Schall Alien Tech


Vanilla-friendly extension of weaponry. Not overhaul. Adds alternate weaponry choices from mid-game, which is based on the alien science pack from “Schall Alien Loot” mod. Balanced with vanilla weaponry, and extends end-game with MK3 weaponry (including powered armor and tanks). Also adds two featured weapons from “Doom”: Plasma rifle, BFG 9000. (Locale: English, Deutsch, 正體中文, 简体中文, Русский, Português Brasileiro)

Content
8 months ago
0.16 - 2.0
12.3K
Transportation Combat Armor Environment Mining Manufacturing Power

i [Pending] Greatly increase the cost of Nauvis Ecology

8 months ago

I like the idea of Nauvis Ecology, a technology that reduces evolution factor, but at the moment, it is several hundred times cheaper than it should be. I'm playing with Endgame Evolution on a megabase, and I was able to nearly instantly research 7 levels of Nauvis Ecology, reducing the highest tier of biter from 8 to 3. I could easily research the tech 50 more times before it stops researching nearly instantanously. I think that Nauvis ecology, if it is to be a technology at all, should increase in cost exponentially, maybe increasing fourfold every level. Ideally, I would want this technology removed, as it renders every military technology in Alien Tech obsolete.

8 months ago

Thanks for the feeding. Things are new, and I do not have the real time to playtest with. So things are subject to balance.
Current effect is 2.5% reduction each time, which is about reverting half a tier in evolution progress. I think it is the appropriate amount, as I do not want to revert a whole tier each time, but neither want it too small in effect. (Otherwise, users will think it is a waste of resources.)
Also, once some users have requested for a non-violent way of obtaining alien artifact. Hence, introducing bio-satellites was my response to that. So here we also have some "pacifist" style players, not everyone came here for weapons. ;-) So I feel these ecology techs would fit their playstyle well. Compact bases and limited expansion, instead of triggering hostile actions.

I guess the controversy actually comes from the research cost. Ecology techs are the only infinite ones that are linear in cost, others are all exponential (like all the damage or productivity bonus tech.) I have set these linear, as I fear it may gets prohibitively expensive at some levels if being exponential.
Yet I am open to this. I will see where users would prefer this to be linear or exponential more.

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