Tired of lacking an adequate second defense mechanism?
Waiting for emergency reinforcements to drop in?
Worried about replenishing your base?
Worry no longer!
With TrapCo's highly advanced trap systems, you can have the peace of mind, without the cost of an expensive unit load-out.
We have several wings for different trap classes. However, due to your remote location, we are only able to ship a limited subset of our traps to you. Listing available traps for $PLANET_NAME:
Attachment:
File comment: Traps Incorporated item catalog for $PLANET_NAME.
TrapCo.rte.zip [1.73 MiB]
Downloaded 2369 times
Electronics Wing:Thanks to our recent purchase of SSC Electronics, we now can use advanced hijacking methods, as well as enjoy improved electrical systems.
Accelerator:A combination of a modified teleporter and conveyor, this thing will rapidly accelerate large objects, allowing you to smash your enemies into each other, or simply into a wall.
Fake Brain:This brain case emits a signal that pretends to be the real brain. It's also loaded with some "nanite toxin". Rest assured, it works against everything but your own units.
Scrambler:This holoterminal can overwhelm a unit's visual data transmission, scrambling the map data of the controller. Only works on locally controlled units.
Jammer:We have engineered a new radio blocking material that's just as strong as normal tunnels, allowing us to create this otherwise normal tunnel that blocks control signals. Also, due to the need of an active jammer to increase effectiveness, the light has been replaced.
Explosives Wing:Explosive traps, for the customer who wants reliability.
Nuclear Failsafe:A powerful neutron pulse weapon disguised as a safe. This activates once, destroying the safe. The weapon can be activated either manually, or automatically on destruction.
Bombcrete:A potent proximity mine, disguised as a concrete block. Also available as Sand/Snow Traps and fake plants.
DigBlock:Excellent for dealing with pesky diggers, these are blocks of dirt LOADED with small explosives. Guaranteed to stop those nasty tunnelers. Available for all soil types.
Fuel Door:An otherwise normal door using liquid explosives instead of normal TradeStar hydraulic oil. Makes it a bit weaker, but excellent for delaying enemies.
General Wing:Traps that just don't fit into any of the other wings. These are still just as potent as the specialized traps.
Cutting Spikes:These are metal poles with hidden extending spikes, designed to remove limbs in a gory and effective manner.
The classic Knee Cutter model in action.
The Head Cutter variant.
Our latest model, now with extra dark sparkle magic - The Flaying Spike. Designed to strip an enemy armor and limbless, as well as helpless.
Fire Demon:An updated version of the classic "Sealed Evil in a Can", this is sure to light up your enemies.
Upon release, the fire demon will summon fire rains, and begin to suck the souls of every non-brain actor on the map, turning them into Fire Skeletons, and thanks to advances in Psi Manipulation, these servants obey YOU.
Comes in two editions, a cheaper Trial edition, and a more expensive Full edition.
Download access to all of these items right here:Attachment:
File comment: Traps Incorporated item catalog for $PLANET_NAME.
TrapCo.rte.zip [1.73 MiB]
Downloaded 2369 times
Attachment:
File comment: Patch for compatibility with older neural interfaces.
TrapCoB23.zip [2.65 KiB]
Downloaded 697 times
Important notes:
Technical:The Fake Brain has been extensively tested, however in spite of constant testing, there remain a few issues with use of multiple Fake Brains, including:
* Interface slowdown
* Radio feedback on destruction, resulting in destruction of real brain
* Interface crash destruction(mostly eliminated)
* Shrunken genitalia
TrapCo advises using only a handful of Fake Brains
The "CastMO" proximity detection system used in our Bombcrete and Knee Cutter series has been known to cause interface slowdowns if overused.
The detection loop in our Accelerator, Jammer and Scrambler has also been known to cause interface slowdown if used in excess.
However, the passive construction of DigBlock and the Fuel Door allows for effectively zero slowdown.
The fires started by the Fire Demon trap can cause interface slowdown on slower interfaces, due to heat forcing circuitry slowdown.
Release Notes:
V1:
Release
V1.1:
MP3 dependency fixed.
V1.1[B23]:
B23 patch released. Due to incompatabilities with older neural interfaces, the scrambler is removed.
Credits:
DRL Dev team, especially Data - Making Cortex Command, especially Base.rte, which we used for trap designs
Abdul Alhazred - Lua API doc backups were really helpful
Daldrez - Designed our company logo
Gotcha! - External design of our Nuclear Failsafe
CaveCricket48 - Hunter Bot AI code for Fire Skeleton, as well as revealing FoW code, critical for our Scrambler
Freesound.org - Two of the sounds for our systems, file name contains ID
Sean Mirrsen - For his Inventory code find
Mehman - Designed the radiation system used in our Nuclear Failsafe, and in the nanotoxin.
Roast Veg - His idea of bombcrete led to the DigBlock series, as well as bombcrete and sand/snow traps.
My brother - MP beta testing.
The entire modding community - For providing excellent design examples and such
Anyone else that we may have forgotten to mention - Whatever they did