. Normal and hard are the same I think in this regard but not sure.
Also make sure to research some upgrades for ammo damage.
I tried Normal and the spawner's health went down from 3000 to 2000 and regeneration is now low enough to actually damage it (or i do more damage, not sure..). At this point it will still take me a couple stacks of ammo just to take out one spawner, which is fine, at least i can do something

And yeah i definitely need some research, but not being able to damage it at all seems too hard for me, especially since i am playing Marathon and i will need to destroy many more spawners on lower tech levels. Can't really afford to upgrade gun damage for 50 red science, let alone turret damage for 50 red and 50 green science. It'll take a couple more hours before i have green science

There's currently a spawner really close to my stone field so i need to take that out asap.
Using Natural Evolution with Marathon without bob's or some other weapon enhancing mod will be a serious challange. Good luck

Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Fri Jul 01, 2016 11:56 pm
by mbattjes@gmail.com
Thanks, but i think i will lower the enemies' resistances a little bit in prototypes\Vanilla_Changes\Settings.lua

Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Sun Jul 03, 2016 2:14 pm
by drayath
I'm using natural evolution (no tech cost changes) and Science Cost Tweaker (default settings). Both adjust evolution rates (science cost tweaker massively increases research costs and lowers evolution rates somewhat to compensate) I've noticed that the adjustments to evolution rates don't seem to play nicely together (Natural Evolution values apply as shown with '/c game.player.print(game.map_settings.enemy_evolution.pollution_factor)').
Browsing the code;
Natural evolution uses: rate=xxx
Science Cost Tweaker uses: rate=rate*xxx
Could i request that Natural Evolution also used a multiplier to adjust the start evolution rate so it works with other mods that also adjust it. E.g
Code: Select all
--
-- TIME: Only 75% of vanilla
-- percentual increase in the evolve factor for every second (60 ticks). Default = 0.000004
data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].time_factor * 0.75
-- POLLUTION: Two times the vanilla Pollution Evolution, so don't pollute!
-- percentual increase in the evolve factor for 1000 PU. Default = 0.000015
data.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].pollution_factor * 2
-- KILLING EMENY SPAWNERS: 10% of vanilla. You are going to kill a lot more bases...
-- percentual increase in the evolve factor for every destroyed spawner. Default = 0.002
data.raw["map-settings"]["map-settings"]["enemy_evolution"].destroy_factor = data.raw["map-settings"]["map-settings"]["enemy_evolution"].destroy_factor * 0.1
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Sun Jul 03, 2016 7:27 pm
by mensinda
Your mods can cause desync loops in multiplayer.
viewtopic.php?f=23&t=28093
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Sun Jul 03, 2016 9:03 pm
by TheSAguy
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
Posted: Sun Jul 03, 2016 9:42 pm
by stoa
yo, getting an error with the new version on 1.33
http://prntscr.com/boe5gb
this comes up all the time when you use the thumper, after it has done its "scan"
a similar error also shows up with the mind control station.
and i'd bet my ass its the same with the terraforming station too, since its also based on the radar.
i guess something broke the function there
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Sun Jul 03, 2016 10:44 pm
by TheSAguy
drayath wrote:
Browsing the code;
Natural evolution uses: rate=xxx
Science Cost Tweaker uses: rate=rate*xxx
Could i request that Natural Evolution also used a multiplier to adjust the start evolution rate so it works with other mods that also adjust it. E.g
Change Made in 6.0.4.
stoa wrote:yo, getting an error with the new version on 1.33
http://prntscr.com/boe5gb
this comes up all the time when you use the thumper, after it has done its "scan"
a similar error also shows up with the mind control station.
and i'd bet my ass its the same with the terraforming station too, since its also based on the radar.
i guess something broke the function there
Thanks for the report.
Should be fixed in 6.0.4
Hopefully this is fixed in 6.0.4. Please let me know.
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Sun Jul 03, 2016 11:36 pm
by stoa
welp. i couldnt test it.
i played for a while, but when i reloaded i got this:
http://prntscr.com/bofdcb
nvm, i take it back
evo gui got updated a few hours ago, that fixed it. testing the buildings now!
aaaand nevermind. its back again. the exact same error. i dont get it
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Mon Jul 04, 2016 6:16 am
by Szentigrade
stoa wrote:welp. i couldnt test it.
i played for a while, but when i reloaded i got this:
http://prntscr.com/bofdcb
nvm, i take it back
evo gui got updated a few hours ago, that fixed it. testing the buildings now!
aaaand nevermind. its back again. the exact same error. i dont get it
same error for me too on the dedicated server side
10211.031 Error MultiplayerManager.cpp:129: MultiplayerManager failed: "Error while running the event handler: __Natural_Evolution_Buildings__/control.lua:359: attempt to index upvalue 'evo_gui' (a nil value)"
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Mon Jul 04, 2016 12:01 pm
by Jools
Im having another problems with this mod.
Mode: multiplayer
Players; 2
Mods: NE x3, RSO, EvoGui
Game versions: 0.13.0, 0.13.1, 0.13.2, 0.13.3, 0.13.4.
Issue:
1. Massive desyncs while joing to game (its stabilizing after 10-15 reloadings) and while game (few reloads to go).
2. Aliens fight each other in whole map, causing massive game speed drop (there are fights in every alien camp with mass poison clouds and small alien artifacts drops).
3. Game crashes after puting Terraforming Station on the ground (every time).
its barely playable. Mod is fun. It adds some hardcore elements to the game, which game lacks.
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Mon Jul 04, 2016 12:58 pm
by TheSAguy
Jools wrote:Im having another problems with this mod.
Mode: multiplayer
Players; 2
Mods: NE x3, RSO, EvoGui
Game versions: 0.13.0, 0.13.1, 0.13.2, 0.13.3, 0.13.4.
Issue:
1. Massive desyncs while joing to game (its stabilizing after 10-15 reloadings) and while game (few reloads to go).
2. Aliens fight each other in whole map, causing massive game speed drop (there are fights in every alien camp with mass poison clouds and small alien artifacts drops).
3. Game crashes after puting Terraforming Station on the ground (every time).
its barely playable. Mod is fun. It adds some hardcore elements to the game, which game lacks.
Guys,
Are you using the latest versions NE 6.0.4 and EvoGUI_0.4.103?
What you could try and let me know if that works is disable the Gui in my code. To do this, add "--" to lines 106 of NE Expansion and 359 of NE Buildings.
Should look like:
Please let me know if that helps.
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Mon Jul 04, 2016 2:37 pm
by mbattjes@gmail.com
That gets rid of the error.
I'm also playing a multiplayer game but the error came up today when i loaded the savegame without anyone else present. Even disabling EVOgui will not stop the error. It was fine in 6.0.3
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Mon Jul 04, 2016 3:20 pm
by TheSAguy
Try removing the "require ("libs/EvoGUI")"
at the top of the Control.lua in both mods.
I can't work on a fix today.
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Mon Jul 04, 2016 3:49 pm
by mbattjes@gmail.com
disabling evo_gui:tick() works as well, thanks! I hope this wont mess up anything?
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
Posted: Mon Jul 04, 2016 4:54 pm
by TheSAguy
mbattjes@gmail.com wrote:disabling evo_gui:tick() works as well, thanks! I hope this wont mess up anything?
Well, you won't have any Evo-gui info from this Mod till I fix it.