Superweapons (Vanilla+)


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.

Content
a month ago
2.0 - 2.1
168
Transportation Combat

i A couple suggestions

a month ago
  1. Could there be a toggle to make the Chronosphere also have a sort of "catalyst" cost to use? (uranium, supercapacitors, whatever)

  2. A Scrin Rift Generator (or Vacuum Imploder)-esque building utilizing Promethium would be a pretty cool end-game superweapon, it would be pretty fitting too since the shattered planet is theorized to have a sort of tiny black hole inside it.

I love seeing mods like this that add things from RTS!

a month ago

Thanks, glad you're enjoying it!

  1. I'll think about it, but for now I'd rather keep the Chronosphere as it is: the cooldown is already what limits it, and a per-jump cost would mostly add another supply line to babysit.

  2. A Rift Generator powered by promethium is a great idea, and it fits the Shattered Planet lore really well. I'm noting it down for the future, no promises on when though.

8 days ago

I tried out the nuke silo but it feels like it costs a ton of resources and time for something that struggles to compete with Artillery, could there perhaps be infinite techs for the nuke silo including productivity, blast radius, etc? Also please let it reveal the target area on the map right before and during the nuke going off!

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