[A15] Flare Mortar v1.2 - Long range light support! (09-09-2016)

Started by Master Bucketsmith, August 16, 2016, 02:01:39 PM

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Master Bucketsmith


Download link: https://www.dropbox.com/s/fgfk5z2rvtgbk0r/A15%20MBS%20Flares%20v1.2.7z?dl=1
Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=746136621

Description:
Adds a manned flare mortar and handheld grenades that light up the target area in a large radius.
Recommended to manually target both mortar and grenades, otherwise you will get a spam of flares to a point it's overkill.
Lit up area removes aiming penalty for pawns aiming at a target in the area.

Mortar: Fairly inaccurate at long ranges
Range: Entire map
Required research: Mortars
Cost to make: 75 stuff, 75 steel, 1 components

Flare shells (bill at machining table):
Required research: Machining
Cost to make per 5: 5 steel, 15 cloth

Grenade flare bandolier: Accurate within range
Range: 18 tiles
Required research: Machining
Cost to make: 50 steel, 125 cloth

Recommended:
Realistic Darkness by Willowisp for enhanced darkness.
Spotlights by me for combat range.

Compatibility:
Should have no compatibility issues with savegames and other mods.

Current issues:
- None? :D

Credits:
- Ludeon Studios for the game and assets on which this mod is based
- panggul_mas for donating his nearly finished version as meant as an add-on for Darkness Revamp (I incorporated bits and pieces!)
- Various sources for their contribution to code, inspiration and support

Short version of license:

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
"You can do nearly everything you want, but must credit the original author and redistribute it under the same license."
I'd totally wanna know what you made and how my work might have helped you! ;D

Changelog:
Version 1.2
   - Skipped version 1.1 because I'm that awesome :P
   - Changed textures to the deployed flares
   - Added grenade version
   - Added fance 'mote' effects in the shape of sparkles and smoke
   - Added a stuff cost to the mortar
   - Various other tweaks and fixes
Version 1.0 - Initial release

Screenshots:
Version 2.0

Version 1.0

Master Bucketsmith

To-Do:

- Uh... Getting feedback? :D

- Maybe ground trap flares

SpaceDorf

*LOL*
You know, I just wrote a long post about Mortars and what they should be able too.

Thanks for this :)


( copy and paste )


This is an actual MOAR MORTARS suggestion :

Go more IRL with the Payload. The Barrel is not important, but the shells are.
So there should be only one buildable Mortar, but different kinds of shells.
To count the real ones : Explosive, Cluster, Armor Piercing, Seeking Anti-Tank,  Gas( well, since Geneva anyway ), Napalm ( I think Geneva said something about those too ) , Flare , Fog and Camera

Ingame there are

Explosive, Fire, EMP ( Because Future )

What the game needs is one more which would be Concussive.
This would cause the long discussed effect of small cave-ins in Mountains.

So three mortars should give you some damn fine Charlie Foxtrott.

Some EMP Shells for your Turrets,
Fire on your Entrance which would greatly reduce your mobility.
And the icing. Concussion on your head, which makes Rocks Fall ( everybody dies )

Also Mortars should be mobile like turrets now, so the deployment phase is much shorter, there are less ressources to steal.
For added fun, Mortars ( all turrets ) could get a self-destruct option, to further lessen the player loot.
This had to be triggered by a pawn who flicks the switch, so it is not to overpowered and gives a chance to save the pawn, or maybe the Mortar.

Also this switch could be accessed by attacking raiders when they get their grubby little hands on your turret garden.

As final change for the betterment of siegekind. Don't Announce a siege. Make it the same as a Raid. Some Raiders show up,
the hang around to prepare.
Then comes the blue message, droppods detected. Whoooooosh .. they land next to the raiders and suddenly there are
3-6 mortars and a stack of shells ... 20 seconds later the first shell lands on your doorstep.



Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Master Bucketsmith

I've actually been thinking about that, yeah. It would make more sense if you just had a 'mortar' and had different payloads.
I'm thinking it might be done, just requires C# voodoo. Problem is finding someone willing to figure it out. :P

Side-note; that'd also make it possible to use flares of whatever colour you'd like, instead of it being fixed like it is. I went with red to offset the pure white effect from my spotlight mod.

SpaceDorf

Red is perfect, because it is correct.

And I just copied my wishlist here to show off, its more addressed to tynan as a basic game change.
I guess he made different mortars because it was easier to include than make up a weapon with different damage models.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Master Bucketsmith

Quote from: SpaceDorf on August 17, 2016, 10:21:44 AM
Red is perfect, because it is correct.

And I just copied my wishlist here to show off, its more addressed to tynan as a basic game change.
I guess he made different mortars because it was easier to include than make up a weapon with different damage models.
Yes, most likely. Though it should be possible to have selectable payload.

SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Master Bucketsmith

#7
Updated to A15 and v1.2!
Version 1.2
   - Removed CCL dependancy & features
   - Skipped version 1.1 because I'm that awesome :P
   - Changed textures to the deployed flares
   - Added grenade version
   - Added fance 'mote' effects in the shape of sparkles and smoke
   - Added a stuff cost to the mortar
   - Various other tweaks and fixes

I'm not sure what v1.1 even was during updating/development. XD
Anyways, panggul_mas was happy to provide me with a version that he almost finished. It was meant as an add-on mod for their Darkness Revamp mod.
That's where the grenade version and the fancy effects come from! :)

EDIT: Forgot to mention I removed CCL dependency & features from my mods!

Serenity

Quote from: SpaceDorf on August 17, 2016, 09:41:48 AM
Go more IRL with the Payload. The Barrel is not important, but the shells are.
So there should be only one buildable Mortar, but different kinds of shells.
I wouldn't go overboard with the shell types. What we have now is mostly fine, but I'd definitely love a mod that removed the different mortar types and diversified shells instead.

Master Bucketsmith

Quote from: Serenity on September 09, 2016, 10:41:40 AM
Quote from: SpaceDorf on August 17, 2016, 09:41:48 AM
Go more IRL with the Payload. The Barrel is not important, but the shells are.
So there should be only one buildable Mortar, but different kinds of shells.
I wouldn't go overboard with the shell types. What we have now is mostly fine, but I'd definitely love a mod that removed the different mortar types and diversified shells instead.
I agree. I've got a little bit experience with C# now, but nowhere near enough to make a change like that. :x

laokangz2

Hi man
can you share this mod at Github or as a attachment of the page? i can not downlaod this from the drop.  very like your mod ,thanks

Master Bucketsmith

Quote from: laokangz2 on September 14, 2016, 04:11:48 AM
Hi man
can you share this mod at Github or as a attachment of the page? i can not downlaod this from the drop.  very like your mod ,thanks
Sorry about that. Is Dropbox blocked in your country or something?

I'm looking into moving over to Github. I'll let you know once that's done. :)