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
9 days ago
2.0
86
Transportation Combat

FAQ

FAQ

What does it add?
For now, the Chronosphere, inspired by Command & Conquer: Red Alert 2. It teleports a group of characters and vehicles to another place, even to another planet. More superweapons are on the way.

Why can't I build a second Chronosphere?
Superweapons are unique: only one of each per force. While you own one, its recipe is locked and a second one cannot be placed. If you pick yours up or lose it, you can build another.

How do I use it?
Wait until it is fully charged (its dome opens). Take the Chronosphere control from the shortcut bar or with H, click the source zone, then the destination. To send it to another planet, pick the destination from remote view.

My character died when I teleported!
Living beings die on the trip. Your characters survive on foot only if your force has researched the Chronosphere (it adapts their suits). Inside a vehicle, nobody dies.

Will I lose anything from my vehicles?
No. Vehicles and characters travel as they are: inventory, ammo, fuel, equipment, quality, health and driver are kept.

I can't pick the destination.
It must be an explored zone (fogged is fine; black, unexplored map is not), and it cannot overlap the source.

Does it need Space Age?
Yes: it is researched on Aquilo and its parts are made in the electromagnetic plant.