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

g Spawn turrets not recognized by robots

7 months ago
(updated 7 months ago)

Hi, I'm using this mod for the potential fun of crushing or being crushed by hundreds or thousands of biters simultaneously. Very fun concept!!
I was trying the spawner protection turret the other day and i've noticed several oddities:
- Bots, at least personal, don't repair the turret, you gotta do it manually.
- You can't cut or deconstruct the turrets, only manually.
- Cutting and copying work the same way.
- Maybe make the range a little higher? It feels like walking on eggs when you are destroying every nest and worm except for that one spawner where you put the turret, and then inmediately you have to stamp several turrets or get closer with lasers to defend the turret.
- Make a protection timer? If lights go out for a second, you lose the protection and the turrets crush the spawner inmediately.
The latter two can be intentional design, but for the first ones i can't find any solution.

Thanks in advance!!

7 months ago

Items 1-3 are inadvertently caused by how I made the targeting work. I have the protection turrets on a different team than the players and just make that team friendly with players. The turret changes the team of the targetted spawner to one that the player is not actively hostile with, and that's how I prevent the other turrets targeting the spawner. The spawner protection laser has to be on a separate team from the player that remains hostile with the lazed spawner with this method. Bots should be able to place the turret still, but I do think blueprints might misbehave. I didn't notice this and agree it's a problem. I'm not sure what I can do about it, but I'll explore.

Item 4 is mostly intentional. I wanted the turret to be at risk, and if the range is too long that gets too simple and you can run into it targeting the wrong spawner, maybe I need to add some alternative methods for the active capture part of the gameplay to make that more fun.

Item 5, the difficulty is 100% intentional here, I can recommend giving the turret its own micro-grid!

7 months ago

Wow, unexpected problems arising from a creative solution!
So the laser makes spawners change teams, so cool!
Ok, it's not really a big problem to move them manually because it's not often that you use them, so don't worry too much. And yeah, bots can put them, but tha's it.
About the capture, iirc there was a mod that had like stunning grenades, that made every enemy stop for a few seconds, but also unkillable. Maybe you can throw a capsule or a rocket with that effect and then you have several seconds to set your laser and defenses. What do you think?

New response