Name: Enemy overhaul
Description: Makes combat more meaningful and less repetitive
License: LGPL
Version: 0.1
Release: 2016-10-19
Tested-With-Factorio-Version: 0.14
Category: Balance, Gameplay
Tags: Enemies, Weapons
This mod is meant to be played with enemy bases set to very low and very big.
Long description
Long description
This mod is partially inspired by this thread on reddit: https://www.reddit.com/r/factorio/comme ... think_this
The basic idea of this mod is the following: Fighting is way to repetitive and doesn't really make sense in vanilla. The problems I have identified are that:
This mod is partially inspired by this thread on reddit: https://www.reddit.com/r/factorio/comme ... think_this
The basic idea of this mod is the following: Fighting is way to repetitive and doesn't really make sense in vanilla. The problems I have identified are that:
- In the late game, enemy bases spawn a lot (every 4 minutes at evolution factor 1) but they are no threat at all (power armor mk2 with some shields and exoskeletons with flamethrower just kills everything and in the rare case this doesn't suffice, throw some destroyer capsules)
- Pollution doesn't even matter (you need walls and turrets anyway even if the pollution doesn't reach their bases)
- Most weapons are pointless (flamethrower is strong, maybe combat shotgun is fine too, all others just don't do damage and sometimes have expensive recipes for their uselessness)
- Enemy bases spawn time is multiplied by 10, but they should spawn bigger bases (I didn't have a good way of really testing the second statement)
- They are way (!!!) stronger: Big worms have 10000 HP and do significant damage even with the strongest shields, Medium worms also have been buffed (why were the strongest worms weaker than the strongest biters in the first place?)
- Biters and spitters are left unchanged but they spawn in bigger numbers, biter and spitter spawners are also unchanged
- Rocket launcher and Tank have been buffed: fully upgraded, the rocket launcher kills a behemoth biter at 2 or 3 hits, depending on the ammo (regular does big single target damage, explosive does AOE damage) and double that for the big worms. It also has range 40 which outranges Big worms, so you can fight them without very strong armor, it's just very dangerous. The tank cannon does even more (double of the rocket launcher) damage and has slightly more range but of course at the price of mobility. It also has 10000 HP.
- The flamethrower got nerved slightly: Its ammo now stacks just to 1 (imagine a huge tank on your back) but with double the amount per item. This means it is a great weapon against smaller bases where one can walk in and take a few hits without dying, but everything with more than 2 Big worms makes it impractical.
- Gun and laser turret do slightly less damage (to make pollution more important)
Planned features
Planned features
- Rebalance the rest of the weapons (especially the personal laser defence and discharge defence and the landmines)
- Make a tank damage/speed research or integrate it with the rocket launcher researches and change the tank damage accordingly
- Make the biters more aggressive in the presence of pollution
Version history
Version history
Version 0.1 (Date): First release
Version 0.1 (Date): First release