Evolution Technology

by wodzu93

Adds a tech tree to biter force. Biter units will improve in several ways, based on configurable factors.

Content
2 months ago
1.1 - 2.0
3.62K
Enemies

i Questions and suggestions

2 months ago
(updated 2 months ago)

Hi wodzu93, and thank you for this mod !
I have several questions :

1/
For simplicity, it may be a good idea to add an option to scale tech on Evo Factor, for exemple you tick a box and enter "10" in the field, and you easily end up with 10 tech levels reached between each bitter level (or not exactly as it is not linear, but you see the point ?). Because for now, it is quite hard to anticipate and have an idea of how many techs will be reached after for example 30 hours of game, in standard settings. Also this way, if the player reduces 1, 2, or the 3 factors in the new game settings, your mod will automatically adapt (for ex : less impact of time in the base game settings for evo factor ? --> less impact too on your alien techs).

2/
Could you confirm that, as evolution factors, your "tech evolution factors" are independant between planets ?

3/
I am not sure about how your tech works, each time a tech is reached, the aliens got all the 3 current benefits ? (DMG, AS, Cost) Or is it one value, then another ? Then, is it random or always in the same order (for ex : techs 1, 4, 7 --> DMG ; techs 2, 5, 8 --> AS ; techs 3, 6, 9 --> cost)

4/
It may be interesting to add health boost and/or resistances too, because more damages is useless if they cannot reach the walls/turrets/players (your laser/fire resistances + quality already helps obviously)

5/
More fields (1 per stat) to customize better what we want in term of techs, for example, to allow me to chose that for each technology level, aliens will gain 10%DMG, 20%AS, and 50%Cost, rather than always the same x% for all parameters (10%DMG, 10%AS, 10%Cost, or 20%DMG, 20%AS, 20%Cost, or ...).

6/
Maybe also add some Electric resistance for soom ennemies, as discharges, telsa turrets, ... seem a bit OP ? (I have not tested a lot theses weapons, so not my opinio here, more those of friends and internet community) --> maybe allow customisation of the fire/laser/electrical resistances ?

7/
Add a max limit to the number of certains techs ? Because let imagine an end game, where you got all your defenses in legendary to boost their health, you cannot increase anymore the health/resistance of your walls/turrets/shields/... (no tech for that right ?) but in the meantime the aliens still continue to gain attack dmg and speed, you are quickly cooked...
For alien health, it is a bit less a problem because the techs for turrets/ammo damages and speed are infinite.

Thank you !

2 months ago
(updated 2 months ago)

1) Version 1.1.0 decoupled research from evolution explicitly to give player more control and clarity over the system. Previously, I had really no idea how fast research would progress outside of playing a game and judging it by feel. Now you can easily calculate how much progress will be done on enemy research by just looking at the map settings. Example for default mod settings:
- Each tech requires 100k points.
- Time factor gives 20 points every 5 seconds -> 240 points per minute -> 14400 points per hour. It takes almost 7 hours to complete a tech from just time.
- Each point of pollution generates 1 research point. Simply looking at pollution chart will give an answer. My vanilla Space Age base (240 SPM, all science packs) generates around 7000 pollution per minute -> 420000 points per hour. That is 4 and one-fifth techs completed every hour.
- Each destroyed nest is 2000 points. It takes 50 nest kills to advance a tech.

2) All enemies on all planets belong to the same faction ("enemy"), which is the faction doinng the research in this mod. Bonuses affect stuff by category. Pollution cost is for all units that come from any type of spawner. Offensive techs boost "melee" weapon types (Biter, Wriggler) and "biological" weapon types (Spitter, Worm, Strafer, Stomper). Demolishers use "seismic" weapon type, so they are unaffected.

3) Order of the techs is the same, from first to last:

  • +X% "melee" damage [unlimited] - affects Biters and Wrigglers

  • +X% "biological" damage [unlimited] - affects Spitters, Worms, Strafers and Stompers

  • +X% "worm" damage [unlimited] - affects Worms. This is multiplicative with "biological" damage, functions the same as "ammo damage" stacking with "gun turret damage" for the player.

  • +10% "melee" attack speed [10 levels] - affects Biters and Wrigglers

  • +10% "biological" attack speed [10 levels] - affects Spitters, Worms, Strafers and Stompers

  • x0.95 to "pollution cost to join attacks". This stacks with itself multiplicatively. Finite, only available until this parameter reaches 0.05 (as in 5% of unit's original pollution cost).

Once this queue is complete, it loops back to the beginning. Finite techs are skipped if fully completed.

4) The only way to affect health at runtime is via quality. Trying to do so with research would be incredibly messy, since it would require to create lots of copy-paste prototypes of existing units. I don't want to do that, I want this mod to stay lightweight.

5) This is already in the mod - check startup settings. Damage bonus per tech and pollution cost reduction per tech is customisable. Attack speed custiomisation has been taken out, since it's animation limited anyway, and +100% total after 10 levels is plenty.

6) Enemy unit rebalance was my way of raising their stats before Factorio 2.0 came out. Quality health scaling will do a much better job (especially since Tesla turret single-target DPS is not that good, so higher HP is a good counter here)

7) Not really concerned about that - in default settings, it takes either sustained megabase-level pollution output to get there (you'd get enemies under total control way before this point), or deliberately ramping up the research speed way up (in which case you're asking for it). In previous, evolution-bound system, which was more aggressive than the current default, it took me 65 hours (Factorio 1.1, vanilla+ modset) to reach level 27 for enemy damage techs (+270% damage and +100% attack speed), and I was doing just fine.

2 months ago
(updated 2 months ago)

Ok thanks for the explanations !
I guess having quality for demolisher is also too complicated/messy ?

2 months ago

Yes - swapping quality requires me to delete existing entity and replacing it with another with upgraded quality. For nests that's not a problem, but demolishers are composed of multiple entities AND they have territories and can move. So trying to upgrade quality is likely to break something.

2 months ago

Ok I understand 👌

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