RimWorld

RimWorld

74 ratings
Cruise Missiles (Continued)
4
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.062 MB
14 Nov, 2022 @ 3:39pm
16 Apr @ 6:20am
7 Change Notes ( view )

Subscribe to download
Cruise Missiles (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
439 items
Description
Original mod by Gravius
https://steamproxy.net/sharedfiles/filedetails/?id=2794380494
If the original author requests it, I will remove this update.

--

Not compatible with Combat Extended.

--

Original mod notes (1.3):

The mortars are a 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 [six] types of missiles now:
1) HE missile. Small blast radius, but high damage.
2) Thermobaric missile. Less damage (deals as much damage as HE mortar 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.

4) EMP missile
5) Tox gas missile (Biotech only)

6) Nuclear missle
(Requires "Fortification Industrial -Nuclear Dawn" - https://steamproxy.net/sharedfiles/filedetails/?id=2733185331)

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 allow 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!)
Popular Discussions View All (1)
1
16 May, 2023 @ 12:29pm
To the author
Herr Major
49 Comments
Korovo 6 Jun @ 6:27am 
seems like the uninstall functionality for portable launchers has issues when ordered outside your original settlement.
Zaljerem  [author] 21 Apr @ 12:17pm 
Thanks!
Blastmetal 21 Apr @ 12:14pm 
(deals as much damage as HE !!!!!mortal!!!!!shell), just pointing out a spelling mistake in the discription.
Zaljerem  [author] 16 Apr @ 6:20am 
Of course!
ユウポン_Vt 16 Apr @ 5:09am 
1.5?
Zaljerem  [author] 6 Feb @ 1:47pm 
Thanks for the report, I've just pushed an update.
[JdG] Pejman 6 Feb @ 1:34pm 
I think you need to update the nuke for "Fortification Industrial -Nuclear Dawn"
from

<comps>
<li Class="Fortification.CompProperties_CompositeExplosion">
</li>
</comps>

into

<modExtensions>
<li Class="Fortification.ModExtension_CompositeExplosion">
</li>
</modExtensions>

as it's throwing errors right now
Lemon caro 14 Oct, 2023 @ 3:17pm 
i wish this was CE compatible as there are already tomahawk missiles shown in the advanced launchers research tab that remain as of writing this unused :steamsad:
Artyom 23 May, 2023 @ 1:42pm 
Only if it was CE Compatible :( sadface
jimothy69billiams 7 May, 2023 @ 5:16pm 
Sucks that this doesnt work with SOS2, very cool mod tho