A mod to add much more powerful endgame weaponry and defences, to stand up to mods like Natural Evolution and DyTech.
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graphics
images
locale/en
prototypes
sounds
.gitignore
License.txt
README.md
changelog.txt
config.lua
constants.lua
control.lua
data-final-fixes.lua
data-updates.lua
data.lua
functions.lua
icon.png
info.json
laser-turret-base.png
orbital-strikes.lua
plasmabeam.lua
rangeturrets.lua
settings.lua
shield-domes.lua
turret-alerts.lua
turretai.lua

README.md

EndgameCombat

Adds more powerful weaponry and defence designed for keeping on par with endgame or modded enemies.

Primary Features: Concussion Turrets - More powerful versions of the gun turrets Plasma Turrets - More powerful versions of the laser turrets Cannon Turrets - Long range, slow firing turrets that prioritize spitters A more powerful tank with better armor and combat range Incendiary sulfur-based ammunition, in light and heavy (U238) variants More capsules for combat, including acid and radiation More tank and rocket ammunition, both for mid and end game (including Napalm and Nuclear variants) Long-range activity scanner More and stronger wall varieties A better flamethrower, with increased range and damage Better armor equipment Turret range upgrade research Turret regeneration research Logistic robot defenses research Power pole defenses research Adds crated ammo for giving ammo turrets longer time between reloads and a small DPS boost Adds shockwave turrets, which can attack all enemies in range simultaneously Orbital Bombardment technology and hardware, for automated destruction of biter nests, or manual airstrike capability Adds shield domes to protect large areas given sufficient energy

Secondary Features: Better train penetration through hordes of biters Contains integration with the Laser Beam mod Biters, worms, and spawners drop Alien Tissue, which has some uses in production in research