ZEPHON
Not enough ratings
Humanity Reinforced
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
1.081 MB
17 Nov, 2024 @ 4:04pm
24 Nov, 2024 @ 11:20am
10 Change Notes ( view )

Subscribe to download
Humanity Reinforced

Description
Makes Humanity very strong. Changes starting units for all Human Affinity leaders.

Strength goes both ways, your enemies will be stronger. I'll take a swing at other races after this. Have fun!


Compatibility: Does not change quest units. Only changes Human Affinity units and weapons. There is some overlap with other units that use Missile Pods, Missile Launchers, and Pistols.


Changelog:

Leaders
Fallen Soldier
  • Now Starts with 1x Engineer, 1x Assault Trooper, 1x Combat Medic, and 1x Outrider.
  • Slightly increased starting resources.

Honorable Aristocrat
  • Now Starts with 2x Engineer, 1x Vanquisher Siege Tank, and 1x Combat Medic.
  • Increased starting resources (can create two bases on the first turn).

Practical Romantic
  • Now Starts with 1x Buster, 2x Hammerhead, and 2x Reaver.
  • Slightly increased starting resources.

General

  • All Human units built with advanced resources now do not have advanced resource upkeep. Slightly increased upfront cost and other basic resource upkeep.
  • Extra Plating now applies to most combat units.

Human Buildings

  • All Human Production buildings now provide increased resources + Loyalty. Slightly increased energy upkeep to compensate.

Human Units
  • Unit abilities are now (mostly) able to be cast without using up an action (e.g. Combat Medic can now shoot and heal in the same turn).
  • Hero Units have more entities.
  • Abilities that buffed nearby allies now buff the user as well (e.g. Commander accuracy and Medic passive heal).
  • Units in general have more entities. This excludes higher tech flying and titan units.
  • Engineers can build a road, clear a tile, and perform an action in the same turn.
  • Vehicles are stronger, but cost more to produce.
  • Bunkers, when upgraded with Bunker Extension, now have a Valkyrie auto cannon with 3 range.
  • Numerous other changes to general Human unit stats.

Human Weapons
  • Gauss weapons now have increased range when charged.
  • Pistol is now 2 range with Close Quarters Fire trait.
  • Missile launcher is now 4 range with artillery trait.
  • Siege Cannon has increased range and damage.
  • Cruise Missile has increased range and damage.
  • Tactical Nukes deal much more damage to primary and secondary targets.
  • Many cannons and missile launchers have increased range (skewed more towards higher tech).
  • Numerous other changes to Human weapon stats.
4 Comments
AmaryllisGrove 29 Jan @ 8:28pm 
Hiya was there any plans to update the mod? I'm assuming that's the issue at least, cause as of the last update the mod no longer works for me.
SNAPCRACK  [author] 8 Jan @ 10:01pm 
You can change the range yes, I haven't been playing but I'm getting back into it
theshadowscythe 3 Dec, 2024 @ 3:47am 
Was wondering for nukes - any way to make them have an additional tile range?
Or better yet add the Fusion Nuke as a separate unit/weapon from the "tactical" nuke and give that an additional tiles range?

Just thinking out loud for those scorched earth/pro humanity players out there. =D
Cope Destroyer 18 Nov, 2024 @ 1:35am 
Hell yeah