Thanks a lot, glad you're enjoying it!
I'm going to keep it as it is, though: gun turrets and laser turrets won't shoot flyers while they're in the air. That's the whole point of these enemies. If regular turrets could take them down, they'd just be biters with wings, and the threat they pose would be gone. Dealing with an enemy that comes from the air and needs its own answer is what makes them interesting. They do land, and on the ground every turret can hit them.
I know you'd rather not add more mods, so just as an alternative, in case you ever want dedicated anti-air: I have New Turrets (Vanilla+), with anti-air defenses based on Red Alert 2: the Flak Cannon and the Patriot missile launcher.
That said, if you want to change it for your own game, it only takes a tiny mod. Flyers in the air have the target type air-unit, and New Enemies adds air-unit to the ignore_target_mask of every turret that doesn't declare anti-air. Make a folder my-anti-air-tweak in your mods folder with these two files:
info.json
{
"name": "my-anti-air-tweak",
"version": "0.0.1",
"title": "My anti-air tweak",
"author": "me",
"factorio_version": "2.0",
"dependencies": ["new-enemies"]
}
data-final-fixes.lua
for _, t in pairs({{"ammo-turret", "gun-turret"}, {"electric-turret", "laser-turret"}}) do
local turret = data.raw[t[1]][t[2]]
local ignore = turret and turret.ignore_target_mask
if ignore then
for i = #ignore, 1, -1 do
if ignore[i] == "air-unit" then table.remove(ignore, i) end
end
if #ignore == 0 then turret.ignore_target_mask = nil end
end
end
The dependency makes it load after New Enemies, so it undoes that change for those two turrets only. Have fun!