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[0.16] artillery Wagon

Posted: Fri Dec 15, 2017 8:01 am
by Hylaar
Manual/automatic option
on the artillery wagon, add to possitibility to pass the artillery to manual mode.

Why ?
Because I'm using a specic train ( with FARL mode) to construct new place.
When I stop, the artillery start to fire...
Quite annoying when you just stop your train to do some stuff and when you don't want to distrub the beast :-)

Re: [0.16] artillery Wagon

Posted: Fri Dec 15, 2017 8:16 am
by The Eriksonn
Dont insert ammo in it when you dont want it to fire?

and have extra wagon with ammo

Re: [0.16] artillery Wagon

Posted: Fri Dec 15, 2017 8:30 am
by Hylaar
Not very automatic.
A amno consume one emplacement=> huge place

Re: [0.16] artillery Wagon

Posted: Fri Dec 15, 2017 10:40 am
by Deadly-Bagel
I still don't understand why it's a wagon at all =/ Everything it fires at is guaranteed to generate a large biter response meaning it has to be entrenched behind turrets and walls.

Re: [0.16] artillery Wagon

Posted: Fri Dec 15, 2017 10:55 am
by Koub
1) Lay a rail alongside of current turret wall / border of base defense perimeter
2) destroy all nests on range with artillery wagon
3) wait for the biters to kill themselves on the turrets
4) build new wall very far into what was before biter territory.

This actually totally makes sense.

Re: [0.16] artillery Wagon

Posted: Mon Dec 18, 2017 10:44 pm
by Angamara
To go in the direction of this post: viewtopic.php?f=9&t=3762

The artillery should actually have configurable options or otherwise work.

Re: [0.16] artillery Wagon

Posted: Tue Dec 19, 2017 8:52 am
by bobingabout
Koub wrote:1) Lay a rail alongside of current turret wall / border of base defense perimeter
2) destroy all nests on range with artillery wagon
3) wait for the biters to kill themselves on the turrets
4) build new wall very far into what was before biter territory.

This actually totally makes sense.
Except there is actually an artillery turret too, in theory you could do the same thing with that, then don't have to mess about with the wagon at all.

Re: [0.16] artillery Wagon

Posted: Tue Dec 19, 2017 9:49 am
by mestoris
bobingabout wrote:Except there is actually an artillery turret too, in theory you could do the same thing with that, then don't have to mess about with the wagon at all.
With the way shells stack, it's currently easier to reload artillery wagons at a central station than to reload many remote artillery turrets.

Re: [0.16] artillery Wagon

Posted: Wed Dec 20, 2017 11:26 pm
by herkalurk
Deadly-Bagel wrote:I still don't understand why it's a wagon at all =/ Everything it fires at is guaranteed to generate a large biter response meaning it has to be entrenched behind turrets and walls.
It's on a train because of remote production/mining. I have a train hauling 4 artillery turrets. It rolls into a remote base in my player train stop, destroys all the biters in range and the response hits the walls of the remote base. Then I come back home, rearm, and go out to another remote area to clear that up. I suppose you could build turrets at each remote base and send a train to reload them, but I feel like I'm building less this way.

Re: [0.16] artillery Wagon

Posted: Mon Jan 15, 2018 4:11 pm
by Ram
I have come up the same problem. The inability to turn off autofiring combined with the fact that the only reasonable way to move shells far away is with the artillery wagon, is quite annoying in my game. I am trying to migrate my base far away into a death world setting. Autofire is very wasteful and annoying in that particular situation but the manual mode is perfect. Just an option to turn off autofire solves all issues and does not create any new issues.

Re: [0.16] artillery Wagon

Posted: Wed Jan 24, 2018 9:05 pm
by Oktokolo
Also see [0.16.1] Artillery shells stack size = 1 and Option for disabling artillery auto target (sorry, your topic did not came up in my search back then).