[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
[img]https://i.postimg.cc/PrtYpZ92/Details.png[/img]
[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
If you can’t tell by now I love turrets. Like, a lot. But once you start stacking multiple turret mods, things can get messy. Everyone wants their own research projects and balance ideas, which makes stuff feel bad together.
So this mod fixes that. My goal? Make turret mods feel more cohesive, with clear eras and categories that actually make sense together.
This mod primarily focuses on VFE - Security and Rah’s Vanilla Turret Expansion, but I’ve added compatibility for a bunch of others too.
How it works: Most turrets have now been grouped into 4 tech tiers:
- Basic (750 - Blowback Operation)
- Standard (1500 - Microelectronics)
- Advanced (4000 - Multi-Analyzer)
- Spacer (7500 - Advanced Fabrication)
Yes, that means stuff like the Autocannon, Uranium Slug Turret, and Rocketswarm Launcher are grouped together now—but I’ve made sure compatibility shouldn't be an issue thanks to some wide XML patches.
What else:
- All of the weird manned turret's from Rah's have been removed
- Mortar variants of any kind (Artillery etc) require some level of turret research as a preq
- A few balance tweaks (some from Security: Re-Examined) to better fit the new progression. (A full list of which can be found below)
- Visual upgrades! Rah’s turrets now have proper shadows, the weird white glow is gone, and VFE Security’s charge turrets now have that nice blue glow like Rah’s.
- Manual research changes for:[list]
[*] VFE - Mechanoids
[*] VFE - Deserters
[*] Ancient Mining Industry
[*] Security: Re-Examined
[*] Non-lethal: Re-Examined
[*] Laser Weapons: Re-Examined
[*] Rim-Effect Renegade: Core
[/list]
You technically don’t need Rah’s or VFE Security to use this… but it’s kinda made for that combo so like, why wouldn’t you?
If you're gonna run Rah's I highly recommend using Van's Retexture : More Vanilla Turrets as that's what I use for the previews. (Yes it does work with Rah's)
As always, if you run into a bug, please leave a comment containing a hugslib log + what you were doing when it happened. (If you don't give me a hugslib log and I chop off your limbs)
[img]https://i.postimg.cc/15rNSfy0/t-E28c-Z7-3.gif[/img]
[url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fko-fi.com%2Fsmxrez][img]https://i.postimg.cc/HL3ZRphB/githubbutton-sm-3.png[/img][/url][ko-fi.com]
[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
[img]https://i.postimg.cc/282v4yfm/Contents.png[/img]
[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
[img]https://i.postimg.cc/nVs2zwZ7/Info-T1.png[/img]
[img]https://i.postimg.cc/mZcjD6R1/Info-T2.png[/img]
[img]https://i.postimg.cc/Y98W8Y5X/InfoT3.png[/img]
[img]https://i.postimg.cc/Bb61ztsJ/InfoT4.png[/img]
[img]https://i.postimg.cc/Dmk8yzhR/Info-T5.png[/img]
Full list of changes:
Precision Turret:
- Range 50 -> 40
- Min range 0 -> 3
- Plasteel cost 40 -> 10
- Steel cost 200 -> 150
- Stuffables cost 150 -> 50
- Damage 42 -> 32
- Cooldown 3 -> 2.6
- Also needs Precision Rifling
Blast Turret:
- Fuel multiplier 10 -> 20 (Fuel is worth more)
- Steel cost 200 -> 150
- Plasteel cost 20 -> 5
- Frag grenade cost 4 -> 2
- Range 20 -> 24
Vulcan Cannon:
- Fuel multiplier 2 -> 3 (Fuel is worth more)
- Range 46 -> 38
- Damage 12 -> 10
- Ticks between burst shots 5 -> 8
- Cooldown between salvos removed
- Also needs multibarrel weapons
Shredder turret:
- Steel cost 250 -> 200
Rah's Sentry Gun:
- Range 30 -> 31
Gun complex:
- Unlocks with gas operation
Rocket complex:
- Unlocks with Microelectronics
Devastator mortar:
- Also needs Spacer Turrets and Mortars
Flame Turret:
- Also needs Biofuel refining research
Artillery:
- Also needs Standard Turrets research
Searchlight:
- Also needs Advanced lights research
Automated mortar:
- Also needs Standard Turrets research
Military turret:
- Removed
Charge cannon:
- Removed
AMI Ancient Shotgun turret:
- Removed from research as you can't build it anyways
LWRE Laser turrets:
- Also needs Spacer Turrets
NLRE Non lethal turrets:
- Taser turret also needs Standard Turrets
- Tear gas turret also needs Advanced Turrets
VFE - Deserters:
- Imperial Defenses research needs Advanced Turrets
VFESecRE:
- Popup charge turret needs Spacer Turrets
Rim-Effect Renegade: Core:
- Mass acceleration turret research needs Spacer Turrets
[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
[img]https://i.postimg.cc/D0cGpyJr/FAQ.png[/img]
[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
Q: CE Compatible?
A: Balance changes? No. Research? Probably but I doubt it will flow very well.
Q: Does this work with X mod that adds turrets?
A: Nothing should break but like CE the research might not flow very well.
Q: Are Rah's turret retextures included in the mod?
A: No I use Van's Retexture : More Vanilla Turrets for the preview images
Q: This sounds op! muh balance!
A: I tried my best to keep things balanced while also keeping things fun. If you think something is off, let me know!
Q: Save game compatible?
A: Should be safe to add but could be dangerous to remove.
[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
[img]https://i.postimg.cc/3rj2x9Sk/Credits.png[/img]
[img]https://i.postimg.cc/tgTLgYxf/Divider-UI.png[/img]
- Smxrez (Me): XML
- SirVan: The Rah's turrets retextures used for the infographics.