More Fortress, body and weapon mod

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wanjia1
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More Fortress, body and weapon mod

Post by wanjia1 »

### New items:
Quarter Heavy Rocket:
- Designable, Cost 800, Weight 25000, only fire 1 Heavy Rocket
- Get by research Heavy Rocket Bastion

Quarter Heavy Rocket Bastion: Hard point with Quarter Heavy Rocket
- Cost 400, only fire 1 Heavy Rocket
- Only have 15 armor (most hardpoint have 20)
- Can be built near fortress, don't block fortress fire
- Get by research Heavy Rocket Bastion

Laser Fortress:
- Cost 1400 power, have 26 tiles range
- Fires Pulse Laser at 10x rate
- Can by rushed by 2 Gauss Vengeance Tracks at T4 (4~5 Gauss Tracks needed to rush a Heavy Rocket Bastion)
- Require Heavy Laser and Supercrete Mk2 (Wall Upgrade 5/12)

Repair Fortress:
- Cost 900 power, 10x repair speed, limit 1 per player
- Require Robotic Repair Facility (Repair 2/3) and Supercrete Mk2 (Wall Upgrade 5/12)

Factories for rent:
- Rent factories to scavengers to get free components
- Require Factory module, take 4m35s to research
- Prerequisite of all free bodies

Dumpster Vehicle Body:
- Free Heavy body with 10 Kinetic and 4 Thermal armor
- Other same as Python, but have half weight and take 4x time to build
- Can equip Tracks and Heavy Cannon without deceleration

Particle Gun:
- Have ALL ROUNDER effect but done less damage
- Require Heavy laser to research

Double Cobra:
- 2 vertically stacked Cobra
- Have 2x hitpoints, cost and engine power
- Require Cobra, Take 4x Cobra power and time to research

Triple Cobra:
- 3 vertically stacked Cobra
- Have 3x hitpoints, cost and 2.66x engine power
- Require Double Cobra, Take 9x Cobra power and time to research

Octo Needle Gun:
- Have 8x cost, and fire rate
- Have 4x hitpoints, take 4x time to build
- Require Needle Guns research
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wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

(Bugfix: Don't give player 0 player 44 Particle Guns at start)

### More new items:
Flamer Fortress:
- Cost 1200 power, have 8 tiles range
- Done 1.5x Inferno damage, fire at 10x rate
- Require Inferno and Supercrete Mk2 (Wall Upgrade 5/12)

Drill Turret:
- Free melee weapon, weight 8000, take 1.5x gauss time to product
- Can't rotate turret or fire on move
- Range 2 tiles, Done 60x5 BUNKER BUSTER damage per second
- Have 1000 hitpoints (double of Heavy Cannon)
- Upgraded by energy upgrades (laser upgrades)
- Require rent factory

Half AA Cyclone Flak Cannon:
- For Low Oil game, where most splash damage of AA Cyclone Flak Cannon is wasted
- Scaled by compare Assault Cannon to Twin Assault Cannon
- Have 3/5 cost, hitpoints, splash range and done 4/5 damage
- Get by research AA Cyclone Flak Cannon

VTOL Hurricane AA Turret:
- Done 1.125x damage, fire at 3x rate, total 40 rounds
- Get by research Hurricane AA Turret
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wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

### More new items 2:
Sub Ripple Rockets:
- Average of Ripple Rockets and Heavy Rocket Array, for anti mortar and fortress
- Cost 225, range 32 tiles, weight 8000
- Fire 12 rounds per minute (8 rounds for Ripple rate, 26 for Heavy Rocket Array),
- Have structure that cost 200, get by research Ripple Rocket Battery
- Get by research Ripple Rockets

Assault Cannon 2:
- Actually Light Cannon gauged Assault Gun, have ALL ROUNDER effect
- cost 200, no splash damage
- Fire 75 rounds per minute, 28 damage (40 rounds, 40 damage for Assault Cannon)
- Lose 1v1 against Assault Cannon when on Python Half-tracks
- VTOL version have 16 ammo (8 ammo for VTOL Assault Cannon)
- Upgrades by MG research, Require Assault Gun

EMP Scourge Missile:
- Scourge Missile armed with EMP warhead
- Cost 600, Fire 1 round every 5 seconds
- Require Target Prediction Missiles (Missile Accuracy 1/2) and Command Turret Upgrade research
- Available time slightly later than Rail Gun
- Upgrades by EMP research (not implemented)

Ice Van Vehicle Body:
- Free Light body with 6 Kinetic and 3 Thermal armor, weight 250
- Have 45% of viper engine power, take python time to build
- Slow down by Light Cannon Half-tracks
- Require rent factory

Grenade Cannon:
- Used on vehicles, fires cyborg grenade
- Direct fired, weight 1000, range 10 tiles
- Require Mortar, take 3 minutes to research

Flak Cannon Super Cyborg:
- Cost 145, equipped with Half AA Cyclone Flak Cannon
- Require Super Heavy-Gunner and AA Cyclone Flak Cannon research
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wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

### More new items 3:
Quarter Missile Fortress:
- Cost 500, only fire 1 Missile
- Can be built near fortress, don't block fortress fire
- Have designable vehicle component that cost 1000, Weight 30000
- Get by research Missile Fortress

VTOL Plasma Cannon:
- Cost 400, mostly same as ground Plasma Cannon
- Upgrades by cannon research
- Total damage matchs T4 VTOL Rail Gun after fully upgraded
- Only fire 1 round, weight 20000, have 100% hit accuracy
- Take 3m50s to reload (VTOL Assault cannon take 1m10s to reload, proportional to cost)
- Get by research Plasma Cannon

Shield Cyborg:
- Unarmed cyborg that block incoming fire for vehicles
- Cost 54, have 900 hitpoints (2.5x of average light cyborgs)
- Get by research Cyborg Factory

Sunburst AA Cyborg:
- Mostly same as vehicle Sunburst AA, have 15% more accuracy at long range
- Cost 177, have 340 hitpoints
- Get by research Sunburst AA
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wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

### More new items 4, balance update and bugfix

Nexus Link Cyborg:
- Have same power of vehicle Nexus Link Turret, range 5 tiles
- Cost 227, have 400 hitpoints
- Require rent factory

Rent factory now take 2m15s to research

Tweak Super Flak Cannon Cyborg:
- Reason:
- Available 3m20s later than AA Cyclone Flak Cannon
- Requires Super Heavy-Gunner research
- Tests:
- Tweaked Super Flak Cannon Cyborg deal same total damage as Sunburst AA
- Both weapon have Damage and ROF upgrade of 14 minutes after T1
- 10 AAs against 40 Cluster Bomb Bay Bug VTOL
- Changes:
- Cost 145 -> 175
- Reload 3.8s -> 3s
- Splash radius 1 tile -> 1.25 tiles (2 tiles for AA Cyclone Flak Cannon)

Tweak Grenade Cannon:
- Reason:
- Make it not weaker than mortar, and different to MG
- Changes:
- Range 10 -> 12
- Cost and Splash radius -> Same as Mortar

Fix Octo Needle Gun muzzle position
Fix Sunburst AA Cyborg muzzle position
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SoldierNoble
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Posts: 2
Joined: 28 Apr 2025, 00:17

Re: More Fortress, body and weapon mod

Post by SoldierNoble »

What folder do I put it in? And is that all I need to do to use it?
wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

SoldierNoble wrote: 28 Apr 2025, 01:21 What folder do I put it in? And is that all I need to do to use it?
Open game -> Options -> Open Config Directory (left bottom, very small yellow text)
put the zip file in mods/4.5.5/autoload/
restart game to take effect (only works in skirmish, AI won't make new weapon or fortress)
tauron12
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Posts: 8
Joined: 12 Jun 2022, 10:30

Re: More Fortress, body and weapon mod

Post by tauron12 »

Thanks, this mod is fantastic, replaying a lot of old skirmish games with it. Thanks for your efforts!!
wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

### More new items 5, balance update and bugfix

Super Assault Gun Bunker (Fortress):
- Cost 900 power, range 10 tiles
- Fire 3 Twin Assault Gun at 4x rate
- Require Twin Assault Gun and Supercrete Mk2 (Wall Upgrade 5/12)

Super Mortar Pit (Fortress):
- Cost 800 power, have 3 different mortars
- All mortars fire 3 bursts (reload time same as normal version)

Quad Assault Gun:
- Cost 200, damage 45
- Require Twin Assault Gun

Tweak Drill:
- Researched by Factory Module
- Can rotate turret and fire when move
- Cost same power and time as Light Cannon
- Have 350 hitpoints (same as Medium Cannon)
- Add Drill Emplacement

Buff Assault Cannon 2:
- Damage 28 -> 32
- (VTOL) Damage 60 -> 75

Buff Sub Ripple Rocket:
- Fire 12 rounds per minute -> 16 rounds per minute

Fix VTOL Plasma Cannon accuracy
Add Bunker Buster Bunker
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wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

Skylight mod
License: CC0

Sun position, colour and fog colour change by time and weather,
have smooth fade effect between weather transition

Day night cycle every 20 minutes, weather cycle every 5 minutes
(Highest Quality with Fog on for best effect)

Extra options (default disabled, edit multiplay/script/functions/weather.js to enable)

Vary power:
Power Generator efficiency depends by sun (or moon) height, only get 50% power at night

Vary Stats:
Clear: No effect
Rain: Sensor range -15%, Construction speed +100%
Snow: Sensor range -30%, Engine power -30%, Production speed +100%

bugfix (v2): use syncRandom for multiplayer
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wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

Shared power mod
License: CC0

Take power from richest teammate when used up power
(supports multiplayer, replaces multiplay/script/mods/init.js):
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tauron12
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Posts: 8
Joined: 12 Jun 2022, 10:30

Re: More Fortress, body and weapon mod

Post by tauron12 »

Curious, if I want to add a new mod, do I need to delete the old mod? If so, how do I go about that? It doesn't let me when I'm in the folder.
wanjia1
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Re: More Fortress, body and weapon mod

Post by wanjia1 »

tauron12 wrote: 02 Sep 2025, 19:39 Curious, if I want to add a new mod, do I need to delete the old mod? If so, how do I go about that? It doesn't let me when I'm in the folder.
Usually needed, wz install mods by "overwrite", if 2 file from different mods have same zip path, they will overwrite each other (by loading order, which is uncertain).

Way to remove a mod: Open game > Options > Open Configuration Directory (left bottom, very small font) >
open mods > (current version) > autoload > remove the mod archive (.zip or . wz)
tauron12
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Re: More Fortress, body and weapon mod

Post by tauron12 »

Thanks for that, works perfectly!