Obelisks of Light


Nod Obelisk of Light from Command & Conquer - Tiberian Wars. Ported from Factorio 1.1 to Factorio 2.0

Content
2 months ago
2.0
324
Combat

Changelog

Version: 2.1.2
  Added:
    - missing optional pependency on Factorio-Tiberium, thanks to Lily~ (a.k.a. IonShield)
    - if Factorio-Tiberium is detected the Tiberium & Conquer setting is selected by default
Version: 2.1.1
  Added:
    - Quality
Version: 2.1.0
  Added:
    - Integration with Factorio & Conquer
    - New Mod Setting to enable/disable integration
    - If Factorio & Conquer integration is enabled:
      - The Obelisk inherits stats from the Factorio & Conquer Obelisk
      - The Obelisk research is tied to Tiberium Military 2, just like in Factorio & Conquer
      - The Obelisk recipe matches the Factorio & Conquer version
      - The Obelisk appears in the same build tab as other Factorio & Conquer buildings
      - All research from this mod is disabled (no speed or damage upgrades, except for Laser & Tiberium Research)
    - German & English translation for mod settings
Version: 2.0.3
  Changes:
    - Changed Cooldown from 240 to 340, to bring it in line with the Soviet-Tesla-Coils
    - Changed Range from 38 to 40
    - Changed Energy Consumtion from 800kJ to 1MJ
Version: 2.0.2
  Added:
    - German translation
Version: 2.0.1
  Changes:
    - some fixes to the Techtree (>Level 6 shoting speed upgrade did Damage instead of speed)
    - a bit of Damage Output balancing
Version: 2.0.0
  Changes:
    - Ported to Factorio 2.0 & SpaceAge.
Version: 1.1.3
  Bugfixes:
    - Changed base sprite draw as glow to false. This was causing the obelisks to remain visible
      behind aircraft.
Version: 1.1.2
  Changes:
    - Should be compatible with hero turrets version >= 1.1.20 (when updated).
  Bugfixes:
    - Applied health from item to newly placed turret (no free repairs).
    - Added range indicator when placing turrets.
Version: 1.1.1
  Changes:
    - Preparations for hero turret compatibility (honk honk).
    - Base obelisk item places turret, not EEI.
Version: 1.1.0
  Changes:
    - Reduced cooldown of the obelisks from 105 to 20.
    - Reduced damage modifier from 3 down to 1.5 due to increased fire rate.
    - Slower charge-up animation.
    - Removed redundant obelisks.
Version: 1.0.9
  Changes:
    - Fixed issue where rotation would fully heal the obelisks.
Version: 1.0.8
  Changes:
    - Fixed infinite research cost (was 15, now 1024).
    - Removed black background from icons.
    - Reduced base damage modifier by 50%.
    - Added batteries to crafting recipe.
    - Added speed research.
Version: 1.0.7
  Changes:
    - Fixed low-res crashing due to bad naming (changed swshbase to swbasesh.png).
Version: 1.0.6
  Changes:
    - Co-creator of Factorio and Conquer kindly helped me out and made rotation possible. I am
      extremely grateful. Thank you, randomflyingtaco.
    - This means there is only one item to craft/place, and rotation is handled after placement.
      One drawback: you cannot see distance until placed.
Version: 1.0.5
  Changes:
    - Added 4 new animated obelisks based off the Tiberium Wars version plus new icons.
Version: 1.0.4
  Changes:
    - Added damage increase research.
Version: 1.0.3
  Changes:
    - Fixed firing.ogg naming error.
    - Tweaked obelisk sound and DPS (tested 5 obelisks vs. 5 laser turrets to make sure the research
      is worth it).
Version: 1.0.2
  Changes:
    - Fixed low-res sprite sizes causing game to crash.
Version: 1.0.1
  Changes:
    - Added new shooting sound. Please provide feedback on the change. Is it annoying? There are
      3 .ogg files in the sound directory. If you know how, have a play and change the audio on the
      beam.
    - Updated the description for the research technology (missing on release).
    - You can no longer make these from the start (something else I missed on release). This will
      not affect any current saved game.
Version: 1.0.0
  Changes:
    - None, initial release.