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Ammo Variety - Grenade Launchers
   
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Mod, 1.3, 1.4, 1.5
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1.023 MB
10 ENE 2023 a las 11:44
10 AGO a las 4:46
4 notas sobre cambios ( ver )

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Ammo Variety - Grenade Launchers

En 2 colecciones creadas por Keshash
Combat Extended things that I wanted
10 artículos
Ammo Variety Series
4 artículos
Descripción
Adds many new auxillary ammo types for grenade launchers of Combat Extended.

Supports all common grenade launcher calibers and generic ammo mode. Gives unique graphics to new and old grenade launcher projectiles.

In polishing/public testing stage. Description impromevements pending.

Baton


Upscaled beanbag ammo for wide bores of grenade launchers. Noticeably more powerful, it is almost too much to be called "non-lethal". Bouncy baton projectile ricochets off targets, often attempting to fly towards unsuspecting bystanders. Ricochets can be utilised to reduce damage to target by aiming at the ground in front of them.

Proper use involves aiming at the torso or legs. Inaccurate hits by baton grenades can cause debiliating head wounds and broken fingers.

Canister


A load of buckshot stuffed into a grenade casing. Not as accurate as a proper shotgun shell, it nonetheless can save the grenadier should they find themselves in a close quarters engagement. Spread is too high to be effective at long range.

Scanner


A shell with a miniature wireless camera encapsulated inside, capable of providing high-quality situation reports for several hours straight. Acts as a temporary CCTV and removes fog of war in a small circle around them.

Direct hits into a wall might damage the camera, rendering it unusable. Best fired into open fields for soft landings. Highly expensive to manufacture.

Appears in game only if you have Combat AI 5000 [github.com] mod installed.

Firefoam


A load of fire extinguishing foam in grenade launcher format. Instantly stops fires in a small area. Safe to shoot unsuspecting allies with.

Flare


Your old trusty parachute flare. Deploys into the sky over an area, provides light and accuracy bonuses against pawns at night. Runs out after a few hours. Can be fired over walls.

Flashbang Airburst


A stunning pyrotechnical charge that explodes in the air over targets. Area of effect is much smaller than the handgrenade version, but the weapon range is much higher. Timed airburst fuse makes this grenade good against targets in cover.

Mid-air, this grenades makes a loud whistling noise, which sounds exactly like a mortar shell falling, suppressing enemies much harder than such grenade normally would. All this comes at the cost of higher manufacturing cost.

Prometheum


A civilised version of the Molotov Cocktail. Packs a prometheum charge that sticks to targets and burns through armor, making it effective even against mechanoids. Very low area of effect and poor accuracy of grenade launchers means that you'll have to employ skilled shooters to reliably hit targets with this shell type.

Signal Smoke


A disposable, less reliable alternative to using Binoculars. Upon impact, releases a vertical cloud of red smoke to spot the area for artillery bombardment. Which isn't the most practical way to mark coordinates, so you'll sometimes have to use more than one signal grenade until those artillery nerds figure out where this smoke cloud is.

Skills of the grenadier still matter for artillery accuracy, so make sure to put the smartest people on spotting duty.

Stinger


A less-lethal grenade designed to disorient whole groups of people at once. Releases tiny rubber balls, which apply muscle spasms on hit. Releases a toxic gas cloud if you have Biotech. Creates a tiny explosion, which hurts folks on direct hit. All these effects for one small grenade make it not very good at anything in particular.

Best fired at a spot *near* groups of lightly armored targets.

Only appears in game if you have Grenade Variety installed, until I figure out a better way for these 2 mods to share defs.


FAQ

Q: Can this work without CE?
A: No.

Q: What guns can use these?
A: Any handheld grenade launcher or stationary guns that use the supported calibers.

Q: What calibers are supported?
A: Generic ammo mode and 20x42mm, 25x40mm, 30x29mm, 40x46mm, 40x53mm, 40x53mm VOG-25.

Q: I found something unbalanced, can I suggest how to balance it better?
A: Yes, please do.

Q: Mod author disappeared without any trace, can I continue/reupload/fork your mods?
A: Yes.

Supported calibers:
Credits
Ammunition graphics – Me, Serina and the CE team.
XML - Me.
The foundation to make all these special gimmicks possible - CE team.
Useful ideas - Auggie, Chimmers.

Want to support my modding endeavors? Consider throwing some coins my way. In times of war, every penny helps.
[ko-fi.com]
22 comentarios
TheSpookiestSkeleton 13 OCT a las 19:52 
you should add inert ordinance for launchers and cannons it'd be funny and also let me test without using live ordinance and blowing up my own pawns because of incorrect mortar instructions
Isaiah 24 SEP a las 22:42 
Heya, just wanted to confirm what @Dogged mentioned; RimSort places it before Combat Extended (Same with Grenade Variety btw.), so I had to create manual rules for Autosorting.
Qucumber 21 AGO a las 22:36 
Will this work with Generic Ammo Experience?
Keshash  [autor] 15 AGO a las 5:36 
Oh, thanks. Kinda weird that it doesn't consider CE being a hard dependency for the sorting, but i'll add it
Dogged 14 AGO a las 18:41 
Love this! I'm glad you updated it.

I think you're missing this from the mod, though. Otherwise my automatic sorting pushes it above CE and it gives me red errors on startup.
<loadAfter>
<li>CETeam.CombatExtended</li>
</loadAfter>
John DeWolf 10 AGO a las 7:54 
HUZZAH!!!
Keshash  [autor] 10 AGO a las 4:47 
Updated to 1.5

* Added visual-only fire trail to flare grenade
* Minor tweaks to signal grenade visual effects.
tsipras nlexis 2 AGO a las 11:36 
1.5 PLEASE
Smiley Face Killer 4 JUL a las 4:47 
@ROBOCOP
Did you get around to testing it? I would love to add the ammos back to my list
ROBOCOP GAY 1 JUL a las 11:16 
CE just updated, does this mod works with 1.5?