Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
at GameDataLoader.UpdateCompleted () [0x00091] in <6a60b9ca103c465e892b68045875a7d2>:0
at GameDataLoader.OnBundleAssetsLoaded (AssetBundleInfo bundle, System.Boolean updateCompleted) [0x000af] in <6a60b9ca103c465e892b68045875a7d2>:0
at GameDataLoader+<>c__DisplayClass23_0.<StartLoadingData>b__0 (UnityEngine.AsyncOperation x) [0x00000] in <6a60b9ca103c465e892b68045875a7d2>:0
at (wrapper delegate-invoke) System.Action`1[UnityEngine.AsyncOperation].invoke_void_T(UnityEngine.AsyncOperation)
at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x0000f] in <45726d258a274b26b641397c09fc480e>:0
My consideration was on making new objects for the player so COG's could remain at vanilla default. But for a mod in this game, it'd be easier (and safer) to do that as a separate mod.
* Changed underlying formula for turret module health calculations to bring max health down from 750 to 500
* Corrected mistakes with some of the new turret module variants (SMG, Pistol, Shotgun) to where they wouldn't load the new ammo, or even loaded the wrong ammo
* Corrected used icon for sniper turret ammo to the proper T2 (Explosive) one
* Corrected bug with Titanium variant of the SMG turret module that prevented it from actually placing (it would place the normal Iron version)
* Added new turret modules to "Defense" list so the Defense System Controller levers would work on them
* Updated turret module descriptions so they're actually split on two lines
* Updated some external facing icons I missed on the new turret modules
1) I knew that 250 was too much, but I was hoping 125 would be ok. I'll try dropping it to 100 and then try out those landing zones you mentioned before publishing.
2) Great! That was part of the goal and hope there. :)
1. you have to nerf the sniper turrets range, cause with pairs of landing zones, that are very close to eachother, they can attack drillships on the other landing zone of the pair, this definetly happens with COG Hills/Lake View and The Edge/Dark Pathway and there might be others, where it happens too
2. the extra health helps a lot against those nasty Cogs, Tanks and Airships with Mortars, it gives me enought time to rush in and repair the turrets or distract/destroy the enemies, where before the turrets would be destroyed before I could reach them or the enemies
I've decided I'm not going to do that.
First, I don't really see the point. Especially in the case of the pistol turret, this is already like an autopistol version. It has a larger mag capacity than even the autopistol already. (Now, don't get me wrong, I understand and support the idea of a variety of weapon and ammo choices for what the player character uses. A lot of it can come down to personal style, feel, and/or nostalgia choice. But for automated defenses that you probably interact with infrequently, I don't.)
Second, I feel like there's already enough clutter/variety (especially after what is added with this mod), and just duplicating existing turrets and ammo to then give only slight tweaks would only make this worse (and contributes to #1, not seeing the point).
Third, I wouldn't be able to make them visually distinctive. I'm not a graphic artist. So they'd either be visually identical, or they'd get some hack job writing on them or something.
Finally, I feel like even if I did do something like this, I'd probably put them in their own separate mod. This is where the rocket turret would fall if I did it. Which I might not. Again, aside from #3, not being a graphic artist and so having to reuse another turret's model (so it'd be hard to distinguish which is which), I'd actually want to limit the automatic shooting to *not* shoot at infantry, which I don't know if that's even possible.
Autopistol: more health and larger magazine than Pistol turret using pistol turret ammunition
Maschinegun: more health and larger magazine than SMG turret using custom ammunitions(one made with iron and one with titanium) made with gatling ammunition, that have lower damage and higher firingrate than gatling turret ammunition
Bolt Action: less health and larger magazine than Sniper turret using custom ammunitions(one made with iron and one with titanium) made with sniper ammunition, that have lower damage, lower range and higher firingrate than sniper turret ammunition
Rocket Launcher: auto-targeting range is capped to sniper turret range and requires manual control to fire at very far away targets
As for a rocket launcher turret, based on my experience with the sniper turret ammo and setting the range too high, I'm not sure that would work well (ie, it'd be unfair 😆).