Rampant Evolution

by Veden

Changes evolution mechanic to allow for green play. All evolution parameters are configurable and retroactively work on-the-fly. Tries to balance evolution level with number of nests covered by pollution. Killing units reduces evolution. Sets vanilla map evolution factors to 0 in new game settings and can change existing save map evolution factors in mod settings. If you want the vanilla options still, use the mod settings in Rampant Evolution. Has stats for displaying evolution in game.

1 year, 6 months ago
1.1
26.0K

b Evolution rapidly rising.

2 years ago

Sitting in my base doing nothing, noticed evolution rapidly increasing due to spawner kill, while none have been kill in the last hour.

From some testing it appears related to a new enemy type, kills of enemy units from the recently appearing 'spawner spitter nest: lava T1' seems to count as a spawner kill not a unit kill.

  • Quick code browse -
    Should isValidSpawnerConsumer() have a check something like: contains "spawner" and not contains "biter" or "spitter" assuming no better alternative.
2 years ago
(updated 2 years ago)

Add that extra check does not work (all real spawners also contain biter or spitter in the name!)

the following seems to work for Rampant enemies, but it a bit of a hack. Don't know if it will match other mod's spawners names. (added "-" in find)

local function isValidSpawnerConsumer(name)
return sFind(name, "-spawner")
end

Names of the enities in question:
["spawner-spitter-v2-t1-rampant"]=402
["spawner-spitter-spawner-v2-t1-rampant"]=2

2 years ago

thanks, this will be fixed in the next version.

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