RimWorld

RimWorld

139 ratings
Artillery Gun
   
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Mod, 1.2, 1.3
File Size
Posted
Updated
0.424 MB
May 8, 2021 @ 3:36pm
Jan 17 @ 6:20am
8 Change Notes ( view )

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Artillery Gun

Description
Have you ever had every single shell in a mortar barrage fail to hit even a single target? Are you tired of the accuracy of the mortar? 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 5, meaning a direct hit chance of 1.2%, compared to the mortars forced missed radius of 10 and direct hit chance of only 0.19%.

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, artillery shells spawned during sieges will be of the incorrect kind. As this is a limitation of CE, and because the current workaround is very clunky, I'm considering having it disabled from spawning. This, however, has proven to be beyond my current capability. Note that mortars still spawn and work either way, so this is only sometimes a problem.

Any feedback or report 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, would you consider donating? It supports my work and truly helps out.
[ko-fi.com]
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51 Comments
Xercaine  [author] Jan 17 @ 5:02am 
Hey @Ailees, that's okay, thanks for the points. It was an edited sound from FreeSound.org , so feel free to use it.
Ailees Jan 8 @ 2:12pm 
Hi @ xercaine, I took your sound file,To show your gratitude, I'll give you some steam points:steamhappy::steamhappy:
Geronimo Sep 11, 2021 @ 3:20am 
I really enjoy this mod. plus it is based on an ancient design that I had laying in the yard. which was amazing to always see. pair three of these with infinite ammo turrets mod for ultimate devastation. ;)

though the 155 shells leave a little to be desired against upgraded mechs. they can tank quite a few shells from the expanded mechanoid mod.
Xercaine  [author] Sep 10, 2021 @ 12:19pm 
Hey @Thundercraft. Most of the guns XML code is copied from mortars, so the frequency they're used and their availibility to other factions should be the same. I don't know the properties that determine it, but its something to look into.

As for the pirates and tribals, any base artillery seems to be available to them, but since tribals don't do sieges (as far as I've seen) they don't use it. They can however do sieges through devmode.
Thundercraft Sep 10, 2021 @ 11:06am 
Quote, "The artillery gun is available to all factions, and will frequently be used against you in sieges by enemy factions. Be prepared."

Considering that players are unable to use this artillery until after they complete some heavy research project, I have to wonder: Is the availability of this to other factions limited by tech level?

Frequently? How frequently? All factions? Does that include Pirates and even Tribals?! If so, I'd prefer if there were mod options to somewhat limit availability to a certain types of factions (or just make it somewhat rarer all around).
Vort3x Aug 22, 2021 @ 8:44pm 
what would be great, from the thought now, have not yet tested the mod, if there is another version of the artillery, which shoots a triple salvo. so the three shots should hit almost together. so fast fire rate, but for this the accuracy is more worse.
Xercaine  [author] Aug 15, 2021 @ 7:51am 
Hey @MONKE, after 1.3 and its changes to mortars it does require reinforced barrel by default. Not a fan of these changes myself, so I use a mod to make them craftable, but if you want it can be disabled by using 'classic mortars' in the difficulty settings I believe.
MONKE Aug 15, 2021 @ 5:49am 
Does it require reinforced barrel?
Xercaine  [author] Jul 27, 2021 @ 3:57am 
@Brandon12340987 Yeah, I though that too, haha. That, and the VFE Security artillery. And yeah, I started making this mod literally immediately after failing a massive mortar barrage, for that exact reason.

No recent changes to damage or A.O.E, as both of these are shell properties, which I don't touch on in this mod. Only changes have been to accuracy and firerate in the latest update :)
Brandon12340987 Jul 26, 2021 @ 9:40pm 
the cannon looks similar to the new mega cannon that you can find as wrecks on the map, will be nice not having 43 HE shells miss with only 2 hits causing a couple wounds and 1 down has there been any damage or A.O.E changes?