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
4 months ago
2.0
3.57K
Combat Enemies

b Fulguran Enemies: Quality nests spawn quality enemies

7 months ago

https://mods.factorio.com/mod/Electric_flying_enemies

https://ibb.co/Fqc8WW2m

Nests are spawning quality enemies. I assume this is unintended.

Also it seems to have ramped to Legendary very quickly. Evolution is very high on Nauvis, but nothing higher than T3 (rare) nests/worms have spawn. On Fulgora, with much lower evolution, T4/5 nests have spawned already, and almost no T1 nests exist except some that were spawn when we landed.

7 months ago

it is intended to automatically support any nest's from mods on any surface as the goal is to be additive to the rest of the mod ecosystem to allow players like yourself to combine mix and match mods and have it all work nicely together.

Fulgora specifically wasn't tested due to no built in thing to test.

Screenshot looks cool ill have to get the mod and checkout the problem myself to replicate it and ID the issue. ( currently at work lunch time so won't be very soon ).

Evolution does not play a factor on the quality tiering, it is per surface and uses the surfaces origin and the further from the origin you go the higher the default tier is. You do have controls in the configuration to change all the sliders for how fast they scale up which will regenerate them. NOTE THIS IS GLOBAL not surface specific incase you don't want to effect a specific planet.

Have you travelled / started making a base far from the origin ( where you crash landed )? if so the default settings would make it scale to legendary rather quickly if you are far away. Also if nests are expanding they will due to the math evolve into legendary as they expand into you which is how you get a "front line"

If you had a super super massive starting area and the bases were very very far away and they expanded into you that also could be the cause of them being legendary. Whenever a base is built the unit's "quality" is the starting quality level of the nest and then the dice rolls happen to give it a chance to tier up ( possibly multiple times ). What this means is as they expand towards you they will only tier up based on a percentage chance and that will keep happening. an example would be an "rare biter's will always make a rare base but when that occurs the base could become an epic base, thus the next epic biter that makes the next base will always make an epic base which could become a legendary base"

7 months ago

it might make sense to expand the configurations to specifically tune the expansion parties tiering to cater to people who don't want that feature or want it more / less aggressive then the generic configuration options for tiering.

7 months ago
(updated 7 months ago)

Have you travelled / started making a base far from the origin ( where you crash landed )? if so the default settings would make it scale to legendary rather quickly if you are far away. Also if nests are expanding they will due to the math evolve into legendary as they expand into you which is how you get a "front line"

We have a very small base at 300,200 and the Legendary nest spawned ~ 1000,300.
Except for this patch of of T4 and several T5 bases, everything else (including more recent spawns) is T2/3.

I guess it's just bad luck, and a T4 nest rolled to T5 and then that produced groups of T5. It just feels like an odd outlier, where we have nothing above T3 on any surface at any distance.

Fulgora does compel you to move pretty far from origin, so maybe the distance played a disproportionate role.

Fulgoran enemies at T5 snowball pretty hard (they exceed range of T3 defences), which is why this really stood out.

A T5 base seems reasonable, but T5 enemies spawning from it was not manageable.

All nests on Fulgora are spawning quality enemies, which has been a nice challenge for T2/3 actually.

7 months ago

someone did just ask for a feature which i created ( a new bool config ), which forces all new units to be normal, so they can't really ever make a super tiered up line of bases incase you did want to use other mods to scale enemies and just use this for bases in a more predictable way.

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