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Bobwarfare2.0 #210
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Bobwarfare2.0 #210
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Laser resistance reduced to play better with Rampant.
Replace old burner with energy_source(type = "burner")
Removed old low res graphics, added circuit connections, replaced deprecated "category" with "ammo_category", made various small adjustments to match changes made to vanilla.
Updated tile_collision_mask to new style, renamed graphics, replaced deprecated atomic artillery shadow
Adjusted from vanilla graphics for better tinting.
Revise circuit connection for plasma turrets, add next_upgrade, add preparing/folding sounds
What do you think about slowing down sniper turrets rate of fire? Previously, this would probably have made them nearly useless. But now with the ability to set target priorities it might work. An encouragement to mix turret types, not just spam sniper turrets. Use sniper turrets to take out the big guys and have regular turrets for everything else. |
Also, adding a negative health_penalty to them will make them target enemies with higher health automatically. Note that vanilla gun turrets in 2.0 have a health_penalty of positive 1. As for slowing down their rate of fire, that is definitely an option we could look at. Given their long range, being able to fire too fast would let them mow down enemy groups before they even get into range of regular guns. Of course, their range also means you could just plop down more of them, so it's not a total solution. I mentioned this in #212 , but I think the other part of the equation is an ammo_consumption_modifier to make them consume ammo somewhat proportionally to their innate damage_multiplier compared to gun turrets of a similar tech tier. Like so: Gun 1: 1xDamage -- Sniper 1: 15xDamage 15xAmmo_consumption 240fr Cooldown Supposedly, ammo_consumption_modifier also allows decimal modifiers, but I'd really rather not open up that can of worms. Increasing cooldown to 240fr or 4 seconds would also be enough to let a partial line of snipers soften up an incoming attack wave without totally erasing it, based on my recent experience with Rampant. |
…ertron leg resistances
With this, Bob's Warfare should be fully playable and almost completely ready for release. All necessary updates related to 2.0 changes have been completed.
Lowres graphics have been removed from prototypes, and hr- prefixes have been removed.
Circuit connectors have been added to turrets.
A few old ingredients written in shorthand have been corrected.
New folding/preparing sounds have been added to turrets.
Implemented impact_category and deliver_category/activate-impact where needed.
Next_upgrade has been applied to all turrets.
Added ammo_consumption_modifier for sniper turrets to fix how overwhelmingly cheaper they are to use compared to regular turrets.
Updated graphics for all beams, and replaced graphics for stickers since the old ones were deprecated.
Various entities (projectiles, explosions, etc.) have been hidden from Factoriopedia
Unused ammo categories have been cleaned up, and the remaining laser rifle category has been updated for Factoriopedia
Plasma turret energy cost nerf hasn't been applied yet, pending approval. There are probably still some old icons and entity graphics that could be removed. Others could be replaced with 64px versions with mipmaps. However, that can wait for another pull request.