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Tanya's Commander Mod Guide
By General Tanya-chan
Describes Commander and Balance changes in Tanya's Commander Mod.
TMC High Seas Patch changes are in [] brackets.
Tanya's Commander Mod: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2252717116
TCM High Seas Patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2785327109
Gameplay: https://www.youtube.com/playlist?list=PL0aXA8ZdVpOhgk7vE6vUy6bPnlslo1iO0
   
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Commander: Scattershot

Passive:
- BOUNCY ENERGY SHIELDS: Energy Shields deflect Projectiles with 120% Speed and have -80% Warm Up Time after being disabled.
- POWER FUSE: Unlocks Fuse, which now can conduct Power.
- INACCURACY: Weapons have +20% Inaccuracy and Aim Deviation without the Active.
- EXTRA ROUND: Buzzsaw, [(Marine)] Swarm Missiles, [Cryo Launcher,] Smoke Bomb, Shotgun, Hellfire Shotgun, 20mm Artillery have +1 Projectile and Gatlinggun has +3 Projectiles.
- ACT LIKE A SHOTGUN: Minigun, Buzzsaw, [Cryo Launcher,] Smokebomb, Flak, [Hardpoint Flak,] 20mm Cannon and 20mm Artillery.
- ANTI ENERGY SHIELD BEAMS: Lasers won't get deflected by Energy Shields and deal 6% Damage to them, excluding Magnabeam.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
- ALMOST CHEAT AIM: Weapons show a partial trajectory preview.
- SUPERIOR ACCURACY: Weapons have -65% Inaccuracy and -100% Aim Deviation.
- SNIPER SHOTGUNS: Machine Gun, Sniper, AP Sniper and Plasma Sniper gain x3 Projectiles
(+1 for Machine Gun), +25% Reload Time and act like a Shotgun.
Commander: Seep

Passive:
- WARHEAD SURPRISE: Expiring Warheads spawn a Mini Warhead.
- TARGET SPOTTED: The target of friendly and enemy Missiles is visible.
- MISSILE SPLIT: Warheads, Rockets, [Shield Bubbles and Orbital Sweep/Focus Markers] burst into Swarm Missiles when destroyed.
- MORTAR SPLIT: Heavy Mortars, [Thunderbolts and Nighthawks] burst into Incendiary Mortars when destroyed.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 10500
- FASTER MISSILES: All Missiles and Rockets have +20% Thrust.
- MORE SWARM MISSILES: Swarm Missile count increased by +100% (40% for Missile Silos), excluding Shotguns and 20mm Cannons.
- HAVE MISSILES INSTEAD: Shotguns and 20mm Cannons shoot Swarm Missiles, also Cannons shoot a Warhead instead.
- MORE MORTARS: Heavy Mortars, Nebelwerfer, [Thunderbolts and Nighthawks] burst into +100% more Incendiary Mortars when destroyed.
Commander: Shockenaugh

Passive:
- ENERGY ABSORB: Energy Shields absorb Energy from Laser Beam Weapons. Energy Shields and Portals have a Min Length of 45.
- ENERGY CONTROL: Initial Energy Capacity increased by 2000 and you can build an additional Control Centre [and Flag].
- RELOAD BANK: Weapons have -35% Reload Time and -15% Metal/Energy Fire Cost, after not firing for 130% of the normal Reload Time, up to 10 times, excluding Machine Gun.
- PENGUIN BOMBS: Incendiary Mortar, Heavy Mortar, Nebelwerfer, [(Marine)] Missile Swarm, [(Marine)] Warhead, EMP Rocket, Rocket, 20mm Cannon, Cannon, [Decklauncher,] Howitzer, 20mm Artillery, [Orbital Decoy Ammunition] and Atom Cannon deploy Explosive Penguin Bombs at the point of impact.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
- PENGUIN ASSAULT: Deploy 6 EMP Penguin Bombs inside each enemy Fort with a Smoke Screen, for each Reactor it has.
- ENERGY DRAIN REVERSAL: Materials generate 50% and Devices 100% of the Energy they would drain instead.
- [FAST BUILD AMMO: Ammunition has -25% Build Time.]
Commander: Buster

Passive:
- FREE FOUNDATIONS: Foundations have no Cost and Sandbags-Large are unlocked.
- BUNKER UP: Reactor and Control Centre have +100% Hit Points and deal -50% Damage when destroyed.
- PLASMA GUNNERS: Machine Guns are upgraded to Plasma Guns.
- MISSILE EMP IMMUNITY: Missiles are immune to EMP Effects.
- URANIUM ROUNDS: Incendiary Mortar, Nebelwerfer, [(Marine)] Swarm Missiles [and Thunderbolt] gain Uranium Rounds.
- URANIUM INFO: Uranium Rounds have a Mass of at least 8 and a minor EMP Effect.
- [CHEAPER BOAT ECONOMY: Propeller/Smokestack have -25 Metal and -250 Energy Build/Upgrade Cost.]

Active:
- Duration: 12.5 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9750
- EVERYTHING IS URANIUM: Minigun, Gatlinggun, Sniper, AP Sniper, Heavy Mortar, [(Marine)] Warhead, [Deckgun,] Flak, Shotgun, Rocket, [Hardpoint Flak,] 20mm Cannon, Cannon, [Decklauncher,] Howitzer, 20mm Artillery and Atom Cannon gain Uranium Rounds.
- EMP IMMUNITY: Minigun, Gatlinggun, [Deckgun,] Flak, [Hardpoint Flak,] 20mm Cannon and 20mm Artillery are immune to EMP Effects.
Commander: Moonshine

Passive:
- ENERGY SHIELD DOORS: Energy Shields behave like Doors and block AP Sniper Rounds.
- INITIAL METAL BOOST: Initial Metal and Metal Capacity increased by 150.
- HEAVY AP SHRAPNEL SPLIT: [Deckguns,] Howitzers, T3 Cannon Projectiles, [Paveway Bombs and Orbital Sweep/Focus Markers] burst into AP Sniper Rounds when destroyed.

Active:
- Duration: 2,3 sec / GaugeDamageHitpoints: 6000 / GaugeAttackHitpoints: 15000
- PROJECTILES DEFLECT: Solid Materials deflect Projectiles that have an Energy Fire Cost of less then 5000 with 100% Speed.
- SHIELD SPLASH IMMUNITY: Blast Shield Doors, Energy Shields and Portals are immune to Splash Damage.
Commander: Phantom

Passive:
- CLOAK AND MOVE: Weapons and Devices are cloaked and can be moved within a Move Period of 1.8 seconds.
- CHEAP WEAPONS WITH LONG RELOAD: Weapons have -50% Build Cost, +15% Build Time, -35% Fire Cost [and +95% Reload Time (Runway has +95% Cool Period)].
- INFINITE BUZZSAWS: Buzzsaws have +50% Reload Time and won't expire instead of having a reduced Cost.
- MAX GROUP SIZE: Weapons have a Max Group Size of 4, Snipers included.
- HIDDEN DOORS: Doors are silent, Structures hide Damage and internal Portals.

Active:
- Duration: 30 sec / GaugeDamageHitpoints: 4500 / GaugeAttackHitpoints: 12000
- INVISIBLE TERROR: Forts are cloaked and Weapons are silent.
- MOVE FASTER: Move Period is reduced to 1.35 seconds.
- ALMOST NORMAL RELOAD: Weapons have -35% Reload Time [(Runway has
-35% Cool Period)].
Commander: Architect

Passive:
- CHEAPER FASTER WOOD: Bracings and Ropes have -20% Metal Cost and Build Time.
- BETTER STORAGE UPGRADES: Diamond Store, Furnace, Dynamo Battery, Repairstation and Warhead have +70% Storage.
- ALMOST LIKE A MORTAR: Machineguns, Miniguns, Gatlingguns, Snipers, [Hardpoint Flaks,] 20mm Cannons and Cannons have adjustable Fire Speed.
- EVERYTHING IS TOXIC INSTEAD: Incendiary Mortar, Nebelwerfer, [(Marine)] Swarm Missiles, [(Marine)] Warhead, Rocket, Hellfire Rocket, Hellfire Shotgun, 20mm Cannon, Cannon, [Decklauncher, Thunderbolt,] Firebeam, 20mm Artillery and Atom Cannon are toxic.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3750 / GaugeAttackHitpoints: 10500
- FAST BUILD: Structures have -50% Build Time, Devices and Weapons have -70% Build Time.
Commander: Overdrive

Passive:
- MINOR DAMAGE PENALTY: Weapons deal -5% of all Damage Types, excluding Anti Air Damage and Sniper.
- BUZZSAWS ARE ROCKETS: Buzzsaws act like Rockets and won't expire.
- EVERYTHING IS STASIS: Heavy Mortar, [(Marine)] Warhead, Rocket, 20mm Cannon, Cannon, Howitzer, [Decklauncher,] 20mm Artillery and Atom Cannon Projectiles create a Stasis Field.",
- FAST BUILD ECONOMY: Solar Panel Doors, Mines, Turbines, [Propellers, Smokestacks,] Furnaces, Repair Stations have -50% Build Time.
- FAST BUILD UPGRADES: Upgrades have -50% Build Time and can be downgraded with 100% Reclaim, excluding Diamond Store.
- TIER 1 ALTERNATIVE: Upgrade Centre and Control Centre can also unlock Munitions Plant and Factory.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
- EXPLOSIVE HEAL: Weapons and Devices Heal when destroyed and won't Incinerate.
- UNUPGRADED DOUBLER: Weapons with an Upgrade and Snipers shoot twice as many Projectiles and have 150% Fire Cost.
- SPECIAL EXTRA ROUND: Buzzsaw and EMP Rocket gain +1 Projectile and +10/200 Metal/Energy Fire Cost.
Commander: Hurricane

Passive:
- FASTER BUILD AND SCRAP: Devices and Weapons have -10% Build Time and -75% Scrap Time.
- EXPENSIVE BETTER ENERGY: Solar Panel Doors, Turbines [and Smokestacks] have +50%
Build Cost/Build Time/Energy Generation.
- FASTER ROUND PERIOD: Weapons have -25% Round Period.
- SHORT INTENSITY LASERS: Laser Beam Weapons have -25% Beam Duration.
- FAST REPAIR: Repair Rate +50%.

Active:
- Duration: 12.5 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9750
- FAST RELOAD: Weapons have -50% Reload Time [and Runway has -20% Cool Period].
Commander: Firebird

Passive:
- FIRE SAFETY: Fire Spread -50% and Extinguishing Speed +100%.
- LONGER FLAMING: Flaming Projectiles have +150% Life Span.
- FIRE STARTER: Incendiary Mortars, Buzzsaws and EMP Rockets have an
Incendiary Radius of 45.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
- FIRE BOOST: All Projectiles are Incendiary, and Flaming Projectiles deal +10% of each
Damage Type.
- MAGMA LASER: Plasma Laser turns into Magma Laser, that deals +20% Damage against any Bracing and can ignite Projectiles.
- EVRYTHING IS FIRE: Projectiles gain atleast an Incendiary Radius of 70 (Warhead 245,
Hellfire Shotgun 35, 20mm Cannon 35, [Thunderbolt Bomb 140,], 20mm Artillery 35,
[Orbital Bullet 35]), excluding Machinegun, Minigun, Flak, Shotgun [and Hardpoint Flak].
Commander: Warthog

Passive:
- EXTRA BULK: Weapons and Devices have +10% Hit Points.
- MISSILE ACCELERATION: Missiles and Rockets have +2000 Thrust Change.
- SHOOT FAST: Non Mortar/Missile/Laser Weapons have +30% Fire Speed/Projectile Gravity.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
- SECOND CHANCE: Active Weapons have a Second Chance Shot upon not dealing Damage with their Projectiles.
- HEAVY DAMAGE BOOST: Heavy Mortar, Nebelwerfer, [(Marine)] Warhead, [Deckgun,] Rocket, Hellfire Rocket, Cannon, [Decklauncher,] Howitzer, [Thunderbolt Bombs,] 20mm Artillery, [Nighthawk Paveway Bombs] and Atom Cannon gain +20% Damage and Splash Damage.
- LASER DAMAGE BOOST: Plasma Laser [and Orbital Laser] gain +15% Damage.
Commander: Eagle Eye

Passive:
- 0 GRAVITY WEAPONS: Non Mortar/Missile Weapons have -50% FireSpeed, Projectile Gravity
of 1 and +100% Flaming Life Span.
- BETTER ACCURACY: Weapons have -25% Inaccuracy and -50% Aim Deviation.
- FORTIFIED ANTI AIR: Machine Guns can't Overheat. Sniper has automatic Anti Air.
- PROFESSIONAL SNIPERS: Sniper, AP Sniper and Plasma Sniper have Laser Sights and -0.5 sec Reload Time.
- FASTER ARTILLERY RELOAD: [Deckgun/Cryo Launcher/]Howitzer/[Decklauncher/]20mm Artillery[/orbital] have -2 sec Reload Time, Mortars/Nebelwerfer have -1 sec Reload Time and Atom Cannon has -6 sec Reload Time
- AIR BURST: Hellfire Shotgun, 20mm Cannon and Cannon can be manually detonated to spawn Shrapnels.

Active:
- Duration: 12.5 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 10500
- EVERYTHING IS EXPLOSIVE: Machine Gun, Minigun, Gatlinggun, Sniper, AP Sniper, [Deckgun,] Flak, Shotgun, [Hardpoint Flak,] 20mm Cannon and 20mm Artillery gain Explosive Rounds.
- LASER SIGHTS: Non Mortar/Missile Weapons gain Laser Sights.
- LASER FIRE COST PENALTY: Fire Beam and Plasma Laser have +20% Energy Fire Cost.
- SUPER FAST BUILD ANTI AIR: Machine Gun and Sniper have -90% Build Time.
Commander: Pinchfist

Passive:
- BETTER METAL RECLAIM: Reclaim Metal at 80%.
- METAL IGNITION: Enemy Armours and Blast Shield Doors can be ignited.
- EXTRA METAL STORAGE: Technology and Repair Stations have +50 Metal Storage.
- MONEY GUNNERS: Machine Guns generate 2 Metal when fired.

Active:
- Duration: 15 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 9000
- ECONOMIC OPPORTUNITY: Upgrade Devices without an Upgrade Centre.
- METAL DRAIN REVERSAL: Technology generates 450% of the Metal it would drain instead.
- MONEY WEAPONS: Weapons generate 50% of their Metal Fire Cost when fired instead.
- MONEY LASERS: Laser Weapons convert 1% of their Energy Fire Cost to Metal when fired.
Commander: Spook

Passive:
- EAVESDROPPING: Reveal enemy Commander Gauge, Resources, last Device/Weapon built and their Reactor position.
- ONE SIDED TRUCE: Enemy Players have 120 sec Truce.
- GUNNER 007: Machine Guns have no Max Up Angle.
- [FASTER BUILD AMMO: Ammunition has -10% Build Time.]

Active:
- Duration: 12.5 sec / GaugeDamageHitpoints: 3750 / GaugeAttackHitpoints: 10500
- EVERYTHING IS STEALTH: Projectiles that can be shot down by Anti Air have a Stealth Effect, excluding Flaming[/ammunition] ones.
- REDISTRIBUTION: Steal 100 Metal and 1500 Energy from each Opponent and divide it between your Team.
- SEE THROUGH: Unveil enemy Forts.
Commander: Armourdillo

Passive:
- CHEAPER DEFENSES: Armours, Blast Shield Doors, Solar Panel Doors, Energy Shields and
Sandbags-Large have -20% Metal Cost.
- BIG REPAIR RADIUS: Repair Stations have +50% Repair Field Radius and Control Centre
acts like a Repair Station.
- FAST DOORS: Doors have +100% Door Speed.

Active:
- Duration: 12.5 sec / GaugeDamageHitpoints: 3150 / GaugeAttackHitpoints: 10500
- EVERYTHING IS AP: Minigun, Gatlinggun, AP Sniper, Shotgun, [Hardpoint Flak,] 20mm Cannon and Cannon gain AP Projectiles.
- ARMOURED MISSILES: [(Marine)] Swarm Missiles, [(Marine)] Warhead and Rockets gain Armoured AP Projectiles.
- SUPER FAST AND CHEAP REPAIR: Repair Speed +200%, Repaircost -50% and repairs Fort
upon activation.
- UNVEIL DEFENSES: Reveals enemy hidden Structures.
Important Weapon Changes
Machine Gun:
- Accuracy +11%, Cool Period Overheated 7.5 -> 7 sec
- PROJECTILE ANTI AIR DAMAGE = 6 (for future reference on Anti Air Health interactions)

Minigun:
- Fire Delay 0.45 -> 0 sec, Metal Fire Cost 20 -> 18, Rounds Each Burst 13 -> 12
- Projectile Weapon Damage Bonus -5 -> -2.5
- Damage/Splash Damage Multiplier against Sandbags-Small 5 -> 4.5 (3 against Sandbags-Large)
- New Upgrade: Gatlinggun

Sniper:
- Reload Time 2 -> 1.8 sec
- Projectile Penetration Damage 0 -> 155
- Projectile Penetration Speed Multiplier = 0.7

AP Sniper:
- Reload Time 5 -> 3.6 sec
- Projectile Penetration Damage 600 -> 755
- Projectile Penetration Speed Multiplier 0.5 -> 0.7

Incendiary/Heavy Mortar:
- Reload Time 9 -> 10 sec
- Projectile Anti Air Health 1 (1 MG Hit) -> 10 (2 MG Hits), Projectile Shoot Down Radius 15 -> 30
- New Incendiary Mortar Upgrade: Nebelwerfer

Buzzsaw:
- Can be grouped now, Build Time 35 -> 40
- Reload Time 15 -> 17 sec, Round Period 0.2 -> 0.5 sec
- Projectile Weapon Damage Bonus 20 -> 40

Swarmissiles:
- Metal Cost 500 -> 400, (Fire Speed upwards 110 -> 12000)
- Reload Time 20.32 -> 22.72 sec, Fire Delay 5 -> 2.8 sec

Warhead:
- Metal Cost 200 -> 300, (Fire Speed upwards 110 -> 7200)
- Reload Time 25 -> 27 sec, Fire Delay 5 -> 3 sec
- Projectile Anti Air Health 2x1 (2 MG Hits) -> 2x10 (4 MG Hits)
- Projectile Shoot Down Radius 6 -> 20
- Damaged Warhead expires and explodes after 4 seconds

Smokebomb:
- Reduced Height to Rocket Height
- Smoke Field Max Age on Destruction 10 -> 4 sec, Hit Points 150 -> 130
- Metal Build Cost 200 -> 150, Energy Fire Cost 300 -> 800
- Reload Time 16.4 -> 15 sec, Round Period 0.7 -> 0.5 sec, Fire Delay 0 -> 1 sec
- Projectile deploys Smoke Field with a 1.5 sec Smoke Screen

Flak:
- Reduced Height to Rocket Height
- Reload Time 6.75 -> 7.25 sec
- Metal/Energy Fire Cost 30/300 -> 15/400
- Main Projectile Anti Air Damage 0 -> 4
- Shrapnel Damage Multiplier against Machine Gun and Minigun 0.2 -> 0.25
- Shrapnel Damage Multiplier against Incendiary/Heavy Mortar 0.6 -> 1.0
- Shrapnel Damage Multiplier against Weapons and Devices 0.4 -> 1.0
- Shrapnel Anti Air Damage Multiplier against Howitzer Projectile 0.28 -> 0.5
- Add Flaming Projectile
- New Upgrade: Plasma Sniper

Shotgun:
- Reduced Height to Rocket Height
- Reload Time 9 -> 8.5 sec, Min Fire Spread 8 -> 4
- Metal/Energy Fire Cost 15/800 -> 20/600
- Damage Multiplier against all Doors 1 -> 1.1
- Damage Multiplier against Minigun, Sniper and AP Sniper 0.25 -> 0.35

EMP Rocket:
- Fire Speed 500 -> 1000
- Projectile Anti Air Health 1 (1 MG Hit) -> 10 (2 MG Hits), Projectile Shoot Down Radius 15 -> 20
- Projectile EMP Duration 10 -> 8 sec
- Flaming Projectile Bonus Damage +33% -> +66%

Rocket:
- Fire Speed 500 -> 1000
- Projectile Anti Air Health 1 (1 MG Hit) -> 10 (2 MG Hits), Projectile Shoot Down Radius 15 -> 20
- Each Rocket can spawn up to 10 Mini Stealth Rockets
- Mini Stealth Rocket Projectile Damage = 10
- Flaming Projectile Bonus Damage +33% -> +66%
- New Upgrade: Hellfire Rocket

20mm Cannon:
- Hit Points 200 ->300, Reload Time 28.8 -> 30 sec
- Projectile Impact 20000 -> 10000, Projectile Shoot Down Radius 60 -> 40
- Rounds Each Burst 9 -> 16, Round Period 0.32 -> 0.12 (Fire Period 2.56 -> 1.8 sec)
- Projectile Damage 100 -> 50, Projectile Splash Damage 20 -> 10
- Damage/Splash Damage Multiplier against Sandbags 0.6 -> 1
- Damage/Splash Damage Multiplier against Armour 1/1 -> 0.65/0.35
- Damage/Splash Damage Multiplier against Blast Shield Door 1/1 -> 0.65/0.35
- Projectile Splash Max Force 10000 -> 0 (increased performance)
- Projectile Impact Effect -> Particle Sprites Amount 23 -> 6 (increased performance)

Cannon:
- Projectile Splash Damage 40 -> 30, Splash Damage Max Radius 230 -> 200
- Damage/Splash Damage Multiplier against Sandbags-Small 1/1 -> 1.5/2
- T3 Cannon Projectile now can be shot down by Anti Air
- T3 Cannon Projectile Shoot Down Radius 60 -> 80, Anti Air Health = 84 (14 MG Hits)
- T3 Cannon Projectile Spawn Speed = 1200, Gravity = 80
- T3 Cannon Projectile Damage 700 -> 650, Splash Damage 40 -> 45

Howitzer:
- Projectile Anti Air Health 60 (10 MG Hits) -> 84 (14 MG Hits)
- Projectile Magnetic Modifier Enemy = 0

Firebeam:
- Reload Time 17 -> 18, Auto Fire Accuracy + 87.5%
- Incendiary Radius against Weapons/Devices 40 -> Incendiary Radius against Everything 100
- Incendiary Offset against Weapons/Devices 25 -> Incendiary Offset against Everything -70
- Projectile Min Penetration 160 -> 1 (always only penetrates 1 Material Layer now)
- Flat Projectile Damage 125 -> 120 Beam Table Damage (both over full Beam Duration)
- Damage Multiplier against Bracing 1 -> 2.25
- Damage Multiplier against Background Bracing 1 -> 1.5
- Damage Multiplier against Devices 1 -> 1.25
- Damage Multiplier against Weapons 1 -> 1.25
- Damage Multiplier against Reactor 0 -> 1
- Damage Multiplier against Repair Station 1 -> 0.5

Magnabeam:
- Auto Fire Accuracy + 87.5%
- Projectile Damage 0 -> 2 (10 Damage over full Beam Duration, Anti Air Damage = 0)
- Projectile Min Penetration 0 -> 160
- Damage Multiplier against Weapons 1 -> 16 (Max 150 Damage)

Plasma Laser:
- Auto Fire Accuracy + 87.5%
- Incendiary Radius against Weapons/Devices 0 -> Incendiary Radius against Everything 35
- Incendiary Offset against Weapons/Devices 0 -> Incendiary Offset against Everything 35

All Weapons:
- Min/Max Fire Angles adjusted
- Min/Max Fire Radius adjusted

Flaming Projectiles:
- Increased Max Age
Important Device Changes
Reactor:
- Hit Points 100 -> 200
- Energy Production Rate +10 (110 -> 120)
- Metal Production Rate +2 (5 -> 7)
- Metal/Energy Cost 400/750 -> 800/8000

Mine:
- Metal Production Rate 4 -> 4.5, Energy Production Rate -5 -> 0

Super Mine:
- Energy Production Rate -10 -> 0

Super Turbine:
- Hit Points 105 -> 115, Efficiency +25% (Max Energy Production Rate unchanged)
- Energy Cost 1800 -> 1600 (Upgrading from Turbine 1000 -> 800 Energy)

Metal Store:
- Metal Cost 200 -> 150, Metal Storage Capacity 300 -> 250
- Upgrades: Diamond Store, Furnace

Battery:
- Energy Cost 625 -> 600
- Upgrades: Dynamo Battery

Repair Station:
- Hit Points 60 -> 120, Metal Cost 200 -> 150, Metal Storage Capacity 0 -> 100
- Repair Field Radius 270 -> 300, Disrupt Clear Radius 500 -> 550
- EMP Vulnerability 1 -> 0.375
- Unlocks Device: Sandbags-Large

Upgrade Centre:
- Metal Cost 600 -> 500, Energy Production Rate 0 -> -20
- Unlocks Device: Sandbags-Large
- Unlocks Device Upgrade: Diamond Store, Furnace, Dynamo Battery

Workshop:
- Metal Production Rate 0 -> -1
- Unlocks Device Upgrade: Furnace

Armoury:
- Metal Production Rate 0 -> -1
- Unlocks Device Upgrade: Furnace

Munitions Plant:
- Metal Production Rate 0 -> -1
- Unlocks Device Upgrade: Diamond Store, Dynamo Battery
- Unlocks Weapon: Hellfire Shotgun
- Unlocks Weapon Upgrade: Nebelwerfer, Hellfire Rocket

Factory:
- Metal Production Rate 0 -> -1
- Unlocks Device Upgrade: Diamond Store, Dynamo Battery
- Unlocks Weapon: 20mm Artillery
- Unlocks Weapon Upgrade: Plasma Sniper
Important Material Changes
Bracing:
- Build Time 5 -> 4, Scrap Time 3 -> 1.5
- Commander Charge Rate 1 -> 0.5

Background Bracing:
- Metal Build Cost 5 -> 3, Build Time 5 -> 4, Scrap Time 3 -> 1.5
- Commander Charge Rate 1 -> 0.65

Armour:
- Build Time 8 -> 6, Scrap Time 4 -> 2.5

Armoured Door:
- Hit Points 400 -> 420, Build Time 10 -> 8, Scrap Time 4 -> 2.5
- Repair Rate Multiplier 1.5 -> 1.65
- brighter Sprite for visual clarity

Solar Panel Door (Solar Panel):
- Enabled, acts like a Door now
- Metal/Energy Repair Cost 150/175 -> 50/100, Scrap Time 4 -> 2.5
- brighter Sprite for visual clarity

Energy Shield (Shield):
- Metal Repair Cost 90 -> 75, Energy Build Cost 125 -> 150
- Build Time 15 -> 12, Scrap Time 4 -> 2.5
- Warm Up Time 10 -> 8, Warm Up Time Disabled 12 -> 10
- Commander Charge Rate 1 -> 2

Portal:
- Metal/Energy Cost 50/62.5 -> 75/100, Metal/Energy Repair Cost 45/50 -> 50/75
- Splash Multiplier 0.25 -> 0.5, Scrap Time 4 -> 2.5

All Materials:
- Energy Reclaim 0 -> 25

All Door Materials:
- Door Open Max 10 -> 5
5 Comments
General Tanya-chan  [author] 5 May, 2022 @ 9:26am 
to Dark_slayer3000:
There is already the "TMC High Seas Patch" Mod for "Tanya´s Commander Mod". You can find the Link in the description of the Main-Mod.
Latrei 4 May, 2022 @ 11:21pm 
Really exciting new contend! Hope all the High Seas stuff can be implemented soon :)
jeurgen15 10 Apr, 2022 @ 3:34am 
00,00
Zmooth 22 Mar, 2022 @ 10:31am 
Thanks for the guide
Cj 18 Aug, 2021 @ 3:51am 
Hello bro, I know we dont know each other but can you add me on steam? I just need something, Hope you will noticed this comment. Thank you!