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RimWorld => Releases => Mods => Outdated => Topic started by: The_Fallen_One on December 24, 2015, 02:20:11 PM

Title: [A15] Heavy defences 0.87 (09/09/2016)
Post by: The_Fallen_One on December 24, 2015, 02:20:11 PM
Heavy Defences

(http://i.imgur.com/EFDGzX7h.png)  (http://i.imgur.com/2DQTEwtl.png)

Description:

**Description update soon**

A small mod that adds a number of defences. It is in its early stages so any feedback is highly appreciated. I am planning on adding more turrets, artillery, colonist weapons and defensive barriers.

Currently, I have created 5 new turrets and 6 artillery pieces. The improved turret, advanced turret, minigun turret, laser turret, flamethrower turret, the total destruction version of the minigun turret, the heavy artillery (variants: standard, incendiary, E.M.P. and rapid fire), the rocket artillery and the rapid fire artillery version for total destruction. The improved turret has a higher fire rate, higher burst count, slightly more range and more health than the vanilla turret and the advanced turret further this. The minigun turret has poor accuracy but an extremely high fire rate, The laser turret is the opposite, with a high accuracy but relatively low fire rate. The heavy artillery is more accurate, more damaging and has a slightly faster reload time, The different variants show their damage type and the rapid fire shoots multiple smaller projectiles. The rocket artillery fires a volley of 6 highly explosive rockets and requires no ammunition and is fully automated. There are research projects to unlock the respective structures.

This mod also adds some new traps to slow and kill you invaders. There are the new heavy dead fall trap and the shallow boggy marsh tiles now added to do this as well as an E.M.P. I.E.D. to deal with those pesky mechanoids. The heavy deadfall trap has a higher chance to activate and kill and the bog tiles slow down anything that travels over it.

Also it adds some new, stronger walls, doors and sandbags that allows for more resistance against attacks, especially sapper attacks where they will quickly burrow through normal walls, but not these.

There are also some new guns that have been added to the game. The junker (cheap and pretty much useless), the double barrelled shotgun with a sawn off variant (similar to the pump shotgun but with a few stat changes and 2 shots), the flamer and heavy flamer (flamethrowers that set the ground and targets on fire (heavy flamer shoots more and faster but reduced movement speed)), the grenade launcher (launches explosive projectiles that explode on impact) and the plasma rifle (a charge rifle esq sniper rifle).

---Total Destruction---

Total destruction is a small endgame research option that used my first few attempts at modding each of the defence types (and massively overshooting their strength) that requires the rest of my research paths to be completed. It includes some defences designed to decimate anything that fights you.

The minigun - A minigun that instantly locks on and fires at your enemy dealing fast and high damage. Great for dealing with swarms of enemies as it has no cool down and will continually mow through your enemies.

The artillery - An artillery piece with a rapid fire barrel. It shoots 5 shells, requires no ammunition and has a very quick cool down and a large shell explosion. Leaves gaping holes in an assault force any almost ensures victory if used.

The land'nuke' - A landmine with a large explosion. Stand back, this is your only warning.

If anybody has any feedback or requests on what I should add in future, feel free to ask!

If you wish to add this to a mod pack, please ask for my permission first.

0.77 is for A12 and features my gun crafting system, which I removed in 0.78 for A13 in favour of the new core system.

Author
The_Fallen_One

Download
http://www.nexusmods.com/rimworld/mods/104/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmoddescription%2F%3Fid%3D104%26preview%3D&pUp=1

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

Credits

skullywag for his amazing code for flame-throwers which without mine would not work.
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: shahrukh on December 24, 2015, 06:10:52 PM
sounds great !
i am gona try it soon :)
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: Mechanoid Hivemind on December 25, 2015, 08:19:06 AM
Can you give a rapid fire mortar? that burst fires 3 rounds? a little less accurate, than the vanilla one?
and a flame thrower turret? please, you will complete my enhanced vanilla gameplay
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: The_Fallen_One on December 25, 2015, 08:25:47 AM
Quote from: Mechanoid Hivemind on December 25, 2015, 08:19:06 AM
Can you give a rapid fire mortar? that burst fires 3 rounds? a little less accurate, than the vanilla one?
and a flame thrower turret? please, you will complete my enhanced vanilla gameplay

I am planning on adding a rapid fire mortar already, however that flamethrower is a good idea so I will look into it.
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: patbiker on December 25, 2015, 02:38:28 PM
Sounds cool! That would be great a electrified barbed wire or Somme sort,explosive charges where you activate with a terminal or a detonator that you must buy or get. love the texture of the turrets by the way that show there advanced or improved in ways than looking military-grade nice looking which is good too.go on like that!
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: The_Fallen_One on December 27, 2015, 07:19:27 PM
Quote from: patbiker on December 25, 2015, 02:38:28 PM
Sounds cool! That would be great a electrified barbed wire or Somme sort,explosive charges where you activate with a terminal or a detonator that you must buy or get. love the texture of the turrets by the way that show there advanced or improved in ways than looking military-grade nice looking which is good too.go on like that!

Thanks texturing isn't my strong point! Also It would be interesting to try and have a go at creating electric fence and remote explosives. It would be very useful. I will see if I can make the explosives like they were in alpha 6 (I think).
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: Patrykbono20 on January 03, 2016, 10:59:28 AM
Compatybile with Turret Collection ?
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: The_Fallen_One on January 03, 2016, 05:23:37 PM
Quote from: Patrykbono20 on January 03, 2016, 10:59:28 AM
Compatybile with Turret Collection ?

I believe so but I have not tested. The only possible compatibility error I can think of may be key bindings being the same.
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: The_Fallen_One on January 06, 2016, 03:24:00 PM
Sorry for the long delay on the next update, working on something special, so special the game dies every time I try to make it work. And with no errors so I cant figure out the problem! Please stand by while I continue to try and fix.
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: IndustryStandard on January 12, 2016, 03:37:31 PM
Hm. My personal suggestion is a lazer turret.

But don't make it one of those cheap ones that shoots beams, I mean have it function like something out of StarWars

In comparison to a normal turret, it can have a bit higher power draw (don't overdo it like the turret mod) lower damage but much high fire rate.
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: GuesUserNameGUN on January 19, 2016, 12:41:59 PM
for the lazer turret idea, maybe it can have a long cool down but it does heaps of damage and hits people in a line? and the damage would be burn damage, because anything else would be too op. so burn damage everywhere, draws ALOT of power when you fire, but uses half a normal turrets power when not firing. and by firing, im talking about a big burst of energy maybe 3 secs long?
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: The_Fallen_One on January 22, 2016, 04:00:44 PM
Hi guys, here with a quick update. It has been a while since I have posted and I thought that I should let you know that I am still experiencing some problems with the creation of this mod, namely adding in more artillery is preventing any modded artillery from working and the flame thrower turret I am working on is well, no shooting flames despite every attempt that I have made to make it shoot fire. These are not the same problems as I was having before as the game was no recognising my mod before so I have made quite a bit of progress since. I was wandering whether I should temporarily shelve these projects and move onto different turrets (yes like the laser one that I have had a couple of requests for). Please leave a comment on what you guys think I should do below.

Thanks for understanding,
                                      The_Fallen_One
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: GuesUserNameGUN on January 23, 2016, 05:58:09 AM
for the flamethrower, you could do it like a fast firing mini mortar that is highly accurate and shoots fire bombs. might work better like that. but not too OP
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: linkman1234963 on January 23, 2016, 04:43:51 PM
Quote from: GuesUserNameGUN on January 23, 2016, 05:58:09 AM
for the flamethrower, you could do it like a fast firing mini mortar that is highly accurate and shoots fire bombs. might work better like that. but not too OP
if i remember correctly a flame thrower can be achieved by using a gun with super high rate of fire, and barley any range. and using a force low accuracy to simulate spread.
Title: Re: [A12] Heavy defences 0.07 (24/12/2015)
Post by: The_Fallen_One on January 23, 2016, 05:18:14 PM
Quote from: linkman1234963 on January 23, 2016, 04:43:51 PM
if i remember correctly a flame thrower can be achieved by using a gun with super high rate of fire, and barley any range. and using a force low accuracy to simulate spread.

That was what I was hoping to achieve however there was no ignition on the shots. Turns out setting damage as fire and having an incediary blast on it doesn't work so I might have to make it mini explosions from a mortar instead of a turret. I believe its to do with how the  mortar and turrets are treated differently. Will give it a shot soon.
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: The_Fallen_One on January 24, 2016, 08:04:16 AM
New update live!
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: The_Fallen_One on January 25, 2016, 02:44:06 PM
I have decided that I will soon reduce my focus on turrets and turn to other defensive meathods. If anybody has any particular requests feel free to leave a comment and I will have a reasonable attempt at creating it (yes I am still open for turret suggestions it's just not my main focus anymore).
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: patbiker on January 26, 2016, 03:07:13 PM
Thanks for the update! for suggestions Traps! like pitfall with spikes or without(a lethal or heavily injured with the spikes and the version without will be the way to down them or to get them a ton a bruises(?))and can also be stuffable (for the spikes),arrow-trap well we can have Somme ancient traps of the antiquity era or Middle Ages which we can construct with raw materials or for more modern traps they need a workbench or a trader (your average colonist don't necessarily known how to craft them for example or he need tools to not blast his face or the base...[could be fun if he got this if he failed the craft lol) ) I can have other suggestions but I don't want to make a ton of words for everyone's eyes (lol). anyway keep going like this!
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: IndustryStandard on January 27, 2016, 02:50:57 AM
How about a something that works as an upgrade to sandbags?
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: The_Fallen_One on January 30, 2016, 03:29:49 AM
Quote from: IndustryStandard on January 27, 2016, 02:50:57 AM
How about a something that works as an upgrade to sandbags?

Sandbags are difficult to make better because of how rimworld's "cover" system works. The best I can do is make sandbags that don't die as easily but I will see if there is a way to make them more covering.
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: Zeta Omega on February 02, 2016, 07:04:08 PM
Do the artillary Require ammo?
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: The_Fallen_One on February 03, 2016, 11:45:49 AM
Quote from: Zeta Omega on February 02, 2016, 07:04:08 PM
Do the artillary Require ammo?

Yes they require the game's standard artillery shells to function.
Title: Re: [A12] Heavy defences 0.34 (24/01/2016)
Post by: The_Fallen_One on February 08, 2016, 04:20:20 PM
Next update soon. Just a few bugs to fix first and it will be out.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on February 10, 2016, 12:52:10 PM
New update live. New images and possibly a video (not confirmed) will be uploaded soon.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: Zeta Omega on February 13, 2016, 08:46:54 PM
Help? I think I messed something up, when I tried to open it I accidently set it to open with internet explorer. How do I change that and what should I open it with?
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on February 14, 2016, 08:28:48 AM
Quote from: Zeta Omega on February 13, 2016, 08:46:54 PM
Help? I think I messed something up, when I tried to open it I accidently set it to open with internet explorer. How do I change that and what should I open it with?

If you are talking about opening the .rar file (the main file) you need to right click on the file, click on open with, find winrar.exe, 7zip.exe or whatever extraction program use use and confirm. It should now work. Let me know if this didn't fix it and ill see if there is anything else I can do to help!
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: Zeta Omega on February 14, 2016, 10:00:16 AM
Quote from: The_Fallen_One on February 14, 2016, 08:28:48 AM
Quote from: Zeta Omega on February 13, 2016, 08:46:54 PM
Help? I think I messed something up, when I tried to open it I accidently set it to open with internet explorer. How do I change that and what should I open it with?

If you are talking about opening the .rar file (the main file) you need to right click on the file, click on open with, find winrar.exe, 7zip.exe or whatever extraction program use use and confirm. It should now work. Let me know if this didn't fix it and ill see if there is anything else I can do to help!
Thank you...new computer so I forgot how I did it last time...
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on February 15, 2016, 07:46:16 AM
Quote from: Zeta Omega on February 14, 2016, 10:00:16 AM
Quote from: The_Fallen_One on February 14, 2016, 08:28:48 AM
Quote from: Zeta Omega on February 13, 2016, 08:46:54 PM
Help? I think I messed something up, when I tried to open it I accidently set it to open with internet explorer. How do I change that and what should I open it with?

If you are talking about opening the .rar file (the main file) you need to right click on the file, click on open with, find winrar.exe, 7zip.exe or whatever extraction program use use and confirm. It should now work. Let me know if this didn't fix it and ill see if there is anything else I can do to help!
Thank you...new computer so I forgot how I did it last time...

No problem glad I could help!
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: filippe999 on February 16, 2016, 02:15:48 PM
Kudos

Might i suggest an EMP Artillery and Stun variants? Lately i've been wanting to make peace with my neighbours but i'll never make any progress if i can't send anyone alive back :P.
A stun minigun would be a great start.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on February 17, 2016, 10:27:09 AM
Quote from: filippe999 on February 16, 2016, 02:15:48 PM
Kudos

Might i suggest an EMP Artillery and Stun variants? Lately i've been wanting to make peace with my neighbours but i'll never make any progress if i can't send anyone alive back :P.
A stun minigun would be a great start.

There is already an EMP artillery variant in this mod, however I will look into a stun weapon but I don't think the game engine allows for stunning but I will see if I can't figure something out.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: GuesUserNameGUN on February 22, 2016, 03:10:16 AM
also, what about more defenses? not just turrets, but different fences, bulletproof walls, bunkers, embrasures, barbed wire ( to slow the enemy) mines, etc
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on February 22, 2016, 11:18:59 AM
Quote from: GuesUserNameGUN on February 22, 2016, 03:10:16 AM
also, what about more defenses? not just turrets, but different fences, bulletproof walls, bunkers, embrasures, barbed wire ( to slow the enemy) mines, etc

Most of what you have mentioned it on my list of what I would like to start doing for the next update, also I forgot to mention about the stronger walls and doors and stuff that I added, ill just update that now. Thanks for reminding me.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: ButteryButters on February 23, 2016, 10:23:50 AM
I am not sure if its this mod, Turret Collection, or Auto Turrets but one of the three seems to make it impossible for me to use a hopper with mortars and I don't have a specific "Ammo Hopper" item. When I try to place a hopper near a mortar I get an error like "Must be placed near an object that requires a hopper".

Have you had this error? My guess is that its a compatibility error between these three mods. I haven't had a chance to properly troubleshoot it yet.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on February 23, 2016, 11:11:37 AM
Quote from: ButteryButters on February 23, 2016, 10:23:50 AM
I am not sure if its this mod, Turret Collection, or Auto Turrets but one of the three seems to make it impossible for me to use a hopper with mortars and I don't have a specific "Ammo Hopper" item. When I try to place a hopper near a mortar I get an error like "Must be placed near an object that requires a hopper".

Have you had this error? My guess is that its a compatibility error between these three mods. I haven't had a chance to properly troubleshoot it yet.

I haven't thought about hopper functionality so I will have a go at making the artillery hopper compatible soon. Also this mod is a collection of defensive structures, mostly turrets at the moment but I am working on expanding this so it heads deeper into other defensive options.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: ButteryButters on February 23, 2016, 10:21:32 PM
Quote from: The_Fallen_One on February 23, 2016, 11:11:37 AM
Quote from: ButteryButters on February 23, 2016, 10:23:50 AM
I am not sure if its this mod, Turret Collection, or Auto Turrets but one of the three seems to make it impossible for me to use a hopper with mortars and I don't have a specific "Ammo Hopper" item. When I try to place a hopper near a mortar I get an error like "Must be placed near an object that requires a hopper".

Have you had this error? My guess is that its a compatibility error between these three mods. I haven't had a chance to properly troubleshoot it yet.

I haven't thought about hopper functionality so I will have a go at making the artillery hopper compatible soon. Also this mod is a collection of defensive structures, mostly turrets at the moment but I am working on expanding this so it heads deeper into other defensive options.

I'll be honest the turrets are fun but nothing has saved my colonists more then those bogs. I tile wide hallway about 10 long filled with bog and just leave a reinforced door for you to walk out of. The AI sees the unobstructed way pf the bog as safer then bashing down a high health door and they all funnel into turret fire.  That literally saved my colony during a fallout event where we couldn't leave the indoors safely and I got a poison ship and large tribal raid at the same time. I hope traps are more expanded on and that my colonists hit them less >.< RIP my wardens jaw.

*EDIT*

I don't think its your mod, I spent about 2 hours trying to fix compatibility yesterday (turns out all I had to do was remove NoCleaningPlease xD)

Anyway the only weapons mods I have now are Rimsensal, Rimfire, More Vanilla Turrets, GlitterTech, and High Caliber. I worked around the issue by using MD2 Deep Storage Units and setting them to just hold mortars
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: GuesUserNameGUN on April 03, 2016, 10:09:24 PM
with the new update coming soon, i was wondering, what about stun turrets for the prison breaks? turrets that shoot 2 shots that can knock people unconsios and do little damage. any armour completely blocks the shots however to nerf it against raiders. or mabye traps that could have the same affect? batons or stun guns? plenty of options here, i just need it for those prison breaks.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on April 05, 2016, 10:31:37 AM
Quote from: GuesUserNameGUN on April 03, 2016, 10:09:24 PM
with the new update coming soon, i was wondering, what about stun turrets for the prison breaks? turrets that shoot 2 shots that can knock people unconsios and do little damage. any armour completely blocks the shots however to nerf it against raiders. or mabye traps that could have the same affect? batons or stun guns? plenty of options here, i just need it for those prison breaks.

It is something I'm working on in the background, but unfortunately it wont be in the next update as my focus is on something that is nearly completed, but I'm just ironing out a few bugs to make sure that it works properly. Stun weapons are planned for the update after that however providing I can get them working reliably.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: GuesUserNameGUN on April 05, 2016, 07:21:22 PM
Quote from: The_Fallen_One on April 05, 2016, 10:31:37 AM
Quote from: GuesUserNameGUN on April 03, 2016, 10:09:24 PM
with the new update coming soon, i was wondering, what about stun turrets for the prison breaks? turrets that shoot 2 shots that can knock people unconsios and do little damage. any armour completely blocks the shots however to nerf it against raiders. or mabye traps that could have the same affect? batons or stun guns? plenty of options here, i just need it for those prison breaks.

It is something I'm working on in the background, but unfortunately it wont be in the next update as my focus is on something that is nearly completed, but I'm just ironing out a few bugs to make sure that it works properly. Stun weapons are planned for the update after that however providing I can get them working reliably.
if you do them, you gotta make sure they arent too OP. maybe do it like a dart gun, with it affecting the targets conciousness? and if you shoot them too many times it can do an "overdose" which would kill them? and also maybe a trap that does the same, or one that does blunt force.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on April 07, 2016, 09:36:50 AM
So with the release of A13 I will be updating this mod to work with it and release it as soon as I can. Unfortunately A13 breaks the entire mod, but I will try and see if I can fix it. Anyway I will now be uploading the now finished version for A12 but it wont be a main file so you have to look for the file in the file history if you want it for A12.

UPDATE

So the last month of programming has been implementing my own gun crafting system, and I look at some of the conflicts with A13 and what do I see? GUNCRAFTING! So I will have to transfer all of what I can salvage of my code and transfer it into the next version to work along the core version.

Little bit annoying but no doubt it works better than my system so I'm glad it is in. I just wish it was on the planned features list so I would then have focused on stun weapons. Oh well.
Title: Re: [A12] Heavy defences 0.57 (10/02/2016)
Post by: The_Fallen_One on April 08, 2016, 07:46:14 AM
Update is finished, will likely upload in a couple of hours.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: NephilimNexus on April 10, 2016, 12:47:42 AM
I <3 Nebelwerfer!
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: ShellShock220 on April 10, 2016, 06:12:19 AM
Hi, the download is a .rar and my computer seams unable to uncompress or format in any way? Any advice would be appreciated.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 10, 2016, 10:24:44 AM
Quote from: ShellShock220 on April 10, 2016, 06:12:19 AM
Hi, the download is a .rar and my computer seams unable to uncompress or format in any way? Any advice would be appreciated.

Do you have any uncompressing programs on your computer? e.g. winrar (what I use) or 7 zip (if so change file type to a .zip). If you do have any it might be that there is a problem with with your uncompressing program. If you don't have one it is the only way to open it as far as I'm aware, so it might be a good idea to get one as most downloads store files compressed to save space and reduce download times.

Let me know if this helps or if there is anything else I can do to help.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: XxMSWShadowxX on April 10, 2016, 10:28:02 AM
Quote from: ShellShock220 on April 10, 2016, 06:12:19 AM
Hi, the download is a .rar and my computer seams unable to uncompress or format in any way? Any advice would be appreciated.

OS' programs for WinRAR by RARLab (official site): http://www.rarlab.com/download.htm

Linux Version: http://www.rarlab.com/rar/rarlinux-5.3.0.tar.gz
Linux (64bit Version): http://www.rarlab.com/rar/rarlinux-x64-5.3.0.tar.gz
Mac OSX: http://www.rarlab.com/rar/rarosx-5.3.0.tar.gz
Windows (32bit): http://www.rarlab.com/rar/wrar531.exe
Windows (64bit): http://www.rarlab.com/rar/winrar-x64-531.exe

If you are unsure about what version your pc is, then grab the 32bit version as it wont over allocate or crash a 64bit or 32bit pc whilst 64bit may do this to a 32bit machine.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: w00d on April 10, 2016, 08:56:31 PM
Link on first page does not work, clicking on it sends you to the Description page. Navigating abit and trying to dl from nexus even with an account, it does not download
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 11, 2016, 11:21:43 AM
Quote from: w00d on April 10, 2016, 08:56:31 PM
Link on first page does not work, clicking on it sends you to the Description page. Navigating abit and trying to dl from nexus even with an account, it does not download

The manual download button is in the middle - top right in green and you can also find the download under the file section with the older versions if you wish to use them.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: Takamiki on April 11, 2016, 11:49:08 AM
question is it possible to only get the turrets? cause i find those nice  but don't really need the weapons (more so in enemy hands) and i am already using high caliber and rimfire for more weapons
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: FrankDrebin on April 11, 2016, 12:52:03 PM
So whats the difference between normal vanilla turret and improved turret and advanced turret? more damage? more accurate? speed? what?
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: MarineStardust on April 11, 2016, 01:18:21 PM
what about a shotgun turret?
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: FrankDrebin on April 11, 2016, 02:15:01 PM
Suggestion: I would love a feature that is already at some furniture, "reinstall at", could relocate turret(s) as want, without deconstructing it and losing some of materials.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 11, 2016, 04:34:28 PM
Quote from: Takamiki on April 11, 2016, 11:49:08 AM
question is it possible to only get the turrets? cause i find those nice  but don't really need the weapons (more so in enemy hands) and i am already using high caliber and rimfire for more weapons

I would have to separate the guns from the main mod or create another version without them in I will probably have a look into it tomorrow. However if you open up the mod folder, go into defs, thingefs and then delete the Weapons_guns.xml file that will remove them from the game.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 11, 2016, 04:41:35 PM
Quote from: FrankDrebin on April 11, 2016, 12:52:03 PM
So whats the difference between normal vanilla turret and improved turret and advanced turret? more damage? more accurate? speed? what?

The different turrets have different properties, for example, the improved turret has an increased shot damage, increased health, increased range and a higher shot count per burst. The advanced turret furthers this.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 11, 2016, 04:42:19 PM
Quote from: MarineStardust on April 11, 2016, 01:18:21 PM
what about a shotgun turret?

Good idea I'll give it a shot for the next update.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 11, 2016, 04:45:30 PM
Quote from: FrankDrebin on April 11, 2016, 02:15:01 PM
Suggestion: I would love a feature that is already at some furniture, "reinstall at", could relocate turret(s) as want, without deconstructing it and losing some of materials.

A13 took out a few features from how the turrets can receive player command (they no longer can receive targeting) and I was planning on re-adding that feature and possibly look into other features that I could add along side, and I think that would be quite useful so I will have a go at doing it.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: MarineStardust on April 12, 2016, 09:07:52 PM
are any of those turret good at long range shooting and i don't really care about the hand held weapon.
any way you can make all the turret in a mod by itself, just asking
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: MarineStardust on April 12, 2016, 09:14:55 PM
ignore my second question, i saw your response to Takamiki but i am asking my first question if any of the turret have the range of a sniper. if there no turret that have the range of a sniper then i am sticking to the mod ~More Vanilla Turrets~ since it have a shotgun and sniper turret
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: carpediembr on April 13, 2016, 06:53:33 AM
Dont take this as a bad comment, but I found the artillery and turrets a bit unbalanced.

They dont cost too much, dont require ammo and have incredible range/damage.

I'd pump the resource a bit and add components to the crafting as well.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 13, 2016, 11:03:55 AM
Quote from: MarineStardust on April 12, 2016, 09:14:55 PM
ignore my second question, i saw your response to Takamiki but i am asking my first question if any of the turret have the range of a sniper. if there no turret that have the range of a sniper then i am sticking to the mod ~More Vanilla Turrets~ since it have a shotgun and sniper turret

There is the laser turret with high damage and a very long range. I am also planning on adding some other long range turrets soon.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 13, 2016, 11:06:20 AM
Quote from: carpediembr on April 13, 2016, 06:53:33 AM
Dont take this as a bad comment, but I found the artillery and turrets a bit unbalanced.

They dont cost too much, dont require ammo and have incredible range/damage.

I'd pump the resource a bit and add components to the crafting as well.

The next update is going to focus on bug fixes and rebalancing rather than new features as A 13 removed some feature and broke others. Hopefully they shouldn't be too overpowered in the next update.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 13, 2016, 11:13:32 AM
Uploaded a version of the current mod without the guns in for people who use other mods or just prefer the core guns
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: GuesUserNameGUN on April 16, 2016, 06:11:59 AM
Quote from: The_Fallen_One on April 11, 2016, 04:45:30 PM
Quote from: FrankDrebin on April 11, 2016, 02:15:01 PM
Suggestion: I would love a feature that is already at some furniture, "reinstall at", could relocate turret(s) as want, without deconstructing it and losing some of materials.

A13 took out a few features from how the turrets can receive player command (they no longer can receive targeting) and I was planning on re-adding that feature and possibly look into other features that I could add along side, and I think that would be quite useful so I will have a go at doing it.
if you re-add that feature, it needs a nerf. maybe add some research to do it, or maybe you could do it like a colonist has to operate a building for you to do it?
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 16, 2016, 05:21:08 PM
Quote from: GuesUserNameGUN on April 16, 2016, 06:11:59 AM
Quote from: The_Fallen_One on April 11, 2016, 04:45:30 PM
Quote from: FrankDrebin on April 11, 2016, 02:15:01 PM
Suggestion: I would love a feature that is already at some furniture, "reinstall at", could relocate turret(s) as want, without deconstructing it and losing some of materials.

A13 took out a few features from how the turrets can receive player command (they no longer can receive targeting) and I was planning on re-adding that feature and possibly look into other features that I could add along side, and I think that would be quite useful so I will have a go at doing it.
if you re-add that feature, it needs a nerf. maybe add some research to do it, or maybe you could do it like a colonist has to operate a building for you to do it?

The auto-aim feature will probably only be on more advanced turrets that can be justified in having their own auto-targeting system.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: w00d on April 20, 2016, 12:23:50 AM
Quote from: The_Fallen_One on April 11, 2016, 11:21:43 AM
Quote from: w00d on April 10, 2016, 08:56:31 PM
Link on first page does not work, clicking on it sends you to the Description page. Navigating abit and trying to dl from nexus even with an account, it does not download

The manual download button is in the middle - top right in green and you can also find the download under the file section with the older versions if you wish to use them.

none of them work , clicking on the manual download gives me a white page with your description

clicking on the file checking gives me this page as well

http://www.nexusmods.com/rimworld/ajax/moddescription/?id=104&preview=
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 20, 2016, 11:13:48 AM
Quote from: w00d on April 20, 2016, 12:23:50 AM
Quote from: The_Fallen_One on April 11, 2016, 11:21:43 AM
Quote from: w00d on April 10, 2016, 08:56:31 PM
Link on first page does not work, clicking on it sends you to the Description page. Navigating abit and trying to dl from nexus even with an account, it does not download

The manual download button is in the middle - top right in green and you can also find the download under the file section with the older versions if you wish to use them.

none of them work , clicking on the manual download gives me a white page with your description

clicking on the file checking gives me this page as well

http://www.nexusmods.com/rimworld/ajax/moddescription/?id=104&preview=
This looks like it might be a bug with your computer/internet browser. Make sure that you have web scripting turned on and if that doesn't work would you mind letting me know what internet browser you are using as I might have an idea of finding out what is actually happening. I can view that page so I imagine that you are being directed to the wrong place.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: w00d on April 20, 2016, 11:36:28 AM
HI tfo

I was able to DL it with Chrome, unclear why Firefox did nto like it, we have the same ad blockers on both browsers, am a paid premium user for Nexus mods etc /shrug

cheers, thanks for the mod , looking forward to your additions
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on April 20, 2016, 02:41:54 PM
Quote from: w00d on April 20, 2016, 11:36:28 AM
HI tfo

I was able to DL it with Chrome, unclear why Firefox did nto like it, we have the same ad blockers on both browsers, am a paid premium user for Nexus mods etc /shrug

cheers, thanks for the mod , looking forward to your additions

No problem glad I could help
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: Hexatron on May 26, 2016, 02:54:32 PM
I currently have the problem that mad animals and raiders are just walking through the reinforced doors, as if they are not even there. I have to use the normal doors the game coems with, to prevent any "evil" guys from going through them.

Not sure if this is a bug, of if this problem was caused cause i am using other mods as well? (none of them adds more doors or walls from what i can tell though).

Any pointers or help would be highly appreciated.


When it comes to suggestions: how about some reinforced embrasures to go with all those nice reinforced walls?

Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on May 27, 2016, 05:56:52 AM
Quote from: Hexatron on May 26, 2016, 02:54:32 PM
I currently have the problem that mad animals and raiders are just walking through the reinforced doors, as if they are not even there. I have to use the normal doors the game coems with, to prevent any "evil" guys from going through them.

Not sure if this is a bug, of if this problem was caused cause i am using other mods as well? (none of them adds more doors or walls from what i can tell though).

Any pointers or help would be highly appreciated.


When it comes to suggestions: how about some reinforced embrasures to go with all those nice reinforced walls?

I am unsure of what is causing this. It may be that the copy of the mod that you have is corrupted in some way. Try re-downloading the mod to see if it fixes the problem, or make sure the code (get ready for daunting code section) for the door looks something like this (found under def/thindefs_buildings/Buildings fortifications (should be third sub-section)
    <!--========================= Reinforced Doors =============================-->

  <ThingDef ParentName="BuildingBase" Name="ReinDoorBase" Abstract="True">
    <thingClass>Building_Door</thingClass>
    <blueprintClass>Blueprint_Door</blueprintClass>
    <category>Building</category>
    <blueprintGraphicData>
      <texPath>Things/Building/Door/Door_Blueprint</texPath>
    </blueprintGraphicData>
    <altitudeLayer>DoorMoveable</altitudeLayer>
    <fillPercent>1</fillPercent>
    <useHitPoints>true</useHitPoints>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <statBases>
      <MaxHitPoints>1250</MaxHitPoints>
      <Flammability>1.0</Flammability>
    </statBases>
    <leaveResourcesWhenKilled>false</leaveResourcesWhenKilled>
    <selectable>true</selectable>
    <tickerType>Normal</tickerType>
    <rotatable>false</rotatable>
    <soundImpactDefault>BulletImpactMetal</soundImpactDefault>
    <terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
    <designationCategory>Structure</designationCategory>
    <holdsRoof>true</holdsRoof>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
    <drawerType>RealtimeOnly</drawerType>
    <building>
      <soundDoorOpenPowered>DoorOpenPowered</soundDoorOpenPowered>
      <soundDoorClosePowered>DoorClosePowered</soundDoorClosePowered>
      <soundDoorOpenManual>DoorOpenManual</soundDoorOpenManual>
      <soundDoorCloseManual>DoorCloseManual</soundDoorCloseManual>
      <ignoreNeedsPower>true</ignoreNeedsPower>
      <canPlaceOverWall>true</canPlaceOverWall>
    </building>
    <comps>
      <li>
        <compClass>CompForbiddable</compClass>
      </li>
    </comps>
  </ThingDef>



  <ThingDef ParentName="ReinDoorBase">
    <defName>ReinDoor</defName>
    <label>Reinforced door</label>
    <description>Divides rooms. Must be manually opened and closed, which slows people down. This is a heavily fortified version to slow raiders.</description>
    <statBases>
      <WorkToMake>150</WorkToMake>
    </statBases>
    <graphicData>
      <texPath>Things/Building/Door/DoorSimple_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <uiIconPath>Things/Building/Door/DoorSimple_MenuIcon</uiIconPath>
    <costStuffCount>75</costStuffCount>
    <designationHotKey>Z</designationHotKey>
   <researchPrerequisites><li>Advanced_security</li></researchPrerequisites>
  </ThingDef>


  <ThingDef ParentName="ReinDoorBase">
    <defName>ReinAutodoor</defName>
    <label>Reinforced autodoor</label>
    <description>Divides rooms. Powered operation allows people to move through the door without slowing down. This is a heavily fortified version to slow raiders.</description>
    <statBases>
      <WorkToMake>2100</WorkToMake>
    </statBases>
    <graphicData>
      <texPath>Things/Building/Door/Autodoor_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <uiIconPath>Things/Building/Door/Autodoor_MenuIcon</uiIconPath>
    <costList>
      <Steel>80</Steel>
    </costList>
    <costStuffCount>75</costStuffCount>
    <comps>
      <li Class="CompProperties_Power">
        <compClass>CompPowerTrader</compClass>
        <basePowerConsumption>100</basePowerConsumption>
      </li>
    </comps>
    <designationHotKey>C</designationHotKey>
   <researchPrerequisites><li>Advanced_security</li></researchPrerequisites>
  </ThingDef>


If this doesn't help you might have to look into any ways mods could be conflicting but I find it unlikely that there would be a conflict if the aren't using custom doors. If you are still having problems feel free to ask me for help.

As for the embrasures, they are being released in the next update already as long as everything goes to plan.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: Hexatron on May 27, 2016, 12:41:36 PM
It was exactly that... and they would just walk through them. I did compare it to the doors from the core mod, and i found something else. I added this, and now it seems to work.

What i did was adding the following "damageData" lines in the graphicData area, like the core mod had it with its doors:

    <graphicData>
      <texPath>Things/Building/Door/DoorSimple_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
<damageData>
  <rect>(0,0.1,1,0.8)</rect>
</damageData>
    </graphicData>
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on May 28, 2016, 06:30:00 AM
Quote from: Hexatron on May 27, 2016, 12:41:36 PM
It was exactly that... and they would just walk through them. I did compare it to the doors from the core mod, and i found something else. I added this, and now it seems to work.

What i did was adding the following "damageData" lines in the graphicData area, like the core mod had it with its doors:

    <graphicData>
      <texPath>Things/Building/Door/DoorSimple_Mover</texPath>
      <graphicClass>Graphic_Single</graphicClass>
<damageData>
  <rect>(0,0.1,1,0.8)</rect>
</damageData>
    </graphicData>


That must have been caused by a conflict in some way then because I didn't have any problems with it when I was testing. I'll add this in to make sure that similar problems don't occur in the future.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: DFC on June 01, 2016, 11:54:55 AM
I tried adding the damage data but it still doesn't seem to work. Rooms are not divided by the doors
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on June 02, 2016, 10:18:48 AM
Quote from: DFC on June 01, 2016, 11:54:55 AM
I tried adding the damage data but it still doesn't seem to work. Rooms are not divided by the doors

I'm guessing you have the same problem as well then?
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: Yawinsum on June 13, 2016, 03:19:56 AM
I'm not sure if this is a bug or some kind of conflict with another mod I have but the Reinforced walls don't seem to actually support roofs at all.  Man-made and rock roofs both collapse if you make the room wide enough.  Also, if I restrict a Reinforced Door from being used, Colonists can still go through it.  I have tried redownloading the mod but that doesn't seem to work.  If necessary I can provide a list of the mods I'm running or the xml files themselves.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on June 13, 2016, 08:46:44 AM
Quote from: Yawinsum on June 13, 2016, 03:19:56 AM
I'm not sure if this is a bug or some kind of conflict with another mod I have but the Reinforced walls don't seem to actually support roofs at all.  Man-made and rock roofs both collapse if you make the room wide enough.  Also, if I restrict a Reinforced Door from being used, Colonists can still go through it.  I have tried redownloading the mod but that doesn't seem to work.  If necessary I can provide a list of the mods I'm running or the xml files themselves.

Roofs collapsing is a standard game mechanic, it happens when the ceiling is unsupported ie. too far away from a wall. To fix this, add small peices of wall periodically to make sure all of the roof is supported. As for the restrict not working, that is something I will look into because I have not noticed this before. I will get back to you when I have a chance to check it out.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: Yawinsum on June 13, 2016, 11:35:22 AM
Quote from: The_Fallen_One on June 13, 2016, 08:46:44 AM
Quote from: Yawinsum on June 13, 2016, 03:19:56 AM
I'm not sure if this is a bug or some kind of conflict with another mod I have but the Reinforced walls don't seem to actually support roofs at all.  Man-made and rock roofs both collapse if you make the room wide enough.  Also, if I restrict a Reinforced Door from being used, Colonists can still go through it.  I have tried redownloading the mod but that doesn't seem to work.  If necessary I can provide a list of the mods I'm running or the xml files themselves.



Roofs collapsing is a standard game mechanic, it happens when the ceiling is unsupported ie. too far away from a wall. To fix this, add small peices of wall periodically to make sure all of the roof is supported. As for the restrict not working, that is something I will look into because I have not noticed this before. I will get back to you when I have a chance to check it out.

I just meant that the bug might be that the Reinforced Walls aren't actually supporting roofs.  I have a mod that tells me the range of support a section of wall gives and when I click on a Reinforced wall it doesn't show anything.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on June 14, 2016, 11:08:02 AM
Quote from: Yawinsum on June 13, 2016, 11:35:22 AM
Quote from: The_Fallen_One on June 13, 2016, 08:46:44 AM
Quote from: Yawinsum on June 13, 2016, 03:19:56 AM
I'm not sure if this is a bug or some kind of conflict with another mod I have but the Reinforced walls don't seem to actually support roofs at all.  Man-made and rock roofs both collapse if you make the room wide enough.  Also, if I restrict a Reinforced Door from being used, Colonists can still go through it.  I have tried redownloading the mod but that doesn't seem to work.  If necessary I can provide a list of the mods I'm running or the xml files themselves.



Roofs collapsing is a standard game mechanic, it happens when the ceiling is unsupported ie. too far away from a wall. To fix this, add small peices of wall periodically to make sure all of the roof is supported. As for the restrict not working, that is something I will look into because I have not noticed this before. I will get back to you when I have a chance to check it out.

I just meant that the bug might be that the Reinforced Walls aren't actually supporting roofs.  I have a mod that tells me the range of support a section of wall gives and when I click on a Reinforced wall it doesn't show anything.

They are coded to support roofs, so unless that mod changes how walls support roofs there shouldn't be a problem. It is likely that this mod affects walls' code in the xml files and adds a range to them, which can be copied if you want to do that, you just need to go into that mods' xml files, find the special effect radius and copy it across onto the reinforced walls code, and then the walls should display the ranges (I would give you some pre-made code to overwrite the normal code but I don't know the support range of the walls).
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: Yawinsum on June 14, 2016, 06:39:21 PM
Thank you for the replies.  I think I'll just remove that mod and see if that fixes the walls.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: BaconBits on July 20, 2016, 05:26:08 AM
Any chance of an A14 update? I feel I cannot live with out it. Love this mod!!
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on July 20, 2016, 10:31:29 AM
Quote from: WolfKing on July 20, 2016, 05:26:08 AM
Any chance of an A14 update? I feel I cannot live with out it. Love this mod!!

Sorry for the delay it has been too hot around here to safely run my computer but its cooled down a bit. I am working on it now and I am hoping to get it updated as soon as possible.
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: BaconBits on July 20, 2016, 04:01:34 PM
Quote from: The_Fallen_One on July 20, 2016, 10:31:29 AM
Quote from: WolfKing on July 20, 2016, 05:26:08 AM
Any chance of an A14 update? I feel I cannot live with out it. Love this mod!!

Sorry for the delay it has been too hot around here to safely run my computer but its cooled down a bit. I am working on it now and I am hoping to get it updated as soon as possible.

No worries, hope the heat didn't damage anything. Thanks for the update. Are you working on any other mods for the future?
Title: Re: [A13] Heavy defences 0.78 (08/04/2016)
Post by: The_Fallen_One on July 20, 2016, 06:24:32 PM
Quote from: WolfKing on July 20, 2016, 04:01:34 PM
Quote from: The_Fallen_One on July 20, 2016, 10:31:29 AM
Quote from: WolfKing on July 20, 2016, 05:26:08 AM
Any chance of an A14 update? I feel I cannot live with out it. Love this mod!!

Sorry for the delay it has been too hot around here to safely run my computer but its cooled down a bit. I am working on it now and I am hoping to get it updated as soon as possible.

No worries, hope the heat didn't damage anything. Thanks for the update. Are you working on any other mods for the future?

Nah heat didn't do any damage, the next update is out but it is only a compatability with a few new features, not as many as I had originally intended to put in, which I will be doing soon hopefully.

As for other mods, I do have one in its early stages but it has no real functions at the moment, only research an some half finished textures, will probably stay that way until I get enough free time to get into it properly.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: Vakturion on August 18, 2016, 07:50:37 AM
Awesome mod, love it.

I was wondering what the difference between shallow and deep bog was?

I can put bog down in a 1x[whatever] line and it slows everyone down great, if I make it a huge 10x10 block it doesn't seem to do anything?

Am I doing something wrong with the bog?

Thanks.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: Wishmaster on August 18, 2016, 11:22:03 AM
There are some issues:

sometime a siege event occurs and the pirates will setup a rocket artillery... without electricity to power it, so it won't work.

Also some pieces look ridiculously OP even if they are really expensive.
Rocket artillery will completely annihilate a raid or a siege with a single salvo because of its explosion radius and accuracy.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: The_Fallen_One on August 18, 2016, 11:30:35 AM
Quote from: Vakturion on August 18, 2016, 07:50:37 AM
Awesome mod, love it.

I was wondering what the difference between shallow and deep bog was?

I can put bog down in a 1x[whatever] line and it slows everyone down great, if I make it a huge 10x10 block it doesn't seem to do anything?

Am I doing something wrong with the bog?

Thanks.

The deeper bog has a greater slowing effect for the first part, but the second part I have no idea why that isn't working. It wasn't designed to be put in large blobs as the raiders would just walk around it if they could so I imagine with a large blob they can just "walk around" it even though it is solid for some reason.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: The_Fallen_One on August 18, 2016, 11:31:15 AM
Quote from: Wishmaster on August 18, 2016, 11:22:03 AM
There are some issues:

sometime a siege event occurs and the pirates will setup a rocket artillery... without electricity to power it, so it won't work.

Also some pieces look ridiculously OP even if they are really expensive.
Rocket artillery will completely annihilate a raid or a siege with a single salvo because of its explosion radius and accuracy.

Yeah its something i'm working on.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: Deimos Rast on August 23, 2016, 08:30:29 PM
Does this work with Combat Realism? Those turrets look wicked and I'd love to get them into my game, but I'm concerned the colonist weapons aren't compatible with CR.
Hypothetically, if you didn't want to bother with making a CR patch (assuming it needs one), you could spin off the guns as a separate download, so people like me could at least use the turrets.
Just a thought. Either way, nice work.
;D
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: The_Fallen_One on August 26, 2016, 09:33:00 AM
Quote from: Deimos Rast on August 23, 2016, 08:30:29 PM
Does this work with Combat Realism? Those turrets look wicked and I'd love to get them into my game, but I'm concerned the colonist weapons aren't compatible with CR.
Hypothetically, if you didn't want to bother with making a CR patch (assuming it needs one), you could spin off the guns as a separate download, so people like me could at least use the turrets.
Just a thought. Either way, nice work.
;D
There is already a separate download without the guns for people that don't want them. Also the turrets work as far as i'm aware but the guns won't.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: Deimos Rast on August 26, 2016, 03:59:52 PM
So there is! Probably should have clicked through all the way...
Thanks.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: The_Fallen_One on August 27, 2016, 04:24:04 AM
Quote from: Deimos Rast on August 26, 2016, 03:59:52 PM
So there is! Probably should have clicked through all the way...
Thanks.
Not a problem
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: BaconBits on September 08, 2016, 04:15:40 PM
Any chance of an A15 update?
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: The_Fallen_One on September 09, 2016, 08:54:20 AM
Quote from: BaconBits on September 08, 2016, 04:15:40 PM
Any chance of an A15 update?
The A14 update works but i will add an A15 that will get rid of the version error message people may be having.
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: BaconBits on September 09, 2016, 11:47:28 AM
Nice, Thanks. I honestly hadn't looked at it.
Title: Re: [A14] Heavy defences 0.85 (20/07/2016)
Post by: hiepbg on September 20, 2016, 03:22:51 AM
Quote from: Wishmaster on August 18, 2016, 11:22:03 AM
There are some issues:

sometime a siege event occurs and the pirates will setup a rocket artillery... without electricity to power it, so it won't work.

Also some pieces look ridiculously OP even if they are really expensive.
Rocket artillery will completely annihilate a raid or a siege with a single salvo because of its explosion radius and accuracy.

Same Problem. I have take 1 roclet artilery from a siege. It's too much powerfull, and it can destroy every enemies from a far distance.
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: Thundercraft on December 01, 2016, 12:22:52 AM
If I may make a suggestion:

Maybe this started out small. But I don't think the term "small mod" fits anymore. Why not split this up to give players the option to install all or just parts? I would suggest 4 separate packages or folders:

You wouldn't even need to maintain separate downloads. You could have it split into folders inside a single .ZIP archive, allowing us to install what we want.

The reasons why I think this is a good idea:
Personally, I'm tempted to try your new traps and improved walls, doors and sandbags  - but not if I have to accept it as one big package. And it would not be well-balanced with Combat Realism.
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: Robloxsina66 on January 02, 2017, 04:44:54 PM
wll this be updated?
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: Robloxsina66 on January 04, 2017, 08:56:22 PM
or no?
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: Iwillbenicetou on January 04, 2017, 09:02:03 PM
Quote from: Robloxsina66 on January 02, 2017, 04:44:54 PM
wll this be updated?
Quote from: Robloxsina66 on January 04, 2017, 08:56:22 PM
or no?
Only reply once a day (or as many as you want as long as someone commented after you). Meaning, don't double comment. Especially short comments like yours
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: pktongrimworld on January 08, 2017, 05:42:27 PM
I tried using the A15 verison, alot of red text lol
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: auri on January 30, 2017, 06:34:14 AM
i like this mod, update would be nice
Title: Re: [A15] Heavy defences 0.87 (09/09/2016)
Post by: filippe999 on January 30, 2017, 05:17:57 PM
Does this works for A16?