[MOD 0.14] AAI Vehicles: Chaingunner

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Earendel
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[MOD 0.14] AAI Vehicles: Chaingunner

Post by Earendel »

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Title: AAI Vehicles: Chaingunner
Short Description: The Chaingunner vehicle is essentially a Gun Turret on tracks. Turret creep has never been easier. Can be automated with AAI Programmable Vehicles mod.
Name: aai-vehicles-chaingunner
Factorio Version: 0.14
Mod State: Beta
Dependencies: Base
Optional Extras: Bullet Trails
Author: Earendel
Downloads: Mod Portal
Licence: See below

Long Description
The Chaingunner is unlocked with the gun turret and has mostly the same stats. It does not aim to be much more than a gun turret on tracks, but that is more than enough for a combat vehicle available so early in the game. It can make short work of early biters, but will struggle on it’s own against Big and Behemoth biters.

With AAI Programmable Vehicles you can have squads of Chaingunners form mobile defensive lines or send an army of them into an enemy base.

Licence

Venrob
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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by Venrob »

Request: Make it unlocked by it's own research (maybe 10 red science, prerequisite of gun turrets) for the purpose of cross-mod compatibility.
I am currently playing with the AAI set and the 5dims set of mods, and 5dims battlefield replaces the gun turret research. All researches which have it as a prerequisite work fine, but new items placed under the same research vanish in such a case. Slightly annoying, as now I need to get up to flame tumbler or laser tank before I have an automatable destruction machine XD

Regardless, great mods. This is the only issue I've really had so far with any of them.

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by Earendel »

It will have its own tech soon.

AAI vehicles works with any car-type vehicle so you can automate cars and vanilla tanks too.

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by tsunami »

Tried it as a movable turret to relocate as needed to defend against biter attacks... wont even auto attack like a normal turret. Pointless to call it a turret on tracks. It's a re-skinned car.

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by Nexela »

tsunami wrote:Tried it as a movable turret to relocate as needed to defend against biter attacks... wont even auto attack like a normal turret. Pointless to call it a turret on tracks. It's a re-skinned car.
With AAI Programmable Vehicles you can have squads of Chaingunners form mobile defensive lines or send an army of them into an enemy base.

Do you have AA Programmable Vehicles and all of its required dependencies added and enabled?

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by tsunami »

Nexela wrote:
tsunami wrote:Tried it as a movable turret to relocate as needed to defend against biter attacks... wont even auto attack like a normal turret. Pointless to call it a turret on tracks. It's a re-skinned car.
With AAI Programmable Vehicles you can have squads of Chaingunners form mobile defensive lines or send an army of them into an enemy base.

Do you have AA Programmable Vehicles and all of its required dependencies added and enabled?
"Had" installed and enabled. MAJOR performance issues when I even tried to deploy 9 which was what was in the youtube tutorial. Found out it was caused by the Programmable part and all the requirements so just tried Chaingunners alone and it acted just like a normal car. Fancy car, but a re-skinned car.

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by Earendel »

tsunami wrote:
Nexela wrote:
tsunami wrote:Tried it as a movable turret to relocate as needed to defend against biter attacks... wont even auto attack like a normal turret. Pointless to call it a turret on tracks. It's a re-skinned car.
With AAI Programmable Vehicles you can have squads of Chaingunners form mobile defensive lines or send an army of them into an enemy base.

Do you have AA Programmable Vehicles and all of its required dependencies added and enabled?
"Had" installed and enabled. MAJOR performance issues when I even tried to deploy 9 which was what was in the youtube tutorial. Found out it was caused by the Programmable part and all the requirements so just tried Chaingunners alone and it acted just like a normal car. Fancy car, but a re-skinned car.
It's a vehicle, so it acts like a vehicle.

The only thing that's special about this vehicle is that it has the same gun as the gun turret, which is important because it gets the 200% damage bonus. Other than that it's just like a slow cheap tank.

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by Sworn »

What happed with the turret sound when you are out of the vehicle? It works when you are inside and shooting, but when you get of, it simple go muted.... Is it intended? If is, is it possible to activate the sound back?

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by Earendel »

Sworn wrote:What happed with the turret sound when you are out of the vehicle? It works when you are inside and shooting, but when you get of, it simple go muted.... Is it intended? If is, is it possible to activate the sound back?
That was working, an API change probably broke it. The problem will be with AAI Programmable Vehicles or detached gunsounds.

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Re: [MOD 0.14] AAI Vehicles: Chaingunner

Post by tassman »

Got error on 0.18
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