RP Warfare


Adds 11 unique turrets, 3 unique vehicles, some personal weapons, and an optional smelting system. With custom art featuring high-quality renders & animations. Most of the content is aimed towards early & mid game and is balanced around vanilla enemies. There are no "turret level 2's." Each is bespoke with different designs and tradeoffs. Compatible with Space Exploration & Krastorio

Content
1 year, 7 months ago
1.1
5.72K
Transportation Combat

g RP Warfare for Factorio 2.0

2 months ago

First of thank you for the work on the mod ive had allot of fun with my group of friends playing RP warfare in combination with rampant on death worlds.

Secondly I would like to ask if there is any chance this mod maybe getting an update to work with Space Age factorio

Thirdly if no update is planned because its too much work would it be possible to section off the simpler stuff from this mod for the newer version of factorio like the turrets that dont require slag , i really like the uniqueness of your turrets cant find any replacements.

I especially like the blender turret (although it could use some tuning)

Thanks again for your time on this mod

2 months ago

I got about 2/3 of the way through it and got overwhelmed. The slag turrets and molten metal stuff were a little too complicated.

I also had a hard time figuring out where my turrets fit in the space age balance. They have Tesla towers, rocket towers, and a big cannon. They have their own molten metal processing system. I feel like my turrets are more early-game focused but I'm still not sure.

I had a lot of fun getting the blender turret to work. It's tricky because it just uses steam so there isn't a way to create yellow/red/green bullet tiers from a single turret. Maybe I should have made 3 levels of turret. What do you think would make it better?

What other balance ideas do you have?

2 months ago
(updated 2 months ago)

For the Blender i already have some ideas but idk what is inside the realm of possibilities as i have no idea how exactly how the function of damage works inside factorio

I find that the blender quickly becomes obsolete or hard to use when playing with harder difficulty packs like rampant due to its short range and rather weak build

Idea 1: some kind of pop up mechanic that the blender is underground and takes heavily reduced dmg (or no dmg) until it is activated due to bugs within its proximity

Idea 2: I do see that in rampant for example there seems to be a mechanic where certain bugs will take no ranged dmg what so ever so i was thinking maybe there could be different types of blender techs and 1 of em thats a little later in the tech tree can use its own rotation to setup a small "windwall" so to speak repelling ranged attacks for itself maybe for balancing purposes this type of blender could have less sturdiness for balancing purposes

This also opens up the possibilities of just having other specializations for it like : low dmg high sturdiness (tanky blenders(High resistances next to high hp)) you could just make these very expensive to produce for balancing
Or blenders that are coated in certain "oils or poisons" for additional effects next to just dmg

Sorry i kind of just went off on a tangent i just really likes the idea of specialized weapons

Idea 3 Either have a better method of delivering the steam or have the turrets have a small internal tank so that they dont instantly stop working when a pipe is broken which happens way 2 often when your dealing with major aoe spitters nuclear biters ecz

for better steam delivery method i was thinking of somehow have it so that it has an inherent build in underground pipe that can be connected 2 from the back of the turret while maintaining its adjacent pipe connections idk how this would work or if its even feasible but just throwing out ideas and see what sticks to the wall

Also for tiers of blender turrets there are 2 options i can think of 1 is what you already mentioned which is just new turrets
The other is having the turrets gain better stats depending on the temperature of the steam it is receiving (this would be more of a bonus to higher tiers as the turrets will still need higher base stats later game to stay relevant)

Anyways thx for taking your time to reply
im gonna ask around my friends and gather my thoughts to give ideas about the your first question where does your turrets fall in the space age tech tree ill try to send in that reply in the coming days

a month ago
(updated a month ago)

OK Ill also report back (because I love this mod so much and I desperately want it back) but some early thoughts on how it fits in with space age.
Interestingly these turrets actually fall both thematically and balance-wise perfectly into space age. I wont consider rampart because I haven't played with it in the new version.

The rocket turret (which really saddens me because the art is incredible) just needs to go. I think the developers must have been inspired by your mod because it seems like they don't like tiers of turrets either.

I'll start by saying what is already perfection and doesn't need to change at all:
--The vehicles are great however they will need to swap over to using the space age rocket gun. Its also not a problem to have rocket launchers before gleeba, however the mastadon will need to be probably bumped to gleeba/yellow/purple science and the lawnmower should be turned down to space science considering its basically useless against the actually hard gleeba enemies. Interestingly all the vehicles have very distinct and valuable roles on gleeba (maybe consider giving the mastodon a taser to slow the striders and to help with worms on volcanus)
--The tesla still works really well as a compliment to (and earlier) laser turret and is fine right where it is with the tech.
--The pneumatic cannon should bump to space science and serves an incredible use as an earlier artillery as there is a sore spot in the game when you first leave the planet and the base can still be overrun.
--The pneumatic rifle is perfection and I love it so much, just dont let it be placeable in space as it will mess with asteroid tier-skipping. (Yes even though realistically a pneumatic rifle would be super powerful in space)
--The cannon turret should be bumped to gleeba science but be aware it will probably be incredibly OP against volcanus worms and asteroids; but also be aware there's a fun thing you can do which is make them unplaceable in space and on volcanus ¯_(ツ)_/¯
--The taser/chargers and T1 capacitor banks/ammo should stay right where they are. I love them so much to prioritize power, incredible utility.

Now the things that need to be tweaked:

--The blender is really fun but as the guy above said it has a problem where it loses the pipe to spitters and even melee. A solution could be to make a combo entity with inbuilt underground pipes. It should also have pretty insane resistances as it works well to distract enemies further from the walls while either rocket/cannon or pneumatic rifles pick off the ranged enemies. It also shouldn't be placeable in space.

--Both the slag sliger and mortar will obviously need to be moved to volcanus in favor of using the molten metal recipes. I would think about balancing them as a more powerful flamethrower (or maybe move the flamethrower down in power level its quite powerful already), and consider that artillery will be around the same time you get both of those. I can see them being useful against the worms to slow them when you push out and great against gleba's fast movers.

--Clockwork turrets should be moved to fulgora along with the upgraded capacitors/ammo. The recipe for the T2 capacitor ammo will need to be locked to fulgora (still in the charger) and have the supercapacitor item replace the your T2 capacitor. The other recipies will need to have supercapacitors/superconductors/electrolyte added 4 caps/15 cond/20 elect for the capacitor bank and probably like 25 caps/100 cond/250 elect for the clockwork. All of the buildings should be made in the electromagnetic plant only on fulgora, same with the clockwork robots themselves.

--Storm artillery I was thinking should be split quite a bit and reworked with the thor.
The thor turret should be unlocked on fulgora with nessesary parts and only in an EM plant, and it needs to be reworked (read copy paste) into essentially a storm artillery. It will have shorter range and fire a shorter lasting storm arty projectile. The ammo should be made into be a real item (not the power item placeholder you had before) so it could be exported. It would be made with the EM plant (only on fulgora) and consume a single supercapacitor. This way it is literally generated using lightning strikes on fulgora which may be the coolest thing ever.

--The storm arty should be moved to cryo science on aquilo and unlocked essentially the same time as the railgun with similar ingredients. Here you will unlock the normal storm arty chargers as well so they become effectively electric turrets. I think this works too since the storm artillery essentially clears all enemies from the map so is fitting for the late game of aquilo (which will be long after enemies are a threat anyway but will help with UPS).

Its a lot of work and will require tweaking tonnes of stuff but the hard part of balancing is mostly done its essentially just a list of number changes you gotta do to techs and recipes. It should probably fit in with rampart space age but again I'm not sure how that will play out as is. The only kicker is making sure that the new turrets don't make asteroid tier-skipping possible. If you do attempt to update and find yourself getting overwhelmed again, feel free to just release the easy stuff and update as you go, don't worry about preserving player's worlds.

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