A machine faction that builds. The Replicators mine a matter node, run a real factory, research their own technology, and expand with construction robots. Their escalation is a factory on your map, so you can scout it, starve it, and take it.
Mods introducing new content into the game.
New ways to deal with enemies, be it attack or defense.
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Furnaces, assembling machines, production chains.
Seems to be stuck at base. Otherwise im not sure what they're doing here...
https://imageupload.app/i/12dc246681344bcea40d
....yes, im still trying to complete thjat text of wall. Also the difficulty spike was much easier to actually deal with. i REALLY WANT to say its still too hard,. but uh. That's actually a skill issue on my part (i won by going multi-turret car. And as you can see, it's an army lmoa.) Unrelated...can reploid bases make more pollusion? Just curious...why dop i want them to make as much as a player base? Just cause xd
oh also enemy reloid walkers dont leave ghosts. That's kinda annoying....granted its because they TAKE OVER THE WALLS LMAO but still....
i found another shot of where they're just standing there. MENNOCINGLY. uh. path might be bricked slightly agian.
If you try to attack the base, do they attack you? They sometimes take a bit longer to form a wave. How this works is: each base has a limit on how many walkers it makes, and when it reaches that limit, they form a wave and attack either your nearest building or the nearest biter nest. If you attack the left side of that base and they don't attack, that means they're stuck for some reason. I'll also have a look in the code and see if I find anything.
As for the difficulty, you should be able to play around with the values of the research and limits and maybe set them to a lower growth or lower max, until it feels right for you. You can also technically make them have no resistances and small biter hp values. I made a video showing how to deal with these bases, on a normal save, including a full strategy to take them out on foot with modular armor and red ammo, but vehicles should help. https://www.youtube.com/watch?v=yP8PrAACQ2U
As for the pollution, I never thought of that, but it's pretty easy to change. The mod buildings use the exact pollution values the actual player buildings they copy use. I could theoretically make them pollute more if you'd like such a feature. It might be interesting, though, keep in mind that if they pollute more, this will mean all biters evolve faster and will make things more difficult. But at the same time, this will attract the biters to attack the replicators more, which I would assume is what you are aiming for?
Just a small mention, might take me till the weekend to do another update, I've been having a horrible week at work and I'm exhausted.
If you try to attack the base, do they attack you? They sometimes take a bit longer to form a wave. How this works is: each base has a limit on how many walkers it makes, and when it reaches that limit, they form a wave and attack either your nearest building or the nearest biter nest. If you attack the left side of that base and they don't attack, that means they're stuck for some reason. I'll also have a look in the code and see if I find anything.
As for the difficulty, you should be able to play around with the values of the research and limits and maybe set them to a lower growth or lower max, until it feels right for you. You can also technically make them have no resistances and small biter hp values. I made a video showing how to deal with these bases, on a normal save, including a full strategy to take them out on foot with modular armor and red ammo, but vehicles should help. https://www.youtube.com/watch?v=yP8PrAACQ2U
As for the pollution, I never thought of that, but it's pretty easy to change. The mod buildings use the exact pollution values the actual player buildings they copy use. I could theoretically make them pollute more if you'd like such a feature. It might be interesting, though, keep in mind that if they pollute more, this will mean all biters evolve faster and will make things more difficult. But at the same time, this will attract the biters to attack the replicators more, which I would assume is what you are aiming for?
Just a small mention, might take me till the weekend to do another update, I've been having a horrible week at work and I'm exhausted.
Well, they deffiently went after me when i mortar'd the base. So they might just be waiting...i guess. I've yet to poke the other group of walkers that's just standing there, MENNOCINGLY. You want saves?....please be aware i run over 520 mods now....not that you werent aware before.
truthfully i was thinking you alwasy need a tank to take them down, alongside AP and sufficent shielding. Or artillery. Lots. and lots. of artillery. Or a train. I personally believe the mod FINALLY, and i mean FINALLY, gives distractors a reason to exist, lmao. And destroyers. Did you ever plan to make reploid versions of the funny attack drones? Also will you make CWIS that has a percentage of effectively negating artillery?
Both. Both is good. I want replicators to be an active invader to both the OTHER foreign invader and the "natural inhabitants." And truthfully, since they are effectively an invader? They should feel like one. Our invading mechanic is pollution, yes. It would make sense they too would explode a stupid amount of pollution. Biters evolving because of their pollusion simply feels like it should in fact, be happening. IN FACT, CONFIG FOR X AMOUNT OF EVOLVATION ALREADY. Is that a bad idea? yes. DO I WANT THE OPTION BECAUSE IT WOULD MAKE THE MOST SENSE IF REPLOIDS HAD ALREADY SET UP BASE? Also yes. You can probaly make a mod pack out of that lmao. You could also have a sort of "pollusion reduction" research for the player's reploid built replicas if you think it'd fit. I'd like to think it fits, because they the bugs and anything else would target you less and target the funny invading enemy force more. Also i dont suppose you'd be up to actively making ship to ship combat in planet athnosphere would you? It'd make the funny space combat mod (thats like a year old of not updating) feel epik...er. Why am i suggesting this when i CLEARLY dont have space age? Why not? Besides who doesnt want a stargate-isc spaceship to spaceship fight? Expecially when you already have attacking reploid ships existing already for space age. Eventually ill get space age. One day....also do funny bombs from space if you wana. Unrelated, i was actually wondering if having another config switch to allow them to mine ores is a bad idea. I want to say it is....but at the same time tho, it gives yet another reason to destroy their bases.
. Also, there's a new recent mod called "Research towns." I dont think the walkers will do anything to the towns if they get killed by them due to how you put their mechanics by but could you just take a glance?
.....man i keep on forgetting to dump that giant wall of textg on you. one day. also you dont need to update instently. Take your time, work sucks when it does.
i poked the group with a smg and they deffiently went at me. Theyre just...standing there. Menncoingly. When shot at by a motar turret from range, they dont react though. I shot at them from far range and they also didnt react. it was only when i went closer to them when they did actually run at me.
You want saves?....please be aware i run over 520 mods now....not that you werent aware before. A save would be nice, it would also help me check interactions with mods other people use, so I can make sure they work well together. If you would like to keep it private, I can she with you my email to send me the docs link there.
truthfully i was thinking you alwasy need a tank to take them down, alongside AP and sufficent shielding. Not really, I tried to make it like a puzzle. Going at it with strategy means you can beat it on foot. The tank is just to crush it faster. Though, I still need to check the higher tiers in my Dev Log world, to make sure that's the case for stage 4. Stage 5 (the City) is likely too strong to take out on foot, but at that time, you likely have Legendary tanks with Legendary equip. Artillery makes this trivial, taking out the Pumpjack in the middle takes out most bases. Going for the Roboport after means it won't rebuild either, and starve due to no matter. I don't really have a solid counter for that. At least not one that still keeps them fun...
Or a train. I personally believe the mod FINALLY, and i mean FINALLY, gives distractors a reason to exist, lmao. Oh, you're right, I never thought about using those, but it makes a lot of sense. You keep the attacks away from you, while you take out critical targets in the base and cripple it. Good thinking!
Did you ever plan to make reploid versions of the funny attack drones? Also will you make CWIS that has a percentage of effectively negating artillery? I did plan to make another base type, that uses only bots for everything, those would definitely be the place to make attack drones. I'm definitely going to do those as part of a future update.
Both. Both is good. I want replicators to be an active invader to both the OTHER foreign invader and the "natural inhabitants." And truthfully, since they are effectively an invader? They should feel like one. Our invading mechanic is pollution, yes. It would make sense they too would explode a stupid amount of pollution. Biters evolving because of their pollusion simply feels like it should in fact, be happening. It's in, I actually did it today after coming back from work. You can now configure how much replicators pollute. It allows you to multiply the value by the number (default is 1, aka same as your buildings, but it can go from 0 to... well, I wouldn't go past 1000, unless you want to have a bad time... or a fun time, it depends :))) ). One thing to be aware of, though: it will affect the replicator buildings you make for yourself, so if theirs make 1000 times more pollution, the ones you copy from them will as well. I'm not sure how to balance this other than making a different version of the building for the player. I'll deploy this likely this weekend along with some other changes that I'm sure many will like. ;)
IN FACT, CONFIG FOR X AMOUNT OF EVOLVATION ALREADY. Is that a bad idea? yes. DO I WANT THE OPTION BECAUSE IT WOULD MAKE THE MOST SENSE IF REPLOIDS HAD ALREADY SET UP BASE? Also yes. You can probaly make a mod pack out of that lmao. I'm not sure how to do that yet, but I think it might fit in a different mod. Let me know how you feel with the new setting to change pollution before I start looking into that.
You could also have a sort of "pollusion reduction" research for the player's reploid built replicas if you think it'd fit. I'd like to think it fits, because they the bugs and anything else would target you less and target the funny invading enemy force more. That would make sense, indeed. I'll consider it, but not sure if now or later. Maybe it should depend on the setting to change their pollution values?
Also i dont suppose you'd be up to actively making ship to ship combat in planet athnosphere would you? It'd make the funny space combat mod (thats like a year old of not updating) feel epik...er. Why am i suggesting this when i CLEARLY dont have space age? Why not? Besides who doesnt want a stargate-isc spaceship to spaceship fight? Expecially when you already have attacking reploid ships existing already for space age. Eventually ill get space age. One day....also do funny bombs from space if you wana. I am already planning on doing something for people who don't have Space Age. I was thinking maybe a dependency on Space Exploration? That might fit. But I plan to check this after the v1.0.0 release, which is going to happen soon, I hope. Maybe in 2-3 weeks if I'm not too busy at work.
Unrelated, i was actually wondering if having another config switch to allow them to mine ores is a bad idea. I want to say it is....but at the same time tho, it gives yet another reason to destroy their bases. This is something I also thought about and I'm definitely going to do it. I still need some planning for it, so it will likely be after v1.0.0. The thing is, it needs to still be fun, and, for that, I need to experiment with some things. One idea I had was to have the walkers sometimes spawn and go and eat things in the world, like trees, stones, resources, and reproduce into more walkers, but if I do this wrong, you might end up with millions of walkers from one ore patch, effectively doubling their numbers in seconds, coming to you as an impossibly large wave. I was also thinking about having them bring the resources back to base, like in an RTS game like Starcraft or Age of Empires, boosting the base's economy. This was my original way to get them to have resources, but it was too flimsy as a main way to gather materials, because if their walkers died (which will likely happen a lot, especially at first), they are permanently stuck and cannot make more.
. Also, there's a new recent mod called "Research towns." I dont think the walkers will do anything to the towns if they get killed by them due to how you put their mechanics by but could you just take a glance? I'll check it out this weekend and see what it's about. Right now, the replicators won't really target other factions than the biters or the player, so I don't know what will happen. They will attack if provoked, though. And likely if a replicator base spawns near a town, it might destroy it with the defenses, as they are hostile to all by default.
.....man i keep on forgetting to dump that giant wall of textg on you. one day. also you dont need to update instently. Take your time, work sucks when it does. Tonight was an easier day, so I got to work on this mod. :D
i poked the group with a smg and they deffiently went at me. Theyre just...standing there. Menncoingly. When shot at by a motar turret from range, they dont react though. I shot at them from far range and they also didnt react. it was only when i went closer to them when they did actually run at me. Oh, that's really good info, thanks! I will check how they react from attacks that are not "in range", like artillery.
And thanks again for the great feedback! I'll let you know when these changes are live.
the funny above because having it here eats the character limit
fun fact: i have hit my limit
Failed to load mods: Reached id limit for collision-layer. The game can't contain more than 55 instances of this prototype due to hardcoded limits of the engine. See the log file for more detail.
LMAOIKAHASFD Q(IFHIVFH* WTF DID I EVEN DOOOOOOOOOOOOO (i just had to remove a wooden platforms mod to fix that)
now uh..
A save would be nice, it would also help me check interactions with mods other people use, so I can make sure they work well together. If you would like >to keep it private, I can she with you my email to send me the docs link there.
at this point give me your email. I may as well since at this point im the cursed beta tester who litterally installs everything under the sink, everything over the sink, and whatever BS that the fantasy sink spits out. Also in case you get on here sooner, here's the funny wormhole link. https://wormhole.app/6RmX68#sFN6cMuiY2uTOQVpL3UHsw I hope ytou have 5/6 free GBs......I may have a problem. Also your looking for V1 for where i saw the problem at.
Not really, I tried to make it like a puzzle. Going at it with strategy means you can beat it on foot. The tank is just to crush it faster. Though, I still need to >check the higher tiers in my Dev Log world, to make sure that's the case for stage 4. Stage 5 (the City) is likely too strong to take out on foot, but at that >time, you likely have Legendary tanks with Legendary equip. Artillery makes this trivial, taking out the Pumpjack in the middle takes out most bases. >Going for the Roboport after means it won't rebuild either, and starve due to no matter. I don't really have a solid counter for that. At least not one that >still keeps them fun...
this is going to sound terrible, but you have a chinese growth mod (RPG mod, but someetimes they just feel too weirdly simular). Im not exactly sure if you can compare a growing CULT(URED)vating engineer to a engineer who's finallyt engin-nearing their bloody limit and has decided to commit to connor conquering everything living and now robotic. And i run like, 69420 mods...well, over 500 BUT CLOSE ENOUGH. I dont know how the :b:anilla factorio player will deal with the mod on it's own. I certainly cant.....Mostly because i may have a "MOAR DAKKA AND MODS" problem....Though i will say, the actually vanilla player will effectively have a third thing to balance. because they most deffiently have to commit to THE FACTORY MUST GROW, otherwise their neighboring enemies will outpace them. But if they grow too hard, then the biters will come to outbite you. And they're already growing because of your neighbors. Also, CWIS... i swore i said something about this in there. Have anti-artillery CWIS that specificly targets artillery shells and any "air units." Having both will allow funny compatability with other mods that have air units.And as for artillery... Make it a chance to blow it up. Never 100%, but always at least 10%. Could go one further and have a building specificly to shield important places as well. Could also make the same CWIS also target rockets too just for good measure (because let's be real here. A vanilla factorio player who has decided that the clankers are the real problem are just going to nuke them to submission. With probaly several spidertrons.). Could even gate this under technology the bases have to individually make or a specific building they have to get to just so it increases the inherent need to kill them early. And if you research artillery or nuclear rockets and hit them with either, they should suddenly make anti air the immidate focus because well, they JUST SAW YOU SHOOT THEM FROM THE SKIES. Though i guess the problem is verifying the artillery or nuclear hit.
It's in, I actually did it today after coming back from work. You can now configure how much replicators pollute. It allows you to multiply the value by the number (default is 1, aka same as your buildings, but it can go from 0 to... well, I wouldn't go past 1000, unless you want to have a bad time... or a fun time, it depends :))) ). One thing to be aware of, though: it will affect the replicator buildings you make for yourself, so if theirs make 1000 times more pollution, the ones you copy from them will as well. I'm not sure how to balance this other than making a different version of the building for the player. I'll deploy this likely this weekend along with some other changes that I'm sure many will like. ;)
Neat. i legitmently believe they should make just as twice or as thwice as yours but i an't sure how matter burns sooooo
I am already planning on doing something for people who don't have Space Age. I was thinking maybe a dependency on Space Exploration? That might fit. But I plan to check this after the v1.0.0 release, which is going to happen soon, I hope. Maybe in 2-3 weeks if I'm not too busy at work.
pls no, dont force dependency on space exploration. That entire modpack makes you stay on the ground and suffer harder then you'd think.
This is something I also thought about and I'm definitely going to do it. I still need some planning for it, so it will likely be after v1.0.0. The thing is, it needs to still be fun, and, for that, I need to experiment with some things. One idea I had was to have the walkers sometimes spawn and go and eat things in the world, like trees, stones, resources, and reproduce into more walkers, but if I do this wrong, you might end up with millions of walkers from one ore patch, effectively doubling their numbers in seconds, coming to you as an impossibly large wave. I was also thinking about having them bring the resources back to base, like in an RTS game like Starcraft or Age of Empires, boosting the base's economy. This was my original way to get them to have resources, but it was too flimsy as a main way to gather materials, because if their walkers died (which will likely happen a lot, especially at first), they are permanently stuck and cannot make more.
honestly? Have the current walkers eat things and bring back the eaten things. Have a extra building just for pillaged resources to turn into green matter, or heck, have it turn into a different type of matter that can be used to empower normal buildings. That way, you can keep walkers the same but also encourage you to actively guard resources or at least attack mining parties. Personally i'd think you should have a new unit to do it but ehh...
I'll check it out this weekend and see what it's about. Right now, the replicators won't really target other factions than the biters or the player, so I don't know what will happen. They will attack if provoked, though. And likely if a replicator base spawns near a town, it might destroy it with the defenses, as they are hostile to all by default.
it take your stinky mass produced labs , removes them, unalives before gaslighting the entire game that they totally didnt exist and those recipies that require labs totally only need the resources to make the labs that you totally dont have them(hi yes, im the reason why you get gaslit rather then notice "wait i need labs to make this HOW THE FU-") , and then makes pre-spawned in locations your labs instead. That's the bare basics. Oh, and they're effectively biolabs but actually biologically living rather then a biter nest but borgiisized. Which also has eco friendly people who also hate pollusion and are commited to removing them out of the air so it also eats pollution. They also have upkeep and upgradable housing which does the funny and makes the giant bootleg actually living people labs better. You can poke them yourself later but i like them. I only mildly dislike being unable to make labs......BUT IF I GET THEM AS LOOT FROM RUINS THEN I GET LABS ANYWAYS HAHAHAHAHAHBNAHAHA-
i poked the group with a smg and they deffiently went at me. Theyre just...standing there. Menncoingly. When shot at by a motar turret from range, they dont react though. I shot at them from far range and they also didnt react. it was only when i went closer to them when they did actually run at me.
like i said, funny save. Also gimmi email.....in DMs of course.
On the limit: That's actually impressive :))
On the file: Thanks! I have successfully downloaded it. Also, I don't think the forum has DMs, but since the download worked, I guess everything's fine.
this is going to sound terrible, but you have a chinese growth mod (RPG mod, but someetimes they just feel too weirdly simular). Im not exactly sure if you can compare a growing CULT(URED)vating engineer to a engineer who's finallyt engin-nearing their bloody limit and has decided to commit to connor conquering everything living and now robotic. Ok, then I guess I have to actually show how to do it without Ascendustry :))) Challenge accepted! (but let's see when I have time to do it, might take me a bit of experimenting).
Though i will say, the actually vanilla player will effectively have a third thing to balance. because they most deffiently have to commit to THE FACTORY MUST GROW, otherwise their neighboring enemies will outpace them. But if they grow too hard, then the biters will come to outbite you. And they're already growing because of your neighbors. Yeah, this was actually one of the main balance ideas of the mod, a force that grows alongside you, that also faces the threats you do, and is hostile to everything. I was thinking about making a way to "befriend" them and have your own "ally" replicator bases, but they felt too strong as an ally, as they would clear all the biters way too fast.
Also, CWIS... i swore i said something about this in there. Have anti-artillery CWIS that specificly targets artillery shells and any "air units." Having both will allow funny compatability with other mods that have air units.And as for artillery... Make it a chance to blow it up. Never 100%, but always at least 10%. Could go one further and have a building specificly to shield important places as well. Could also make the same CWIS also target rockets too just for good measure (because let's be real here. A vanilla factorio player who has decided that the clankers are the real problem are just going to nuke them to submission. With probaly several spidertrons.) Yes, you are correct, you did mention that, but I forgot to answer it, as it got tangled up with the other part in my reply. I just did a quick check and a script can detect and destroy projectiles, so I can actually make a defensive turret, something like the C&C defensive laser, that takes down missiles and artillery shots, but has a chance to miss and not destroy the projectile. I was thinking of adding it to stage 4 bases (and cities), with maybe an 80% chance to work (configurable from 0% up to 100% in case someone wants bases to be fully immune to them), or maybe with actual research behind it, so it grows from a minimum to a maximum, like the hp and resistances.
And if you research artillery or nuclear rockets and hit them with either, they should suddenly make anti air the immidate focus because well, they JUST SAW YOU SHOOT THEM FROM THE SKIES. Though i guess the problem is verifying the artillery or nuclear hit. Hmm, having bases react to how other bases were destroyed? That's definitely an interesting idea, I think I know how to make it work, but it's going to be a bit difficult.
Neat. i legitmently believe they should make just as twice or as thwice as yours but i an't sure how matter burns sooooo Well, it can technically burn how we want it to burn :))) So feel free to experiment with the setting to have them attacked as brutally as you want ;)
pls no, dont force dependency on space exploration. That entire modpack makes you stay on the ground and suffer harder then you'd think. Sure, makes sense to me, I'll figure something else out. I really want to find a way to include the cities for non-Space Age players, somehow. The hardest thing is the balancing. Cities are on their own planet, where they are fully optional, so I went with making them very strong. Getting them on Nauvis would mean that once you have one of them, you will be attacked every 20 seconds by a wave when it's fully built. However, without Space Age, there won't be any railguns, Teslas or Missile turrets, so that would be easier. I think I would likely need to fully redesign a city if we want to have it on Nauvis at all, so I'm postponing this.
honestly? Have the current walkers eat things and bring back the eaten things. Have a extra building just for pillaged resources to turn into green matter, or heck, have it turn into a different type of matter that can be used to empower normal buildings. That way, you can keep walkers the same but also encourage you to actively guard resources or at least attack mining parties. Personally i'd think you should have a new unit to do it but ehh... Yeah, I agree, that seems like the way to make them actually balanced. I could make a new building that sends out "workers" to gather matter from trees, rocks, ores, and bring them back to the nearest building of the type, which turns them into alloy to be dropped onto the belts. This would naturally boost their economy and make some interesting interactions with nearby biter nests or player bases. I could potentially make it so that if a worker gets attacked, the walkers immediately send a wave there to defend it.
it take your stinky mass produced labs , removes them, unalives before gaslighting the entire game that they totally didnt exist and those recipies that require labs totally only need the resources to make the labs that you totally dont have them(hi yes, im the reason why you get gaslit rather then notice "wait i need labs to make this HOW THE FU-") , and then makes pre-spawned in locations your labs instead. That's the bare basics. Oh, and they're effectively biolabs but actually biologically living rather then a biter nest but borgiisized. Which also has eco friendly people who also hate pollusion and are commited to removing them out of the air so it also eats pollution. They also have upkeep and upgradable housing which does the funny and makes the giant bootleg actually living people labs better. You can poke them yourself later but i like them. I only mildly dislike being unable to make labs......BUT IF I GET THEM AS LOOT FROM RUINS THEN I GET LABS ANYWAYS HAHAHAHAHAHBNAHAHA- I did a quick check on it, and a few other mods from your save that might have caused issues, but I didn't find any serious issues. And yeah... getting replicator labs from the ruins might not work as you expect it to... They only take replicator research (and gold research, for some reason :))) ), so you can't really do that much even if you get them, so I would say it's still balanced.
like i said, funny save. Also gimmi email.....in DMs of course. Since I already got the save, I assume you don't need my mail anymore, but let me know if you do.
I did a quick check on it, and a few other mods from your save that might have caused issues, but I didn't find any serious issues. And yeah... getting replicator labs from the ruins might not work as you expect it to... They only take replicator research (and gold research, for some reason :))) ), so you can't really do that much even if you get them, so I would say it's still balanced.
oh no not that, i have a ruins mod that spawns stuff. Those labs are free real estate. I forget if reploids can attack them (they probaly can).
Sure, makes sense to me, I'll figure something else out. I really want to find a way to include the cities for non-Space Age players, somehow. The hardest thing is the balancing. Cities are on their own planet, where they are fully optional, so I went with making them very strong. Getting them on Nauvis would mean that once you have one of them, you will be attacked every 20 seconds by a wave when it's fully built. However, without Space Age, there won't be any railguns, Teslas or Missile turrets, so that would be easier. I think I would likely need to fully redesign a city if we want to have it on Nauvis at all, so I'm postponing this.
yeah....so i propose that vanilla revolves around preventing reploid enemies from creating new bases. I'd also say you should either do what planetary pacification does (pre-spawn things....as annoying as it is) or have a set distance until you have a chance to have cities spawn. This is actually something that i actually believe should revolve around that new building, as it could have worker units and a third unit meant to create a base. The only problem is that matter holes are pre-determined via spawning in with their bases. It is actually something i want to ask: Is there any way to get it to be simular to tiberium? In the sense that it can be manurfactured and prolificated across the map. I will admit, it mildly doesnt make sense that they cant make new holes if y'know, came in the first place. I also think that the matter holes should A: have a way to be removed the fast and dirty way(kaboom.mp3), and B: dry out and be removed if it loses enough matter from drilling it out. Could be another research to make your own holes at a low amount that is upgradable by infinite research. Heck, the third unit i'm speaking of could be that way to make new holes. Could also be a vehicle as well. Amongst all this, worker units could also be the ground non-recharging needing varient of their matter contstructors too, but for y'know. Everything else.
Yeah, this was actually one of the main balance ideas of the mod, a force that grows alongside you, that also faces the threats you do, and is hostile to everything. I was thinking about making a way to "befriend" them and have your own "ally" replicator bases, but they felt too strong as an ally, as they would clear all the biters way too fast.
honestly, could have them have a matter upkeep that you have to supply or else they die. And truthfully they're too strong only because they have bootleg biters. Once you turn those walkers into actual walkers, i'd say you'd have a better chance at that.
es, you are correct, you did mention that, but I forgot to answer it, as it got tangled up with the other part in my reply. I just did a quick check and a script can detect and destroy projectiles, so I can actually make a defensive turret, something like the C&C defensive laser, that takes down missiles and artillery shots, but has a chance to miss and not destroy the projectile. I was thinking of adding it to stage 4 bases (and cities), with maybe an 80% chance to work (configurable from 0% up to 100% in case someone wants bases to be fully immune to them), or maybe with actual research behind it, so it grows from a minimum to a maximum, like the hp and resistances.
Id' say actual research, but have a option for it to be at the maxamum by default.
Hmm, having bases react to how other bases were destroyed? That's definitely an interesting idea, I think I know how to make it work, but it's going to be a bit difficult.
...wait you mean that you didnt have that in mind yet???..honestly fair enough, considering the mod is still in the works. I half expected them to also try to reconstruct that base but uh, i dont think i ever saw anything like that.
Sure, makes sense to me, I'll figure something else out. I really want to find a way to include the cities for non-Space Age players, somehow. The hardest thing is the balancing. Cities are on their own planet, where they are fully optional, so I went with making them very strong. Getting them on Nauvis would mean that once you have one of them, you will be attacked every 20 seconds by a wave when it's fully built. However, without Space Age, there won't be any railguns, Teslas or Missile turrets, so that would be easier. I think I would likely need to fully redesign a city if we want to have it on Nauvis at all, so I'm postponing this.
so i kinda dumped into this much earlier, but i want to say that there should be a number of bases destroyed before cities go active on you. After all, these other bases are just seemingly starting out. Personally? I want cities to start spawning in via landing after a set amount of bases destroyed. It could be an equivelant of a destruction reaction. A old city lands because of your influence to fight. A new city lands because a reploid's base researches the equivelent of rockets. Or rather, a new city is made. These other bases? They always feel like resource outposts to me. Could always have landing cities (i dont know what cities actually look like xd) need a set distence walked AND a percentage to actually spawn in (the percentage grows with each reploid base confirmed destroyed, but not removed out of play. Specificly could tie this to the pumpjacks since there's usually just one.) Oh, and there should be a clear alert that an entire army is coming for you. Did this transision from "so these are bootleg biters but cooler xd" to "An actual war of resources ?" give or take. xP.
oh also, fun fact: Explore those places where attacks keep on being declared but are mostly black. Those are most likely attack waves attempting to be sent by reploid bases. i think. The entrity of navis is basiclly a 1v1v1v1v1v1v1 between several cultures of bugs, the funny prototype bugs, zombies, and reploids so you might find attacks being done by the others instead.I had fun with listening to those alerts bacck in the old save too :v. If you want loads of reinforcements to get there, go to the curesed spegetti base of "WHAT THE ABSOLUTE MOTHER OF SPEGGETI IS THIS ABOMINATION" and grab the funny AAI chaingunners and dump them into the chest nmext to the funny vehicle spawner. I dont advise spawning them in manually because they wont auto reload like that. It's essencially an automated production so with enough numbers, you'll be able to get through. Also grab one of those wardens...or five. That pad below the vehicle spawner is essencially the supply depot for all of the vehicles soooooooooo good luck. Or do the funny chinese thing and hone your cultrivation to the maximum to see things from above (/cheat my beloved for debugs...probaly. idk i dont mod factorio). You dont have to worry about the factory itself (since y'know, not your save xd) because it's self sunstaining for your purposes, barring enemy attacks. You wont need to build it up anymore unless for whatever reason you want actual tanks on the field.
baka update: one of the constent pings is not the mod's fault. bottom left, you'll start finding a stupid amount of pings. Thats not your mod. That's the zombies being harrased by a funny worm.
Just uploaded a huge graphical update (finally...). It also has the pollution setting that you asked for.
oh no not that, i have a ruins mod that spawns stuff. Those labs are free real estate. I forget if reploids can attack them (they probaly can). I'll check and let you know.
yeah....so i propose that vanilla revolves around preventing reploid enemies from creating new bases. I'd also say you should either do what planetary pacification does (pre-spawn things....as annoying as it is) or have a set distance until you have a chance to have cities spawn. This is actually something that i actually believe should revolve around that new building, as it could have worker units and a third unit meant to create a base. The only problem is that matter holes are pre-determined via spawning in with their bases. It is actually something i want to ask: Is there any way to get it to be simular to tiberium? In the sense that it can be manurfactured and prolificated across the map. I will admit, it mildly doesnt make sense that they cant make new holes if y'know, came in the first place. I also think that the matter holes should A: have a way to be removed the fast and dirty way(kaboom.mp3), and B: dry out and be removed if it loses enough matter from drilling it out. Could be another research to make your own holes at a low amount that is upgradable by infinite research. Heck, the third unit i'm speaking of could be that way to make new holes. Could also be a vehicle as well. Amongst all this, worker units could also be the ground non-recharging needing varient of their matter contstructors too, but for y'know. Everything else. The problem with having it similar to Tiberium is that there's a minimum set of buildings that are absolutely required to be there, otherwise the base doesn't work, and even the absolute minimum that builds the machines that build everything else need solid defenses. I need to think on this, but I'll find a way to do it, hopefully in a balanced way. I might even fork the mod and have an experimental version that's playable.
honestly, could have them have a matter upkeep that you have to supply or else they die. And truthfully they're too strong only because they have bootleg biters. Once you turn those walkers into actual walkers, i'd say you'd have a better chance at that. Matter upkeep does sound interesting. It might actually be a way to make ally replicators work. Thanks for the suggestion!
Id' say actual research, but have a option for it to be at the maxamum by default. I agree.
...wait you mean that you didnt have that in mind yet???..honestly fair enough, considering the mod is still in the works. I half expected them to also try to reconstruct that base but uh, i dont think i ever saw anything like that. I'm not sure Factorio's engine actually allows that, I would need to make a central AI that governs all bases, maybe that might work. But at the same time, that would need to be done right, otherwise, game performance might get worse. Or I might make the actual base growth tree have branches: if the base gets attacked early on, it becomes more tanky; if it is left unattacked, it becomes a glass cannon that sends more waves, etc.
so i kinda dumped into this much earlier, but i want to say that there should be a number of bases destroyed before cities go active on you. After all, these other bases are just seemingly starting out. Personally? I want cities to start spawning in via landing after a set amount of bases destroyed. It could be an equivelant of a destruction reaction. A old city lands because of your influence to fight. A new city lands because a reploid's base researches the equivelent of rockets. Or rather, a new city is made. These other bases? They always feel like resource outposts to me. Could always have landing cities (i dont know what cities actually look like xd) need a set distence walked AND a percentage to actually spawn in (the percentage grows with each reploid base confirmed destroyed, but not removed out of play. Specificly could tie this to the pumpjacks since there's usually just one.) Oh, and there should be a clear alert that an entire army is coming for you. Did this transision from "so these are bootleg biters but cooler xd" to "An actual war of resources ?" give or take. xP. A progressive difficulty curve based on how well you do? Oh, that would definitely fit. Also landing cities, but not sure how I could do that in the current engine. Would really fit the Stargate theme, though. But yeah, having stages be progression-gated by how easily you defeat them sounds really good, imo.
`oh also, fun fact: Explore those places where attacks keep on being declared but are mostly black. Those are most likely attack waves attempting to be sent by reploid bases. i think. The entrity of navis is basiclly a 1v1v1v1v1v1v1 between several cultures of bugs, the funny prototype bugs, zombies, and reploids so you might find attacks being done by the others instead.I had fun with listening to those alerts bacck in the old save too :v. If you want loads of reinforcements to get there, go to the curesed spegetti base of "WHAT THE ABSOLUTE MOTHER OF SPEGGETI IS THIS ABOMINATION" and grab the funny AAI chaingunners and dump them into the chest nmext to the funny vehicle spawner. I dont advise spawning them in manually because they wont auto reload like that. It's essencially an automated production so with enough numbers, you'll be able to get through. Also grab one of those wardens...or five. That pad below the vehicle spawner is essencially the supply depot for all of the vehicles soooooooooo good luck. Or do the funny chinese thing and hone your cultrivation to the maximum to see things from above (/cheat my beloved for debugs...probaly. idk i dont mod factorio). You dont have to worry about the factory itself (since y'know, not your save xd) because it's self sunstaining for your purposes, barring enemy attacks. You wont need to build it up anymore unless for whatever reason you want actual tanks on the field.
baka update: one of the constent pings is not the mod's fault. bottom left, you'll start finding a stupid amount of pings. Thats not your mod. That's the zombies being harrased by a funny worm. ` Thanks for the tips/info! Really appreciate it! I might even have a closer look to what's happening there in the code, maybe I can figure some stuff out :)))
Another sight of seeingf replicator enemiies just stuck, stranding there. mennocingly. Want the save?
Yes, please! That would really help! I'll include the fix in v1.0.0 if I can figure it out.
Yes, please! That would really help! I'll include the fix in v1.0.0 if I can figure it out.
https://wormhole.app/NO2mYD#Vq7cEhnl9LmG9jnIYlUMJQ
FIVE. HUNDRED. GIGABYTES. (it's actually 5.6 GBs but...h. )
The most recent loaded save (repoid pain V1)( is what you're looking for. It's got a group that's just standing there tagged. I seem to have over-saved the one that i was seeing a entire group just stuck there, but the stragg;lers are still there.
I think that file is broken, it's saying that the uploader left before finishing the upload. Can you try again, please?
Well, careful what you wish for. :))) I think I found the cause. They were only reacting to their spawner getting attacked if you were too far (getting close worked for me to make them attack). Walkers that were outside a 120 tiles from their base would just wander around the last target, doing nothing. I made it so that never happens. If they don't have any "orders", they'll now attack anything that is an enemy (the nearest target). This includes the player, biters (or other Replicator mods ;) ).
Also, this will be included in v1.0.0 once I finish the change and actually change it. I'm close to finishing that, hopefully tonight. I got some energy drinks ready :)))
Right, forgot to mention, I also looked into the Factorio 2.1 changes needed, should not take that long to do them, but I want to make v1.0.0 for 2.0 first, so I don't have to backport it, as maybe some players are still on 2.0 and I'd like to also give them the full version before going to 2.1.
Well, careful what you wish for. :))) I think I found the cause. They were only reacting to their spawner getting attacked if you were too far (getting close worked for me to make them attack). Walkers that were outside a 120 tiles from their base would just wander around the last target, doing nothing. I made it so that never happens. If they don't have any "orders", they'll now attack anything that is an enemy (the nearest target). This includes the player, biters (or other Replicator mods ;) ).
Also, this will be included in v1.0.0 once I finish the change and actually change it. I'm close to finishing that, hopefully tonight. I got some energy drinks ready :)))
GOD FIRKCEN DANGI THHFRAW(IFH WE(&WESIY FW(*) IT DIDNTY UPLAOD RIGHT
https://wormhole.app/zyJN98#kAFE9oZg9DOpeM3IBiszbw
dare. And im making sure it uploads right.... Glad you fixed the bug. maybe this time i wont have to listen to 50 alerts in ten seconds.
also do NOT pick up the funny tiberium harvesters. They will crash you. Blowing them up works though.
I'm guessing there's something wrong with wormhole. It still says it didn't work right. Here's an image of the message: https://temp-image.com/p5Jl0uX88fgyF29
But anyway, since this doesn't work, I'm hoping the bug got fixed now. I will start working on the other things that we talked about now ;) Well, by now I mean when I'm back from work...
I'm guessing there's something wrong with wormhole. It still says it didn't work right. Here's an image of the message: https://temp-image.com/p5Jl0uX88fgyF29
But anyway, since this doesn't work, I'm hoping the bug got fixed now. I will start working on the other things that we talked about now ;) Well, by now I mean when I'm back from work...
https://wormhole.app/vyW1AJ#FyguJ3jJ7rj48Y5oCQlAzw
UGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH wtf wormhole. Also uh...if the refinery the tiberium harvesters gets full, they WILL lag your game.
baka edit: ...It expected me to keep the web page open. That explains alot. Oops. It's still available by the way so download it da ze.
Baka edit v2: NEVERMIND my computer seems to not like wormhole when it tries peer to peer download. I'll post a link when I get home (maybe it's a warning to me that 5.5GBs is in fact, a sign I should delete old saves..,.....NAAAAH)
https://wormhole.app/52voaN#1f3E9xfcfwCyjcN-17QZrQ GOD. THERE. I GOT IT. FINALLY. GOD FRICKEN- anyways it's all of my current saves plus my entire mods foldier.....what? You really want to have EVERY SINGLE MOD I INSTALLED in your own mods foldier too?..if so then uh, ok.
I confirm it worked this time, thanks! In the meantime, I have added something you might like. ;)
I added a new kind of base that actually gathers resources from the world, like we previously discussed. It has a configurable chance to spawn instead of a regular base (10% by default, as it consumes your resource patches if it gets to them).
And another thing you might like: I added the CIWS. It might need a bit of tweaking with the chance to take out the projectiles, it works on artillery, missiles, and flying bots (does anyone actually use those combat bots? :)) ).
Also, some other changes, balancing, but these are the highlights. I'll have a timelapse of a base posted hopefully soon, showing it clear out a forest.
Edit: right, also forgot to add: the CIWS is actually them adapting to the player hitting the base with artillery or nukes (or having explosive biters, whose nests explode like nukes...).
https://wormhole.app/52voaN#1f3E9xfcfwCyjcN-17QZrQ GOD. THERE. I GOT IT. FINALLY. GOD FRICKEN- anyways it's all of my current saves plus my entire mods foldier.....what? You really want to have EVERY SINGLE MOD I INSTALLED in your own mods foldier too?..if so then uh, ok.
I figured it out thanks to your save, cheers! I never expected this, but the reason they were stuck was because they were part of a wave that was supposed to spawn a new base, but they were targeting an island, which they couldn't reach and they kept trying to find a path to an impossible location... I originally made them retry the same location because I thought that the issue would be them trying to build in chunks that did not exist, so they would wait for the chunks to actually exist and keep retrying...
Also, to make things even funnier: even if they reached the island eventually, the spawnining of the base would have failed due to the coords being too close to water... :)))
https://wormhole.app/52voaN#1f3E9xfcfwCyjcN-17QZrQ GOD. THERE. I GOT IT. FINALLY. GOD FRICKEN- anyways it's all of my current saves plus my entire mods foldier.....what? You really want to have EVERY SINGLE MOD I INSTALLED in your own mods foldier too?..if so then uh, ok.
I figured it out thanks to your save, cheers! I never expected this, but the reason they were stuck was because they were part of a wave that was supposed to spawn a new base, but they were targeting an island, which they couldn't reach and they kept trying to find a path to an impossible location... I originally made them retry the same location because I thought that the issue would be them trying to build in chunks that did not exist, so they would wait for the chunks to actually exist and keep retrying...
Also, to make things even funnier: even if they reached the island eventually, the spawnining of the base would have failed due to the coords being too close to water... :)))
so your telling me the funny of me wanting islands gave the reason. Something that usually doesnt happen in normal factorio. Amazing. Maybe the funny worm taunting the zombies was a sign.
also CIWS, can we make it too? And do you think you'll give them artillery in the cities?
The CIWS is already there. And they adapt to the damage you do: if you nuke them or hit them with artillery, they get CIWS in stage 4.
The CIWS is already there. And they adapt to the damage you do: if you nuke them or hit them with artillery, they get CIWS in stage 4.
no i mean what about us being able to research our own.
Oh, us getting the ability to research our own? Not sure how useful that would be, maybe for multiplayer. How would you suggest it?
Also, now I understood your comment about giving them artillery: you meant adding a replicator artillery turret that defends like that. That would be interesting, and it would, indeed, create a reason for a CIWS. But the thing is: the CIWS is overpowered. Having the ability to build it means you can just spam 10 of them in one spot and no projectile ever goes past that spot. If I lower the chances for an intercept, making more of them just bypasses the issue.
As for other enemies, I don't think there are any, maybe some other factions, but most use bullets, which cannot be intercepted, as they are hitscan.