Artillery Firing Options

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Author: Snek

Last revision: 13 Nov, 2023 at 00:48 UTC

File size: 3.23 MB

On Steam Workshop

Description:

I’m finally posting a thing at least a few Guns of the Empire followers have been asking for for months. My standalone for the Empire artillery options, plus a whole pile of other options. This adds swappable projectiles to the following artillery pieces:

Empire Great Cannons: Chain and Cannister Shot
Empire Mortars: Airburst Canister and Incendiary
Empire Helblasters: Incendiary Tracer Shot

Dwarf Cannons: Chain and Cannister shot
Dwarf Bolt Throwers: Lightbolt (longer range at the cost of a lot of AP damage)

Bretonnian Trebuchet: Cow Carcass Shot

Vampire Coast Carronades: Chain and Canister shot
Vampire Coast Mortars: Airburst Canister and Incendiary (both have magical effects and vfx)

Cathay Grand Cannon: Explosive Shot
Cathay Fire Rain Rockets: Dual Stage Rockets and Dragons Breath Rockets. The Dual Stage fires it’s first stage almost vertical, then the second stage is a shrapnel that has homing ability and is very accurate. The Dragons Breath is like a fireworks shot that does very little damage, but is forceful and will knock smaller entities over and also does a morale and defense debuffing status effect.

Ogre Ironblaster: More Stuff (15 projectile canister shot)

The Cannon Canister shots are all tweaked differently. The Dwarfs have fewer projectiles but a tighter spread. VC has the widest spread but magical damage, and Empires is in the middle.

Some important compatibility notes:
1) To make the icons work (Chorf update changed how swappable projectiles display) I have to override the projectiles table entries for any engine given new options. So, there will be a conflict with overhauls like SFO or other mods like the artillery targeting fix, or my own outdated gun physics mod. There are 2 solutions to this: either a submod that puts together all the necessary changes at once and loads first, or even easier is those mods could change their overwritten projectiles to have the same Shot Type Enums and Shot Type Display keys that I assign here (also creating the shot type displays keys with tables starting with "z).

2) Any mod that has new projectiles as a purchasable effect, such as Empire Master Engineers with the anti-Large option) will cause a CTD if that effect is purchased when the unit is even selected in campaign. The solution with Master Engineers is to instead just purchase the passive ability option and disband anything with the new projectile option.

Should you run into any other issues, this mod can be disabled at any time during a campaign.

If you want to send me some milk money in appreciation for what I have made or get previews of new things should I be able to return to more regular modding, I am now on Ko-Fi[ko-fi.com]