Avorion

Avorion

Not enough ratings
Capital Weapons Foundry (Size 10 Turrets and more)
   
Award
Favorite
Favorited
Unfavorite
Mods: Mod
File Size
Posted
Updated
75.617 KB
29 Nov, 2021 @ 8:17am
19 Jul @ 3:50pm
6 Change Notes ( view )

Subscribe to download
Capital Weapons Foundry (Size 10 Turrets and more)

In 1 collection by Cassie
Stuffu
28 items
Description
This mod adds a new type of turret factory that produces new types of turrets.
These turrets range from size 5-10 and are primarily aimed at large capital ship use, they are formidable and make their presence known in a sector with unique sound effects and redone visuals.

Most of these turrets are designed around the idea of an endgame turret reaching approximately 15k dps/slot, however CWF weapons approach the idea of damage differently with a strong focus toward large, heavy damage shots with long cooldown times.

As larger turrets they are much more expensive then their smaller cousins and tend to be more inaccurate making them relatively ineffective vs. smaller vessels. These weapons are designed around the idea of a small amount being mounted as anti-capital use.

Most of these weapons feature unique sounds and do not replace any vanilla weapons, pairs lovely with Original Turret Balancing mod.


Features of Note:
- New 'Weaponbuilders' sector designed specifically for this mod. Find the centres of your factions weapon construction with 2 vanilla turret factories and a naturally spawning capital weapons foundry! These have their own unique suppliers!
- Superlasers: Fully operational Superlasers straight out of Star Wars, featuring the iconic Death Star sfx when firing and extreme damage to match. These weapons are always coaxial, can do tens of millions of damage but have a huge cost. 15 minute cooldown timers and draw extreme amounts of energy.
- Hypervelocity Cannon / Plasma Accelerator: Based directly off of the ground-to-orbit weapon from Star Wars: Empire at War. The HVC/PA weapons are coaxial superweapons capable of firing a huge energy burst directly piercing the shields of enemies for massive damage.
- Ultra-Railguns: More range, higher damage. Slower turn rates and fire rate.
- Ultra Cannons: Similiarly as above, both can spawn with more barrels and are much more likely to have synchronised weapons.
- Phase Cannons: Upgraded, more powerful pulse cannons featuring shield penetrating splash damage attacks.
- Heavy Acquisition Lasers: Larger mining and salvaging lasers, featuring upgraded range and damage.
- More!
25 Comments
Cassie  [author] 24 Jul @ 8:45am 
Hi!

After testing this myself, I found the mod working entirely as intended.
Please note that this mod does not simply copy the TF turrets (You won't ever see a chaingun) and uses the same distance based probability for their appearances.

In simpler terms: You won't see anything bar mining/salvage lasers at the iron region. Please move closer to the core (Xanion is reccomended minimum) and I'm sure you'll see more.
Cassie  [author] 23 Jul @ 5:21pm 
Which missions precisely, may I ask?
Bob0831 23 Jul @ 11:55am 
Theres some sort of wacky conflict between this and Knifeheart's new missions. Foundrys seem to only be selling mining/salvaging turrets. Ive disabled all mods except this, new missions and dependencies but the problem persists
Cassie  [author] 19 Jul @ 4:49pm 
Huge update to this mod!
You'll now need the Capital Weapons lib support mod under required items or this mod will NOT work.

This mod also adds it's own sector to the generation that'll spawn these stations naturally. These won't appear unless you have unexplored area in an existing galaxy or starting from scratch!
hellatze 4 Jul @ 12:44pm 
can we got infinite scale able weapon size ?
Cassie  [author] 4 Jul @ 12:29pm 
Okay I might need to add a little warning that my ability to test the new soundfiles for the CWF weapons is limited and it may be a little unbalanced.

If it is, please let me know.
Cassie  [author] 2 Jul @ 5:16pm 
Also pondering performing a split of this mod to require a dependency/library and this mod to add the player made factories. The idea behind this being I can use the library for the weapon types for boss based mods without forcing people into using the current CWF stations and how they potentially affect balance.
Cassie  [author] 2 Jul @ 5:14pm 
Huge update to this moment.

Quick and dirty:
-Balancing pass over turrets to be more in-line with the 10-20k dps/slot expectations
-Removed plenty of turrets that just didnt feel right in the mod
-Updated most of the remaining turrets to feel like upsized variants of their base game versions more
-Unique sounds
-Coax Superlasers now drain excessive power to counter their huge burst damage potential

-Factories can now be rerolled like normal TF's for all that clicking goodness at a 20mill cost. This is also married to a general cost reduction including founding cost down by half.
-Turretingredients now accurately reflects the size of the turrets/balances them by costing extra.
Might expand on that last one to make them take larger, more expensive goods such as fusion gens or accelerators.
Cassie  [author] 9 Sep, 2023 @ 6:36am 
You will have to enable transport mode and move it between sectors.
hellatze 9 Sep, 2023 @ 6:22am 
can this mod enable reload blueprint ?