Cap Enemy Spawn/Tech

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Author: Traveler

Last revision: 25 Apr at 04:12 UTC (1)

File size: 132.64 KB

On Steam Workshop

Description:

So you screwed up somewhere, and now there is a superfaction with +100k power about to rule the solar system and each mission against them have +300 men per floor. Basically unplayable.

Or you are in 0.9.8. Enemies at about tech 7, and half of the enemies have 4/5AP. (normal difficulty) You didn’t sign up for this.

This mod can help with that.
Newly generated missions after the mod is enabled will have their power capped as if a faction had X power if their power is higher. Tech cap changes are immidiate starting next floor. X can be configured on MCM window.

Need to restart the game after MCM config setup for this mod to take effect

This mod will not impact outcome of a mission where you were not involved.

Changelog:

v1.2.1
It was not 0.9.9 beta-compatible. It is now.

v1.2:
After consideration, I have came to conclusion that as of 0.9.8, you get completely different expierience at the high tech endgame due to enemies having 4-5AP or so. Therefore I think it is good to give option to cap tech on the enemy as well.

This mod is now on github:
https://github.com/LordofNotCommitting/CapEnemySpawn/

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Mod Configuration MenuSteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.