The Nests Awaken!
1. New mechanics for nests.
2. New nest(s)!
3. New mechanics for Species themselves!
4. New expeditions placing your colonists more interactions with the species of the world.
Nests will now:
– Keep track of what other species it has "met".
— This includes humans, and most species consider
them "kill on site".
– Slowly grow and release waves of their brood
– Evolve their brood into their higher tiers (Thanks to Enemies Evolve)
– Consume nearby trees/rocks/crops, speeding up the growth of their waves
– Expand their circle of terrain if they run out of nearby resources
Important notes:
– If a nest is aware of a hostile other group, it will speed up it’s growth, consumption, and evolution!
– If the nest is aware of a hostile other group, the brood releases will instead be attacks against them (You mainly)
– Each attack a nest sends will make the next attack be stronger
— This is capped based on game time and the # of nests of this species on the map.
When a map generates, it spawns either Shrieker or Scissorhand nests for the player to interact with.
Those 2 base game nests have the above behaviors.
The Consortium has released a new product line that automatically mines planets.
This collection of buildings produces robots, and whatever they extract from the land is used to repair/rebuild/improve it’s efficiency.
I plan to slowly add more types as time passes.
First up are the Dragonly and Shogu species.
Certain things you do will attract an unwanted kind of attention from the fauna of this world.
The pollution caused by smelting, the tremors that come from large construction projects, destroying/killing members of a species (or their nest).
Each species has unique triggers, and generally have a higher chance to trigger based on the decisions you make.
For ex. A recipe that consumes 100 carbon nanotubes is more likely to cause unwanted Shrieker attention than a recipe that consumes 10 carbon nanotubes
When you receive this attention, one of these following will occur:
– A nest of that species will become aware of the player
— This means the nest will start to attack the player, and grow much faster than normal.
– Have a new nest of a species spawn somewhere on the map
– Trigger a nest to consume multiple nearby resource nodes
— Thus speeding up their growth and their next attack.
– Keep a grudge, and the next nest to attack the player will receive a minor attack strength buff
Most reactions are gated by cooldowns, or have some lua code that makes sure it can/should be done.
WiP
I plan to also add more reactions as time passes.
I plan to add clear mechanics for the player to lower the aggression levels of specific species.
There is at least 1 expedition per nest type available.
With each expedition within this mod having outcomes that interact with the above species mechanics!
And each having the ability to bring home a low/medium/high tier unit from the expedition (Thanks to the EE and Friendly Expedition submods)
WiP
I plan to expand slowly with more expeditions, and I garuntee that each new nest type will release with at least 1 expedition about it.
When you find bugs in this mod (Or if you find this mod does not live up to its goals), you are more than welcome to:
1. Comment on the steam works
2. Comment on the Nexus Mods item
3. Open a Git issue at: Enemies Evolve git link[github.com]
If you want to translate this mod into another language, I am working to extract all my mods into this google sheet[docs.google.com].
(And include what version it was extracted from)
(Note EE currently is having "difficulties" exporting it’s translation tables, so it is not there yet ™)
A compatibility disclaimer
This mod requries both my Enemies Evolve & Friendly Expeditions mod to work.
Version: 2.00-162
Required items:
Click the title to search on this site.
Enemies Evolve! — Steam Workshop
SAD_CommonLib — Steam Workshop
Friendly Expeditions — Steam Workshop