New option for more agresive enemies
Posted: Mon Oct 20, 2025 4:47 pm
Default is default, this is a suggestion for new tick boxes that are off by default.
So if on (each separatly): when destroying trees,it will release pollution that will trigger enemies around. Aka similar to how pollution would works if we set them on fire. Meaning that planting trees to reduce polution will NOT work, it will actually make things worse (again, default, this is off, so we intentionally need to make this enabeled).
Including Demolishers: mining ores (and veins) will cause close by enemies to attack as if you attacked one of their bases and now they come as a reinfocement (i mena, does it not bother you? demolishers don't leave their teritory even if you have tons of miners next to you?
Demoliser expansion: Small demolisher (and larger due to evolution) will macially apear, like how magically pokemon eggs happen, and since the new one is not from this teritory, it will go to areas where there is no teritory... aka you will be attacked. After all, the more you increase your area, the more such attacks might happen. And while i was focused on demolishers, i will once again repoint out, that this is mining resources, so this affect Gleba and Nauvis.
Meaning that little mining outpost will be heavely attacked. Constantly.
Last one: Electric poles are a major trigger for the bitters. You know how the electric poles have an area of effect? well let's say they have another one, an invisible one. And when they are powered on, this invisible will send small electric schocks. And as you can guess, this schocks are the "reason" why the bitters (heck, everyone, even demolishers) will now attack like mad.
This means that large bases won't be affected so much due to burner inserter + turrets like gun and flamethrowers. Any electric type will be heavely attacked, more then normal, aka the max swam of enemies will increase, meaning the numbers of enemys that attack will drastically increase. but the ideea is that via gun and flame turrents combined with pipes and burner inserters + wall and belts, there will be an area where no electricity is needed as such the bitter bases won't be affected by electricity = no drastic attacks.
However, any "drag power pole" to mining bases will major trigger the bitters and will attack them. Meaning that the outpost will need to suply themself locally (something that i don't get why it's difficult since a train with steam, can just go there and then it get's connected to a steam turbine for power).
And of course, any mining outpost, either need to clear the area, or will need a lot of fire power, or will need to keep themselfs as small as possible, like a few, bare minimum, power poles, to avoid triggering the bitters (or whatever) while mining outsite of the main base.
And again, all are optinal tick boxes that need to be enableled. All this will drastically make changes on the gameplay to give more varaity and mix up existing solution since everything i wrote did not even include enemy mods that will extremly benefit from such elements in the main game
So if on (each separatly): when destroying trees,it will release pollution that will trigger enemies around. Aka similar to how pollution would works if we set them on fire. Meaning that planting trees to reduce polution will NOT work, it will actually make things worse (again, default, this is off, so we intentionally need to make this enabeled).
Including Demolishers: mining ores (and veins) will cause close by enemies to attack as if you attacked one of their bases and now they come as a reinfocement (i mena, does it not bother you? demolishers don't leave their teritory even if you have tons of miners next to you?
Demoliser expansion: Small demolisher (and larger due to evolution) will macially apear, like how magically pokemon eggs happen, and since the new one is not from this teritory, it will go to areas where there is no teritory... aka you will be attacked. After all, the more you increase your area, the more such attacks might happen. And while i was focused on demolishers, i will once again repoint out, that this is mining resources, so this affect Gleba and Nauvis.
Meaning that little mining outpost will be heavely attacked. Constantly.
Last one: Electric poles are a major trigger for the bitters. You know how the electric poles have an area of effect? well let's say they have another one, an invisible one. And when they are powered on, this invisible will send small electric schocks. And as you can guess, this schocks are the "reason" why the bitters (heck, everyone, even demolishers) will now attack like mad.
This means that large bases won't be affected so much due to burner inserter + turrets like gun and flamethrowers. Any electric type will be heavely attacked, more then normal, aka the max swam of enemies will increase, meaning the numbers of enemys that attack will drastically increase. but the ideea is that via gun and flame turrents combined with pipes and burner inserters + wall and belts, there will be an area where no electricity is needed as such the bitter bases won't be affected by electricity = no drastic attacks.
However, any "drag power pole" to mining bases will major trigger the bitters and will attack them. Meaning that the outpost will need to suply themself locally (something that i don't get why it's difficult since a train with steam, can just go there and then it get's connected to a steam turbine for power).
And of course, any mining outpost, either need to clear the area, or will need a lot of fire power, or will need to keep themselfs as small as possible, like a few, bare minimum, power poles, to avoid triggering the bitters (or whatever) while mining outsite of the main base.
And again, all are optinal tick boxes that need to be enableled. All this will drastically make changes on the gameplay to give more varaity and mix up existing solution since everything i wrote did not even include enemy mods that will extremly benefit from such elements in the main game