Re: Warefare mod ideas.
Posted: Sat Jan 03, 2015 12:56 am
I wasn't, but I could.
Some high end Ammo would certainly make taking on alien bases more about my character then just spam bots and just spam combat shotty. At the moment I am playing though a game with your mod and a few others (Mocombat, Moweather, AdvancedEquipment, Uranium Power) and I have been keeping myself on a leash when it comes to how I take on alien bases. I have only used the weapons, tank and grenades no pushing with turrets and its been slower then if I just took some big elec poles and lasers and just inched forward. I have even had some moments where a base has spawned in my pollution cloud and just attacks every 5 minutes and I have had to then ramp up base defense change out some guns for lasers etc (been sitting on gun turrets since only had med biters infrequently) since I have up till this point kept my pollution as low as possible so I could expand with just the sub, shotty and nades (plus I started in a massive forest and was not willing to waste all that wood since I had no set up oil processing for synth wood for atleast a good 4 hours i would guess). Anyway point I was trying to make was it would be nice if the sub had some use past the first few hours of gameplay but would certainly be more interested in maybe something simple like and assault rifle or something that could pack more of a punch against big biters (plus it could use the same ammo since there is no caliber) so I did not just spam combat shotty late game. Mocombat added a laser rifle which I thought was neat but would be nice if you had to start with a laser pistol and then move up to laser rifle.bobingabout wrote:Warefare mod currently adds a Nitroglycerin chain extending from the Nitrogen chain in MCI.
This goes on to be used in a high end SMG Ammo recipe.
Have nothing to really say about the stuff above other then I love the complexity of the items that you need to make in your mod. It might not be for everyone but I love having more then just iron, copper and steel (and yes sometimes it might need lube or something but base game is very simple once you know what you need). I hope that if you ever do make a more simple chain for people that you keep the original ideas you had and release them in another separate pack (could be called the complex edition XP) so everyone can have their cake and eat it.bobingabout wrote:Starting from where MCI ends, this is what I have
Nitric Acid + Sulfuric Acid = Acid Mixture
Light Oil = Glycerol
Acid Mixture + Glycerol = Nitroglycerin
Heavy oil = Petroleum Jelly
Wood + Nitric Acid = guncotton
Nitroglycerin + Petroleum Jelly + Guncotton = Cordite
Gunmetal = Bullet Casing
steel = Magazine case
copper plate + lead plate = bullet projectile
copper plate + tungsten plate = AP bullet projectile
(AP) bullet projectile + bullet casing + cordite = (AP) bullet
(AP) Bullets + magazine case = (AP) Bullet magazine
I havn't touched the mod in a while, but thats as far as I got.
Like the idea of reinforced walls but would also like and further tier that could be metal and be 2 blocks thick (if possible) or more if you think it deserves it so big biters cannot get the turrets behind the walls.bobingabout wrote:Other plans include:
Add Re-inforced Concrete walls.
Combat robots
power suit and modules
turrets (gun T2, sniper gun turret, laser T2, Rocket turrets, etc)
new shotgun ammo
new rocket ammos
more tanks with more weapons.
Any other ideas, sugestions, exact recipes and chains etc you want to discuss, do it here.
I'd love to do a combat roboport, unfortunately current game mechanics make it impossible, or at least very hard to the point where I'm not sure where to start. Only Logistics and Construction robots (by entity class) are allowed to dock in a roboport, and neither is allowed to have a weapon. there's also the issue that if you found a way to give either of those a weapon, there's currently no mechanic to make them go out and attack anything, they'd just be a logistics/construction robot with a weapon.DragonOfKhaos wrote: The combat robots it depends if you mean like combat robots in the roboports (or their own roboport)...
i already added a more armoured train in the logistics mod (did you know they put armor on the default train now?)DragonOfKhaos wrote:Something I just thought of though I do not think its really warfare but an armoured train and cargo wagons atleast that way if they smash into biters/spitters they can just plow through them and carry on to the station (once again only if possible).
I do plan to add more enemies too, however, i wasn't going to add them into the warefare mod, but a seperate enemies mod.Stx3 wrote:new warfare needs new enemy...
If they only deployed from the roboport in response to an attack, they'd have abysmal reaction times, realistically. You'd need some kind of patrolling system. And a way to differentiate routes, logic to distribute the bots equally along the route after they respond to an incursion and when they're delayed by going off-course to recharge... I don't think it would be doable in lua. Not without shredding performance, anyway.bobingabout wrote:I'd love to do a combat roboport, unfortunately current game mechanics make it impossible, or at least very hard to the point where I'm not sure where to start. Only Logistics and Construction robots (by entity class) are allowed to dock in a roboport, and neither is allowed to have a weapon. there's also the issue that if you found a way to give either of those a weapon, there's currently no mechanic to make them go out and attack anything, they'd just be a logistics/construction robot with a weapon.