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Better turrets in martial plots?

Antoine Soverie

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One thing that kinda bugs me is how martial plots add a lot of defence numbers while not providing much of it. I end up treating them like cosmetic buildings that don't really help, and building actual heavy machinegun turrets to defend the place. Think a regular laser turret is the limit of a martial plot's capabilities? Some add-on stuff is really interesting (the ones with creatures and artillery) but still nothing on the level of a couple rocket turrets obliterating everything in their sight. Which is fine by me cause I like shooting stuff myself, it's just weird. 40 defence in vanilla is death and carnage, in SS2 thats just a couple guard posts with projectors.
P.S. I fully expect a "just build it yourself, ya lazy ass" response, and that would be justified lol.
 
I like to think of the martial plot defence values as something to cover the various defensive needs of the SS2 plots/items and then actual physical defence as a separate issue. If the martial plots come with turrets etc, great, those go on the outskirts/entry points. If not, great, they can go anywhere there's room and I'll just supplement with turrets on the outskirts as needed.
 
I rather like the idea of having some 1x1 Martial plots for placing various types of turrets. They would be automated and not require a settler to operate (consume power and other maintenance costs). I use "Workshop Turret Pack" mod by Astlem, and think it would be AWSOME to have a plot that starts with a couple basic turrets and progresses into lasers or miniguns or the many others available.
 
At that point they are just workshop items not plots. Their are some awesome videos by @kinggath all about making these types of items. We always need more modders in the community to make up for all the ones leaving. It was my motivation.
 
I disagree, there are some very creative ways that defense plots can be created. There are already a couple Martial plots that include turrets, maybe some modders can expand on that more so they actually provide physical defense rather than just logical (settlement numbers). Just a suggestion for any who may be motivated.
 
Most of them include turrets to be fair, at least at levels 2-3. My point was to add stronger turrets, haven't seen anything with a rocket turret for example. Would be cool to make a "red rocket defence" plot that's both red rocket themed (haven't seen any of those yet) and a rocket turret. Almost want to make it myself, but (long list of buts).
 
Rocket turrets are bad for people that play with mortal settlers like myself. They kill your people. Oh yeah let's fire missiles at the bad guys attacking our generators. In the middle of town. Usually bad form.
 
Oh yeah, that's true. Only reason my settlers get killed is I accidentally (or not) kill them when attacking something else. Then I mourn their deaths for a couple seconds and reload a save. Other than this one time when I no-scoped a radstag harem with spray-n-pray and completely forgot about Fish Food on a martial plot next to them. Rest in peace, Fish Food.
 
I had a thought to make some 1x1 defense plots which would basically be a turret elevated on a scaffold frame. The turret would upgrade basic turret -> heavy -> custom better heavy turret or 2 heavy turrets. And an advanced martial that would upgrade laser turret -> better custom laser turret -> really good custom laser turret.

I have yet to unlock the mysteries of the turret. The first custom one I build and tested had everything looking good until I spawned some raiders and it failed to kill them... or shoot a laser beam... but the laser sound fx sounded good! :scratchhead
 
I had a thought to make some 1x1 defense plots which would basically be a turret elevated on a scaffold frame. The turret would upgrade basic turret -> heavy -> custom better heavy turret or 2 heavy turrets. And an advanced martial that would upgrade laser turret -> better custom laser turret -> really good custom laser turret.

I have yet to unlock the mysteries of the turret. The first custom one I build and tested had everything looking good until I spawned some raiders and it failed to kill them... or shoot a laser beam... but the laser sound fx sounded good! :scratchhead
There are special turrets in the CK for plots search ss2*turret or kgsim*turret
 
There are special turrets in the CK for plots search ss2*turret or kgsim*turret
I was making (trying to...) custom turrets. I was testing them as a vanilla WorkshopObject. They appeared in the workshop menu, and I could build one. They just didn't kill anything... I'm assuming I botched something up in the Projectile record. I just haven't gone back to look.
 
I was making (trying to...) custom turrets. I was testing them as a vanilla WorkshopObject. They appeared in the workshop menu, and I could build one. They just didn't kill anything... I'm assuming I botched something up in the Projectile record. I just haven't gone back to look.
That's all set in the AI data and what Faction they are allied too.
 
That's all set in the AI data and what Faction they are allied too.
That doesn't need to be modified. Just copied from a default turret. The issue is the projectile does no damage, no FX no nothing. The AI works fine. It fires at enemies, does the anim for firing and plays the sound FX as if it fired. Its the projectile record. Nothing comes out of the weapon. The explosion record also is not triggered. This all indicated that I don't have something right in the projectile record.

There is just a spawned raider standing there laughing at the dumb turret that couldn't kill a radroach!
 
  • Haha
Reactions: NDQ
Hey, radroaches are actually hard to kill with anything that isn't splash damage or blunt force! Not as hard as lil baby mirelurks (I hate their guts) but still.
 
One thing that kinda bugs me is how martial plots add a lot of defence numbers while not providing much of it. I end up treating them like cosmetic buildings that don't really help, and building actual heavy machinegun turrets to defend the place. Think a regular laser turret is the limit of a martial plot's capabilities? Some add-on stuff is really interesting (the ones with creatures and artillery) but still nothing on the level of a couple rocket turrets obliterating everything in their sight. Which is fine by me cause I like shooting stuff myself, it's just weird. 40 defence in vanilla is death and carnage, in SS2 thats just a couple guard posts with projectors.
P.S. I fully expect a "just build it yourself, ya lazy ass" response, and that would be justified lol.
My martial plots on my addon pack all have buffed turrets. L3 usually having MkVII turrets. Higher damage, resistance, HP as well as being leveled so they'll scale with player level to some extent. With the ASAMs and Jake teaching improved methods my opinion is that martial plots could reasonably have better quality turrets than normally built ones.

Although I don't think I added those plots on XB1, but can look into doing that sometime after if/when the Bethesda.net uploading issues get resolved. I have a method I'm using for XB1 conversions where it's quite a bit of work but it can save on file size.

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Although I don't think I added those plots on XB1, but can look into doing that sometime after if/when the Bethesda.net uploading issues get resolved.
That would be great, and I appreciate the thought. I've noticed that quite a lot of your plots are missing on xbox... sadly. So there isn't much left of "superstructures" like what I saw on the pics on the nexus page. While I'm at it, the industrial 1x1 plots instantly CTD. Though it's probably some dark xbox magic, it happens with Tiny Living as well.
 
I had a thought to make some 1x1 defense plots which would basically be a turret elevated on a scaffold frame. The turret would upgrade basic turret -> heavy -> custom better heavy turret or 2 heavy turrets. And an advanced martial that would upgrade laser turret -> better custom laser turret -> really good custom laser turret.

I have yet to unlock the mysteries of the turret. The first custom one I build and tested had everything looking good until I spawned some raiders and it failed to kill them... or shoot a laser beam... but the laser sound fx sounded good! :scratchhead
Can you just make a plain foundation with defensive stats that levels up? Then people can put whatever turrets and guard posts and decorations they want. Kind of like the vanilla game but you won't need 32 turrets to get the same defense as one level 3 plot
 
Can you just make a plain foundation with defensive stats that levels up?
I'm not quite understanding this. The OP is about putting better turrets on a martial plot.

My idea was to have a plot with a turret (or turrets) that did not require a settler to be assigned. It would be more like a vanilla turret with a built in stand and ASAM blinky with default SS2 defense stats.
 
That would be great, and I appreciate the thought. I've noticed that quite a lot of your plots are missing on xbox... sadly. So there isn't much left of "superstructures" like what I saw on the pics on the nexus page. While I'm at it, the industrial 1x1 plots instantly CTD. Though it's probably some dark xbox magic, it happens with Tiny Living as well.
Yeah there are some XB1 specific methods to it, otherwise the addon would be over 700mb or perhaps about 200mb with what's there now. I have that fixed for the industrial 1x1 plots since mid June but waiting for them to fix the upload/updating issue. Otherwise it's extremely likely to bug out, either showing as having installed the update even when it's not been installed/hasn't replaced files or the files being gone after choosing Update(ESP reported missing even when the mod is active). I think this bugged out state can't be resolved besides deleting FO4 & all data, then reinstalling + reinstall all mods.

I will try asking about it. I just don't want to have it be where people potentially have to fully reinstall. Would it be worth trying to update anyways even if that's precisely the case?

When things hopefully get fixed on the site, the plan is to try porting a few at a time in batches like next would be the Martials & Residentials. For now though XB1 work is on hold in case they do not fix it. Some of the plots can't be, due to textures which would massively increase file size. There's a few that would be in the maybe category due to being possible but would add probably a bit too much to file size. Most of the newest plots have been done in a way to make porting them more likely to be a reasonable option.
 
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