RimWorld

RimWorld

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Artillery Gun
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
299.866 KB
May 8, 2021 @ 3:36pm
Oct 21, 2024 @ 8:00am
14 Change Notes ( view )

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Artillery Gun

In 1 collection by Xercaine
Industrial Series
1 item
Description
Have you ever had every shell in a mortar barrage fail to hit even a single target? Are you tired of the accuracy of mortars? Well, then you're in luck. This mod seeks to remedy this problem, by introducing a new long-range, highly accurate weapon; The Artillery Gun.

Introduction
This weapon is a new 45-kilo heavy set of military equipment that in the same way as mortars lobs projectiles great distances and over walls. However, in comparison to mortars, the artillery gun has far greater precision and range, with a forced miss radius of only 4, meaning a direct hit chance of 2%, compared to the mortars forced missed radius of 9 and direct hit chance of only 0.4%.

This added accuracy comes at a price, however, with the artillery gun taking 40 seconds to reload and 6 seconds to aim, which is significantly longer than its mortar counterpart. It is also more limited in engaging targets at closer range.



This new weapon requires research to be done before it can be built. A new research project with a base cost of 2500 has been added, building upon research made on mortars.

Sieges
Please also be aware that another challenge accompanies this weapon. The lust for greater firepower and dominance aren't only limited to your colonists, as other factions across the Rim seek to use this weapon against you themselves. The artillery gun is available to all factions, and will frequently be used against you in sieges by enemy factions. Be prepared.

With all this said, this seems like a good time to mention that this weapon does not exclude a use for mortars. It is not a straight upgrade. With mortars having increased rate of fire and a closer engagement distance at the cost of accuracy, they are still a viable piece of equipment to have in any artillery formation.

Compatibility
Combat Extended Compatible

This mod is made using XML only and changes no vanilla properties. This means that most other mods should be compatible unless they make extensive changes, including other artillery mods. If I missed something during my testing be sure to let me know.

Tested/Patched:
Vanilla Furniture Expanded - Security
Combat Extended

Known Issues
When using Combat Extended, if a siege brings an artillery gun, shells spawned for it will be for mortars, and because of this can't be fired. As this is a limitation of CE, and because the current workaround is very clunky, I'd consider having it disabled from spawning. This, however, has proven to be beyond my current capability. Note that mortars still spawn in sieges and work either way, so this is only a problem sometimes.

Feedback
Any feedback or reporting of issues is appreciated. I actively try to maintain my mods as long as my spare time and energy allows it.



If you like my mods, please consider donating. It supports my work and really helps out.
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103 Comments
Mihsan Feb 16 @ 5:00pm 
Oh, sorry then. I will try to test it and find out what I can.
Xercaine  [author] Feb 7 @ 2:42pm 
@Mihsan I tested it with no other mods loaded, and it seems to work fine. It's likely a mod incompatibility, but if you find out what it is I can see what I can do. What mod is the howitzer shells from?
Mihsan Feb 7 @ 1:38pm 
This should not be marked with CE sign. The gun is bugged.

What shells does it use? How can I craft them? There are 105 mm howitzer shells, but they are not it. And also some kind of 101 mm cannon shells... but this thing needs 105 mm cannon shells, which are not craftable.
Xercaine  [author] Oct 25, 2024 @ 2:12pm 
@IsraeliDestroyer2244 Hey, this mod has what's called world tile shelling if you're using Combat Extended, but unfortunately not without it.
mita Oct 25, 2024 @ 2:02pm 
ill try to put this in words but if lets say if i was at my base could i use the artillery to fire at other bases, while im at my base firing them?
Xercaine  [author] Oct 21, 2024 @ 5:13am 
@Bacontotem Thanks for informing me, but I see on the page for the mod that it's sadly not compatible with CE.

From the mod page: 'Not compatible with Combat Extended! Likely incompatible with any non-vanilla mortars and potentially other mortar mods.'
Bacontotem Oct 20, 2024 @ 4:05pm 
Found the error. Keep mortars ready and the artillery are fine, and CE+Artillery are fine, but something about keep mortars ready + CE breaks this mod.
Xercaine  [author] Oct 20, 2024 @ 3:17pm 
@Bacontotem By addons do you mean any mods or specifically Combat Extended's addons? Because loading only this and CE works fine for me. If it doesn't for you, maybe try to verify file integrity and as you said cycle through mods.
Xercaine  [author] Oct 20, 2024 @ 2:54pm 
@Bacontotem Did some basic tests and it seems to work fine, so it's likely a mod conflict. Do you have any mods you think could be interfering?
Xercaine  [author] Sep 24, 2024 @ 8:23am 
@Meyar It's a mod incompatibility of some sort. Do you have other mods that affect turrets or artillery?