Fortships more guns

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Author: Pelmenishe

Last revision: 8 Jun, 2025 at 04:03 UTC (2)

File size: 74.59 MB

On Steam Workshop

Description:

This mod was balanced with the "Forthips: Conquer the Skies:
https://steamcommunity.com/sharedfiles/filedetails/?id=1966308308

In addition, this mod was balanced with the "Wepon buff", which increases projectile speed and weapon velocity, making flying forts even more dynamic and intense in a firefight:
https://steamcommunity.com/sharedfiles/filedetails/?id=2888825944

Weapons that the mod adds:

9-Ton Bomb:
Very large kaboom, but easy to shoot down. You can only have one such bomb at a time. Long construction, has only one charge (but worth it).

Automortar:
Upgraded mortar. Fast recharging, but takes a long time to cool down. Has limited range, but performs well in close combat.

Hanging Missileswarm Launcher:
Upgraded hanging flak. Fires missileswarm at the target. Works well against shields and unprotected forts.

Armour-piercing munitions (Cannon, Cannon 20mm, Hanging Quadbarrel Cannon):
Work like an armour-piercing sniper, but penetrating more than he does. To unlock it, you must build a warehouse of appropriate ammunition.

Fort-Killers (howitzer, deck gun):
Heavy projectiles with almost no splash damage, but pass through enemy fortifications like a knife through butter. To unlock it, you must build a warehouse of appropriate ammunition.

45 mm Cannon:
Light and cheap gun for fighting lightly armored targets. Can be upgraded to a 45 mm Semi-Automatic Cannon that can fire up to 5 rounds in one salvo.

Tank Turret:
Heavy armored gun system firing cumulative ammunition. Effective against heavy armored targets

Minigun 20 mm:
Improved minigun. Fires a powerful burst of 20 mm projectiles, but fails quickly. Breaks after 5 salvos.

Heavy Machinegun Turret:
Armored turret with a heavy machine gun that can fire at 360 degrees and shoot from inside the fort without doors.

Heavy Incendiary Mortar Turret:
Improved Heavy Machinegun Turret. Armored turret with a heavy incendiary mortar that can fire at 360 degrees and shoot from inside the fort without doors.

Lasergun:
Rapid fire laser launcher, improved shotgun. Overheats quickly

Armored Flak 20 mm:
Tough and powerful, but not the most accurate AA machine

Armored Light Artillery:
Upgraded Armored Flak 20 mm. 45 mm salvo cannon with excellent vertical angles of guidance

Armored Missile Launcher:
Upgraded Armored Light Artillery. Fires a large number of rockets at a time

Semiautomatic 20 mm:
Upgraded cannon 20 mm. Like a 20 mm cannon, but one shot per salvo

HEAT Rocket:
Upgraded rocket. Rocket Launcher more effective against medium armored targets

Zeus Protocol Ammunition (Orbital Laser):
A massive kinetic munition with high armor penetration, capable of flying through the ground

Kinetic Warhead (Runway):
A large rocket with an armor-piercing tip and plenty of explosives (Supports Pilotable Planes mod)

Rapid-Fire Armor-Piercing Rifle:
Armor-piercing sniper with 5-shot magazine. You can put them in groups

Torch:
Powerful pulsed laser that stores energy before it is fired

Magnabeam and Firebeam:
An alternative firing mode has been added in which the gun reloads faster, but the beam itself lasts less time. Magnabeam attracts enemy projectiles, but is 2 times less effective. Firebeam can ignite during sudden maneuvers

Plasma Flamer:
An enhanced flamethrower capable of burning through armor

EMP Cannon:
Upgraded laser. Fires a powerful and indestructible projectile that disables shields, guns and devices

Rapid-fire Deck Gun:
Upgraded 3 level Deck Gun. Fires a single projectile at a relatively high rate of fire

Salvo Cannon:
A siege modification of a cannon that fires two projectiles in a row after a long reload

Side Turret With Railgun:
Effective against shields and wood, able to fire from the fort without opening doors

Side Turret With Gatling Gun 45mm:
Upgraded railgun. It takes a long time to prepare for shooting and has much shorter barrels than a railgun, but causes devastating damage to enemy forts

Anti-Aircraft Bunker:
Heavily armored gun emplacement with anti-aircraft heavy machine gun underneath

Ballista Bunker:
Upgraded Anti-Aircraft Bunker. The machine gun is replaced by a heavy relatively high velocity gun that requires only metal to fire

Marching jet:
Upgrade for Jet2, providing easy access to the battlefield

Flamer rebalanse:
The jet of fire has become more long-range

Hanging Quadbarrel Cannon rebalance:
Faster reloading, ability to fire armor piercing rounds

Damage rebalance:
Armored guns with an enclosed cockpit (turrets and airstrips) receive no damage from light weapons, but take bonus damage from armor-piercing and HEAT projectiles

Smoke rebalance:
Smoke more effectively detains ray guns

Materials rebalance:
New material: background metal
Shield-doors are available to everyone, regardless of commander’s choice
Stiffness of all materials increased by 1.5 times
Metal mass increased by 100%

Shield dome rebalance:
The dome deploys faster

Howitzer rebalance:
Howitzer shells don’t collide with each other

Buzzsaw rebalance:
Now has no limit on the number of volleys. And it can be grouped

Harpoon rebalance:
Decoy ammunition have EMP effect
Control ammunition have heal effect

Missiles rebalance:
Rockets launch at higher speeds. EMP rocket has a slightly smaller radius

Bombs rebalance:
Bombs fall faster

Landmines rebalance:
Warhead, nuke bomb, howitzer and deck gun projectile has 1.5 times bigger splash radius and collides with background materials

Hardpoint rebalance:
The guns, which are an improvement to the hardpoint, get an additional downward pointing angle

Commanders:

The features of the commanders apply to the new weapons as well

Commanders’ abilities do not charge from taking damage

Scattershot:
Efficiency of jets x1.5

Seep:
Unique T1 weapon: missileman
Suspended warheads, 9-ton bombs and kinetic warheads are built twice as fast and have no maximum number limit

Shockenaugh:
Flight gadgets are half the price
Harpoon ammunition is 2 times cheaper and builds 1.5 times faster

Buster:
Charging ability 2 times longer
Heavy AP projectiles penetrate more armor when the ability is used

Moonshine:
Charging ability 1.5 times longer
Shield 3x hp (180)

Phantom:
Charging ability 3 times longer
Invisibility lasts 15 seconds
Weapons move in 30 seconds

Builder:
Charging ability 1.5 times longer
Industrial factory builds faster and stores more resources

Overclocker:
Charging ability 1.5 times longer

Speed-Demon:
Charging ability 2 times longer

Firebird:
Charging ability 1.5 times longer
Weapons with the ability to overheat cool down 25% more efficiently

Warthog:
Charging ability 1.5 times longer

Eagle eye:
Charging ability 1.5 times longer
Heavy AP projectiles also become explosive when the ability is used

Pinchfist:
Charging ability 1.5 times longer
Industrial factory extracts more resources

Armourdillo:
Charging ability 1.5 times longer
Heavy AP projectiles deal more damage when the ability is used

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Required DLC:

These DLC should be installed in order to use this item.


Forts - Moonshot
Forts - High Seas
Revisions:

Old revisions of this mod are available below. Click the link to download.