201 ratings
[WD] Expanded Artillery
Mod, 1.0
File Size
0.521 MB
Apr 5 @ 2:02pm
Apr 21 @ 3:06am
2 Change Notes ( view )

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[WD] Expanded Artillery

In 1 collection by Wemd
Wemd mods (All)
28 items
A pretty big content mod. Adds 3 new types of mortars and cannons, reasearches and recipes for them./

This mod is designed for Merciless Permadeath.
So it can be OP on easy\medium difficulty.

- Adds 3 new cannons:
1. Advanced Mortar.
Works like normal mortar, but has much higher accuracy and 20 second cooldown instead 28 second.
2. Cannon.
"Horizontal" mortar which has high rate of fire. Can't shoot over walls.
3. Long-range cannon.
Deals very heavy damage, has very high accuracy, but with very long cooldown and expensive shells.

- Adds a better texture for Vanilla mortar.
- Adds 3 new researches. "Mortars" research costs 1500 instead 2000 now.
- "Sieges" can have Advanced Mortars and Long-range Cannons as well ;)
- Doesn't override anything.

Planned things:
- Fix known issues :D

Known Issues:
- "Cannons" may show a red string (Harmless. It's a feature of the game engine)
- "Cannons" can't be built under roof (Probably a feature of the game engine too)
- Sometimes raiders don't build "Long-range cannons" and "Advanced mortars" during sieges, having all resources for that.

Saved games compatibility:
Installation: no known problems.
Remove: no know problems, not recommended.

Other mods compatibility:
- Mortar Accuracy
- The majority of other mods.
- Combat Extended Too many different mechanics that I have no idea how to deal with.
- Tranquilizer guns Will probably work correct, but with Vanilla mortars only.

Like my mod(s)? Please rate up!
You could also buy me a coffee [ko-fi.com] to support my mods. Thank you! <3.
Popular Discussions View All (2)
Oct 2 @ 7:50am
Random mod bugs. A place to leave the Output_log.
Jul 21 @ 9:54pm
Cant find the cannons in the architect menus
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Demonlord09 Oct 1 @ 6:47pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1878176198 <-- Red Errors from a siege that happened with one of this mod's artillery. The Advanced Mortar.

The Hugslib log and a slightly more detailed description are in the Discussion above.
Demonlord09 Sep 14 @ 3:23pm 

Long-range cannon in a siege raid. Throws an error every time the AI tries to put a Heavy Incendiary Shell into the cannon. They still put it in and shot it at me though.

Also had issues over the past few months with a Lord Manager error that prevented the resources falling from the sky for the enemy to build their mortar and sandbags. I'm wondering if that was also partially caused by this mod.
Wemd  [author] Aug 29 @ 1:23pm 
Everything is ok, no problem :)
ELLIOTTCABLE Aug 29 @ 12:42pm 
Oh, wow, that was super-inobvious to me.

I assumed 'Heavy mortar shells' would be for the 'heavy mortar', and then 'cannon shells' would be for both cannons! Maybe I'm the only one, and this didn't confuse anybody else.

Feel free to ignore me, then! :steamhappy:
Wemd  [author] Aug 28 @ 5:41am 
Hmm... Weird...
Interesting why?
Maybe because mortar shells are for both mortars, cannon shells are for cannons, and heavy shells are for LR cannons?
You could see that even on the mod preview
ELLIOTTCABLE Aug 28 @ 5:18am 
Okay, definitely a bug: The Long-range Cannon would not accept "Cannon" high-explosive shells, and the Advanced Mortar would not accept "Heavy high-explosive shells" ... but after building all three mortars and some of each shell, I discovered that the Long-range Canon *does* accept the "Heavy" shells? wtf? hahaha?

But hey! It works for now! Looks like maybe you swapped some defs around?
ELLIOTTCABLE Aug 28 @ 5:11am 
So, I'm not sure what's up - I tried restarting; but I built a "Long-range cannon" and some "Cannon high-explosive shells"; they're sitting right next to the cannon (as well as more over in primary storage) ... and I still get "Cannot find any nearby, unreserved shells" when I try to tell a pawn to use the thing. Bug?
Wemd  [author] Aug 26 @ 10:41am 
Yeah, I understand
You could try this mod:
It makes harder to aim without skilled pawns. Maybe it can balance my mod on lower difficulty

Thank you for feedback, I added a note about difficulty to the description :)
Bishop Aug 26 @ 9:47am 
@Wemd That's true. I usually only play on medium or rough, and I'm not very good. Usually wiped by a raid at some point, and haven't officially beaten the game ever. So I haven't faced the scale of raids that you have. I just find myself doing exceptionally well now and getting 0 injuries when facing a raid. I also play with quite a few quality-of-life mods that are possibly giving me a new advantage that is more subtle which I'm not directly noticing. I'll try a higher difficulty after this colony. Thank you
Wemd  [author] Aug 26 @ 8:04am 
Well... This all depends on the difficulty and other mods you play.
I usually play merciless permadeath + a mod which adds more raids and like to build big bases with 12+ people.
And in the endgame I often get raids with 50 heavy armored pirates or 80 tribal people.
Even a direct hit of 4 long-range cannons can't stop such raids.
So everything is perfectly balanced to me.

I don't even mention big infestations or 30+ scythers raids.
Artillery is nearly useless against them.