Quote from: Iwillbenicetou on December 06, 2014, 05:05:49 PMas the name says
It is truly overkill. All was left, was a pile of smoke.
i may try balance it in A8, have very little time right now.
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Show posts MenuQuote from: Iwillbenicetou on December 06, 2014, 05:05:49 PMas the name says
It is truly overkill. All was left, was a pile of smoke.
i may try balance it in A8, have very little time right now.
Quote from: Jang on December 07, 2014, 10:00:26 AMstrange, seems to be some graphical glitches.
I have some problems.
I followed instructions(download, decompression, move to Mods folder, start and activate mod) and in game, no matter what kind of turret is, every turret appears just a purple-xbox.
Did I do something wrong?
Quote from: Wex on December 01, 2014, 02:39:31 AMBefore detonation there is a 0.5s warmup, if the target, in your case the turret, is destroyed during warmup then the detonation will be cancelled.
One thing is amiss.
One of them, bomb runners - I started calling them bomb f***ers - started detonating a bomb on one of mu now called "decoy turrets", built admist nothingness.
BF cancels the detonation when the turret goes off by his friends' gunfire. How comes?
), only attack in winter
Quote from: fishirboy on November 26, 2014, 02:28:50 PM
Then how do I get rid of the prisoners? (In a humane way) I would rather not deconstructed them and sell their organs. So there is no way to get rid of them without killing them?
Quote from: Wex on November 27, 2014, 07:24:33 AM
It blew up a stone wall, a stone door, the structure (slate) of the mountain atound it, all the power cables giving energy to the turrets around there, some of the turrets (that weren't working anyhow).
Good thing I over prepare, so I fell back to the second line of defense.
No colonists lost, but was a close call. I tought it to have the range of a turret's explosion, albeit more powerful; I was badly mistaken.
Quote from: Wex on November 27, 2014, 04:51:10 AMhope it's not too overpowered though.
Holy cow, the blow up area is huge!
Now I have a reason for pre emptive attacks.
Quote from: Feirfec on November 26, 2014, 01:30:57 AMAfter the "beep" there is nothing to stop the bang
If the recreute is killed is their a bang?
Is there a delay before bang?
If the receute is killed does it still go bang?
Quote from: harpo99999 on November 25, 2014, 05:21:12 PM
finally a good use for those non-violent nobles and other useless pawns
(that's the best i can get, i'm not really a programmer)
Quote from: Goo Poni on November 24, 2014, 10:58:47 AMQuote from: eatKenny on November 24, 2014, 05:30:50 AM
PS(to all): is ammo supply enough for you? or should i make a workbench that colonists can produce cannon shells and rockets? (by "enough" i mean enough to deal with colony threats but not too much that you can play with, like shooting muffalos)
I personally went and fiddled with all the turrets that use ammo and replaced their custom ammunition with either shells or missiles. I play with the TTM modpack, so I can have a standing bill to always want 300 shells stored, ready to fuel several cannons and howitzers at once.
I do think the turret costs are extreme, though. I've only been able to build a multitude of cannons, sniper turrets and howitzers because, again with TTM, I have several drilling machines providing essentially limitless metal and a stroke of luck through one of the TTM events dropped nearly 10 AI cores in my lap. Sure, all the turrets are good against raiders, but Randy has pretty much replaced pirate raids with zombie hordes. I don't remember the last time I saw a pirate raid. The cannons are good. The Avenger and Chaingun are good (though I fiddled with the Chaingun, removing the burst and making it shoot three times a second instead). The high single target damage of the sniper is almost moot against zombies. They're only good for putting down a dead body that turns into a zombie. Lasers are good but holy crap, what are you supposed to feed their power needs with? Those orange and blue things pump out 10k energy, I had three of them powering my whole base. While messing around with the turrets and using god mode, I ended up with 20 of the things to keep the lasers online permanently along with the other turrets. I noticed they do damage and wallbang through mountainsides, I thought they would only set fire to enemies. I might keep one laser off to the side to shoot through the mountains at zombie stragglers that decided not to attack. Because of the power draw, I question the usefulness of them. To directly attack the zombie hordes, one turret is not enough

Quote from: JuliaEllie on November 25, 2014, 03:58:42 PM
Thats just gross... You totally need the Splatter Mote I made



