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

i Creep - making them even more entrenched!

4 months ago

Perhaps it could be an idea to reintroduce creep, i guess as mod option, default = on.

This feature of past Krastorio 2 and there were some derivates mods: https://mods.factorio.com/mod/Warmonger
I dont think it should be that extended as in that mod.

My proposal would be that in a ~10 radius around biter nest, this creep is formed. On this creep you cannot build (so no turrets/landmines), and perhaps lower your movement speed. After you killed off the biter nest, the creep should slow disappear over the course of a few minutes? I would suggest to not make the creep mineable or anything, just keep it simple. but denying the capability to spam turrets inside nests.

4 months ago

yeah i use to play with creep a year ago and i liked the idea of blocking turret's from being buildable and being slowed on the creep.

Currently in entrenched enemies i burn through thousands of turrets to push out. Having the creep on by default with the extended ranges of worm's will likely force people on extreme death worlds like me to be forced to get weapon mods as you will basically be dead in the water before going off planet otherwise. Which im not fully against but i do like that it is "hard" but possible to do it with vanilla.

Maybe the solution is a dynamic range of creep based on the evolution level, so early on its just enough tiles you can't run through the bases holding down the mouse button and at "evolution 1" it would be a big range that is a Pain to deal with.

Ill do some thinking, i support bringing this feature in. It would be a ton of work but that example mod should be enough to get going reasonably fast and fixing whatever doesn't work in 2.0 API.

4 months ago

That sounds great, thanks a lot for considering this idea. Also really like your idea that it will be evolution based.

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