Strategy Mortar Turret

by nbcss

Mortar turret can equip diverse strategy ammos to enhance defense usage, such as robot capsule and artillery-like shells.

Content
3 days ago
2.0
647
Combat
Owner:
nbcss
Source:
https://github.com/nbcss/Strategy-Mor...
Homepage:
N/A
License:
GNU GPLv3
Created:
17 days ago
Latest Version:
1.1.2 (3 days ago)
Factorio version:
2.0
Downloaded by:
647 users

Introduction

Adjust many parameters of the mortar turret introduced in https://mods.factorio.com/mod/ironclad-gunboat-and-mortar-turret-fork to provide a strategy gameplay. Instead of just damage group of enemies from long distance, the modified mortar turrent can use new types of mortar shells from a shorter distance. Those new type of mortar shells have longer reload time, but provide another layer of protection to your defense. Some issues in the origin mod also be fixed, such as missing locale keys and mortar turret was not able to connect to circuit wire. AAI ironclad vehicle can also use those new ammos by control the ship manually.

Some notes: if you already have mortar turret in your save prior install the mod, you should be aware that mortar turret range is reduced and therefore you many need to modify your defense design.

Mortar turret

Range: 10 to 50 tiles, cone-shape (like flamethrower turret). Could change to 360 full range in startup setting
Shooting Speed: 10s per shoot to 4s per shoot (max shooting speed technology), but some shells will further increase reload time.

New mortar shells

Shrapnel bomb (New)

Deal small explosion damage and eject many individual pellets to strike targets, unlock by mortar turret and good for early defense.

Poison shell

Create a poison cloud at landing location, damage enemies in range over time. From origin mortar turret mod but categorize as strategy shell.

Slowdown shell

Significantly slowdown group of enemies, but has long cooldown penalty.

Fire shell

Spread fires at landing location, damage all entities in range. From origin mortar turret mod but categorize as strategy shell and with new texture.

Illumination shell

Light up an area and provide damage bonus on illuminated targets. Illumination damage bonus do not stack.

Hypnosis shell (New)

Transform enemy to your own force by chance, but unlikely to success for high health targets. Spawners and structures are immune to the effect, and hypnotized units can only survive short period of time.

Energy shell

Deal electric damage to group of enemies, also push-back and stun them.

Heavy shell

Deal high physical damage in a small area, has very long range and long cooldown penalty.

Defender robot shell

Deploy 1 weaker defender robot which will patrol the latest landing location.

Distractor robot shell

Deploy 3 weaker defender robot which will stay at a fixed location.

Destroyer robot shell

Deploy 5 weaker destroyer robot which will patrol the latest landing location.

Lure robot shell (New)

Deploy 1 lure robot which has reinforced armor and short lifetime. Lure robot will be detonated when it's lifetime runs out.

Compatibility

Let me know if there is any compatibility issue, I will try to fix ASAP.

Performance

The mod is highly optimized and should have very limited performance impact.

Contribution

Contribution is welcome, you can submit PR request or localization file and I would add them.

Credit

Thanks Earendel and PastTheFuture for the original mortar mod
Thanks FiveYellowMice for all the hardwork involved in this mod :3
Thanks Yehn for the original flare resource, used in the illumination shell :)

The mod is still work in progress, let me know if you have any suggestion / balance idea in discussion.