Planet Castra

by Bartz24

Adds a new militaristic planet to the game. Claim the defended post-apocalyptic planet and use its resources to build a new base. The enemy awakens and starts improving their technologies once they sense your presence.

Content
a day ago
2.0
5.82K
Factorio: Space Age Icon Space Age Mod
Combat Enemies Environment Manufacturing

g Locking flamethrowers behind battlefield science renders this mod unplayable to the main demographic its designed to appeal to.

a month ago

I am of course talking about the deathworld enjoyers. Anyone who's played deathworld knows that until you get flamethrowers you may as well not even have a factory. Forcing us to go to another planet to unlock the flamethrowers means that pretty have to shut down the nauvis factory completely at risk of having it completely destroyed or overbuild 500 gun turrets per square inch that will become obsolete the instant we get it anyway.

Please decouple the flamethrower from battlefield science.

a month ago

"overbuild 500 gun turrets per square inch that will become obsolete the instant we get it anyway."
That's the main reason flamethrowers were moved. They're arguably the most powerful turret on Nauvis and they're only green + military science.
By the time you get flamethrowers in deathworld, you've basically beat Nauvis.

That said, I am planning on adding an option to disable moving techs behind Castra, but I haven't gotten to settings yet. They've been lower priority and I've only got so many modding hours in a week. now that there's less crashes and compatibility issues, I should be able to get to that soon.

a month ago

gimp the nauvis flamethrower n put special nozzle v2 "like old new again" behind castra <#:)

a month ago

The problem is that the base game really lacks variety for defending your base in deathworld. You either have flamethrowers or you don't. Flamethrowers may be overpowered, but gun and laser turrets are absurdly underpowered for what deathworld requires and they are a temporary measure at best.

a month ago

I don't know how feasible it would be but maybe add some new toy options for Castra, instead of flamethrower turret it could be cryo stuff, an "ice" variant of the flamethrower that slows the enemies would be a nice incentive to go there! Also I have a question regarding difficulty, when it is recommended to go to Castra? is it a T1 planet that or more post-gleba recommended? like Maraxsis, also please post some images on the mod description!

a month ago

I don't know how feasible it would be but maybe add some new toy options for Castra, instead of flamethrower turret it could be cryo stuff, an "ice" variant of the flamethrower that slows the enemies would be a nice incentive to go there! Also I have a question regarding difficulty, when it is recommended to go to Castra? is it a Tier 1 planet or more post-gleba recommended? like Maraxsis, also please post some images on the mod description!

a month ago

I don't know how feasible it would be but maybe add some new toy options for Castra, instead of flamethrower turret it could be cryo stuff, an "ice" variant of the flamethrower that slows the enemies would be a nice incentive to go there! Also I have a question regarding difficulty, when it is recommended to go to Castra? is it a Tier 1 planet or more post-gleba recommended? like Maraxsis, also please post some images on the mod description!

a month ago

I don't know what happenned , I just edited my original comment and it spammed my edited comment 2 times and the original is still there, sorry

a month ago

gimp the nauvis flamethrower n put special nozzle v2 "like old new again" behind castra <#:)

I would be most willing to go with this option as an AoE option on Nauvis (even though landmines + bots is technically an AoE option).

instead of flamethrower turret it could be cryo stuff

flamethrowers just make the most sense on Castra due to the light oil there. I considered acid/poison but I also think there's plenty of turret types. I already was debating on adding the combat roboport.

11 days ago

I'd tweak the physical damage resist of biters to make gun turrets with red ammo a feasible replacement for big biters. Uranium ammo or more guns with red ammo could work for behemoths.

I'd not use landmines, because they take an extra step to think from the player as you need to combine them with bots.
I'd not focus on laser turrets, because those may cause an accident where your base just goes down to power.

Gun turrets can also have resupply trains for ammo, so it may add some things to the Nauvis gameplay instead of taking away from it.

11 days ago

The problem is that you need the flamethrower for Nauvis defense, so the solution is to make one of the existing turrets suitable for it. :)

5 days ago

Flamethrowers were moved back due to them effectively have no use on Castra at the moment. locking the thread

This thread has been locked.