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WhoKnows

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DrWhoKnows

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7 comments

  1. Damansil234
    Damansil234
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    Hi! The L-turrets seem to be incredibly effective and balanced. All the L-turret races have their own unique style and look awesome! It fits the vision that Earth has powerful and technological weapons, while the Split have weapons that are designed to make brrrr and fire shows. Thanks for the work.

    UDP: I didn't find any m-turrets in blueprints borons. I didn't check for sale.
    1. Damansil234
      Damansil234
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      I wanted these m-turrets to be full-fledged combat turrets against fighters. For those who might find the X4 path useful - Foundations\extensions\scr_legacy_turret_pack\assets\fx\weaponfx\macros I changed the following files:

      bullet_scr_turret_gen_flak_pd_m_macro.xml
      bullet_scr_turret_gen_beam_pd_m_macro.xml
      bullet_scr_turret_bor_pd_m_macro.xml

      Wherever damage is indicated, set the damage to the desired value, and replace "noshield" with "value".

      Example: <damage value="24" repair="0"/>

      Using the testing method, the optimal value for lasers was 24, for FLAK 44, little bit stonger than standart SPL FLAK and KHA'AK lasers. It is also worth editing the values ​​of the attack distance and rotation of the towers so that there is not too much OP, but I have not yet found these settings and they still need to be tested.
    2. DrWhoKnows
      DrWhoKnows
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      You can modify the rotation speed in the turret macro files, with naming similar to: 
      scr_turret_arg_pd_m_macro.xml

      The added M turrets are intended to be effective missile defense turrets that do not threaten fighters, thus the damage.
    3. Damansil234
      Damansil234
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      Thanks. I liked the visuals and the principle of fast attack speed and projectile flight so much that I wanted to make them combat ones. But the distance and rotation of course makes them OP, reducing the rotation and distance should land them on the level of other towers.
  2. sterlingkerman117
    sterlingkerman117
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    Fantastic looking weapons! I would recommend, though, to add the BH Shader mod as a dependent on this Nexus upload, as apparently, it is required (according to the in-game mod manager), so it would be useful to know it is needed during the initial download of the mod.
    1. DrWhoKnows
      DrWhoKnows
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      The shader has already been listed as prerequisite in the initial upload. I forgot to update the shader mod on Nexus to the new version that is needed by this mod. Fixed. 
  3. stormchild974
    stormchild974
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    Thanks for sharing, they look hella cool. Too bad for SCR, but personal balance must come first! Life goes on :-)