Destroyer Tweak Mod


Makes Destroyer Capsules craftable in Electromagnetic Plants and discovered with Fulgaro technology

Tweaks
a day ago
2.0
5
Combat

g great idea :)

a day ago

I love this idea!
Keep developing little mods like this, it's cool.

*By the way, there's a small mistake in the description, ‘fulgaro’ instead of ‘fulgora’ ;)

a day ago

Otherwise, what would you think about adding a setting to change the recipe to include a fulgora ingredient?
For example, adding a superconductor.

To compensate, because the electromagnetic plant has 50% productivity, which reduces the cost.

a day ago

Hahaah, I will fix that spelling mistake :) I thought maybe to add that idea, but i figured because I didn't really change the power level of the destroyer, it was kind of self balanced. I always rush destroyers in my casual play throughs because i find them very potent. Being locked behind electromagnetic science just slowed me down a little. and is thematic. Thanks for the feedback!

a day ago

I think both are possible and that everyone has their own preferences. That's why I suggested adding this as a setting ;)

And I agree with the question about the thematic aspect, which is why this mod speaks to me.

a day ago

I'll make a version where a tesla ammo is required then :) instead of the steel

a day ago

So the first problem im running into for tesla ammo being in the recipe is it is locked behind tesla turrets. Which is a 1500 tech. So its between capacitors or those electro rod things. Capacitors make the most sense, but im now getting concerned that the destroyer will be come too annoying to make or under powered. Ill test it as is for now and see how my new play through goes

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