Tank Squads


Train chaingun carriers, siege tanks and flame tanks at a barracks and command them RTS-style: drag-select, number-key divisions, attack, patrol, scout and escort teammates. Multiplayer friendly. Fast performance.

Content
a month ago
2.0
546
Transportation Combat

i Ammo and maintainance values for units

a month ago

...Yeah. Am i cursed? Absolutely. That's litterally the ONLY REASON why i dont play the mod: No way to "reload" units. I want to be able to "Supply" and "Resupply" the units i use. Maintainance costs and ammo costs being a option would be lovely.

a month ago

I'll take a look at this in the future, the mod has been built to be op/cheaty with the infinite supplies it grants each unit.

Would it be of interest to you, if there would be an addition to the mod that would have a unit/vehicle that would supply the front-line soldiers somehow by consuming available resources from the base and transporting them to the units?

a month ago
(updated a month ago)

I'll take a look at this in the future, the mod has been built to be op/cheaty with the infinite supplies it grants each unit.

Would it be of interest to you, if there would be an addition to the mod that would have a unit/vehicle that would supply the front-line soldiers somehow by consuming available resources from the base and transporting them to the units?

ABSOLUTELY. I already do this with AAI vehicles, personally i think if you had a "fuel" value, a "Ammo" value, and a "Spare parts" value, that should allow people who want to feel like they're actually working with an army feel like a red alert player. Plus, it fitsd factorio's MO, THE FACTORY MUST GROW. Supporting logistics is also a factorio thing after all. Not that im saying you do bad work tho. This? This is glorious.

a month ago

Okay I will take a look at this

a month ago

wtf. I re-take a look at the description and GOOD GOD A MIGHTY This mod is fit for it's own game mode at this point. Ammunitioon stores, healing part stores, and building supplies will go a long way to making the mod feel balanced and feel like it's at least a part of factorio you can build for. Like, you dont even have to have the mod direct take items. Could have buildings which transform the item into a value which then can be dispensed to tank units or constructors and the like.

a month ago

A somewhat related suggestion/Request:
Please make the roboport range of the mobile headquarters configurable or so that it can be disabled. At the moment the massive range suddenly connects bot networks that should've stayed separate and makes the bots fly extrem distances and work on projects they shouldn't.
Would also help in getting finer control over a eventual maintenance system.

a month ago

Alright, thanks for the feedback!

a month ago

I will take a short break to focus on my studies; however, I will be back soon with some bigger releases.

a month ago

good luck

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