Cruise Missiles(Adjustable Properties Version)
Update:
You can now enable "Allow Enemies to Use Cruise Missiles" in the settings. Enemies will carry launchers during raids, and enemy bases will also have launchers. (Probability is adjustable; enemies will not use nuclear weapons.) Players will also gain corresponding countermeasures. All functions from other mods capable of intercepting mortar shells can now intercept missiles (e.g., Laser Defense from Edge Nuclear). After enabling this option, players will unlock two new structures:
1. CIWS (Close-In Weapon System): Intercepts one missile, artillery shell, or drop pod at a time.
2. Anti-Missile System: Intercepts four missiles, artillery shells, or drop pods simultaneously.
Ground attacks and drop pod interception must be manually enabled. With enough anti-missile systems, you can destroy all incoming drop pods.
Changelog:
[b]Launch and Coordination Mechanics[/b]
Maximum reload quantity is now adjustable in settings.
[b]Salvo Function:[/b] Multiple launchers can be selected to fire in salvo. The first missile hits the target precisely; subsequent missiles land with a small, controlled random deviation around the target center.
[b]Coordinated Attack:[/b] A new "Coordinated Attack" button has been added. When enabled, if one launcher fires, all other launchers with this button activated will automatically join the attack. A setting option "Skip Reload Check (Free Ammo)" has been added. When enabled, even empty launchers can fire instantly to create a火力 net; when disabled, only loaded ammunition is consumed.
[b]Automatic Defense:[/b] Settings now allow unmanaged launchers to automatically engage enemies (colonists will reload them if ammunition is nearby).
[b]Ammunition and Mod Compatibility[/b]
[b]New Warheads:[/b] Added Incendiary, Mine-laying, Smoke, and Cluster warheads.
[b]Bunker Buster (Anomaly DLC):[/b] Capable of destroying giant craters. Against non-crater targets, it functions as an enhanced high-explosive round and can penetrate thick rock roofs.
[b]Compatibility[/b]
Nukes: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1777069843]https://steamcommunity.com/sharedfiles/filedetails/?id=1777069843[/url]
Edge Nuclear: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465]https://steamcommunity.com/sharedfiles/filedetails/?id=1127530465[/url]
Nuclear Dawn: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2733185331]https://steamcommunity.com/sharedfiles/filedetails/?id=2733185331[/url]
"Peacekeeper Missiles" can destroy everything. (Note: Disable "Destroy Everything" in settings if you wish to preserve features like fallen boulders or steam geysers.)
All nuclear weapons can directly destroy outposts. Only Edge Nuclear MK2 and the Anomaly Bunker Buster can penetrate thick rock roofs (settings allow locking onto enemies beneath rock roofs).
[b]Tracking and Accuracy Adjustments[/b]
Missile logic has been completely refactored to include tracking capabilities, replacing the original mortar trajectory. Tracking intensity is adjustable in settings:
[b]Intensity = 0%:[/b] Missiles do not predict movement; they fly directly toward the enemy's current position.
[b]Intensity = 50%:[/b] Attempts to predict target velocity but halves the effective range. High hit rate against slow targets, but may lag behind fast-moving ones.
[b]Intensity = 100%:[/b] Perfect interception mode. Calculates lead time for guaranteed kills against targets moving at constant speed.
Your cruise missiles will either act like windshield wipers or just eat exhaust fumes.
[b]Rapid Fire Settings:[/b] Rapid-fire count is now adjustable, better matching the visual appearance of the 4-round launcher texture.
[b]Other Optimizations[/b]
Added Simplified Chinese language support.
Added a settings interface to adjust missile and launcher attributes.
Supports cross-map attacks.
[b]Notes:[/b]
[1] Incompatible with Combat Extended.
[2] Cross-map attacks require the target map cell to be loaded.
Original Author: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2888776971]https://steamcommunity.com/sharedfiles/filedetails/?id=2888776971[/url]
Original Mod Description:
Mortars are dangerous but inaccurate weapons. Are there alternatives? RimWorld colonists can already build transport pods, a technology even more complex than basic missile systems. Why not repurpose this technology into another means of committing war crimes?
This mod makes it possible. You can now manufacture cruise missiles and construct launch facilities for them. This requires researching two technologies: "Transport Pods" and "Mortars."
There are currently [six] types of missiles:
1) High-Explosive Missile: Small blast radius but extremely high damage.
2) Thermobaric Missile: Lower damage (comparable to high-explosive mortar shells) but larger blast radius.
3) Antimatter Missile: Uses an antimatter warhead, combining massive blast radius with high damage.
4) EMP Missile
5) High-Explosive Fragmentation Missile
6) Gas Missile (Biotech DLC only)