⚠️ 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
11 days ago
1.1 - 2.1
17.5K
Combat

i Editable/Reasonable turret boost range

3 days ago
(updated 3 days ago)

As far as I see, mod creates a copy of the entity with a preset range (of exactly 104) and then seamlessly replaces it when searchlights "activates".

However, that logic has a few issues.
1. Range of 104 is not configurable in the mod settings.
2. The range of the searchlight itself may be way below, causing the following situation:
- searchlight finds entity (i.e. spitter) near itself, boosts turret to range 104
- turret has priority that excludes/deprioritises spitters, but radar (or other 'observer') reveals another enemy (i.e. standard biter)
- turret starts shooting across the map at that biter.

So deliberately downranged searchlight shouldn't trigger infinite attack from a nest that's just out of the boosted turret's range.

So we need at least:
1. Default/maximum boost range setting
Ideally:
2. (as an option) Boost range is set to the boosting radar's range + distance for finding turrets to boost (maybe a few other terms, for turrets that have a bigger footprint, or placed on the other side)
At most:
3. Give an option to set boost range per turret (since not all turrets are made equal)

3 days ago

Thanks for the suggestion, I appreciate that you thought this out and spent time analyzing the mechanics.

This is something I'd like to work on, but it might have to wait for my winter break for me to be able justify making time for. Hopefully I can get this done soon!

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