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Combat Extended mechanoid mayhem

This mod is a complete rebalance of mechanoids (and a little bit of mechanitors) as a whole with the main purpose of: [list] [*] Increase the overall strength of non-centipede combat mechanoid in several ways [*] Small tweaks for non-blaster centipedes to make them shine more [*] Hefty power increase for all mech bosses, while using weaker versions on the first waves to fasten up and make early game more accesible, late game waves are superb brutal [*] Every IFV and tank tier mechanoid was given a much higher movement speed (may likely be reduced, removed or left as an optional choice to check in menus) [*] Several bandwidth values adjusted (medium mechs using less, heavy and ultra mechs using MUCH more) [*] Added more mech variation to several raids strats of the mech hive (including modded mechs) [*] All COMBAT mechanoid recipes are MUCH more expensive, with a proper high reward for their corpses as well. All resurrection prices increased [*] Mechanitor changes: all implants were moved to the subcore bench for the sake of clearing up space on the machining table, mechanitor gear was overall buffed, added new and improved bandwidth towers to keep up with the higher band demands. Removed the tower 1 tile distance for simplicity and redundancy [*] Royalty only: Turrets overall were greatly nerfed, mini turrets using slug/needle bullets like intended in vanilla, all turrets have higher cooldowns and min ranges, mortars always start dormant, problem causer buildings no longer do EMP explosion and have higher rewards [*] Royalty only: Added new dedicated assemblers that mass produce units (militor assembler, lancer assembler, etc) that directly attack your colony (This feature is experimental, it may be changed to be its own standalone mod) [/list] [b]For more than obvious reasons, all of these changes were never meant for Vanilla CE runs, you are very much encouraged and likely forced to at least use CE guns + armory to avoid cheesing each mech encounter, also any moderately balanced vehicle mods could come in handy[/b] [hr] [hr] Thats mostly all the changes in general, so next for all the players who wanna have a deeper explanation on most major changes: Universal changes:[list] [*] ALL mechanoids have partial armor, mostly affection humanoid and quadruped mechs [*] ALL mechanoids have at least 25% heat armor [*] All mechanoids except light mechs only use 1 unit of energy per day idle (vanilla uses 10 per day) [*] Mechanical organs HP reduced 5hp each [*] Most body coverages changed for higher torso damage chances on humanoids and legd on quadrupeds [*] Hefty price increase for all COMBAT mechanoids (including work mechs with decent combat capabilities like the tunneler) [*] All mechanoid weapons cost 100 market value in favor to balance them with their market cost instead [*] Initial boss waves use weakened variants of the diabolus and WQ for a less linear early game, late boss waves are brutal (couldnt play test too much, feedback greatly appreciated on this) [/list] Light mechs changes:[list] [*] Market value 200 [*] Combat light mechs use 5 units of energy per day [*] New resurrection price: 50 steel [/list] Medium mechs changes:[list] [*] Market value 800 (elites 1200 or more) [*] All have 150 energy units (it will look like 100% in the HUD even if full) [*] Infantry (lancer) 10/20 S/B armor 5m/s speed, Heavy/Elite infantry (scyther) 12/25 armor 4 to 5.5 m/s, Small vehicles (pikeman): 15/30 armor 4.3 m/s (Some modded mechs might have outlier values) [*] Lancer: 2 band. Charge lance has a bigger caliber and its properly enhanced by rail assistance [*] Scyther:1 band. Higher chances to use its stabs, dodge and parry stats increased. 33% faster attacks [*] Pikeman: Needle gun overhauled to be a proper railgun instead of a peashooter. Body size increased to 1.5, combat power to 150 [*] Legionary: Shield Hp and radius increased to 400 and 4 respectively [*] Tesseron: 2 band. Graser completely overhauled to be a focused high power and accurate weapon [*] Scorcher: 4/6/0.9 S/B/H armor with 7 m/s (Light/recon infantry tier) [*] New resurrection price: 100 steel 25 plasteel 2 comps [/list] Heavy mechs changes:[list] [*] Market value 2000 (Centipedes 3000) [*] All have 300 energy units [*] 50% heat armor [*] IFV mechs have 6.4 m/s, mecha/humanoid mechs have 5.5 m/s [This change may be reduced, reverted, or made optional in future patches depending on feedback] [*] Industrial centipedes use 8 band, spacer ones 10, weaker mechs around ~5 bandwidth [*] All IFV mechs head melee attacks were replaced with a body slam dealing 60 blunt damage 3.5cd 35 B.pen Mecha mechs have weaker but much faster punches than the body slams, with overall better dps [*] Mech minigun caliber increased to .388 lapua [*] Inferno and thumper cannons warm up and cooldown reduced to 1.6 and 0.7 respectively to closely match the HCB and minigun reaction speeds [*] Termite HP scaling increased from 2.16 to 3 [*] Tunneler: 5 band, 3.5 m/s, work speed from 150% to 300%, HP scale from 1.5 to 4, uses 10 energy units per day [*] Tunneler melee replaced with a 75 blunt damage 2.5cd 120 B.pen claw smash [*] New resurrection price: 200 steel 100 plasteel 5 comps [/list] Ultra mechs changes:[list] [*] Market value 7500 (Tank mechs 12000) [*] All have 500 energy units, tank mechs have 1000 [*] At least 100% heat armor and 50% electric armor, 30/60 S/B armor, tank mechs have 60/150/2 S/B/H armor [*] All elite IFV tier mechs have 6.4 m/s, tank mechs have 4.6 m/s [*] All mechs use at least 15 bandwidth [*] Elite IFVs weight around 700-1000kgs, tanks +4000kg. All of them have a much higher bulk and carry capacity [*] HP scales of non tanks adjusted to be killable by 1-2 HEAT rockets on MAIN BODY PARTS, while tanks are (barely) killable by 1 HEAT rocket on CRITICAL COMPONENTS/ORGANS [*] All elite IFV mechs head melee attacks were replaced with a body slam of 75 blunt damage 3.5cd 80 B.pen, while tanks have a body slam of 150 blunt damage 3.5cd 120 B.pen [*] Diabolus combat power increased to 800. Hellsphere blast reduced from 5 to 2, however its speed both on warm up/cooldown were reduced to 2/3 seconds, while the bullet speed is 3x faster (from siegebreaker to tank killer) [*] Centurion combat power increased to 500. Centurions shields hp, radius and regen buffed to 3500, 8 and 30 per second, full reloading and emp reloading timers from 30/25 to 20/15 seconds [*] WQs combat power increased to 1200, her ability now recharges 5 times faster and can store 5 times the steel amount [*] New resurrection price: 400 steel 400 plasteel 15 comps 1 Adv.Comp [/list] There are several more changes, but due the writing limit i have to cut it shorter, ill likely make an excel and the like to cover everything including the mod patches [hr] [hr] Currently supported mods: [list] [*] Alpha mechs [*] Diverse Mechanoid War Procedure [*] Lost Factory Mechanoids [*] More Vanilla Mechanoids [*] Advanced Armaments [*] Reinforced Mechanoids 2 [*] More Combat Mechanoids [*] Mechanoid Invaders [*] Recon Mechanoid [*] Mechanitor Weapons [/list] Ill keep adding more supported mods with time, any mech using the parent defs of centis/lancers/walkers should be relatively functional from the get go [hr] [hr] Incompatibilities While technically there shouldnt be any hard incompatibilities, many mods might be redundant to use alongside this one or might throw innofensive red errors like dormant mech mortars or more apocritons per wave or any mech shredding mod, make sure to put this mod relatively low on the modlist to avoid patching issues