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RimWorld => Releases => Mods => Outdated => Topic started by: Viper717 on July 14, 2014, 11:06:46 PM

Title: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Viper717 on July 14, 2014, 11:06:46 PM
Description:
Defense is a key factor in survival, but as of right now there aren't many options. As nice as it is to have a wall of improvised turrets, the energy strain can be overwhelming. We have brought you a new alternative choice. These turrets are powered by colonists.

With a set of mannable turrets, we take the energy requirements out of the equation by allowing your colonists to defend themselves. With a variety of turrets to choose from, as well as upgrades available, we allow you to play the game as you want to.


Features:
Adds 7 manned emplacements to the game.
Adds research for both emplacements and emplacement upgrades

Research Items:
Unlocks
Improved Emplacements - Using proper blueprints to improve your standard turret mount. This allows you to improve your turret capabilities by adding a variety of guns.
Advanced Emplacements - With better working knowledge of turrets you can create stronger turrets then before.
GE-X5 Enhanced Mortars - Unlocks the GE-X5 Enhanced Mortar with higher precision and fire rate over the standard mortar. Warning: Large explosion on destruction

Upgrades
GE-X0 Flammability - Newly designed coating applied to the GE-X0 decreases its flammability.
GE-X1 - GE-X4 Flammability - Newly formulated flame retardant substance derived from the GE-X0 research can now be applied to non-wood surfaces.
GE-X0 Armour Plating - Increase the HP of the GE-X0 by 200.
GE-X1 Armour Plating - Increase the HP of the GE-X1 by 200.
GE-X2 Armour Plating - Increase the HP of the GE-X2 by 200.
GE-X3 Armour Plating - Increase the HP of the GE-X3 by 200.
GE-X4 Armour Plating - Increase the HP of the GE-X4 by 200.
GE Burst Upgrade - Increase the number of shots per burst for the GE-X1, GE-X3, & GE-X4 by 2.

Mod Team:
AfroHarrison (http://ludeon.com/forums/index.php?action=profile;u=9375) - Designer / Lead Artist
Viper717 (http://ludeon.com/forums/index.php?action=profile;u=8403) - Designer / Lead Developer

Mod Variations:
From left to right;
GE-X0 - Modified Crossbow, GE-X1 - Modified MP40, GE-X2 - Modified RPG7, GE-X3 - Modified Dragunov, GE-X4 - Modified M41-A, GE-X5 - Enhanced Mortar, GE-X6 - Modified SPAS-12

"Stock"
(http://i.imgur.com/04IxnpC.png)
"Colourized"
(http://i.imgur.com/41xDyux.png)
"Just The Tips"
(http://i.imgur.com/fb0kswn.png)
"WW2"
(http://i.imgur.com/D4pzIMU.png)
"Futuristic"
(http://i.imgur.com/HOzxhBK.png)

How to use:
- Each turret has an additional cost of silver, to account for the cost of the gun that is attached. This is to balance the game.
- Once placed, you can man these turrets the same way as the core game mortars by drafting a colonist, and right click the turret of choice.
- Some turrets may require additional research before they can be selected.
- GE-X0 can currently shoot over walls

These turrets were based off of weapons in Project Armory.
(http://goo.gl/2NwTO9) (http://goo.gl/umqj5H)

Download:
Please note all downloads contain all texture variants, instructions below on how-to change.
Gun_Emplacements_Stock - 1.2 (https://docs.google.com/uc?export=download&id=0BykZ2QoK4vcJRmNESGY4RVFIMU0)
Gun_Emplacements_Colourized - 1.2 (https://docs.google.com/uc?export=download&id=0BykZ2QoK4vcJcmpES1hsNzJxOEk)
Gun_Emplacements_JTT - 1.2 (https://docs.google.com/uc?export=download&id=0BykZ2QoK4vcJTVcwY05rc1AtM2M)
Gun_Emplacements_WW2 - 1.2 (https://docs.google.com/uc?export=download&id=0BykZ2QoK4vcJYlVYc3N5X0ZOSlE)
Gun_Emplacements_Future - 1.2 (https://docs.google.com/uc?export=download&id=0BykZ2QoK4vcJdXBuQ3Y2RU1sdmM)

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

How to change texture packs:
- Go to your RimWorld\Mods\Gun Emplacements\Defs\ThingDefs folder.
- Add ".off" to the currently active "GunNestsThings" file
- Remove ".off" from the texture pack you'd like to use.

Changelog:

1.2 - Added GE-X6 modified SPAS-12 shotgun, Added futuristic texture pack
1.1 - 2 New texture packs, Enhanced Mortar added, re-structured textures
1.0 - First release


User License:
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Gun Emplacements by AfroHarrison & Viper717 (http://ludeon.com/forums/index.php?topic=4762.0) is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (http://creativecommons.org/licenses/by-nc-sa/4.0/).
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: kfm2010 on July 14, 2014, 11:14:22 PM
I can`t See any Attachment :P
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Viper717 on July 14, 2014, 11:15:26 PM
Sorry you caught me as i was uploading them

Cheers!
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: kfm2010 on July 15, 2014, 07:21:55 AM
 ;D wow.. i love the powerful thing..


maybe can add new  power Mortar or howitzer 8)
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: AfroHarrison on July 15, 2014, 08:13:09 AM
Quote from: kfm2010 on July 15, 2014, 07:21:55 AM
;D wow.. i love the powerful thing..


maybe can add new  power Mortar or howitzer 8)

This seems fair. I can look into it.  What would make it stand out to you in comparison to the core-game mortar?
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: IWannaChaos on July 15, 2014, 09:32:53 AM
I've yet to try to mod but I noticed the texture on the leftmost gun emplacement looks pixelated compared to the other four.
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: BetaSpectre on July 15, 2014, 10:33:20 AM
Acurracy is golden raider vs colony mortars one made by a certified t ech and one by a dumb gun
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Viper717 on July 15, 2014, 10:53:31 AM
Quote from: BetaSpectre on July 15, 2014, 10:33:20 AM
Acurracy is golden raider vs colony mortars one made by a certified t ech and one by a dumb gun

Beta,
I'm not entirely clear as to what you're saying here. Are you saying that the raider motars currently have a greater accuracy than the mortars that the colonists can make?

Cheers
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: BetaSpectre on July 15, 2014, 02:26:27 PM
Well, I most certainly should have refrained from driving while texting with my phone.

Anyway what I mean't to say.

I would like to see a mod that would increase the the accuracy of the colonist's Mortars preferably with several research options.
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Ramsis on July 15, 2014, 02:35:14 PM
Can I request a skin pack that makes the turrets not look so high tech? Sorry, they just look too silly for my liking :(
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Viper717 on July 15, 2014, 02:46:24 PM
Quote from: BetaSpectre on July 15, 2014, 02:26:27 PM
Well, I most certainly should have refrained from driving while texting with my phone.

Anyway what I mean't to say.

I would like to see a mod that would increase the the accuracy of the colonist's Mortars preferably with several research options.

We can certainly look into making a "better" mortar, or possibly even just including some upgrades for the stock mortar.

Quote from: Ramsis on July 15, 2014, 02:35:14 PM
Can I request a skin pack that makes the turrets not look so high tech? Sorry, they just look too silly for my liking :(

We will have a look to see what we can come up with for an alternate "lower tech" skin pack. But it should be do-able.

Cheers
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: AfroHarrison on July 15, 2014, 02:51:03 PM
Quote from: Ramsis on July 15, 2014, 02:35:14 PM
Can I request a skin pack that makes the turrets not look so high tech? Sorry, they just look too silly for my liking :(

Hey there,
I've been doing the designs for the turrets. How low tech are you looking for? Are we talking primitive? Dark Ages? WW type?
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: forsaken1111 on July 15, 2014, 05:59:51 PM
Quote from: AfroHarrison on July 15, 2014, 02:51:03 PM
Quote from: Ramsis on July 15, 2014, 02:35:14 PM
Can I request a skin pack that makes the turrets not look so high tech? Sorry, they just look too silly for my liking :(

Hey there,
I've been doing the designs for the turrets. How low tech are you looking for? Are we talking primitive? Dark Ages? WW type?
A texture pack that matches the theme of the base game a bit better would be nice. On the low end, maybe something that resembles a WW2 DFP/machinegun nest.

http://en.wikipedia.org/wiki/Defensive_fighting_position
http://upload.wikimedia.org/wikipedia/commons/5/51/Water-cooled_machine_gun_nest.jpg (http://upload.wikimedia.org/wikipedia/commons/5/51/Water-cooled_machine_gun_nest.jpg)
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: AfroHarrison on July 15, 2014, 11:00:52 PM
Quote from: forsaken1111 on July 15, 2014, 05:59:51 PM
A texture pack that matches the theme of the base game a bit better would be nice. On the low end, maybe something that resembles a WW2 DFP/machinegun nest.

http://en.wikipedia.org/wiki/Defensive_fighting_position
http://upload.wikimedia.org/wikipedia/commons/5/51/Water-cooled_machine_gun_nest.jpg (http://upload.wikimedia.org/wikipedia/commons/5/51/Water-cooled_machine_gun_nest.jpg)

Now, I guess we see it a bit differently. As I understood this game was set in a futuristic location (ex. The mechanical enimies, crash landing on a planet, the spaceship end-game), however I do like to make people happy. Let me start on a WW2 texture pack, and I will get it up as soon as possible.
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: AfroHarrison on July 16, 2014, 11:17:46 AM
So I did up some rough WW2 era turret looks based on pictures online. Am I going in the right direction for you? Let me know what you'd like to see differently, or what it is you're looking for.

Side note, that crossbow turret will probably become the new texture across all texture packs as someone previously commented that it looked pixelated in it's first rendition.

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: forsaken1111 on July 17, 2014, 11:50:10 AM
Quote from: AfroHarrison on July 15, 2014, 11:00:52 PM
Quote from: forsaken1111 on July 15, 2014, 05:59:51 PM
A texture pack that matches the theme of the base game a bit better would be nice. On the low end, maybe something that resembles a WW2 DFP/machinegun nest.

http://en.wikipedia.org/wiki/Defensive_fighting_position
http://upload.wikimedia.org/wikipedia/commons/5/51/Water-cooled_machine_gun_nest.jpg (http://upload.wikimedia.org/wikipedia/commons/5/51/Water-cooled_machine_gun_nest.jpg)

Now, I guess we see it a bit differently. As I understood this game was set in a futuristic location (ex. The mechanical enimies, crash landing on a planet, the spaceship end-game), however I do like to make people happy. Let me start on a WW2 texture pack, and I will get it up as soon as possible.
Just because the game is set in a science-fiction universe doesn't mean everything is super hightech. You're a lowtech colony on a rock in the middle of nowhere building whatever you can to survive. Look at the vanilla turret as an example, it doesn't look particulary sci-fi does it?

Nothing wrong with a little sci-fi styling, particularly with the more advanced turrets, but the basics at least should look like something a crashlanded survivor could make using a welder and some scraps. Just my opinion though :)

Quote from: AfroHarrison on July 16, 2014, 11:17:46 AM
So I did up some rough WW2 era turret looks based on pictures online. Am I going in the right direction for you? Let me know what you'd like to see differently, or what it is you're looking for.

Side note, that crossbow turret will probably become the new texture across all texture packs as someone previously commented that it looked pixelated in it's first rendition.
I do like these a bit better. I also got a chance to use the mod itself last night and I have to say I like them. I don't know how manned turrets work, do they depend on the shooting skill of the colonists for accuracy? A pair of crossbow turrets I built quickly was able to hold off about 8 raiders with no problem.

I'm going to do some more extensive testing soon for better feedback regarding balance.
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: AfroHarrison on July 17, 2014, 01:41:51 PM
Quote from: forsaken1111 on July 17, 2014, 11:50:10 AM
I do like these a bit better. I also got a chance to use the mod itself last night and I have to say I like them. I don't know how manned turrets work, do they depend on the shooting skill of the colonists for accuracy? A pair of crossbow turrets I built quickly was able to hold off about 8 raiders with no problem.

I'm going to do some more extensive testing soon for better feedback regarding balance.
I'm glad you like them, I'll try to get Viper to put a copy live so people can use them if they want. As far as I understand for accuracy, based on looking at original code from the game, the turret itself does not take into consideration the accuracy of the user. We had thought of looking into that though.

As for how well it fairs. All feedback would be appreciated. When we tested it, we did small groups, large raids, and overkill raids (100 enemies). Small groups were typically easy to fend against, but then again they were easy with a group of settlers and 2 basic turrets. We found strategy was really needed against larger raid groups, as the enemies can focus and take out one turret at a time. As for the overkill raid, even with the X4 guns deployed, we still got swarmed eventually.

Let me know what you think, how you like it, and how you would improve it, and we'll begin to implement as much as possible.
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Somz on July 19, 2014, 12:05:26 PM
Downloading now. Not because it sounds awesome but because I have no idea how it'll work. You have all the turrets? Or you have 1, then it changes into the next one with researches?
In any case, "man powered" has such a sweet, enhancing sound, especially in this game. :D
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Viper717 on July 19, 2014, 12:35:28 PM
Quote from: Cyst on July 19, 2014, 12:05:26 PM
Downloading now. Not because it sounds awesome but because I have no idea how it'll work. You have all the turrets? Or you have 1, then it changes into the next one with researches?
In any case, "man powered" has such a sweet, enhancing sound, especially in this game. :D
There's 5 emplacements currently the first one, GE-X0 is unlocked from the start without any research. Once your research Improved Emplacements it will allow you to build the next tier of emplacements.

I'm actually going to be posting an update to the mod shortly with a new weapon (Mortar) and a few other skin choices.

Also, glad you find these cool, if you have any feedback we'd be glad to hear it
Cheers
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: Viper717 on July 19, 2014, 02:27:27 PM
Update 1.1 now live!

See first post for updated download links and change log.
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: forsaken1111 on July 21, 2014, 11:29:05 AM
Using these in my current colony. I only have two of the crossbow emplacements so far but they've let me hold off two attacks of 12+ tribals. I do wish they were a tad more accurate, right now I have a lot of repairs to do after each assault due to friendly fire.

Still, loving it. Using the 'WW2' textures right now.
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: Viper717 on July 21, 2014, 11:33:40 AM
Quote from: forsaken1111 on July 21, 2014, 11:29:05 AM
Using these in my current colony. I only have two of the crossbow emplacements so far but they've let me hold off two attacks of 12+ tribals. I do wish they were a tad more accurate, right now I have a lot of repairs to do after each assault due to friendly fire.

Still, loving it. Using the 'WW2' textures right now.

I've been toying with the idea of an accuracy upgrade for that particular turret which is researchable, is that something that you'd be interested in or would it be better if it was just more accurate from the start?

Cheers
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: forsaken1111 on July 21, 2014, 03:26:04 PM
I'm a fan of researchable upgrades but I'd also like the colonist's shooting skill to help a bit if that is a possibility.

Also I just had the hilarious idea of catching boomrats and tying them to the end of crossbow bolts so that they explode on impact. I'm terrible.
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Somz on July 22, 2014, 05:20:42 PM
Quote
There's 5 emplacements currently the first one, GE-X0 is unlocked from the start without any research. Once your research Improved Emplacements it will allow you to build the next tier of emplacements.

I'm actually going to be posting an update to the mod shortly with a new weapon (Mortar) and a few other skin choices.

Also, glad you find these cool, if you have any feedback we'd be glad to hear it
Cheers

Yep, I have feedback. Pretty much awesome. Maybe a little imbalanced (at least feels like), but then again I know nothing about balancing so considering it, I would not like to give any advice concerning changes. :)

But!!! I just hold out with minimal losses (1 incap, 2 "critical" injured) to a raid of 37 (yeah, I just started not long ago...) with only 4 colonists and 1 of your turrets during a solar flare, which would've been...pretty much impossible without it. I love it already, thank you for your work!

E.: besides, I don't exactly know but it seems like shooting skill is...not relevant?
Does it affect the turret's aim? And can colonists with this...fear of violence (unable to shoot thing) mount the turrets?
Considering these, it has great potential!
Think Tynan should add at least one mountable, normal (as in not mortal) turret to the game too.
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: AfroHarrison on July 22, 2014, 05:26:48 PM
Quote from: Cyst on July 22, 2014, 05:20:42 PM
Yep, I have feedback. Pretty much awesome. Maybe a little imbalanced (at least feels like), but then again I know nothing about balancing so considering it, I would not like to give any advice concerning changes. :)

But!!! I just hold out with minimal losses (1 incap, 2 "critical" injured) to a raid of 37 (yeah, I just started not long ago...) with only 4 colonists and 1 of your turrets during a solar flare, which would've been...pretty much impossible without it. I love it already.

Thanks for the feedback. Finding a balance is hard when writing the mods, that is why we love hearing from you guys. If it comes back that it's too easy, we can adjust stuff down and potentially make it more research based to improve back to the current level. We are always looking for new suggestions so any idea is welcome. Glad you are enjoying it!
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: forsaken1111 on July 23, 2014, 09:33:46 AM
Quick question, is there any way you could make a turret with low damage but a high chance of stunning the target, and a high chance of incapacitation? I'm finding it rather difficult to take people alive as the turrets are so deadly.

On the feedback side, I just had a raid of 40+ pirates with advanced weaponry against my poor 4 colonists. I lost one colonist and about half my turrets but I did win. Selling these guns should provide a nice windfall.
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: AfroHarrison on July 23, 2014, 09:43:18 AM
Quote from: forsaken1111 on July 23, 2014, 09:33:46 AM
Quick question, is there any way you could make a turret with low damage but a high chance of stunning the target, and a high chance of incapacitation? I'm finding it rather difficult to take people alive as the turrets are so deadly.

On the feedback side, I just had a raid of 40+ pirates with advanced weaponry against my poor 4 colonists. I lost one colonist and about half my turrets but I did win. Selling these guns should provide a nice windfall.

You actually read our minds on the passive turret. We were just in discussions about making one designed more so for capture instead of kill. It will probably be in our next update. as for selling these guns. What would you think is fair? 50% return? More? Less?
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: Somz on July 24, 2014, 01:07:16 AM
Quote from: AfroHarrison on July 23, 2014, 09:43:18 AM

You actually read our minds on the passive turret. We were just in discussions about making one designed more so for capture instead of kill. It will probably be in our next update. as for selling these guns. What would you think is fair? 50% return? More? Less?

Capture turret? Sweet. About the return? I'm really not good at balancing as I said but I think, since it's a rather expensive thing
(and also looking at other, expensive vanilla rimworld objects)
I think it'd be 50+ rather than 50-, at least that's my opinion on the matter.
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: forsaken1111 on July 24, 2014, 12:58:24 PM
Quote from: AfroHarrison on July 23, 2014, 09:43:18 AMas for selling these guns. What would you think is fair? 50% return? More? Less?
I was talking about the guns that the pirates dropped. Is that what you meant? Does this mod mess with the trader values? That might make it conflict with some other mods.

If you mean the return from deconstructing turrets though, its a bit more complicated. You have a silver cost built in to represent the cost of the weapon, but does it make sense to get that silver back? Do you have plans to make these weapons a craftable component for the turret? Something only acquired through trading?
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: AfroHarrison on July 24, 2014, 02:12:50 PM
Quote from: forsaken1111 on July 24, 2014, 12:58:24 PM
I was talking about the guns that the pirates dropped. Is that what you meant? Does this mod mess with the trader values? That might make it conflict with some other mods.

If you mean the return from deconstructing turrets though, its a bit more complicated. You have a silver cost built in to represent the cost of the weapon, but does it make sense to get that silver back? Do you have plans to make these weapons a craftable component for the turret? Something only acquired through trading?
When I was talking selling, I was talking about deconstructing turrets. Sorry for the misunderstanding. And as it stands all return on a turret is standard. We didn't adjust how the game determines that, but if it becomes a concern with people, we can. And as for silver returned, I'm sure you could see it as selling the mounted weapon as scrap to get back some silver.

As for dropped raiders guns. Our mod does not touch that. Each turret gun was designed to be unobtainable aside from the actual turrets. A raider should never have one equipped, nor should you ever find one on a trader. If you do, please let us know :) And for craftable component. Probably not. This is do to the upgraded specs on the guns. We don't want any colonist being able to equip and carry them.
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: forsaken1111 on July 25, 2014, 06:32:55 AM
Quote from: AfroHarrison on July 24, 2014, 02:12:50 PMAnd for craftable component. Probably not. This is do to the upgraded specs on the guns. We don't want any colonist being able to equip and carry them.
Leaving aside the awesomeness that that would cause (colonists in power armor carrying around a cannon... hah!) I meant having them as craftable items. The item wouldn't be usable as a weapon until mounted. For example in the TTM mod you can make a 'fitted gun' out of a pistol and then that fitted gun is a component of the turret. You can't use the fitted gun as a weapon for the colonists. The upgraded turrets work the same way, with trader-purchasable components which are not actual weapons but are components for the turret.

The whole idea of having silver as a crafting requirement just feels off to me, but I can manage if this isn't something you're planning. :)
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: Somz on July 25, 2014, 07:13:13 AM
Quote from: forsaken1111 on July 25, 2014, 06:32:55 AM

The whole idea of having silver as a crafting requirement just feels off to me, but I can manage if this isn't something you're planning. :)

I don't know, I'm good with it. Since basically the only component required to make everything is metal (until new resources are introduced), I don't mind a little bit of twist.
Clutter mod, miscellaneous w/ Mai, Jaxxa Shields, they all do the same. ;)
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.1 Updated 07.19.2014
Post by: AfroHarrison on July 25, 2014, 10:00:57 AM
Quote from: forsaken1111 on July 25, 2014, 06:32:55 AM
Leaving aside the awesomeness that that would cause (colonists in power armor carrying around a cannon... hah!) I meant having them as craftable items. The item wouldn't be usable as a weapon until mounted. For example in the TTM mod you can make a 'fitted gun' out of a pistol and then that fitted gun is a component of the turret. You can't use the fitted gun as a weapon for the colonists. The upgraded turrets work the same way, with trader-purchasable components which are not actual weapons but are components for the turret.

The whole idea of having silver as a crafting requirement just feels off to me, but I can manage if this isn't something you're planning. :)

As of right now, there are no plans on making a craftable component for the requirements. We didn't want to overwhelm ourselves with too many components of the mod. We decided silver as a component to simulate purchasing of the weapon to attach. When more item types are added to the game we may re-visit the idea of craftable components as a requirement for building the emplacements.
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Viper717 on July 30, 2014, 08:46:27 PM
Update 1.2 now live!

Changed in this version;
GE-X6 shotgun emplacement
Futuristic texture pack
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.2 Updated 07.30.2014
Post by: welcomeHub on August 03, 2014, 02:50:31 AM
Shortgun ww2 textures has bug, trying to find things/building/ww2/ShortGunTurretBase, I guess it should be TurretBase?
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Viper717 on August 03, 2014, 10:56:07 AM
Yes, sorry ill fix the zip file.
I thought we already fixed it.

-=Edit=-
Fixed the file in all zips.
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.2 Updated 07.30.2014
Post by: 2rok on August 17, 2014, 10:45:07 AM
Please update to alpha6! This is my favorite mod I can't live without it!!!
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Viper717 on August 18, 2014, 12:31:37 AM
Quote from: 2rok on August 17, 2014, 10:45:07 AM
Please update to alpha6! This is my favorite mod I can't live without it!!!

Hey 2rok,
Glad to hear you're enjoying the mod, i've just tested the current build with the latest game version and its working great!
Please let us know if you encounter any bugs!

Cheers
Title: Re: [MOD] (Alpha 5) Gun Emplacements 1.2 Updated 07.30.2014
Post by: DAOWAce on August 23, 2014, 05:03:30 PM
Quote from: welcomeHub on August 03, 2014, 02:50:31 AM
Shortgun ww2 textures has bug, trying to find things/building/ww2/ShortGunTurretBase, I guess it should be TurretBase?

Quote from: Viper717 on August 03, 2014, 10:56:07 AM
Yes, sorry ill fix the zip file.
I thought we already fixed it.

-=Edit=-
Fixed the file in all zips.

It's now ShotgunTurretBase, but that still doesn't exist as a texture.  Looks like it should just be TurretBase.

Also, there's a whole bunch of desktop.ini files in the folders causing them to appear empty.  Seems your Windows has created them for some reason and they got packed by your archival tool.

Lastly, are the other texture files needed?  Removing them could free up ~1.5MB from the mod data from each version.
Title: Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Iwillbenicetou on August 23, 2014, 05:50:28 PM
Can you make a very simplistic version?
Edit: Simplisitc Rimworld style...
Title: Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Bruvvy on August 23, 2014, 11:48:22 PM
This adds a lot more to do in rimworld that's for sure
Title: Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Lithial on August 26, 2014, 11:10:47 PM
Idk if its been asked yet but any chance of superior crafting intergration?? :P
Title: Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Viper717 on August 28, 2014, 12:59:20 PM
Quote from: Lithial on August 26, 2014, 11:10:47 PM
Idk if its been asked yet but any chance of superior crafting intergration?? :P

Theres been no requests for it thus far, but i can see how difficult it will be to integrate, if its not too hard then i can start working on that.

Cheers
Title: Re: [MOD] (Alpha 5) Gun Emplacements
Post by: Bodog999 on August 29, 2014, 01:26:19 PM
Quote from: kfm2010 on July 15, 2014, 07:21:55 AM
;D wow.. i love the powerful thing..


maybe can add new  power Mortar or howitzer 8)
There is already a mod which includes a powerfull howitzer. BUT its electric and not manned. A manned howitzer would be very funny :D
Title: Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Zeta Omega on August 29, 2014, 07:36:16 PM
Stun turret idea?
Title: Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: jerry on September 13, 2014, 11:22:46 AM
hey man thanks for this amazing mod but I didn't like it's settings much so I tweaked it a little bit to fit the immersive gameplay so I lowered it's silver cost and nerfed it a little to shoot every 3 seconds instead of .5 second and lowered the M4A1 turret range and increased Draganov turret range and lowered all turrets accuracy to acceptable level . After this new settings and after modifying the normal Improvised turret I can successfully stop 10 pirates armed with modern weapons or 15 armed with bows and stuff and all that while defending with only an improvised turret and one turret from your selection and three colonists behind fortifications. I was wondering if I can have your permission to post this new settings of your mod at this page so that everyone can try this amazing mod without breaking the immersion of the game  :)
Title: Re: [MOD] (Alpha 6) Gun Emplacements 1.2 Updated 07.30.2014
Post by: Giraffe on October 13, 2014, 06:30:49 AM
Is this mod coming back? Or is it abandoned?

Either way this was one of the coolest mods around. I hope someone takes it over or it comes back. Cheers.