Project that aims to revitalize some of the vanilla garrisons, farms and industries to look like more vivid with improved lighting and minor adjustments.
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Changelogs
Version 1.4
Added Mech Garages in the full tile garrisons, with configurable chance of them giving a mech when activated
Added the Megafactory Garrisons to the list that this mod affects
Added perimeter tower alarms, they will blare on enemy proximity, their sound changes on the type of garrison
Added sounds to the large generators that can be found at the Megafactory Garrisons often times
Added more props to certain garrisons that was quite lacking in detailing complexity for a humansized environment
Made custom Repair Bays for the mod that does not require generators anymore
Made compatibility with the Tank Crates from Coyote Mission Pack, they can spawn again at random places during missions
Fixed a rare issue which sometimes Assassination or Targeted Kill missions wouldn't register properly when reaching certain Garrisons
Version 1.2
Another pass of lighting improvements done to Extrasolar Moon Garrisons
Added Repair Bays to full tile Garrisons (largest ones)
Increased Demolition threshold of full tile Garrisons to require more buildings to be destroyed towards completion
Orbital Cannons will have highest priority over all other buildings for AI in the full tile Garrisons
Version 1.1
Added more some more lights in certain Agricultural and Military garrisons
Fixed light props being culled with distance
Retuned the light strenght for all lights
Done another lighting pass on Extrasolar Moon garrisons
Removed some small garrisons that were negligible of doing a lighting improvement
No more dull Garrisons being fully dark at night times ingame, most will be well-lit now as if they are still active with people working inside.
This is still work in progress and does not cover all of them yet, Urban garrisons are not changed, and Extrasolar Moon ones are still pending to recieve more lighting.
Features:
Garrisons have way more lamp posts to light them during low luminance times of day
Most of the large undemolishable buildings have facade spotlights to them to give a highlight they are there
Large Garrisons have perimeter alarms which will sound at enemy proximity
Full tile Garrisons (the massive ones):
They will not consider their perimeter walls towards demolition percentage anymore
They contains Mech Garages that might reward you a completely random mech
If they have Orbital Cannons, the AI will highly priorizing in destroying them over all other buildings since they retain a great portion of the health's calculation of said Garrison, this makes up for a better challenge for Defense missions
They have Repair Bays with contextual rulesets based on their respective type:
Military: 100% ammo, 75% armor
Industrial: 50% ammo, 100% armor
Agricultural: 10% ammo, 50% armor
Moonbases: 25% ammo, 50% armor
Compatibilities:
Repair Bays mod will not affect the contextual Repair Bays of the Garrisons due to them being custom-made Bays.
Disable this mod temporarily if you're replaying the campaign and reach the 2nd mission, the game hangs on infinite loading with this enabled for that mission in specific.