Will you be able to change the landmine destroyed sound to something else? Because with a big base you have biters attack every minute, and each time a land mine is triggered the alarm sound goes. And that 2 times for each event.
Its half of a issue on its own but the real deal is it shares the same alert with when a building is destroyed. Whcih entirely makes the alert useless. Wheres the fun in checking or hearing the alert permanently when its lost its purpose.
It should rather be a yellow ! sign, as in something is in combat. Just treat it as turret ammo. When it gets fired you get the yellow warning sign, and the ammo gets used up. Just as land mines kinda.
Land Mines not counting towards "building destroyed"
Moderator: ickputzdirwech
Re: Land Mines not counting towards "building destroyed"
+1aober93 wrote:It should rather be a yellow ! sign, as in something is in combat. Just treat it as turret ammo. When it gets fired you get the yellow warning sign, and the ammo gets used up. Just as land mines kinda.
Re: Land Mines not counting towards "building destroyed"
Landmines don't trigger alert sounds. They don't make alerts at all in fact.
The only time you would get an alert is if a biter attacks the landmine before it's armed.
The only time you would get an alert is if a biter attacks the landmine before it's armed.
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Landmines are great, but they're slowly driving me insane
Landmines: They're oft-overlooked, but surprisingly powerful and resource efficient. Love 'em, they're great! I'm using them instead of flamethrower turrets on Nauvis, to help deal with endgame biter attacks (plus a LOT of explosion damage research).
They are also slowly driving me insane.
Some context:
I'm sure you can see where this is going, but in case it isn't super obvious:
When an enemy attacks and destroys a landmine, it plays the "Building Destroyed!" alert. Landmines detonating normally do not fire such an alert. Spitters in particular can get stuck in a loop where they will mill around just outside a minefield and snipe landmines as construction drones build them. The "Building Destroyed!" spam is constant, incessant, and meaningless. They're just landmines. I don't care if an opportunistic spitter is blowing them up as soon as a construction bot drops it on the ground.
Please, I beg of you, stop yelling about landmines getting directly attacked.
They are also slowly driving me insane.
Some context:
- When a landmine is placed, it is visible to enemies for a couple of seconds. During which time, they can attack and destroy it.
- Enemies who are part of a raiding party that is mostly blown up by landmines will stop their charge and mill about in the area. Often within aggro range of the rebuild ghosts of the landmines that killed the majority of the raiding party.
I'm sure you can see where this is going, but in case it isn't super obvious:
When an enemy attacks and destroys a landmine, it plays the "Building Destroyed!" alert. Landmines detonating normally do not fire such an alert. Spitters in particular can get stuck in a loop where they will mill around just outside a minefield and snipe landmines as construction drones build them. The "Building Destroyed!" spam is constant, incessant, and meaningless. They're just landmines. I don't care if an opportunistic spitter is blowing them up as soon as a construction bot drops it on the ground.
Please, I beg of you, stop yelling about landmines getting directly attacked.
Re: Land Mines not counting towards "building destroyed"
[Koub] Merged into an older thread with the same suggestion.
Koub - Please consider English is not my native language.
Re: Land Mines not counting towards "building destroyed"
Perhaps overlooked, but the alert is quite annoying anytime flamethrower turrets are destroying landmines. It's not just biters that "attack" the mines.
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Re: Land Mines not counting towards "building destroyed"
This is another example of why configurable alerts would be great to have.
BobDiggity (mod-scenario-pack)