Stronger Base Structures Plus Option V-8

Modded or unmodded base structures  will be strong or super-strong on Solo play and a lot weaker on Multiplayer, and even more weaker if the host is using a save file created during or after the Showdown Update and weaker even more if the host is playing on Hard mode and Guerrilla difficulty with "Auto-scaling" set to "On". There is no invulnerable or super-strong structure on Multiplayer session.

Game issues:
— Saves created before December Showdown Update and saves created after Showdown Update will show some different bugs and issues that affect the game, including base attack, base defense, the companion and others game mechanics with or without mods.
— On Multiplayer and if "Auto-scaling" is "On", the game, with or without mods, will adjust the difficulty set for 4 players instead of "for 3" even though there are only 3 players. Gameplay for 2 players works correctly.



(07) Stronger Base Structures Plus Options V-8a
Almost all base structures and base equipment were modded, except Straight Resistance Wall, Resistance Tower and Resistance Pillbox Turret. The inclusions of these items in the build_system folder, even in un-modded state will crash the game. None of the stations, for example Storage, Recycling, Medical trailer and the likes, were modded

There are 6 folders inside this folder.
— dropzone (this is the default dropzone folder you need to install in you want stronger structures).

The default mod "Stronger Base Structure" and any of the 5 options does not depend on another install to work. You can install the option for stronger turrets without installing any other. Take note, however, of how they overwrite others when you swap options.

Install the dropzone folder of each for additional options (make sure to allow overwrite and you should not have any other dropzone installed on another location).
— Extended lights. It will light up your base with fewer lights. The resistance light is impressive. Players without this mod can't see the extended lighting.
— Trophy Tick Spoiler. This trophy will deploy into a full sandbag structure that can clip through anything surrounding it. Its purpose is to block "red areas" which bots use as passage (see image). The sandbag from trophy tick is not counted as Defense structure but as Decoration. 
[This was supposed to be included in V-8]

— M1 - Turrets and Base Equipment Converts to Least Priority Target of Bots
— M2 - Grenade Launcher 390dmg, Sniper Turret 750dmg, Soviet Turret 100dmg, Least Target
— M3 - Grenade Launcher 390dmg, Sniper Turret 750dmg, Soviet Turret 100dmg, Normal Target
— M4 - Grenade Launcher 500dmg, Sniper Turret 1000dmg, Soviet Turret250dmg, Normal Target
NOTE: the grenade launcher and sniper turret miss about 30% or more of their shots. The default damage power of grenade launcher is 100, sniper turret 25 and Soviet turret 8. Sadly the Resistance Pillbox will crash the game if you include it in the build_system even un-modded.

The modded damage of 390 for the grenade launcher is equivalent to that of the companion's default-damage launcher. The modded 100 damage for the Soviet Turret is equivalent to a .50 cal ammo and the 250 is equivalent to .50 cal ammo being fired from a railgun, like that of the PVG-90 experimental or the tank's and reaper's weapon.

Very Important:
It is recommended to first install the default (07) Stronger Base Structures Plus Options V-8 dropzone folder and then the Extended Lights (if you wish to use it).

M1. When installed, the bots will prefer to target other structures first before targeting your turrets and base equipment. It effectively gives you more time to fight bot attacks.

M2 to M4.
They increase the damage power of each turret. Each overwrite the exact same files so you can keep changing sets without worries. Only the Grenade Launcher has additional required files in inside the \dropzone\editor\entities\weapons\equipment_grenade_turret_01 folder which is differently  configured for each version. The Sniper and Soviet turrets additional damage power are self-contained in their respective .ee and .epe files inside the build_system folder so you can swap the files from any version.

CAUTION:
If you decided to reinstall the default (07) Stronger Base Structures Plus Options V-8 mod after you had installed M2, M3 or M4, you must manually delete the below 2 folders that were installed by the grenade launcher and by the spiked floor and wall, otherwise the files inside the build_system will not match the files inside the below folders.
— \dropzone\editor\entities\weapons
— \dropzone\editor\entities\ui



Mod's Known issue.
One or more of modded structures can cause non serious 'failed start of game' or 'quit to desktop' (but not requiring PC re-start or not causing hanging) and should start on the second try, especially after clearing cache.

The two most common culprits and workaround:

Adding hyphen at the end of their filenames will disable them.
       "\dropzone\editor\entities\build_system\building_resistance_decorative_plant_01_thrown.ee-"
       "\dropzone\editor\entities\build_system\building_resistance_decorative_plant_01_thrown.ee-"

If the problem persists, disable the furnace mod with hyphens, like these.
       "\dropzone\editor\entities\build_system\building_resistance_resource_furnace_01_q1_thrown.ee-"
       "\dropzone\editor\entities\build_system\building_resistance_resource_furnace_01_q1_thrown.epe-

NOTE:These two structures are widely used and the furnace is required. Those who have been playing the previous version of this mod stated they were annoyed by the need for a second-try to launch the game but it did not cause real issues or save corruption leaving by them active.


Images were provided by Steam mod testers. Left image is a test base before the battle. Top right: Multiplayer with 2 players never won a fight on hard mode guerrilla difficulty with the default install. Bottom right: Multiplayer with 2 players won about 50% of the time with Mod 1 installed. Comparing the top right and bottom right images, one can clearly see that the top one still had many other structures intact but its Chem Lab got destroyed early. On the other hand, despite more of its structures got destroyed, the bottom right image with Mod 1 installed its Chem Lab was only partially damaged (see inset). Right click on the image and view it bigger on another website tab.


Left image. The red areas can't be build on which bots and players could use as passage. The game did not include anything to plug it. The "spoiler" tick trophy needing only 1 grid will place a sandbag when deployed. Top right. The sandbag clips on anythings surrounding it. Although the sample image left a one grid space bots can't pass through one grid of space. Bottom right. Un-modded players will see it as trophy tick and can pass through it but the modded players see it as sandbag and can't just walk or run through it but can use it as functional sandbag structure (I recommend to not use it as functional sandbag as it will confuse un-modded players. The sandbag from trophy tick is not counted as Defense structure but as Decoration.






There is now only one option for extended lights included in the mod.

Only modded players can see the extended lighting. If you install the mod and joined an umodded-host, you will see the extended lights even if the host can't. 
  • If you have many spotlights pointing against each other, there is a slim chance that black stripes or flickering lights at the edges of light and dark areas could flicker. Reduce your spotlights or point them at different directions.

The game's "Auto-Scaling" during multiplayer is bugged.
— The game will adjust the difficulty for 4 players instead of "for 3" even if there are only 3 players. Normally the stronger base structures would be enough to win base defense on Guerilla and Hard mode but now you'd likely get defeated if there are 3-4 players but only 2 are protecting the base. Make sure you have at least 3 defenders. Auto-scaling for 2 players works correctly though.

Soviet Barriers can't be selected after building it.
— The Soviet Barrier can't be dismantled at several base locations (especially in Hammar Garden or other bases on the South Coast ). Make a manual backup of your save files and, before doing anything, place around 10 of them on various points in your base and see if you can dismantle them, or place them as the last structures to build but backup your save first so you can recover in case they are bugged.

The proper way of exiting the game if you played base defense or fast travel to any home base.
1. Check and repair your base if needed.
2. Exit to "Main Menu" and click "Continue". Visit your station equipment,such as storage, recycling, etc and make sure they are fixed and not smoking.
3. Exit the game. Exiting the game when there are pending scripts may corrupt save files.

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AleNex

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