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I'm not sure - this is bug, or suggestion proposal. At commit above, at description written "fixed laser turret depended on laser rifle", but it changes bobs "Plasma Turret 1": after all, "Laser Turret" is another entity.
Also, we have next code changes at angels exploration overrides(angelsexploration/prototypes/exploration-override.lua):
- name = "laser-turret",
+ name = "bob-plasma-turret-1",
ingredients = {
{type = "item", name = "laser-rifle", amount = 1},
- {type = "item", name = "steel-plate", amount = 0}
+ {type = "item", name = "steel-plate", amount = 60}
Seems strange, that huge powerful plasma cannon with 3*3(or 4*4?) tile size needs for its crafting small personal rifle.
Crafting recipes - "clean" bobs warfare, bobs warfare + angels industries, bobs warfare + angels industries + angel exploration, from left to right, respectively:
Also, in "clean" bobs warfare mod "Laser", "Laser turret 1" and "Plasma turret 1" techs has the same science tier - yellow+red(+optional black, for turrets). But with angels industries it changes to different tiers - "Laser" and "Laser turrets 1" tech to green science, "Plasma turrets 1" - to orange science:
I want to be cleared to understood - green science is huge and long term stage, when you are enable to start destroy rocks, land fill water, open rail roads, stops building very-first-spaghetti-jump-base and start to planning and build your Factory Architecture. I haven't any ideas, how it is possible to rush all green science with spaghetti-jump-base, that to open orange science and "Plasma Turrets 1" as fast as possible.
Game balance. "Plasma Turrets 1" is first instrument, that allows player effectively attack biter nests, access new resource deposits and just to free space for his growing Factory.
At my game(A+B+components, without angels exploration), I spent ~30 hours playtime to reach mid-red science and got 60% biter evolution factor. In ~4-5-6 hours, hope, finally shall opened green science, but evo factor also will rise to ~70%. And which tools can I use to fight with biters then? Just "Sniper turrets 1". Yep, them very useful at defense, but not while you are attacking nests.
Here is some video example, from another but very similar walkthrough(with the same mod config), "Is it possible to destroy nests only with Sniper turrets?" - https://youtu.be/IJCAwPpXclA?list=PLYAinAC3eeFtsBf64nUuJT7CELy_CSyGJ&t=1201
Yep, all this without angels exploration mod (which by default totally changes enemies and evolution factor), but it still beta/alpha, right? Many people playing B+A without it, and seems at this config it look unplayable, at default settings.
Suggestion
Return "Plasma turret 1" back to green science, when people use B+A without exploration. For this, need comment out(or add some check "if" for using exploration mod) one line of code(angelsindustries/prototypes/overrides/global-tech-bobs-packs.lua): AI.pack_replace("bob-plasma-turrets-1", "green", "orange")
Seems all another will be ok, and this change will not affected others sides.
This will allow players, when war actions begins (because enemy expansion), has effective weapon versus biters not just in defense(such as Sniper turrets), but and in attacks - for capturing new resources and to clean space for future factory.
The text was updated successfully, but these errors were encountered:
Using mods: all angels(except angels exploration) + all bobs(except bobs greenhouse), components
Affected and/or related mods: angels exploration, angels industries, bobs warfare.
Proposition: return "Plasma Turret 1" (bobswarfare mod) from "orange", back to "green" science.
Affected initial commit: 9242bb1
Description:
I'm not sure - this is bug, or suggestion proposal. At commit above, at description written "fixed laser turret depended on laser rifle", but it changes bobs "Plasma Turret 1": after all, "Laser Turret" is another entity.
Also, we have next code changes at angels exploration overrides(angelsexploration/prototypes/exploration-override.lua):
Seems strange, that huge powerful plasma cannon with 3*3(or 4*4?) tile size needs for its crafting small personal rifle.
Crafting recipes - "clean" bobs warfare, bobs warfare + angels industries, bobs warfare + angels industries + angel exploration, from left to right, respectively:
Also, in "clean" bobs warfare mod "Laser", "Laser turret 1" and "Plasma turret 1" techs has the same science tier - yellow+red(+optional black, for turrets). But with angels industries it changes to different tiers - "Laser" and "Laser turrets 1" tech to green science, "Plasma turrets 1" - to orange science:
I want to be cleared to understood - green science is huge and long term stage, when you are enable to start destroy rocks, land fill water, open rail roads, stops building very-first-spaghetti-jump-base and start to planning and build your Factory Architecture. I haven't any ideas, how it is possible to rush all green science with spaghetti-jump-base, that to open orange science and "Plasma Turrets 1" as fast as possible.
Game balance. "Plasma Turrets 1" is first instrument, that allows player effectively attack biter nests, access new resource deposits and just to free space for his growing Factory.
At my game(A+B+components, without angels exploration), I spent ~30 hours playtime to reach mid-red science and got 60% biter evolution factor. In ~4-5-6 hours, hope, finally shall opened green science, but evo factor also will rise to ~70%. And which tools can I use to fight with biters then? Just "Sniper turrets 1". Yep, them very useful at defense, but not while you are attacking nests.
Here is some video example, from another but very similar walkthrough(with the same mod config), "Is it possible to destroy nests only with Sniper turrets?" - https://youtu.be/IJCAwPpXclA?list=PLYAinAC3eeFtsBf64nUuJT7CELy_CSyGJ&t=1201
Yep, all this without angels exploration mod (which by default totally changes enemies and evolution factor), but it still beta/alpha, right? Many people playing B+A without it, and seems at this config it look unplayable, at default settings.
Suggestion
Return "Plasma turret 1" back to green science, when people use B+A without exploration. For this, need comment out(or add some check "if" for using exploration mod) one line of code(angelsindustries/prototypes/overrides/global-tech-bobs-packs.lua):
AI.pack_replace("bob-plasma-turrets-1", "green", "orange")
Seems all another will be ok, and this change will not affected others sides.
This will allow players, when war actions begins (because enemy expansion), has effective weapon versus biters not just in defense(such as Sniper turrets), but and in attacks - for capturing new resources and to clean space for future factory.
The text was updated successfully, but these errors were encountered: