⚠️ SearchlightAssault ⚠️


Adds a game map and searchlights which sweep for foes at great range, alerting you while directing adjacent turrets to snipe spotted foes. Designed to dovetail with the early-mid game, searchlights provide: - Circuit network interfaces for search & detection I/O - Incentive to automate lamp & combinator production in the early game - New tactics to assault biter bases without leap-frogging turrets!

Content
3 days ago
1.1 - 2.0
12.4K
Combat

i Create Setting Param for slowing factor

1 year, 8 months ago

Idea: Create Setting Param for slowing factor (for upgraded turrets).

Why: Unplayable for hard mods: Armored bitters, Rampant, Swarmageddon, Big bitters...
I think it is more playable if we have 50% slow factor for those mods pack.
Smart & armored biters from mods not aggred on turrets with bonus radius, and prefer attack sparsed wall grid in front of them.
So, now it is just useless.

1 year, 8 months ago

I would prefer configure it like 0.5 or 0.01 on the "Startup" tab

1 year, 8 months ago

There's no slowing factor in my mod.

Due to the way the game engine works, to give a range-boost to turrets, I have to silently create & destroy a turret when boosting its range.
When this happens, it can sometimes cause biters to re-prioritize their attack target and attack whatever is closet.

Unfortunately, there's not a lot I can do about it for now. Maybe in the future I'll come up with something to work around this.

1 year, 8 months ago
(updated 1 year, 8 months ago)

how about it? I mean attack speed/cooldown slowing factor.

---CUT---
-- Range-boosted turrets fire this many times slower
d.attackCooldownPenalty = 30
---CUT---

1 year, 8 months ago

just extract it to settings field as factor (1/x) value

factor := 0.5 => penalty := 2
factor := 0.033 => penalty := 30

1 year, 8 months ago

Oh, you meant on the attack speed for boosted turrets.

I'll put it on my TODO list, that wouldn't take long.

1 year, 8 months ago

thanks

New response