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RimWorld => Releases => Mods => Outdated => Topic started by: PunisheR007 on June 06, 2014, 07:15:37 AM

Title: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on June 06, 2014, 07:15:37 AM


Cannons and Turrets v3.81


(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/Preview_zps04baa1e4.png)



FEATURES


3 Cannons. (150mm artillery, 88mm howitzer and 20mm flak)
1 Multiple rocket laucher. (katyusha mrl) * fires incendiary rockets *

* The artillery, flak and katyusha can fire over walls, mountains and rocks *

3 Types of blasting charges. (incendiary, emp and stun) * emp affects all electrical devices *

* Plus Kilroy's killer turret pack *
* Credits to Kilroy for the killer turret pack *



RESEARCH


Self Propelled Guns
High Explosives
Ballistics
Rocket Science
IES Blasting Charges
Howitzer Armour Plating * Adds 250 Hp
Artillery Armour Plating * Adds 250 Hp
Flak Armour Plating * Adds 250 Hp
Katyusha Armour Plating * Adds 150 Hp
Reinforced Metal Walls * Adds 170 Hp
Fire Resistant Metal Walls * Metal walls gain fire resistance.




HOWITZER COSTS


Power: 350W
Resources: 500 Metal + 50 Shells




HOWITZER STATS


Range: 150
Min Range: 8
Health: 650
Damage: 45
Explosion Radius: 3.5
Speed: 350
Reload Speed: 8 Secs
Warmup Time: 2 Secs



ACCURACY


Touch: 0.93
Short: 0.95
Medium: 0.98
Long: 1.00




ARTILLERY COSTS


Power: 650W
Resources: 650 Metal + 35 Shells




ARTILLERY STATS


Range: 350
Min Range: 15
Health: 650
Damage: 90
Explosion Radius: 7.0
Speed: 75
Reload Speed: 17 Secs
Warmup Time: 2 Secs



ACCURACY


Touch: 0.28
Short: 0.26
Medium: 0.22
Long: 0.18




FLAK COSTS


Power: 500W
Resources: 650 Metal + 35 Shells




FLAK STATS


Range: 200
Min Range: 8
Health: 650
Damage: 15
Explosion Radius: 2.0
Speed: 90
Reload Speed: 12 Secs
Warmup Time: 2 Secs
Shots per Burst: 4



ACCURACY


Touch: 0.33
Short: 0.32
Medium: 0.26
Long: 0.20




KATYUSHA COSTS


Power: 550W
Resources: 650 Metal + 15 Missiles




KATYUSHA STATS


Range: 350
Min Range: 8
Health: 650
Damage: 25
Explosion Radius: 2.5
Speed: 110
Reload Speed: 24 Secs
Warmup Time: 2 Secs
Shots per Burst: 8



ACCURACY


Touch: 0.27
Short: 0.26
Medium: 0.20
Long: 0.14




DOWNLOADS



(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/Mediafire_zpsa913c013.jpg)

http://www.mediafire.com/download/ljr0csiovlh3z4l/Cannons_and_Turrets_3.81.rar (http://www.mediafire.com/download/ljr0csiovlh3z4l/Cannons_and_Turrets_3.81.rar)

(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/dropbox_zps5c0e7447.jpg)

https://www.dropbox.com/s/hus6j2z0e6l3rpo/Cannons%20and%20Turrets%203.81.rar?dl=0 (https://www.dropbox.com/s/hus6j2z0e6l3rpo/Cannons%20and%20Turrets%203.81.rar?dl=0)

My textures could be a little better, i'll work on them a bit more and re-release,
or i would welcome anyone who has a texture fit for these mighty cannons :).

Would love some feedback so it can be re-balanced if needed, but i think it's ok as is.


(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/CCLicense_zps6eb37630.png)

This work is licensed under http://creativecommons.org/licenses/by/4.0/

CHANGELOG

v1.0  - Artillery cannon turret.

v1.1  - Fixed cannon turret overiding improvised turret.

v1.2  - Raised projectile speed by 1/3.

v1.3  - New cannon texture.

v1.4  - Fixed the turret textures to look more centred on the structure,
        and will now take 2x2 squares instead of 1x1.
        - Added a few touches to the textures. (muzzle break)
- Raised the projectile speed from 35 to 55.
- Raised explosion radius from 1.5 to 2.5.
        - Reduced reload time by 1 sec

v1.5  - Research now needed to build the artillery cannon
        1. Self propelled guns, leading to high explosives (cost 3500)
        2. High explosives leading to the cannon (cost 2500)
        - 10 Shells are also needed with the 650 metal to build 1 cannon
- Raised the reload time to 5.5 secs
- Raised the projectile speed from 55 to 85

v1.51  - Bit of code cleanup
          - Changed the range and placing display radius from 55 to 56,
          56 is the maximum placing display radius possible atm.
          - Changed the explosion radius of the shells from 2.5 to 3.0.
          and accuracy from 6 to 10.

v1.6  - Tweaked warmup, cooldown and reload times to be more closer to stats.
        - Tripled the firing range and tweaked the minimum range alot more closer to the turret.

v1.7    - Added 2 new sounds *Pre-impact* and *explosion* sounds
          - Changed the projectile texture a bit, so you can see it better.

v2.0  - Mod now called Cannons
        - Changed cannon names to artillery cannon and howitzer cannon
        - Artillery cannon fires over walls/mountains/rocks, and
        the Howitzer cannon is the original cannon and doesn't have the pre-impact sound.
        - Both cannons are from the same research pre-requisites.

v2.1  - Tweaked the stats of both cannons.
        - New howitzer cannon texture.
        - damage now doesn't instantly disintergrate enemys,
        thats how i wanted it initially :).

v2.2  - added new artillery firing sound, howitzer got the artillery sound.
        - tweak the volumes of all sounds.

v2.3    - Added new research, ballistics, howitzer and artillery armour plating.
        - Changed the research tree for artillery and howitzer cannons.
        - changed the work to build of the howitzer from 1000 to 850.
        - Changed the cost of the artillery from 650 metal to 850 and from 10 shells to 20.

v3.0    - Mod renamed to Cannons and Turrets
          - Merged Kilroy's killer turret pack
          - Grenade turret has been removed (for now) will put back if everyone wants it.
          - Reworked research tree of turret pack.
          - All turrets have new armour plating research,
            when each turret becomes available through research.
          - Added reinforced metal walls and fire proof metal walls research.
          - Added colonist fitness training research.

v3.1   - Tweaked the artillery cannon's accuracy.
         - Added colonist endurance, strength training and diet program research.
         - all slaves from slave traders will benefit from the colonist training and diet program.
         - 50% more walk speed for all colonist who benefit from training.
         - Remember only the 3 orig starting colonist and slaves from slave traders,
           will benefit from the 50% more walk speed, training, and the diet program.

v3.2   - Artillery accuracy decreased, explosion radius and damage increased.
         - Howitzer accuracy, explosion radius and damage increased.
         - Colonist training removed and moved to it's own mod. (Enhanced Colonists)
         - Metal costs reduced.
         - Shell costs increased.
         - Started working on a new flak style cannon.

v3.3   - Added new 20mm flak cannon.

v3.4   - Added new Katyusha MRL (Multiple rocket launcher) With firing sound.
         - Removed preimpact sound for flak cannon, to make artillery cannon unique.
         - Added new research item rockets, available after ballistics, which allows for the Kaytusha MRl to be built.

v3.5     - Added new howitzer sound, artillery got the old howitzer sound
           and the flak got the artillery sound.
           Sounds alot better, and more relative to the size of the cannons.
         - Accuracy, damage and firing speed re-balancing.
         - Katyusha now fires incendiary rockets and fires 2 extra shots. (8 missles)

v3.6     - Further Re-balancing of damage, explosion radius, firerate and range.
           - Howitzer damage reduced from 65 to 45,
             and explosion radius reduced from 4.5 to 3.5
           - Artillery damage reduced from 135 to 90
             and explosion radius reduced from 8.0 to 7.0
           - Artillery reload time increased from 12 to 17 secs.
           - Flak Range reduced from 350 to 200
           - Katyusha reload time increased from 12 to 15 secs.

v3.7     - Added EMP and incendiary blasting charges. (Research needed)
           - Further Re-balancing of accuracy on artillery,
           accuracy and firerate on flak and kaytusha,
           and firerate on howitzer
           - Flak firerate increased from 8 to 12 secs.
           - Katyusha firerate increased from 15 to 24 secs.
           - Howitzer firate increased from 6 to 8 secs.

v3.8     - Added Stun blasting charge.
           - All 3 blasting charges are now unlocked with 1 research
             called IES Blasting Charges.
           - Added flak and katyusha armour plating research.
             Flak gains 250 health, giving it 900 total.
             katyusha gains 150 health giving it 400 total.
           - Re-balanced base power consumption on artillery, howitzer and katyusha.
             Artillery base power consumption increased from 500 to 650.
             Howitzer base power consumption decreased from 500 to 350.
             Katyusha base power consumption increased from 500 to 550.
          - Typo fix.

v3.81    - Fixed pawn damage showing up as misc.
Title: Re: [MOD] (Alpha 4E) Artillery v1.0
Post by: Tuvka on June 06, 2014, 08:02:46 AM
Wow, great idea! If not a secret, what damage does and how long recharge, as well as accuracy.
Title: Re: [MOD] (Alpha 4E) Artillery v1.0
Post by: PunisheR007 on June 06, 2014, 08:08:15 AM
Quote from: Tuvka on June 06, 2014, 08:02:46 AM
Wow, great idea! If not a secret, what damage does and how long recharge, as well as accuracy.

Cheers, here are the damage, reload time and explosion radius stats
Damage - 65
Reload time - 3 secs roughly
Explosion Radius of 2.5x2.5 squares.
Accuracy - 6
Title: Re: [MOD] (Alpha 4E) Artillery v1.0
Post by: Tuvka on June 06, 2014, 08:17:01 AM
Um ... mod adds artillery turret, and replaces this original game. This is not the best option. It would be great if you added your turret as new optional instrument.
Title: Re: [MOD] (Alpha 4E) Artillery v1.0
Post by: PunisheR007 on June 06, 2014, 08:19:29 AM
Quote from: Tuvka on June 06, 2014, 08:17:01 AM
Um ... mod adds artillery turret, and replaces this original game. This is not the best option. It would be great if you added your turret as new optional instrument.

I'll fix that and re-release very shortly, i thought i noticed the improvised turret not there,
thx for the heads up :).
Title: Re: [MOD] (Alpha 4E) Artillery v1.0
Post by: Tuvka on June 06, 2014, 08:31:08 AM
On the other hand super gun :)) conducted field tests just came raiders squad in 15 people, and 5 guns superbly repelled an attack :) But it seems no question of wounded could not be :))))

still liked that the projectile flies with a delay, that's just too much delay, well, in my humble opinion :)
Title: Re: [MOD] (Alpha 4E) Artillery v1.1
Post by: PunisheR007 on June 06, 2014, 09:15:15 AM
All fixed :)
Title: Re: [MOD] (Alpha 4E) Artillery v1.2
Post by: Evul on June 06, 2014, 09:37:13 AM
This is cool!
I was about to make a mortar for Project Armory but a Tynan said wait. :P
Title: Re: [MOD] (Alpha 4E) Artillery v1.2
Post by: PunisheR007 on June 06, 2014, 09:44:49 AM
Quote from: Evul on June 06, 2014, 09:37:13 AM
This is cool!
I was about to make a mortar for Project Armory but a Tynan said wait. :P

Thanks :), i just updated my about info for the mod and re-uploaded.
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: StormProxy on June 07, 2014, 01:15:50 AM
could use shells to build
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: PunisheR007 on June 07, 2014, 01:41:30 AM
Quote from: TerraStorm32 on June 07, 2014, 01:15:50 AM
could use shells to build

That i think i will do, cause since it has no ammo, and they are pretty good for killing mechs and large groups of raiders.
Making them harder to achieve would be better more balanced, also i was thinking of making them unavailable till research is done on Self Propelled Guns (SPG) and High Explosives.
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: JorDash on June 07, 2014, 02:48:36 AM
Instead of shells to build, how about shells to fire? I like the research idea.
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: StormProxy on June 07, 2014, 06:16:27 AM
could use hopper for using ammo like the NPD
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: PunisheR007 on June 07, 2014, 01:25:03 PM
Quote from: JorDash on June 07, 2014, 02:48:36 AM
Instead of shells to build, how about shells to fire? I like the research idea.

I'll have to wait for alpha 5 for turrets using shells as ammo, so Tynan has it defined in the game.
i wish i knew c# otherwise i would have done it lol. i've already made a cannon hopper that accepts shells, ready for alpha 5. :).
I just made the canvas size of both textures the same,
and changed the textures a little to make the turret sit more centred and a few extra touches (muzzle break).
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: mrofa on June 07, 2014, 03:59:53 PM
Damn i love this cannon texture, just makes me wanna remade clutter on similar to this :D
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: securitycop on June 07, 2014, 10:46:11 PM
can this fire over a 3 cell wide stone wall??

aka fire on no L.O.S.  ??
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: PunisheR007 on June 08, 2014, 12:27:27 AM
Quote from: securitycop on June 07, 2014, 10:46:11 PM
can this fire over a 3 cell wide stone wall??

aka fire on no L.O.S.  ??

No it can't lob over walls, i would have loved todo it, but im pretty sure no projectiles can't go overwalls,
even grenades can't, if or when it gets added, i'll be on it for sure.
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: Girlinhat on June 08, 2014, 01:32:53 AM
I'm curious, could you do something similar to a 'controlled lightning strike' where the turret fires, no projectile is generated, and 1 second later it causes an explosion at the target location?

Or for that matter, could you make a Weather Control Weapon that calls down lightning?
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: Evul on June 08, 2014, 11:42:45 AM
To get shells to go thro walls try set the projectile <impactWorld>false</impactWorld> I think that work.
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: securitycop on June 08, 2014, 06:15:47 PM
Quote from: Girlinhat on June 08, 2014, 01:32:53 AM
I'm curious, could you do something similar to a 'controlled lightning strike' where the turret fires, no projectile is generated, and 1 second later it causes an explosion at the target location?

Or for that matter, could you make a Weather Control Weapon that calls down lightning?

that be sweet a C&C version in rim world lol  HELLO Tesla coil!
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: mrofa on June 08, 2014, 06:17:59 PM
It can be done, architect did it with bp+ with his lightning rod.
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: PunisheR007 on June 08, 2014, 10:17:06 PM
Quote from: Evul on June 08, 2014, 11:42:45 AM
To get shells to go thro walls try set the projectile <impactWorld>false</impactWorld> I think that work.
I'll give that a go, im thinking the same thing it will work :). I will be updating it today, i was thinking of making the blast radius a little bigger and i will be making the projectiles faster by another 1/4. Update should be ready very shortly, keep your eye's peeled.
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: LZPanzer on June 08, 2014, 11:01:09 PM
just a suggestion but can you make firing zones where it will only shoot in those zone. in other words i dont want to arty my base while some raider runs along a wall
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: mrofa on June 08, 2014, 11:13:26 PM
You can turn it off to not shoot, it have to have some trade of even that small :D
Title: Re: [MOD] (Alpha 4E) Artillery v1.3
Post by: PunisheR007 on June 08, 2014, 11:38:59 PM
Quote from: Evul on June 08, 2014, 11:42:45 AM
To get shells to go thro walls try set the projectile <impactWorld>false</impactWorld> I think that work.

Unfortunatly it didn't work, i thought it might have, but it didn't. These changes should make it look and run a whole lot better :)
enjoy!!!.
Title: Re: [MOD] (Alpha 4F) Artillery v1.4
Post by: mrofa on June 09, 2014, 12:12:55 AM
You can check Mach in assembly it seems like feature sige altilery.
Title: Re: [MOD] (Alpha 4F) Artillery v1.4
Post by: PunisheR007 on June 09, 2014, 12:28:04 AM
Quote from: mrofa on June 09, 2014, 12:12:55 AM
You can check Mach in assembly it seems like feature sige altilery.

siege artillery hasn't been defined in xml yet, so i wouldn't be able to do anything until it is.

Title: Re: [MOD] (Alpha 4F) Artillery v1.4
Post by: mrofa on June 09, 2014, 12:40:52 AM
In xml nope but with dll you could rewrite the function abit and use it on turret.
Title: Re: [MOD] (Alpha 4F) Artillery v1.4
Post by: PunisheR007 on June 09, 2014, 02:20:19 AM
I wish i knew c# and stuff like that :)
Title: Re: [MOD] (Alpha 4F) Artillery v1.4
Post by: LittleMikey on June 09, 2014, 08:50:26 AM
So I had raiders land in the middle of my base, and my Artillery that I positioned towards the rear decided it would be a great idea to shoot up my base, in the process killing two of my colonists and destroying the wall to my prison letting all my prisoners out. 10/10 would use again.


On a more serious note, the Artillery seems overpowered to me. In my opinion it fires too fast. Also would it be possible to set a minimum range on it, or is that not possible currently?
Title: Re: [MOD] (Alpha 4F) Artillery v1.4
Post by: PunisheR007 on June 09, 2014, 10:34:37 AM
Quote from: LittleMikey on June 09, 2014, 08:50:26 AM
So I had raiders land in the middle of my base, and my Artillery that I positioned towards the rear decided it would be a great idea to shoot up my base, in the process killing two of my colonists and destroying the wall to my prison letting all my prisoners out. 10/10 would use again.


On a more serious note, the Artillery seems overpowered to me. In my opinion it fires too fast. Also would it be possible to set a minimum range on it, or is that not possible currently?

I can make it less op np's, i'll make an update for tomorrow :), i'll probably end up doing 2 versions, 1 balanced version and an op version.
Currently atm it is not possible to set a minimum range, only an overall range.
Title: Re: [MOD] (Alpha 4F) Artillery v1.4
Post by: LittleMikey on June 10, 2014, 05:43:54 AM
Quote from: PunisheR007 on June 09, 2014, 10:34:37 AM
Quote from: LittleMikey on June 09, 2014, 08:50:26 AM
So I had raiders land in the middle of my base, and my Artillery that I positioned towards the rear decided it would be a great idea to shoot up my base, in the process killing two of my colonists and destroying the wall to my prison letting all my prisoners out. 10/10 would use again.


On a more serious note, the Artillery seems overpowered to me. In my opinion it fires too fast. Also would it be possible to set a minimum range on it, or is that not possible currently?

I can make it less op np's, i'll make an update for tomorrow :), i'll probably end up doing 2 versions, 1 balanced version and an op version.
Currently atm it is not possible to set a minimum range, only an overall range.

Awesome ^_^

Personally I would make the fire rate once every 6 seconds or so, make it fire real slow like a real howitzer. Also, if you can't make it physically use shells until Alpha 5, perhaps you could make the recipe cost shells?
Title: Re: [MOD] (Alpha 4F) Artillery v1.5
Post by: PunisheR007 on June 10, 2014, 12:04:01 PM
Made a few changes :) v1.5 released Enjoy!!!
Title: Re: [MOD] (Alpha 4F) Artillery v1.5
Post by: haint on June 11, 2014, 10:25:42 AM
this is great, except it usually destroys itself after the first volley.  the first volley usually hits (and kills) the single fastest raider who is leading the charge, but by the time it's ready for another round, the raiders are all standing around it in a circle and that is where it fires its shots, into itself.
Title: Re: [MOD] (Alpha 4F) Artillery v1.5
Post by: PunisheR007 on June 11, 2014, 09:13:49 PM
Since the cannon is slow firing atm, i will turn up the accuracy a bit.
I'll release the op version today, for people who want to have a laugh lol.
The op version will be very fast firing rate.
Title: Re: [MOD] (Alpha 4F) Artillery v1.51
Post by: PunisheR007 on June 12, 2014, 04:04:05 AM
Did a bit of cleanup and made a couple of changes enjoy :)
Title: Re: [MOD] (Alpha 4F) Artillery v1.51
Post by: LittleMikey on June 12, 2014, 05:11:55 AM
Fire rate feels much better now ^_^

I had a raider attack while some friendly villagers were in my town. The villagers went out to engage the bandits, and the splash damage from the Artillery killed one of them and now the whole village hates me. Fun stuff :D
Title: Re: [MOD] (Alpha 4F) Artillery v1.51
Post by: StormProxy on June 12, 2014, 08:21:50 AM
Quote from: LittleMikey on June 12, 2014, 05:11:55 AM
Fire rate feels much better now ^_^

I had a raider attack while some friendly villagers were in my town. The villagers went out to engage the bandits, and the splash damage from the Artillery killed one of them and now the whole village hates me. Fun stuff :D
[/that shit happens when i get them to like me, they visit coloney gets raided everyone dies]
Title: Re: [MOD] (Alpha 4F) Artillery v1.51
Post by: nuper fi on June 19, 2014, 06:50:16 AM
Very epic battles, thank you  :D
Title: Re: [MOD] (Alpha 4F) Artillery v1.51
Post by: PunisheR007 on June 19, 2014, 10:46:30 PM
Quote from: nuper fi on June 19, 2014, 06:50:16 AM
Very epic battles, thank you  :D

You're welcome :)
Title: Re: [MOD] (Alpha 4F) Artillery v1.51
Post by: SurvivoroftheNoobs on June 26, 2014, 10:33:15 PM
This mod would be the shit if the turrets had a range inwich they couldnt shoot if something got too close. I had 5 of them lined up and a raider got too close so all 5 shot him my colonists blew themselfs up.......
Title: Re: [MOD] (Alpha 4F) Artillery v1.51
Post by: Olek on June 27, 2014, 01:43:17 PM
Quote from: SurvivoroftheNoobs on June 26, 2014, 10:33:15 PM
This mod would be the shit if the turrets had a range inwich they couldnt shoot if something got too close. I had 5 of them lined up and a raider got too close so all 5 shot him my colonists blew themselfs up.......

If you see something like that about to happen, just turn the artillery off by cutting it's power.

I have noticed that on the main page it states the damage is 60 or so, yet for some reason, when I get the giant maggots attack, and they have 600HP+ they can be destroyed by artillery with a single shot, is this because they take up several squares, therefor take damage for each square?
Title: Re: [MOD] (Alpha 5) Artillery v1.51
Post by: PunisheR007 on July 04, 2014, 10:09:16 PM
Alpha 5 version is up :)
Title: Re: [MOD] (Alpha 5) Artillery v1.51
Post by: TheNakedM24Man on July 04, 2014, 11:35:17 PM
very nice
Title: Re: [MOD] (Alpha 5) Artillery v1.51
Post by: PunisheR007 on July 05, 2014, 02:52:12 AM
i noticed the display radius is not showing when placing the cannon, i have fixed that and will update it very soon.
Title: Re: [MOD] (Alpha 5) Artillery v1.51
Post by: PunisheR007 on July 05, 2014, 03:08:27 AM
Ok the display radius of turret range now shows, updated.
Cheers!!!

Title: Re: [MOD] (Alpha 5) Artillery v1.7
Post by: PunisheR007 on July 06, 2014, 03:56:19 AM
I tweaked a few things today and added 2 new sounds, i think they sound pretty nice.
Enjoy, Cheers!!!
Title: Re: [MOD] (Alpha 5) Artillery v1.7
Post by: Fukara on July 06, 2014, 06:09:30 AM
The artillery can not 'shoot out from the walls ???
Title: Re: [MOD] (Alpha 5) Artillery v1.7
Post by: PunisheR007 on July 06, 2014, 07:13:35 AM
Quote from: Fukara on July 06, 2014, 06:09:30 AM
The artillery can not 'shoot out from the walls ???

This artillery gun is just straight ahead shooting.
I'll start work on an artillery mortar which will be able to shoot over walls/rocks/mountains.
Shouldn't take me to long, cause i'll just change the texture colors so you can tell apart both types easily.
But i will work on a new texture for the artillery mortar and update soon after :).
Title: Re: [MOD] (Alpha 5) Artillery v1.7
Post by: Gabriel_Braun on July 06, 2014, 08:13:15 AM
Cool, the current version ought to be called howitzer and the other version artillery.  Also just a minor gripe but could you rename the 'self propelled guns' research to something like 'ballistics' as these guns are stationary emplacements.  Not a big issue I know but derp :D
Title: Re: [MOD] (Alpha 5) Artillery v1.7
Post by: PunisheR007 on July 06, 2014, 08:50:20 AM
Quote from: Gabriel_Braun on July 06, 2014, 08:13:15 AM
Cool, the current version ought to be called howitzer and the other version artillery.  Also just a minor gripe but could you rename the 'self propelled guns' research to something like 'ballistics' as these guns are stationary emplacements.  Not a big issue I know but derp :D
Indeed i will rename this mod to Cannons and have a howitzer and artillery cannon, both coming off the same research for now.
But i think i will change the research a bit down the track too, cheers for the heads up and ideas Gabriel.
Title: Re: [MOD] (Alpha 5) Cannons v2.0
Post by: PunisheR007 on July 06, 2014, 09:41:58 AM
New version is up with a new name, and a new turret, the texture for the artillery cannon i will change
sometime soon down the track.
Enjoy
Cheers!!!
Title: Re: [MOD] (Alpha 5) Cannons v2.0
Post by: Gabriel_Braun on July 06, 2014, 11:27:39 AM
No worries dude, we're a community afterall!

There's another suggestion I'd like to put forward for your consideration though if you don't mind?  The howitzer might be more suited to the name if you inverted the accuracy scaling, dropped the radius to 2 but increase the damage?  What I mean is it should be most accurate at long range and least accurate at touch, opposite to the artillery.  If you made the warmup and reload take 5 or 6 seconds each you could increase the projectile speed to simulate the precision aiming and immense projectile velocity implied in the design without actually making it OP?

Just ignore me if I'm sounding too critical as you're honestly doing great work already and I don't want to sound like this feedback is a complaint, it's just a couple of suggestions that came to mind :D
Title: Re: [MOD] (Alpha 5) Cannons v2.0
Post by: PunisheR007 on July 06, 2014, 12:47:35 PM
I was thinking of changing the accuracy of the howitzer,
since it would have better accuracy than the artillery.
I make that change and have an update tomorrow with hopefully a new textue for the Artillery
when i make it lol.
Title: Re: [MOD] (Alpha 5) Cannons v2.0
Post by: Gabriel_Braun on July 06, 2014, 01:23:56 PM
Cool  8)
Title: Re: [MOD] (Alpha 5) Cannons v2.0
Post by: RGchym on July 07, 2014, 04:09:33 PM
hi, it is normal that guns kill in one shell hackers and Mechanoids? because it is a little too hard in my opinion: D


Sry for my english :/
Title: Re: [MOD] (Alpha 5) Cannons v2.0
Post by: JorDash on July 07, 2014, 05:36:07 PM
QuoteThere's another suggestion I'd like to put forward for your consideration though if you don't mind?  The howitzer might be more suited to the name if you inverted the accuracy scaling, dropped the radius to 2 but increase the damage?  What I mean is it should be most accurate at long range and least accurate at touch, opposite to the artillery.  If you made the warmup and reload take 5 or 6 seconds each you could increase the projectile speed to simulate the precision aiming and immense projectile velocity implied in the design without actually making it OP?

Technically speaking howitzers tend to be smaller than artillery and faster firing and have the capability to be fired as a direct fire weapon (like a tank cannon except not as accurate). While artillery is longer ranged and larger. Of course these are generalizations. So perhaps instead of making the howitzer more accurate at longer ranges, make it more accurate at the middle ranges, faster firing, but less damage. That's just my two cents. :) Keep up the good work.
Title: Re: [MOD] (Alpha 5) Cannons v2.1
Post by: PunisheR007 on July 07, 2014, 10:30:39 PM
New version is up, with a new howitzer texture, alot of tweaks and no disintergrating enemys now :).
Title: Re: [MOD] (Alpha 5) Cannons v2.2
Post by: PunisheR007 on July 07, 2014, 11:35:12 PM
I should have waited till i finished the new sound and tweaks, before i released 2.1,
anyways here's the update 2.2 new artillery sound, howitzer got the original artillery sound.
Tweaked all of the sound volumes, shouold be a little better.
Cheers!!!
Title: Re: [MOD] (Alpha 5) Cannons v2.2
Post by: PunisheR007 on July 08, 2014, 12:22:23 AM
Im currently working on the research side of things, and this is how it will go.
Self Propelled Guns will allows access to High Explosives research, the howitzer cannon and howitzer armour plating.
High Explosives allows access to ballistics research.
Ballistics will allow access to the artillery cannon and artillery armour plating.

Feels more logical, if anyone has any suggestions or feedback, plz feel free todo so.
Title: Re: [MOD] (Alpha 5) Cannons v2.3
Post by: PunisheR007 on July 08, 2014, 01:11:33 AM
Final update for today, changed the cost of the artillery cannon to be a little more,
reduced the work to build for the howitzer cannon, and added some new research.
Enjoy!!!

Title: Re: [MOD] (Alpha 5) Cannons v2.3
Post by: PunisheR007 on July 08, 2014, 01:47:14 AM
All my mods now are licsensed under the creative commons licsensing.

(http://i1185.photobucket.com/albums/z343/xvpunisher007vx/CCLicense_zps6eb37630.png)

http://creativecommons.org/licenses/by/4.0/

Feel free to use any of them in your own mods, edit, change or do as you please with them.
With of course credit where due.

Cheers!!!
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: PunisheR007 on July 08, 2014, 05:46:51 AM
Decided to merge Kilroy's killer turret pack with my cannons mod,
With a few new updates and new research.
Enjoy!!
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: PunisheR007 on July 08, 2014, 08:41:50 AM
OK the colonist fitness training doesn't work the way i wanted it to :(.
It only applies to the first 3 colonist that get extra health, working on a way todo it for all colonist that join.
Will see how it goes.

Cheers!!!
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: RGchym on July 08, 2014, 01:37:43 PM
Nice i go try :)
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: JorDash on July 08, 2014, 02:06:07 PM
Very nice. Any way you could use Nexus for the downloads? Mediafire keeps giving me pop ups I don't want. So far my AV has stopped them but they make me a little nervous.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: PunisheR007 on July 08, 2014, 06:36:15 PM
I'll upload it onto nexus or moddb today, prob both lol.
Cheers JorDash
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: MisterBug on July 08, 2014, 07:00:15 PM
Hello.
I installed your mod, and after the end of any research of my colonists no longer eat or prepare food. Maybe the problem is compatibility with other mods? Here is a list of mods. Sorry for my English:)

AnimalSkinRugs
Cannons and Turrets
Embrasures
MachineGunNests
Mechatronics-master
ProjectArmory211
TargetPractise
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: JorDash on July 08, 2014, 07:54:41 PM
Quote from: MisterBug on July 08, 2014, 07:00:15 PM
Hello.
I installed your mod, and after the end of any research of my colonists no longer eat or prepare food. Maybe the problem is compatibility with other mods? Here is a list of mods. Sorry for my English:)

AnimalSkinRugs
Cannons and Turrets
Embrasures
MachineGunNests
Mechatronics-master
ProjectArmory211
TargetPractise

It's not a conflict with Project Armory, target practice, or embrasures. I use those and have not run into that problem.

Thanks Punisher. Love the mod by the way.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: PunisheR007 on July 08, 2014, 10:47:37 PM
Quote from: MisterBug on July 08, 2014, 07:00:15 PM
Hello.
I installed your mod, and after the end of any research of my colonists no longer eat or prepare food. Maybe the problem is compatibility with other mods? Here is a list of mods. Sorry for my English:)

AnimalSkinRugs
Cannons and Turrets
Embrasures
MachineGunNests
Mechatronics-master
ProjectArmory211
TargetPractise

Nothing atm in my cannons and turrets mod that plays with the food, so it can't be my mod.
It has to be a mod related bug, i'll have a look around and see if i can see anyone else with the same problem.

Quote from: JorDash on July 08, 2014, 07:54:41 PM
Thanks Punisher. Love the mod by the way.

Cheers JorDash :).

Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: PunisheR007 on July 09, 2014, 05:21:51 AM
New download source from dropbox, ad and popup free.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: BetaSpectre on July 09, 2014, 06:31:56 AM
I love the artillery :3

Do you think you could modify the accuracy on the Mortars?

Its awesome to have them fire in volley (and yell Bombs away) but not so awesome when they can't kill in one hit and miss by 20 blocks.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: PunisheR007 on July 09, 2014, 08:44:20 AM
Quote from: BetaSpectre on July 09, 2014, 06:31:56 AM
I love the artillery :3

Do you think you could modify the accuracy on the Mortars?

Its awesome to have them fire in volley (and yell Bombs away) but not so awesome when they can't kill in one hit and miss by 20 blocks.

Cheers BetaSpectre :)
I will have a look at the artillerys accuracy again and tweak it some, i have got an update install very soon, it will make it so all slaves bought from slave traders will benfit from the fitness training that the orig 3 get, with some extra benfits like 50% better movement speed, 50% more damage with melee, and 50% better hunger threshold. kinda like super soldiers, i could make a 2nd fitness training to enhance them even further.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 09, 2014, 09:41:56 AM
update is up :),

I will be adding the 50% better walk speed, fitness training and diet program to my a fighting chance mod.

The movement speed i couldn't get togo with research cause of a stupid decimal point lol.
But they will still have 50% better speed straight up from the start cause i will have it set.
so the orig 3 will start with 50% better walk speed and then you will have 3 bits of training to research,
fitness, strength and diet program :).
If you don't start a new game, it will just be slaves from the slave traders that will get benefits.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: mrofa on July 09, 2014, 10:16:09 AM
You mean movment speed on floors ?
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 09, 2014, 06:29:37 PM
Quote from: mrofa on July 09, 2014, 10:16:09 AM
You mean movment speed on floors ?

Disregard the name of it, it's the moving speed of your colonist, thats it, for all terrains.
just remember it only applies to the first 3 colonist with a new game, otherwise it will just be slaves from slave traders.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.0
Post by: BetaSpectre on July 09, 2014, 09:49:35 PM
Quote from: PunisheR007 on July 09, 2014, 08:44:20 AM
Quote from: BetaSpectre on July 09, 2014, 06:31:56 AM
I love the artillery :3

Do you think you could modify the accuracy on the Mortars?

Its awesome to have them fire in volley (and yell Bombs away) but not so awesome when they can't kill in one hit and miss by 20 blocks.

Cheers BetaSpectre :)
I will have a look at the artillerys accuracy again and tweak it some, i have got an update install very soon, it will make it so all slaves bought from slave traders will benfit from the fitness training that the orig 3 get, with some extra benfits like 50% better movement speed, 50% more damage with melee, and 50% better hunger threshold. kinda like super soldiers, i could make a 2nd fitness training to enhance them even further.
Ah sorry if I wasn't clear I was also talking about the ingame vanilla mortars, I'd like to see a mod that would make them more accurate since well as they are I couldn't hit the side of a barn (quite literally I've missed Mountains that I aimed at)

Your cannons are quite accurate and deadly good sir.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 09, 2014, 10:27:27 PM
ahhh yes, the vanilla mortars are absolutly useless. They couldn't hit anything, i laughed when i saw them first lol.
They should get more accurate with each shot, since there is someone manning it, and they would be adjusting the co-ordinates everytime.
Maybe Tynan might change it, but i don't think anyone in there right mind would try to use them, when they take 1 able body to fire,
and get no damage lol.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: IWannaChaos on July 14, 2014, 10:00:38 PM
Quote from: PunisheR007 on July 09, 2014, 10:27:27 PM
Maybe Tynan might change it, but i don't think anyone in there right mind would try to use them, when they take 1 able body to fire,
and get no damage laugh out loud.
They can be fired by people that are incapable of violence or have terrible shooting skills so in a fight that's not really an able body. You need a lot of mortars (maybe seven?) and their really only good for use on raiders that are laying siege to your colony or are on the map but not attacking right away. If they were more accurate the raiders using them would have that same increased accuracy and people with above-ground bases would be in big trouble.

Basically, just have lots and aim at the center of big targets.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: murlocdummy on July 15, 2014, 02:43:06 PM
The main use of mortars is to counter-bombard a raider mortar base, and they're also useful when your power goes out, which happens rather frequently.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Jerethi50 on July 19, 2014, 03:39:30 PM
There seems to be a slight issue between this mod and Miscellaneous mod W MAI, I think its trying to apply your research bonuses to the MAI Units and failing for some reason, doesnt really seem to hurt anything or break anything, just is making the development console yell at me :) here is what it is yelling

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception applying research mod for project ColonistStrengthTraining: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0

  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/aeedb04a1292f85a/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception applying research mod for project ColonistDietProgram: System.NullReferenceException: Object reference not set to an instance of an object

  at Verse.ResearchMod.Apply () [0x00000] in <filename unknown>:0

  at Verse.ResearchProjectDef.ReapplyAllMods () [0x00000] in <filename unknown>:0
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Jerethi50 on July 19, 2014, 03:46:30 PM
Actually there isnt much you can do about this i think. Your mod doesnt have an assembley, so it must be an issue between misc mods AI race and the default mod applying code from rimworld. I will look into it myself and see if i can fix it for the modpack.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Jerethi50 on July 19, 2014, 03:55:33 PM
your research mods are set to assign things specificaly to colonists only, so that isnt the problem, I dont know why the games spitting out these errors. o.O
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: mrofa on July 19, 2014, 03:58:23 PM
Becouse of mai is a colonist :)
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Jerethi50 on July 19, 2014, 04:11:45 PM
Sorry i meant it applys to Thingdefname Colonist, Does mai get assigned a thingdefname of Colonist ?
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: mrofa on July 19, 2014, 04:36:41 PM
Well im not sure, but i doubt that haplo did write a race for her so i assume she is either humanoid or animal or canepid race, and prapobly when she becomes part of colony she is seen by game as colonist, thrugh this is only my theory.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 19, 2014, 06:36:19 PM
I had to make a race for the colonist and slaves, The race i made was called colonist.
I had todo this in order so the enemy didn't get the training. lol
(Only the first 3 colonist and slaves that you buy from slave traders that will be the colonist race.)
Cheers :)
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Undecided on July 19, 2014, 07:01:48 PM
I don't know if this has been suggested, but I'd actually love to see some sort of inaccurate artillery.

In my current game's difficulty scale, I face down 500+ pawn raids. However, the targeting AI on artillery defaults to only targeting the nearest mob, meaning they all fire at the exact same spot. And because they're so accurate and have such little scatter, any more than, say, 8 artillery guns effectively doesn't increase the kill rate (unless you manually force-fire them one at a time, which is a pain to say the least). Worse yet, this high accuracy with multiple guns means the wasted shots don't just hit empty ground -- they destroy any lootable weapons or corpses that may have been left behind by the dead.

So I just wanted to suggest the idea of a sort of mid-range between the grossly inaccurate mortar and the extremely precise howitzer & artillery. Maybe some sort of short-barreled infantry gun which trades off precision for higher rate of fire? Or a turreted (unmanned) version of the mortar?
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 19, 2014, 08:37:47 PM
I had recently made the artillery more accurate, i'll be changing it so it's less accurate on the next update which isn't to far away :), since it does fire faster than the vanilla mortars. I'll try make it mid range accurate, somewhere between the howitzer cannon and the vanilla mortar. Or maybe i might make a new faster firing flak cannon with low damage and low accuracy, that would be a nice addition.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: 123nick on July 22, 2014, 06:55:51 PM
so this also includes the turret package mod? because i have both downloaded and activated, but i dont see any of the new turrets. what are the new turrets anyway? not including howitzer or artillery
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 22, 2014, 09:27:18 PM
Quote from: 123nick on July 22, 2014, 06:55:51 PM
so this also includes the turret package mod? because i have both downloaded and activated, but i dont see any of the new turrets. what are the new turrets anyway? not including howitzer or artillery

The turrets that come from Kilroy's turret package 1.4, Improvised, heavy, incendiary, energy and sniper turret.
all turrets and cannons need research to be able to build them. I'll be making my OP a bit more informative.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Gabriel_Braun on July 23, 2014, 03:50:06 AM
Dude my own way of playing with your mod has the damage radius on 5 and the damage tripled but with:
<forcedMissRadius>20</forcedMissRadius>

the artillery plays without being unbalanced and you have no choice but keep it offline in case a threat generates near the base lol

Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 23, 2014, 08:52:57 PM
Quote from: Gabriel_Braun on July 23, 2014, 03:50:06 AM
Dude my own way of playing with your mod has the damage radius on 5 and the damage tripled but with:
<forcedMissRadius>20</forcedMissRadius>

the artillery plays without being unbalanced and you have no choice but keep it offline in case a threat generates near the base lol
Nice lol.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Jaxxa on July 23, 2014, 11:45:31 PM
Quote from: Gabriel_Braun on July 23, 2014, 03:50:06 AM
Dude my own way of playing with your mod has the damage radius on 5 and the damage tripled but with:
<forcedMissRadius>20</forcedMissRadius>

the artillery plays without being unbalanced and you have no choice but keep it offline in case a threat generates near the base lol

Or Die.
Dieing always seems to be a choice in this game.
But I will have to try those changes.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: BetaSpectre on July 24, 2014, 01:37:34 AM
Is it all right if you make a separate file with only the accurate howitzer?

I feel like if this mod touches my colonists too much then there will be a mod conflict, and TBH I'm not really interested in colonist tweaks.

I've still got the OP Cannons that disintegrate everything it touches. If you ask me the cannons should require less metal and more shells xD.

I don't really care that much if the cannons don't do lots of damage compared to their accuracy (even less than Mortar is fine with me). But if they can't hit the side of a barn I expect them to vaporize the competition so to speak xD.

Thanks for reading.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Riggs-Eclipse on July 24, 2014, 03:26:19 AM
Ok so i just realized I have an older version. If I update to the new one will my worlds that already have it be unusable/ have to reresearch/ etc. Just dont want to break my worlds hehe
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 24, 2014, 06:10:21 AM
Quote from: BetaSpectre on July 24, 2014, 01:37:34 AM
Is it all right if you make a separate file with only the accurate howitzer?

I feel like if this mod touches my colonists too much then there will be a mod conflict, and TBH I'm not really interested in colonist tweaks.

I've still got the OP Cannons that disintegrate everything it touches. If you ask me the cannons should require less metal and more shells xD.

I don't really care that much if the cannons don't do lots of damage compared to their accuracy (even less than Mortar is fine with me). But if they can't hit the side of a barn I expect them to vaporize the competition so to speak xD.

Thanks for reading.

The damage does need to be raised for sure, i was trying to see if i could get more incaps and less deleting of bodies lol.
I do agree that the artillery is too accurate, im going to be updating this later tonight, plus i will be moving the colonist training into a seperate mod, so it won't conflict with any other mods. I can do that, make a seperate mod with just the howitzer if you like.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: BetaSpectre on July 24, 2014, 04:37:53 PM
Thanks PunisheR007 this mod is one of my favs.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: Undecided on July 24, 2014, 05:52:17 PM
Quote from: PunisheR007 on July 24, 2014, 06:10:21 AMThe damage does need to be raised for sure, i was trying to see if i could get more incaps and less deleting of bodies lol.
I do agree that the artillery is too accurate, im going to be updating this later tonight, plus i will be moving the colonist training into a seperate mod, so it won't conflict with any other mods. I can do that, make a seperate mod with just the howitzer if you like.

The main problem I think is the fact the targeting AI defaults to the nearest target. That's great for precise shots against few targets, but crap when you're facing hordes of hundreds of pawns (arty keeps shooting the few stragglers ahead of the giant horde, instead of hitting the horde itself, which greatly reduces its potential kill rate). Hence against large mobs, ironically, some less accurate cannons would be more effective as they can hit the middle of the horde more often.

I think something you might want to consider is different classes of artillery. Maybe a Mark 1, 2, and 3, or 100mm, 150mm, 200mm, or something like that. The higher calibre ones being more powerful, but maybe slower and more inaccurate. That way players can choose the kind of artillery best suited to their current threat and local terrain, instead of trying to modify the files themselves or coming here you ask for stats changes.

I only suggest it because it should be pretty easy; just copy and paste the default artillery's def files, but maybe slightly tweak the weapon and projectile stats. You can always add custom graphics or other special features later on if you want to.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 25, 2014, 05:53:45 AM
Sorry i havn't posted the update yet people's, just been a little busy.
I have almost finished making some changes and seperating the now called "Enhanced Colonists" (training).
The artillery is now less accurate, and has a much larger explosion radius, the howitzer is a little more accurate and has had it's explosion radius increased also, no where near as large as arty though, both had there damage increased.
costs have changed a little, more shells for both to build, howitzer is 50 shells, and artillery is 35 shells now.
Metal has been reduced for artillery and howitzer.
88mm howitzer and 150mm artillery are the new names.
Now that this is almost done and released, i will work on a new flak style cannon that has burst fire, should be pretty nasty.

Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.2
Post by: PunisheR007 on July 25, 2014, 07:06:44 AM
New version up, with some changes and colonist training removed and put in it's own mod, which i will release very shortly.
That mod will be called, Enhanced Colonists.
Title: Re: [MOD] (Alpha 5C) Cannons and Turrets v3.1
Post by: PunisheR007 on July 25, 2014, 07:10:16 AM
Quote from: BetaSpectre on July 24, 2014, 04:37:53 PM
Thanks PunisheR007 this mod is one of my favs.

Cheers BetaSpectre :).
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: muffins on July 28, 2014, 11:46:34 AM
This and embrasures are my two must have mods. Your artillery have saved my colony so many times now!  ;D
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: PunisheR007 on July 28, 2014, 10:20:14 PM
Cheers, it's nice to know that my cannons are kicking those sieges and centepedes asses back to where they came from lol hehe.
I'll have an update ready for later today, which will bring a flak style cannon. :)
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: dima on July 29, 2014, 05:24:55 AM
а как скачать
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: RedComet on July 29, 2014, 05:05:04 PM
How do i make cannon shells?
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: Somz on July 29, 2014, 05:33:43 PM
Okay I'm trying to figure something out and...
Didn't the previous version of this mod also contain research that increased the health, melee damage and hunger threshold of the colonists? Or was it another one? o-o
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: PunisheR007 on July 29, 2014, 09:57:11 PM
Quote from: Cyst on July 29, 2014, 05:33:43 PM
Okay I'm trying to figure something out and...
Didn't the previous version of this mod also contain research that increased the health, melee damage and hunger threshold of the colonists? Or was it another one? o-o

I moved that feature to a seperate mod called enhanced slaves, for the people who didn't want enhanced slaves and enjoyed the rest of the mod.
Here's a link :)

http://ludeon.com/forums/index.php?topic=4990.0 (http://ludeon.com/forums/index.php?topic=4990.0)

Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.3
Post by: PunisheR007 on July 29, 2014, 11:55:48 PM
New version is up, with a new 20mm flak cannon. 4 shots per burst, same range reload time and accuracy as the artillery atm,
will balance more and add a new firing sound for flak. I should have that update up later tonight, just a few things i have to get done today and then i can get back to modding.

Cheers :)

Quote from: RedComet on July 29, 2014, 05:05:04 PM
How do i make cannon shells?

You can't make cannon shells atm, i will be working on something like that in the future for sure.
You can buy them from traders or have wreckage crash down in an event.
Don't worry there not to hard to come by.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.3
Post by: Bog on July 30, 2014, 02:24:33 AM
If you're looking for another idea to add to your mod I'd suggest a Katyusha rocket launcher. (Here's a short youtube clip: https://www.youtube.com/watch?v=QEBXkbX0z3o (https://www.youtube.com/watch?v=QEBXkbX0z3o))

I imagine they'd have a reload time similar to a mortar, but shoot, say 6 smaller warheads in a burst giving them more firepower overall in exchange for being even more hopelessly inaccurate.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.3
Post by: PunisheR007 on July 30, 2014, 04:26:27 AM
Quote from: Bog on July 30, 2014, 02:24:33 AM
If you're looking for another idea to add to your mod I'd suggest a Katyusha rocket launcher. (Here's a short youtube clip: https://www.youtube.com/watch?v=QEBXkbX0z3o (https://www.youtube.com/watch?v=QEBXkbX0z3o))

I imagine they'd have a reload time similar to a mortar, but shoot, say 6 smaller warheads in a burst giving them more firepower overall in exchange for being even more hopelessly inaccurate.

That is an awesome idea, im gonna get to work on that, i have made the firing sound for the kaytusha already, just need to make the texture and add it. With the flak i might just keep the same firing sound as the artillery for now.

Cheers for the idea Bog :)
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.3
Post by: Gabriel_Braun on July 30, 2014, 05:59:36 AM
Ahh, useful missiles :)
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: PunisheR007 on July 30, 2014, 08:29:51 AM
New version is up, with a new Kaytusha MRL (multiple rocket launcher), new research called rockets, which i will change to rocket science on next update, that allows for the kaytusha to be built.
LOL i didn't notice tristan had snuck into the pic, ohh well i'll fix it later.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: muffins on July 30, 2014, 09:21:12 AM
You work so fast! Going to try this now  ;D
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: PunisheR007 on July 30, 2014, 09:26:27 AM
Quote from: muffins on July 30, 2014, 09:21:12 AM
You work so fast! Going to try this now  ;D

Cheers!!! :)
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: Somz on August 01, 2014, 12:14:20 PM
Quote from: PunisheR007 on July 29, 2014, 09:57:11 PM

I moved that feature to a seperate mod called enhanced slaves, for the people who didn't want enhanced slaves and enjoyed the rest of the mod.
Here's a link :)

http://ludeon.com/forums/index.php?topic=4990.0 (http://ludeon.com/forums/index.php?topic=4990.0)

Right, saw the mod but didn't notice, didn't check the creator. Awesome, thanks! ^^
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: harpuea on August 03, 2014, 03:17:46 AM
This mod is great, but I feel that the mod is too powerful. 2 Artillery Canon is enough to decimate any and all enemies I encountered withing 2 year in game play time. Including multiple Mechanoid AI core events. Building anymore is just overkill. The reason being is that the cannons are not supplies constrained. You only need ammo once to build them and don't need ammo to keep firing. As long as you have enough power, you can pretty much kill any force that dares enter the map.

To balance them, I would suggest the respective cannon requiring ammunition for each shot via a hopper. You can make your custom hopper and call it a "Magazine" if you wish. That way it would provides a balanced and conscious decision to whether unload all your stored fire power or saves some for later enemies. Also, it could help differentiates each type of canon and its ammo usage beyond just resource requirement for construction. IE Flak requiring one shell for 6 shot burst. Artillery have larger blast radius but takes longer to fire 1 shell. Kaytusha fires missiles fast but have smaller blast radius and accuracy. ETC. And if enemies attack you when you run out of shells and missiles, it is once again time for small arms fire fight.

Right now the cannons is just build to win, which is quite boring in the long run.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: PunisheR007 on August 03, 2014, 05:25:06 AM
Well thats basically it in a nutshell, cannons are OP, when Tynan decides to add ammo for turrets in xml def, then i will change it for sure. Soz i don't know any c#, so can't build .dll's :(. I'll work on re-balancing them, and i was thinking to have the kaytusha fire incendiary rockets.
Plz Tynan, get ammo defined in xml for guns and turrets PLZ, infinite ammo is very boring, and all guns that are in the game should have ammo, be more realistic, and this kind of realism wouldn't wreck any part of the game at all. lol
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: muffins on August 03, 2014, 09:14:33 AM
They don't feel overpowered if you have an outside colony (even with walls) and you're facing 100+ pirates. They're tricky to use in that situation, especially if you've filled the map with buildings and fortifications. These cannons will OBLITERATE your buildings lol
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.2
Post by: Jaxxa on August 03, 2014, 11:15:27 PM
Quote from: RedComet on July 29, 2014, 05:05:04 PM
How do i make cannon shells?
My Omni Gel mod allows you to produce cannon shells and missiles.

Quote from: PunisheR007 on August 03, 2014, 05:25:06 AM
Well thats basically it in a nutshell, cannons are OP, when Tynan decides to add ammo for turrets in xml def, then i will change it for sure. Soz i don't know any c#, so can't build .dll's :(. I'll work on re-balancing them, and i was thinking to have the kaytusha fire incendiary rockets.
Plz Tynan, get ammo defined in xml for guns and turrets PLZ, infinite ammo is very boring, and all guns that are in the game should have ammo, be more realistic, and this kind of realism wouldn't wreck any part of the game at all. lol
I am going to have a look at the code and see if I can mod in Turret Ammo.

Edit: So turrets using ammo is looking very promising. I have a prototype turret using ammo working.  There are still a few bugs and everything is hard coded, hopefully I can get them sorted and get something up Wednesday or over the Weekend.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: PunisheR007 on August 04, 2014, 12:06:12 PM
That sounds pretty cool jaxxa, i look forward to giving it a test. I havn't tried out hoppers since alpha 4, so i will do some testing over the next couple of days and see if i can get hoppers working from xml.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: muffins on August 05, 2014, 05:15:45 PM
I'm LIKING the flak gun in my current game  ;D Haven't managed to get enough missiles for a launcher yet.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: ZestyLemons on August 06, 2014, 12:18:06 AM
Quote from: PunisheR007 on August 04, 2014, 12:06:12 PM
That sounds pretty cool jaxxa, i look forward to giving it a test. I havn't tried out hoppers since alpha 4, so i will do some testing over the next couple of days and see if i can get hoppers working from xml.

Using hoppers for ammo storage is one of the most brilliant things I've ever heard, whoa.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: Jaxxa on August 06, 2014, 12:36:26 AM
Quote from: ZestyLemons on August 06, 2014, 12:18:06 AM
Quote from: PunisheR007 on August 04, 2014, 12:06:12 PM
That sounds pretty cool jaxxa, i look forward to giving it a test. I havn't tried out hoppers since alpha 4, so i will do some testing over the next couple of days and see if i can get hoppers working from xml.

Using hoppers for ammo storage is one of the most brilliant things I've ever heard, whoa.

Most brilliant thing you have heard, one of the cooler things I have done :)

http://imgur.com/kA3jRyV

Should have a mod up in about an hour.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.3
Post by: Bog on August 06, 2014, 12:52:35 AM
Quote from: PunisheR007 on July 30, 2014, 04:26:27 AM
Quote from: Bog on July 30, 2014, 02:24:33 AM
If you're looking for another idea to add to your mod I'd suggest a Katyusha rocket launcher. (Here's a short youtube clip: https://www.youtube.com/watch?v=QEBXkbX0z3o (https://www.youtube.com/watch?v=QEBXkbX0z3o))

I imagine they'd have a reload time similar to a mortar, but shoot, say 6 smaller warheads in a burst giving them more firepower overall in exchange for being even more hopelessly inaccurate.

That is an awesome idea, im gonna get to work on that, i have made the firing sound for the kaytusha already, just need to make the texture and add it. With the flak i might just keep the same firing sound as the artillery for now.

Cheers for the idea Bog :)
Quote from: PunisheR007 on July 30, 2014, 08:29:51 AM
New version is up, with a new Kaytusha MRL (multiple rocket launcher), new research called rockets, which i will change to rocket science on next update, that allows for the kaytusha to be built.
Haha, wow. I posted that idea and apparently you had it up and running in 6 hours. I was really busy over the weekend so didn't see it until just now. Will try it out tonight.

Very cool. Good job you.
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: Jaxxa on August 06, 2014, 01:47:01 AM
Mod is up with an ammo using turret.

http://ludeon.com/forums/index.php?topic=5183.0
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: Zeta Omega on August 06, 2014, 05:30:42 PM
Ive seen those artillery cannons at work in a lets play....THEY...ARE....GLORIOUS! WAY BETTER THEN MORTARS
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: PunisheR007 on August 09, 2014, 06:50:27 AM
Quote from: jaxxa on August 06, 2014, 01:47:01 AM
Mod is up with an ammo using turret.

http://ludeon.com/forums/index.php?topic=5183.0

Cheers jaxxa, i'll have a look at that asap.

Quote from: Zeta Omega on August 06, 2014, 05:30:42 PM
Ive seen those artillery cannons at work in a lets play....THEY...ARE....GLORIOUS! WAY BETTER THEN MORTARS

Thats for sure :), cheers!
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: PunisheR007 on August 13, 2014, 07:55:40 PM
Hey peoples, i'll be posting my updates for all my mods later today. :)

Cheers!!
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: w00d on August 14, 2014, 06:53:14 AM
thanks P! i will be honest i have not been able to defeat the sieges without your Arti
Title: Re: [MOD] (Alpha 5D) Cannons and Turrets v3.4
Post by: bobucles on August 14, 2014, 07:16:32 AM
Indeed! The Artillery cannon is so ridiculously good, it almost HAS to use shells in order to fire. It's just not fair otherwise. ;)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.5
Post by: PunisheR007 on August 14, 2014, 10:03:40 AM
New update is ready to download, i still have to do more re-balancing, but for now this is pretty good.
I did change the level of the sniper turret sound, reduced it by 7 db, so now it's alot easier on the ears. :)

Cheers!!!
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.5
Post by: LittleMikey on August 14, 2014, 10:23:14 AM
Haven't played in a while, can't wait to try out the Katyushas!
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.5
Post by: PunisheR007 on August 14, 2014, 08:33:04 PM
Quote from: LittleMikey on August 14, 2014, 10:23:14 AM
Haven't played in a while, can't wait to try out the Katyushas!

There nice and toasty, thats for sure lol.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: PunisheR007 on August 15, 2014, 02:30:54 AM
Re-balancing update ready for download :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: LuciferNZ on August 15, 2014, 02:36:15 AM
Quote from: PunisheR007 on August 15, 2014, 02:30:54 AM
Re-balancing update ready for download :)
What specifically?

Ive avoided the mod due to the arti being an *I WIN* button due to accuracy (It is an awesome mod though, I just play ultra hard difficulty)

The need for shells seems like a good balance direction so far though! :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: PunisheR007 on August 15, 2014, 02:53:02 AM
Quote from: LuciferNZ on August 15, 2014, 02:36:15 AM

What specifically?

Ive avoided the mod due to the arti being an *I WIN* button due to accuracy (It is an awesome mod though, I just play ultra hard difficulty)

The need for shells seems like a good balance direction so far though! :)

I updated the changelog to show all the changes in detail, i will make sure i do it like this in future updates. :)
Hopefully down the track i will get it alot more balanced, but atm i think a fair few people are still enjoying it the way it is.
The way i use them when a raid or siege comes, i turn my cannons on to fire 1 round each to soften them up and then send my colonists in for the kill.

Edit - I will be making a further update later on tonight, which will have the accuracy alot more rebalanced on the artillery, flak and kaytusha, the howitzer can stay at the accurate beast it is, but i will increase it's firerate to 8 secs and the flak will increase to 12 secs, Hopefully that should bring more balance.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: LuciferNZ on August 15, 2014, 04:31:13 AM
Ah ok - yeah, Im sure a lot of people are enjoying it ;)  These pieces smash face!

If you could kindly point me to the variables to tweak for accuracy and shot delay, Ill mod myself some difficulty modifiers hehehe.
I havent looked at modding Rimworld since Ive played, because I know Id get addicted and make some mods myself =)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: PunisheR007 on August 15, 2014, 04:47:06 AM
Quote from: LuciferNZ on August 15, 2014, 04:31:13 AM
Ah ok - yeah, Im sure a lot of people are enjoying it ;)  These pieces smash face!

If you could kindly point me to the variables to tweak for accuracy and shot delay, Ill mod myself some difficulty modifiers hehehe.
I havent looked at modding Rimworld since Ive played, because I know Id get addicted and make some mods myself =)

Well it's not so hard to tweak the accuracy and reload time, in def/thingdefs you will see structure and turret xml files for all the cannons, the turret xml files contain the accuracy and reload time code.

accuracy you can't miss it will have touch, short, medium and long in the code, the reload time is called cooldown time.
Cheers, enjoy making some difficult challenges for yourself :).
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: Jaxxa on August 15, 2014, 05:11:11 AM
I should have my Turret Ammo mod updated Tonight / Tomorrow.
Do you want to use that to set up turrets using ammo?

If don't want to or if you prefer I can make a version of this mod that requires Ammo and post it.
As you said people are having fun with the mod It might be good to have separate versions.

It looks like your license allows is but I just don't want to take your entire mod, change just a few things and re-upload it without checking with you.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: axenn on August 15, 2014, 05:30:38 AM
i'm happy of your mod because now i can't have the opportunity to let enter ennemis in the security area.... more than 800 !! That freeze etc.... i sent 9 colonists to recude population but that don't work. So now with the 180mm i open fire immediatly and then leave... I have some problem to see the interest to have so much ennemies... too loose everything ? great.. :/
I can't even burn dead corpes, that take more time than the delay between two attacks...

So , thanks a lot for your mod.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: PunisheR007 on August 15, 2014, 08:14:42 AM
Quote from: jaxxa on August 15, 2014, 05:11:11 AM
I should have my Turret Ammo mod updated Tonight / Tomorrow.
Do you want to use that to set up turrets using ammo?

If don't want to or if you prefer I can make a version of this mod that requires Ammo and post it.
As you said people are having fun with the mod It might be good to have separate versions.

It looks like your license allows is but I just don't want to take your entire mod, change just a few things and re-upload it without checking with you.
I you like Jaxxa, after you have finished your update for your turret ammo mod, you can make a version of my mod using your turret ammo mod, i've got no problems at all with that, just add my name in the credits somewhere lol. Cause it would be easier if you made it, since you know all your .dll def names and so on.

I'll just keep on updating this mod i have going, so there will be 2 versions.
Quote from: axenn on August 15, 2014, 05:30:38 AM
i'm happy of your mod because now i can't have the opportunity to let enter ennemis in the security area.... more than 800 !! That freeze etc.... i sent 9 colonists to recude population but that don't work. So now with the 180mm i open fire immediatly and then leave... I have some problem to see the interest to have so much ennemies... too loose everything ? great.. :/
I can't even burn dead corpes, that take more time than the delay between two attacks...

So , thanks a lot for your mod.

No problems you're welcome :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: Jaxxa on August 17, 2014, 01:02:43 AM
I have my first version of this mod that uses Ammo up.
http://ludeon.com/forums/index.php?topic=5537.0


Quote from: PunisheR007 on August 15, 2014, 04:47:06 AM
Well it's not so hard to tweak the accuracy and reload time, in def/thingdefs you will see structure and turret xml files for all the cannons, the turret xml files contain the accuracy and reload time code.

accuracy you can't miss it will have touch, short, medium and long in the code, the reload time is called cooldown time.
Cheers, enjoy making some difficult challenges for yourself :).

I think for Explosive weapons the "forcedMissRadius" would be more important than the accuracy variables.

http://ludeon.com/forums/index.php?topic=5364.msg51244#msg51244
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.6
Post by: PunisheR007 on August 17, 2014, 01:49:20 AM
sweet jaxxa, i'll check it out the next colony i build :).
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.7
Post by: PunisheR007 on August 19, 2014, 11:33:53 AM
I did a bit more re-balancing, and added 2 types of blasting charges, incendiary and emp.
Should be nice to stun and burn your enemies from a blasting charge :).

Edit - 2 new research items, which i will probably merge into 1, to access both charges.
25 metal each to build, i decided to make it 10 less than a standard blasting charge, since there is no high explosives in them.

Cheers

Edit 2 - I'll redo the OP pic tomorrow, which will have both blasting charges in it as well.
Edit 3 - Also torrow i will fixup the blasting charges texture size as well.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.7
Post by: Grimandevil on August 20, 2014, 06:21:17 AM
I dunno if it already was mentioned, but why did u name your MRL-turret Kaytusha when it should be Katyusha if u refer to ussr MRL.
not that it really bothers me..
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.7
Post by: PunisheR007 on August 20, 2014, 06:29:38 AM
I will be adding a stun blasting charge in the next update, cause i realised emp is just for affecting electrical devices.
Maybe it might affect mechanised enemies, i'll run some tests on the mechanoids and see what happens.
Im sure the emp mine could be useful in other scenario mods, so i will leave it be for now.
The stun blasting charge should be nice for large packs of enemies, who are trying to rush through the front door and gain the upperhand on your gun emplacements and colonist defense postitions.

Quote from: Grimandevil on August 20, 2014, 06:21:17 AM
I dunno if it already was mentioned, but why did u name your MRL-turret Kaytusha when it should be Katyusha if u refer to ussr MRL.
not that it really bothers me..

Yeah i should have changed that long ago lol, i'll fix that up in the next update.
Cheers for the reminder Grimandevil. :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.8
Post by: PunisheR007 on August 20, 2014, 08:26:50 AM
New update ready to download, OP changelog for details. :)

Cheers!!
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.8
Post by: Damien Hart on August 23, 2014, 05:24:36 AM
Your mod has the old BaseDamageTypes XML, which doesn't have names for the injuries, and that causes every injury to register as "Misc" on the health tab.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.8
Post by: smitj045 on August 23, 2014, 06:23:39 AM
You sure Damien? I'm getting shredded and blown off limbs, no misc here.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.8
Post by: Damien Hart on August 23, 2014, 07:58:54 AM
Quote from: smitj045 on August 23, 2014, 06:23:39 AM
You sure Damien? I'm getting shredded and blown off limbs, no misc here.

That's strange, because I tested it and worked out that it was this, then added in the appropriate lines to the XML and it solved the issue.

Maybe you have another mod with the A6 defs later in your load order.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.8
Post by: PunisheR007 on August 23, 2014, 11:27:00 AM
Quote from: Damien Hart on August 23, 2014, 07:58:54 AM
Quote from: smitj045 on August 23, 2014, 06:23:39 AM
You sure Damien? I'm getting shredded and blown off limbs, no misc here.

That's strange, because I tested it and worked out that it was this, then added in the appropriate lines to the XML and it solved the issue.

Maybe you have another mod with the A6 defs later in your load order.
I havn't looked into the base damage file for a while, i'll get that fixed and updated first thing in the morning.
Cheers for the heads up Damien. :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on August 23, 2014, 10:05:54 PM
New update for download, i updated the base damage file, so now all damage should show as normal and not misc.

Cheers!! :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Bruvvy on August 23, 2014, 11:46:40 PM
Thanks for making this!
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Gabriel_Braun on August 24, 2014, 03:40:15 AM
Is that going to affect how rounds hurt people Punisher?  I've not really looked into the health system bar when we were testing making sure all the spelling was right haha.  I'm only asking because I'm wondering if there can be different types now like fragmentation artillery etc instead of just bomb, flame and bullet?
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.8
Post by: Damien Hart on August 24, 2014, 04:20:46 PM
Quote from: PunisheR007 on August 23, 2014, 11:27:00 AM
Quote from: Damien Hart on August 23, 2014, 07:58:54 AM
Quote from: smitj045 on August 23, 2014, 06:23:39 AM
You sure Damien? I'm getting shredded and blown off limbs, no misc here.

That's strange, because I tested it and worked out that it was this, then added in the appropriate lines to the XML and it solved the issue.

Maybe you have another mod with the A6 defs later in your load order.
I havn't looked into the base damage file for a while, i'll get that fixed and updated first thing in the morning.
Cheers for the heads up Damien. :)

No worries. The misc injuries were driving me towards a mental break anyway, so I figured I'd take a look.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Iwillbenicetou on August 24, 2014, 05:37:41 PM
Like in the zombie apoc mod :D
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on August 25, 2014, 03:34:17 AM
Quote from: Gabriel_Braun on August 24, 2014, 03:40:15 AM
Is that going to affect how rounds hurt people Punisher?  I've not really looked into the health system bar when we were testing making sure all the spelling was right haha.  I'm only asking because I'm wondering if there can be different types now like fragmentation artillery etc instead of just bomb, flame and bullet?

I don't think it will affect how the rounds hurt pawns, i really do hope more damage types do get added, fingers xsed. :)

Quote from: Bruvvy on August 23, 2014, 11:46:40 PM
Thanks for making this!

You're welcome :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: IWannaChaos on September 01, 2014, 12:20:34 AM
Would keeping the artillery in this mod from firing on targets in a home region require a plugin? Some raiders dropped on top of my colony and they got owned badly - along with a couple of my solar panels and some potato plants. The MRL caused a bigger fire than the raiders would have if they all had Molotovs xp.

Anyways, unmanned and accurate mortars are extremely useful and the MRL is like some invention from hell O_O. (I mean that in a good way.)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on September 01, 2014, 01:06:50 AM
Quote from: IWannaChaos on September 01, 2014, 12:20:34 AM
Would keeping the artillery in this mod from firing on targets in a home region require a plugin? Some raiders dropped on top of my colony and they got owned badly - along with a couple of my solar panels and some potato plants. The MRL caused a bigger fire than the raiders would have if they all had Molotovs xp.

Anyways, unmanned and accurate mortars are extremely useful and the MRL is like some invention from hell O_O. (I mean that in a good way.)

That would require a bit of extra coding, in a .dll, i wish i knew c# :P. But you never know whats on the horizon :).

Cheers!!!
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Jaxxa on September 01, 2014, 01:49:12 AM
Until then might I suggest keeping them powered down until you need them.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: IWannaChaos on September 01, 2014, 03:20:57 AM
Quote from: jaxxa on September 01, 2014, 01:49:12 AM
Until then might I suggest keeping them powered down until you need them.
That's what I started doing after that incident.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Gabriel_Braun on September 03, 2014, 05:49:17 AM
Quote from: PunisheR007 on August 25, 2014, 03:34:17 AM
I don't think it will affect how the rounds hurt pawns, i really do hope more damage types do get added, fingers xsed. :)

Looks like someone already managed it!  Check out ZestyLemons' better guns mod prototype:
http://ludeon.com/forums/index.php?topic=5193.0

Seems adding damage types and their specific effects like that could lead to some pretty awful combinations like perhaps:

Flesh-shredding flak that causes immense lacerations and pain but little long-term damage if the bleeding is stopped.

Concussive artillery that never causes bleeding and usually stuns the victim rather than doing serious physical trauma but with a very high chance of long-term damage similar to shellshock and probably starving to death while blind and deaf


You know, that sort of thing  ;D

Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on September 27, 2014, 07:43:16 AM
i never learned how to c++ code and make .dll files, if i knew my mods would be so much better lol.
i did have a look ZestyLemons mod and it looks very nice, i just wish i knew a bit more about c++, you never know, i might just have to go learn it. But at the moment i have my hands tied with working as a scaffolder and updating my mods using the xml format that Tynan has defined.
Cheers Gabriel!!!
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Iwillbenicetou on September 27, 2014, 02:07:41 PM
I might be able to help you. Only when I learn it. But I will be taking a sort of "class" so I will help you when I finish.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: HIMPDahak on October 02, 2014, 09:36:49 PM
Will this be updated to alpha 7?
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Sachato on October 05, 2014, 11:50:09 AM
Quote from: HIMPDahak on October 02, 2014, 09:36:49 PM
Will this be updated to alpha 7?

Yee... I continue request. ;)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Patrykbono20 on October 05, 2014, 02:06:54 PM
Yes and your others mod are requested
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: MisterLock on October 05, 2014, 03:02:39 PM
I really really hope you update this Punisher.This was my favorite mod in Alpha 5 and 6.These improved auto mortars and these mega turret upgrades should really be implemented into vanilla...Tynan should really upgrade the base defence now that the health system is working as inteded.

Other then that like I said I really really wish you will update this and faster,My colony is just so cramped with these killboxes I'm forced To build....
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Ruin on October 05, 2014, 06:13:12 PM
I really miss this nice mod. :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: johandirk88 on October 06, 2014, 04:58:10 PM
Please update it fast, my colony needs this mod!!
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on October 06, 2014, 07:26:00 PM
Quote from: johandirk88 on October 06, 2014, 04:58:10 PM
Please update it fast, my colony needs this mod!!

Today i will update all my mods finally :), i have been very busy since i got back from overseas.
I will work as fast as i can to get them complete, sorry for the delays. :)

Cheers everyone :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Clibanarius on October 06, 2014, 07:29:54 PM
AWESOME. Awesome to the max.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on October 06, 2014, 08:14:12 PM
I am not happy at all, Tynan has removed some xml definitions, that is needed for my mod to run, i will be sending him a message to ask him why he removed them, or has he changed the location of them , but im very disappointed.
I started updating, and the first change i had to make was to change maxHealth to MaxHealth, i was thinking, why change 1 letter, so i changed it and moved on. i will await my reply from Tynan, to see if my mod can continue, im sorry guys but im not a c++ coder, xml is what i can do and make textures and sounds. Cheers, i will keep you all posted on what happens.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Jaxxa on October 06, 2014, 08:54:03 PM
Quote from: PunisheR007 on October 06, 2014, 08:14:12 PM
I am not happy at all, Tynan has removed some xml definitions, that is needed for my mod to run, i will be sending him a message to ask him why he removed them, or has he changed the location of them , but im very disappointed.
I started updating, and the first change i had to make was to change maxHealth to MaxHealth, i was thinking, why change 1 letter, so i changed it and moved on. i will await my reply from Tynan, to see if my mod can continue, im sorry guys but im not a c++ coder, xml is what i can do and make textures and sounds. Cheers, i will keep you all posted on what happens.

If you want you can PM me what specifically what you cant do and I will have a look at it.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on October 06, 2014, 09:09:43 PM
Quote from: Jaxxa on October 06, 2014, 08:54:03 PM

If you want you can PM me what specifically what you cant do and I will have a look at it.

If you load it up Jaxxa, you will find definitions that don't exist anymore, or have changed names, and i would not have a clue on how to find them out. Most of them i can fix, but a few have changed or have been removed, and my mod will not be the same.
I give permission to anyone who wants to continue all my mods, i don't have the time to finish updating mods.

I work 6 days a week scaffolding, getting up at 3am to travel 2.5 hours to work to start at 6:30 - 7am. Then finishing work at 5:30pm and arriving home at 8pm and having dinner and then to bed to do it all over again lol.

I apologize that this has happened, Tynan really needs to think more about some of the changes he makes, he must not look at any mods his modders create and how they work at all. when every new alpha he makes ridiculous changes like changing maxHealth to MaxHealth and so on.

Cheers for the awesome times everyone, im sorry i can not continue.

PunisheR007
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Saberia on October 06, 2014, 10:46:52 PM
I canceled three types of blasting charges (I really don't know how to upgrade them...),

but upgraded others to A7 ver. (for Version:- 3.81)

http://www.mediafire.com/download/8lqzz6aa4a7g0mq/A7_Cannons_and_Turrets.rar

By the way, I hope you can still updating this mod.

Many of my friends like it! to PunisheR007 :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: bullet on October 07, 2014, 03:16:07 AM
Thanks Saberia for updating. I did not have time to try all the turrets yet, but noticed that the changes were made. For example,  sniper turret now has a size of 2x2 and shoots visually by energy projectiles    :o
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: PunisheR007 on October 07, 2014, 03:21:16 AM
Quote from: Saberia on October 06, 2014, 10:46:52 PM
I canceled three types of blasting charges (I really don't know how to upgrade them...),

but upgraded others to A7 ver. (for Version:- 3.81)

http://www.mediafire.com/download/8lqzz6aa4a7g0mq/A7_Cannons_and_Turrets.rar

By the way, I hope you can still updating this mod.

Many of my friends like it! to PunisheR007 :)

Thankyou Saberia, i owe you big time, if there is anything i can do for you in the future let me know.
As i said in my Thread about anyone can do what they please with my mods, http://ludeon.com/forums/index.php?topic=6661.0 (http://ludeon.com/forums/index.php?topic=6661.0)
I will be returning, there is no doubt about that.  ;)  I love this game, but work has to come first and my line of work is very demanding and takes most of my time.

Cheers!!!

PunisheR007  8)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Saberia on October 07, 2014, 04:02:36 AM
Thanks for telling.

I fixed the wrong bullets for each guns.

http://www.mediafire.com/download/uld85ce11grk0jg/A7_Cannons_and_Turrets_(fixed).rar

Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: bullet on October 07, 2014, 07:04:35 PM
and couple additional fixes needed
1) Sniper turret has 2x2 size instead  1x1 , and energy turret vice versa (1x1 instead  2x2)
2) For  Artillery\Howitzer\Katyusha missed parameter
<minRange>XX</minRange>  (seems like 30 it's enough)
3) Seems like Flak cannon forgot to add. Not appears in the game after all research
4) And Research of HP increasing (cannonname_AP)  for all cannons  doesn't apply (but not sure about all)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Patrykbono20 on October 08, 2014, 01:18:51 AM
and in the case of artillery can not see reload time
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Coenmcj on October 08, 2014, 01:25:38 AM
Quote from: PunisheR007 on October 06, 2014, 09:09:43 PM
Quote from: Jaxxa on October 06, 2014, 08:54:03 PM

If you want you can PM me what specifically what you cant do and I will have a look at it.

If you load it up Jaxxa, you will find definitions that don't exist anymore, or have changed names, and i would not have a clue on how to find them out. Most of them i can fix, but a few have changed or have been removed, and my mod will not be the same.
I give permission to anyone who wants to continue all my mods, i don't have the time to finish updating mods.

I work 6 days a week scaffolding, getting up at 3am to travel 2.5 hours to work to start at 6:30 - 7am. Then finishing work at 5:30pm and arriving home at 8pm and having dinner and then to bed to do it all over again lol.

I apologize that this has happened, Tynan really needs to think more about some of the changes he makes, he must not look at any mods his modders create and how they work at all. when every new alpha he makes ridiculous changes like changing maxHealth to MaxHealth and so on.

Cheers for the awesome times everyone, im sorry i can not continue.

PunisheR007

Unfortunately some of the changes that have been made are just in the name of proper syntax, which is alot more helpful in the long run than in the short term.

But you must realize that Tynan has made Rimworld rather modder friendly compared to most other titles, The alternatives are significantly worse on the modding side of things.

Anyway. Good luck in your future endeavours, hope to see you back before too long. Don't kill yourself with the work! :)
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: johandirk88 on October 10, 2014, 11:47:10 AM
when do you think the alpha 7 version of this mod id out??? :-\
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: MisterLock on October 10, 2014, 04:33:08 PM
Quote from: johandirk88 on October 10, 2014, 11:47:10 AM
when do you think the alpha 7 version of this mod id out??? :-\

If you would have read the latest posts from the users,someone uploaded a updated version for alpha 7 of this
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Saberia on October 10, 2014, 09:12:14 PM
Quote from: bullet on October 07, 2014, 07:04:35 PM
and couple additional fixes needed
1) Sniper turret has 2x2 size instead  1x1 , and energy turret vice versa (1x1 instead  2x2)
2) For  Artillery\Howitzer\Katyusha missed parameter
<minRange>XX</minRange>  (seems like 30 it's enough)
3) Seems like Flak cannon forgot to add. Not appears in the game after all research
4) And Research of HP increasing (cannonname_AP)  for all cannons  doesn't apply (but not sure about all)

Eh? Are you talking to me? :P
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: johandirk88 on October 12, 2014, 02:06:09 PM
Quote from: MisterLock on October 10, 2014, 04:33:08 PM
Quote from: johandirk88 on October 10, 2014, 11:47:10 AM
when do you think the alpha 7 version of this mod id out??? :-\

If you would have read the latest posts from the users,someone uploaded a updated version for alpha 7 of this


ok so where it is???
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: MisterLock on October 12, 2014, 02:34:09 PM
Quote from: johandirk88 on October 12, 2014, 02:06:09 PM
Quote from: MisterLock on October 10, 2014, 04:33:08 PM
Quote from: johandirk88 on October 10, 2014, 11:47:10 AM
when do you think the alpha 7 version of this mod id out??? :-\

If you would have read the latest posts from the users,someone uploaded a updated version for alpha 7 of this


ok so where it is???

*facepalm*...Dude...Did you even read my comment...I said if you "went through" the forum post you would of found it....I even went as far as saying "in the last posts"...What more do you want?Are you that lazy that you cannot switch the page of this topic from 13 to 12?People like you bother me...Always want everything put nicely on their table without doing any effort.It took you 1 day to respond...I would of figured you found it by now,but instead you come one day later asking where is it...

In any case...PAGE 12 LAST POST....there you go...
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: johandirk88 on October 12, 2014, 02:56:32 PM
Quote from: MisterLock on October 12, 2014, 02:34:09 PM
Quote from: johandirk88 on October 12, 2014, 02:06:09 PM
Quote from: MisterLock on October 10, 2014, 04:33:08 PM
Quote from: johandirk88 on October 10, 2014, 11:47:10 AM
when do you think the alpha 7 version of this mod id out??? :-\

If you would have read the latest posts from the users,someone uploaded a updated version for alpha 7 of this


ok so where it is???

*facepalm*...Dude...Did you even read my comment...I said if you "went through" the forum post you would of found it....I even went as far as saying "in the last posts"...What more do you want?Are you that lazy that you cannot switch the page of this topic from 13 to 12?People like you bother me...Always want everything put nicely on their table without doing any effort.It took you 1 day to respond...I would of figured you found it by now,but instead you come one day later asking where is it...

In any case...PAGE 12 LAST POST....there you go...

thanks  ;D
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Patrykbono20 on October 12, 2014, 03:01:22 PM
Quote from: MisterLock on October 12, 2014, 02:34:09 PM

*facepalm*...Dude...Did you even read my comment...I said if you "went through" the forum post you would of found it....I even went as far as saying "in the last posts"...What more do you want?Are you that lazy that you cannot switch the page of this topic from 13 to 12?People like you bother me...Always want everything put nicely on their table without doing any effort.It took you 1 day to respond...I would of figured you found it by now,but instead you come one day later asking where is it...

In any case...PAGE 12 LAST POST....there you go...

Oh man, take easy,
users only qusetion because link are not a in first post, the best to all are make a new topics with credits of punisher, yours if you updated this mod. this is the best way for theese.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: RoboticManiac on October 13, 2014, 12:09:22 PM
Quote from: Saberia on October 07, 2014, 04:02:36 AM
Thanks for telling.

I fixed the wrong bullets for each guns.

http://www.mediafire.com/download/uld85ce11grk0jg/A7_Cannons_and_Turrets_(fixed).rar
Thanks for updating it- But I'm getting a dozen errors related to this mod on start up- In addition to some weird save issues. I'm going to try a new install of rimworld and hope it's an issue on my end though.

Nope, fresh install and I'm still getting them when I only have this mod and Core activated. Any ideas?
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Fjellkriger on October 14, 2014, 03:44:06 PM
Same here with the mod installed it is bugging out bad on saves and wont even let me start a new colony. Love this mod and hope to see it fixed soon
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Kilroy232 on October 14, 2014, 05:20:24 PM
For anyone that is interested I have gone back to work on my turrets mod (content from this mod), it is currently working on the most recent version of alpha 7. I will continue to work on it and keep it up to date.
I take all suggestions and concerns in the topic and am always happy to have questions.

https://ludeon.com/forums/index.php?topic=6770.0 Turret Mod
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: Im_da_Killah on November 02, 2014, 03:01:12 AM
Unfortunately the Mod doesn't seem to work for me. It says undefined material, also the picture is a big  red X :(
Did you optimize your mod for Alpha 7?
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: daz84uk on November 02, 2014, 09:44:12 AM
he was unable to update to Alpha 7 due to some file changes and not enough time.
try Kilroy232's auto-turret mod https://ludeon.com/forums/index.php?topic=6770.0 has the same turrets, but has a tow launcher and not the artillery.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: AntiMatter on December 19, 2014, 01:47:29 PM
would love this mod to be updated. i loved the artillery
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: iame6162013 on December 19, 2014, 01:50:00 PM
Quote from: AntiMatter on December 19, 2014, 01:47:29 PM
would love this mod to be updated. i loved the artillery
Quote
Last Active: November 23, 2014, 10:03:54 AM
too early to judge but he might not come back.
Title: Re: [MOD] (Alpha 6) Cannons and Turrets v3.81
Post by: AntiMatter on December 19, 2014, 01:54:26 PM
sorry kinda necronomiconed this post but i just wanted cool turrets like this back :(