边缘世界 RimWorld

边缘世界 RimWorld

Eccentric Tech - Defense Grid
569 条留言
Fraggle7 10 月 22 日 下午 7:08 
Can it be possible to make the sensor towers have a longer range? Or make a mod setting for it to be adjustable. I’ve tried changing the xml file and made the overlay bigger but it doesn’t make the sensor range bigger than the 29.9 tile default range. It would make them more useful for gravship defence.

An idea I’ve had too is to have the missiles be able to fire to other maps if you have a pawn there with a remote target utility device. Then I can send a small team out to clear out rival faction bases and drop a few anti grain missiles on there heads :-)
nekokiwa UwU 10 月 20 日 上午 8:12 
I can't build defense conduits (or supply conduits from the supply mod, or fuel conduits from the fusion mod) into corners, would it be possible to re-add building them in corners?
Onikage-056, God of Animatronics 10 月 18 日 下午 10:31 
So... the turrets mention being able to be reloaded from a supply network. Which mod would that be in?
Lord Zero 10 月 13 日 下午 4:18 
Figured it out, "Bulk Load For Transporters" was the cause, apparently they now have a bulk load for construction for which can be disabled and instantly fixed the issue, weird it was only for the
h.e.c
Lord Zero 10 月 13 日 下午 3:01 
any chance mods like pauh, bulk load, common sense could interfere with delivering a high energy core to the appropriate building? seems like any other resources could be delivered except for the h.e.c, the shield-gen wont complete nor the wide-projector and this started recently.
darkzero 9 月 22 日 上午 11:48 
@Aelanna, you truly make some of the best mods. Awesome ship too. Makes me want to build a Missile support ship.
Griffon 9 月 21 日 上午 4:07 
Is the cross map missile feature still in the plan ?
That would be nice to be able to have a small attack team designating targets (I loved Starcraft ghosts :p)
ECTM. lifeisneat69 9 月 16 日 上午 7:06 
Update, it works, I just made a typo in the CE patch.
ECTM. lifeisneat69 9 月 16 日 上午 1:16 
@Aelenna Alright! I'll just check the XML again and look at the addon and see if I did anything wrong, thank you! (I'll post a comment, weather I figure it out or not, if I get it to work and someone wants the code I'll just post it here or send it in DM's so everyone can have the pleasure of shooting a homing missile at a squirrel)
Aelanna  [作者] 9 月 15 日 下午 12:17 
@ECTM. lifeisneat69 - Heya! It should be possible to add new ordnance types via just XML, all you should need is the OrdnanceDef and the projectile ThingDef. There's a great example of an addon in the form of the Firefoam PGM by katana here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3077643634

Please see if that helps, or alternatively make sure that you have dev mode on so that you can see errors.
ECTM. lifeisneat69 9 月 15 日 上午 11:39 
To be clear, I'm modifying the mod for only my enjoyment and not distribuiting said modification in any way. (and if I were to distribute I would make it extremely clear that I only made the new projectile and missile and that even that I didn't really "code"). I just like making small additions to mods I really like (sorry for not saying this in the previous comment but this mod is extremely fun and well made! that's why I'm trying to add my own touch to my version of it, to make it even more fun).
ECTM. lifeisneat69 9 月 15 日 上午 11:33 
Also, I have a question about the mod, I tried to make a new projectile and missile and everything *seems* to work just fine (I don't get any errors and I "wrote" the code by just copy pasting the one for the m48 HEAT missile and changing values and removing the anti tank targeting thing but it just decides to.. not work. I can provide logs if necessary, I tried to look at the .dll file but I can't code so after looking at it I realized I literally understood nothing) but when I fire the missile, the VMS goes on cooldown, the missile dissapears from it, but it doesn't shoot out. (I don't know if you want to help me and I'm not sure what I should even provide for troubleshooting (unless I already discribed what I did wrong in this comment) so I haven't included anything, also maybe you would want to do this somewhere else so I don't know).
ECTM. lifeisneat69 9 月 15 日 上午 11:27 
@mgla Yeah, that should be made clear, but to answer the questions of anyone who's wondering, the remote turret controller can control basically any offensive building that is deemed "manable" or that requires someone to man it. This includes modded turrets, mortars, modded atrillery, etc.
mgla 9 月 10 日 上午 3:49 
Can I suggest writing a paragraph about which turrets can and can not be connected to the defense grid?

I am currently looking at turrents and can't answer the following questions without trying it out:

* Does it work for turrets other than from the eccentric mod?
* Does it work for Mini-turrets (Probably not)? And if so, what does it do?
* Does it work for turrets from other mods, say Gatling Guns from Vanilla Expanded - Settlers?
* Does it work on Mortars? Do they count as a turret?

A sentence or two in the mod description or turret controller description could help a lot here. Thank you for the mod, enjoying it massively so far!
tuxedo nyah 9 月 9 日 上午 6:49 
Aelanna makes the highest quality mods.
Aelanna  [作者] 9 月 8 日 上午 10:36 
@Slimez - The supply networks in question are from Eccentric Tech - Spacer Furniture: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3118185542

I will take some time and update the mod description sometime!
Aelanna  [作者] 9 月 8 日 上午 10:35 
@Droll - The shield systems currently do not interact with drop pods at all. I do still have something planned in the future, but fully blocking pods will likely never be a part of Defense Grid, just a way to deal damage to incoming drop raiders by utilizing capacitor charge.
Aelanna  [作者] 9 月 8 日 上午 10:34 
@darkzero - It is definitely intended. :)

https://www.youtube.com/watch?v=6_NWFp7IXI8

Canonically, the vast majority of Eccentric Tech was developed for military starships, so the ground attack missile artillery has no problems being used on a gravship.
Slimez 9 月 7 日 下午 12:35 
So I may be missing something, but it seems both the M64 railgun turret and M51 charge autocannon state that "if connected to a supply network, it can reload itself using networked storage". Is this a separate mod that isnt listed on this mod page? Initially I though I was missing some research that would allow my defense grid to connect to a hopper/container or something and would automatically reload connected turrets, but now I wonder if its an entirely separate mod, and if so, which one specifically?
Droll 9 月 7 日 上午 5:28 
@Aelanna Would these defense grid shields fry incoming drop pod raids if they drop within a shielded zone?
darkzero 9 月 3 日 下午 8:26 
I have to say, the missiles are fun with a target designater. I don't know if its intended behavior or not to allow the launch platforms to be buildable or voidships...but it does give them a lot of depth as a support craft.
Aelanna  [作者] 8 月 31 日 上午 8:43 
@Droz_64 - You can either put your launchers underneath your main shield projectors (as projectiles are only intercepted when entering a shielded area, not leaving), overlap your shield projectors on the same network (as overlapping projectors on the same network are considered part of the same shield), or you can temporarily disable the interception of overhead projectiles on your shield configuration.
Droz_64 8 月 31 日 上午 2:59 
What's the best way to avoid the missiles from blowing up on my shields? Do they need to be under the bubble they'd be passing through? Like should each engagement area get it's own missiles or something?
Aelanna  [作者] 8 月 30 日 下午 3:29 
@Bonduyk - I'm curious whether there's any reason to use these with SOS2? From what I understand, SOS2's point defense guns are pretty much raid-ending defenses with effectively map-wide range.
Aelanna  [作者] 8 月 30 日 下午 3:28 
@Solpel - Thanks for the heads up! After reviewing the stats, I realized that the published stats did not in fact reflect its intended role as an incremental upgrade for the vanilla autocannon turret, so I've done a balance pass over it (details in Change Notes).
Quantum Fox 8 月 30 日 上午 5:02 
@Aelanna Hello,Could you add a switch to Eccentric_DefenseConduit?
Bonduyk 8 月 29 日 下午 4:31 
Hello, thanks for the mod, could you add compatibility of turrets with SOS2 or remove the settings that turrets need to be set on the gravship tile (They were not used in SOS2)
Satori 8 月 29 日 上午 10:03 
Hmmm, after the newest update, I cannot change the sensor tower range in the txt file, strange
Solpel 8 月 27 日 下午 4:09 
The M51 charge Autocannon's stats confuse me a bit. Its only 3 more damage then a standard autocannon and 5% worse penetration and an additional 1 second in aim time , same ranges and is a 6 round burst vs 3 round burst. However it costs more then twice the plasteel of 2 autocannons, with a decent savings on steel compared to two autocannons and a slight decrease in overall components, but its double the energy cost to run vs 2 autocannons and on top of that requires a defense grid and pawn to even fire. Worse still, rearming it requires plasteel instead of steel. So overall you're getting a tiny bit more raw damage which is likely nullified by the penetration loss and almost everything else being more costly/resource intensive, especially for rarer resources like plasteel if compared to two autocannons. To me at least none of that makes up on the slight space savings, negligible accuracy increase and hard ship substructure requirements
Aira 8 月 21 日 上午 1:36 
Heyy, noticed that the defense grid console shows rain on it even if it's inside... Not sure if it's intended or not.
Montieth 8 月 10 日 下午 6:41 
Aelanna, might I suggest another concept for missile payload?

Scatterable mines. 3-4 in a random pattern from the point of aim...
Montieth 8 月 10 日 下午 6:34 
OR you can set your shield to NOT intercept high projectiles like the missiles. But if you're dealing with an enemy mortar attack that's risky.

Right now I have a grav ship with 12 VLS cells. W/ two 'pods' on either side of the main hull. The smaller shield projectors (3) protect the vital central hull and the VLS cells are outside of that.. This allowing fires to either direction so long as the likely path does NOT intersect the main hull defense screens.

For a target west of the ship, I call VLS cells 1-6P (P for Port). The ones on the right side of the ship are 7-12S (S for Starboard).

1-3 are HE only. 4 and 5 are 3 HE and 1 Incendiary (shake and bake).
6 is 4 EMP rounds that are usually fired singly....

Hopefully this is useful.
Montieth 8 月 10 日 下午 6:34 
acidflem, try this...

1. Cluster your VLS cells in cardinal points around your shield.
2. Number/Name them based on that location. 1-3 N, 1-3 W, 1-3 E, 1-3 S (N/S/E/W)
3. To safely call a fire mission, select the cluster of VLS cells on that side of the shields. (Right click on the "Designate Artillery" button (Y).
4. Be sure to fire single Round OR a Cluster type Fire Mission.
5. Shot out! and Splash.
Quantum Fox 8 月 10 日 上午 3:31 
@Aelanna Hello, is there any way to achieve unmanned Defense Console through other mod methods? Or integrate it into AI?
Aizuki 8 月 9 日 上午 12:30 
is Twin flak cannon from AOBA fortification cant be controlled now? the control grid show green light when facing to the gun
♥ It snew 8 月 8 日 下午 5:42 
heya, seems like the shield gens don't play nice with the CE dev build, at least on my end. no errors, bullets just pass through, likely due to odyssey shield changes or whatnot. someone else commented on this behavior so i'm just assuming it's a more direct incompatibility and not something messed up in my modlist. i doubt you're not looking to patch things until there's a stable CE release so this is just something of a warning comment to people browsing. thanks for your hard work on the mod!
acidflem 8 月 8 日 下午 4:02 
@aeianna ok i found the option on the shield generator hud, it was not shown on the shield projector or def grid consol however this does solve my issue ty

think of my base as a square outside a circle shield generator and the square is lined with missles my problem was i would have a missle from the right side of my base cross over to hit something on the left side and it would explode on the shield

my thanks for this mod and your quick response i love the high threat scale big fights
Montieth 8 月 8 日 下午 2:29 
A possible idea with the concept for a Grav Ship specific Defense Grid Sensor Tower...

Perhaps make it a wall mount panel that gives a 180 degree arc (on the facing of the sensor panel. Like an Aegis AN/SPY-1 Phased array panel. Increased range, decreased arc of view.

Does that possibly balance?
Aelanna  [作者] 8 月 8 日 下午 2:12 
@acidflem - Your shields won't intercept your own missiles unless it leaves your shields and try to come back in. If your shield coverage has weird corners that missiles can get caught on, you can turn off the interception of overhead projectiles by manning a defense grid console and toggling the option from either the console itself, the shield generator, or the defense grid HUD.
acidflem 8 月 8 日 下午 1:29 
is there any way u can make it so the missles that u build and fire dont blow up on our own shield generators?

at the very least a switch to toggle on and off the power to the shields please i love this mod for lat game big battles but ive blown up my barracks or part of it several times tryin to fire missles, mabye im just too dumb to figure out how to designate specifc missle pods to fire :(
Niccolite 8 月 7 日 下午 8:30 
Is the Autoloader from Furniture able to reload the Vertical Missile Launchers? If so, I haven't figured out how to make that work. They seem like they'd fit together fairly well
LotLP 8 月 7 日 下午 1:42 
Sorry for the lack of specificity - I was using 105mm howitzers from combat extended guns while (obviously) using Combat Extended. I assumed all the artillery would behave the same as the basegame artillery but that would obviously not be the case with CE - and that specific mod has also not been updated for 1.6 yet (yet it still works on my end). So in retrospect I think I should be thankful my howitzers work with the remote turret controller at all :)
Aelanna  [作者] 8 月 7 日 上午 6:31 
@LotLP - What artillery pieces are you talking about and from which mod? Are you using CE?
LotLP 8 月 7 日 上午 4:23 
Nvm, it works if I disallow the artillery pieces before firing, which stops autoreloading.
LotLP 8 月 7 日 上午 4:05 
Great mod, but I wish I was able to use the defense console with artillery without my pawn immediately deciding to stop using the console after the first shot. Even when they're in a room and I forbid the door, firing artillery seems to immediately trigger a reload sequence?
Kasrkin 8 月 6 日 下午 8:49 
ahhh, okay, thank you for the answer, just to clarify, so they wont work, when i use simplified ammo?
Aelanna  [作者] 8 月 6 日 下午 2:35 
@Kasrkin - You're welcome! The autoloaders are technically from Spacer Furniture, but their orientation does not change their functionality and is purely just cosmetic. They should work with any normal mounted turret in CE as well, so long as it uses the standard ammunition system!
Aelanna  [作者] 8 月 6 日 下午 2:34 
@quail The highlighted square next to the turret controller is what has to be underneath the turret, not the controller itself. I don't know if it would work with the Fortifications pillboxes though, as I seem to recall they do not use normal turret code.
Kasrkin 8 月 6 日 上午 2:51 
Heyho.

First of all, thanks for the amazing mod(s)

Second, does it matter which way the Autoloader faces? and does it work with CE too? i remember there was another mod that did something similar that wasnt compatible, but since afaik you patch everything yourself, i had to ask.
quail 7 月 31 日 下午 5:56 
How does the remote turret controller work? I have one connected with conduits to a pillbox from fortifications citadel, a mortar and a manned mg turret from CE, however none of them appear to be actually detected / connected to the controller. (by connected I mean I built a conduit on top of the turret)