Volcanoids

Volcanoids

Improved Turrets
27 Comments
FuryoftheStars  [author] Jul 7, 2024 @ 12:29pm 
I am fully aware... that's why I made it unlisted for the time being....
Ruri Rotaru Jul 7, 2024 @ 11:43am 
This one if you have it or some how get it now causes the game to crash at 95% when loading in.
FuryoftheStars  [author] Aug 9, 2023 @ 3:53pm 
I'm making this unlisted for now. I'm not in a place to make any updates at this time.
haka Aug 9, 2023 @ 3:08pm 
As of the latest patch the titanium gatling turret (and likely other turrets) are not placeable, and scrolling to one with other turrets in your inventory causes the entire prompt to disappear (like my father)
framsone Jul 9, 2023 @ 9:49am 
Hi FuryoftheStars! I didn't put any of my source code online yet (mostly because I don't want anyone else to see how garbage it is XD), so feel free to add me if you have any questions about making Improved Turrets compatible with Better Tiers :)
eragon2017 Jul 9, 2023 @ 4:49am 
also, will you add a version of the new Anti Material Sniper Ammunition for turrets?
eragon2017 Jul 9, 2023 @ 4:39am 
since the Tesla Update, your mod breaks both Better Tier and Gmod, please fix that
SGAMEZ Jun 24, 2023 @ 4:21pm 
TypeLoadException: Could not resolve type with token 01000016 from typeref (expected class 'WeaponReloaderOnlineCargo' in assembly 'Volcanoids, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null')
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
Waffle Jun 20, 2023 @ 6:16pm 
well keep up the good work :)
Waffle Jun 20, 2023 @ 6:16pm 
ah ok
FuryoftheStars  [author] Jun 20, 2023 @ 5:54pm 
Hey Waffle, erm, if anything, this mod /does/ make it more challenging? Because COG and player turrets and ammo are actually the same objects, by increasing the damage, range, and hps of the player turrets, I've also increased these on the COG's.

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.
Waffle Jun 20, 2023 @ 4:38pm 
imo if you do make it were COG enemeys drillships do same hp and damage ect... could you have that as a option so for playes who want more challengeing side could keep it how it is :)
derringer pirate Jun 10, 2023 @ 7:43pm 
finally a quality mod that actually isnt blatantly OP
FuryoftheStars  [author] Jun 1, 2023 @ 10:47pm 
Updated mod to v1.0.3:
* 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
FuryoftheStars  [author] May 27, 2023 @ 9:58pm 
Updated to 1.0.2:
* 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
FuryoftheStars  [author] May 23, 2023 @ 9:27pm 
Released 1.0.1: Changed logic around range calculation to round down to the nearest multiple of 5. SMG turret ammo range now has a hard cap at 50 and Sniper turret ammo range has been reduced to 100.
eragon2017 May 23, 2023 @ 9:11am 
I am happy to help
FuryoftheStars  [author] May 23, 2023 @ 8:55am 
Thanks for the feedback.
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. :)
eragon2017 May 23, 2023 @ 5:13am 
I almost finished the game so I have some feedback for you:

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
FuryoftheStars  [author] May 21, 2023 @ 6:53am 
Hey, that's fine. So you know, I did give this some honest consideration, but I also wanted to give you my reasoning as to why I ultimately decided against it and not just write "No".
eragon2017 May 21, 2023 @ 2:22am 
sorry to have bothered you with this, but inside of my head it locked like a great idea
FuryoftheStars  [author] May 20, 2023 @ 5:17pm 
(1 of 2)
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).
FuryoftheStars  [author] May 20, 2023 @ 5:17pm 
(2 of 2)
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.
eragon2017 May 20, 2023 @ 11:33am 
I would imagine the turrets having:
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
FuryoftheStars  [author] May 20, 2023 @ 11:03am 
Other than the rocket launcher, the rest of those are covered by the existing turrets. Most stats are actually controlled by the ammo itself. The only ones specific to the turret (of importance) are turret health, magazine capacity, and reload timeout.

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 😆).
eragon2017 May 20, 2023 @ 6:12am 
would have any interest in adding turrets for the Autopistol, Maschinegun, Bolt Action Rifle and Rocket Launcher?
FuryoftheStars  [author] May 19, 2023 @ 7:47pm 
I'm considering rounding the new ranges *down* to the nearest multiple of 5, as an fyi. I'm also considering if I should trim Sniper turret range down further to 100 even (that's still 25% better than they are now).