【IRBM-Expand】IRBM-Historical
This is an extension of the IRBM module, and I hope to incorporate more historical missiles into the game through its implementation.
/////////////////////Module Features: //////////////////////
[b]1. The following dozens of historical anti-aircraft missiles and ballistic missiles have been added[/b]
[b]2. Historical parameters.
Three types of simple anti-aircraft launchers allow players to build and use anti-aircraft missiles in the early and mid-game.
4. A rotary missile silo that allows players to accommodate more missiles within a limited footprint.
5. For a simple missile development system, you need to develop a seeker and a lethal means before assembling the corresponding air defense payload
6. Grading of missile countermeasure intensity: In this module, missiles will be categorized into types such as rocket projectiles, anti-tank missiles, ballistic missiles, cruise missiles, and air defense missiles, with the intensity of missile countermeasures increasing progressively at varying costs.
/////////////////////Attention //////////////////////=/h1]
1. This module needs to be placed after the IRBM module
2. This module is developed based on the IRBM architecture.
3. This module is currently in the Beta testing phase, and any bugs that may occur are appreciated for feedback.
4. The data compilation in this module is relatively subjective. If you have any suggestions, please feel free to point them out.
////////////////////Gameplay Suggestions///////////////////////
1. Using more than two [b]close-in anti-aircraft guns[/b] can effectively intercept [b]low-speed cruise missiles[/b].
2. The automatic interception distance of [b]air defense missile[/b] should be set as [b]1.3-1.5[/b] times the range of the air defense missile.
3. The technology of missiles is divided into three levels, with Level 1 being various [b]low-speed cruise missiles and conventional ballistic missiles[/b], Level 2 being [b]high-speed cruise missiles and heavy ballistic missiles, and Level 3 being hypersonic glide missiles[/b].
4. In the original version, [b]Pirates and Outsider Forces[/b] are generally considered to belong to the Atomic Age, while [b]Empire[/b] is generally regarded as the Ultimate Age. In common mods, [b]Blaspheme Hunters, Fox Giant Corporation, Charm Fox Republic, and War Coffin Mercenaries[/b] are generally considered to belong to the Atomic Age, while [b]Millira, Therican, Orbital Chamber of Commerce, and Golden Rat[/b] are generally regarded as belonging to the Ultimate Age. Forces from the Atomic Age are capable of launching missile types with a maximum technology level of 2, while those from the Ultimate Age can launch missile types with a maximum technology level of 3.
5. When facing attacks from [b]ballistic missiles[/b] or [b]high-speed cruise missiles[/b], do not rely too heavily on your [b]close-in defense systems[/b], as they may not be able to intercept even a single ballistic missile.
According to the Yu Beichen formula, you need to ensure that you have at least 3 missiles with a 70% interception rate, meaning the total interception rate exceeds [b]210%[/b], in order to successfully intercept a ballistic missile
6. Missile attacks will only occur when the wealth value reaches [b]350,000[/b] and there are [b]satellites[/b] present. You have ample time to establish an air defense system.
7. Studying [b]close-in defense guns[/b] as early as possible can not only help you deal with missile attacks but also establish advantages in ground warfare. As for the method, you know it (horizontal firing of close-in defense guns).
/////////////////////Q&A///////////////////////
[b]1. The data in this module is too conservative. I hope to increase the difficulty level. [/b]
- This module is specifically designed to reduce difficulty, allowing players to use the missile system even in the early stages. This may greatly weaken certain attacks, but bro, this is a single-player game, so just have fun playing.
[b]2. Does this module support mid-game joining or removal?[/b]
- There is no theoretical issue. This module is developed based on the IRBM architecture, and it only adds def entities to IRBM without adding world state.
[b]3. Regarding the issue of missile range in this module: [/b]
- Please note that the effective interception range of an anti-aircraft missile is related to the engine, propellant, and the dynamics of the intercepted target. Extending the range only ensures that the missile can fly to the end of its trajectory, but it does not mean that the missile can hit a target at the maximum distance.
/////////////////////Special Thanks///////////////////////////////////
- Special thanks to kazepsi for allowing me to use the IRBM framework for mod development. Original mod: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3682304832&searchtext=IRBM]https://steamcommunity.com/sharedfiles/filedetails/?id=3682304832&searchtext=IRBM[/url]
[b]
This is my first mod for RimWorld. I have no prior experience with XML development, so please point out any issues that I may have overlooked.
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