Ludeon Forums

Ludeon Forums

  • October 07, 2022, 02:00:30 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [MOD] (Alpha 6) Cannon Ammo and Turrets 0.02 - 2014-09-07  (Read 8208 times)

Jaxxa

  • Super Tester
  • Planetologist
  • ***
  • Posts: 1236
  • Refugee
    • View Profile
[MOD] (Alpha 6) Cannon Ammo and Turrets 0.02 - 2014-09-07
« on: August 17, 2014, 12:48:14 AM »

Cannon Ammo and Turrets

About:
This is an edit of PunisheR007's mod "Cannons and Turrets" http://ludeon.com/forums/index.php?topic=3878.0 combined with my "Turret Ammo" mod http://ludeon.com/forums/index.php?topic=5183.0

The main change that I have made is that all of the heavier cannons will require a constant supply of ammunition to keep firing.

The idea behind this mod is to keep the awesome cannons and turrets that are In the mod, but require a decision to employ them or not because they will be using resources, so sometimes you will be better dealing with smaller attacks without the cannons.

Because of this I have rebalanced the costs involved with deploying the cannons (removing the shell/missile requirement to build them and reducing the power requirement).

Almost all of the stats are identical to the base mod by PunisheR007, so look through the title page of that mod for information on damage / firerate ect.

I have changed the display string on the smaller turrets to reduce the number of lines that it takes up, but have not made any game play changes to those (they don't need ammo).

How to use:

The ammunition is provided by building a Hopper next to the Turret and filling it with the Ammunition resource that the turret requires, (usually Shells or Missiles).
If insufficient Ammunition is found to fire the Turret will powerdown and not powerup until the ammunition is provided.
Clicking on the Turret can provide information about the amount and type of resources that it requires.

ChangeLog:

0.01
   -Initial public release
   -Changed Cannons to use Ammo
      -Structure_Kaytusha_MRL
      -Structure_Howitzer_Cannon
      -Structure_Flak_Cannon
      -Structure_Artillery_Cannon
   -Removed Shells / Missile Requirment to build Cannon
   -Reduced power usage
   -Customised Hopper to Take Ammo
   -Changed the Inspection String of all Turrets to reduce the number of lines that it takes up
      -Stops getting the warning message for over 5 lines and not being able to see the last line when a turret had power, a cooldown and a min range.
0.2
   - Updating to base mod Version v3.81

Legal:
Based on PunisheR007's mod "Cannons and Turrets" http://ludeon.com/forums/index.php?topic=3878.0
This work is licensed under http://creativecommons.org/licenses/by/4.0/

Download:

Since it is too large to attach here I have uploaded it to MediaFire.
http://www.mediafire.com/download/fte4tastftlaw9e/Cannon_Ammo_and_Turrets_0.01.zip

http://www.mediafire.com/download/re9jgf6a9yzdif7/Cannon+Ammo+and+Turrets_0.2.zip
« Last Edit: September 07, 2014, 01:24:39 AM by jaxxa »
Logged

PunisheR007

  • Colonist
  • ***
  • Posts: 215
  • PunishR
    • View Profile
Re: [MOD] (Alpha 6) Cannon Ammo and Turrets 0.01 - 2014-08-17
« Reply #1 on: August 17, 2014, 01:50:18 AM »

Very nice jaxxa  8), will check it out on the next colony i build.

Cheers!!!
Logged

harpuea

  • Muffalo
  • *
  • Posts: 17
  • Refugee
    • View Profile
Re: [MOD] (Alpha 6) Cannon Ammo and Turrets 0.01 - 2014-08-17
« Reply #2 on: August 18, 2014, 04:34:29 AM »

Thanks, I have been waiting for this.
Logged

Reaper

  • Colonist
  • ***
  • Posts: 121
  • Reveried Refugee of The Northern Rim
    • View Profile
Re: [MOD] (Alpha 6) Cannon Ammo and Turrets 0.01 - 2014-08-17
« Reply #3 on: September 05, 2014, 09:55:33 PM »

getting a bug where my people get kicked outa medical beds when i use this. or when i capture wounded. please fix
Logged

skullywag

  • Global Moderator
  • Transcendent
  • ****
  • Posts: 5881
  • Engineer
    • View Profile
Re: [MOD] (Alpha 6) Cannon Ammo and Turrets 0.01 - 2014-08-17
« Reply #4 on: September 06, 2014, 07:05:03 PM »

getting a bug where my people get kicked outa medical beds when i use this. or when i capture wounded. please fix

copy the baseDamageTypes.xml from the original version of this mod and copy over, its fixed in that v6.

http://ludeon.com/forums/index.php?topic=3878.0
Logged
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

Jaxxa

  • Super Tester
  • Planetologist
  • ***
  • Posts: 1236
  • Refugee
    • View Profile
Re: [MOD] (Alpha 6) Cannon Ammo and Turrets 0.01 - 2014-08-17
« Reply #5 on: September 07, 2014, 12:57:24 AM »

I have updated the mod to use the latest version of the original mod.

Thanks for the advice skullywag, hopefully this will fix the bug.

skullywag

  • Global Moderator
  • Transcendent
  • ****
  • Posts: 5881
  • Engineer
    • View Profile
Re: [MOD] (Alpha 6) Cannon Ammo and Turrets 0.01 - 2014-08-17
« Reply #6 on: September 07, 2014, 04:11:34 AM »

I have updated the mod to use the latest version of the original mod.

Thanks for the advice skullywag, hopefully this will fix the bug.

It should do, I had the same issue. Was using the original mod, liked the ammo/hopper idea you implemented so switched, saw the wierdness so it made sense what the issue was.

Hoping to get into modding just going through some simple mods on my own for now to get the basics down. Shouldnt be too long before im firing mods at you peeps! :)
Logged
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?