Red Alert 2 style superweapons, only one of each per force. First superweapon: the Chronosphere. It charges a huge amount of energy and, once full, teleports a group of characters, vehicles and spidertrons from a small zone to another, even to another planet. Anything alive that is not protected dies on the way. Companion of New Turrets and New Enemies, and part of an upcoming modpack.
Mods introducing new content into the game.
Version: 0.0.6
Date: 2026-10-06
Features:
- New superweapon: the Nuclear Missile Silo (Red Alert 2). One per force.
- It builds the 150 parts of its missile by itself (uranium-235, tungsten plate, processing unit and nuclear fuel for each one) and accepts productivity modules. With the missile ready, the silo opens.
- Take the Nuclear missile control from the shortcut bar and click the target: any explored spot of the silo's planet, also from the map. The damage radius is shown under the cursor.
- The missile rises out of sight, falls on the target and explodes like a huge atomic bomb: 75 tiles of radius, and the damage travels with the shockwave. It damages absolutely everything, your own buildings too.
- Research: Nuclear missile silo, up to Vulcanus science. Five parts made in the foundry: blast doors, launch platform, service tower, guidance system and radiation shielding.
Bugfixes:
- Holding the mouse button down with the Chronosphere control no longer clicks again and again while the mouse moves: only the press counts.
Version: 0.0.5
Date: 2026-10-03
Changes:
- The Chronosphere control's key is now Ctrl + H (H alone is already one of the game's keys). It can be changed in Settings > Controls.
Version: 0.0.4
Date: 2026-10-02
Bugfixes:
- Putting the control away (Q) now cancels the chosen source, as clicking inside the source zone does.
- A destination too close to the source no longer cancels the source: it's refused with a message ("Too close") and the source stays.
Version: 0.0.3
Date: 2026-10-02
Bugfixes:
- The Chronosphere control could do nothing when clicking far away, on the zoomed-out map or on explored areas under fog of war (where the game only places a ghost, or nothing). Every click with the control now counts, wherever it is: in reach or not, in remote view and on other planets.
Version: 0.0.2
Date: 2026-10-02
Graphics:
- New thumbnail: the Chronosphere charged, on the same ground as the other mods of the series.
Version: 0.0.1
Date: 2026-10-02
Features:
- Chronosphere, the first superweapon, after Command & Conquer: Red Alert 2. Only one per force: a second one cannot be placed, and the recipe is locked while you have one.
- It charges 100 GJ (50 MW input). Once full it opens up and waits; firing it empties it.
- Chronosphere control (shortcut or H key): the zone that will travel is shown under the cursor. Click the source, then the destination, even on another planet from remote view. Only explored zones can be picked. Clicking the source again cancels it.
- Everything in the zone travels as a group, keeping its inventory, equipment, quality, health and driver: characters, cars, tanks and spidertrons. Buildings, trains, robots, items on the ground, nests and worms stay.
- Anything alive in the zone dies. Characters on foot survive only if their force has researched the Chronosphere (suit adaptation); nobody dies inside a vehicle.
- Each thing arrives at the nearest free spot at the destination; characters in flying armour land right on top of buildings and keep flying.
- Red Alert 2 effects and sounds: the source marker with its hum, the dome that hides the group and the sphere they come out of; the ready loop while charged.
- Five chronosphere parts, made for now in the electromagnetic plant (no productivity, no quality). Research on Aquilo, after Quantum processor.
- The chronosphere takes the player colour.