Missile Defense Systems

by kafoaai

Introducing 3 types of missile shooting turrets.

Content
1 year, 1 month ago
1.1
7.78K
Combat

g Changing settings in existing game

1 year, 1 month ago

Would it possibly make sense to add the minimum range to Map settings? I added this mod to an existing save, and the minimum range of 15 for Advanced launcher is not enough to prevent damage to walls right in front of it :(

1 year, 1 month ago

Or maybe the Advanced launcher should at least have a bigger minimum range by default?

1 year, 1 month ago

Hmmm I did some testing, and it seems that once it locks onto a target, it'll keep shotting it even once it's inside the min range, which is why it's destroying itself :(

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

Update: I wonder if min_attack_distance would help: https://wiki.factorio.com/Types/BaseAttackParameters#min_attack_distance

1 year, 1 month ago

hey, thank you for trying the mod and for the feedback as well! I did my own test as well and the following is my conclusion:

  • damage to your walls can indeed happen currently, assuming explosive missiles.
  • The reason for self inflicting damage is the fact that the damage is not dealt immediately because the missiles have a traveling time. The last time a missile is shot when the target is still in min range. Once it leave min range, the turret does not shoot anymore. however the last missile needs time to reach the target which is most probably also closing distance to the walls.
  • to avoid damage to walls the last missile has to reach target before the wall is within AOE range of the target. This of course depends on a few factors: the speed of the projectile/missile, the speed of the target, the distance of the wall from the turret, the fire arc of the turret. Since any one of these can be changed by modding, there is no real solution at hand.

I think the best course of action here is to balance the turret for vanilla play, and let the user customize for modded play. I have released 1.1.3 where the default turret ranges were adjusted to more reasonable values. My testing shows that approximately 12 tiles in front of the advanced turret are is safe zone from behemoth biters, with explosive missiles. If something else is needed, eg.: more safe tiles the user can always adjust the config to their liking.

This thread has been locked.