Total Combat Overhaul deprecated

by Disilon

Resource and enemy bases spawn rework. Biter attack mechanic changed to work on timers, to make more interesting combat with steady difficulty. A lot of combat, pollution, modules, technologies and recipe changes. Early equipment technologies.

Overhaul
5 months ago
2.0
1.08K
Factorio: Space Age Icon Space Age Mod
Combat Armor Enemies Environment Mining Fluids Manufacturing Power
Owner:
Disilon
Source:
N/A
Homepage:
N/A
License:
GNU LGPLv3
Created:
9 months ago
Latest Version:
0.1.2 (5 months ago)
Factorio version:
2.0
Downloaded by:
1.08K users

Currently deprecated, rework WIP

Upon further testing I was satisfied with core mod idea (enemies and resources tied together), but I felt mod was lacking in many other parts of gameplay.
Some issues encountered during testing, were solved and released as separate mods (Core Equipment, for example).
But mostly, this mod just needed a lot more work.
Mod rework won't be compatible with old version saves, so I've changed mod status to deprecated.
If you are interesting in testing, please write me in Discord (I'm present in official Factorio discord server)

Mod endgoal - to make combat part of factorio interesting during all playtime, with steady difficulty level.

Designed as standalone mod.

Mod practically requires starting a new save, since it changes resource and enemy base generation!

Already done:

Resource and enemy bases spawn rework. (Enemy map-gen sliders will change spawner/worm amount per base)
Resources after depletion will leave infinite leftovers with higher mining time (oil patches reworked to be the same as other resources, pumpjacks have radius).
New script-based biter attack mechanic, they will try to attack conquered (or starter iron) resource patches. You can also make biter attacks more often during the night.
Worms at enemy bases are upgraded with evolution.
Pollution and Evolution levels rebalance.
Recipe changes (Solar panels, Space science and some other minor changes).
Nuclear energy was nerfed.
Modules rebalance.
Many combat rebalance changes.
Roboport building is a 2x2 size building now.
Early limited armor equipment and robots.
Recipe throughput fixes (endgame foundry recipes with liquids).
Technology tweaks (no double bonus for gun turrets!).

Features currently in testing, but not released in this version:

Bigger roboport building

You can contact me at official factorio discord.