RimWorld

RimWorld

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Industrial Warfare
   
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Mod, 1.3
File Size
Posted
2.546 MB
18 Sep, 2022 @ 12:38pm
1 Change Note ( view )

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Industrial Warfare

Description
Imagine this, you landed on a distant Rimworld many many moons ago, you survived everything from blight to full on siege when on a random patrol a shmuck with 2 shooting skill somehow vibe checks you from behind a rock because his shotgun with buckshot has a range 1/3 shorter than your rifle? This mod intends to change that by overhauling combat as well as some new guns for various environments as well as extend ranges to realistic ranges (Ie. The M16 has an effective range of 300m, if each tile is about the size of a pine/birch/oak tree for scale means each tile should be roughly 5 meters. With the vanilla settings this means your rifle is firing only 150m and becomes inaccurate)


NOTE: Industrial Warfare has been a pet project that I have been working on in conjunction with another mod in the works. The long and short of it, this mod intends to change how rimworld's ranged combat to be at longer ranges and balanced so that rushers and weapons that generally would be considered "a bad idea" to bring to the frontline are no longer as viable. In addition THIS MOD IS DESIGNED AND BALANCED FOR ANOTHER MOD's FACTION TO CHOOSE SPECIFIC WEAPONS and unfortunately vanilla rimworld factions will grab whatever weapon they can find( this will likely be patched in the future). That being said I intend to continue working on this as I play and balance the coming mod and this one to vanilla.




Details


Whats changed? Ranges are what is probably going to stick out the most, ranges are doubled or halved based on their real life counter parts (1 tile = 5m) and damage has increased, as well as a requirement to craft specific parts to build certain weapons based on level of said parts.


LEVELS


Scrap --> Factory --> Upgraded --> Named


Whats Changed


Pistols:

Pros:
- Pistols now do 1.5->1.7x damage
- Fire faster and more often
- Effective in CQB
- Good for sidearms

Cons:
- Range halved
- Incredibly short range to match 50m effective range
- Ineffective at medium -> long range combat


Shotguns:

Pros:
- Shotguns now do 1.7->1.9x damage
- Has quick acquisition
- Effective in CQB
- Good for tight buildings

Cons:
- Range halved
- Incredibly short range to match 50m effective range for buckshot
- Ineffective at medium -> long range combat


SMG:

Pros:
- Has quick acquisition
- Fires double burst 3 -> 6
- Effective in CQB
- Good for short -> mid range engagements

Cons:
- Range reduced by 1/4
- SMG's now do 1.0->0.8x damage
- Better range than pistols and shotguns range, however doesn't pack as much punch
- Ineffective at long range combat


Automatic Rifles:

Pros:
- Range increased by double
- Has quicker acquisition
- Automatic Rifles now do 1.5->2.0x damage
- Effective in CQB
- Good for most ranged engagements, but are not particularly better in any particular engagement.

Cons:
- While acquisition is improved, in CQB environments a shotgun, SMG, or pistol will likely shoot first
- While relatively good at most ranges, at longer range is exposed to fire from snipers and MG's


Long Rifles:

Pros:
- Range increased by double
- Long Rifles now do 1.7->2.0x damage
- Effective at long and very long range
- Good for plinking targets while staying rather unengaged in main fight

Cons:
- Has slower acquisition
- Liability in close engagements
- While having a very long range, rifles still miss fairly often (wind, target movement, etc)
- Can enter the fight in a closer range and becoming more accurate, but becomes exposed to MG's and AR's


MG's:

Pros:
- Range increased by double
- Machine Guns now do 1.5->1.7x damage
- Effective at medium and long range
- Good for creating beating zones and firing at clumps of targets

Cons:
- Has slower acquisition
- Has slower recovery (Fixing belt, getting up from prone,etc)
- Liability in close engagements
- While able to engage targets at longer ranges, MG's are rather inaccurate and are better employed at firing in general area's rather than specific targets.


Grenade Launchers:

Pros:
- Range increased by double
- good for suppressing, dealing damage to infrastructure, and damaging clumped troops

Cons:
- Has slower acquisition (aiming and adjusting ark)
- Has slower recovery
- Liability in close engagements
- Explosion of Fire changed to HE
- No longer starts fires
- explosion radius halved for HE
- While able to engage targets at longer ranges, Grenade launchers's are rather inaccurate and are better employed at firing in general area's rather than specific targets.


Rockets:

Pros:
- Range increased by 1.3
- Effective at medium and close range
- Has fast recovery (ie. just drop the thing, they are one use lol)
- Has fast acquisition
- Good for clumps of targets, turrets, damaging infrastructure, and taking out juggernauts.

Cons:
- Liability in engagements without mutual support of other weapons to cover
- Explosion Radius significantly reduced (no more triple rockets demolishing trench line in 1 move)
- Triple rocket switched to Law (fires one rocket)


Mini gun:

Pros:
- Range increased by 1.5
- Effective at medium and close range
- Good for clumps of targets, holding breaches, and juggernauts

Cons:
- Has slower acquisition (spinning up)
- Has slower recovery (Fixing belt, reloading)
- Liability in engagements without mutual support of other weapons to cover
- While able to engage targets at longer ranges, Mini guns' are rather inaccurate and are better employed at firing at doorways or choke points rather than at targets at range


COMMON QUESTIONS

Q: CE?

A: Unlikely, I am working on another mod rn and will be putting main focus on that and balancing this. however more guns will be coming down the pipe as well as LTS ammo compatiblity


Q: I hate the ranges can I adjust them to vanilla?

A: Yes, go into variable ranges menu in your mod settings, change all 2s to 1s and short range weapons to 4, your back to relatively normal


Q: The damage is pretty high can it be changed?

A: As of now no, I will likely add a patch to make them vanilla damage



RECOMMENDED MODS

:::These are by no means a requirement but definitely add to the game:::


Simple Sidearms: https://steamproxy.com/sharedfiles/filedetails/?id=927155256

Allows for pistols to have some use in CQB


Run and Gun: https://steamproxy.com/sharedfiles/filedetails/?id=1204108550

Allows for troops to run and fire making combat much more realistic (ie spec fire on the move)


Suppression (Continued): https://steamproxy.com/sharedfiles/filedetails/?id=2559826227

Allows for enemy and friendly troops to be suppressed adding more functionality to MG's, snipers, and AR's


Rim Cities: https://steamproxy.com/sharedfiles/filedetails/?id=1775170117

Creates cities for more CQB enviroments



COMPATIBLITY

As I know of there should be no compatibility issues with any mods as it only adds, however retextures of vanilla weapons should be placed after IW for them to take effect



Load Order

VFE
Industrial Warfare
Variable Range
14 Comments
TechnoFox  [author] 17 Nov, 2022 @ 7:42pm 
Hey Yada!, here is the 1.4 version https://steamproxy.com/sharedfiles/filedetails/?id=2889935126 unfortunately currently it does not contain the long ranges but I am currently working on a solution
Yada! 17 Nov, 2022 @ 7:28pm 
Howdy, thoughts on 1.4 compatibility?
Derrick da Fox 16 Oct, 2022 @ 9:07am 
Kinda disappointed in the M249's aiming speed. Wished it had a quick aim speed but slow recharge rate.
TechnoFox  [author] 26 Sep, 2022 @ 10:44am 
Hey BlindIdiotGod, Thanks for the comment! I'll definitely take that into consideration on the next balance update
BlindIdiotGod 26 Sep, 2022 @ 12:43am 
Interesting mod, but one problem I have with it is that the weapons components can't be further dismantled. Recycling weapons is one of the way I deal with early game resource constraints. For this reason, I'm not playing it for the moment but I've got it on my watchlist to see how it evolves :)
Ruuj Rubellite 24 Sep, 2022 @ 5:32pm 
Thank you for the reply and I appreciate the response. The mod has great potential and I look forward to updates to it!
TechnoFox  [author] 24 Sep, 2022 @ 1:29pm 
That being said I am working on a patch to set all weapons to vanilla, and after the mod I am currently working on releases I will be adding other patches for other mods as well as a LTS ammo patch
TechnoFox  [author] 24 Sep, 2022 @ 1:27pm 
Hey Ruuj, Yes and no, this mod alters any modded weapons ranges to equal relatively the same as the weapons in this one. The thing it doesn't unfortunately do is alter weapon stats and damage which could affect your play through
Ruuj Rubellite 24 Sep, 2022 @ 9:33am 
Does this affect weapons added by mods? Or does this not correctly classify them? I'd love to do a playthrough actually attacking cities in CQB with RimCities and this mod; just not sure if this affects other weapon mods as well or not. If it doesn't; I might still end up giving it a try because changing how combat works is something I've been looking into recently.
TechnoFox  [author] 21 Sep, 2022 @ 2:43pm 
Hey ChillySeed, I unfortunately don't know if Yayo is compatible