Entrenched Enemies

by zanven

Make enemy bases / demolishers tougher to defeat by increasing HP, Regen, Unit spawn speed and Quality base/worm spawn chance. fully configurable mod to allow deathworld playstyle without needing more bases ( good for UPS ), this mod also works great when paired with Enemy unit mods like rampant, armoured enemies & behemoth enemies

Tweaks
2 months ago
2.0
2.47K
Combat Enemies

g Call for comment: Demolisher implementation desires

5 months ago

what kind of changes would people like done to demolishers to present the same level of difficulty increase seen on nauvis and gleba.

Currently being able to simply spawn a demolisher ( or unit ) with quality doesn't seem possible, maybe if i modify the init i can set the value ( TBD ) but then i go into the realm of needing to maintain demolisher configuration if they change over time.

im thinking to follow the same pattern where HP and regen are increased the same as everywhere else.

My goal for demolishers would be to have them be possible to defeat with minimum research as a first planet for the small ones and have a reasonable curve of quality scaling over distance / RNG. maybe you are extremely unlucky and have a legendary small right next to you and its impossible so you have to kill the normal / uncommon ones.

I have got a thread ive responded in asking for interfaces to make it possible to replace demolishers in territories with new ones.

5 months ago

an initial implementation has been done. The goal will be to hopefully ( especially with behemoth demolishers ) to cause temporary soft lock's, where you kind of can overcome the demolisher but its very rough, or maybe you get the next big ticket "tech" or upgrade to facilitate killing it fine until you get to the next tier. The hope is that its a PITA but behemoths can be done with vanilla weapons without ton's of weapon upgrades.

I am currently in a second playthrough at 1000x cost so i will experience the full force of depression trying to kill the small ones with red ammo. ( currently at R,G,M science, collecting enough nodes to start up blue at 2000spm which sucks at default resources and crap tech )

a month ago
(updated a month ago)

Hi,

I've just completed a playthrough with this mod on, and it was interesting to have to put more thought into tackling biter nests and demolishers, but I think at the moment the demolishers may be too difficult. For context I was playing with the Factorio+ and Space Age Without Space overhauls (so with everything with Nauvis and I had extra weapons to use). Utility science was locked behind a resource patrolled by medium worms. The medium worm regeneration was so high that nothing worked except for 60 atomic bombs fired at once from separate rocket turrets. I think I had the Stronger Explosive research at level 3 or 4 at this point, because of the utility science block. Every other weapon I tried did not work. I tried gun turrets, tanks, cannon turrets, tesla turrets, even destroyer robots. These all did effectively nothing because of the health regen. Note that I did not have any small worms spawn on my world (unrelated to this mod, so I do not know how challenging those are).

I like the idea of more challenging demolishers that require planning to beat, but I think the regen values need to be lowered significantly. Maybe even left at default or only slightly higher. The problem is that doubling the regen makes them more than twice as hard. Combining that with HP and attack bonuses and they end up VERY strong!

I also found that the respawn time for units was maybe too quick for pentapod nests. I found that large and behemoth stompers would spawn and immediately crush me (their feet would sometimes spawn on top of the player character) when I was trying to clear nests. But on the other hand, it did make bases a fun challenge to take down.

Thanks for the fun mod!

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