RimWorld

RimWorld

224 ratings
Highfleet Turrets
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Mod, 1.4, 1.5
File Size
Posted
Updated
17.251 MB
27 Aug, 2023 @ 2:52am
12 May @ 9:59am
8 Change Notes ( view )

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Highfleet Turrets

Description
Combat Extended only.

Adds several direct-fire and indirect-fire cannons and autocannons from Highfleet. No guarantee on balance, as theyre pretty much overkill for most enemies.

High costs, high firepower and awesome all around. Have fun blasting tribals with naval guns. Or laugh as your turret misses and you realize thats 176 steel and 2 components that you launched on the wrong place

Please be aware that I used the uncapped fragment count from Combat Extended's balance sheets.
Excessive fragments may cause your game to crash on high calibers like 180mm and 220mm. The Incendiary/Thermobaric rounds dont have fragments if you wish to use them to flex on the natives.



Where's the Laser guided munitions?
Requires Billdoors' Framework

Artillery version?
I'll need input for how you guys want it, Another dropdown for artillery version or do it with Billdoors' Framework for changing (though Im not sure if it can change the graphics).
Its now available, though there are some unconventional workarounds for certain ammunition types to work as intended

X-15, A100, P-3?
Warcrimes someday



Compatibility:
- Artillery Machine for faster ammunition production


I'll try to respond here in Steam as much as I can but you can go bug me in CE Discord where I usually hang out.
[ko-fi.com]
Combat Extended only.
111 Comments
Mr.Wireman 12 Jul @ 7:41pm 
So cool for my Gravships, but yeah.. Not very balanced when 1 turret can take out max Mech raids :steamhappy:
Soft Head 9 Jul @ 10:02am 
any plans for 1.6 once things settle a bit?
Aizuki 1 Jul @ 11:35pm 
that sad, i really want this without CE ... dont care bout ammo type but this can pair with reel's ammo loader
avali gaming 7 Jun @ 2:21pm 
is there any chance of making this thing compatible in some way with SOS2 so i can rip my enemy's ships to shreds with a 6 barrelled 180mm cannon instead of the base options?
Legio Athanatos 6 Jun @ 2:17am 
Hi! I have observed that the 2A37, AK-725 and Twin 2A37 (Direct Fire ver.) can't seem to fire from from an Embrasure (1 cell distance).

On the other hand, the 100mm, 130mm, 180mm cannons and 220mm Rocket (Direct Fire Ver.) can do so without issues.
lego116 28 May @ 8:48am 
@amaoto Ah ok I understand, maybe one day ill have to give CE a proper go and try it.
amaoto  [author] 28 May @ 1:09am 
A lot of the core mechanics used are based on combat extended's ammunition system.
If I were to change/remove that requirement I'd have to cull a lot of the ammo types.
ie Airburst shells, Autoloaders, Flare Launchers, and the new CIWS system would be the main removals.
Could just make do with HE and Incendiary shells, but support would be severely limited as I really dont play without Combat Extended. Its like how other modders dont make CE patches because they dont use it.
lego116 27 May @ 9:41am 
Im assuming its already been asked, but do you think we could get a non CE version? This mod looks really cool and id love to be able to use it without CE.
Quantum Fox 13 May @ 4:23am 
That's only if the speed is high enough.
amaoto  [author] 13 May @ 4:18am 
Its doable... but the way CIWS is now, its bound to miss A LOT. If the CE devs ever make an area of effect or allow higher % to hit, then yes