Evolution factor is enemy faction specific. In vanilla games there is only ONE enemy faction. Thus there is only ONE evolution factor and it feels like a global value. In this mod there are multiple enemy factions (one for each player) and every enemy faction has its own evolution factor. If you destroy nests of enemy A then enemy B evolution factor does not get increased. (Pollution/Time affects all enemies though)
Ooooh, I see. So does this mean that the only thing that can cause different evolution factors (among enemy forces) is the number of destroyed nests?
Will pollution from any player force increase evolution factor for all enemy forces?
Pollution affects all enemy faction. Thus I suggest to switch off evolution factor increase through pollution and only focus on evo factor increase by destroying nests. That what all players have the same chance to win. Even when one player joins the server weeks after the first players.
Ohhh, good idea then! Still, that sounds like it makes the bugs severely under-evolved by default. I figure I'll have to crank up the evolution factor from nests :)
Thanks Schmitt!
Ohhh, good idea then! Still, that sounds like it makes the bugs severely under-evolved by default. I figure I'll have to crank up the evolution factor from nests :)
Thanks Schmitt!
wait a second, I forgot you literally made a mod to make their evolution factor track from research, d'oh! x3