XCOM 2
Turret Bulwark (Even When Dead)
61 kommentarer
Stardust 🌠 21. maj 2020 kl. 15:26 
not using wotc.
might be a conflict with some other mod
Juravis  [ophavsmand] 21. maj 2020 kl. 13:16 
Not compatible with WOTC
Stardust 🌠 21. maj 2020 kl. 12:15 
this seems to do something fucky with my spark and it will prevent SPARKs from being able to be promoted.

if you go to the promotion screen of a spark it'll softlock the game and force you to alt+F4 inorder to quit the game.
Juravis  [ophavsmand] 9. nov. 2017 kl. 9:12 
If a mod isnt marked as wotc compatible its not and if you try its always on you. This is valid for every mod from any author, unlesssss the autor specifies the compat error msg can be bypassed. In this specific case this mod shoulllld work, but im not supporting it. Its in my Ability Tweaks mod which is supported in the future.
mgunh1 9. nov. 2017 kl. 5:08 
Besides, I don't want tohave to download your mod only to find out afterwards that it isn't compatable. It really is up to you to mark these things.
mgunh1 9. nov. 2017 kl. 5:07 
Not always, some mods do seem to work even if they are 'out of date'.
Juravis  [ophavsmand] 3. nov. 2017 kl. 8:32 
The giant yellow exclamation isnt a good clue?
mgunh1 3. nov. 2017 kl. 6:19 
"Its not WotC compatible and its clearly marked as so, dont use it"

"-= COMPATIBILITY =-

No overrides.

Not compatible with "Turrets Are Cover"
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=731607867"

Doesn't look clearly marked to me.
Juravis  [ophavsmand] 14. sep. 2017 kl. 16:33 
Not compatible with WotC, what did you expect? Use my WOTC Abilities Tweak mod.
TheRyderShotgun 14. sep. 2017 kl. 16:19 
turrets are not cover. just came out of the lost towers mission in wotc and those turrets were 100% not cover
Juravis  [ophavsmand] 9. sep. 2017 kl. 0:37 
Its not WotC compatible and its clearly marked as so, dont use it
Fedor-win 9. sep. 2017 kl. 0:23 
I have no other mods that mess with turrets or perks (except UI mods), and several spark mods, that should not cause problems (they definitely didn't when activated together with this one without WOTC): all customizations unlocks at rank 1, spark costs less, WOTC sparks get several random perks just like normal soldiers (does not affect default perks), sparks get an ammo slot.
Hope this helps.
Fedor-win 9. sep. 2017 kl. 0:23 
WOTC compatibility report: critical bug found.
After I build my first SPARK (last gift mission is off), I get options to carry on or go to proving grounds to build something else. No matter what I click I get a tutorial pop-up message telling me what SPARKs are - so far everything works as it should be. Then I should normally get a small cutscene with Shen and the SPARK, and proceed to world map/proving grounds. Instead the game takes the controls from me but does not start the cutscene, so the only thing I can do is alt+f4. I've tried deactivating/reactivating all of my mods in different combinations and eventually found out that the problem somehow goes away when this mod is off, the cutscene plays as it should.
Juravis  [ophavsmand] 29. aug. 2017 kl. 16:07 
Depends, dont know if this is fixed i havent played yet!
Rabid Dutchman 29. aug. 2017 kl. 14:16 
Any plans to update for @WotC?
Juravis  [ophavsmand] 12. maj 2017 kl. 14:12 
Yes it does. That's an XCOM function bug. No fix.
Lux Manifestus 12. maj 2017 kl. 13:47 
I have tried Turrets Are Cover but when a Stun Lancer attacks my hacked turret, he gets full cover from the turet itself when I fire back at him so it didn't work for me. To be honoest, I don't know if the same phenomenon happens with this mod but we'll see. I'm hopeful.
Dragon32 12. maj 2017 kl. 13:00 
@Lux Manifestus:
Have you tried Turrets Are Cover ? Works for me.
Juravis  [ophavsmand] 11. maj 2017 kl. 20:00 
Its possible, but its way, way, way more work. Just remove the AR point from the base units.
Lux Manifestus 11. maj 2017 kl. 19:03 
Is it possible to make a custom "Turet Bulwark" perk for the turets that doesn't have the armor point? I'd do it but I don't know how to mod. Great mod, though; it's the only one that reliably works.
Ryusho Yosei 9. jan. 2017 kl. 1:33 
Thank you for this, I just now finally got sick and tireed that the giant hunks of metal, that are turrets, when destroyed, that a -giant block of non-working metal that was armored- can't work as cover >.< Though I wish it was possible to have them count as cover when dead, though not alive, but that's just me.
Chill02 23. nov. 2016 kl. 20:59 
I like how it adds the side effect of making turrets a slightly bigger threat, especially when doing the Shen's Last Gift mission
Juravis  [ophavsmand] 13. nov. 2016 kl. 9:06 
No its fine all yours
xanbalest 11. nov. 2016 kl. 13:31 
Hi, i'm planning on creating a conglomerate mod that contains the info from the multiple mods I already use, and creditting all the authors whose mods will be part of it. I just wanted to inform you and give you a chance to deny me permission to use your code specifically. If you do so, I shall respect your wish and remove your portion, and continue to use your mod personally for gaming purposes. There will be no additions or subtractions from your mod as I lack the knowledge and desire to change your work, with the minor exception of where the sdk considers it necessary in order for the mod to actually work. Thank you for your time, and good luck with your continued modding efforts. I shall check back in three days for a response, should it not exist, I shall move forward in the assumption that you are not denying me permission at that time.
Juravis  [ophavsmand] 18. juli 2016 kl. 16:19 
Im pretty sure Turret burrowing is hardcoded in DLC3 but i might be wrong
talemore 18. juli 2016 kl. 16:15 
The advent need all the help they can get, that's why I increased the shield from 3 to 5 , and 5 to 10. Reduced grenade envDamage to 5. Now the advent can use mobilitycover with no need to fear grenades and able to use grenades with no fear to destroy the roof.
Tried to give burrow to turrets, then discover that it's not the A.I who control the aliens perks and that burrow is a special perk for chryssalids only. Now I wish there was a way to create a class tree for the turret who allow you to give it burrow.
Juravis  [ophavsmand] 18. juli 2016 kl. 15:52 
Added the option (default off) to give MECs Bulwark too to emulate SPARKS.
FreedomFighter 10. juli 2016 kl. 9:09 
I'm ok with +1 armor to turret due to the perk since turret is kinda weak to begin with. Beside, that +1 armor will serve me well when i hacked it ;P
talemore 8. juli 2016 kl. 1:57 
Would be great if all turrets can be hidden like they are in shen's last gift
Lokerian 8. juli 2016 kl. 0:53 
Love the mod thanks!
Cloudcat 7. juli 2016 kl. 22:47 
nice detail mod!
Juravis  [ophavsmand] 7. juli 2016 kl. 18:04 
@robojumper Jumper! It works!
Juravis  [ophavsmand] 7. juli 2016 kl. 18:00 
Looks like I deduced INCORRECTLY that Bulwark does not grant its effect when the target is dead.

IT DOES!
doogong 7. juli 2016 kl. 13:26 
Nice. Thanks for the reply!
Juravis  [ophavsmand] 7. juli 2016 kl. 12:42 
@robojumper Is working on a version that affects more generically any unit you assign to it and even when they are dead, stay tuned.

This mod will be deprecated once that is out.
doogong 7. juli 2016 kl. 12:26 
Does the turret still provide cover once it's destroyed?
Juravis  [ophavsmand] 7. juli 2016 kl. 8:26 
@Zarkis Unfortunately this is a flaw in the game design on the part of Firaxis, so yes. This is also present in the DLC3 the SPARK will provide cover against itself.
Zarkis 7. juli 2016 kl. 8:24 
Can you use the cover of the turret against the turret itself?
All-a-Mort 6. juli 2016 kl. 4:34 
Handy, especially the Shen's Gift compatibility.

@d_valroth they're much more fun to hack though (with the mod that fixes the permanent control bug), especially on the DLC. It serves as a good way to upskill a specialist and is hilarious watching them wreck other turrets and mecs.
Cylindryk 6. juli 2016 kl. 2:59 
I think someone watch ChristopherOdd here. ;)
d_valroth 5. juli 2016 kl. 20:21 
Nice. Turrets are too easy to kill anyway.
Juravis  [ophavsmand] 5. juli 2016 kl. 15:40 
Pleasure captain
Krylos 5. juli 2016 kl. 15:11 
Amazing stuff, thanks ADVENT Avenger for all the hard work you're putting into modding.
Juravis  [ophavsmand] 5. juli 2016 kl. 12:27 
Lost Turrets also are affected with the armor change.
Juravis  [ophavsmand] 5. juli 2016 kl. 12:26 
Bulwark gives 1 armor by default in the game, they get exactly the same perk you do.
Ser Lancelot 5. juli 2016 kl. 11:49 
Yeah, found 'em all, dropped all of their armor by 1 so this would offset it.

But wouldn't it be easier to have Bulwark's giving out armor as an option that is false/true? Would make it easier than the .ini edits I just did :steamfacepalm:
Ser Lancelot 5. juli 2016 kl. 11:40 
I meant the Lost Turrets already have 3, why give them a 4th.

And the normal Turrets would all of a sudden turn into Lost Turrets with a 3rd pip of armor.

Just found 'em in the CharactersStats.ini folder, reduced all migitation to 1, which will return them to their normal 2 after this applies.

I'm also guessing that this DOES NOT give the Lost Turrets another armor pip, correct? Or do I need to edit that as well?
Ser Lancelot 5. juli 2016 kl. 11:36 
"Also, this makes all turrets gain 1 point of armor just like the perk. If you don't like it, edit your turrets and remove 1 armor point across the board."

And where do you do this? It clearly isn't in your config folder. Thanks.

(These "normal" turrets on Legend already have 3 armor, no need to add a 4th to it!) :steammocking:
Juravis  [ophavsmand] 5. juli 2016 kl. 10:33 
Ideally id like to have both but giving cover while dead is much much more complex than simply assigning a perk.
Phantom 5. juli 2016 kl. 10:29 
it would be awesome if there is a mod in the other way... dead turrets provide cover and alive turrets do not have cover. So there is also no difference in game balance.