Not yet, but I'll work on it!r3xk3nnw4y wrote: Tue Dec 17, 2024 11:18 pmNow you have me curious, and for the same reasons, does/can the mod include toggled for it's alterations, like for example, configuring toggles so that artillery research is on vulcanus but materials can be found on nauvis?BraveCaperCat wrote: Sat Dec 14, 2024 9:23 pmPatch complete, the mod now has all intended features.BraveCaperCat wrote: Sat Dec 14, 2024 8:33 pmBoth.r3xk3nnw4y wrote: Sat Dec 14, 2024 8:28 pmI'm afk now or I'd investigate further directly, but when you say moves artillery back to nauvis do you mean that the crafting recipes no longer require vulcanus exclusive resources (tungstun) or that the research is unlocked on nauvis?BraveCaperCat wrote: Sat Dec 14, 2024 6:32 pm I made a mod!
It fixes the issue mentioned in this discussion (it also moves back cliff explosives, but that can be turned off if unwanted)
Oh no, I forgot about artillery turrets and artillery wagons...
*Patch Time*
Artillery needs to be moved back to Nauvis
- BraveCaperCat
- Filter Inserter
- Posts: 411
- Joined: Mon Jan 15, 2024 10:10 pm
- Contact:
Re: Artillery needs to be moved back to Nauvis
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Re: Artillery needs to be moved back to Nauvis
Have you tried non-explosive uranium cannon shells? They can almost match the range of behemoth worms, and once you get into physical damage repeatables (that only require Nauvis research & basic space science) they can deal upwards of 5k damage per shot. You can put energy shields and exoskeletons in your tank to make it more durable. The explosive ones are gimped by the worm's resistances but the physical one just rips through them.Jem_Jmd3au1 wrote: Wed Oct 23, 2024 5:32 pm Hello, long-time Factorio player here.
There is one pretty big balance problem with Nauvis in Space Age - The starting planet, with first 6 science packs available, gives the player no options to defend against Behemoth worms, or even to push into heavily infested areas once the evolution goes over 90%. In the past, the only solution for surviving extreme biter settings was to rush Artillery, but now there are no tools for neither defense, nor offense. After multiple failed attempts I can say that playing with extreme biter settings (either custom, or with available presets (Deathworld Marathon)) is now close to impossible.
My suggestion is that Artillery should return under yellow science to address this issue.
Clarification: Everyone enjoys this game for something else. To me, the most fun part is combat. Without Space Age, it was possible to go really nuts with enemy settings. But now, even though we have a lot of new and powerful toys, they are all locked behind late game and the combat possibilities actually went down compared to vanilla.
That is all, thanks for reading!
Edit: Apparently they were massively buffed in 2.0.7