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Combat drones 2

This is a somewhat early version of the mod It should function without any major issues, but content-wise it might be a bit barren (by itself it only adds 1 drone while only adding 3 more with VWE active). I’ll be adding more stuff later, once I’m sure the balancing is right because surprise, surprise, sticking two extra independently-firing guns onto a colonist may or may not be a bit trickly to balance correctly. [hr] Content Similarly to the previous combat drones mod this adds combat drones which pretty much function like mobile turrets that are glued to a pawn. The difference is that instead of being attached to the pawn 24/7 the implants give an ability to “summon” a pair of drones that last (usually) 3 hours and then require a day to recharge. Imagine Vanilla Apparel Expanded — Accessories’ Mini-turret Pack, it works pretty much the same way...except these come in the form of an ability that comes from an implant, instead of being a piece of apparel. [hr] Balancing I’m open to suggestions, so this is all subject to change, but this is currently how it all works: [list] [*] A single pawn can have one combat drone pack installed. [*] After the implant is installed the host gains access to a “combat drone support” ability (they need to be drafted for the button to appear) [*] When activated the drones will function like a pair of fully independent normal-quality versions of the weapon they are based on. [*] The drones will last for 3 hours, after that they’ll require a cooldown period of one day before being usable again. [/list] [hr] “Supported” mods (that cause additional drones to be added when they’re active) [b]Vanilla:[/b] (not a mod, I know) [list] [*] Adds a charge rifle combat drone [/list] [b]Vanilla weapons expanded:[/b] [list] [*] Adds a charge shotgun combat drone [*] Adds a charge sniper rifle combat drone [*] Adds a charge minigun combat drone [/list] [b]More will be coming later[/b] Planned additions: [list] [*] Crypto weapons from VFE - Vikings [*] Plasma weapons from VFE - Insectoids [*] Laser weapons from VWE – Lasers [*] Coilgun weapons from VWE – Coilguns (if they end up working) [*] Psychic weapons from HALO: Rimworld Psychic Pulse Armory (Continued) [/list] I’m open to suggestions when it comes to adding support for other mods or ideas for original drones. The only requirement is that the weapon should be unique enough (have a unique firing mode, effect on hit etc). Note: adding new drones might take longer than it did in CD1 as I’m actually putting effort into their sprites this time. [hr] Differences between this and Combat Drones 1 [list] [*] The drones are now an ability with a limited duration and a cooldown instead of being active 24/7 [*] The drones based on existing weapons keep their original stats instead of having their cooldown doubled. [*] The crafting and installation cost needed to fully equip a pawn with drones should end up being somewhat lower and less time-consuming [*] The drones have received a graphical change to better fit the theme of their weapon counterparts. [/list] [hr] Compatability [b]CE[/b]- I have not made any effort to make this mod compatible with CE, but if they make it compatible on their end, I’ll make sure to update this information (once I get notified about it).