Machine Gun Nests
Description:Are you sick of the all but useless improvised turrets? Do you wish you could deploy something maybe a bit more capable? Do you ever find yourself saying "Wouldn't it be nice if I could just step back to the lessons of the First World War and just stick a machine gun on a turret and have one of my colonists point it at the other guy?"
If so, this is your mod. It adds several manned Machine Gun Nests to the game. The basic nest, is a L-15 Light Machine Gun, placed in an armored fixed mount. From there you can research Miniguns, and the more advanced Mechanoid weapons.
Features:- Adds manned direct fire turrets to the Game.
Mod Team:- Psyckosama (http://psyckosama)
How to use:They are manned turrets. You put them somewhere you want a turret. When you want something shot, you draft someone and order them to use them.
Download:See Attachment
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Change Log:1.0 - First Version
1.1 - Tweaked the ROF on the MG nest. You can now research Miniguns, Heavy Charge Blasters, and Inferno Cannons for additional long range murder-fun
1.2 - Modified the ROF to match the carried versions of the weapons. Updated to Alpha 7
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sounds not uninstresing. what will happend, if i put a colonist in a mashine gun nest, who is uncapable to violent? a Colonist, who does not get any fighting skill points?
Quote from: P_anders on July 08, 2014, 09:11:55 AM
sounds not uninstresing. what will happend, if i put a colonist in a mashine gun nest, who is uncapable to violent? a Colonist, who does not get any fighting skill points?
Don't have any in my colony so I wouldn't know. Why not test it out? As is it's basically a beefed up Mortar turret with a Light MG instead of an artillery piece.
Not the most technically impressive mod I will admit, but hot damn if it a isn't useful one...
It was created in response to a massive tribal hoard assault I simply couldn't beat. They'd overrun me and slaughter my folks no matter what I did. Half my colony ended up in the hospital and I lost most of the nests, but with these I was able to drive them back.
Zulus man, like fighting Zulus...
I downloaded, but the file was empty! You might need to fix that.
lol .... you have put an empy package in anouther package ^^ ... you need to fix that, then i will test the mashine gun nest ^^
(http://thedvrfiles.files.wordpress.com/2013/05/homer-doh-squarered.jpg)
Fixed...
Hows it working now?
not tested it yet. i will tell you if i had a opporturnity to test it
Works like a charm. :)
Just defended myself against a wave of mechanoids with two of these in-placed, dismantled 3 scythers and a Centipede.
Too lazy to test out the mod myself.
Do the guns explode?
Do enemies target them first?
What's the damage? same as the Light MG?
How much HP do the guns have?
Do these guns affect player wealth? More importantly do they make enemies spawn in larger numbers/more frequently.
Cool mod, but I'm on the rails as to how useful this mod is. Might try it out TBH.
Quote from: J-NAZ on July 08, 2014, 09:45:22 PM
Works like a charm. :)
Just defended myself against a wave of mechanoids with two of these in-placed, dismantled 3 scythers and a Centipede.
Great. Question, would you say its balanced? As in effective but not an ubergun?
Want to make sure it's good enough to be something people want but not so good as to take away the challenge of a direct assault.
Quote from: BetaSpectre on July 08, 2014, 10:56:00 PM
Too lazy to test out the mod myself.
:p
QuoteDo the guns explode?
Yes. But with the force of a standard turret not a Mortar turret.
QuoteDo enemies target them first?
Not always, but they do seem to attract a good deal of attention. That said, long range and high firepower tends to discourage people from getting too close.
QuoteWhat's the damage? same as the Light MG?
I literally used the LMG as the gun. statistically it points directly to the LMG for its weapon stats in the XML files..
QuoteHow much HP do the guns have?
350
QuoteDo these guns affect player wealth? More importantly do they make enemies spawn in larger numbers/more frequently.
Probably as much as an mortar turret considering I simply copy-pasted the stat entry then toyed around with the HP and weapons loadout.
If you can tell me how to change the wealth value I'll look at it more closely.
QuoteCool mod, but I'm on the rails as to how useful this mod is. Might try it out TBH.
It's one of those mods that should really be base game. I made it because I literally went. "You know, I wish we could do this but we can't".
So now we can.
Thanks for the reply, DL'd the mod and will use it soon. I'm loving this community xD.
Personally, I'd say that the turret also needs an accuracy buff (since it's mounted) and to not explode (you're using human power, not computer power).
I'd also suggest versions using the minigun and the M24 - perhaps a unique version of each with higher accuracy and longer range. These are the guns I end up going for the most, but the R4 is also very decent...
Quote from: Girlinhat on July 09, 2014, 12:27:14 PM
Personally, I'd say that the turret also needs an accuracy buff (since it's mounted) and to not explode (you're using human power, not computer power).
I thought that comes from the fact that it actually will hit the target... :p
Not sure how to do it without rewriting the gun, plus I'd like to keep some level of balance. A solid high ROF machine gun is good, but you don't want it to be TOO accurate.
QuoteI'd also suggest versions using the minigun and the M24 - perhaps a unique version of each with higher accuracy and longer range. These are the guns I end up going for the most, but the R4 is also very decent...
Minigun is a given since I want to eventually add every mechanoid weapon. In fact I tried it and it didn't work due to the fact that the barrel is facing the wrong direction and it seems to come out vastly oversized.
The M24 on the otherhand... who turret mounts a bolt action Sniper Rifle? :o
Actually WW1 WW2 and in modern days people make turret mounts for snipers. It further increases accuracy, but that said most snipers these days have their own portable mount/preinstalled
The Browning MK2 is actually used as a sniper rifle often with the same accuracy when single shooting
That said at this rate why not make this mod mount all the guns and increase their accuracy if you do :3.
Quote from: BetaSpectre on July 09, 2014, 02:27:21 PM
That said at this rate why not make this mod mount all the guns and increase their accuracy if you do :3.
A4 had a mod for gun mounts, it would generate an empty mount and then you could mount any vanilla gun, creating a new turret in its place that had that gun template.
I'd LOVE to see that mod, but having to man the guns and they don't explode.
Anyone get a real chance to use this mod yet? If so, how did it work out for you and what balance suggestions would you make?
I don't find them particularly enticing at present. Too much risk to the gunner for little gain. I'd rather just build an Improvised Turret so the gunner can fire his/her own weapon and move around.
Perhaps they could receive improvements through research, as the turret does?
I used it the other day. Honestly I dont see the logical reason for it to explode, its just supposed to be a mounted gun, guns dont blow up. I like it but the turret seems like a better option just cause its cheaper, and it blows up the same amount. The benefits are that non-violent users can use it, it doesnt need power and if you don't have a gun for everyone it allows them to do something. All helpful, but seems not worth it considering its likely going to blow up and leave holes in your defenses.
I say it needs some research stuff to make it a bit more worth the effort. One that reduces or removes its blowing up, and one that reduces the cost.
Also would be cool to see a sandbag variant, basically a gun that will form with the sandbags.
I've been testing this mod out in dev mode and throwing raiders at my little colonials.
First off I'd like to say good job! I love turrets though a couple of issues.
The turret in my own opinion seems just a little too accurate at medium to long range. A fixed weapon, while seeming like it would be accurate, is not used in an accurate way, machine guns also are not iron sighted in for direct accuracy, they are support fore weapons. The short range is fine for most types. A 50 cal sniper rifle would of course be far more accurate at medium to long range if it was scoped, sighted in, and was an actual sniper rifle put up on a sniper rifle's pod stand/rest. Normal everyday turrets like the Browning Machine Gun which is also 50.cal, the M249SAW(5.56) and M240Bravo(7.62) are all going to suck at longer ranges due to the way they are operated and used. Granted a skilled turret gunner can tag a target at long range by using techniques like "Walking it up" with 3 to 5 round bursts 4 to 5 seconds or 4-8 round bursts with a M249, so take that into consideration if you plan to make different turret types with modifiers which could also use different modes, example
Pawn1 > Go mount turret > (Selects either "Take Precise Controlled Shots" or "Send in the Rain") which I hope are both self explanatory.
When firing it like a sniper rifle you'll increase accuracy significantly. If you use it for support you wont be hitting much unless you're a veteran turret operator or if the enemy is in close range. My pawns are able to hold their own. I tested this out with 21 raiders vs three random pawns put on one turret each. three raiders got put down (Note I got them using Evul's dummy gun which is 1dmg per hit, If they had actual normal guns we would have been ghosted.) and that is with two colonists alive both at critical help, the raiders apparently hated the guy on the left the most.
That was scenario one. Scenario two:
Popped off the Dummygun for raiders and let them spawn in masse of 21 with normal weapons vs 3 turret operated colonials. No raiders tagged, all colonials dead in under 30 seconds real time.
A minor fix here would be to up the damage output. A mounted turret is any assaulting force's worst nightmare as even a 5.56 firing SAW can rip through a human body with relative easy even in the hands of a total gun noob. The ability to guard against a mass force should be far more deadly than what it is. Just my own opinion for the mod.
Oh and the last thing, the colonists for some weird reason operate the turret from the front? As in they are standing in front of the barrel as it fires, it does no damage to the operator, but is jsut a visual *Wut* type of thing xD
Lol the turret is 360 just don't set it up like that.
Make it so raiders target the gun first, and maybe have a repair man beside the gunner. Make me feel like he's reloading the gun xD.
A mount would aid the long-range accuracy of a machinegun. Guns are accurate devices, the problem is human error. With sniper rifles, the error is that the user can't achieve a tight angle of fire because the human hand tends to shake slightly. Mounting a sniper gets you a more accurate shot. With a machinegun, the biggest problem is recoil. The impact of the bullet leaving the barrel jars the weapon and the second bullet is less accurate. Mounting a machinegun reduces the recoil, which improves the cluster of the burst.
1) increase rate of fire - it fires way too slow as it is now
2) increase bullet travel speed - they fly unrealistically slow
3) there is no reason it should explode, in fact i modded it not to myself
4) up the hitpoints to 500 - its a metal gun on a metal base, the operator should be dead far before the gun itself is destroyed
i wish there was some way to implement limited ammunition into the game, it would make the whole setup much more realistic if you had to have an assistant run for ammo belts to the stockpile
a cool example of what im talking about is the game Soldiers: Heroes of WW2, where the machine gun nests run out of ammo and realistically mow down anyone stupid enough to get within range
Uhm it shoots aburst of 5 bullets with very litle spread and do serious damaged .
i did some mods on the weapons_guns def file , upped the bullet travel speed, the cooldown time between bursts and upped the amount of bullets fired in a burst by 30%, also halved the time between each bullet fired in a burst......the results are very impressive imo and much closer to what a heavy machine gun would be like...i can upload the 2 files if someone wants them?
i also took out the explosive effect of the improvised turret and the machine gun nests so they just disintegrate when destroyed and your men can fall back instead of being instantly annihilated
also made the rest of the weapons fire more realistically (imo) by changing bullet speeds and cooldown times, making combat much more deadly and tribals assaulting machine gun nests head on with bows just suicidal
Its not just about making it realistic, its about balance. With those modifications it seems like it would be massively overpowered. If it works for you that's great, but I'm pretty sure those modifications should not be applied to the primary mod, at least not without having some kind of research to upgrade them to behave like that. I do thing the exploding is a bit much though, as I have previously mentioned.
i think simple balancing fixes would be sniper rifles, fixed sector of fire for the machine gun that can be flanked, and grenades that can be lobbed over obstacles (should've been done from the start), i think in the end it would be much more immersive and you shouldn't need more than one person on a heavy machine gun and maybe 1 with an m16 for support and one medic/repairer, also positions like prone and crouch behind obstacles that would protect AI from getting shot up with the machine gun
obviously keeping in mind the game is still in alpha stage many of those things may or may not still be included but most certainly will be modded in somehow regardless
Well, you would need more then a 3 man army to ward off 20-40 raiders, and this is never going to be an ARMA simulation game. But I understand what you mean. You can only balance a game verses its core gameplay, if your trying to balance it to be realistic then you have a realistic gun and an unbalanced game. But once this game gets in beta stages there will be all sorts of rebalancing mods I'm sure.
And Im not against realistic gameplay and making games harder on a survival level or anything like that, I just think your trying to overbalance it, however if you for example made the gun better via research or something which makes it more expensive and time consuming then having a high-powered gun in the mid to late game makes sense and makes it more valued to position a guy on a mounted gun the a turret. Just my perspective.
I made a sprite for this is your interested
(http://oi62.tinypic.com/106yoib.jpg)
If it needs edits it can be done.
If it doesn't explode then I think it'd be pretty rad, also it should take up only one square if you ask me, but well code is code.
Quote from: BetaSpectre on July 14, 2014, 12:42:13 AM
If it doesn't explode then I think it'd be pretty rad, also it should take up only one square if you ask me, but well code is code.
Id also like to see these take up a 1x1 grid-space, and I think it it doable in the code. I don't know how, I havn't looked, but it should be doable.
(http://imagizer.imageshack.us/v2/280x200q90/822/pi41.jpg) (http://imageshack.us/photo/my-images/822/pi41.jpg/)
if someone wants me to upload the modded files i can, i just want the OP to be ok with it
the auto-rotation of the gun during idle is changed in another file, im still working on that part
If the mod maker is alright with it, I wouldn't mind getting my hands on a modified version of the mod that makes it so that the turrets don't explode and all that.
Quote from: TenSaidYes on July 14, 2014, 09:39:34 AM
If the mod maker is alright with it, I wouldn't mind getting my hands on a modified version of the mod that makes it so that the turrets don't explode and all that.
If thats all you want you can do it yourself in about 20 seconds, just open the xml file in notepad and remove this bit of code;
<li>
<compClass>CompExplosive</compClass>
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
</li>
Done.
Quote from: Zagrom on July 14, 2014, 09:47:09 AM
If thats all you want you can do it yourself in about 20 seconds, just open the xml file in notepad and remove this bit of code;
<li>
<compClass>CompExplosive</compClass>
<explosiveRadius>3.9</explosiveRadius>
<explosiveDamageType>Bomb</explosiveDamageType>
</li>
Done.
two question
1? what happens if we change the <explosiveRadius>3.9</explosiveRadius>
from 3.9 to say 0.5?
2? what happens if we change the <explosiveDamageType>Bomb</explosiveDamageType> from Bomb to Bullet?
1) explosive radius anything will most likely kill the guy manning the gun
2) you can't change it to bullet its a destruction effect...it just doesn't work like that im not sure how to explain it better than that...you can just take the explosion effect out and it disintegrates into scrap metal when destroyed
Thanks to that little bit of code, I actually went in and made it so NONE of the turrets explode when destroyed... such a silly thing to have happen, honestly. It's clearly put in place to make the construction of an EFFECTIVE defensive line more difficult, not for any modicum of realism anyway.
Now I can focus on fending off the 8000 raiders who should be showing up in a day or two to exterminate my colony of six.
Quote from: TenSaidYes on July 14, 2014, 09:39:34 AM
If the mod maker is alright with it, I wouldn't mind getting my hands on a modified version of the mod that makes it so that the turrets don't explode and all that.
Easy to edit in as mentioned, and to be honest I find it as silly as you do... but I'm keeping it for now as a balance. Just one suggestion. Don't remove it from Mortars. Believe me, if you do you will die in your next siege.
Quote from: anarky321 on July 13, 2014, 01:44:46 AM
i think simple balancing fixes would be sniper rifles,
True...
Quotefixed sector of fire for the machine gun that can be flanked,
Outside my ability...
Quoteand grenades that can be lobbed over obstacles (should've been done from the start),
Hmmm... that might actually be possible now...
Quotei think in the end it would be much more immersive and you shouldn't need more than one person on a heavy machine gun and maybe 1 with an m16 for support and one medic/repairer, also positions like prone and crouch behind obstacles that would protect AI from getting shot up with the machine gun
Don't know how that would be done to be honest.
Quoteobviously keeping in mind the game is still in alpha stage many of those things may or may not still be included but most certainly will be modded in somehow regardless
Sounds good as part of a future general combat overhaul.
Quote from: Zagrom on July 14, 2014, 12:34:53 AM
I made a sprite for this is your interested
(http://oi62.tinypic.com/106yoib.jpg)
If it needs edits it can be done.
I like. I'm going to experiment with it. Thinking of having it so that there is a more advanced version that has a lower ROF with only a 3 round burst but with significantly higher range and damage...
The
HEAVY Machine Gun!
Well since so many people don't like exploding guns make a "balanced" version and an unbalanced version.
Keep in mind that raiders can out number 15 colonists 15-30 to one.
I had 5 colonists fight 90 sieging raiders even with the guns I wouldn't be able to use them against those guys, if they rushed I'd still be in a pickle.
What really needs balance is a limit on raider attacks.
exploding turrets is still being exploited, probably for more detriment to balance than otherwise, cause one explosion can easily kill 90 raiders while 10 turrets that don't go boom can not.
I wonder if this mod will be implemented into the main game one day along with nuclear power xD.
Quote from: BetaSpectre on July 14, 2014, 04:36:48 PM
I wonder if this mod will be implemented into the main game one day along with nuclear power xD.
Well, all he has to do is ask and I'll give up any and all rights to the mod and its contents.
Updated. The MG nest no longer has a cool down (which was a mistake on my part) which effectively doubles it Rate of Fire. I've also added Miniguns, Heavy Charge Blasters, and Inferno Cannon turrets... though the latter two need LOTS of power to function.
Quote from: Psyckosama on July 14, 2014, 08:25:08 PM
Updated. The MG nest no longer has a cool down (which was a mistake on my part) which effectively doubles it Rate of Fire. I've also added Miniguns, Heavy Charge Blasters, and Inferno Cannon turrets... though the latter two need LOTS of power to function.
Would it be terribly appropriate for me to confess my love to you? Yeah... probably...
Anyway, I'm gonna run and try these out RIGHT AWAY... away... away... away...
Quote from: TenSaidYes on July 14, 2014, 08:40:54 PMWould it be terribly appropriate for me to confess my love to you? Yeah... probably...
It's all good. You'll get your official Fan Club membership card and Gimp Suit in the mail post haste.
;D
QuoteAnyway, I'm gonna run and try these out RIGHT AWAY... away... away... away...
Tell me how they work out for you. ^_^
So!
In a curious turn of events, the three colonists I had who were capable of putting out fires got KO'd in battle. So the raging fire caused by the queen of my little pirate band on her inferno cannon went completely unchecked. After the chaos was over and the tribal bastards had all been put in the ground, I realized that I had successfully managed to burn the entirety of my colony to the ground.
Apparently, one of the tribals had tried to flank us, or run away, or something... and he went right through town. Nyx never missed a beat, and blasted the cannon right into the side of City Hall, which in turn burned down the nuclear power plant, which in turn exploded and wiped out the solar farm next door. The fires, meanwhile, burned down ALL of the houses and killed all of my Incap'd colonists waiting for revival.
Mercifully, there was one building left standing. The survivors all met up at the Fort Vraxus Bar & Grill, where Nyx promptly molotoved the place and sent them all out in a blaze of glory.
Inferno Cannons like all other weapons that cause fire are very very much a mixed bag...
Work well but i would to know more about stats...
accuracy etc .. what's the difference with somebody with a minigun and a minigun nest ?
Inferno canon is effective, that don't make the game too easy. Just think to fertilize area if possible :P
Quote from: axenn on July 26, 2014, 08:46:22 AM
Work well but i would to know more about stats...
accuracy etc .. what's the difference with somebody with a minigun and a minigun nest ?
Nothing major, but there is the advantage that the MG nest has about 3 1/2 times the HP as a human pawn.
QuoteInferno canon is effective, that don't make the game too easy. Just think to fertilize area if possible :P
It's not too effective. After all, the good news is you kill everyone else... the bad news is you're looking at a Disco Inferno...
Quote from: Psyckosama on July 09, 2014, 01:16:34 PM
The M24 on the otherhand... who turret mounts a bolt action Sniper Rifle? :o
It could be called a "sniper nest" instead of a "sniper turret".
Does that work? ;)
Uhm a little question, i'm not sure that its easy to answer, for the normal turrets i read that they "attract" more raiders. Is it the same with the machine gun nests? ??? I think it makes sense if the answer is "yes" but i hope someone have made tests or something. :D
By the way, thank you for the nice mod. ;)
The defensive value outweights the raider increase as its based off how long you've lived and your colony "wealth"
Trust me you want more guns.
Would Like to add this to the next version of the All In One Mod, if thats ok :)
Quote from: Jerethi50 on July 28, 2014, 01:23:10 PM
Would Like to add this to the next version of the All In One Mod, if thats ok :)
Go ahead.
I combined inferno with stun cannon from mechanical defenses in front of a tunnel where my security system watch (2 stun cannon 2 inferno, 2 minigun nests and more than 70 turrets... turrets was here at the begining without mods) . All the others doors are locked in case of attack and renforced with a log wall. It's hard to conserve everything ok. Now i can put only those colonists who have a good stats in fire or construction and others do what they want (2/3) .
More than 100 ennemies. With all the ressources needed this is cool cause there is always a challenge.
This is probably my favorite mod so far out of all of the ones on this forum :3 Its nicely balanced, simple and easy to use, and amazingly effective. It was also the first mod I ever got working. If I had a complaint, it would be that the textures look too much like the mortars. But still, amazing mod!~
Quote from: xyereth on August 05, 2014, 12:04:59 AM
This is probably my favorite mod so far out of all of the ones on this forum :3 Its nicely balanced, simple and easy to use, and amazingly effective. It was also the first mod I ever got working. If I had a complaint, it would be that the textures look too much like the mortars. But still, amazing mod!~
Oh, you're makin' me blush! ;D
Works in Alpha 6
Sounds nice :D
i give it a try in my next colony!
feedback comes later :P
Quote from: Buccee on September 01, 2014, 11:20:04 PM
Sounds nice :D
i give it a try in my next colony!
feedback comes later :P
So? Likes?
Nice mod. i was about to add manned MG nest to my Mod called "the great war
" yeah a world war 1 mod .. but you beat me to it ahaha . cool mod anyways if you dont mind ill take some ideas on your mod just ideas :D credits of course to you
-cheers
Quote from: Psyckosama on September 08, 2014, 01:27:03 AM
So? Likes?
I like it ^^
its not overpowerd or something like that
i don't want complain but maybe it needs a better look :P (some shielding in front of the barrel) so just optical
Quote from: KnightsCross on September 08, 2014, 04:22:46 AM
Nice mod. i was about to add manned MG nest to my Mod called "the great war
" yeah a world war 1 mod .. but you beat me to it ahaha . cool mod anyways if you dont mind ill take some ideas on your mod just ideas :D credits of course to you
-cheers
Go ahead. As long as you don't repackage my mod without credit I'm cool with whatever.
So manned mechanoid turrets ......that sound right?
This mod is for people who don't want their colonists to die from the rogue bullet to the organ.
Quote from: BetaSpectre on September 12, 2014, 11:09:21 PM
This mod is for people who don't want their colonists to die from the rogue bullet to the organ.
Lol....Oh man if I had a dollar for every time that happened
Could I look at your code and such and add something like this to my mod? I'm working on a mod right now that adds modern things to Rimworld and this would be cool to look at.
Quote from: Demo on September 21, 2014, 10:48:07 AM
Could I look at your code and such and add something like this to my mod? I'm working on a mod right now that adds modern things to Rimworld and this would be cool to look at.
Sure. It's not like I did anything extraordinary.
Hoping to have the mod be Alpha 7 ready when the release comes.
You should add pics
Quote from: Iwillbenicetou on September 21, 2014, 09:55:38 PM
You should add pics
Closed your eyes and picture... Mechanoid guns on a morter turret.
There, you've got it.
I see happiness, joy, a way to kill all the raiders...
Quote from: Iwillbenicetou on September 21, 2014, 10:23:48 PM
I see happiness, joy, a way to kill all the raiders...
Even more. For version 7 I've tweaked the gun settings to allow for higher ROF. I did some tests and found out that I'd accidentally nerfed the guns when introducing them as mounted weapons.
They're much less pleasant now. And by that I mean "significantly more murderous" :)
Comparing the originals to carried versions of the weapons showed that the turreted versions had literally half the rate of fire. You will find the turrets in the next version to have a much higher Rate of Fire.
A new version of this mod to be released with Version 7.
I've added an intentional reload time to my turret base, because I think that the original colonist usage fire rate is a bit too fast for a turret.. When you compare it to the vanilla turret.. But that's just my thought about it :)
Quote from: Haplo on September 24, 2014, 12:59:20 AM
I've added an intentional reload time to my turret base, because I think that the original colonist usage fire rate is a bit too fast for a turret.. When you compare it to the vanilla turret.. But that's just my thought about it :)
True, but I've always thought the reload of the vanilla turret was a bit to sluggish. Besides, these turrets are manned which means that there is actually a human being behind it. IF anything it should be a little faster to make up for the fact that it A) explodes and b) is fixed in place.
Alpha 7! Please read the notes in the OP and give C&C.
may have uploaded wrong version. I suggest you redownload and use this one.
Nice. Good to see my favorite mods updating.
I absolutely LOVE this idea! I was not a fan of the auto turrets after a couple blew up my generator =P
If it's a fixed gun it should have a a big accuracy boost. Otherwise, what's the point?
Have you considered some heavier options like say a 20mm or 30mm auto cannon. Say a single shot weapon with say a .5-1 second aim/refire. That way you get a nice pom pom pom effect. Something that if it hit an enemy they are turned into a red mist with small chunks.
Quote from: Psyckosama on July 09, 2014, 01:16:34 PM*ping*
I'm looking at this mod... and then I noted who is working on it...
What would you say if I asked how many machine gun nests it would take to remove a mechanoid from existence? *grinning*
Working on another expansion mod... which isn't exactly the same as this, but adds...
A heavy cannon that fires shells. And a heavy missile turret that fires rockets.
Quote from: Psyckosama on October 06, 2014, 03:54:09 PM
Working on another expansion mod... which isn't exactly the same as this, but adds...
A heavy cannon that fires shells. And a heavy missile turret that fires rockets.
Are you talking about turrets that need to use ammunition each time they fire?
If so have you had a look at the turret ammo system in my Enhanced Defense mod?
hello, i tried to download the mod but im getting an invaild path error. i tried opening it with windows explorer and winrar.
Hi, i have the message "archive corrupted" after downloading the file.
Because the forums are migrating to a new host. I, too, would like to have the mod downloadable right now, but it's happening all over the place. Just be patient.
Since it's still not fixed, I'm presuming something bad happened to the file server-side. Could it be reposted and rehosted somewhere else, perchance? I know I'm not the only one who'd love to download the mod so we can use it right about now!
I hope the author does not mind, however I've attached the copy of this mod that I had previously downloaded to this post.
In case this new uploaded version still doesn't work, here is a direct link to the file in my Dropbox: https://dl.dropboxusercontent.com/u/57561275/MachineGunNests.zip (https://dl.dropboxusercontent.com/u/57561275/MachineGunNests.zip).
[attachment deleted by admin: too old]
thanks!
Quote from: SpazMan777 on October 11, 2014, 08:58:00 AM
I hope the author does not mind, however I've attached the copy of this mod that I had previously downloaded to this post.
In case this new uploaded version still doesn't work, here is a direct link to the file in my Dropbox: https://dl.dropboxusercontent.com/u/57561275/MachineGunNests.zip (https://dl.dropboxusercontent.com/u/57561275/MachineGunNests.zip).
Don't mind at all. Thanks for covering it. I'll get a new upload up tonight.
Quote from: Jaxxa on October 06, 2014, 11:46:13 PM
Are you talking about turrets that need to use ammunition each time they fire?
Yes. Though I'm open to suggestions on weapons systems. Right now I'm thinking an Arty and a direct fire weapon for each ammo type.
Also adding something in that makes it so the only way you can get mechanoid weapons for turrets is off dead mechanoids. Though on the bright side, it will also remove the individual research requirements and instead make it so there's just one that's basically "Mechanoid Remounting".
I'm probably going to have it ready early next week.
QuoteIf so have you had a look at the turret ammo system in my Enhanced Defense mod?
Halpo was kind enough to make some DLLs for me.
for me Machine Gun Nest and Mini Gun Nest with 0,5s colddown are little overpowered, maybe just me ???
can you tell me where can i change the ROF? so i can tweak them for my own use
They should still have the weapon's native cool down.
Quote from: Psyckosama on October 13, 2014, 12:02:59 AM
They should still have the weapon's native cool down.
oh no i mean warmup time. but i've found it in ThingDefs which is <turretBurstWarmupTicks>, and i've already nerfed them a little bit ;D
i'm currently working on a mod with this mod and Cannon&Turret combined for my own use, and i may would like to release it when its done. i hope you're ok with it ;) (of cause you will be be credited)
Quote from: eatKenny on October 15, 2014, 01:30:03 PM
i'm currently working on a mod with this mod and Cannon&Turret combined for my own use, and i may would like to release it when its done. i hope you're ok with it ;) (of cause you will be be credited)
Whens it coming out? Would love to use it.. a Updated version of the Cannons and Turrets would be nice
Quote from: NetBlaise on October 22, 2014, 04:07:50 PM
Quote from: eatKenny on October 15, 2014, 01:30:03 PM
i'm currently working on a mod with this mod and Cannon&Turret combined for my own use, and i may would like to release it when its done. i hope you're ok with it ;) (of cause you will be be credited)
Whens it coming out? Would love to use it.. a Updated version of the Cannons and Turrets would be nice
here it is:
https://ludeon.com/forums/index.php?topic=6895.0 (https://ludeon.com/forums/index.php?topic=6895.0)
Is there any way to download this mod? I've looked through and haven't found any link for downloading it.
Quote from: Silvari on November 15, 2014, 01:06:35 AM
Is there any way to download this mod? I've looked through and haven't found any link for downloading it.
The download link is small, attached to the very first post at the bottom of it.
You can only see it while logged in.
Can't download: an "Attachment Not Found" error. Would this be something on my end?
http://rghost.ru/59196154
Click on file name or black button.
Thanks Kulver.
Is there going to be an A8 version?
need an A8 Version ASAP this mod is great
Still no word on an A8 version? even an unofficial one?
A8?
Is anyone going to make an A9 version?