Xenos Oppression: Advanced Laser Tank

by Mr.YaR

An advanced laser tank relying on it's grid and varied combinable energy cells to overcome difficulties. Adds ammunition with unique sounds and visual special effects that is compatible with X.O.: Factory Guard ammo

Content
9 months ago
1.1
3.20K
Transportation Combat

g Fantastic work!

1 year, 1 month ago

Thank you for making this mod—and all the others like it! I love the old AAI Laser Tank by Earendel, but I really like the aesthetic of this tank (and your other stuff), so I've switched over to this one entirely. The sounds and effects are wonderful, and this big chonker is just a delight to use. Well done!

I have noticed that it has the same issue as the AAI Laser Tank, though, in that its damage doesn't scale with K2SE's laser damage research. I know this isn't your problem or responsibility. This is a result of (and I may be wrong here), K2 and/or SE ditching the energy weapons category in favour of a "laser" category. I fixed this myself by updating the category for my own local copy of the AAI Laser Tank, but it'd be very neat if you added compatibility here.

I also noticed you updated the research requirements for the ammo types for the MLRS and the artillery, which is lovely, but you didn't change the tech for the vehicles themselves, so the SPRA, SPG-23 and SPG-23L are all locked behind some extremely lategame tech—needing Deep Space Science 4. By that time, wiping out entire planets' worth of biters is almost trivial in K2SE.

This also isn't your responsibility, to be clear! I understand if you have no motivation to fix these things—they are the result of the auto-compatibility research functions and ammo category changes these mods make, but if you ever get around to fixing these minor issues, your entire mod-line is perfectly compatible out of the box, and that would be lovely!

Finally, I just want to thank you again for all these mods. They've brought me a lot of joy. I have to admit I found the sheer amount of bots in the Infantry Bots mod a little overwhelming and a bit redundant (the differences between the bot types are so tiny that having 20+ types of bots isn't very useful?), but beyond these minor things and these incompatibilities, I absolutely love all of your vehicles and infantry mods, and I'm definitely gonna keep a close eye on anything else you publish. <3

1 year, 1 month ago
(updated 1 year, 1 month ago)

Thank you for your detailed feedback & glad that what i've done also makes factorio better for you =)

Ofcourse, i'll take a look into this and put up some compatibility code for it to work out of the box for a maximum of possible mods!

The robots were "born" to fit an "non-orthodox" bitter-balance/environement.
There is a chance that the robots are re-configured to fit a more "default" gameplay in the future and some settings are added for everyone to adapt them manualy to their mod-environement. The differences between them will get more revelant, then.
The other reason that produces redundancies is that the upgrade/unlock process is bind to a supposed tech/warfare progress pace (which is more done around slow factory improvements due to constant combat and k2). If it goes too far from the "supposed pace" - robots start to melt into 2-4* robots design =) (SE should be enough pace impact)

A Rampant(fixed) setting "pack"\explanation is planned (being tested last days by few volonteers).

*eng fix. sometimes my language "module" does it's own thing

1 year, 1 month ago
(updated 1 year, 1 month ago)

OK, dived in and put up a quick solution - tech-fixes didn't seem to work for some reasons... Seems it will consume some time!

My pardons, what "fixed this myself by updating the category" category did need to be updated?
The reading of SE to build a picture of what it does inside has just started =) Seems to treat/modify loads of stuff

Translating into chinese isn't brain-refreshing

1 year, 1 month ago

I haven't looked into the code of technologies in SE much—I'm very new to modding myself—so I don't really know a lot about it. I wish I could be of more help. I am familiar with SE's early and early mid-game, however, so if you want suggestions on where to place things in the tech tree, I can help with that, but I'm sure you like to do your own balance work and/or have other folks for that <3

As for the "category" thing, I've unfortunately lost the version I made (I am awful at version control and documentation), but if I remember correctly, K2 (not SE) has a new ammo-category for "laser". The AAI Laser Tank by default uses its own category, "laser-cannon", so all I did was change the ammo-category of all ammo types to laser to make it scale right. The shooting speed scaling works fine by default, but the damage does not.

I hope any of this is useful to you!

1 year, 1 month ago
(updated 1 year, 1 month ago)

Ok, everything you mentioned should as work correctly now.

Changed the "laser-cannon" category to "laser" as a quick fix =) Thanks for the tip!

Did rush-re-adjust all techs & co.

Will be happy about further feedback if it pleases you to produce some =D

1 year, 1 month ago

Thanks so much! The laser scaling looks good on my end now!

(Just a heads-up that's unrelated: some of your mods haven't updated in-game despite you uploading new versions. For the SPG-23, for example, the 1.0.2 version isn't on the in-game portal. I think this is because Factorio treats 1.0.13 as greater than 1.0.2 (13>2). It compares numbers for each period, so you maybe should instead have used "1.0.1.3" and "1.0.2" if you wanted 1.0.2 to be the latest version.)

Love watching your work, excited to see what you do next! I still have so much to try out, so I'm certainly not bored on my end. I'll let you know how I find the other vehicles as I try them out <3

1 year, 1 month ago

Oh, my dog xDDD Putting random numbers there doesn't make it happy (V)...(O,,,o)..(v)
Made my day, for sure.

Usage should get back to normal (now with SE xD)

Versions refreshed

1 year, 1 month ago

Hi again!

The last 11 lines of technology.lua still refer to laser-cannon, just thought I'd give you a heads-up. I thought this was just a problem with me specifically since I run a lot of other mods, too, but since you've moved away from the laser-cannon category overall, I think this should cause problems for most people?

I just deleted those lines (112-122 of technology.lua) to make it work for me.

Have a lovely day!

1 year, 1 month ago
(updated 1 year, 1 month ago)

Hello! Your steady feedback is always welcome!

We had 0 problems during last test runs. Those are completely forgotten lines :D
How did the game react to this remnants of the last spring? Did it prevent it from working on your side?

Changed the category in technology.lua from laser-cannon to "laser".

If it does any trouble in your build - will delete them for everyone \O.o/

1 year, 1 month ago
(updated 1 year, 1 month ago)

Upd: had you the "hanging mod loading" happening?

Deactivated those lines in .23

Can't test it with my SE mod folder at the moment

1 year, 1 month ago

If it worked fine for you, then please don't worry too much about it; if this was just a weird problem because of my modlist, it's not fair to expect you to fix every strange little problem—but I am grateful, all the same!

I updated to .23 just now, and everything is fine. Hopefully that's the last we ever hear of it. Thank you<3

I'm gonna adjust the biters to be a little more challenging sometime soon and give your mods a real test, and hope to have some balance feedback afterwards. Take care!

1 year, 1 month ago
(updated 1 year, 1 month ago)

Am in peace again then =D

This might interest you - will try to present the settings that are still tested to make the combat part of factorio, with no(or minimal) changes to already existing wonderful mods.

Used to think those units/settings around K2, Rempant Fixed + RSO + Rempant evolution.

Setting Guidlines will be:

  • Time and pollution generated gives a little evolution
  • Killing bitters increases the evolution = you have to destroy nests and keep your cloud clean to survive
  • Nests inside pollution have a violent evolution impact (can end your game if you don't clean enough your huge pollution area)

  • Killing nests reduces evolution (around -40k)
  • Killing Hives reduces drasticly the evolution (-100k)
  • Killing worms reduces also evolution (-750)
  • Nests are scarse = a "clean" planet - you can explore early and on and use remnants mods without needing to use an army to cover you
  • Bitters spread is set in RSO to 0.03 (or 0.04?) = with evolution increasing - they still "siege" your factory

  • Bitters are slower = speed is 0.65 - 0.75
    more "classic" rts feel = more time for the player to react to various flanking/bitter reinforcements from nearby nests
  • Bitters are tougher = x6 - x9 depending on the type / Nests are around x20 (game start) & Hives around x20 (game start)
    ammo-management (thanks to AAI), sieges & etc. Regeneration ranges from x7 to x26 (from spitter >> hive)
  • Worms are a real threat = x9 hp, x1.12 range and x7 damage
    you need to prepare (in most cases) before trying to destroy a nest
  • Much slower respawn time = not necessarely a must, but creates extra interesting situations (too long exemples)
  • Rarer & bigger bitter "armies"/spawn weaves

It's highly WiP.
The idea was to give it a more "wargamish" feel. Understud that it's not for everyone =D

1 year, 1 month ago

I'm already hundreds of hours deep into a game, so I don't think it's realistic for me to start a new one soon, but I really appreciate getting some insight into what these vehicles are based around, and I may make adjustments to my game based on that. This is really interesting stuff, thanks! I think emphasising evolution from pollution to force you to clear more area is very clever, since being able to clear beyond your walls is one of the advantages of AAI, so well done on that.

I hope you keep having fun with developing this, and I'm eager for what comes next!

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