Heavy Waves


Halts attacking biter groups and lets them fester until a certain time when they all attack at once. Use the periods of safety to build up defenses, or clear out the nearby nests/groups before their next big assault. Also adds a new combinator found on some spawners you can use to check the status of the next wave and a non-lethal laser turret you can unlock sometime before you get artillery to mark those spawners for your defenses to ignore, just watch out for splash damage.

Content
11 months ago
1.1
1.30K
Combat Enemies Circuit network

i I like this. and some needs.

1 year, 25 days ago
(updated 1 year, 25 days ago)

I really like the idea of this mod, and it's very relaxing to see tons of biters wiped out by my defenses.

Can you add a way to protect the spawner? Prevents being destroyed by artillery and some other automatic defense devices in the mod.

Or, do you have any other development plans for this mod? Very interested in this.

1 year, 24 days ago

Thanks! I am currently taking some time just doing a full run with the mod and feeling out the gameplay.

The difficulty of not killing the spawner is a deliberate gameplay choice, but I do agree it's probably too hard to play with artillery.
The only options that came to mind for me are to:
- Only build artillery very close to the spawner
- Find a spawner really far away, well outside range and wire it up
- Play with SE and have a planet with no artillery dedicated to providing this signal

I'll be thinking about to improve the spawner interaction, because I agree those options are too limiting.

1 year, 24 days ago

The difficulty of not killing the spawner is a deliberate gameplay choice, but I do agree it's probably too hard to play with artillery.

I really like this design of yours. While not destroying the spawner, you also need to destroy the biters it spawns. There's a dynamic sense of balance.

Because in the absence of other mods, only artillery will bring some unnecessary trouble. So is it possible to build a device so that its surroundings are always considered to be out of range of your artillery?

1 year, 14 days ago
(updated 1 year, 14 days ago)

I played around with a few different ideas, and ended up settling on a new laser turret you can use to mark biter nests as non-targets. It does prevent all turrets from harming the base, not just artillery, but I feel it's balanced by its short range and the fact that it must be defended from the more nasty biters spawned by the targeted nest, whose evolution is status increased while marked. It's also is not immune to damage, so splash damage can kill it. You'll need some thought in turret placement.

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