Oh, wow, that's amazing feedback, thanks a lot! I'm still balancing things, so this is really useful. I'm currently doing a challenge run with it as a dev log to properly test balance, but I haven't had that much time to play it. Here's a link if you're interested, maybe it will help. Also, I'm definitely mentioning this review in the next video, as I loved it. https://www.youtube.com/playlist?list=PLIOv8xv8yq8g
Now, let me answer everything, one by one:
So uh....Not the fastest person to factorio. Being slamed with 15 replicator bugs in 3 hours is uh. Not fun. Expecially cosnidering their resistances are practiclaly ALL 90%. I should had asked you to dump difficulties in first. The current difficulty is a bit too hard for me, and this is with me dumping like 2 other biter forces in the mix. -> Well, on the bright side, I got the timing right that it takes around 3 hours for them to attack. This does, however, need tweaking, you make a good point about it being too harsh. The original version felt a bit too weak. They do have a 25% resistance to physical, so gunfire is a safe bet.
Truth be told, i personally think resistances should all be researchables on their end. -> That's a really great idea! This means they actually grow in strength, I'm definitely doing it. I will try to set it so they start at a configurable resistence value, default let's say 30%, so biters don't annihilate them, with the option to go negative if the player sets it like that. And they have research that gives them 5% each time, up to the 90%, cost increases the same way as infinite research, but capped when it reaches the max. Oh, and the max should also be configurable as well.
Also not helping is that i installed a smart AI mod. -> That is interesting, it might affect other things, what mod are you using exactly? So that I can check the interaction.
Personally, i geuinely think that they should NOT have biters, at least for their lowest tech and first enemy. Im opinionated that they should use vehicles more. Or even the funny attacker bots first. -> I agree, they should not have them. I thought about using mini spidertrons, but I couldn't figure out how to make them work yet, because spidertrons would actually fit the in-movie Replicators which are what inspired this mod. This would also fit the vehicle requirement you suggested. Having actual vehicles might be a bit more complicated from an AI perspective, so I need to figure how to do that first. I was also considering making humanoid replicators with energy weapons for the top tier. Also, you are wrong about them being lowest tech, it's actually stage 3 bases that start spawning them. The thing is, it doesn't take them long until they reach stage 3, so that needs balancing.
The unfunny 90% resistance biters should be their last tech, maybe available in 75 hours or more. Of course id rather say you should put in difficulty modes and have each stats individually edible, including a multiplier for how much research is needed for each research item. -> See above. Also, another thing: might also be useful to have a configurable percentage that they gain per research, like 1% instead of 5%. And the multiplier sounds like a good idea as well.
Personally, id like if every individual replicator base was its own "force" that had to do it's own research but dunno if that's even viable. -> I actually tried this in the original version and bases were getting destroyed by late game biters way too fast. I will consider it, but other angles might be better for balancing.
Id also like to say that maybe biters should have their own individual research that scales only with your own infinite scale, but I don't know how you'd do that. -> It's possible for them to read player research, but I would go for configurable caps rather than this.
At the very least, i think you should have semi clear cut indicators that is visible on the base itself. Heck, you could even have upgrades be visible as a building even, giving replicators a more disturbing evil version of you look. -> They do have a slight tint compared to you. But I plan to get them some proper unique graphics when I get the chance. Also, there is an in-map indicator of their research progress: the base stage. There are 4 stages that build up a certain point which is considered the stage cap, wait for research, then continue building the next stage until it's completed.
I also think that 90% resistance is well...intensively annoying to deal with. Is there any way to have them be like borg more, in that it's adaptive resistance to 90%? It'd feel like a better damage gating because at least you will have a better shot at killing them while not being instantly killed by what mat as well be invincible biter swarms. Truthfully, I actually think you should do more then just have them be 90% more tougher biters with a PVP base attached, because I will admit this is how it feels like. It's a different cooler experience don't get me wrong ...but uh. Biters are trash when you just can't kill them because they ignore practically everything. -> Adaptive armor? You mean like each time they get hit with a type of damage, they become better at resisting it? That would actually be a great idea, but I need to check if it's actually possible to do. It would also be lore accurate.
I also think replicator enemies should drop loot that can be used to create bootleg nano ammo, and have the ammo the reploids use either just be loot only...or you do the big funny and capture a intact assembler that can run off of either your power grid. -> All replicator buildings drop loot. If you have space age, you can use them to even farm railgun ammo. Also, you can get their research from destroying their lab, and you can build most of their tech tree, including a new rocket that spawns replicator biters where it explodes, hostile to everyone. You need to get around 450 or so research to be able to make your own replicator research and effectively unlock their entire tech tree.
However, I will add a toggle that makes replicator walkers (the ones currently with biter skins) drop nano ammo, since you would need the actual research to make the ammo from components. (default off, as this might mean your world gets filled with nano ammo due to replicators fighting biters)
And I also am of the opinion research unlock should be when you l run into funny replioid loot. I am speaking from a casual player view by the way( whenever you believe it or not with my 420 mod save is up to you) -> Ok, not entirely sure what you mean by funny replioid loot, but this does give me an idea: replicator outposts, basically a small, poorly defended outpost with a little bit of research, that anyone of any skill level can loot, either by starving it of resources or just overpowering it. It would give less research than a lab, but there would be many of them, and much easier to take out than a full base. How does this sound?