Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
拠点作成時の門の耐久値を10倍、修復速度を2倍のするMOD
If you have some other mod that adds or edits items in the category of doors it's possible that will change the order the mod editor program uses so the simple edits made could be applied to something else.
Just a guess though, i'm not any kind of actual programmer who knows what it's all doing on a base level, it's a big reason why I added the instructions on how to do it to the description.
However when trying to make airtight walls, I tend to have my own people nearby telling them to path around the area to see glitchy spots, then i raise / lower the walls / gate to see if it fixes it, if not build around the bugged area.
My actual solution, which is why I struggle to make bases anywhere new, is inside one of the craters on a foglands mountain top, I like building there because I only need to wall off 2-3 entrances, the rest is natural walls that don't bug out.
You could use the link in the description to find where the gates are on the editor with Genesis enabled, then change the value yourself.
You could use the link at the bottom of description to work out how you could add modded gates yourself though.
By default the speed of repairs can't keep up a couple of attackers even with a team of 4 or 5 lvl 90+ engineers.
2x repair speed makes a noticeable difference in the gate falling, which is only possible to even see because of that 10x gate HP.
Originally I never changed the repair speed, while the effect was as expected, when testing against holy nation attacks it just felt better to combine a team of engineers and gunners to work on defence together.
TL;DR - I think it's more fun and using more of the game mechanics to have engineers repair 2x faster rather than double the number of turrets I have for the same effect. Keep the same turrets but make the repairs do more so the gate can stand.
Good mod, thumbs up. I don't know if x2 repair speed is good or a bad feature, but far higher health pool is a must indeed. Thumbs up.
I have upped the door HP in the past by similar requests but I eventually removed it because bashing down doors with strong characters is a good part of the game that makes sense if you can't lockpick.
It makes sense to be able to bash down house doors in reasonable time, the game already does a pretty good job of making ancient lab doors stronger and basic buildings weaker.
No, nothing should really be able to get in the way of this working unless an update / other mod changes the default ID of the gates.
If you have other mods that change the ID order, or for no logical reason can't get it to work, you can use the instructions in the link just to make it yourself and add to personal mod list.
I added the link to the post that taught me what values i needed to change due to many requests for various personalised versions, x100, x2, outright invulnerable etc, rather than make a dozen uploads of the same thing with slight tweaks, I put instructions in for personal prefrences.
I certainly would not call myself a modder, you really just click editor instead of play when you launch from Steam, find the gate you wish to edit (The post with instructions has screenshots) and change the building material count for the door section.
Hopefully this does not sound like a pretentious "no do it yourself!" :P but before i reuploaded this there were many comments requesting personalised tweaks.
I neglected it as i never knew it existed xD never used it myself.
I don't know how to do that, the way this works right now is the gate frame and the door are 2 separate items on the edit kit, changing the build materials on the door itself changes HP, while leaving the build cost of the gate alone.
Walls are a single item and their HP is = to build material cost.
With the only simple editing I know how to do, i could only make walls have as much HP as you are willing to put building materials into.
It may be possible to set the walls so no one can attack them? Similar to how a door item can be attacked but a building frame can't, perhaps you could apply that setting to a wall, forcing AI to ignore them, but you would know as much as me when it comes to that and would be better of exploring the editor yourself.
The door for that is in a different tab and is called "Makeshift Gate Panel" but I just edited the Makeshift Gate because it was in the list with all the defensive doors.
Sorry about that, it's fixed now.
Also, this makes gates cost 50 building mats, which is insane for an early outpost not even tech level 2. And why does it increase the gate BUILDING condition, but not the actual DOOR condition? Its the door that they break, not the building.