Phoenixian's Hard Mode [0.3.0]
Posted: Wed Mar 11, 2015 12:09 am
For a while now, I've felt that there's a few things in Factorio that don't entirely jive with the rest of the game. Foremost among them, lasers, and late game research. I've often felt that the game ends just when it's getting good and likewise that lasers are simply better than every other option.
To fix these issues, I've created Hard Mode.
This mod has several goals:
1: Increase the resource cost of the late game to further increase the need for expansion and complex logistic systems.
2: Make less used weapons base defenses more useful or even vital [Alternatively: Reduce the OPness of laser turrets].
3: Do so using the minimum amount of changes. (Mostly because I'm a novice programmer)
In service to the former, Alien Science packs now require modules to build.
In service to both goals, Laser turrets and gun turrets have swapped ranges, and Large and medium Spitters have had their ranges extended.
Mod status: Running balance pass.
To fix these issues, I've created Hard Mode.
This mod has several goals:
1: Increase the resource cost of the late game to further increase the need for expansion and complex logistic systems.
2: Make less used weapons base defenses more useful or even vital [Alternatively: Reduce the OPness of laser turrets].
3: Do so using the minimum amount of changes. (Mostly because I'm a novice programmer)
In service to the former, Alien Science packs now require modules to build.
In service to both goals, Laser turrets and gun turrets have swapped ranges, and Large and medium Spitters have had their ranges extended.
Changelog
Special thanks to Flux Faraday for inspiring me to get back on the ball with this.Mod status: Running balance pass.