There is no real 'balancing' in the mod. The default balance is pretty reasonable for vanilla enemies and costs and scale with technology vs "expected" biter evolution. The problem is, every person's situation is different and eventually either the biter % evolution and difficulty gets too hard for the robots, or the robots totally destroy everything and have no problem. IT is a little bit of a self-limiting system, because if your robots are going out and destroying everything then biter evo % goes up very quickly and soon the biters will start winning battles.Parmsib wrote:Great mod, should make the most (and only, really) tedious part of the game automatable, like the rest of it.
However, we're currently playing with Bob's enemies, and are having troubles with explosive spitters and worms absolutely destroying the robot armies.
Other types of enemies (anything but explosive) don't pose nearly as much a threat.
We haven't built any Terminators yet, though.
Is this mod supposed to be 'balanced' with Bob's Enemies, and Terminators will solve this issue,
or are the enemies in that mod just too strong for the robots?
Bob's enemies DEFINITELY make it harder, especially as you say the special enemies attacks which the robots are weak against (less resistance to damage types).
Try using more Rocket Droids to land one-hit-kills as much as you can. Otherwise, if you want to you can go into the mod folder "config" and edit the config.lua file, and make the "HEALTH SCALAR" and "DAMAGE SCALAR" to bigger numbers than 1.0. For example, 1.5 in health and damage will make them 50% more health and 50% more damage (base damage, no upgrades).