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Combat Research Tech

Combat Research Tech

Research technologies by killing enemies. Includes settings to scale the effect kills have on research progress.
Deathworld or harder settings are recommended when using this mod.

A Fork of Kriptonix's CombatResearch that:

  • Removes research time scaling of kills to the tech progress.
  • Saves damage done when no tech is selected.
  • Adds different scalings per science pack.

CombatResearch was already a fork of CombatTechnology by sjlevin.


The total cost of a technology is given by a sum over each science pack type consumed by the technology:

Cost = (Global Scale) * Sum_S (Scaling of Science Pack S) * (Number of Science Packs of type S required)

The global scale and science pack scalings can be configured. The default values are:

global scale = 20

automation = 1
logistic = 2
military = 4
chemical = 10
production = 25
utility = 25

space = 10 (use ~50 without Space Age)
metallurgic = 20
agricultural = 20
electromagnetic = 20
cryogenic = 40
promethium = 80

I eyeballed the weights of the base packs by following the base packs' raw item costs.

Killing an entity contributes points equal to its health to the current technology. For example, the Automation 2 technology requires 40 automation and logistic packs, so it would cost 20 * (1 * 40 + 2 * 40) = 2400 with default settings. Killing a small biter (health 15) contributes 15 to the current technology, so 2400/15=160 small biter kills are necessary to unlock this tech.

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Combat Technology

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