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Cruise Missiles [abandoned]

Notice (19.X.2022): i have started to work on the new version, and came to conclusion that it will be better to make new version as a separate mod with different name, new graphics and with some changes. The new version will be here in a couple of weeks after release of the new DLC, where the most problematic part is the graphics - i am trying to make the completely new graphics. WARNING: NO CE COMPATIBILITY. IT SHALL NOT WORK WITH COMBAT EXTENDED. Make sure that you are not using thing mod and CE together, or else the stuff from this mod will not work at all. Maybe somewhere in the future i will do the CE version, but can't do it soon. The mortars are dangerous, yet inaccurate kind of weapon. But what about alternatives? The colonists of rimworlds are able to construct transport pods, which is even more complex than some basic missile. So, why not take this technology and turn it into another way to commit war crimes? This mod makes it possible. Now you will be able to craft the cruise missiles and build the launchers for them. To do this, you will have to research two technologies: "Transport pods" and "Mortars". There are three types of missiles now: 1) HE missile. Small blast radius, but high damage. 2) Thermobaric missile. Less damage (deals as much damage as HE mortal shell), but much larger blast radius. 3) Antimatter missile. Uses antigrain shell as warhead (which is required to make the missile), and has both large blast radius and high damage. This mod supports the "Vanilla Furniture Expanded: Security": if you will install VFE:S, then the missile launchers will be able to send the missiles to other locations. Note: in this mode of shooting the accuracy will be very low, make sure you have a lot of spare missiles and free time before starting the bombardment. [1] Also, if you play with Save Our Ship 2, do not install the missile launchers on board of your ship: it will disappear during landing from space. [2] Notes: [1] The code for artillery in VFE-S never was supposed to making the precise shots to targets in other locations. As i am not a coder, i can't change it or write my own code to make the missiles work as desired. [2] It is caused by some incompatibility between the VFE:S and SOS 2. The same thing shall happen if you install on the ship an artillery from VFE:S. (discovered by KatterMaw, thank you for testing!)