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RimWorld => Releases => Mods => Outdated => Topic started by: ItchyFlea on February 26, 2014, 04:13:02 PM

Title: [MOD] (Alpha 2) Energy Turret - Discontinued.
Post by: ItchyFlea on February 26, 2014, 04:13:02 PM
Energy Turret



Unfortunately I haven't been keeping up with this mod, despite wanting to work on it, I haven't had the time. So I have given permission to a couple of people to integrate this mod into theirs if they so wish. If anybody else wishes to include my energy turret as-is, or with some balance changes, feel free to do so. Just mention that my name in the credits somewhere. :)




Description:
This adds 4 new research topics that lead to allowing you to build a vastly better turret. Research all 4 new research topics to unlock the Energy Turret.
Each research project is unlocked by researching the prerequisite, starting with one simply named Energy Turrets

Mod Team:
Download:


Download from ludeon forums:
(http://i.imgur.com/KwibIVn.png) (http://ludeon.com/forums/index.php?action=dlattach;topic=2159.0;attach=956)


Screens:


How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog:


[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: GriffenDorf on February 27, 2014, 06:18:01 AM
Ah this mod is insane, and makes sense. thanks.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: hawkwing on February 27, 2014, 12:37:50 PM
A mod that adds more research topics? I wouldn't even care if this was horribly unbalanced and buggy, this is awesome and needed.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: TimMartland on February 27, 2014, 01:15:13 PM
Any pictures?
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: Delta_Com on February 27, 2014, 01:54:13 PM
I tried it out and loved. Two of these were able to hold off 20+ raiders in a hallway trap, so they may be a little OP.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: TimMartland on February 27, 2014, 03:57:55 PM
They are a little OP, but really well done. You might want to change the energy rounds from matt blue dots to ones with a proper texture, but otherwise everything looks really good. Maybe you could make an in-between turret like a HMG, and a laser one.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: StorymasterQ on February 27, 2014, 08:23:35 PM
So the Energy Turrets will only be available after the fourth research? Hmm, what about maybe after the first one, but then further research makes it better, such as strength, rate of fire or range.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: ItchyFlea on February 27, 2014, 09:03:59 PM
Technically the research topics do nothing to the turret. I've added them mainly as justification for why it's the way it is.
In the future I suspect Tynan will open up the possibility of being able to have research affect new content, but in the mean time, it seems the benefits of research (faster mining, etc) are hardcoded.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: StorymasterQ on February 27, 2014, 09:39:05 PM
Will the Energy Turret replace the normal Turrets, or will it be available side-by-side? Either way, you could code multiple turrets, each with their own strength/speed/range definitions, and make them available as the research for it is done.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: hawkwing on February 27, 2014, 09:48:39 PM
Hah, I see you decreased the explosive range on these, too. 8)

Personally, I feel an energy turret like this should explode much more violently than a traditional turret, but I've got my mod running to decrease the blast radius of turrets even further than this turret decreases it, so these numbers work fine for me.

PS: I'm in favor of StorymasterQ's suggestion, above. Security tab is looking a little empty at the moment... don't think anyone would mind a bit of mod-spam cluttering it up until proper research integration is available/understood.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: ItchyFlea on February 27, 2014, 10:44:11 PM
This mod keeps the improvised turret in the game.
I will make a few more turrets in a few days. At the moment I'm finishing up my Wood Economy mod, of which I have just uploaded the first test release. (http://ludeon.com/forums/index.php?topic=2162.0) :)
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: JonoRig on February 28, 2014, 05:48:10 PM
I do Enjoy these turrets; i set up a defence line, with the embrasures and armoury mod; then used the dev console to see how many enemies it would take to kill me... and well; this says it all:



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: DarkXess on March 01, 2014, 11:36:27 PM
Thanks for posting your release, please update your downloads links. You can find our mirror here:

(http://www.modsaholic.com/forums/site_pics/downloadbut.png) (http://www.modsaholic.com/forums/index.php/files/file/514-energy-turret/)
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: ItchyFlea on March 02, 2014, 12:40:20 AM
What do you mean by 'please update your downloads links'?
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: DarkXess on March 02, 2014, 02:01:08 AM
lol sorry mate, I meant put our download link on your release page too  :P
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: Vas on March 05, 2014, 01:18:30 AM
I like the turrets themselves, but they are extremely powerful.  Building one single turret will end the game in immediate victory because no raider wave will ever kill you ever again.  I placed just 2 of these at the front gates then spawned 5 packs of 1000 point raiders with dev mode.  None of them ever made it.  That's like 50+ dead bodies all over the place, some even tried to hide behind trees and rocks, that didn't save them.  It was carnage to the maximum.  It does need balancing before I can make a video involving it.  xP  I was about to make a youtube video with the mods I had collected and balanced and was going to link everything once done.  I can give it a little more time though, if you want to take a look at a bit of balancing?  Perhaps it's just because I was already 120 days into the game when I started this turret and it's research.  I'll try a new file real fast and see how it goes and report back but I am still pretty sure it's overpowered.  Maybe slow down it's rate of fire or something.  xP
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: harpo99999 on March 05, 2014, 06:06:21 AM
I also have tried 5 1000 point raider spawns against a defence base of my design with a large number of the energy turrets and it did need several of the lava pumps power supplies and two nuclear power plants, BUT the only ones that got away retreated when the leading bunch of the raider group died, and it even was shooting down two layer stone walls to get the raiders
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: Darker on March 05, 2014, 02:39:14 PM
Make the turrets consume energy when they fire, much like advanced artilery in Total anihilation. That's the balance.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: Architect on March 05, 2014, 02:51:49 PM
Quote from: Darker on March 05, 2014, 02:39:14 PM
Make the turrets consume energy when they fire, much like advanced artilery in Total anihilation. That's the balance.

I don't think this should be too difficult using a DLL Flea. You got this down?
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: ItchyFlea on March 05, 2014, 03:40:47 PM
At the moment I don't know how to make .dll files. (Rather, I don't know how to code in C#)
This will probably change by the time Alpha 3 comes around. Although at this stage I'm going to stop working on this mod, as the amount of free time I have might be lowered drastically by the end of this week, and I'd like to use the remaining spare time to focus on my Wood Economy mod.

Of course if that isn't the case, I'll eventually get around to balancing this some more.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: Vas on March 06, 2014, 01:39:23 AM
Quote from: ItchyFlea on March 05, 2014, 03:40:47 PM
At the moment I don't know how to make .dll files. (Rather, I don't know how to code in C#)
This will probably change by the time Alpha 3 comes around. Although at this stage I'm going to stop working on this mod, as the amount of free time I have might be lowered drastically by the end of this week, and I'd like to use the remaining spare time to focus on my Wood Economy mod.

Of course if that isn't the case, I'll eventually get around to balancing this some more.

If I find a good balance to the turret in this, I'll send you the files and let you check it out.  I was going to mod my version some till I found something I liked.  The research topics before Energy Turrets, what do they do, nothing right now?
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: ItchyFlea on March 06, 2014, 01:57:59 AM
They don't actually do anything. They are there as my way of justifying why this turret is OP.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: hawkwing on March 06, 2014, 12:10:32 PM
Yeah, as far as I've seen for myself and heard other modders say, research definitions are implemented in xml, but research effects are not. IE, you can define research topics, and structures can define those topics as prerequisites for their construction, but the effects (such as turret cooling letting you fire 4 shots instead of 3) are still hard-coded.

Can't wait to see that change, though. My mod would make a lot more sense as an upgrade than as an override...
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: Vas on March 08, 2014, 03:45:16 AM
http://steamcommunity.com/sharedfiles/filedetails/?id=236029102 - Hah.  :P  All thanks to 3 turrets.
Title: Re: [MOD] (Alpha 2) Energy Turret
Post by: hawkwing on March 10, 2014, 03:12:35 PM
(previous poster's image, for users too lazy to click on links)
(http://cloud-4.steampowered.com/ugc/3316078793944692175/54C1376A8D965C947A5C91866983ABFE4F81C678/1024x536.resizedimage)
Title: Re: [MOD] (Alpha 2) Energy Turret - Discontinued.
Post by: ItchyFlea on March 13, 2014, 03:25:34 AM
I am discontinuing this mod due to a lack of time. Thank-you everybody who used this turret and gave advice for improving it.
If you wish to use this turret in your own mod, feel free to do so. Also feel free to change/balance the turret as you see fit. All I ask is that you mention my name somewhere in the credits.  :)

Again, thank you all for using this mod.

If you wish to see where my time is being spent, it's on this mod: Wood Economy (http://ludeon.com/forums/index.php?topic=2162.0)