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Author Topic: [A17] More Vanilla Turrets (v1.8.5 29/5/2017)  (Read 214890 times)

Marnador

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[A17] More Vanilla Turrets (v1.8.5 29/5/2017)
« on: January 21, 2015, 10:28:15 PM »

v1.8.5

Description
A little mod that adds more turret variations with the attempt to keep their vanilla art style along with some careful balancing.

Have a quick glance at what it's all about in the video below.
Hipumpus video review and demo of MVT v1.4

Included turrets

Gun complex

A perimeter mounted gun is designed to work regardless if you have power or not as long as somebody is manning it.
Never explodes.

Stats:
Tech Level = Industrial
Range = max32
Health = 225
Cost = 180 steel, 100 stuff, 4 components
Damage = Bullet - 13, Burst - Continuous, shot every 0.5 seconds
Size = 3 by 1 cells
Research prerequisites = Electricity
Project cost = 1000



Rocket complex

An older class of weapon that requires manual control and reload. Fortunately, with the help of decent optics and deadly weapon blast radius its presence is still dreaded on the front lines.
Explodes in a radius of 3 when destroyed.
Requires shells to reload.

Stats:
Tech Level = Industrial
Range = min3 max55
Health = 225
Cost = 180 steel, 100 stuff, 5 components
Damage = RocketDamage - 40, Explosive radius - 2.5
CoolDown = 8.3 seconds
Size = 3 by 1 cells
Research prerequisites = Gun Complex, Mortars
Project cost = 2000



Military grade turret

A more powerful variant of an automated turret. Longer dual barrels provide increased range, and greater burst.
Has higher chance to explode in a radius of 4.

Stats:
Tech Level = Industrial
Range = 28
Health = 200
Cost = 150 steel, 120 metal stuff, 4 components
Damage = BulletDamage - 11, Burst - 6
CoolDown = 7.3 seconds
Power = 390
Size = 1 by 1 cells
Research prerequisites = Gun Complex, Gun Turrets
Project cost = 2000



Shredder turret

Shredder turret is designed for close range. It doesn't explodes when destroyed thus making it a perfect choice for indoor defense, the only downside is that it takes more space than an ordinary variant.

Stats:
Tech Level = Industrial
Range = 20
Health = 240
Cost = 225 steel, 180 metal stuff, 5 components
Damage = BulletDamage - 21, Burst - 4
CoolDown = 5.3 seconds
Power = 420
Size = 2 by 2 cells
Research prerequisites = Military Turret
Project cost = 3000



Precision turret

A highly calibrated gun turret. Advanced optics allows it to deliver a single but precise shot at fairly long distances.
Explodes rarely in a radius of 2.5.

Stats:
Tech Level = Industrial
Range = 50
Health = 120
Cost = 225 steel, 180 metal stuff
Damage = BulletDamage - 42
CoolDown = 3 seconds
Power = 420
Size = 1 by 1 cells
Research prerequisites = Shredder Turret, Charged Shot
Project cost = 4000



Blast turret

Blast turret is designed for close range area damage, and it does so by launching a burst of 3 frag grenades.
Explodes in a radius of 4.5 when destroyed.

Stats:
Tech Level = Industrial
Range = min5 max20
Health = 200
Cost = 250 steel, 200 stuff, 6 components
Damage = grenade damage - 30, Burst - 3, explosive radius - 2, explosion delay - 50
CoolDown = 5.3 seconds
Size = 2 by 2 cells
Research prerequisites = Precision Turret
Project cost = 5000



Vulcan cannon

Fortified minigun tower that fires continuously, very durable but power hungry. Its tall and has long range, but due to that it can't aim under itself and can't be placed indoors.
Explodes in a radius of 5.1 when destroyed.

Stats:
Tech Level = Industrial
Range = min6 max36
Health = 500
Cost = 500 steel, 600 stone stuff, 15 component
Damage = BulletDamage - 6, Burst - Continuous, shot every 6 ticks (0.1 seconds)
Power = 1000
Size = 3 by 3 cells
Research prerequisites = Blast Turret, Multibarrel Weapons
Project cost = 6000



Devastator mortar

A magnetic catapult that launches plasma projectiles with greater velocity, accuracy, and much larger blast radius thanks to its burst of five shells.
Needs cell fabricator to create ammunition. Watch out for a huge EMP explosion in a radius of 10 when destroyed.

Stats:
Tech Level = Spacer
Range = min20 max500
Health = 360
Cost = 750 steel, 400 metal stuff, 20 component
Damage = ShellDamage - 30, Burst - 5, Explosive radius - 3.5
CoolDown = 60 seconds
Size = 2 by 2 cells
Research prerequisites = Mortars, Vulcan Cannon
Project cost = 7000
Ammo = Power cell



Cell fabricator

A very power hungry station designed for assembling devastator power cells.

Stats:
Health = 180
Cost = 100 plasteel, 100 gold, 10 component
Cell cost = 1 component
Power = 5000
Size = 1 by 1 cells



Mud moat < not a turret

A light perimeter defense to slow down your enemy.
Can be dug on diggable terrain, and could be removed with "remove floor" tool.

Stats:
Cost = none
Size = 1 by 1 cells (can be dragged)
PathCost = 40



Personal comment
Hey I am pretty new around these parts but its amazing to see how modding community is thriving here a specially for a game that isn't technically finished yet.
I am fairly new to RimWorld modding so don't be too harsh, I tried to understand what I could and so far that helped me to make those turrets here.
I tend to be on more artistic side of things, I tried to mimic RimWorld art style as much as I could plus the images were vectored which means it allows me for an easy edit if need be later down the line.
Sure yeah "yet another turret mod" but hey at least I learned a lot of stuff doing that :)
I take balancing very seriously so if you have any feedback it would be more than welcome, I don't want those turrets to feel like they are op as all hell, and want them to fit well within the game universe without you even thinking about the fact that you're using a mod.

Here is a little comparison shot, so you could have an idea what it would look like alongside with the existing improvised turret


And a creative example how it looks along with existing ingame assets plus what you can do :)


Changelog
Code: [Select]
New in 1.8.4/5
*Added research tabs for less cluttered research.
*Fixed turret heads sometimes spawning in pirate camps as loot.

New in 1.8.3
*Compatible with Alpha 17
*Shallow moat changed to mud moats

New in 1.8.2
*Equipment racks can now store Power Cells

New in 1.8.1
*Reduced cell price from 2 components to 1

New in 1.8.0
*Nerfed moats, they now slow down pawns less effectively.
*Reduced Devastator cooldaown from 83 to 60 seconds.
*Removed power requirement from Devastator.
*Added ammo type for Devastator called power cell.
*Added cell fabricator bench for Devastator ammo creation.
*New logo =3

New in 1.7.8
*Fixed an oversight that allowed turrets to be built as soon as the materials are available, without any construction time.

New in 1.7.7
*Added Chinese language support thanks to duduluu
*Nerfed  Gun Complex damage from 17 to 13 along with fire-rate from 0.3 to 0.5 for balance reasons.
*Increased stuff cost for Gun Complex and Rocket Complex from 150 to 180
*Shredder Turret now emits its own light with updated graphical representation.
*Precision Turret shot cooldown reduced from 5 to 3 seconds.
*Precision Turret shot sound swapped.
*Blast Turret now has tighter grenade spread for more effective killing.
*Vulcan Turret now now emits slight red light.
 



Download
(v1.8.5A17) Main mod
(v1.7.8A16) Main mod older version
(v1.8.5A16) Steam Workshop

How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
« Last Edit: May 28, 2017, 08:11:28 PM by Marnador »
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HalfBrother

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #1 on: January 21, 2015, 11:06:47 PM »

I love the looks! Very fitting for vanilla. Will try out tomorrow!
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Epyk

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #2 on: January 21, 2015, 11:22:34 PM »

I knew my Rimworld was missing something and more vanilla style turrets is one of them.

Thanks!
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SilverDragon

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #3 on: January 22, 2015, 12:27:28 AM »

Yay more turrets! \o/ I need more of them, they're my babies! :D
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Mythrell

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #4 on: January 22, 2015, 12:36:39 AM »

Wow, that Vulcan cannon looks epic. Great stuff :)
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StorymasterQ

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #5 on: January 22, 2015, 01:11:44 AM »

Wow, that Vulcan cannon looks epic. Great stuff :)

"Live long and conquer." Wait, that's not how it goes :D
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Marnador

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #6 on: January 22, 2015, 01:48:51 AM »

Wow, that Vulcan cannon looks epic. Great stuff :)

"Live long and conquer." Wait, that's not how it goes :D
Haha quite ironic that in Command and Conquer tiberian sun GDI used to have one of those vulcan tower upgrades.
Not sure if your joke was going towards that but there is that :)

I am happy to see that people are jumping on and giving it a try, maybe I will try adding a few more I will just have to make sure they are significantly different in terms of their functionality to be worth adding, maybe a manually controlled turret variant would be a good idea.
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elStrages

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #7 on: January 22, 2015, 02:57:14 AM »

Great mod. I like the twin vanilla turret. Although with having like 30 turrets in game already I might have to try it next alpha for a change up
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Rikiki

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #8 on: January 22, 2015, 03:36:57 AM »

I really appreciate your efforts to keep the vanilla artstyle and balancing! :D

When I saw "shredder turret", I immediately thought to this. I was a little bit disappointed when I discovered there was no saw... :-[

Marnador

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #9 on: January 22, 2015, 03:54:56 AM »

Great mod. I like the twin vanilla turret. Although with having like 30 turrets in game already I might have to try it next alpha for a change up

Don't worry dude, give it a shot whenever you feel like it :)

I really appreciate your efforts to keep the vanilla artstyle and balancing! :D

When I saw "shredder turret", I immediately thought to this. I was a little bit disappointed when I discovered there was no saw... :-[

Haha I remember those guys back from WarcraftIII now that you brought it up, but but god damn you've given me a nice idea ;)
Some sort of turret that fires saw discs =p I'll have to think about that though, maybe it'll be some sorta retro style turret that holds on bubble gum and tape.
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Rikiki

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #10 on: January 22, 2015, 04:31:57 AM »

Or a more industrial-like turret equipped with a rotative saw at the end of an arm with a really low range (2-3 cells).
It would only be usefull to protect corridors against intruders.
Chakram time! ;D

akiceabear

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #11 on: January 22, 2015, 06:26:00 AM »

+1

I'm not sure how much I'll use this, but hugely appreciate your effort to maintain vanilla art-style. Glaring design/aesthetic differences are one thing that totally ruin a mod for me.

Marnador

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #12 on: January 22, 2015, 05:50:36 PM »

I started working on something yesterday :)



Hopefully I will finish it up today along with some minor changes and put it up as v1.1
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SilverDragon

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #13 on: January 22, 2015, 06:02:49 PM »

 ;D You also need to make a low-tier version of it that uses potatos as ammo! lol <3
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Epyk

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Re: [MOD] (Alpha 8) More Vanilla Turrets (v1.0 21/1/2015)
« Reply #14 on: January 22, 2015, 06:04:27 PM »

I started working on something yesterday :)



Hopefully I will finish it up today along with some minor changes and put it up as v1.1

Now that has got my attention.
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