HeroTurrets_Redux


Turrets are built using salvaged self-learning AI tech from your ship allowing them to get deadlier with practice. Extends turrets via ranking system based on kills. Turrets are generated and are not limited to vanilla turrets, identifiable by overlaid rank insignia. Rank buffs individual turrets.

Content
a month ago
2.0
2.06K
Combat

i [Implemented] area of fire

a month ago

Hello friend, I have tested this MOD. There are some new ideas now, I don't know if they can be implemented.
1. It seems that the maximum firing range of the turret can only be within 60. Even if the turret is adjusted to the maximum of 12 levels, even if the gain is adjusted by 500%, the firing range is still within 60. Can it be increased to a longer distance? Adjust the increase value of each level in the control panel.
2. Whether the health of the turret can be increased at each level separately in the control panel,
3. I observed that the percentage increase for each level is 10, 20, 30, 40, 50, 60, and the overall gain is very good. If we could set the turret life gain percentage, design speed gain percentage, and range gain percentage separately, that would be perfect.
pay tribute to

a month ago

The parameters for each project are set separately for level 12, but it seems that after exceeding level 5, the subsequent benefits will become invalid. I saw a prompt saying they can't exceed 200?, Therefore, it is necessary to separately increase the settings for range/speed, life, and attack damage.

a month ago
(updated a month ago)

Hey Mr-Lin,
I initially had the buffs unlocked to 999%. For the base game, that honestly worked fine. Some stuff was wonky, but it was fine. When I started introducing popular weapon mods, it completely bricked the game (hard crash). I implemented the 200% so that users wouldn't have that issue. I don't think it's a good idea for a mod to completely brick a game, have an error sure.

For the range only being 60, I'll look into it. It should reach at least 90 (a total of 200%).

EDIT :
Never mind ,I thought the range of the gun turret was 30. It's actually 18 so 200% would be 54.

a month ago
(updated a month ago)

Just for you I shall increase it to 500% maximum, but I'm not going to go any higher so I don't have to deal with too many people bricking their game and then blaming me :D

I’m curious as to what mods you are running where you feel like you need 500% buffs!! That’s wild

About the Health, Range and Damage I can see about that. It would be a bit of work for me but I might get to it eventually.

a month ago

Also, about health and range, please do note that turret quality increases the base range and health of turrets.

So maybe for higher health and range that would incentivize for making higher quality turrets ?

a month ago

Thank you very much, my friend
When your mod works on“ ⚠️ SearchlightAssault ⚠️ When in MOD mode, its shooting range will change to 102. I don't know what its principle is, it can increase so much at once without any errors. There is no need to increase the upper limit too much, but to be within 150, which will be the best position for short-range weapons, turrets, or laser guns in the alien factory. When the riot mode is activated, there will be a large number of stronger enemies attacking, such as sandworms, which require powerful weapons.
Another point is to put the range gain, life gain, damage gain, and shooting gain options in the UI options, adjust a default value, and let the user set them separately (add a suggested range), so that if an error occurs outside the value set by the user himself, he will not blame you.
pay tribute to

a month ago
(updated a month ago)

Upped the max buff to 999%

I also added Max health, range and cooldown custom buff percentages. Will add more later when I have time. Go wild!

Edit : Had more time. Added rotation and attack speed as well

a month ago
(updated a month ago)

This is great, thank you for adopting my suggestion, it will make the turret more fun,

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