Copied from the Com Core.
Tired of your AI units humping your backside? Waiting eons for them to catch up
even though they can drive laps around you due to their techs speed rating?
What to do then? Wait for the AI to be fixed? Who knows when they can get to it. Not use AI? That's no fun as we all want that fleet of rolling/hovering/flying death to follow us around and do our bidding.
Why not just bring them with you then.
Well worry no more my fellow TerraTechians
Presenting the Legion Modular Weapons System.
(just a jpeg and not viable for loading the tech. Tech along with attached modules are in the game save below)
SUGGEST PLAYING IN NORMAL GAME 0.7.5.1
Follow green arrows till you find the tech above. Set AIs to defend and follow red arrows. Will need to re-issue defend orders in combat. (weird bug with AI with this setup)
Consisting of an expandable modular STABLE (barring any rollovers with AI auto righting or high impacts) design, the user can design anything that conforms to the base carriers (this one or your own design) layout as long as it does not hinder said base carrier (overhanging/dragging weapons/blocks, allowing weapons with extending barrels (HE cannon or autocannon, two block space guns) to collide with other modules or carriers, or throwing off the carriers balance for proper controls).
This system allows for independently targeting/tracking weapons (
this is what some of us want our own weapons on a single tech to do devs) platforms or support modules.
This is not a new concept (
@reaperx1 had a video of someone elses version of this (forget who sorry) before HawkEye came out half a year/year ago or longer IIRC) however I believe this way of doing it is a lot more user friendly and customizable/stable.
DISCLAIMER :
1)Due to the nature of this system you WILL experience FPS tanking if too many carriers with attached modules are in the same area (based on size), or too many modules attached to a single carrier (also based on size) due to how the game handles friction/collisions of blocks and size of techs as this is what this system is doing like with any multi-tech.
2)The AI has some weird issues when hostiles come too close (humping range mostly) and will stop firing. Either move outside combat range then re-engage or re-issue defend orders on them.
3)Like any multi-tech, be careful with any high speed impacts that would bounce the tech as this could shake the modules loose.
DO NOT move in build beam mode as they WILL shake/pop loose.
The pictured tech above comes equipped with:
1) 8 module bays; 1 fore, 1 middle rear, and 3 on each side (can split the front between 2 modules like the pic above shows)
2)An internal power generation system (8 mobile gens and single delivery cannon for non fuel and excess sell off) with 2 receivers near the front inside treads. It's slow due to the dual singular intakes and singular line leading to 6 of the 8 gens and dev cannon but can keep you topped off or fill your batteries (if you focus on that for a bit) on your travels.
3)30 Geo batteries.
4) 24 HE boosters with a 1-1 ratio of HE tanks.
5)A skirt of 18 or so shotguns to help keep techs away from the carrier (doesn't always work)
6)4 magnets (one on each corner) for salvage collection. This might be removed due to some parts will get caught in places they don't belong and the chance of the missiles hitting them when they enter the SCU.
I've included a pair of other techs (I'm calling them escorts due to their size and singular module bay) using this system with differing weapon load-outs along with an unarmed but bubbled battlefield cleaner (named the HammerHead, don't know why this name) next to where you load in.
To make these ones AI enabled:
1)For the Escort class remove the 2x2 armor on the back of the upper hull and place an AI block in the open space there, lower left IIRC.
2) for the HammerHead place 1 on either or both sides next to the exposed shield bubble on the top next to the HE radar blocks.