Castra Prime


Fork of Castra, military planet, to fix balance issues.

Content
a day ago
2.0
25
Factorio: Space Age Icon Space Age Mod
Planets Logistics Combat Armor Enemies Environment Mining
Owner:
erronius
Source:
https://github.com/pauldennis2/castra-prime
Homepage:
N/A
License:
GNU GPLv3
Created:
a day ago
Latest Version:
0.6.0 (a day ago)
Factorio version:
2.0
Downloaded by:
25 users

WIP/Alpha

This is a fork of the Castra mod. It's very much a work in progress and I am just publishing this to get started.

The mod aims to fix some of the unresolved issues of the original. A lot of people like Castra but it is currently unmaintained. See the github Readme for a more complete description. TL;DR - giving the player options to remove Castra's Battlefield science pack from Promethium Science, and fixing some problematic enemy behaviors (arbitrarily long range artillery being one).

Credit to the original author, Bartz24 - thanks for making this! I think it fills a great niche of "military planet" and adds cool things, hence why I want to make it better.

Planetary Rewards of Castra

  1. Unlock the Forge, a building specialized for crafting military items and personal equipment.
  2. Military belts - they can take some punishment!
  3. Energy Shield mk3
  4. Combat Roboport - unleash flying robot attacks
  5. Infinite productivity research on ammo and engines

Tentative Roadmap

v0.6.2: Gameplay balance fixes for most common user complaints - hoping to have this out later today or tomorrow. 26/05/12-13 Several core bugs to resolve and needs testing.

v0.7.0: Breakout of graphical assets to allow easier frequent "shipping" of changes to base mod. No currently foreseeable changes to asset package. Tentative goal 05/13-14.

v0.8.0: Code refactor/cleanup and hunting down bugs. Goal is to reduce the codebase substantially. Committing to reviewing but not necessarily fixing all currently identified bugs with the old mod. Highest priority on fatal crashes, and of course fixing any potential bugs introduced by my fork. Tentatively 05/17-19.

Features of Castra Prime

  1. Adjust enemy research speed and enable/disable notifications.
  2. Settings to disable enemy artillery and/or mines from spawning
  3. Setting to change whether Castra and its science pack are required for promethium science

Difficulty Factor/Intention of Changes

Castra is a really cool planet but I feel like the design did not account enough for potentially very long playthroughs (my current game is over 1000 hours and I'm sure plenty of others have games much longer).

As a general statement on difficulty - if you want the original difficulty of the mod, leave all settings at their defaults. You can generally change them later if you run into issues. Fair warning, if you turn all settings to the most favorable, the mod may be a bit too easy for the rewards that it gives. And conversely if you decide to crank up the enemy research rate, don't blame me when you get overrun!

Collaboration

The biggest thing I will likely need help with is testing. Some of the mod's changes are "negative behavior" i.e., prevent enemy bases from spawning X type of entity, so this is difficult to test.