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Alex Extra Upgrades
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83.400 MB
Aug 6, 2020 @ 4:14pm
Oct 8, 2024 @ 2:03pm
118 Change Notes ( view )

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Alex Extra Upgrades

Description
This mod add multiple upgrades to vanilla weapons, devices, different materials for better defence and tons of funny combos.

All weapons, devices, materials, ... descriptions are on the discussions category.

The mod is compatible with Moonshot and High Seas DLC.
Basic mod system:
  • The upgrade system is Tier1 -> Tier2 (Need Upgrade Center) -> Tier 3 (Need Upgrade Center) -> Tier4 (Need Upgrade Center lvl2) -> {Tier5 Green (Need Upgrade Center lvl3) or Tier5 Blue (Need Improved Munitions Plant/Factory) or Tier5 Red (Need Advanced Munitions Plant/Factory)}.
  • To unlock Upgrade Center lvl3, you need to build another Upgrade Center.
  • If you already have an Upgrade Center lvl3, a lvl2 Upgrade Center isn't needed (lvl4 upgrades are already unlocked by Upgrade Center lvl3).
  • Another Factory/Munitions Plant isn't needed if they're upgraded.
  • Munitions can be directly upgraded to green/blue/red with the needed technology.
  • Projectiles conversions effects are applied automatically to other mods with less priority than AEU. (for modders)
  • Anti-air reaction to projectiles versions from the mod are set automatically. (for modders)

Thanks to Junyu for Chinese translation, Leonz2010 for Italian translation, SumoKuh for German translation, Galactic2000 for the Magnetic Compressor idea and Plumekiki for help screens and Compressed Bracing idea and sprites.

More than 100k suscribers to the mod! BIG thanks to all of you!

If you need helps, bugs to report or have suggestions, you can join my discord server right there: https://discord.gg/akfdQYDP3A

Have fun!
Popular Discussions View All (6)
5
Jun 15, 2024 @ 12:32am
Commanders Additions
Alex The 2nd
0
Jun 6, 2022 @ 10:15am
Munitions Descriptions (High Seas)
Alex The 2nd
0
Jun 6, 2022 @ 9:25am
Weapons Descriptions
Alex The 2nd
104 Comments
Alex The 2nd  [author] Jan 29 @ 8:30am 
You don't need to copy the entire mod for the beams, you can delete all of the others files/scripts except for the files/scripts about them.
唐鹰展翅 Jan 29 @ 1:54am 
We really like the "enchantment" feature for bullets in your mod, so I have extracted the parts related to the firebeam from your mod and made them standalone. I think, as the author of this mod, you should be aware of this. The mod is named AEU - only firebeam.
Drache Jan 24 @ 6:48am 
you have to nerf the info signs health, its being used to exploit. i would reccommend to set its hp to one
Alex The 2nd  [author] Dec 10, 2024 @ 12:55pm 
of course!
Romanzy Dec 10, 2024 @ 6:40am 
can I translate this mod into Russian language indicating the creator?
Alex The 2nd  [author] Nov 3, 2024 @ 2:34pm 
I've deleted it to rework it but never finished it, i'll maybe be back at it soon
tachijuan Nov 3, 2024 @ 5:06am 
what happened to the campaign for this mod
Alex The 2nd  [author] Oct 27, 2024 @ 8:57am 
Other way to defend nukes is instant materials. Helpfull in this kind of situation.
CalicoCatio Oct 26, 2024 @ 11:31am 
maybe it would be better to shut down all heavy weapons, make spook's ability more about reliving pressure, rather than what it is now, which is just kicking your opponent while hes down
CalicoCatio Oct 26, 2024 @ 11:29am 
quick question, how exactly do you defend nukes (or any other thing that can be shot down by AA) when spook's active is active? Shutting down all weapons is overpowered. Thats why Shockenaugh's active (base game) does not turn off all turbines, because having NO power is not fair, just like having NO AA is not fair