Turret Collection
02.03.2019 update note:
brings back some old turrets and adds some new contents like howitzer cluster munition, pre-charged mini-turret etc.
mod balancing is not fully tested as i dont play much by my self, any feedback is appreciated.
(https://i.ibb.co/z7n5P7K/Preview.png)
PRE-CHARGED MINI-TURRET
- pre-charged, one-time use automatic turret. No need of external power, it rapidly fires at targets when built until it expires -
MACHINE GUN TURRET
- manned heavy machine gun turret, excellent mid-range fire support -
GATLING GUN TURRET
- manned gatling gun turret, rapid firing gun with long barrel life -
ANTI-MATERIEL TURRET
- auto turret, long range armor piercing shots with great accuracy -
ROCKET LAUNCHER
- long range artillery, deals damage in large area -
INCENDIARY LAUNCHER
- lauches incendiary grenades, mid range -
HOWITZER TURRET
- long range artillery, fires several kinds of 155mm shell incl. cluster munition -
CANNON TURRET
- fires 120mm HE and HEAT (high-explosive anti-tank) round -
AVENGER TURRET
- manned turret, fires 30mm armor piercing rounds at high rate of fire -
NAVAL GUN TURRET
- long range artillery, fires 280mm high-explosive shells -
ADVANCED NAVAL GUN TURRET
- auto turret, fires 57mm airburst rounds, very efficient against light armored units -
Credit to:
Jaxxa - [MOD] Enhanced Defense
https://ludeon.com/forums/index.php?topic=6636.0 (https://ludeon.com/forums/index.php?topic=6636.0)
Rikiki - [MOD] Mining&Co.: Security enforcement
https://ludeon.com/forums/index.php?topic=6950.0 (https://ludeon.com/forums/index.php?topic=6950.0)
Skullywag - [MOD] More Weapons
https://ludeon.com/forums/index.php?topic=6034.0 (https://ludeon.com/forums/index.php?topic=6034.0)
Psyckosama - [MOD] Machine Gun Nests
https://ludeon.com/forums/index.php?topic=4601.0 (https://ludeon.com/forums/index.php?topic=4601.0)
Kilroy232 - [MOD] Turrets Pack
https://ludeon.com/forums/index.php?topic=6770.0 (https://ludeon.com/forums/index.php?topic=6770.0)
PunisheR007 - [Mod] Cannons and Turrets
https://ludeon.com/forums/index.php?topic=3878.0 (https://ludeon.com/forums/index.php?topic=3878.0)
DOWNLOAD (R1.0)
dropbox (https://www.dropbox.com/s/minmzz3174t4wm2/Turret%20Collection_R1.0.zip?dl=0)
mediafire (http://www.mediafire.com/file/adibbdm7hpf8fyw/Turret_Collection_R1.0.zip/file)
steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1828462622) (thanks leafzxg for uploading the mod to steam)
How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
I am not here to ask you to remove your content or anything like that but I would just like to point out that it is generally good etiquette to ask permission to use other peoples work.
QuoteCredit to Authers [MOD] Machine Gun Nests and [MOD] Turrets Pack
Also if you could put our user names and a link to the original content that you borrowed from then I would be very happy, and I think that Psyckosama would also appreciate it.
Good luck with the work ahead :)
Quote from: Kilroy232 on October 15, 2014, 09:59:44 PM
I am not here to ask you to remove your content or anything like that but I would just like to point out that it is generally good etiquette to ask permission to use other peoples work.
QuoteCredit to Authers [MOD] Machine Gun Nests and [MOD] Turrets Pack
Also if you could put our user names and a link to the original content that you borrowed from then I would be very happy, and I think that Psyckosama would also appreciate it.
Good luck with the work ahead :)
I do apologize, I'm very new with moding that didn't realize that :-[
Its no big deal, I figured you are new so I just thought I would share that info with you :)
Nice mod i hope you keep modding
"Kilroy" the best.
This rules. I was JUST looking for something balanced (not just an automatic-firing gun emplacement for naught but some metal) for turrets, and here it is! Thank you so much, Kilroy! You absolutely rule and, actually, I really cannot thank you enough for making this!
updated to v_0.91, enjoy 8)
feedbacks and suggestions are always welcome ;)
updated to v_0.92, enjoy 8)
feedbacks and suggestions are always welcome ;)
updated to v_1.0, enjoy 8)
feedbacks and suggestions are always welcome ;)
maybe add artillery like in Punisher mod?
Any chance you could make it modular? So people can choose which turrets they want to use.
Good job! More turrets bring diversity to the game.
You said someting about tower defence? :D
(http://i.imgur.com/QLj3MAx.jpg)
edit:
(http://i.imgur.com/KTiIevQ.jpg)
>:( >:( >:(
(http://i.imgur.com/h9eYVgu.png)
Quote from: Tsilliev on October 21, 2014, 06:25:51 AM
You said someting about tower defence? :D
if they're zombies, you should build 20 cannons firing at them ::)
Quote from: Timber on October 20, 2014, 07:08:13 PM
Any chance you could make it modular? So people can choose which turrets they want to use.
yeah, maybe in next update.
Quote from: Patrykbono20 on October 20, 2014, 05:29:20 PM
maybe add artillery like in Punisher mod?
i'm thinking it would be too over powered, but, if i made this mod modul, i might try it.
Quote from: eatKenny on October 21, 2014, 07:16:40 AM
Quote from: Tsilliev on October 21, 2014, 06:25:51 AM
You said someting about tower defence? :D
if they're zombies, you should build 20 cannons firing at them ::)
They will blow up my walls. :D
Can these fire over walls?
Quote from: Zeta Omega on October 21, 2014, 04:41:54 PM
Can these fire over walls?
only rocket laucher can fire over walls, the others are direct fire guns/artilleries, i want it to be realistic and not too op ;)
updated to v_1.1, enjoy 8)
feedbacks and suggestions are always welcome ;)
Quote from: eatKenny on October 21, 2014, 07:22:58 AM
i'm thinking it would be too over powered, but, if i made this mod modul, i might try it.
this is my favorite gun in game, maybe you make small area for explossion ?
Smoke trails looks good on those missiles, nice work! ;)
Got keen on getting my colonists playing with the big guns, build an M2, draft my keenest farmer for a try-out, and kill a boar in seconds. Brilliant ! Go to undraft my colonist, instead set himself as target by mistake, and the poor dude shoots himself dead ... anyone else sees the flaw in having manned turret with 0 min range ?
;)
Quote from: Patrykbono20 on October 25, 2014, 02:17:54 PM
Quote from: eatKenny on October 21, 2014, 07:22:58 AM
i'm thinking it would be too over powered, but, if i made this mod modul, i might try it.
this is my favorite gun in game, maybe you make small area for explossion ?
i will work on it, currently little busy at work ;)
Quote from: skullywag on October 25, 2014, 04:15:47 PM
Smoke trails looks good on those missiles, nice work! ;)
oh thanks, couldn't have done without your code ;)
Quote from: noone on October 26, 2014, 05:53:56 AM
Got keen on getting my colonists playing with the big guns, build an M2, draft my keenest farmer for a try-out, and kill a boar in seconds. Brilliant ! Go to undraft my colonist, instead set himself as target by mistake, and the poor dude shoots himself dead ... anyone else sees the flow in having manned turret with 0 min range ?
;)
ooops, never notice that ??? i will fix it in next update.
PS: may the dude R.I.P :'(
Quote from: eatKenny on October 26, 2014, 06:09:58 AM
PS: may the dude R.I.P :'(
Ha, well, it sort of was a good lesson. Big guns are to be taken seriously ;) None of my colonists are willing to get close from it anymore ... ha !
Joke's aside, I guess it doesn't make sense to be able to shoot yourself with a turret so the fix would be logical. Or you could leave it in and call this a 'feature' ... ;)
I'm going to try this mod out! The pictures look great! I'm choosing between this and the auto-turrets mod, both looks fantastic!
Quote from: noone on October 26, 2014, 06:21:46 AM
Quote from: eatKenny on October 26, 2014, 06:09:58 AM
PS: may the dude R.I.P :'(
Ha, well, it sort of was a good lesson. Big guns are to be taken seriously ;) None of my colonists are willing to get close from it anymore ... ha !
Joke's aside, I guess it doesn't make sense to be able to shoot yourself with a turret so the fix would be logical. Or you could leave it in and call this a 'feature' ... ;)
just made a quick update to fix this issue. you're right, have a min range do make it more logical and realistic ;)
PS: in a devastating tribes raid some colonist do want to put a .50cal in his head before being beaten to death by a club ::)
Quote from: MelanisticAlbino on October 26, 2014, 08:59:58 AM
I'm going to try this mod out! The pictures look great! I'm choosing between this and the auto-turrets mod, both looks fantastic!
just a wild idea: chose both of them ;) (overkill alarm!!!)
I was actually thinking about that! Do you know if they are compatible? Hehe
Quote from: MelanisticAlbino on October 26, 2014, 09:25:22 AM
I was actually thinking about that! Do you know if they are compatible? Hehe
yes they are compatible! have fun ;)
updated to v_1.2, enjoy 8)
feedbacks and suggestions are always welcome ;)
Looking at the stats the howitzer seems kinda underwhelming compared to the rocket launcher. It has a bigger explosion but the rocket launcher can fire a salvo of 6 missiles in the time the howitzer fires 3 shells and the higher construction cost and power draw make it look pretty unattractive or am I missing something?
Quote from: NoImageAvailable on October 28, 2014, 01:39:22 PM
Looking at the stats the howitzer seems kinda underwhelming compared to the rocket launcher. It has a bigger explosion but the rocket launcher can fire a salvo of 6 missiles in the time the howitzer fires 3 shells and the higher construction cost and power draw make it look pretty unattractive or am I missing something?
if you test it, Howitzer is more accurate than rocket launcher and deals more dmg(one shot packaged survival meal in siege situation), with almost 1/3 cooldown of the Rocket launcher i think it's ok.
but anyway, it's just being added so more balances will come in following update, keep your feedbacks coming ;)
updated to v_1.3, enjoy 8)
feedbacks and suggestions are always welcome ;)
I just read the description and laser turret "fires over wall" looks quite strange... Just one typo error I guess. ;)
Quote from: Rikiki on October 30, 2014, 07:35:59 PM
I just read the description and laser turret "fires over wall" looks quite strange... Just one typo error I guess. ;)
In my mind It's more like Laser Tower, like Sniper Tower but with Laser weapon, so it do fire over walls because of hight, not very lethal due to power limitation but do make a good support, like set enemies on fire and in real life will blind the enemies too, which in rimworld I would like to make it force enemies to miss shoot in a short time(don't know how to make it possible though ???)
He meant that the English grammar seemed incorrect. On that note, the anti-material turret should be spelled as such, not 'materiel'
OK, I understand if it is a tower. :)
No no, not correcting others English, this is not my native tongue so...
Quote from: Clibanarius on October 31, 2014, 03:27:51 AM
He meant that the English grammar seemed incorrect. On that note, the anti-material turret should be spelled as such, not 'materiel'
Materiel is the proper term. http://en.wiktionary.org/wiki/materiel
What an incredibly specific word, holy crap. I stand corrected!
Who cares if it's anti-material or anti-materiel. I'll care if it's anti-matter, instead :D
Quote from: StorymasterQ on October 31, 2014, 05:32:01 AM
Who cares if it's anti-material or anti-materiel. I'll care if it's anti-matter, instead :D
you should check the "Railgun" from mod "More Weapons" made by Skullywag, it is actully an anti-matter rifle ;)
Quote from: eatKenny on October 31, 2014, 05:38:09 AM
Quote from: StorymasterQ on October 31, 2014, 05:32:01 AM
Who cares if it's anti-material or anti-materiel. I'll care if it's anti-matter, instead :D
you should check the "Railgun" from mod "More Weapons" made by Skullywag, it is actully an anti-matter rifle ;)
Technically anti-pawn ;) but its possible to make it pure anti matter.
A small suggestion:
Reduce the cooldown on the rocket turrets by like 15% and make it consume rockets (from a hopper) with each volley.
Quote from: Timber on November 01, 2014, 12:32:26 PM
A small suggestion:
Reduce the cooldown on the rocket turrets by like 15% and make it consume rockets (from a hopper) with each volley.
Didn't missiles get removed in A7?
Quote from: skullywag on November 01, 2014, 12:10:42 PM
Quote from: eatKenny on October 31, 2014, 05:38:09 AM
Quote from: StorymasterQ on October 31, 2014, 05:32:01 AM
Who cares if it's anti-material or anti-materiel. I'll care if it's anti-matter, instead :D
you should check the "Railgun" from mod "More Weapons" made by Skullywag, it is actully an anti-matter rifle ;)
Technically anti-pawn ;) but its possible to make it pure anti matter.
"if you use this gun for hunting, you are going to have a bad time." :P
Quote from: Timber on November 01, 2014, 12:32:26 PM
A small suggestion:
Reduce the cooldown on the rocket turrets by like 15% and make it consume rockets (from a hopper) with each volley.
i was actually thinking making the 2 long-range artillery to be operated with hopper, i will work on it see if its balanced.
Quote from: NoImageAvailable on November 01, 2014, 03:25:32 PM
Quote from: Timber on November 01, 2014, 12:32:26 PM
A small suggestion:
Reduce the cooldown on the rocket turrets by like 15% and make it consume rockets (from a hopper) with each volley.
Didn't missiles get removed in A7?
i can bring it back ;)
making hoppers for turrets seems need a lot of c# coding which i can't, so i have to leave it for now :-\
Quote from: eatKenny on November 02, 2014, 12:30:49 PM
making hoppers for turrets seems need a lot of c# coding which i can't, so i have to leave it for now :-\
I have hoppers for turrets in my mod.
https://ludeon.com/forums/index.php?topic=6636.0
You can just use my DLL if you want to, just reference where you got it from, that should allow you to do ammo using turrets without having to write any C# code.
Feel free to PM me if you have trouble.
Quote from: Jaxxa on November 02, 2014, 10:57:38 PM
Quote from: eatKenny on November 02, 2014, 12:30:49 PM
making hoppers for turrets seems need a lot of c# coding which i can't, so i have to leave it for now :-\
I have hoppers for turrets in my mod.
https://ludeon.com/forums/index.php?topic=6636.0
You can just use my DLL if you want to, just reference where you got it from, that should allow you to do ammo using turrets without having to write any C# code.
Feel free to PM me if you have trouble.
wow a good guy appears from nowhere, thanks mate i'll check it out ;)
just added the Ammo Hopper, please read the changelog. many thanks to Jaxxa ;)
got a busy week coming, so the mod may remain untouched for some days. bug reports(if any) and suggestions are however still welcome.
Hi there, just tried out your mod, I really like it! The new turrets are pretty awesome, and keeping them manned means you can't go nuts with thousands of them (cough improvised turrets)
I'm having a problem though, when the mod is installed, any fire on the map has trouble animating (it seems to be missing several frames of animation) and my system performance starts to degrade rapidly. (More fire, even more slow.) Putting out the fire restores full performance.
Here's what my log says:
Exception drawing Fire7445243: System.IndexOutOfRangeException: Array index is out of range.
at Verse.Graphic_Flicker.DrawWorker (Vector3 loc, IntRot rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Graphic.Draw (Vector3 loc, IntRot rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Thing.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
I wasn't sure if it was your mod at first, so I deactivated it and started some fire -- no performance loss. This is also the only mod I have installed. Is anyone else having this issue?
I know this isn't exactly true to the turret stuff, but what about a 3x3 or 4x4 mega artillery. Manned (if possible 2 or 3), but deals a ton of damage, big explosion radius, but as accurate as a motar. Really expensive, costs shells, but fun to use. ;D
is there a way to make it to where the turrets dont use ammo? if not i understand its ok butits just a nuicense buying missiles and shells all the time.
Quote from: Riph on November 06, 2014, 07:39:54 PM
Hi there, just tried out your mod, I really like it! The new turrets are pretty awesome, and keeping them manned means you can't go nuts with thousands of them (cough improvised turrets)
I'm having a problem though, when the mod is installed, any fire on the map has trouble animating (it seems to be missing several frames of animation) and my system performance starts to degrade rapidly. (More fire, even more slow.) Putting out the fire restores full performance.
Here's what my log says:
Exception drawing Fire7445243: System.IndexOutOfRangeException: Array index is out of range.
at Verse.Graphic_Flicker.DrawWorker (Vector3 loc, IntRot rot, Verse.ThingDef thingDef, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Graphic.Draw (Vector3 loc, IntRot rot, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Thing.DrawAt (Vector3 drawLoc) [0x00000] in <filename unknown>:0
at Verse.Thing.Draw () [0x00000] in <filename unknown>:0
at Verse.ThingDrawManager.DrawDynamicThings () [0x00000] in <filename unknown>:0
I wasn't sure if it was your mod at first, so I deactivated it and started some fire -- no performance loss. This is also the only mod I have installed. Is anyone else having this issue?
i just did a quick test but everthing seems ok, currently i have little time but i will test it more carefully in this weekend.
Quote from: Iwillbenicetou on November 06, 2014, 07:47:04 PM
I know this isn't exactly true to the turret stuff, but what about a 3x3 or 4x4 mega artillery. Manned (if possible 2 or 3), but deals a ton of damage, big explosion radius, but as accurate as a motar. Really expensive, costs shells, but fun to use. ;D
i knew there is someone always wishing for a bigger gun ;), but i think it's more like a "i win" button which i try to avoid in this mod. but who knows, i might try it when i have more time ;)
Quote from: noahdaorkyboy on November 07, 2014, 12:37:19 AM
is there a way to make it to where the turrets dont use ammo? if not i understand its ok butits just a nuicense buying missiles and shells all the time.
you can download the earlier v1.3b, nothing diffrent apart from not using ammo(but you need them when you build the turrets)
Quote from: eatKenny on November 07, 2014, 04:52:49 AM
i just did a quick test but everthing seems ok, currently i have little time but i will test it more carefully in this weekend.
I just made a new colony to test and started some fires.
Everything works fine.Loading my old save still has bugged fires though. Strange!
Quote from: Riph on November 07, 2014, 03:55:07 PM
I just made a new colony to test and started some fires. Everything works fine.
Loading my old save still has bugged fires though. Strange!
hmm.. i think it's just some one time incident.
small update v1.4b: added some smoke and flash when firing the big guns(cannon, howitzer, rocket launcher) to make it more exciting
no big thing, anyone who want try it out be my guest.
PS: i'm currently working on a stun turret which fires rubber bullets to stun enemies. will be released in v1.5
(http://i59.tinypic.com/2gue6ba.jpg)
updated to v1.5, enjoy ;)
Thanks for the Update and for the Mod <3
updated to v1.5b.
i did somehow played through a game with the mod and made some balance tweaks especially on rocket launcher.
main change is: rocket launcher no longer needs ai core to build, but rockets are now more expensive. so now you can build rocket launcher much earlier, but more costly to fire. on the other hand, howitzer is expensive to build, but cheap to fire, and more accurate too since has an ai core to help aim.
download link and changelog has been updated, others will be updated tomorrow.
updated to v1.6 with new extension "Turret Collection: Overkill"
extension need orignal "Turret Collection" to run, please read the changelog.
enjoy! ;)
Well when you get that extension balanced i will definatly be using it! The chain gun fits right in as a rapid fire weapon progression from the minigun.
Please....PLEASE MAKE THE ARTILARY CANNON! don't make it use ammo though...I loved that turret so much
Quote from: Zeta Omega on November 23, 2014, 02:10:32 PM
Please....PLEASE MAKE THE ARTILARY CANNON! don't make it use ammo though...I loved that turret so much
like this?
(http://img2.wikia.nocookie.net/__cb20140528160214/capitalistsanction/images/8/89/Schwerer_Gustav_Rail_Cannon.jpg)
Oh god the german railway gun! That would be hilarious to add a 10x10 arty piece. Something along the lines of Mallets Mortar (http://en.wikipedia.org/wiki/Mallet%27s_Mortar) or Little David (http://en.wikipedia.org/wiki/Little_David)
Quote from: Ded1 on November 23, 2014, 03:09:09 PM
Oh god the german railway gun! That would be hilarious to add a 10x10 arty piece. Something along the lines of Mallets Mortar (http://en.wikipedia.org/wiki/Mallet%27s_Mortar) or Little David (http://en.wikipedia.org/wiki/Little_David)
hidden skill: can shoot a pawn to any place in the map ;)
with a 60% chance to destroy his legs. Though the pawn shooting could be really usefully seeing as some maps generate with hidden areas inside the mountain that are open to the air. First there would have to be a tech where you can see anything that is open to above though, something like a small satellite or even a camera on a parachute.
When the game locks up as a cannon shot hits the zombie horde, you know that cannon shot is doing some good. Now to just tear down all my mortars, mass produce shells and keep these guns stocked up.
Quote from: Goo Poni on November 23, 2014, 04:02:42 PM
When the game locks up as a cannon shot hits the zombie horde, you know that cannon shot is doing some good.
i know that feel bro ;)
PS(to all): is ammo supply enough for you? or should i make a workbench that colonists can produce cannon shells and rockets? (by "enough" i mean enough to deal with colony threats but not too much that you can play with, like shooting muffalos >:()
But Muffalos make Great target practice.
Quote from: Ded1 on November 24, 2014, 05:48:12 AM
But Muffalos make Great target practice.
not with a 155mm Howitzer though...
Sure they do. you just wont have muffalo steak afterwards, you will have muffalo soup.
Quote from: eatKenny on November 24, 2014, 05:30:50 AM
PS(to all): is ammo supply enough for you? or should i make a workbench that colonists can produce cannon shells and rockets? (by "enough" i mean enough to deal with colony threats but not too much that you can play with, like shooting muffalos >:()
I personally went and fiddled with all the turrets that use ammo and replaced their custom ammunition with either shells or missiles. I play with the TTM modpack, so I can have a standing bill to always want 300 shells stored, ready to fuel several cannons and howitzers at once.
I do think the turret costs are extreme, though. I've only been able to build a multitude of cannons, sniper turrets and howitzers because, again with TTM, I have several drilling machines providing essentially limitless metal and a stroke of luck through one of the TTM events dropped nearly 10 AI cores in my lap. Sure, all the turrets are good against raiders, but Randy has pretty much replaced pirate raids with zombie hordes. I don't remember the last time I saw a pirate raid. The cannons are good. The Avenger and Chaingun are good (though I fiddled with the Chaingun, removing the burst and making it shoot three times a second instead). The high single target damage of the sniper is almost moot against zombies. They're only good for putting down a dead body that turns into a zombie. Lasers are good but holy crap, what are you supposed to feed their power needs with? Those orange and blue things (http://puu.sh/d2ZJU/5d4b2f0c59.jpg) pump out 10k energy, I had three of them powering my whole base. While messing around with the turrets and using god mode, I ended up with 20 of the things to keep the lasers online permanently along with the other turrets. I noticed they do damage and wallbang through mountainsides, I thought they would only set fire to enemies. I might keep one laser off to the side to shoot through the mountains at zombie stragglers that decided not to attack. Because of the power draw, I question the usefulness of them. To directly attack the zombie hordes, one turret is not enough
Where did you get those power generators? What mod, because those look amazing.
part of ttm i think. But not 100% on that. I have used them in the past but i cant remember what mod adds them.
Quote from: Iwillbenicetou on November 24, 2014, 04:47:42 PM
Where did you get those power generators? What mod, because those look amazing.
They are a part of TTM, I don't know if their Minami's own work or part of another mod. They're fairly expensive to build, each one requires 25 mechanoid kills as you need a part that can only be obtained from mechanoids, but they put out enough power to pretty much solve a typical base's needs. At one point, I had a mechanoid cocoon causing small mechanoid raids every day. Loadsa spare parts. Destroyed it when I was starting to have too many people in sickbay from burns and scyther lance slugs. They glow a healthy blue and have a spinning blue ring on them while active.
Quote from: Goo Poni on November 24, 2014, 10:58:47 AM
Quote from: eatKenny on November 24, 2014, 05:30:50 AM
PS(to all): is ammo supply enough for you? or should i make a workbench that colonists can produce cannon shells and rockets? (by "enough" i mean enough to deal with colony threats but not too much that you can play with, like shooting muffalos >:()
I personally went and fiddled with all the turrets that use ammo and replaced their custom ammunition with either shells or missiles. I play with the TTM modpack, so I can have a standing bill to always want 300 shells stored, ready to fuel several cannons and howitzers at once.
I do think the turret costs are extreme, though. I've only been able to build a multitude of cannons, sniper turrets and howitzers because, again with TTM, I have several drilling machines providing essentially limitless metal and a stroke of luck through one of the TTM events dropped nearly 10 AI cores in my lap. Sure, all the turrets are good against raiders, but Randy has pretty much replaced pirate raids with zombie hordes. I don't remember the last time I saw a pirate raid. The cannons are good. The Avenger and Chaingun are good (though I fiddled with the Chaingun, removing the burst and making it shoot three times a second instead). The high single target damage of the sniper is almost moot against zombies. They're only good for putting down a dead body that turns into a zombie. Lasers are good but holy crap, what are you supposed to feed their power needs with? Those orange and blue things (http://puu.sh/d2ZJU/5d4b2f0c59.jpg) pump out 10k energy, I had three of them powering my whole base. While messing around with the turrets and using god mode, I ended up with 20 of the things to keep the lasers online permanently along with the other turrets. I noticed they do damage and wallbang through mountainsides, I thought they would only set fire to enemies. I might keep one laser off to the side to shoot through the mountains at zombie stragglers that decided not to attack. Because of the power draw, I question the usefulness of them. To directly attack the zombie hordes, one turret is not enough
damn that's A LOT of turrets ;)
yeah the sniper turret is made for single target which will leave a corpse that you can strip and make profit, but for very late game (or in your case against zombies) when you dont even have time to strip 100+ corpse then the cannon is more usefull.
laser turret (acctully all the advanced turrets) are not meant to turned on all the time, laser turret is made for support the defense because it can set target on fire thus break the attack formation somehow.
The avenger turret ;D I had one of them... Incinerated the zombie. It is truly overkill. All was left, was a pile of smoke.
I have some problems.
I followed instructions(download, decompression, move to Mods folder, start and activate mod) and in game, no matter what kind of turret is, every turret appears just a purple-xbox.
Did I do something wrong?
Every time you enter in the mod menu, you must restart your game. You just need to close your game, return to the OS, start the game, create a new world, create a new colonie and enjoy ^^
Quote from: Jang on December 07, 2014, 10:00:26 AM
I have some problems.
I followed instructions(download, decompression, move to Mods folder, start and activate mod) and in game, no matter what kind of turret is, every turret appears just a purple-xbox.
Did I do something wrong?
strange, seems to be some graphical glitches.
deactivate other mods(if any), restart rimworld, and try again.
Quote from: Iwillbenicetou on December 06, 2014, 05:05:49 PM
It is truly overkill. All was left, was a pile of smoke.
as the name says ;D i may try balance it in A8, have very little time right now.
Quote from: eatKenny on November 25, 2014, 05:34:21 PM
damn that's A LOT of turrets ;)
yeah the sniper turret is made for single target which will leave a corpse that you can strip and make profit, but for very late game (or in your case against zombies) when you dont even have time to strip 100+ corpse then the cannon is more usefull.
laser turret (actually all the advanced turrets) are not meant to turned on all the time, laser turret is made for support the defense because it can set target on fire thus break the attack formation somehow.
But if you have a couple of cremator droids from Mech Defense, then you can make a huge profit ;D.
Quote from: eatKenny on December 07, 2014, 10:49:41 AM
Quote from: Jang on December 07, 2014, 10:00:26 AM
I have some problems.
I followed instructions(download, decompression, move to Mods folder, start and activate mod) and in game, no matter what kind of turret is, every turret appears just a purple-xbox.
Did I do something wrong?
strange, seems to be some graphical glitches.
deactivate other mods(if any), restart rimworld, and try again.
I found the solution. It was not a mod's, installation and graphical problem.
If there are other languages in installed directory(I installed in Korean named folder), then all additional mod's contents appear purple-xbox.
Now I can enjoy this mod ;D
updated to Alpha 8, removed "need ammo to fire" temporary (waiting for another mod to update)
let me know if you find bugs.
This mod and project armory getting updated on the same day? Time to binge on the rim!
You had me at the cannons. I love me a cannon.
So I was trying the Missile Launchers and a group of tribals started to attack. I had 10 missile launchers and it was very, very bad for the enemy. I gasped in horror at the death that ensued. Good work at making me cringe. Takes a lot for me to do that. Great Mod!
I swear I do this at least once an update. Download a ton of awesome-looking mods and then find an arseload of problems with them.
I think at least one of these is related to your mod, I'm no programmer (not even close) so I'm just guessing since it says Advanced Gun Turret Research in there.
Any ideas? Or should I just stop installing crap at 3am. :P
[attachment deleted due to age]
Quote from: Demonlord091 on December 18, 2014, 03:28:15 AM
I swear I do this at least once an update. Download a ton of awesome-looking mods and then find an arseload of problems with them.
I think at least one of these is related to your mod, I'm no programmer (not even close) so I'm just guessing since it says Advanced Gun Turret Research in there.
Any ideas? Or should I just stop installing crap at 3am. :P
1. make sure you have the alpha 8 version of all the mods.
2. make sure you activated "Turret Collection". ("Turret Collection: Overkill" is not a standalone mod)
3. after activate the mods try restart rimworld.
PS: try deactivate other mods to see if the problem is caused by this mod. although this mod normally should not have compatibility issues with other mods.
I love this mod. The minigun turret shreds all opposition ;D ;D thanks for sharing.
Quote from: Joeman9833 on December 17, 2014, 02:31:21 PM
I had 10 missile launchers and it was very, very bad for the enemy.
damn it's raining 130mm rockets :P
Quote from: john pretzel on December 18, 2014, 01:11:51 PM
I love this mod. The minigun turret shreds all opposition ;D ;D thanks for sharing.
dont forget to build some brownings in case of solarflare
Quote from: eatKenny on December 18, 2014, 04:26:10 PM
Quote from: Joeman9833 on December 17, 2014, 02:31:21 PM
I had 10 missile launchers and it was very, very bad for the enemy.
damn it's raining 130mm rockets :P
Yeah most died from the initial barrage. Hardly any survivors. I love it. Then the Avenger turrets sweeps up the rest.
downloaded as windows media player.
Quote from: BinaryBlackhole on December 19, 2014, 02:51:55 PM
downloaded as windows media player.
hardly understand what you mean ??? i checked, the download link is ok...
Really enjoyed this mod for Alpha 7. Was curious about a few things though:
1) As some of the turrets require an AI Core, do you have plans on changing traders to carry more of them?
2) As some of the turrets require ammo, do you have plans on changing all traders to carry ammo, as some turrets are useless, such as the Avenger, if you never have a Combat Supplier come by. Alternatively, have you considered maybe creating recipes to create ammo yourself? I believe it is the "Immersive Craft" mod that adds in a Modern Weaponry Bench, that allows you to craft shells, and you could maybe make a compatibility patch to have recipes for that Bench to craft the ammo for this mod.
3) Could you make some more futuristic turrets, kind of like the Laser Turret which is fairly futuristic? Example: R4 Plasma Turret, Railgun, Gauss Cannon, Ion Cannon, Napalm Launcher, etc...
4) I'm not sure, but do turrets benefit from the sandbag cover defense... if they do, maybe consider making a specific turret cover defense, such as a bunker surrounding a turret.
I'll eventually play Alpha 8 and would love to see more stuff from you.
Quote from: palandus on December 19, 2014, 03:50:33 PM
Really enjoyed this mod for Alpha 7. Was curious about a few things though:
1) As some of the turrets require an AI Core, do you have plans on changing traders to carry more of them?
2) As some of the turrets require ammo, do you have plans on changing all traders to carry ammo, as some turrets are useless, such as the Avenger, if you never have a Combat Supplier come by. Alternatively, have you considered maybe creating recipes to create ammo yourself? I believe it is the "Immersive Craft" mod that adds in a Modern Weaponry Bench, that allows you to craft shells, and you could maybe make a compatibility patch to have recipes for that Bench to craft the ammo for this mod.
3) Could you make some more futuristic turrets, kind of like the Laser Turret which is fairly futuristic? Example: R4 Plasma Turret, Railgun, Gauss Cannon, Ion Cannon, Napalm Launcher, etc...
4) I'm not sure, but do turrets benefit from the sandbag cover defense... if they do, maybe consider making a specific turret cover defense, such as a bunker surrounding a turret.
I'll eventually play Alpha 8 and would love to see more stuff from you.
1) the concept of the mod is that you choose what turret you need according to the current defence-setup of your colony, not build them all in a short time, like: when you have very few mortars then you may need RL or Howitzer first, or when your frontline defence sucks then you need AM turret or cannon turret first... the AI Core is to control the progress that you dont have too many big guns in early game and keep the game fun.
2) in this version (v1.7b for A8) i temporary removed the ammo(waiting for "Auto-Loader" from mod "Enhanced Defence" to be updated), in following updates i will consider your advice.
3) i'm not really a fan of sci-fi weaponry, but who knows, if i have more ideas and more time i will do it. thing is, if i make too many turrets some of them may have repeated function which i'm trying to avoid.
4) as far as i know turrets wont benefit from covers, but all frontline turrets i made already have lots of HP, and place some improvised turrets in front of them to soak up some dmg.
Fair enough. Now this may be a bug (and you may have fixed it already) but in A7, the Howitzer Turret requires an AI Core and must be manned. Is that intentional?
Quote from: palandus on December 20, 2014, 12:52:17 AM
the Howitzer Turret requires an AI Core and must be manned. Is that intentional?
yes, AI core helps aim but need manual reload. like M777 Howitzer, has GPS to help aim but still need old fashioned reload.
Nice. Just one gripe. GAU-8 Avenger doesn't look like the real thing.
(http://i197.photobucket.com/albums/aa2/crudge1991/GAU-8.jpg)
The above, but kitchen version:
(http://media.tumblr.com/426c67e365c3fdcfc4a1fec9244421c5/tumblr_inline_mvpm3lAi7W1rbm4gx.jpg)
And you're right Eatkenny, a manual energy independent machine gun is always handy in solar flare times.
Idk if anyone can see this but a pawn is equipped with a spot light tower and its freaking me out lmao
Awe man idk how to take a screen shot of this :'(
Quote from: GiantCookieEater on December 21, 2014, 11:15:34 AM
Idk if anyone can see this but a pawn is equipped with a spot light tower and its freaking me out lmao
oh i forget the line
<canBeSpawningInventory>false</canBeSpawningInventory>
will be fixed asap.
Would you please make flamethrower tower, tesla coil and some sort of single target, long cool-down, organics (animals, humans... because it's fun mind controling monkeys, trust me.), mind control tower? Also if you would make laser tower look something like this: (http://img3.wikia.nocookie.net/__cb20110109085345/cnc/images/b/b8/CNCTS_Laser_Turret_Concept_art.jpg) that would be simply awesome and in fact, would fit rimworld (It looks like makeshift laser device and that's something a survivors with some knowlenge would make.) rather well.
If you know from what games are these from, good. If not, blame EA.
Outstanding and will use immediately love the stun turret
Great job!
updated to v1.7c
- fixed the "raider carrying turret gun" problem
- some balances
- added nuclear strike as beta.
Quote from: Mirkk47 on December 21, 2014, 12:54:57 PM
Would you please make flamethrower tower, tesla coil and some sort of single target, long cool-down, organics (animals, humans... because it's fun mind controling monkeys, trust me.), mind control tower? Also if you would make laser tower look something like this: (http://img3.wikia.nocookie.net/__cb20110109085345/cnc/images/b/b8/CNCTS_Laser_Turret_Concept_art.jpg) that would be simply awesome and in fact, would fit rimworld (It looks like makeshift laser device and that's something a survivors with some knowlenge would make.) rather well.
If you know from what games are these from, good. If not, blame EA.
if i have time i might make some new turrets ;) but mind-control tower is way out of my ability, you can make a request in mod request section.
for the laser turret this is my reference:
(http://i.ytimg.com/vi/gMfYUyrKRng/hqdefault.jpg)
as i said i'm not really a sci-fi fan, but you can alwasy edit the texture yourself in folder "Turret Collection\Textures\Things\Building\Security"
okay thank god cause the 1 raider sat behind cover and and tried to spotlight me to death
He should keep that in cause its hilarious.
Quote from: TrashMan on December 20, 2014, 07:24:04 AM
Nice. Just one gripe. GAU-8 Avenger doesn't look like the real thing.
(http://i197.photobucket.com/albums/aa2/crudge1991/GAU-8.jpg)
i added a big cooling barrel to protect the gun barrels inside and support the frontend of the gun. but if you check the texture folder you will find a b-version texture look exactly like the GAU-8.
Quote from: Ded1 on December 21, 2014, 10:44:22 PM
He should keep that in cause its hilarious.
i saw that in my raid feed and i lost it i literally let him give up it was so funny ;)
Quote from: GiantCookieEater on December 22, 2014, 05:54:28 AM
Quote from: Ded1 on December 21, 2014, 10:44:22 PM
He should keep that in cause its hilarious.
i saw that in my raid feed and i lost it i literally let him give up it was so funny ;)
(http://fc02.deviantart.net/fs71/i/2014/126/5/5/electrical_lighting_technician_carry_spotlight_shi_by_apatrimonio-d7hd0y9.jpg)
damn it's so heavy :(
Quote from: eatKenny on December 22, 2014, 06:09:45 AM
Quote from: GiantCookieEater on December 22, 2014, 05:54:28 AM
Quote from: Ded1 on December 21, 2014, 10:44:22 PM
He should keep that in cause its hilarious.
i saw that in my raid feed and i lost it i literally let him give up it was so funny ;)
(http://fc02.deviantart.net/fs71/i/2014/126/5/5/electrical_lighting_technician_carry_spotlight_shi_by_apatrimonio-d7hd0y9.jpg)
damn it's so heavy :(
OKAY OKAY STOP Bahahahahahha i am losing it here :'D
updated to v1.8, added tactical nuclear strike and some other small balances.
enjoy, and please tell me if you find bugs ;)
v1.8 turret overkill does not function for me. Black screen when I load the game. Tried re-downloading. Same result. Standard turret collection mod works fine. On Rimworld Alpha8 657. Nice work on the mod. Been a welcome challenge scrounging ai persona cores. And the cannon sfx is epic. Keep it up.
Quote from: curtmaddog on December 28, 2014, 12:16:51 AM
v1.8 turret overkill does not function for me. Black screen when I load the game. Tried re-downloading. Same result. Standard turret collection mod works fine. On Rimworld Alpha8 657. Nice work on the mod. Been a welcome challenge scrounging ai persona cores. And the cannon sfx is epic. Keep it up.
thanks for the kind words ;)
have you delete the old version before unzip the new one?
have you activated the "turret collection" before activate "turret collection: overkill"? overkill need main mod to run.
try reastart rimworld after activate the mods, and try start a new game to see if the problem still exists.
i hardly changed the .xml files from v1.7c to v1.8, this is not supposed to happen.
Had same weird black screen issue, but seems fine now that I have started on a new map / new colony...
Agree with the cannon sfx. Great stuff!
Doesn't it make you feel good to see people making accounts to complement your mod?
Got it running. Had to run the game with just turret collection installed then exit and install the overkill mod. Appreciate the help.
Quote from: Ded1 on December 28, 2014, 09:51:11 AM
Doesn't it make you feel good to see people making accounts to complement your mod?
(http://25.media.tumblr.com/5c1e4fa9f4762a4c3752b54feff66acc/tumblr_mo2y6f6TDD1rr6bu8o2_400.gif)
There are tons of mods for a million things in Rimworld, but I just couldn't find one that gives more options for defense without tons of fluff and needless micromanagement. This pack is great. It's simple as a doornail, build turret, point, shoot, things fall down. No excess BS. The Browning is the best thing since sliced bread for challenging game starts, the Howitzer is great for shelling the shellers before they shell your base to ruin, and the Chaingun stops any assault in it's tracks. They are kind of OP (almost game-breaking even) but when a horde of pirates or norballs show up, this is the only plausible way of staying alive, save for going full meta and building killrooms with tower-defense mazes with the vanilla turrets.
One thing though: could you implement a way to make the shells/rockets/EMP grenades ourselves and not rely on traders? It takes ages for one to show up AND carry at least some of it. Usually I have everything ready and my colony gets overrun because I can't get the last ingredients. If I could somehow craft these in the colony, that would be great.
Quote from: Playbahnosh on January 01, 2015, 01:12:59 AM
There are tons of mods for a million things in Rimworld, but I just couldn't find one that gives more options for defense without tons of fluff and needless micromanagement. This pack is great. It's simple as a doornail, build turret, point, shoot, things fall down. No excess BS. The Browning is the best thing since sliced bread for challenging game starts, the Howitzer is great for shelling the shellers before they shell your base to ruin, and the Chaingun stops any assault in it's tracks. They are kind of OP (almost game-breaking even) but when a horde of pirates or norballs show up, this is the only plausible way of staying alive, save for going full meta and building killrooms with tower-defense mazes with the vanilla turrets.
One thing though: could you implement a way to make the shells/rockets/EMP grenades ourselves and not rely on traders? It takes ages for one to show up AND carry at least some of it. Usually I have everything ready and my colony gets overrun because I can't get the last ingredients. If I could somehow craft these in the colony, that would be great.
thanks for the kind words, i may nerf some turrets like 5-10% and ammo crafting is already in my to-do list for next update.
I dunno if its been said already but if you build enough GAU-8 turrets you can level most of the map :P my turrets go off before I can even read the raid notice. I wish I could edit the notice to say "pirates from the XX clan have arrived near by and are attack.... Running like pansies, nvm...
First off, great mod! Second, I have a texture problem?
It's a pink/red square with an X in it.
Here's how I found out:
I oped some Cyrocasket-things and one of the raiders that popped out was holding said square as a weapon. I went to check their gear and it was called a "Spotlight tower lamp".
You're the only mod I'm using with the words "Spotlight tower". I have no idea where lamp came from but I'm so confused. Any idea what's causing this?
Quote from: Epyk on January 06, 2015, 01:13:37 AM
First off, great mod! Second, I have a texture problem?
It's a pink/red square with an X in it.
Experiencing the same issue.
Think I'm just going to remove the Spotlight tower for now since I never use it anyway...
Quote from: Asero on January 06, 2015, 01:45:29 AM
Quote from: Epyk on January 06, 2015, 01:13:37 AM
First off, great mod! Second, I have a texture problem?
It's a pink/red square with an X in it.
Experiencing the same issue.
Think I'm just going to remove the Spotlight tower for now since I never use it anyway...
Texture problems usually go away if you restart the game (exit to Windows then get back in).
Quote from: StorymasterQ on January 06, 2015, 01:51:32 AM
Texture problems usually go away if you restart the game (exit to Windows then get back in).
Actually I recently started a on new map / new game since I downloaded the Jaffa and Norbal mods. Unfortunately Mister 'X' is still showing up...
Quote from: Epyk on January 06, 2015, 01:13:37 AM
First off, great mod! Second, I have a texture problem?
It's a pink/red square with an X in it.
Here's how I found out:
I oped some Cyrocasket-things and one of the raiders that popped out was holding said square as a weapon. I went to check their gear and it was called a "Spotlight tower lamp".
You're the only mod I'm using with the words "Spotlight tower". I have no idea where lamp came from but I'm so confused. Any idea what's causing this?
I haven't assign a texture to Spotlight (and other turret guns)since it shouldn't be spawned as a weapon. But if I remember correctly I do write the line
<canBeSpawningInventory>false</canBeSpawningInventory>
in the Def.
Quote from: eatKenny on January 06, 2015, 03:45:49 AM
Quote from: Epyk on January 06, 2015, 01:13:37 AM
First off, great mod! Second, I have a texture problem?
It's a pink/red square with an X in it.
Here's how I found out:
I oped some Cyrocasket-things and one of the raiders that popped out was holding said square as a weapon. I went to check their gear and it was called a "Spotlight tower lamp".
You're the only mod I'm using with the words "Spotlight tower". I have no idea where lamp came from but I'm so confused. Any idea what's causing this?
I haven't assign a texture to Spotlight (and other turret guns)since it shouldn't be spawned as a weapon. But if I remember correctly I do write the line
<canBeSpawningInventory>false</canBeSpawningInventory>
in the Def.
Thanks for the reply! It's not a game-ruining issue. I'll find out eventually.
Quote from: TrashMan on December 20, 2014, 07:24:04 AM
Nice. Just one gripe. GAU-8 Avenger doesn't look like the real thing.
(http://i197.photobucket.com/albums/aa2/crudge1991/GAU-8.jpg)
One, I like the meme, and totally agree with you.
Two, can I put this in an already existing game? I really don't want to spend 20 minutes perfecting on Prepare Carefully. 8)
Want a continuous laser. Make it like 4x as energy hungry though.
Quote from: Zilch on January 09, 2015, 06:04:22 AM
Want a continuous laser. Make it like 4x as energy hungry though.
sorry that need some hard core c# writing which i can't :-\
Hey EatKenny,I've been playing with this mod for sometime now,but I find myself just using guerrila tactics against the raider,Now I know this isn't supossed to replace colonists in battle,but don't you think some of the prices are a little high?I mean 2000 metal for 1 single turret is darn expensive,especially since some maps can't even generate that much ore(not enough mountains)and you have to rely on trade which is a slow and tedious process not counting it's randomness,also with the addition of the new tundra(and the ice sheet mod) there is the winter factor involved.You can only send a colonist on a job for so long until he starts having heat stroke/freeze to death,needing you to pull him back to your colony and delaying the mining of the ore and in such consequence the turret.Also plain and simple you could just use that 1000 metal for something else.
My god,why do my comments always end in a rant :).
Quote from: MisterLock on January 09, 2015, 01:33:17 PM
Hey EatKenny,I've been playing with this mod for sometime now,but I find myself just using guerrila tactics against the raider,Now I know this isn't supossed to replace colonists in battle,but don't you think some of the prices are a little high?I mean 2000 metal for 1 single turret is darn expensive,especially since some maps can't even generate that much ore(not enough mountains)and you have to rely on trade which is a slow and tedious process not counting it's randomness,also with the addition of the new tundra(and the ice sheet mod) there is the winter factor involved.You can only send a colonist on a job for so long until he starts having heat stroke/freeze to death,needing you to pull him back to your colony and delaying the mining of the ore and in such consequence the turret.Also plain and simple you could just use that 1000 metal for something else.
My god,why do my comments always end in a rant :).
that's some very useful suggestions, as i said i don't really have time to play this mod through out a game so suggestions like this are very helpful.
i'm currently working on the "ammo crafting" add-on for this mod, and more balances will come at next update.
PS: for your steel shortage, you can check my other mod "Industrialisation" if you like.
I actually think the cost for turrets is pretty damn good, a Howitzer is a very very big gun lol.
Wouldn't mind some method of getting more AI cores though.
Don't see why one AI core cant just program another.
Quote from: Zilch on January 09, 2015, 10:40:18 PM
I actually think the cost for turrets is pretty damn good, a Howitzer is a very very big gun lol.
Are you nuts?We are not talking RL proportions here,Did you even read some of the finer points of my post?You got to count in the wheather mechanics,plus things in rimworld are not really up to scale with the real world,for example guns only have a range of around 30,snipers 40,Assuming these numbers are actually meters it's not that accurate,you can if you are professional enough use one for sniping for more then 50 yards,also I'm pretty sure you can't build a wall out of 6 pieces of wood...ah you get my point,things are not up to scale,so there's no reason for these turrets to cost this much,and if you add all my other factors,like weather and trade,then...
Maybe I just haven't read through the 10 pages of stuff, but does the nuclear fallout actually do anything? Like give your colonists verying types of cancer?
Quote from: dareddevil7 on January 10, 2015, 01:05:15 PM
Maybe I just haven't read through the 10 pages of stuff, but does the nuclear fallout actually do anything? Like give your colonists verying types of cancer?
oh no it dosent do anything, just nice to look at ;D (or maybe give a -5 mood during fallout? what you guys think?)
Quote from: eatKenny on January 10, 2015, 01:20:58 PM
Quote from: dareddevil7 on January 10, 2015, 01:05:15 PM
Maybe I just haven't read through the 10 pages of stuff, but does the nuclear fallout actually do anything? Like give your colonists verying types of cancer?
oh no it dosent do anything, just nice to look at ;D (or maybe give a -5 mood during fallout? what you guys think?)
How about if a "living" thing is out in the open during fallout, they get a whole body effect of radiation poisoning, which will slowly cripple all your systems until their organ fail and they die, and then maybe much further down the line a radiation suit, but only if the nukes become somewhat manufacturable, or an event where a nuclear strike will hit the map on account of mechcanoids and their resistance to direct nuclear strikes, damn those machines
Quote from: eatKenny on January 09, 2015, 11:54:57 AM
Quote from: Zilch on January 09, 2015, 06:04:22 AM
Want a continuous laser. Make it like 4x as energy hungry though.
sorry that need some hard core c# writing which i can't :-\
Couldn't you get about the same effect by having the laser fire extremely rapidly?
I say these things while having no idea how to code mods for rimworld
Quote from: MisterLock on January 10, 2015, 12:59:22 PM
Did you even read some of the finer points of my post?
If you're worried about scale then don't you think the turrets from this mod outshine the basic turrets too much?
If the turrets were cheaper it would ruin the balancing terribly.
I have 4 Howitzers and 10+ laser canons on my main map, if they were cheaper there would be absolutely 0 risk from any attack lol.
https://imgur.com/a/ZiIoK#0 (https://imgur.com/a/ZiIoK#0)
Quote from: Zilch on January 10, 2015, 07:06:22 PM
Quote from: MisterLock on January 10, 2015, 12:59:22 PM
Did you even read some of the finer points of my post?
If you're worried about scale then don't you think the turrets from this mod outshine the basic turrets too much?
If the turrets were cheaper it would ruin the balancing terribly.
I have 4 Howitzers and 10+ laser canons on my main map, if they were cheaper there would be absolutely 0 risk from any attack lol.
https://imgur.com/a/ZiIoK#0 (https://imgur.com/a/ZiIoK#0)
holy shit 60x centipede :o
Quote from: dareddevil7 on January 10, 2015, 01:34:27 PM
Quote from: eatKenny on January 10, 2015, 01:20:58 PM
Quote from: dareddevil7 on January 10, 2015, 01:05:15 PM
Maybe I just haven't read through the 10 pages of stuff, but does the nuclear fallout actually do anything? Like give your colonists verying types of cancer?
oh no it dosent do anything, just nice to look at ;D (or maybe give a -5 mood during fallout? what you guys think?)
How about if a "living" thing is out in the open during fallout, they get a whole body effect of radiation poisoning, which will slowly cripple all your systems until their organ fail and they die, and then maybe much further down the line a radiation suit, but only if the nukes become somewhat manufacturable, or an event where a nuclear strike will hit the map on account of mechcanoids and their resistance to direct nuclear strikes, damn those machines
i like the idea, but for now it's too hard for me to write the codes, maybe i will try it when i have more time.
Quote from: dareddevil7 on January 10, 2015, 02:09:47 PM
Quote from: eatKenny on January 09, 2015, 11:54:57 AM
Quote from: Zilch on January 09, 2015, 06:04:22 AM
Want a continuous laser. Make it like 4x as energy hungry though.
sorry that need some hard core c# writing which i can't :-\
Couldn't you get about the same effect by having the laser fire extremely rapidly?
i've tried this, looks awful :P
perfect, i just need to finish teleporting my colonists out of the clutter world, because that breaks it if i load it up without clutter in it
The transfer failed, Clutter broke everything....
http://imgur.com/c2LoUvr
Just a headsup you put 2014 in the changelogs instead of 2015
Quote from: Royalnaga on January 11, 2015, 02:27:27 PM
Just a headsup you put 2014 in the changelogs instead of 2015
oh god...
updated to v_1.9b
somehow played through a game with it and made some balances. and some other code rewriting and stuff, plz check changelog.
This is another one of those mods that i have had so much use for but somehow forgot to say thank you, so here we go... Thank you! :D
Nice update!
perhaps an improved minigun turret could come along that requires 2x power to operate, (maybe 2x cost to build), 2x health to destroy, does same damage, but reloads 2x faster?
basically instead of building 2 minigun turrets, you'd build 1 improved version to cut down on real estate requirements.
Quote from: shhfiftyfive on January 26, 2015, 01:17:27 PM
perhaps an improved minigun turret could come along that requires 2x power to operate, (maybe 2x cost to build) does same damage, but reloads 2x faster?
noted, will consider it in next update.
a tip for minigun though: try use manual aim more often, aim where enemies stack, some times even aim on ground on enemy's path to deal maximum damage.
what about in the far far future guns will require ammo to be fired, and if you dont want to set up a constant hopper fill for ammo you could make a ammo feeder that is used for ammo, and never needs to be refilled, but takes a lot of ammo to make
Quote from: dareddevil7 on January 26, 2015, 04:56:59 PM
what about in the far far future guns will require ammo to be fired, and if you dont want to set up a constant hopper fill for ammo you could make a ammo feeder that is used for ammo, and never needs to be refilled, but takes a lot of ammo to make
about feeding ammo to guns: according to Tynan's changelog, alpha 9 will include this feature, so let's wait and see ;)
Idea! An AA turret, could shoot down drop pods, wouldn't get anything out of it, but you could stop mechs from dropping in the center of your base
Quote from: dareddevil7 on January 27, 2015, 06:36:40 PM
Idea! An AA turret, could shoot down drop pods, wouldn't get anything out of it, but you could stop mechs from dropping in the center of your base
Budabudabudabudabudabudabudabuda *crashing sound/explosion*
Maybe have a tiny bit of metal come out of it? Like item crashed pod, which can be grinded into steel.
Quote from: Iwillbenicetou on January 27, 2015, 10:31:47 PM
Quote from: dareddevil7 on January 27, 2015, 06:36:40 PM
Idea! An AA turret, could shoot down drop pods, wouldn't get anything out of it, but you could stop mechs from dropping in the center of your base
Budabudabudabudabudabudabudabuda *crashing sound/explosion*
Maybe have a tiny bit of metal come out of it? Like item crashed pod, which can be grinded into steel.
yeah, or it drops slag, and in terms of sound i think more of a *braka braka* for an AA gun
Quote from: dareddevil7 on January 28, 2015, 04:09:28 PM
Quote from: Iwillbenicetou on January 27, 2015, 10:31:47 PM
Quote from: dareddevil7 on January 27, 2015, 06:36:40 PM
Idea! An AA turret, could shoot down drop pods, wouldn't get anything out of it, but you could stop mechs from dropping in the center of your base
Budabudabudabudabudabudabudabuda *crashing sound/explosion*
Maybe have a tiny bit of metal come out of it? Like item crashed pod, which can be grinded into steel.
yeah, or it drops slag, and in terms of sound i think more of a *braka braka* for an AA gun
That feature already exists in another mod but its always good to have option I guess :)
Quote from: Marnador on January 28, 2015, 09:27:01 PM
Quote from: dareddevil7 on January 28, 2015, 04:09:28 PM
Quote from: Iwillbenicetou on January 27, 2015, 10:31:47 PM
Quote from: dareddevil7 on January 27, 2015, 06:36:40 PM
Idea! An AA turret, could shoot down drop pods, wouldn't get anything out of it, but you could stop mechs from dropping in the center of your base
Budabudabudabudabudabudabudabuda *crashing sound/explosion*
Maybe have a tiny bit of metal come out of it? Like item crashed pod, which can be grinded into steel.
yeah, or it drops slag, and in terms of sound i think more of a *braka braka* for an AA gun
That feature already exists in another mod but its always good to have option I guess :)
I know it does but he has a lot of turrets here already and its hard to think of what would be worth making a turret of
thanks for the idea guys, but it's seems hard to code (i'm not a programmer), i'll try it if i have enough time.
and in my mind it should be more like CIWS rather than 88mm Flak(we are not shooting a B-17 bomber squadron are we?)
Quote from: eatKenny on January 29, 2015, 03:57:54 PM
thanks for the idea guys, but it's seems hard to code (i'm not a programmer), i'll try it if i have enough time.
and in my mind it should be more like CIWS rather than 88mm Flak(we are not shooting a B-17 bomber squadron are we?)
But the 88 could provide direct fire in case raiders rush you with T-34's :P
can you explain how a centipede can tank a full volley of 30mm rounds?
Quote from: dareddevil7 on January 29, 2015, 09:27:06 PM
can you explain how a centipede can tank a full volley of 30mm rounds?
My thoughts exactly. :o
Quote from: dareddevil7 on January 29, 2015, 09:27:06 PM
can you explain how a centipede can tank a full volley of 30mm rounds?
first not all of them will hit(a yellow "Hit" will appear when direct hit). second it's for balance, i'm not trying to make this mod too realistic that you lost balnace/fun in game.
Quote from: eatKenny on January 30, 2015, 06:10:17 AM
Quote from: dareddevil7 on January 29, 2015, 09:27:06 PM
can you explain how a centipede can tank a full volley of 30mm rounds?
first not all of them will hit(a yellow "Hit" will appear when direct hit). second it's for balance, i'm not trying to make this mod too realistic that you lost balnace/fun in game.
personally for me the centipedes make the game less fun because i mostly get them dropping right in the middle of my base, they take so much gunfire to subdue, two thirds of their weapons cannot be used by colonists legitly, and two words, Inferno. Cannon.
i want the centipedes to be turned into swiss cheese, not barely flinch and then go forwards to destroy the turret that took more than half my resources, what i'm trying to say is centipedes can go suck it. also, what is the fire rate of the GAU-8 irl?
Quote from: dareddevil7 on January 30, 2015, 03:37:48 PM
Quote from: eatKenny on January 30, 2015, 06:10:17 AM
Quote from: dareddevil7 on January 29, 2015, 09:27:06 PM
can you explain how a centipede can tank a full volley of 30mm rounds?
first not all of them will hit(a yellow "Hit" will appear when direct hit). second it's for balance, i'm not trying to make this mod too realistic that you lost balnace/fun in game.
personally for me the centipedes make the game less fun because i mostly get them dropping right in the middle of my base, they take so much gunfire to subdue, two thirds of their weapons cannot be used by colonists legitly, and two words, Inferno. Cannon.
i want the centipedes to be turned into swiss cheese, not barely flinch and then go forwards to destroy the turret that took more than half my resources, what i'm trying to say is centipedes can go suck it. also, what is the fire rate of the GAU-8 irl?
a stuned centipede is a good centipede. you should use emp grenades more often against mechanoids.
GAU-8 fires up to 4200 rpm, that is 70 rounds per second. real monster.
Can you make a version of the mod, sorta like an "easy mode" where the turrets dont need ai persona cores or shells or ammo in the construction. basicly the same thing except the removal of the need of ai persona cores or ammo-like resources in the construction of the turrets, because i think that the need for ammo in turrets and AI cores for automatic turrets seem a little bit too different from the standard improvised turret and most modded turrets. also, in this version can you change the laser turret to not have the 400 beauty bonus? if the gold is only for radiators, then surely they arent used to beautify the environment? thanks in advance, and i know im asking a lot and its ok if you dont get around to doing it.
Quote from: eatKenny on January 30, 2015, 03:52:48 PM
Quote from: dareddevil7 on January 30, 2015, 03:37:48 PM
Quote from: eatKenny on January 30, 2015, 06:10:17 AM
Quote from: dareddevil7 on January 29, 2015, 09:27:06 PM
can you explain how a centipede can tank a full volley of 30mm rounds?
first not all of them will hit(a yellow "Hit" will appear when direct hit). second it's for balance, i'm not trying to make this mod too realistic that you lost balnace/fun in game.
personally for me the centipedes make the game less fun because i mostly get them dropping right in the middle of my base, they take so much gunfire to subdue, two thirds of their weapons cannot be used by colonists legitly, and two words, Inferno. Cannon.
i want the centipedes to be turned into swiss cheese, not barely flinch and then go forwards to destroy the turret that took more than half my resources, what i'm trying to say is centipedes can go suck it. also, what is the fire rate of the GAU-8 irl?
a stuned centipede is a good centipede. you should use emp grenades more often against mechanoids.
GAU-8 fires up to 4200 rpm, that is 70 rounds per second. real monster.
the M61A2 Vulcan fire 20mm at a rate of 6,600 a minute, and it's 46 pounds lighter than the M61A1 Vulcan which fires 6,000 rounds per minute. General Electric, you guys rock
Quote from: 123nick on January 30, 2015, 04:46:58 PM
Can you make a version of the mod, sorta like an "easy mode" where the turrets dont need ai persona cores or shells or ammo in the construction. basicly the same thing except the removal of the need of ai persona cores or ammo-like resources in the construction of the turrets, because i think that the need for ammo in turrets and AI cores for automatic turrets seem a little bit too different from the standard improvised turret and most modded turrets. also, in this version can you change the laser turret to not have the 400 beauty bonus? if the gold is only for radiators, then surely they arent used to beautify the environment? thanks in advance, and i know im asking a lot and its ok if you dont get around to doing it.
that's very, very easy to do, you can do it your self:
- go to Mods/Turret Collection/Defs/ThingDefs
- open the **structure.xml (** = the turret name you want to change)
- find
<AIPersonaCore>1</AIPersonaCore>
under <costList> and delete it.
Quote from: eatKenny on January 31, 2015, 03:30:38 AM
Quote from: 123nick on January 30, 2015, 04:46:58 PM
Can you make a version of the mod, sorta like an "easy mode" where the turrets dont need ai persona cores or shells or ammo in the construction. basicly the same thing except the removal of the need of ai persona cores or ammo-like resources in the construction of the turrets, because i think that the need for ammo in turrets and AI cores for automatic turrets seem a little bit too different from the standard improvised turret and most modded turrets. also, in this version can you change the laser turret to not have the 400 beauty bonus? if the gold is only for radiators, then surely they arent used to beautify the environment? thanks in advance, and i know im asking a lot and its ok if you dont get around to doing it.
that's very, very easy to do, you can do it your self:
- go to Mods/Turret Collection/Defs/ThingDefs
- open the **structure.xml (** = the turret name you want to change)
- find <AIPersonaCore>1</AIPersonaCore>
under <costList> and delete it.
What program would you use to do this?
Quote
What program would you use to do this?
you can open it with windows "Notepad"
Quote from: eatKenny on January 31, 2015, 01:14:24 PM
Quote
What program would you use to do this?
you can open it with windows "Notepad"
thanks, i never know with this kind of stuff
I would really love to use the howitzer like a mortar, because if I'm not mistaken, a howitzer is artillery.
Quote from: dareddevil7 on February 04, 2015, 06:21:30 PM
I would really love to use the howitzer like a mortar, because if I'm not mistaken, a howitzer is artillery.
You are, its a low tier artillery cannon used mostly in WW2, they have a few of them that are updated to modern tech levels only because of their insane accuracy
Quote from: dareddevil7 on February 04, 2015, 06:21:30 PM
I would really love to use the howitzer like a mortar, because if I'm not mistaken, a howitzer is artillery.
you do use the howitzer like a mortar don't you? they are the same apart from that howitzer needs power.
How long would it take for a combat trader to have a nuclear strike on them?
I use Turret Collection Overkill personally and yet to see one. Maybe I'm just unlucky. :'(
Quote from: Epyk on February 10, 2015, 05:53:36 AM
How long would it take for a combat trader to have a nuclear strike on them?
I use Turret Collection Overkill personally and yet to see one. Maybe I'm just unlucky. :'(
you're just unlucky ;)
PS: the combat trader generats random number of weapons to sell (4-8 for ranged weapons), if you're using "project armory" or mods with additional guns it is more unlikly to get a sepcific weapon you wanted. but you can always use Dev mode to spawn the weapon.
Quote from: eatKenny on February 10, 2015, 06:12:05 AM
Quote from: Epyk on February 10, 2015, 05:53:36 AM
How long would it take for a combat trader to have a nuclear strike on them?
I use Turret Collection Overkill personally and yet to see one. Maybe I'm just unlucky. :'(
you're just unlucky ;)
PS: the combat trader generats random number of weapons to sell (4-8 for ranged weapons), if you're using "project armory" or mods with additional guns it is more unlikly to get a sepcific weapon you wanted. but you can always use Dev mode to spawn the weapon.
I have found one of the nice thing about "project Armory" is it has a way to turn off weapons so they will not be in the game. This will cut down on getting weapon dealers with tons of gun you don't want. Oh and I have only seen one nuclear strike so fare and it was in the first combat trader to show up and I did not have much silver at the time. ;)
I really want a mod with more turrets, and this looks really great and all, but, I am really curious on how over power all these turrets are... i don't want a game breaking mod, that makes you invincible within the first 10 mins of gameplay, just variety? At which turret would you say, you become unstoppable? And when I say unstoppable, I mean like, placing the turret by its self in the middle of a field and never having to worry again. Or is this mod more balanced then it looks?
I don't play a lot but I don't think this mod is "game breaking" overpowered. But again, balancing is a never ending job.
All turrets have their strength and weakness, build different turrets in different situations.
Nothing more to say, try it your self and I hope you enjoy it.
do you think you could make an airstrike thing that launches many explosive shells
alpha 9 does not include turrets needing ammo but does have mortars needing to be loaded each time before firing
Quote from: dareddevil7 on February 18, 2015, 04:01:13 PM
alpha 9 does not include turrets needing ammo but does have mortars needing to be loaded each time before firing
oh good to know, thanks.
let's see what i can do after the A9 release 8)
Quote from: eatKenny on February 18, 2015, 04:09:34 PM
Quote from: dareddevil7 on February 18, 2015, 04:01:13 PM
alpha 9 does not include turrets needing ammo but does have mortars needing to be loaded each time before firing
oh good to know, thanks.
let's see what i can do after the A9 release 8)
alpha 9 is out, and i'm in the defs messing with crap
Quote from: dareddevil7 on February 18, 2015, 04:40:42 PM
Quote from: eatKenny on February 18, 2015, 04:09:34 PM
Quote from: dareddevil7 on February 18, 2015, 04:01:13 PM
alpha 9 does not include turrets needing ammo but does have mortars needing to be loaded each time before firing
oh good to know, thanks.
let's see what i can do after the A9 release 8)
alpha 9 is out, and i'm in the defs messing with crap
just saw the release on youtube, quite interesting. but i'm busy moving to another city so the update of this mod will be a bit late... :P
Quote from: eatKenny on February 18, 2015, 04:43:43 PM
Quote from: dareddevil7 on February 18, 2015, 04:40:42 PM
Quote from: eatKenny on February 18, 2015, 04:09:34 PM
Quote from: dareddevil7 on February 18, 2015, 04:01:13 PM
alpha 9 does not include turrets needing ammo but does have mortars needing to be loaded each time before firing
oh good to know, thanks.
let's see what i can do after the A9 release 8)
alpha 9 is out, and i'm in the defs messing with crap
just saw the release on youtube, quite interesting. but i'm busy moving to another city so the update of this mod will be a bit late... :P
understandable, ill just be messing around and will make a new colony when prepare carefully comes out because i want to make adam jensen, using the cybernetics i'll kit him out then make him a prostophobe
Quote from: eatKenny on February 18, 2015, 04:43:43 PM
Quote from: dareddevil7 on February 18, 2015, 04:40:42 PM
Quote from: eatKenny on February 18, 2015, 04:09:34 PM
Quote from: dareddevil7 on February 18, 2015, 04:01:13 PM
alpha 9 does not include turrets needing ammo but does have mortars needing to be loaded each time before firing
oh good to know, thanks.
let's see what i can do after the A9 release 8)
alpha 9 is out, and i'm in the defs messing with crap
just saw the release on youtube, quite interesting. but i'm busy moving to another city so the update of this mod will be a bit late... :P
Glad to hear it will be updated to 9 as soon as you have the time. :)
made a quick update to alpha 9 with some small balances, tell me if you find bugs or something wierd.
Quote from: eatKenny on February 24, 2015, 02:30:56 PM
made a quick update to alpha 9 with some small balances, tell me if you find bugs or something wierd.
you say in the change log for the latest 2014
Finally updated for Alpha 9! I was wondering why my cannon turrets weren't doing anything.
i want to see the manned brownings consume ammo, and when can it be expected for the nuclear strike to have consequences
Quote from: dareddevil7 on February 27, 2015, 05:43:24 PM
i want to see the manned brownings consume ammo, and when can it be expected for the nuclear strike to have consequences
for now it's not really making sense to make brownings to consume ammo, one reload for one burst (4 shots) is too painful. however i can try make a custom ammo consumption which gives like 100 burst per reload, but i'm not good at coding and may take a while.
what consequences would you like to see from nuclear strike? (it's actually a tactical nuclear strike so it should not be something like "nuclear winter")
have the fallout give a type of radiation sickness if you are outside for too long, and also cause an effect light the solar flare from the EMP of the blast
anyone think the darkness mod and modpacks need a cheaper version of the spotlight "turret" to go along with it?
Quote from: shhfiftyfive on February 28, 2015, 06:06:41 PM
anyone think the darkness mod and modpacks need a cheaper version of the spotlight "turret" to go along with it?
YES
Quote from: shhfiftyfive on February 28, 2015, 06:06:41 PM
anyone think the darkness mod and modpacks need a cheaper version of the spotlight "turret" to go along with it?
Less material cost or less power consumption? Or both?
Btw Spotlight is designed for battle, in peace time normal outdoor lamps will do a good job.
Quote from: eatKenny on February 28, 2015, 06:48:39 PM
Quote from: shhfiftyfive on February 28, 2015, 06:06:41 PM
anyone think the darkness mod and modpacks need a cheaper version of the spotlight "turret" to go along with it?
Less material cost or less power consumption? Or both?
Btw Spotlight is designed for battle, in peace time normal outdoor lamps will do a good job.
i understand yours is designed for battle, thus the cost of operation and build cost are balanced for that.
i was referring to an alternate version that does the same thing that could be used on a more permanent basis just to accommodate the darkness mod, which might want to cost less. i'm not sure what that cost should be exactly.
also, i wonder even if it is possible to code in a time of day, so when the sun goes away (much like how solar panels shut down), could we get a spotlight to power on when the night comes?
Quote from: shhfiftyfive on February 28, 2015, 09:46:15 PM
Quote from: eatKenny on February 28, 2015, 06:48:39 PM
Quote from: shhfiftyfive on February 28, 2015, 06:06:41 PM
anyone think the darkness mod and modpacks need a cheaper version of the spotlight "turret" to go along with it?
Less material cost or less power consumption? Or both?
Btw Spotlight is designed for battle, in peace time normal outdoor lamps will do a good job.
i understand yours is designed for battle, thus the cost of operation and build cost are balanced for that.
i was referring to an alternate version that does the same thing that could be used on a more permanent basis just to accommodate the darkness mod, which might want to cost less. i'm not sure what that cost should be exactly.
also, i wonder even if it is possible to code in a time of day, so when the sun goes away (much like how solar panels shut down), could we get a spotlight to power on when the night comes?
I got your point, however I'm very busy now with new job and other things thus not likely to make it shortly. but you can go to the XML and change the cost and other things yourself for now.
maybe add a manned or not turret using the bases from https://ludeon.com/forums/index.php?topic=2170.0 , but you'd have to ask evul for permission, but i think it would look awesome
further News for this mod:
in A10 updarte i'm willing to make all turrets using stuff-system. ;)
updated to A10, let me know if you find any bugs ;)
Perfect, thank you eatKenny :)
Thanks, Glad to see it is upto date. :)
I hate to see that this has yet to be updated! Any chance you're working on updating it, or that someone else can, for alpha 11?
hope i can work on it during this week, busy at work ???
Alright, cool! Glad to hear you will be updating somewhat soon!
updated to A11 ;)
Extension "TC: Overkill" will be updated next week.
Thanks for updating :D this is one of my favorities mods
Can you respond to this topic please related with a problem I have about this mod
http://ludeon.com/forums/index.php?topic=14088.0 (http://ludeon.com/forums/index.php?topic=14088.0)
Will this be updated any time soon so that Superior Crafting won't overwrite Shop for Turret Collection boxes
Quote from: NemesisN on June 30, 2015, 02:11:56 PM
Will this be updated any time soon so that Superior Crafting won't overwrite Shop for Turret Collection boxes
very soon. can anyone give me a proper name for the new trader who sells weapons and turrets?
small update, added custom mote and a new trader, if anyone interested...
awesome !!!
Quote from: eatKenny on June 30, 2015, 06:13:50 PM
small update, added custom mote and a new trader, if anyone interested...
Of course! Your turrets is amazing! ;)
also a small update, added smart mine. hope you guys enjoy ;)
Ha here they are ^^
That was quick :)
>>Smart Mine
This Changes Everything...
Still waiting for Overkill though :)
Also, is the laser turret really worth the 7500W energy need?
Quote from: Goldsmyths on July 04, 2015, 10:21:58 AM
>>Smart Mine
This Changes Everything...
Still waiting for Overkill though :)
Also, is the laser turret really worth the 7500W energy need?
Everything that keeps you alive is worth it. I'm glad there are trade offs and not a non-brainer investment. :)
Is the mod compatible with 11b by the way lads?
Quote from: Goldsmyths on July 04, 2015, 10:21:58 AM
>>Smart Mine
This Changes Everything...
Still waiting for Overkill though :)
Also, is the laser turret really worth the 7500W energy need?
if you look closely, the enemy shot by laser turret are burning which makes them unable to attack. the laser turret can set many enemies on fire in very short time due to rapid firing rate so i think it worth it ;)
i will working on update later, it was quite a busy(and hot) week i need a break...
updated TC and TC:Over Kill to A11b with some small new things...
I'm guessing that it's intentional that you can only build these turrets by buying them from traders? I don't like that. Trader events are rather rare for me.
I have some questions :)
can you edit pack only with spot light and stun turret :) (buidable - no traders) it will be awesome :D
thanks you very much :)
Quote from: Vas on July 09, 2015, 04:00:10 PM
I'm guessing that it's intentional that you can only build these turrets by buying them from traders? I don't like that. Trader events are rather rare for me.
i work on +mod (turret builder on SC core
) i hate traders too :)
how about i make those advanced guns craftable?
Quote from: kexici on July 11, 2015, 08:22:31 AM
I have some questions :)
can you edit pack only with spot light and stun turret :) (buidable - no traders) it will be awesome :D
thanks you very much :)
open .xml with notepad yourself and you can edit whatever you want. ;)
for your request:
1. open "RimWorld857Win\Mods\Turret Collection\Defs\ThingDefs\TCTurretStructure.xml" with notepad
2. delete everthing you don't want ( simply just delete line <defName>"ThingsYouDontWant"</defName> )
3. change the stun turret building cost here:
<costList>
<StunGun_Crate>1</StunGun_Crate>
</costList>
you can change it to:
<costList>
<Steel>150</Steel>
</costList>
4. delete "RimWorld857Win\Mods\Turret Collection\Defs\TraderKindDefs" if you don't like traders
Quote from: kexici on July 11, 2015, 11:17:38 AM
Quote from: Vas on July 09, 2015, 04:00:10 PM
I'm guessing that it's intentional that you can only build these turrets by buying them from traders? I don't like that. Trader events are rather rare for me.
i work on +mod (turret builder on SC core
) i hate traders too :)
I actually like it since it adds hard choice. You'll have to save up and prioritise it over other tempting things to buy.
Another great thing is that this way this mod can live alongside the other great turret mod "More Vanilla Turrets", where the turrets are buildable. The different ways of aquiring the turrets, one through ressources and work and the other through silver and trade, makes it worthwhile going for all the turret techs in both mods.
So my plea: Please keep these turrets tradable, for the good of the overall game with mods. Please do not ruin the perfect harmony between these 2 great turret mods.
Quote from: Andy_Dandy on July 13, 2015, 09:31:52 PM
Quote from: kexici on July 11, 2015, 11:17:38 AM
Quote from: Vas on July 09, 2015, 04:00:10 PM
I'm guessing that it's intentional that you can only build these turrets by buying them from traders? I don't like that. Trader events are rather rare for me.
i work on +mod (turret builder on SC core
) i hate traders too :)
I actually like it since it adds hard choice. You'll have to save up and prioritise it over other tempting things to buy.
Another great thing is that this way this mod can live alongside the other great turret mod "More Vanilla Turrets", where the turrets are buildable. The different ways of aquiring the turrets, one through ressources and work, and the other through gold and Money, makes it worthwhile going for all the turret techs in both mods.
So my plea: Please keep these turrets tradable, for the good of the overall game with mods. Please do not ruin the perfect harmony between these 2 great turret mods.
well said ;)
Please make the mines and the guns for turrets craftable
Quote from: eatKenny on July 14, 2015, 06:50:50 AM
Quote from: Andy_Dandy on July 13, 2015, 09:31:52 PM
Quote from: kexici on July 11, 2015, 11:17:38 AM
Quote from: Vas on July 09, 2015, 04:00:10 PM
I'm guessing that it's intentional that you can only build these turrets by buying them from traders? I don't like that. Trader events are rather rare for me.
i hate traders too :)
So my plea: Please keep these turrets tradable, for the good of the overall game with mods. Please do not ruin the perfect harmony between these 2 great turret mods.
well said ;)
As you can see above, others do want craftable turret parts and mines. We don't want to wait for 3 game years till we have more than 5 turrets from this mod. It's not even that great as it stands, almost useless. The amount of times the trader brings the turrets around makes it so bad that I might as well uninstall the mod and find some other turret mod because I have 50 man raids after the first year and my ideal defenses don't really work that well. I tried. I managed to buy every minigun along the way and man them all and still got over run.
Here's an option you COULD do, make a mod where the weapon turrets are craftable including the mines, use the weapons crafting table that's already in the game. Or maybe that's from a mod, I can't remember now. :P I think it's with the default game, lets me make Pilas and other useless stupid crap. Make this mod require the base mod to run, so you don't need to keep two seperate mods updated, one is the turrets, one just makes the turret parts craftable. Look at my signature, you'll see on my mod page, I have an addon for the ED Shields mod, this is just an addon to the ED Shield mod which doesn't really cause any compatibility issues at all.
I tried to do this for your mod, but I can't figure out how to make a recipe for each of your items to be craftable at the smithing table. I just dunno how.
A thought on tactical nukes;
You can better explain how these work by adding a description that says that they are placed in geostationary orbit above your location, and once activated, they lock on to the target location.
Also, I think it'd be nice if they destroy overhead mountain as well around the blast location and even blast the area under overhead mountain too. It might require a DLL to trigger this in a realistic way though. I have yet to use them yet, didn't use the overkill pack yet. I was thinking of making my own changes to all of the mod on my end only then posting the changes I made for you to later consider.
The realistic way would be that the nuke is placed in orbit, and you require going to your com console, or a control center to launch the nuclear strike. Establishing communication with nukes that you own.
The other idea I had, was for making it so people don't build gun turrets out the wazoo, by making gun turrets require a link to a command console. A wireless link may be easiest, a button on each turret that lets you toggle which command console it's connected to, and each command console built will display it's own network ID and maybe even let you set a friendly name to change the ID to something easy to notice "leftbase2" "rightbase1" "rightbase2", anyway. The command console can only operate 4 turrets simultaniously, but you can link 8. This means while the other 4 are 'reloading' the other 4 are able to fire. So it alternates between them. These command consoles, require a colonist at them during the operation of the turrets in order for the turrets to work. While there is no colonist, all turrets are "idle" and unable to fire.
An AI Command Console can be built, to make turrets linked to it controlled by an AI chip, this allows 12 turrets to be linked to the command console and all controlled simultaneously. This will take 14 AI cores to build. One for each turret + 2 for observing the battlefield constantly and scanning all variables, sort of support AI for the gun AI. A 14 core machine to control 12 guns.
If you've seen the shield mod, and how it recharges shields and then goes "idle" to reduce power usage, I think this would be good for the guns too. Guns use higher power while reloading, then drop in power usage while idle. If you are able to do this, I'd set maybe 4 states. "Reloading (5x power)" "Firing (2.5x power)" "Targeting (2x power)" "Idling (1x power)" and maybe even "Offline (0.1x power)" for offlining turrets with the command console for even lower power usage (30 second onlining time).
You basically set the power for what you want it to use when Idle, and then the turrets increase power usage when in the other states. Targeting is when the turret is locking on, as if aiming. Firing doesn't take long of course, but make it last 3 seconds anyway, or you could combine targeting and firing, 2.5x power, and call it "Seeking & Destroying" but anyway. When reloading, it uses 5x the power to fill it's capacitors (laser) or load the next round (others). Towers such as the laser should have a battery capacitor so they can fire multiple shots in succession till the capacitor is empty. Maybe even a solid beam that burns the enemy to the ground before it stops (or runs out of power).
Just some other thoughts I had and wanted to get out before I forget and all, all perfectly open for discussion. :P
One, I'm pretty sure it would be hard to do, and 2, 14 AI cores?! Maybe 2 at most. Do you know how hard they are to get? and also, I really don't want turrets to be like that. Especially the vanilla ones, since they are sh*t. If the mod author wants to, he could make a harder version, since I really disagree.
But I do agree on the nuke and comms console. That would be nice. And definitely radiation, similar to the poisonous event thingy that injures colonists outside. Maybe even kills all plants. And things on the outside would be heavily damaged, so you would 2-3 layers of stone walls. Just some ideas. If you can't code this stuff, it's fine
Quote from: Iwillbenicetou on July 18, 2015, 10:11:24 PM
One, I'm pretty sure it would be hard to do, and 2, 14 AI cores?! Maybe 2 at most. Do you know how hard they are to get? and also, I really don't want turrets to be like that. Especially the vanilla ones, since they are sh*t. If the mod author wants to, he could make a harder version, since I really disagree.
But I do agree on the nuke and comms console.
Well, yes, it's gonna be hard to do. Awesome things aren't always going to be easy.
and 14 cores isn't bad. Considering some turrets even require their own personal AI core, if this were done, no turret would need an AI core at all and you could fire them manually by having a standard control console there, and station someone at it. The AI console is so your defenses can be controlled without a person standing there. All automated defenses. You have a LARGE area to cover, you need each turret to be actively scanning the area. Divide up the AI cores amongst them and they become less effective.
Basically, you can either do a normal console and not use ANY AI cores, or you can set up an AI control station and no longer need to manually control those turrets anymore. Actually a good thing I was thinking about is making it upgradable, so you can link turrets to it and it can control as many as there are AI controls in it. Just stick a hopper next to it and feed it an AI core to upgrade it to +1 more turret. Something like that.
Quote from: Vas on July 19, 2015, 08:43:21 PM
Quote from: Iwillbenicetou on July 18, 2015, 10:11:24 PM
One, I'm pretty sure it would be hard to do, and 2, 14 AI cores?! Maybe 2 at most. Do you know how hard they are to get? and also, I really don't want turrets to be like that. Especially the vanilla ones, since they are sh*t. If the mod author wants to, he could make a harder version, since I really disagree.
But I do agree on the nuke and comms console.
Well, yes, it's gonna be hard to do. Awesome things aren't always going to be easy.
and 14 cores isn't bad. Considering some turrets even require their own personal AI core, if this were done, no turret would need an AI core at all and you could fire them manually by having a standard control console there, and station someone at it. The AI console is so your defenses can be controlled without a person standing there. All automated defenses. You have a LARGE area to cover, you need each turret to be actively scanning the area. Divide up the AI cores amongst them and they become less effective.
Basically, you can either do a normal console and not use ANY AI cores, or you can set up an AI control station and no longer need to manually control those turrets anymore. Actually a good thing I was thinking about is making it upgradable, so you can link turrets to it and it can control as many as there are AI controls in it. Just stick a hopper next to it and feed it an AI core to upgrade it to +1 more turret. Something like that.
Yeah, I agree. Though we will see what the author thinks, as it may be hard to put all the item/blocks in. May be too confusing for him. Maybe really hard to code.
But I do agree with you on the last one, though I think there should be 2 cores just to build the first thing, so you have one ai core scouring the battlefield. Because AI cores are rly good, a lot better than modern day AI's.
Quote from: Iwillbenicetou on July 19, 2015, 10:22:47 PMBut I do agree with you on the last one, though I think there should be 2 cores just to build the first thing, so you have one ai core scouring the battlefield. Because AI cores are rly good, a lot better than modern day AI's.
And what modern day AIs do you see scanning battlefields right now, breaking down every single variable to make accurate shots, predicting the locations of 70 troops so they can take each one out in one to two shots, always aiming for something vital? :P We don't even have modern day AI, we have programmable bots on wheels.
Kiva, those are little warehouse robots that use a mother computer to run logistics and sync with all the little ones. The little ones have an on board processing unit with a set of instructions it performs on it's own. It distributes it's computing with the cluster by syncing with the command module. The command module is pretty big, and has a lot of on board processors to compute everything and sync up with all the robots on the floor to update them all and say "Hey, there's an obstruction at x,y,z" so all of them start to evade it till someone removes it. Each one has it's own "AI core" while the command module has like 8-32, maybe more. I'm qualifying these AI cores as just a processing unit, nothing more really. I might even consider making a mod that lets you construct them. In fact, I think I will after I do a bit of research and stuff, and after I fix up my hydroponics mod a bit to include some new stuff.
thanks for the ideas and discussion guys, however i'm now busy with work, may take a while to update.
Quote from: Vas on July 20, 2015, 04:09:04 AM
Quote from: Iwillbenicetou on July 19, 2015, 10:22:47 PMBut I do agree with you on the last one, though I think there should be 2 cores just to build the first thing, so you have one ai core scouring the battlefield. Because AI cores are rly good, a lot better than modern day AI's.
And what modern day AIs do you see scanning battlefields right now, breaking down every single variable to make accurate shots, predicting the locations of 70 troops so they can take each one out in one to two shots, always aiming for something vital? :P We don't even have modern day AI, we have programmable bots on wheels.
Because AI cores are super good. They can calculate whether it's a good time to travel home, or wait a millenia. Also, AI CORE. It's amazing. And also, all of the automatic turrets use 1 AI core. So it can scan, shoot at weak points, and cause tons of damage in
one AI core. You are sort of pushing it with 2. Let alone 1.
Quote from: Iwillbenicetou on July 21, 2015, 08:37:15 PM
Quote from: Vas on July 20, 2015, 04:09:04 AM
Quote from: Iwillbenicetou on July 19, 2015, 10:22:47 PMBut I do agree with you on the last one, though I think there should be 2 cores just to build the first thing, so you have one ai core scouring the battlefield. Because AI cores are rly good, a lot better than modern day AI's.
And what modern day AIs do you see scanning battlefields right now, breaking down every single variable to make accurate shots, predicting the locations of 70 troops so they can take each one out in one to two shots, always aiming for something vital? :P We don't even have modern day AI, we have programmable bots on wheels.
Because AI cores are super good. They can calculate whether it's a good time to travel home, or wait a millenia. Also, AI CORE. It's amazing. And also, all of the automatic turrets use 1 AI core. So it can scan, shoot at weak points, and cause tons of damage in one AI core. You are sort of pushing it with 2. Let alone 1.
AI core is another word for processing unit. It's like me calling my CPU Intel.
Each turret requires 1 AI core, that means that each turret needs a separate one. Now, the additional AI cores are to determine if there are threats and if they should activate the turrets.
Quote from: Vas on July 22, 2015, 12:32:37 AM
Quote from: Iwillbenicetou on July 21, 2015, 08:37:15 PM
Quote from: Vas on July 20, 2015, 04:09:04 AM
Quote from: Iwillbenicetou on July 19, 2015, 10:22:47 PMBut I do agree with you on the last one, though I think there should be 2 cores just to build the first thing, so you have one ai core scouring the battlefield. Because AI cores are rly good, a lot better than modern day AI's.
And what modern day AIs do you see scanning battlefields right now, breaking down every single variable to make accurate shots, predicting the locations of 70 troops so they can take each one out in one to two shots, always aiming for something vital? :P We don't even have modern day AI, we have programmable bots on wheels.
Because AI cores are super good. They can calculate whether it's a good time to travel home, or wait a millenia. Also, AI CORE. It's amazing. And also, all of the automatic turrets use 1 AI core. So it can scan, shoot at weak points, and cause tons of damage in one AI core. You are sort of pushing it with 2. Let alone 1.
AI core is another word for processing unit. It's like me calling my CPU Intel.
Each turret requires 1 AI core, that means that each turret needs a separate one. Now, the additional AI cores are to determine if there are threats and if they should activate the turrets.
Then why does there need to be 2, if it's just scanning for threats and activating them. My CPU can easily do that, let alone and advanced AI
Quote from: Iwillbenicetou on July 22, 2015, 01:31:20 PM
Then why does there need to be 2, if it's just scanning for threats and activating them. My CPU can easily do that, let alone and advanced AI
Your CPU can scan 35-75 meters out from each and every single link point (turret) and detect threats and spin up defense drives, onlining defenses and giving them the necessary details to find the nearest threat and target it?
Turret CPU controls the turrets functions, helping it operate at maximum efficiency as well as tracking a target.
Assistant CPU, watches the battlefield, scanning twice the distance of all your turrets locations to see when a threat is approaching and if it should online the defenses in that area so that the turrets are offline until they are needed. Not draining all of your power constantly. The assistant CPU can only cover so much, it would take two CPUs to manage so much battlefield area. After it detects threats and tells which turrets to turn on, telling them there is a threat in their general vicinity, those turrets CPU takes over and tracks the target more precisely. Get it?
how about this: i will add a fire-control system (which will require an AI core to build), all the auto turrets from this mod will require command from this system.
Quote from: eatKenny on July 23, 2015, 02:58:29 PM
how about this: i will add a fire-control system (which will require an AI core to build), all the auto turrets from this mod will require command from this system.
That sounds like it would make this require some end game stuff. I like end game stuff, gives me something to work for.
Quote from: Vas on July 23, 2015, 12:18:49 AM
Quote from: Iwillbenicetou on July 22, 2015, 01:31:20 PM
Then why does there need to be 2, if it's just scanning for threats and activating them. My CPU can easily do that, let alone and advanced AI
Your CPU can scan 35-75 meters out from each and every single link point (turret) and detect threats and spin up defense drives, onlining defenses and giving them the necessary details to find the nearest threat and target it?
Turret CPU controls the turrets functions, helping it operate at maximum efficiency as well as tracking a target.
Assistant CPU, watches the battlefield, scanning twice the distance of all your turrets locations to see when a threat is approaching and if it should online the defenses in that area so that the turrets are offline until they are needed. Not draining all of your power constantly. The assistant CPU can only cover so much, it would take two CPUs to manage so much battlefield area. After it detects threats and tells which turrets to turn on, telling them there is a threat in their general vicinity, those turrets CPU takes over and tracks the target more precisely. Get it?
2 to build, 1 for 1 turret, and one for scanning the battlefield. All it has to do is think,
Threats=0
Or when there is things
Threats=6
Weapons= 1 Spr Chrg Rfl, 2 Frag Grnades, 3 Nrml Assault Rifles
Switch control onto other AI Core
Which is each individual turrets. Then each turret has a health overview of most powerful target in range. Then it fires at weak points until it kills the enemy, then moves onto other targets
avenger and chain gun turrets don't have a range. The max game range is 56, they are set to 75.
Quote from: Iwillbenicetou on July 23, 2015, 10:49:14 PM
2 to build, 1 for 1 turret, and one for scanning the battlefield. All it has to do is think,
Threats=0
Or when there is things
Threats=6
Weapons= 1 Spr Chrg Rfl, 2 Frag Grnades, 3 Nrml Assault Rifles
Switch control onto other AI Core
Which is each individual turrets. Then each turret has a health overview of most powerful target in range. Then it fires at weak points until it kills the enemy, then moves onto other targets
Rough example of support core code; might make a better one later.
while true do
scan cell
determine if object is threat
if threat == true:
activate attack cores in range
synchronize threat data to cores
determine if object is tree
if tree == true:
add tree to database at x,y
Ok, so now this support core is scanning each cell while condition is true. Since condition is always true, it can't ever stop. Lets say you have one single turret, with a range of 29. This support core scans 20 cells further.
Range 29 = 2452 apparently. But for the sake of this, and because I don't have the game's source code in circle making, I'm going to use math.
Range 29 = 2642 cells (rounded)
+20 more range, = 7543 cells.
That's a LOT of land to cover. A LOT. Now, lets say the support core can manage 5000 easy. And needs additional support when you have more than 10k cells in range. Unless your perfectly alright with your defenses lagging behind and not activating because the core did not see the hostile enter range.
Just like a CPU can't keep up with the game anymore when I turn on my shield generator that has a range of 56. It's just too much data. It can't handle that much data stream, even with an overclocked i7 (though, it might also be because Rimworld may not support multi-core machines so...)
In the case that Rimworld doesn't support multi-core, you can see how a secondary core will support the first as I have 4 physical cores and 4 virtual cores in my machine.
When the data stream for the support core becomes too large, you need more. I now ammend my statement to requiring 1 core per 5000 squares in the turret ranges +20. (Turret range +20 more range, maybe I'll drop it to +10 but who knows.)
You assume programs are simple and do only one thing. How does the support core know the difference between a hostile and a non hostile? How does it know that a tree isn't a person? Or a muffalo isn't an enemy? The turret has to scan each and every single cell in real time, and cells are I'd say 1 meter in size. Just guessing here based on some stats I gathered before. Maybe more. Now that's 7,543 meters this support core must scan in REAL time.
It must determine whether a tree is just a tree, if someone could be hiding behind it by looking at shadows, it must determine if an animal is behaving normally, or if it's gone bazerk. It must determine if someone is hostile or not so it doesn't start shooting allies or colonists that are walking around. It must actively do all of this constantly. That's not even possible for current day computers to do RL. Sure, you can do it in a game, because the game tags things with ID codes in the programming and the processor on your computer isn't ACTUALLY doing the work that it would do if it were doing this process for REAL. Seeing every leaf move in real time and still not triggering an alert just because a squirrel jumped out of the tree.
In fact, I think I'm being too generous with the numbers considering even this much data stream may be near impossible for 3000 years in the future.
update to Alpha 12 if possible? if not, just take your time. i'll wait.
What do you think about the possibility of creating these segments to build a smaller department like a minigun?
i will do the update in next week ;)
this update is easier than i think, so here it is ;D
I'd like to add new stuff like fire control system but now i have very little time so maybe later
Awesome! Time to increase my next colony's pew pew quotient. More Dakka!
Was reserarch costs rebalanced upwards? I'd like to see a doubbling.
Quote from: Patrykbono20 on August 23, 2015, 02:37:55 AM
What do you think about the possibility of creating these segments to build a smaller department like a minigun?
can't quite understand what you mean ??? a craftable minigun?
Quote from: Andy_Dandy on August 25, 2015, 10:15:10 PM
Was reserarch costs rebalanced upwards? I'd like to see a doubbling.
I don't see much Change of the Research costs in A12, i will check again.
i decided to move "Anti-Tank Weapons" to this mod to make it easier to maintain.
added a new turret: anti-tank missile launcher, and some small balances(less cost for anti-tank rocket launcher etc.)
I mean, the module to a minigun was at a later stage of the game could be built by player
(http://puu.sh/jTByQ/a514c7bffe.jpg)
Got this when i loaded up i figured it was yours since your mod is the only one with extra turrets
Quote from: Mechanoid Hivemind on August 30, 2015, 03:29:35 AM
(http://puu.sh/jTByQ/a514c7bffe.jpg)
Got this when i loaded up i figured it was yours since your mod is the only one with extra turrets
Make sure the main mod Turret Collection is loaded before the Extensions.
Hello, a simple question, for a simple person.
By what means can I create the crates that contain the various turrets? For the life of me I can't figure it out.. If I start the colony with edb's prepare carefully I can select a crate which I can use & place / install yet when I try to build a turret through the security section, it places something down, but it never gets built (and in the UI the little crate icons number is red). I realise you need the crate to make the turret, but back to square one.. how do I make the darn turret crate in the first place?
I can research the various turrets, I just don't see through which production method they're made.
Quote from: Ectoplasm on September 03, 2015, 01:56:24 PM
Hello, a simple question, for a simple person.
By what means can I create the crates that contain the various turrets? For the life of me I can't figure it out.. If I start the colony with edb's prepare carefully I can select a crate which I can use & place / install yet when I try to build a turret through the security section, it places something down, but it never gets built (and in the UI the little crate icons number is red). I realise you need the crate to make the turret, but back to square one.. how do I make the darn turret crate in the first place?
I can research the various turrets, I just don't see through which production method they're made.
certain turret need certain crate to build, for example M2 turret need M2 crate(all crates use same texture though). make sure you got right crate to build the turret you need.
Quote from: eatKenny on September 03, 2015, 02:14:02 PM
certain turret need certain crate to build, for example M2 turret need M2 crate(all crates use same texture though). make sure you got right crate to build the turret you need.
But how do I make the crate?
Quote from: Ectoplasm on September 03, 2015, 02:15:18 PM
Quote from: eatKenny on September 03, 2015, 02:14:02 PM
certain turret need certain crate to build, for example M2 turret need M2 crate(all crates use same texture though). make sure you got right crate to build the turret you need.
But how do I make the crate?
for the game balance you can't make it yourself, you can only BUY crates from trader ships. (you can't make a laser gun out of some steel can you?)
Ahh, got it. I was messing about with another turret mod, and you could just make them with steel etc, I didn't realise they were a bought commodity. Thanks for clearing this up quickly :)
w-what no i wasn't going to make a doom base why would i ever want to do that. ;D
Are the anti tank weapons the exact same from the other mod?
Quote from: Hunter00064 on September 03, 2015, 03:36:01 PM
Are the anti tank weapons the exact same from the other mod?
yes and adds a anti-tank missile launcher.
Can you add a lazer turret that acts like a slightly better version of the improvised turret?
Slightly higher power draw, but without using beams, just rapid fire lazers.
Just random suggestion..
Excuse me being a complete noob but how the heck do I get the ammunition for these turrets? It always say I don't have any no matter what I do...
AJ
Quote from: ajtupman on September 08, 2015, 12:44:50 PM
Excuse me being a complete noob but how the heck do I get the ammunition for these turrets? It always say I don't have any no matter what I do...
AJ
build a ammo crafting table to produce the ammo or buy them from Traders.
After 4 months, I have nothing but my colonist with a bow to defense.
Problem 1: After researching Advanced Gun Turret, MD2 Defense I, what I have are M2 Browning, M134, Stun gun and the useless Spotlight Tower
Problem 2: After building the ammo crafting table, all it gives me is the cannon shell, artillery shell and rockets
Problem 3: Where are my basic unmanned turrets? I cannot even defend myself from the Mad Animals or some wimpy raiders!
[attachment deleted due to age]
You have to buy them from traders, they're not craftable.
Quote from: Ectoplasm on September 23, 2015, 01:44:02 PM
You have to buy them from traders, they're not craftable.
So if I cannot find any weapon traders, I have nothing but my colonists to defend against raids, manhunter packs, mad animals, scythers, etc....
Why there is such a ridiculously stupid mod like this? Why it must remove all auto turrets? Why manned turrets require stupid ammos that you cannot haul or craft normally?
Quote from: nguadien on September 23, 2015, 11:41:17 PM
Quote from: Ectoplasm on September 23, 2015, 01:44:02 PM
You have to buy them from traders, they're not craftable.
So if I cannot find any weapon traders, I have nothing but my colonists to defend against raids, manhunter packs, mad animals, scythers, etc....
Why there is such a ridiculously stupid mod like this? Why it must remove all auto turrets? Why manned turrets require stupid ammos that you cannot haul or craft normally?
i havent remove any vanilla turret/item in this mod, you must playing some vanilla-overhauling modpack in which this mod may modificated by modpack author.
adds a new naval gun to turret collection "over kill" ;)
is this compatible with combat realism?
Love the new turret! However, the name does sound abit off... maybe calling it the Mark 45 (or maybe Mark 57) since it seems to resemble a 5"/54 Mark 45 https://en.wikipedia.org/wiki/5%22/54_caliber_Mark_45_gun (https://en.wikipedia.org/wiki/5%22/54_caliber_Mark_45_gun)
Quote from: 123nick on September 25, 2015, 08:49:18 PM
is this compatible with combat realism?
combat realism already uses 2 of my turrets(M2 and cannon turret), i think it will compatible but it may not balanced with combat realism.
Quote from: Match on September 26, 2015, 03:29:12 AM
Love the new turret! However, the name does sound abit off... maybe calling it the Mark 45 (or maybe Mark 57) since it seems to resemble a 5"/54 Mark 45 https://en.wikipedia.org/wiki/5%22/54_caliber_Mark_45_gun (https://en.wikipedia.org/wiki/5%22/54_caliber_Mark_45_gun)
the orignal is actully Mk 110 naval gun:
https://en.wikipedia.org/wiki/Bofors_57_mm_gun (https://en.wikipedia.org/wiki/Bofors_57_mm_gun)
I have big problem, I research new guns but, when I try to do them I haven't only one thing GUN, I wan't m2browning it's isn't in reasearch... but need part what I can't craft. I wan't chain gun? I research this I have in menu but I haven't 35mm chaingun part... I can't research and I can't craft... please HELP
Quote from: KrolCwanPL on October 16, 2015, 02:16:02 PM
I have big problem, I research new guns but, when I try to do them I haven't only one thing GUN, I wan't m2browning it's isn't in reasearch... but need part what I can't craft. I wan't chain gun? I research this I have in menu but I haven't 35mm chaingun part... I can't research and I can't craft... please HELP
gun parts can only bought from trader ship ("arms dealer" or "exotic trader").
Please, do in next version gun table :/ this is just too hard... not every trader is that and not every good trader have this...
Yes, can you make a version that doesnt require you to rely on traders?
Where in the future is some turrets needing ammo?
Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?
If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.
Quote from: Zxypher on November 08, 2015, 06:23:00 AM
Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?
If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.
costlist has nothing to do with traders.
Quote from: TLHeart on November 09, 2015, 12:01:21 AM
Quote from: Zxypher on November 08, 2015, 06:23:00 AM
Quote from: hyprformnce on October 16, 2015, 06:54:28 PM
Yes, can you make a version that doesnt require you to rely on traders?
If you want to make it not require the trader stuff I assume all you have to do is change the stuff in TCTurretStructure.xml between <costList> and </costList> to only be Steel/Plasteel etc.
costlist has nothing to do with traders.
I changed mine and it's working just fine. The traders still have the parts but they aren't required to build the turrets. It's not elegant but it works. Feel free to use it or not.
What do I need to change in the defs to make the Minigun turret unmanned?
Does it work if I delete this code lines?
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
Quote from: Jan2607 on December 21, 2015, 04:38:33 PM
What do I need to change in the defs to make the Minigun turret unmanned?
Does it work if I delete this code lines?
<hasInteractionCell>True</hasInteractionCell>
<interactionCellOffset>(0,0,-1)</interactionCellOffset>
also delete
<li>
<compClass>CompMannable</compClass>
</li>
Thank you :)
Where can i download the mod for A11?? I will appreciate it if someone will give me a link :)
Holy hell the naval gun is freaking crazy. Maybe even a bit overpowered, because as soon as you have it almost nothing can stop you anymore.
Quote from: pugakers on December 27, 2015, 07:18:15 AM
Where can i download the mod for A11?? I will appreciate it if someone will give me a link :)
Sry can't help you now, I'm on a vacation.
Quote from: Skissor on December 28, 2015, 05:51:12 PM
Holy hell the naval gun is freaking crazy. Maybe even a bit overpowered, because as soon as you have it almost nothing can stop you anymore.
Maybe lower fire rate and more power consumption?
PS: try the Zombie mod, maybe the zombies can still wreck it
Lower fire rate and maybe make the explosion radius only 1-2 tiles. Spending 2400 steel for it is easy to do.
Need help, sound won't play when used.. All sound couldn't be play
Quote from: cjayr369 | KagoMakoto on January 04, 2016, 02:01:16 AM
Need help, sound won't play when used.. All sound couldn't be play
Did you try it without any other mods? And how about the sound of the rest of the game?
Quote from: Skissor on January 04, 2016, 06:05:49 AM
Quote from: cjayr369 | KagoMakoto on January 04, 2016, 02:01:16 AM
Need help, sound won't play when used.. All sound couldn't be play
Did you try it without any other mods? And how about the sound of the rest of the game?
thanks Skissor for the quick answer.
Quote from: Skissor on January 04, 2016, 06:05:49 AM
Quote from: cjayr369 | KagoMakoto on January 04, 2016, 02:01:16 AM
Need help, sound won't play when used.. All sound couldn't be play
Did you try it without any other mods? And how about the sound of the rest of the game?
The sound of the game is fine and the mod that is active are only UI mods, even with other that had sounds with wouldn't work..it still playable but it really felt weird not to hear any sounds except for the vanilla
Hmm well the only way to find out is to disable ALL the mods sadly, because you never know if the UI mods are somehow in conflict.
Quote from: Skissor on January 04, 2016, 02:25:51 PM
Hmm well the only way to find out is to disable ALL the mods sadly, because you never know if the UI mods are somehow in conflict.
:'(
Still wouldn't work... the only thing that left on is Core...
So you have a fresh installation of this mod here only with core switched on, but only the sound effects of this mod don't work... Otherwise the sound works?
Witch sound effects don't work? The turret shots?
Ah.. it appear so. I couldn't tell if the turret sounds were the only thing is missing. but vaguely i could hear different from the vanilla but it's not the firing effects.. .
I made a customized version of the Anti-Tank weapons to work with combat realism if you want I can add it as an attachment here and you can post it on the thread or topic of anti-tank weapons only ;D
Quote from: Hunter00064 on February 21, 2016, 06:11:55 PM
I made a customized version of the Anti-Tank weapons to work with combat realism if you want I can add it as an attachment here and you can post it on the thread or topic of anti-tank weapons only ;D
thanks, als for A13(hopefuly will released in next month), i will make a combat realism patch for all the turrets.
http://www.mediafire.com/download/1ap73ael72bael2/Anti+Tank+Weapons+CCL%28CR%29.rar (I will remove this when you want me too Kenny) ;D
I hate to be the one to ask this but, any progress on updating the mod?
Quote from: Joeman9833 on April 22, 2016, 04:54:00 PM
I hate to be the one to ask this but, any progress on updating the mod?
the fact that i dont really have much time and there are already some well made turret mods for A13, i've stopped the futher development of this mod. however, some stuff from this mod may get implanted in my other mod "high caliber".
That's a shame, the naval turret, the avenger turret, and the spotlight turret were my favorite turrets to put around my base.
The spotlight turret is very useful when used with Darkness Mod.
Quote from: eatKenny on April 22, 2016, 05:42:03 PM
Quote from: Joeman9833 on April 22, 2016, 04:54:00 PM
I hate to be the one to ask this but, any progress on updating the mod?
the fact that i dont really have much time and there are already some well made turret mods for A13, i've stopped the futher development of this mod. however, some stuff from this mod may get implanted in my other mod "high caliber".
Thank you for getting back to me on that. It's kinda a shame but hey you gotta do what you gotta do. But if some of this does get implanted to your High Caliber mod that would be cool as heck man.
due to lots of asking i do updated this mod to A13, however it's a "trimmed down" version. changelog please see OP.
Sir,you are the MVP :'( Thank you
You are a saint nearly cried when I thought I wouldn't be able to use browning anymore
China restricted access website Dropbox.Who can send one in other SkyDrive?
Quote from: samurai999 on April 25, 2016, 03:41:45 AM
China restricted access website Dropbox.Who can send one in other SkyDrive?
i will upload this mod to nexus mod when i'm back home, hope you can download from there.
Quote from: samurai999 on April 25, 2016, 03:41:45 AM
China restricted access website Dropbox.Who can send one in other SkyDrive?
Little china sukcs ?? :D
eatKenny thanks for update, but this work correct with High Caliber ?
Quote from: Patrykbono20 on April 25, 2016, 01:42:58 PM
Little china sukcs ?? :D
eatKenny thanks for update, but this work correct with High Caliber ?
yes they work fine together ;)
Quote from: eatKenny on April 25, 2016, 06:55:37 AM
Quote from: samurai999 on April 25, 2016, 03:41:45 AM
China restricted access website Dropbox.Who can send one in other SkyDrive?
i will upload this mod to nexus mod when i'm back home, hope you can download from there.
thanks very much
Sorry if this was asked before. Is this mod compatible with CombatRealism?
Quote from: crusader2010 on May 03, 2016, 06:49:23 AM
Sorry if this was asked before. Is this mod compatible with CombatRealism?
for now it can work with CR but the dmg and range is not balanced with CR.
i will release a CR patch after the final release of CR 1.6
Kenny, can I ask what it was about the two turrets you left out in A13 that made them specifically hard to implement? Specifically the spotlight turret.
Quote from: panggul_mas on May 07, 2016, 09:58:09 AM
Kenny, can I ask what it was about the two turrets you left out in A13 that made them specifically hard to implement? Specifically the spotlight turret.
anyone really uses the spotlight? me myself find them not that useful :-[
I used to use the spotlight turrets alongside the darkness mod. (Of which has a revamped edition for A13)
Would greatly appreciate if they could be reimplemented. :)
Quote from: eatKenny on May 07, 2016, 12:30:20 PM
Quote from: panggul_mas on May 07, 2016, 09:58:09 AM
Kenny, can I ask what it was about the two turrets you left out in A13 that made them specifically hard to implement? Specifically the spotlight turret.
anyone really uses the spotlight? me myself find them not that useful :-[
I do use them to focus my defenders on the nearest attackers and increase the effectiveness of their shooting due to the light levels around the attackers
hello
there is an incompatibility problems with skullywag's laser weapon mod
can not active two mod together.
Think you could possibly make nuclear artillery?
Hi! Used this mod on A12, cool thing. Wanted to try it on https://ludeon.com/forums/index.php?topic=19800.0 popular pack A13, but it seems there are no howitzer shells in the game (i checked throw development "spawn thing" menu). Mb somebody can suggest what the problem?
Quote from: Ivan_Poddubniy on May 21, 2016, 12:24:47 PM
Hi! Used this mod on A12, cool thing. Wanted to try it on https://ludeon.com/forums/index.php?topic=19800.0 popular pack A13, but it seems there are no howitzer shells in the game (i checked throw development "spawn thing" menu). Mb somebody can suggest what the problem?
you just need artillery shell.
i played to much world of warships, so now i have to add the old big naval gun :(
gone mad with naval gun turrets, re-added the small-caliber naval gun turrets from previous version with texture rework and rebalance.
LOL nice.
/if only siegers can build them :P
damn...
My laptop freezes if two flak turrets from the CR mod shoot simultaneously, imagine 2 of those naval guns xD Any compatibility patch for CR for the turrets? I'm guessing that without a patch the explosions would be only explosions, without shrapnel, right? I haven't played vanilla for so long I can't remember anymore :'(
Quote from: pktongrimworld on June 22, 2016, 12:23:18 AM
if only siegers can build them :P
then your base will be flat after 2 salvo, then you rage quit.
Quote from: joaonunes on June 22, 2016, 11:02:16 AM
damn...
My laptop freezes if two flak turrets from the CR mod shoot simultaneously, imagine 2 of those naval guns xD Any compatibility patch for CR for the turrets? I'm guessing that without a patch the explosions would be only explosions, without shrapnel, right? I haven't played vanilla for so long I can't remember anymore :'(
they are now just vanilla explosion without shrapnel, point is, if a 280mm HE explodes around you, you will just torn apart from the blast rather than killed by shrapnel.
Alright.
A few questions:
- What's the blast radius of the 280mm?
- Does it fire 3 shells or just one?
- How accurate are the naval guns?
- Do they cover all of the map? It's a 280mm gun, should have some kickass range xD
Quote from: joaonunes on June 22, 2016, 12:18:16 PM
Alright.
A few questions:
- What's the blast radius of the 280mm?
- Does it fire 3 shells or just one?
- How accurate are the naval guns?
- Do they cover all of the map? It's a 280mm gun, should have some kickass range xD
- blast radius 5, dmg 80 (bomb), extra dmg 160 (bomb) if direct hit
- fire 3 shells
- force miss radius 11
- yes it will cover all of the map since in reallife the range is over 18km.
Quote from: eatKenny on June 22, 2016, 01:27:00 PM
- blast radius 5, dmg 80 (bomb), extra dmg 160 (bomb) if direct hit
- fire 3 shells
- force miss radius 11
- yes it will cover all of the map since in reallife the range is over 18km.
thanks, pretty much all I needed to know :D one more mod for my list
Quote from: eatKenny on June 22, 2016, 01:27:00 PM
- blast radius 5, dmg 80 (bomb), extra dmg 160 (bomb) if direct hit
- fire 3 shells
- force miss radius 11
- yes it will cover all of the map since in reallife the range is over 18km.
That sounds badass 8)
Quite honestly, 80 splash damage sounds like a massive hit, considering limbs have around 40-50hp (correct me if I'm wrong), so this should be fun to watch 8)
the 40MM ammo is bugging out my game causing it to crash , well i mean the ammo table for it any suggestions?
Quote from: securitycop on June 27, 2016, 06:25:33 PM
the 40MM ammo is bugging out my game causing it to crash , well i mean the ammo table for it any suggestions?
the 40mm naval gun dosent need any ammo, i dont know where your problem comes ???
the big 26cm naval gun needs "naval gun shell" as ammo which you can buy from "arms dealer", i will add it to craftble ammo in future update.
the big 26cm naval gun needs "naval gun shell" as ammo which you can buy from "arms dealer", i will add it to craftble ammo in future update.
ahh that was it , every time i tried to make the table to craft it the screen would go haywire and puke up all sorts of colors
TY for the work around !
P.S. can u get old out of date mods working for me like fusion reactor?? the mod i believe has been abandon just like better power mods
I cant seem to be able to build any of this. How do You build these towers? Ive researched advanced turrets yet i cant find any option to build these guns/cannon. Does this collection require other mods or am I missing something?
Have a nice day.
S.
P.s. i was not precise, i found tower bases/foundations but cand find how to make barrels/cannons themselves.
Is waiting for the arms dealer the only way of getting those towers? Is this forum dead?
sorry was busy with work, you can buy the turret from Armsdealer or Exotic Goods Trader.
Thanks. Anyway to lure them into range? Never met them during the first 5 seasons.
Quote from: Sjel on July 06, 2016, 10:25:18 AM
Thanks. Anyway to lure them into range? Never met them during the first 5 seasons.
that's the problem with A13, trader ships are too rare. i'm not going to change anything for now, wait for A14 to release and see if it will be fixed.
and you can always go to develope mode to call the trader ships.
Hey there, do you plan on updating for A14? If so, is there a rough ETA you could give us?
A defense without BRRRRRRT is no real defense!
Quote from: eatKenny on July 06, 2016, 10:51:13 AM
Quote from: Sjel on July 06, 2016, 10:25:18 AM
Thanks. Anyway to lure them into range? Never met them during the first 5 seasons.
that's the problem with A13, trader ships are too rare. i'm not going to change anything for now, wait for A14 to release and see if it will be fixed.
and you can always go to develope mode to call the trader ships.
there is a mod that adds a thing EXACTLY for doing that: https://ludeon.com/forums/index.php?topic=18995.msg207274#msg207276
you just power it ,and after a while you can call a ship, and then after another while a trader is guaranteed to come. it might not be the trader type you want, but it is a trader.
hey, do some of the turrets require AI persona cores? i think the howitzer, rocket artillery? and some other ones do, and i think thats a bit expensive. i think that turrets that use AI cores can be seperated into 2 types, one that is manually aimed and another that isnt but requires the core, unlike the former. the former would have bad accuracy, like half or 2/3 of the accuracy the standard one does, and maybe slightly longer reload time, but doesent require a core.
i will update this mod to A14, maybe this weekend.
Quote from: 123nick on July 20, 2016, 11:20:14 AM
hey, do some of the turrets require AI persona cores? i think the howitzer, rocket artillery? and some other ones do, and i think thats a bit expensive. i think that turrets that use AI cores can be seperated into 2 types, one that is manually aimed and another that isnt but requires the core, unlike the former. the former would have bad accuracy, like half or 2/3 of the accuracy the standard one does, and maybe slightly longer reload time, but doesent require a core.
no they no longer require AI core anymore, but for most turret you have to buy specific components from traders to build the turret.
Quote from: eatKenny on July 20, 2016, 12:42:49 PM
i will update this mod to A14, maybe this weekend.
That is great to hear!
Thank you for you effort, i think i speak for all of us when i say that you are doing a great job ;)
i know you have updated the gun mod. but i am wondering if you will be publishing them all to steam once they have been updated as i really enjoy your mods and i prefer using steam workshop as its easy to keep track of?
Quote from: eatKenny on July 20, 2016, 12:42:49 PM
i will update this mod to A14, maybe this weekend.
hows the update coming along? i see you updated industrialization.
Is this mod no longer supported? Its been a while since the last update
this is sad i really want this mod in my next game i want the awesome firepower of thoes Turrets and cannons special the heavy ship guns
i hope i can find some time this weekend to update this mod.
Hey man. Four days ago I sent you a PM, but I guess you never saw it. ;D
Just wanted to let you know that I'm working on updating your spotlight turret from an old A9 version of your turret collection.
In your OP of this thread I see you released the A13 version of your mod under the Share-Alike license.
If it's okay with you, could I publish the spotlight mod as a standalone mod once I've completed it? I'll credit you, naturally.
Otherwise, I'm only using it for myself. :)
Quote from: Bucketsmith on August 12, 2016, 11:55:29 AM
Hey man. Four days ago I sent you a PM, but I guess you never saw it. ;D
Just wanted to let you know that I'm working on updating your spotlight turret from an old A9 version of your turret collection.
In your OP of this thread I see you released the A13 version of your mod under the Share-Alike license.
If it's okay with you, could I publish the spotlight mod as a standalone mod once I've completed it? I'll credit you, naturally.
Otherwise, I'm only using it for myself. :)
sorry i was at work and forgot to reply.
you can release it as a standalone mod, no problem.
Quote from: eatKenny on August 12, 2016, 01:17:53 PM
sorry i was at work and forgot to reply.
you can release it as a standalone mod, no problem.
That's fantastic, thank you!
Do you remember if any important part of the spotlights function is in your C# assembly file?
Because I don't know C# and I think some errors are pointing to your assembly file. :(
Quote from: Bucketsmith on August 12, 2016, 01:24:30 PM
Quote from: eatKenny on August 12, 2016, 01:17:53 PM
sorry i was at work and forgot to reply.
you can release it as a standalone mod, no problem.
That's fantastic, thank you!
Do you remember if any important part of the spotlights function is in your C# assembly file?
Because I don't know C# and I think some errors are pointing to your assembly file. :(
spotlight requires some C# coding, i can only provide the orignal code from earlier Alpha(see attachtment).
[attachment deleted by admin - too old]
Quote from: eatKenny on August 12, 2016, 02:58:17 PM
spotlight requires some C# coding, i can only provide the orignal code from earlier Alpha(see attachtment).
Thank you. I'll have a look around to see if I can get this working of find someone who can.
Well, I got it all working, somewhat.
I thought I remembered that in the old mod, the thing would go on and stay on until you either made it target something else or the target dies. Or the guy manning the turret dies. Or the target goes outta range. :P
Point is, it would stay on and the light effect would follow the target? That's how I remember it.
Problem I'm having now is it's either got a static area it lights up, and a 40 second cooldown that I can't find anywhere - OR it becomes a rapid fire performance issue that fires the static area continiously. :-\
just updated to A14, changes see changelog, enjoy!
Quote from: Bucketsmith on August 13, 2016, 07:30:43 AM
Well, I got it all working, somewhat.
I thought I remembered that in the old mod, the thing would go on and stay on until you either made it target something else or the target dies. Or the guy manning the turret dies. Or the target goes outta range. :P
Point is, it would stay on and the light effect would follow the target? That's how I remember it.
Problem I'm having now is it's either got a static area it lights up, and a 40 second cooldown that I can't find anywhere - OR it becomes a rapid fire performance issue that fires the static area continiously. :-\
this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.
Quote from: eatKenny on August 13, 2016, 02:11:21 PM
this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.
Okay so it never moved with the target, it never had continuous fire? Hmm.
Well, thanks for the info. :)
Awesome. Thanks for the update!
Quote from: eatKenny on August 13, 2016, 02:11:21 PM
this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.
Haha that's clever
Quote from: kaptain_kavern on August 13, 2016, 02:49:34 PM
Quote from: eatKenny on August 13, 2016, 02:11:21 PM
this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.
Haha that's clever
really, i think its stupid, i wish the spotlight will follow the nearst enemy till he dies.
Can anyone tell me how I can get these turrets ? I have unlocked them via research but if I try to craft them it says (f.e. I need a M2 MAchine Gun)
Do I can get them only via trading ? Because I had many traders but all of them offered only the vanilla rimworld stuff .
Thx for your response ;)
Quote from: eatKenny on August 17, 2016, 10:14:54 AM
Quote from: kaptain_kavern on August 13, 2016, 02:49:34 PM
Quote from: eatKenny on August 13, 2016, 02:11:21 PM
this is how it works before:
spotlight fires and invisible bullet to an area which creates an invisible "sunlamp", this sunlamp will disappear after like 30s, and the cold down time for the spotlight is also 30s.
Haha that's clever
really, i think its stupid, i wish the spotlight will follow the nearst enemy till he dies.
What about it shooting invisible bullets at a very high rate and have the light die after a very short amount of time? Or would that break stuff?
Quote from: dareddevil7 on August 24, 2016, 04:53:05 PM
What about it shooting invisible bullets at a very high rate and have the light die after a very short amount of time? Or would that break stuff?
I think this would cause performance issues. Maybe one ever 5-6 seconds. Should still be fast enough to track a pawn if the radius is large enough/pawn is slow enough.
« Reply #374 on: August 24, 2016, 02:59:03 PM »
Can anyone tell me how I can get these turrets ? I have unlocked them via research but if I try to craft them it says (f.e. I need a M2 MAchine Gun)
Do I can get them only via trading ? Because I had many traders but all of them offered only the vanilla rimworld stuff .
Thx for your response ;)
Quote from: Goldini50 on August 25, 2016, 06:14:58 AM
« Reply #374 on: August 24, 2016, 02:59:03 PM »
Can anyone tell me how I can get these turrets ? I have unlocked them via research but if I try to craft them it says (f.e. I need a M2 MAchine Gun)
Do I can get them only via trading ? Because I had many traders but all of them offered only the vanilla rimworld stuff .
usually trading ship @ combat suppliers . try at machining is it available naval gun shell, other than that , try dev mode ;D
Thx for your response ;)
Quote from: Zxypher on August 25, 2016, 02:17:41 AM
Quote from: dareddevil7 on August 24, 2016, 04:53:05 PM
What about it shooting invisible bullets at a very high rate and have the light die after a very short amount of time? Or would that break stuff?
I think this would cause performance issues.
yes indeed.
Will you update this to A15?
Not to hijack this thread but in relation to those spotlights, I'm getting close to finishing a working version that'll actively follow the target. It foregoes the entire firing mechanism and projectiles, all together, for a lot less performance drain.
i may work on the A15 this weekend
Will you add more turrets or features in the next updates ?
Any word on how the updating is going? Excited to kill some raiders with naval guns!
just updated to A15.
sweeet :D
Yes!
Thank you eatKenny, this mod has always been one of my essentials. I, and i imagine a lot of people, really appreciate you putting the time in to update this.
added tesla coil turret for better defense against melee rush.
Quote from: eatKenny on October 01, 2016, 09:53:00 AM
added tesla coil turret for better defense against melee rush.
Great
Can you make a version of Tesla coil Turret for stunning enemies?
Quote from: hiepbg on October 01, 2016, 12:01:28 PM
Quote from: eatKenny on October 01, 2016, 09:53:00 AM
added tesla coil turret for better defense against melee rush.
Great
Can you make a version of Tesla coil Turret for stunning enemies?
the tesla coil has great chance to stun enemies thanks to its high rate of fire.
Oh man, The Tesla coil, one of my favorites!!! Think I'm gonna have to use this mod now!
Perfect mod and the turret are so amazing and the firing sounds are impressive and also good accuracy and balance the navy gun turret are the best for blowing large group of enemies and smart mine is so amazing he can jump to the enemies and Arms Dealers Traders Ship is Great and Useful to buy some Weapon and turret and Bombs and Tesla Coil high fire rate and useful to stun those enemies and Great Work.
P.S : Keep the Great Work :-)
Turret : Great
Texture : Perfect
Turret Accuracy : Perfect and Balance
Sounds : Perfect
Bullets : Perfect
Average 10/10
Quote from: Blackwatch27 on October 02, 2016, 10:02:56 AM
Perfect mod and the turret are so amazing and the firing sounds are impressive and also good accuracy and balance the navy gun turret are the best for blowing large group of enemies and smart mine is so amazing he can jump to the enemies and Arms Dealers Traders Ship is Great and Useful to buy some Weapon and turret and Bombs and Tesla Coil high fire rate and useful to stun those enemies and Great Work.
P.S : Keep the Great Work :-)
Turret : Great
Texture : Perfect
Turret Accuracy : Perfect and Balance
Sounds : Perfect
Bullets : Perfect
Average 10/10
thanks mate ;)
+ 5 for the Red alert tesla coils!
Been using the tesla and love it, however it does feel a little too strong. That's just my opinion on and more often then not it kills instead of downing. Also sets people on fire making it difficult to capture them lol. Wonder if there's a way to make a Taser gun.
Hello, eatKenny!
I had translated you mods to Chinese.
Could you allow add my language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me you email by messege, I'd be grateful to you!
The 40 mm naval turret can't shoot diagonally @ 45 degrees (there is a very noticeable "blind spot" where it stops shooting if enemies stand in the right spot) for some reason... is that intentional or a bug?
Quote from: Evmeister on October 07, 2016, 06:59:09 PM
Been using the tesla and love it, however it does feel a little too strong. That's just my opinion on and more often then not it kills instead of downing. Also sets people on fire making it difficult to capture them lol. Wonder if there's a way to make a Taser gun.
tesla turret will be balanced in futher development, i need to play it a bit more.
Quote from: duduluu on October 08, 2016, 09:57:09 AM
Hello, eatKenny!
I had translated you mods to Chinese.
Could you allow add my language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me you email by messege, I'd be grateful to you!
sure, however i dont use steam so this mod is not on steamworkshop, but you can upload it, i will give you the permission.
Quote from: inaudible on October 08, 2016, 10:14:55 AM
The 40 mm naval turret can't shoot diagonally @ 45 degrees (there is a very noticeable "blind spot" where it stops shooting if enemies stand in the right spot) for some reason... is that intentional or a bug?
this is not intentional, i dont know why either. i will try to figure it out
Quote from: eatKenny on October 08, 2016, 10:36:23 AM
Quote from: duduluu on October 08, 2016, 09:57:09 AM
Hello, eatKenny!
I had translated you mods to Chinese.
Could you allow add my language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me you email by messege, I'd be grateful to you!
sure, however i dont use steam so this mod is not on steamworkshop, but you can upload it, i will give you the permission.
Thank you! And Industrialisation and High Caliber, too?
Quote from: duduluu on October 08, 2016, 01:27:50 PM
Quote from: eatKenny on October 08, 2016, 10:36:23 AM
Quote from: duduluu on October 08, 2016, 09:57:09 AM
Hello, eatKenny!
I had translated you mods to Chinese.
Could you allow add my language data to your mods?
So that player those subscribe you steam workshop can use your mod in Chinese.
If it's ok, tell me you email by messege, I'd be grateful to you!
sure, however i dont use steam so this mod is not on steamworkshop, but you can upload it, i will give you the permission.
Thank you! And Industrialisation and High Caliber, too?
Industrialisation and High Caliber are already uploaded to workdshop by "The Scout".
tesla coil did not work on my old save, did missed something?
Quote from: shi2510 on October 08, 2016, 10:18:49 PM
tesla coil did not work on my old save, did missed something?
you mean you cant find/build it or it dosent work properly?
Quote from: eatKenny on October 09, 2016, 05:58:22 AM
Quote from: shi2510 on October 08, 2016, 10:18:49 PM
tesla coil did not work on my old save, did missed something?
you mean you cant find/build it or it dosent work properly?
its doesnt shot, i checked those things: connected to power, enermy inside shot range, did not covered by wall or something, did not hold fire.
but, its worked on new save.
stupid question, but how on earth do you place them down? it's not giving me the option with the boxes
Quote from: shadowbolt on October 18, 2016, 08:28:43 AM
stupid question, but how on earth do you place them down? it's not giving me the option with the boxes
you need to buy those certain crates from trader ship like "arms dealer"
No nearby unreserved shells. This maybe a bug?
[attachment deleted by admin due to age]
Quote from: lc-soz on October 28, 2016, 07:39:15 PM
No nearby unreserved shells. This maybe a bug?
i never saw this before, make sure the path to get the shell is not blocked.
Quote from: eatKenny on November 02, 2016, 05:24:14 PM
i never saw this before, make sure the path to get the shell is not blocked.
They are just at the side, it's impossible to exist anything between the pawns and the shells. It looks like one rocket launcher reserved multiple shells.
Will you be updating this? I think the Tesla Coils are soo awesome!
^agreeed
I tried to update this myself but sadly the source code itself seems to need changing. All I could get to work are the basic turrets (M2, AM). I'm trying to fix it but I'm a newbie.
I would love to see this mod in alpha 16. Any chance of it getting updated?
Same here. Would absolutely love an update for this!
Tesla coil looks yummy. Flamethrower turrets for that red alert feeling and a bit more close range defense :P
due to lack of time i have to give up this mod permanently, if someone is interested to maintain/update this mod you will have my green light. all the resource from this mod are open for using. thanks for the support!
Quote from: eatKenny on February 02, 2017, 04:52:11 AM
due to lack of time i have to give up this mod permanently, if someone is interested to maintain/update this mod you will have my green light. all the resource from this mod are open for using. thanks for the support!
That's sad :(
I love these turrets, especially the artillery turrets. Would be nice, if someone could update this mod.
Hey, eatKenny!
I'd like to maintain this mod!
And, could I post your High Caliber and Medieval Asian Weapons on Steam Workshop?
By the way, the 'mediveal' may only for Europe, not for Asian. 'Ancient' may better.
Quote from: duduluu on February 14, 2017, 06:52:56 AM
Hey, eatKenny!
I'd like to maintain this mod!
And, could I post your High Caliber and Medieval Asian Weapons on Steam Workshop?
By the way, the 'mediveal' may only for Europe, not for Asian. 'Ancient' may better.
no problem, all yours!
and sure you can upload those 2 mods to steam workshop.
good suggestion, i will change the name to "Ancient Asian Weapons", you can change the name when you upload this mod to steam workshop.
If possible please make it compatible with Combat Realism and change the research options to make it harder to get to some of the turrets :) thanks!
Thx, but I need the source code
Quote from: duduluu on February 15, 2017, 01:47:12 AM
Thx, but I need the source code
i will upload the source code when i'm home today
Quote from: duduluu on February 15, 2017, 01:47:12 AM
Thx, but I need the source code
the source code has been uploaded, plz redownload the mod from dropbox.
btw the tesla turret was too unbalanced in last patch, use your imagination to nerf it a little bit ;)
Hi, thanks again for creating this mod Kenny and also to you duduluu for updating the turret collection. I was wondering if either of you could add in the 15 cm naval gun in the future. I want to complete my Scharnhorst boat/base that I just recently built. Looks awesome so far. Here check it out~ http://imgur.com/a/z68O1
Quote from: Steelwolf on February 21, 2017, 06:03:24 AM
Hi, thanks again for creating this mod Kenny and also to you duduluu for updating the turret collection. I was wondering if either of you could add in the 15 cm naval gun in the future. I want to complete my Scharnhorst boat/base that I just recently built. Looks awesome so far. Here check it out~ http://imgur.com/a/z68O1
wow nice, however i dont have time to work on this mod anymore, you may ask duduluu or just do it your self, it's not that hard.
Heya EatKenny, sad to see you let go of this mod. For the source code, do you have a git repo or is it only available on dropbox?
updated to 1.0, enjoy ;)
Thank you so much!
Oh yes, thank you very much for updating this mod! :)
I already gave up my hope for an update, so I'm very happy to see this!
I definetely will use it with my next game without Combat Extended.
mod updated, adds more contents, enjoy ;)
Awesome, thank you :)
Can you upload it to the Steam Workshop, please? That would make it much easier to have the newest version. And more people would see this mod, since the forums is pretty dead :(
But many players liked your mod in the past and I think they would do so now.
Quote from: Jan2607 on March 02, 2019, 08:27:37 PM
Can you upload it to the Steam Workshop, please? That would make it much easier to have the newest version. And more people would see this mod, since the forums is pretty dead :(
But many players liked your mod in the past and I think they would do so now.
as i dont use steam myself, anyone is welcome to upload the mod to steam workshop, just leave a message to me and i will give the approval.
Finally i had the chance to use your turrets and i love it.
But cant use cannon and howitzer turrets so far. Getting a "found no nearby unreserved shells..." message.
Quote from: ertzuiop on March 31, 2019, 12:12:52 PM
Finally i had the chance to use your turrets and i love it.
But cant use cannon and howitzer turrets so far. Getting a "found no nearby unreserved shells..." message.
you need to produce those shells first, in mechanic bench.
I know, nonetheless it throws the message. Ammo is nearby in shelfs, storage zone etc.
To be clear, so far i could use the rocket and incendiary launcher, but not the other two for some reason.
Quote from: ertzuiop on March 31, 2019, 02:51:05 PM
I know, nonetheless it throws the message. Ammo is nearby in shelfs, storage zone etc.
To be clear, so far i could use the rocket and incendiary launcher, but not the other two for some reason.
that's weird, check if the shells you have are allowed in the cannon/howitzer shell selection tab.
They are allowed. Still cant use them.
Additional info: those 2 turrets have no ammo capacity window in their UI.
Like to know if there are others who had the same issue. If its just me then it must be a mod conflicting with just those 2 turrets.
So far i didnt have any errors showing in the log when the issue occurs, too.
ertzuiop,
if you use a modmanager you should just test it out with hugslib and this mod enabled on a quickstart colony.
If it work's on that colony, you maybe should try to move the mod at the modlist, last or pretty early.
Quote from: ertzuiop on April 01, 2019, 01:47:44 AM
They are allowed. Still cant use them.
Additional info: those 2 turrets have no ammo capacity window in their UI.
Like to know if there are others who had the same issue. If its just me then it must be a mod conflicting with just those 2 turrets.
So far i didnt have any errors showing in the log when the issue occurs, too.
seems a conflict with other mods.
BTW howitzer and cannon work like vanilla mortar with changeable shells, no ammo capacity UI.
thanks canute for your help!
Hi eatKenny , I want to upload the mod to steam workshop , can you give me the approval ? :)
Quote from: leafzxg on July 25, 2019, 07:39:35 AM
Hi eatKenny , I want to upload the mod to steam workshop , can you give me the approval ? :)
sorry for the late reply i was busy recently.
yes i will give you the approval.
Quote from: eatKenny on March 08, 2019, 09:39:49 AM
Quote from: Jan2607 on March 02, 2019, 08:27:37 PM
Can you upload it to the Steam Workshop, please? That would make it much easier to have the newest version. And more people would see this mod, since the forums is pretty dead :(
But many players liked your mod in the past and I think they would do so now.
as i dont use steam myself, anyone is welcome to upload the mod to steam workshop, just leave a message to me and i will give the approval.
Thankyou for your approval, I have alreadly uploaded it to the steam workshop
(https://steamcommunity.com/sharedfiles/filedetails/?id=1828462622). ;D
people asking for CE patch :-\
...me too.
Quote from: zer02 on August 10, 2019, 01:29:45 PM
people asking for CE patch :-\
...me too.
yes i also saw lots of people asking CE patch in steam workshop but i simply dont have time for this. maybe someone can make one and PM me i will put the patch in main thread.
If I have the time, I will make some CE patches and include them in Combat Extended: FastTrack Edition, so that eatKenny doesn't need to do anything on his end.
I have alreadly updated it for 1.1 at steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1828462622) . ;D
Awesome, thank you :)
Quote from: leafzxg on March 28, 2020, 12:36:29 PM
I have alreadly updated it for 1.1 at steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1828462622) . ;D
Can you by any chance provide for non-steam users as well if possible? I would really like to try out this mod. Thank!
henk,
maybe you find this useful.
https://ludeon.com/forums/index.php?topic=52498.0