RimWorld
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Fortifications - Medieval
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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29 mag 2021, ore 9:15
20 lug, ore 9:11
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Fortifications - Medieval

In 1 collezione di AOBA
Fortification mods
9 elementi
Descrizione
In times of civilization, it has always been a problem for people to secure their settlements against the hostilities of nature or man itself, as such, is the reason why people in each era have used their own wisdom to develop and devise various of kinds of fortifications to protect the inhabitants of these dangers....

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5 gen, ore 21:47
Swivel Gun Broken With CE
Atr1des
147 commenti
The Professor 25 lug, ore 6:30 
@Surreal Killer I've never got as far as shooting more than the 10 rounds to know, but I wonder whether the whole resource 'loading' doesn't really work.

I think ideally the swivel gun should run off crafted primitive ammunition that has to be loaded individually like the mortar, which would then ensure it functions but I think also gives an interesting option to have multiple possible ammo types - not EMP and incendiary and whatnot, but I think a basic option and a 'grapeshot' option that is very inaccurate beyond very close range but fires a cluster of big shotgun shots would be thematic for a cannon and very cool.

I also think honestly that the swivel gun is pretty OP at its tier tbqh. It's cheap, unrestricted by barrels, much more accurate than a mortar with same explosion radius and a stun effect. Could do with less effective explosion and probably an accuracy nerf.
The Professor 25 lug, ore 6:21 
@Hotshot53 yes, the embrasures act as non-obstructions for all ranged fire including turrets so you can put your cannon or rock tippers behind an embrasure. The swivel gun cannon is also only 2x2 (smaller than its graphic) which means the barrel can be poking 'over' the wall which is graphically nice.

Unfortunately the swivel gun is not set to rotatable, though. It can be easily changed to rotatable in the XML but because it's actually a 'turret' and rotates when you man it to aim at enemies it will reset to default 'facing' (0 degrees/due north) when you load into your saved game, and after you fire it it'll be facing the direction it last fired until you next use it. You can use this mod to set default 'idle' positions for them though for aesthetic purposes on your walls (and also functionally if you want it defaulted to be facing the 'right' position for likely incoming enemies).
Surreal Killer 23 lug, ore 10:13 
@Hotshot53 All ranged attacks seem to pass through the embrasures, including turrets.

On another note, I seem to be having to same proplem as RadioAk7iV. The Swivel Gun fires an indefinite amount of rounds, until I unman the pawn from the gun. I am also using Better Explosions.
Hotshot53 23 lug, ore 8:46 
Does anyone know if turrets will successfully shoot out through the embrasures?
AOBA  [autore] 20 lug, ore 9:11 
fixed
OnyxFyre 18 lug, ore 17:36 
here to say the same thing as @RadioAk7iV the cannon seems to be firing like a Warthog death machine lmao
RadioAk7iV 18 lug, ore 11:19 
I don't really know, but I think I have a problem with the cannon. It takes rapid fire far too literally! It shoots what feels like hundreds of projectiles at once and leaves behind a storm of effects that is second to none. Is that intentional? My game stops responding partly because of the projectile fire. Are there any known conflicts with mods like Melee Animations or better explosion, or other mods?
irrelevantredundancy 16 lug, ore 16:09 
@King of Blades -- why go out of your way to be like that? what is it about someone asking a question that hurts you? try harder to be polite
ObamaBinRoadman 15 lug, ore 6:29 
@King of Blades

suck ur mum, please and thanks.
King of Blades 14 lug, ore 11:54 
@Daniel Matute
Try reading descriptions. It's crystal clear what each includes.