Fulgoran enemies


Feeling alone on Fulgora? Not anymore... This mod adds enemies on Fulgora

Content
3 days ago
2.0
1.08K
Factorio: Space Age Icon Space Age Mod
Enemies

g Description, Enemy Targeting, and Scope

19 days ago

Since Fulgora doesnt have pollution, what are the targets that these enemies prioritize attacking? It would be nice if they mainly targeted power generators, accumulators and the lightning rods/collectors (in extreme cases maybe even bots & roboports and/or electric poles & offshore pumps) in addition to military targets per usual, but just wanted to have some clarity as to if they have that sort of texture to them or are just a displaced biter variant.

Pardon if this is being forward, given the current WIP status as this project develops: At some point will their nests be present in the dark patches of the oil ocean, the oil ocean in general, everywhere, or just be landlocked? can they spread? And will they be static or if there‘s to be evolution even as a time factor, would they be moreso akin to the construction & logistic bots or like the combat capsule robots?

Keep up the great work!

17 days ago

Could probably add a custom pollutant type (call it something like EM Interferrence or something), add it to electric-heavy entities and fulgora as a whole.

Would be interesting to play with this mod when it's more fleshed out

16 days ago

having the enemies prioritize buildings with the highest power-comsumption rate (probably can just lose can the max-rate) would make this very interesting indeed.

sub'd

15 days ago

As a rule of thumb,
Whatever weapon you research on a given planet (in this instance, tesla turret) should not be too good against that planet's threat.
Struggling players should feel compelled to import weaponery from another exoplanet instead (so artillery and/or rocket launcher).

=> Consider making all Fulgoran enemies immune to electricity, moderatly resistant to laser & physical, and weak to explosion (I.E. little to no resistance against explosion).

12 days ago

I don't agree with the above assessment that tesla turrets should not be effective against the local threats. In fact, I think it should be one of the more effective weapons, possibly transforming it's current slow-effect into a stun-effect outright. I think this would be in-line with Gleba's enemies, against whom rocket turrets are the weapon of choice, and that is the local unlock there too. Of course combined arms will always be more effective, just like Pentapods are best dealt with an abundance of rocket turrets, some gun turrets to deal with the swarms of the smaller enemies and (luxury item) the odd tesla tower to slow down the big pentapods, so too the fulgoran enemies could be designed in such a way to be optimally fought off by a combination of weapons. In my opinion, a 90-95% fire resistance should be a given, a 50-60% damage reduction from lightning, but at exchange of lightning causing a stun effect rather than a slow might be a good baseline. And I think flame resistance is a very big necessity given that heavy oil is so readily available, and also thematically burning the robots should not be a very effective approach.

I agree that making them moderately resistant to laser and physical and weak to explosive is a good idea. Since they are ranged enemies, explosive rocket might be useful for them (which are totally impossible to use on Gleba due to friendly fire), the local turret offers great defense via the stun but gun/laser turrets still work, albeit not terribly effective, for people that don't want to make it too complex.

As for target priority, the bots seem to want scrap to replicate, so miners being the target of choice makes sense, as they deprive bots of their means to replicate. Either scripting attacks on miners or adding a fulgora-specific pollution type to all kinds of miners would work well and stay in line with what you intend for the enemies lore-wise.

11 days ago

it is simple. Anything not not immune to electric damage will be destroyed on fulgora... so they are immune

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