Stranded: Alien Dawn

Stranded: Alien Dawn

Turrets Reloaded
 This topic has been pinned, so it's probably important
LegendOfDasDesu  [developer] 13 Oct @ 11:15pm
Mod Details
The Deetz

Resources
Originally posted by Chinese Gattling Tank - C&C Generals:
Need a bullet barrage?

Several new resources have been added to the game in the form of one new fuel type and three types of ammunition.

  • Energized fuel: This is a new fuel made by mixing liquid fuel with energy crystals on the Workbench. It is too volatile to be used with the vanilla buildings and can only be used by the defensive structures added by the mod. It is also a required ingredient for two of the three ammunition types. This resource is unlocked by the new Fuel enrichment tech, which becomes available for research after Liquid fuel has been discovered.

  • Bullet cartridge: This is a new ammunition type used by minigun turrets. It is crafted from Metal alloys and Liquid fuel on the Workbench. This is the only ammunition type that does not require Energized fuel to craft. Bullet cartridges are unlocked by the new Mass drivers technology, which also unlocks the turrets that require them.

  • Flak crate: This is a new ammunition type used by flak turrets. It is crafted from Metal alloys and Energized fuel on the Workbench and is unlocked by the Flak shells technology, formerly known as Flak cannon tech.

  • Missile crate: This is a new ammunition type used by missile turrets. It is crafted from Carbon nanotubes, Electronics and Energized fuel on the Soldering bench. This ammunition is unlocked by the new Guided munitions technology.

The requirement for energy crystals by Enriched fuel means that buildings requiring it for ammunition are pushed into endgame territory, but the relative strength of other active defensive structures have been increased in compensation.


Traps
Originally posted by Gummy Bear - Robot Chicken:
I'm so happy cause I'm a Gummy Bear, Gummy Bear!

*Snap*

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!

Traps have been given a general buff in effectiveness, with one new custom incendiary mine and new status effects that now also affect robots. There has also been a lore change with the exploding traps, since it makes no godam sense that you can infinitely reset landmines with no material cost; they are now reusable explosive caps connected to underground fuel tanks. Though now more expensive in material cost, their effectiveness have been buffed to match with increased damage and AOE. As a consequence, traps can no longer be moved. Traps also cannot be placed on top of player built structures, but that doesn't really matter cause there is a bug in the game right now where traps don't work when placed that way.

  • Trap: The humble regular bear trap, maiming insects with metal teeth made of scrap metal. Unfortunately, besides stunning them for a few seconds, they do jack sh*t to robots. This has now changed. Organic enemies are first hit by the Trapped injury which reduces Movement by 300 and adds 30 Pain for about half an hour, after which it turns into Trap wounds which gives -30 to Movement and +30 to Pain for around 12 hours. Robots become Trapped, which reduces Movement by 20% for about an hour. These do not stack.

    HP: 25
    Damage: 8
    Robot Damage: 10
    Range: 0.6 m
    AOE: 0.6 m
    Stun: +3 Seconds
    Construction Cost:
    • 3 Scrap metal

  • Incendiary trap: As stated before, the lore behind this weapon has been changed. As a result, the cost has been increased from 10 Liquid fuel to 30, and 5 Metal alloys to 10. The repair cost also now has Liquid fuel included. Take note though, as it is now mostly an underground structure, the trap can no longer be moved and must be deconstructed if misplaced, though you can recoup some liquid fuel in the demolition. As for damage, organic enemies are hit with the Blasted injury which comes with -100 Movement, -20 Consciousness and +50 Pain for about an hour. It then evolves into Blast wounds with -50 Movement and +30 Pain for 18 hours. Robots become Blasted and suffer -50% Movement for about 2 hours. These do not stack. This weapon has a 1% chance to instantly kill an enemy.

    HP: 100
    Damage: 20
    Robot Damage: 25
    Range: 5 m
    AOE: 2 m
    Stun: +5 Seconds
    Construction Cost:
    • 10 Metal alloys
    • 30 Liquid fuel

  • Hellflare traps: These are new incendiary traps added by the mod that replaces the construction cost with Carbon nanotubes and Energized fuel. This weapon is optimized to disable the enemy: upon detonation organic targets will be Flared and most will outright faint with -100 Movement, -100 Consciousness and +100 Pain for about 2 hours, leaving them open to be helplessly Slaughtered by your survivors. This effect will then decay into Flare wounds with -80 Movement and +50 Pain for 24 hours. Robots get Flared and have -80% Movement for about 3 hours, along with +1 stack of the Heat damage effect with -10 Movement and -10% to maximum HP. Besides Heat damage, these do not stack. This weapon has a 3% chance to instantly kill an enemy. These mines will appear after both Incendiary traps and Fuel enrichment have been researched.

    HP: 120
    Damage: 40
    Robot Damage: 40
    Range: 5 m
    AOE: 3 m
    Stun: +5 Seconds
    Construction Cost:
    • 10 Carbon nanotubes
    • 30 Energized fuel

Due to the increased cost and AOE of exploding traps, it is more feasible to spread them out instead of stacking them densely. This mod also encourages diverse use of multiple trap types; while status effect from traps do not stack with themselves, they do stack with other trap effects, so it is possible for an enemy to be completely debilitated with Trapped, Blasted and Flared all at the same time.


Flame turrets
Originally posted by Firebat - Starcraft 2:
Burninatin' the countryside.

This mod adds a new flamethrower called the Hellblazer, which consumes Energized fuel. As a whole, the flamethrowers have been buffed to be more effective. Robots under attack will have a chance to suffer the Heat damage status effect, which permanently reduces Movement by 10 and maximum HP by 10% with a stack limit of 8.

  • Flamethrower: This mod buffs this weapon's HP and damage, while having a 20% chance to add the Heat damage status effect on robots per attack. Otherwise, stats are mostly the same.

    HP: 160
    DPS: 16
    Robot DPS: 15
    Range: 4.95 m
    Attack Cone: 40 degrees
    Construction Cost:
    • 20 Metal alloys
    • 10 Liquid fuel

  • Hellblazer: The new flamethrower uses Carbon nanotubes and Energized fuel in its construction. Besides having better stats overall than the Flamethrower, this weapon also has a 50% chance to inflict Heat damage on robots. There is also a small 3% chance of inflicting instant death. This flamethrower will appear after both Flamethrowers and Fuel enrichment tech have been researched.

    HP: 200
    DPS: 20
    Robot DPS: 20
    Range: 4.95 m
    Attack Cone: 40 degrees
    Construction Cost:
    • 20 Carbon nanotubes
    • 10 Energized fuel


Lures and Detectors
Originally posted by Krillin - Dragon Ball Z Abridged:
I know a song that gets on everybody's nerves-

  • Meat lure: Not much has been changed here, besides some changes in construction cost. The range has also been increased, as well as attack rate and accuracy, so this structure will be more effective in luring in animals.

    HP: 100
    Range: 40 m
    Hit Rate: 0.1 Per Second
    Construction Cost:
    • 3 Sticks

  • Siren: Same as the Meat lure, the range, attack rate and accuracy have been increased.

    HP: 150
    Power Cost: 5
    Range: 120 m
    Hit Rate: 0.16 Per Second
    Construction Cost:
    • 10 Metal alloys

  • Sensor tower: Formerly known as the Motion detector, which didn't make much sense since not everything that moves are automatically your enemies. The range has been increased to match the new range of defense turrets.

    HP: 150
    Power Cost: 10
    Range: 80 m
    Construction Cost:
    • 10 Metal alloys
    • 1 CPU core


Automated turrets
Originally posted by Dr. Octagonapus - The Lazer Collection 1:
DOCTOR OCTAGONAPUS, BWUAH!!!

There is a massive change on how the turrets work with the introduction of ammunition. The laser turrets remain relatively the same, though there is increased power draw to balance their buffed stats. The minigun turrets have been given a massive buff, now being better than the laser turrets at the expense of requiring ammunition. The flak and missile turrets have been locked behind the wall of energy crystal acquisition, but the impact is minimized by their specialist roles.

  • Beam cannon turret: The basic defense turret, firing their lazors at the expense of a rather large power draw. This is the first and only turret unlocked by the Defense turrets technology, with additional turrets types unlocked by other tech, and requiring ammunition.

    HP: 300
    Power Cost: 60
    DPS: 6
    Robot DPS: 20
    Range: 40 m
    Construction Cost:
    • 50 Metal alloys
    • 1 CPU core

  • Auto cannon turret: Formerly the minigun turret, it deals the same damage as the Beam cannon turret but has a higher rate of fire, which over all means it has higher damage over time. Its mundane damage type means some shot will be deflected and deal no damage, but each shot has a 1% chance of instantly killing an enemy. It requires Bullet cartridges to function, holding 20 units at a time enabling it to operate for 2 hours. This turret and its ammunition are unlocked by the new Mass drivers technology.

    HP: 300
    Power Cost: 6
    DPS: 32
    Robot DPS: 80
    Range: 60 m
    Construction Cost:
    • 50 Metal alloys
    • 1 CPU core

  • Flak cannon turret: The vanilla flak cannon has stayed mostly the same, but now operates more like a cannon. Unfortunately this means that most would consider the consequent effect as debuffs; there is now a minimum range of 16, as a consequence of the cannon not having enough elevation to aim that high and flak shells losing their tracking functions, though they regain that functionality in their upgraded versions. They use Flak crates as ammunition, and are unlocked by the Flak shells technology.

    HP: 300
    Power Cost: 8
    DPS: 10.4
    Robot DPS: 5.2
    Range: 60 m
    AOE: 4 m
    Construction Cost:
    • 50 Metal alloys
    • 1 CPU core

  • Missile pod turret: These turrets have been given a more specialized role as first strike weapons, softening up enemy swarms with high damage but expensive missiles. It's entirely possible to wipe out an enemy group before they can even approach your base, if you can afford to eat the expenses. They are unlocked by the new Guided munitions technology.

    HP: 300
    Power Cost: 10
    DPS: 43.2
    Robot DPS: 28.8
    Range: 180 m
    AOE: 6 m
    Stun: +1 Seconds
    Construction Cost:
    • 50 Metal alloys
    • 1 CPU core


Smart turrets
Originally posted by Some rando, Dr. Octagonapus - The Lazer Collection 2:
-What the heck is in there?

-DOCTOR OCTAGONAPUS, BWU-

-OH GOD! OH MY GOD-BWUAH!!!

Upgrading to Smart turrets involves replacing the CPU core with an AI core and building the turret out of Carbon nanotubes instead of Metal alloys. Besides shoring up structural integrity and reducing malfunction chance, as well as granting immunity from solar flare disasters, it enables the turrets to make better use of their weapon types, unlocking better damage, accuracy, range and functionality. All turrets now have 100% chance to hit with no darkness penalty and have a small chance to instantly kill their targets. They also store twice the ammo and as such operate twice as long.

  • Phase cannon turret: The laser turret now uses phasing charged particles to deal increased damage at longer range, for reduced power cost. It is available immediately after researching the Smart turrets technology.

    HP: 500
    Power Cost: 40
    DPS: 12
    Robot DPS: 45
    Range: 60 m
    Stun: +1 Seconds
    Construction Cost:
    • 60 Carbon nanotubes
    • 1 AI core

  • Gauss cannon turret: The minigun turrets now use railgun technology to propel their bullets even faster, reducing bullet lag and increasing damage and accuracy. It is available when both Smart turrets and Mass drivers have been researched.

    HP: 500
    Power Cost: 10
    DPS: 60
    Robot DPS: 120
    Range: 80 m
    Stun: +1 Seconds
    Construction Cost:
    • 60 Carbon nanotubes
    • 1 AI core

  • Flak launcher turret: Rather than an upgrade, the flak turrets now regain their former functionality. Shells return to tracking their targets and the minimum attack range has vanished. These turrets appear when both Smart turrets and Flak shells have been researched.

    HP: 500
    Power Cost: 8
    DPS: 16.4
    Robot DPS: 12.3
    Range: 80 m
    AOE: 6 m
    Stun: +1 Seconds
    Construction Cost:
    • 60 Carbon nanotubes
    • 1 AI core

  • Missile launcher turret: Missiles now fly farther and track their targets. The turret's increased computing capacity also allows them to designate larger target zones for attacks. They can be built after both Smart turrets and Guided munitions have been researched.

    HP: 500
    Power Cost: 8
    DPS: 44.4
    Robot DPS: 37
    Range: 240 m
    AOE: 6 m
    Stun: +3 Seconds
    Construction Cost:
    • 60 Carbon nanotubes
    • 1 AI core
Last edited by LegendOfDasDesu; 17 Oct @ 2:36am
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Showing 1-8 of 8 comments
Mantastic 14 Oct @ 11:33am 
I love me a good Trogdor reference. ;)

These changes are nice! For the ammo mechanic, does it still function off a constant trickle of consumption like normal, or were you able to figure out how to have it only get consumed when firing?
LegendOfDasDesu  [developer] 14 Oct @ 1:41pm 
Originally posted by Mantastic:
These changes are nice! For the ammo mechanic, does it still function off a constant trickle of consumption like normal, or were you able to figure out how to have it only get consumed when firing?

Thankfully, they run on flamethrower rules. to be more precise, the ammo time only ticks down while the turret has a target locked on.

As an example, I've set the Missile pod turret to accept 8 Missile crates for full ammo. I've also set the ammo time as well as rate of fire so that it will only ever fire 8 missiles on 1 salvo from full to empty.

It doesn't always work out that way though; on instances where the salvo is interrupted, say. the target dies as soon as the 7th missile fires, the ammo time will stop immediately, then start again when it has a new target. Since reload times are accounted for when I set up the length of the ammo time, if the reload between the 7th and 8th missiles are taken out there's a chance it might fire a 9th missile. The chance to fire additional missiles increases if there are more interruptions and more reload times are ignored.

There's no way around that though, so I've just learned to accept it as part of game play, call it the gatcha missile or some sh*t.
I suppose if you look at it as more of a percentage of ammo remaining with a little suspension of disbelief, then it'll work swimmingly.

Wish there was a way to implement that mechanic for human weapons. Ark Builder gave me some theoretical coding examples but it's a steep climb.
FYI, the bullet FX for the Gauss/Auto Cannon aren't showing.
LegendOfDasDesu  [developer] 15 Oct @ 7:24pm 
Originally posted by Mantastic:
FYI, the bullet FX for the Gauss/Auto Cannon aren't showing.

I just tested it; they do show up, but since bullets travel so fast they don't often render until the target is far enough.

Edit: I attached a picture at the gallery as proof, though I'll delete that in a few days.
Last edited by LegendOfDasDesu; 15 Oct @ 7:37pm
Ahhh, gotcha, they were firing pretty up close when I was testing them in Mod Editor. Thanks!
Last edited by Mantastic; 17 Oct @ 9:36am
Mantastic 20 Oct @ 10:58am 
BTW, I want to thank you for making this mod as it's helped me tremendously in better understanding how VFX work with weapons so I could make my own modifications in NET.
LegendOfDasDesu  [developer] 20 Oct @ 12:20pm 
lol, np. Happy to help.
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