Fortships more guns
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
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
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
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.