Evolution times - Explaination
Game-Sloth
Join Date: 2011-01-06 Member: 76371Members
Could someone please explain the mechanics related to egg hatching and evolution.
<ol type='1'><li>What affects the starting health value?</li><li>Why do evolution times vary, what affects them?</li><li>Does evolving near a crag or hive help speed up the process (ie gain health faster)?</li><li>Even with the health bar full there sometimes is a long delay before hatching. Why?</li><li>What is consumed when you evolve?</li></ol>
<ol type='1'><li>What affects the starting health value?</li><li>Why do evolution times vary, what affects them?</li><li>Does evolving near a crag or hive help speed up the process (ie gain health faster)?</li><li>Even with the health bar full there sometimes is a long delay before hatching. Why?</li><li>What is consumed when you evolve?</li></ol>
Comments
2. I think it is based on class. Taking longer left to right on the evolve menu. Onos will take the longest.
3. Don't think so.
4. Probably a bug still to be worked.
5. Personal Plasma (could be Carbon, i'm still a bit confused) - gained from resource nodes and distributed between the team. I think.
My guess is that this is deliberately done.
I think it's like the alien pupating itself and the shell of the egg has to consolidate.
I don't remember offhand if this happens when evolving, but I know when respawning, sometimes you have to click the mouse to hatch. If you experience this kind of delay again, just try clicking.
Clicking while at full HP after evolving doesn't let you out early. i have tried.
Evolving next to a crag/hive gives you health back alot faster which makes it a safe place to chose to do it, but doesnt appear to change the duration you have to spend in your egg for the evolution.
First open "natural selection 2\ns2\lua\Embryo.lua" in a text editor. Go down to line 53 where you will see
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//self.embryoHUD = GetGUIManager():CreateGUIScript("GUIEmbryoHUD")<!--c2--></div><!--ec2-->
Simply remove the "//" from line 53 so you get
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->self.embryoHUD = GetGUIManager():CreateGUIScript("GUIEmbryoHUD")<!--c2--></div><!--ec2-->
Now open "natural selection 2\ns2\lua\GUIEmbryoHUD.lua" and go down to line 53 where you will see this
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->self.evolveText:SetText(string.format("Evolving %d%%...", math.floor(self.evolvePercentage)))<!--c2--></div><!--ec2-->
Simply change the second "self" to "player" so it looks like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->self.evolveText:SetText(string.format("Evolving %d%%...", math.floor(player.evolvePercentage)))<!--c2--></div><!--ec2-->
That's it!
If you also want to change the font color of the text (because it's pink), then just edit line 16 in GUIEmbryoHUD.lua
GUIEmbryoHUD.kFontColor = Color(<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->your red value<!--colorc--></span><!--/colorc--> ,<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->your green value<!--colorc--></span><!--/colorc-->,<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--> your blue value<!--colorc--></span><!--/colorc-->, 1)
The color values are just rgb 0-255 values divided by 255.
So <!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro-->this color,<!--colorc--></span><!--/colorc--> which is Hex (#00BFFF) is RGB (0, 191, 255) would be 0/255, 191/255, 255/255
...<!--QuoteEnd--></div><!--QuoteEEnd-->
Would this work clientside for any server you connect to?
Yup. The feature is already built in but disabled. Maybe they didn't notice the bug ("player" instead of "self") and decided to disable it. Or they were just waiting to implement a proper progress bar or something