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RimWorld => Releases => Mods => Outdated => Topic started by: Neildmac on January 20, 2017, 11:59:50 AM

Title: [A17] Caridion Arsenal V1.0.3
Post by: Neildmac on January 20, 2017, 11:59:50 AM
(http://imgur.com/UUODPz6.png)

Your typical weapons mod, in this case adding Charged weapons and  misc weapons. All weapons can be crafted after the respective research is unlocked at the Machining table. Variants have their own quirks and values that allow for differing uses to their vanilla counterparts.

Not compatible with Combat Realism but a Patched version is in the works.

In case of Broken saves due to V1.0.1 EW to V1.0.2 CA update
1. Get V1.0.1 Extended Weaponry from Legacy downloads
2. Enable V1.0.1 EW instead of V1.0.2 CA
3. Load broken save and remove any weapons from this pack.
4. Save and unload V1.0.1
5. Load - hopefully - fixed save with V1.0.2 (Or dont - Im text, not a cop.)

Downloads
Latest [V1.0.3]  (https://ludeon.com/forums/index.php?action=dlattach;topic=29772.0;attach=21359)
Mega [A17 V1.0.3]  (https://mega.nz/#!wkhSWAha!3Z1eT3shy12Tl333MBEnexllkRd31IAiFSP1QdhZ87k)
Steam Workshop [V1.0.3]  (http://steamcommunity.com/sharedfiles/filedetails/?id=846378171)

Includes:
Charge Pistol
"Light amplified by the stimulated emission of radiation in two-shot pistol form!"
Base Damage = 7
Accuracy = 0.85 Touch, 0.72 Short, 0.58 Medium, 0.26 Long.
Range = 28 tiles
Shot Count = 2 shots

Charge time = 0.6 Seconds
Cooldown = 1.38 Seconds.
Materials = 10 Steel, 20 Plasteel, 3 Components
Research = Charged Shot

(http://imgur.com/l9u7glQ.png)

Charge Shotgun
"The ancient design required laser amplification to improve it. Your enemies become slightly more spread out with each use."
Base Damage = 24
Accuracy = 0.90 Touch, 0.87 Short, 0.75 Medium, 0.56 Long.
Range = 24 tiles
Shot Count = Single Shot

Charge time = 1.2 Seconds
Cooldown = 1.26 Seconds.
Materials = 60 Steel, 40 Plasteel, 6 Components
Research = Charged Shot

(http://imgur.com/23qBXhU.png)

Charge LMG
"An uncommon bullpup "laser machine gun".  The designer didnt like the additional L."
Base Damage = 6
Accuracy = 0.75 Touch, 0.69 Short, 0.53 Medium, 0.32 Long.
Range = 32 tiles
Shot Count = 5 Shots [1 per 9 ticks]

Charge time = 1.2 Seconds
Cooldown = 2.2 Seconds.
Materials = 50 Steel, 40 Plasteel, 8 Components
Research = Charged Shot

(http://imgur.com/KIfSlX5.png)

Charge Sniper
"High damage and light weight makes for a brutal combination. Technically bolt action. Preferred gun of any respectable contract killer."
Base Damage = 40
Accuracy = 0.40 Touch, 0.80 Short, 0.86 Medium, 0.82 Long.
Range = 52 tiles
Shot Count = Single Shot

Charge time = 2.8 Seconds
Cooldown = 2.1 Seconds.
Materials = 90 Steel, 30 Plasteel, 12 Components
Research = Charged Shot

(http://imgur.com/Fkqfzqu.png)

Charge Minigun
"A laser minigun with an ludicrously high magazine capacity but a high charge time. Popular with bounty hunters. The main downside is identifying the bodies."
Base Damage = 3
Accuracy = 0.60 Touch, 0.48 Short, 0.20 Medium, 0.08 Long. 2.8 miss radius.
Range = 32 tiles
Shot Count = 60 Shots [1 per 3 ticks]
Stat Offset = -0.36 Move speed

Charge time = 7.0 Seconds
Cooldown = 2 Seconds.
Materials = 220 Steel, 64 Plasteel, 20 Components
Research = Charged Shot, Multibarrel Weapons

(http://imgur.com/PW9sPCC.png)

Potato Launcher
"The designers of this weapon thought it would be funny to go for something off the hook. What they made was exactly that... and then some. Coleslaw not included."
Base Damage = 1
Accuracy = 0.75 Touch, 0.64 Short, 0.33 Medium, 0.15 Long. 2.0 miss radius
Range = 40 tiles
Shot Count = 75 Shots [1 per 2 ticks]
Stat Offset = -0.18 Move speed

Charge time = 1.6 Seconds
Cooldown = 2.0 Seconds.
Materials = 70 Steel, 40 Plasteel, 75 Raw Potatoes, 8 Components
Research = Multibarrel Weapons
(http://imgur.com/lzEecn0.png)

V1.0.2 adds:
Charge SMG
"This SMG is highly damaging, accurate and deadly in the right hands, even if it trades a short charge time for a longer reload time."
Base Damage = 8
Accuracy = 0.83 Touch, 0.75 Short, 0.45 Medium, 0.32 Long.
Range = 18 tiles
Shot Count = 6 Shots [1 per 8 ticks]

Charge time = 0.4 Seconds
Cooldown = 2.8 Seconds.
Materials = 56 Steel, 20 Plasteel, 8 Components
Research = Charged Shot
(http://imgur.com/Q91Bkza.png)

Charge Carbine
"A short ranged version of the standard charge rifle. Its KAR-BINE not CAH-BINE."
Base Damage = 8
Accuracy = 0.88 Touch, 0.76 Short, 0.62 Medium, 0.48 Long.
Range = 24 tiles
Shot Count = 4 Shots [1 per 16 ticks]

Charge time = 0.86 Seconds
Cooldown = 1.04 Seconds.
Materials = 16 Steel, 20 Plasteel, 5 Components
Research = Charged Shot
(http://imgur.com/SYDvQ7O.png)

Charge DMR
"Designated Marksman Rifle. Like an ancient survival rifle but its chargy this time!"
Base Damage = 24
Accuracy = 0.80 Touch, 0.92 Short, 0.98 Medium, 0.85 Long.
Range = 46 tiles
Shot Count = Single Shot

Charge time = 1.2 Seconds
Cooldown = 1.90 Seconds.
Materials = 55 Steel, 26 Plasteel, 5 Components
Research = Charged Shot
(http://imgur.com/ufIP0Ms.png)

Flechette Shotgun
"Similar design to the Pump shotgun, only it uses heavy "flechettes", which are practically darts. Perfect for pub games on your enemies."
Base Damage = 36
Accuracy = 0.86 Touch, 0.80 Short, 0.67 Medium, 0.40 Long.
Range = 25 tiles
Shot Count = Single Shot

Charge time = 0.6 Seconds
Cooldown = 1.54 Seconds.
Materials = 50 Steel, 8 Plasteel, 10 Components
Research = None
(http://imgur.com/2U76wGu.png)

Flamethrower
"One deranged colonist from that possibly friendly midworld colony expanded on the "hairspray and lighter" concept a while ago. Pyromaniacs praise said colonist as their deity."
Base Damage = 3 + Flame damage
Accuracy = 0.71 Touch, 0.80 Short, 0.45 Medium, 0.13 Long. 3 miss radius
Range = 28 tiles
Shot Count = 16 Shots [1 per 4 ticks]
Stat Offset = -0.10 Move speed

Charge time = 2.3 Seconds
Cooldown = 3.4 Seconds.
Materials = 120 Steel, 30 Plasteel, 8 Components
Research = None
(http://imgur.com/pTBcqu2.png)

Coilgun
"Coilguns use high powered electromagnets to launch a obliterating projectile over an incredibly long distance.  Of course, the capacitor charges incredibly slowly to increase its incredibility."
Base Damage = 48
Accuracy = 0.92 Touch, 0.95 Short, 0.98 Medium, 0.96 Long.
Range = 60 tiles
Shot Count = Single Shot
Stat Offset = -0.51 Move speed

Charge time = 10 Seconds
Cooldown = 8 Seconds.
Materials = 268 Steel, 96 Plasteel, 60 Components
Research = Charged Shot
(http://imgur.com/5OY815W.png)

Taser Pistol
"Taking high voltage to your body is an acquired tased"
Base Damage = None + Short stun period
Accuracy = 0.85 Touch, 0.72 Short, 0.58 Medium, 0.26 Long.
Range = 12 tiles
Shot Count = 2 Shots [1 per 12 ticks]
Charge time = 0.6 Seconds

Cooldown = 1.38 Seconds.
Materials = 10 Steel, 16 Plasteel, 8 Components
Research = Charged Shot
(http://imgur.com/gesVPQh.png)

Taser Rifle
"This rifle has an absolutely stunning display to show your friends!"
Base Damage = None + Long stun period
Accuracy = 0.88 Touch, 0.92 Short, 0.90 Medium, 0.86 Long.
Range = 36 tiles
Shot Count = Single
Charge time = 1.9 Seconds

Cooldown = 3.2 Seconds.
Materials = 80 Steel, 40 Plasteel, 16 Components
Research = Charged Shot
(http://imgur.com/cJ9rY0i.png)

Hyperboreal Rifle
"Pyromaniacs tend to fear this quantum ice cream maker, ironically due it being their version of hell."
Base Damage = 3 + Frostbite damage
Accuracy = 0.71 Touch, 0.80 Short, 0.45 Medium, 0.13 Long.
Range = 28 tiles
Shot Count = 8 Shots [1 per 6 ticks]
Stat Offset = -0.10 Move speed
Charge time = 2.8 Seconds

Cooldown = 1.45 Seconds.
Materials = 120 Steel, 30 Plasteel, 8 Components
Research = None
(http://imgur.com/uArZp8q.png)


Teaser for V1.0.4
(http://imgur.com/aRw7Cjq.png)


Changelog + Legacy Downloads
A17
V1.0.3  (https://mega.nz/#!wkhSWAha!3Z1eT3shy12Tl333MBEnexllkRd31IAiFSP1QdhZ87k)
- Update to A17
- Added: Hyperboreal Rifle, mystery weapon 1 and 2
- Redesigned: Charge Sniper, Charge DMR, Charge Carbine
A16
V1.0.2  (https://mega.nz/#!Qhp2GaqK!AE2kWCEpbUoQffYdGV5eugofnvafIT9p9Iu4gYtxbgk)
- Fixed all bullet defs to not change Charge Rifle def
- Balanced V1.0.1 weapons.
- Added: Charge (SMG, Carbine, DMR), Flechette Shotgun, Flamethrower, Coilgun.
V1.0.1  (https://mega.nz/#!wtYgyYzJ!R8YkvM10X-44HXkHRLgRSXbbXWHL-_MSOZ_BVUy5Yhw)
- Fixed texture for Laser Sniper
- Updated laser shotguns defs to not overwrite the pump shotgun
- Added preview image
V1.0.0
- Initial Upload

License
You are free to use this mod within collections/mod packs as long as I am credited in the description.
You are free to create addons/compatibility mods for this mod.



[attachment deleted by admin due to age]
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: HubiDubi on January 23, 2017, 11:45:19 AM
Looking pretty cool. I really like weapons mods that don't just add stuff that exist in real life since Rimworld plays 3500 years into the future. I think you might wanna add the damage stat to the description :)
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: Adalah217 on January 23, 2017, 01:04:06 PM
Awesome textures!! If I didn't already have DTC's weapon pack installed, I would use this pack!

Also, it should be very easy to make a combat realism patch. Just add bulk, mass, ammoset, and some verb stuff for the weapons, as well as projectile information and ammo thingdefs and you're set.
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: pktongrimworld on January 23, 2017, 01:15:08 PM
I downloaded this mod just so I get the potatoe launcher lol
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: Neildmac on January 23, 2017, 01:57:19 PM
For the record, I am taking suggestions on what weapons to add into the 1.0.2 update. Either reply on this forum, the steam workshop page or join the reddit Non-official Rimworld discord. (https://discord.gg/UTaMDWc)

Current planned weapons include:
Ballistics: Flechette Shotgun [Needle gun]
Lasers/Charged: Remaining laser variants, Gauss rifle and Disintegration ray
Misc: Flamethrower, Napalm Launcher, Acoustic harassment devices (Sound cannons), Portable cannons and possibly the 'Brown note'

V1.0.2 will most likely rename the Laser weapons to Charged weapons, following a suggestion on the steam workshop.
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: Stormfox on January 25, 2017, 07:25:33 PM
Kudos for making a weapon mod that a) does not add some speficic replica of a 1000 year old weapon and b) not dozens of them that basically share the same stats anyways, but clutter up the lists.

You might want to update your archive structure, though. All other mods are zipped with their directory intact, while yours is packed "loose" - which leads to a small mess when just hitting "unpack here".

As for suggestions: I would love it if the mod remained small, or got split into a few smaller chunks when more gets added.
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: Canute on January 26, 2017, 03:50:18 AM
Just a question, does the laser weapons fire beam's or projetiles (what is stupid and you shouldn't call it laser).
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: Neildmac on January 26, 2017, 01:52:57 PM
@Canute
Currently the laser weapons use the charge rifle laser texture and sounds until I can make a new texture and sound files (if needed) but currently I have no plans to use another sound file as most of the vanilla sounds suit the weapons nicely.

@Stormfox
Usually I use 7Zips extract to folder function but Ill ensure the pack has a parent folder on next release.

As for the next release, Im planning to add in the Flame Thrower and Charge SMG to the pack in 1.0.2. This pack will also change the laser weapon def names to charge weapons in the next update, so saves will break if there is a weapon in the pack still in your save while you update.

To ensure your save doesnt break, remove your stored weapons from this mod by selling them or using the dev mode delete tool. Once youve installed the new version, you can either rebuy the charge lasers or use the dev mode, Place weapon tool.
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: Neildmac on February 01, 2017, 12:18:08 PM
Following some thought, this pack has been renamed "Caridion Arsenal" or "CA" for the V1.0.2 update. Older versions will become available in the Legacy downloads section in the initial post (Coming soon).

Side note, I - aswell as a few other modders - need testers for new updates. Should you want to assist me and test development versions join the unofficial discord and Ill send new versions to you when an update is ready.
Title: Re: [A16] Caridion Arsenal V1.0.2
Post by: Neildmac on February 01, 2017, 06:17:12 PM
Caridion Arsenal has now been updated to V1.0.2.

Details on new weapons and stat changes for former weapons have now been updated in the initial post. Anyone who has a bugged save can use the Legacy downloads to update should they have a save with V1.0.1 Laser weapons. Details on saving a broken save in a previous comment.

Still needing suggestions for new guns.
Title: Re: [A16] Extended Weaponry V1.0.1
Post by: Xevion on February 01, 2017, 06:27:57 PM
Quote from: Neildmac on January 23, 2017, 01:57:19 PM
For the record, I am taking suggestions on what weapons to add into the 1.0.2 update. Either reply on this forum, the steam workshop page or join the reddit Non-official Rimworld discord. (https://discord.gg/UTaMDWc)

Current planned weapons include:
Ballistics: Flechette Shotgun [Needle gun]
Lasers/Charged: Remaining laser variants, Gauss rifle and Disintegration ray
Misc: Flamethrower, Napalm Launcher, Acoustic harassment devices (Sound cannons), Portable cannons and possibly the 'Brown note'

V1.0.2 will most likely rename the Laser weapons to Charged weapons, following a suggestion on the steam workshop.
I don't want to read through everything and check whether you already have one suggested, or if one of them means this, but you can you make a stunning, or blackout gun? E.G. its purpose is to be a non-lethal alternative, a way to capture people, for... Organ..ic Science of course!
Title: Re: [A16] Caridion Arsenal V1.0.2
Post by: Neildmac on February 02, 2017, 10:29:09 AM
@Xevion, I'm having a look into the possibly Non-lethal weapons I can add to the mod. Tasers will most likely be included (Short and Long range) as well as something like a stun bow and possibly blow darts.
As for the list, it doesn't really matter if its already on there, I can go between to check if its already suggested so post it anyway and I'll cynically judge it.

Regarding any users with broken saves from the V1.0.2 update, details have been added on how to fix your save.
Title: Re: [A17] Caridion Arsenal V1.0.3
Post by: Neildmac on June 23, 2017, 05:51:47 PM
A17 version coming soon, with teasers of new weapons for the update as they are completed
First teaser - Hyperboreal rifle
Title: Re: [A17] Caridion Arsenal V1.0.3
Post by: Cabdono on June 26, 2017, 05:33:59 PM
Can't wait, guns look great o.o
Title: Re: [A17] Caridion Arsenal V1.0.3
Post by: Neildmac on June 28, 2017, 05:02:36 PM
Teaser two, electric boogaloo

Textures for new weapons added to a new preview shot of all new stuff in V1.0.3, which will be available soon

Preview shows the previous teaser - the glorious Hyperboreal rifle, new textures for the Charge Sniper, DMR and Carbine and two new weapons which will be truly stunning...
Title: Re: [A17] Caridion Arsenal V1.0.3 - Update 02/07/17
Post by: Neildmac on July 02, 2017, 03:20:08 PM
A17 Update uploaded and ready for use by all. Enjoy the new Taser Pistol, Taser Rifle and Hyperboreal Rifle within A17s lovely caravaneering