边缘世界 RimWorld

边缘世界 RimWorld

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Eccentric Tech - Defense Grid
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
4.098 MB
2023 年 10 月 30 日 下午 2:38
7 月 31 日 上午 10:25
28 项改动说明 ( 查看 )

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Eccentric Tech - Defense Grid

在 Aelanna 的 2 个合集中
Eccentric Tech
13 件物品
The Eccentric's Angels [1.4]
148 件物品
描述
Built around the hull of a crashed, ancient warship, the colony of Angel's Rest is famed for its maid staff, high quality food, and eccentric aesthetics. But perhaps most importantly of all, it also has high-tech defenses that have rendered it impenetrable to the roving raider bands that plague this rimworld.

Mod Content

Defense Grid adds a number of high-tech defensive tools for your colony!

New Research Projects:

  • Networked Defenses - Unlocks defense network conduits, consoles, and remote turret controllers.
  • Networked Artillery - Unlocks vertical missile launchers, proximity sensor towers, and precision guided missile ordnance.
  • Portable Designators - Unlocks remote artillery designators.
  • Networked Shields - Unlocks shield generators, shield capacitors, shield heatsinks, and shield projectors.

New Buildings:

  • Defense Conduits - Used to link networked defenses together, these conduits combine low-latency command and control links with shield charge and coolant pipelines, allowing for distributed systems to work together.
  • Defense Consoles - These consoles can be manned to allow remote turrets to be controlled and for shield generator settings to be reconfigured.
  • Remote Turret Controllers - These devices allow manned turrets to be remotely controlled from defense consoles. Turrets that require reloading still need to be manually reloaded, however.
  • Vertical Missile Launchers - Adapted from cells used on military starships, these compact missile launchers can hold up to 4 precision guided munitions. Such ordnance requires guidance locks to be fired.
  • Proximity Sensor Tower - These medium-range sensor towers allow precision guided missiles to be launched from defense consoles, even against enemies outside of line of sight.
  • Shield Generators - These centralized shield generators have a number of configuration options and can be linked to defense conduits for power input and heat dissipation. The generator does not stop projectiles on its own, but requires linked shield projectors to function properly. Intercepting projectiles requires energy charge in networked capacitors and generates heat that is dissipated by networked heatsinks. Insufficient capacity in either system can cause a shield generator to fail and take some time to reset.
  • Shield Capacitors - High-throughput capacitors that provide energy to networked shield generators. Cannot recharge while actively under fire, but begins recharging after a short delay.
  • Shield Heatsinks - Durable metal-ceramic heatsinks for dissipating shield generator heat. Effectiveness varies based on ambient temperature: housing heatsinks indoors is not advised.
  • Shield Projectors - Projects dome shields that intercept projectiles. Requires networked generators to function, but does not require external power beyond that.

New Equipment:

  • Remote Artillery Designator - This utility slot item has a high-powered laser that can be used to provide guidance lock for precision guided ordnance from beyond the range of fixed-position proximity sensors.


High-Energy Shield Cores

Wide-area projected shields requires specialized cores that can only be produced at nano-scale fabrication facilities. These devices are rarely found on the rimworlds, but can sometimes be found in the hands of exotic goods traders or factions who need your help. Or, just maybe, there might be ways to produce them yourself...

Compatibility



Defense Grid does not require Eccentric Tech - Core. However, having Core installed enables additional content:

  • High Energy Shield Cores (Research Project) - Unlocks the ability to produce high-energy shield cores at the Nanoassembler. Requires an Aurora Core and Networked Shields research to be completed.
  • M56 Precision Guided Missile (Burnout Shield) - Unlocks the ability to produce precision guided missiles with burnout shield warheads. Used as fire support for advanced infantry under heavy fire, these missiles can buy pinned-down ground forces valuable time to advance on an objective or retreat from danger.
  • The Aurora Core can be connected to defense networks via conduits. Doing so allows Aurora to remotely configure shield generators without a manned console. Launching artillery still requires human input, however.



If you have Eccentric Tech - Foxy's Armory installed, then the following additional content is unlocked:

  • E15 with TAGM - This E15 charge rifle has been fitted with a Target Acquisition and Guidance Module, a compact laser designator that utilizes the E15's power source and directly networks with nearby missile launchers to provide terminal guidance for precision ordnance.
  • E16 with TAGM - This E16 precision charge rifle has been fitted with a Target Acquisition and Guidance Module, a compact laser designator that utilizes the E16's power source and directly networks with nearby missile launchers to provide terminal guidance for precision ordnance.



Eccentric Tech - Defense Grid uses the Eccentric Projectiles library for custom projectiles and visual effects. Please check out the Eccentric Projectiles tab in your Mod Options for configuration options!



This mod is natively compatible with Combat Extended and will self-patch so long as it is loaded after Combat Extended in your mod list.

Note: Defense Grid uses new and updated features from Combat Extended and requires CE v5.5, released 2023-10-29. Please ensure you have the latest release of CE if you encounter any errors.


Credits & Links

The following audio assets were sampled for use in this mod:



Eccentric Tech mods are a companion to The Eccentric's Angels, a Rimworld-inspired comic series on Reddit.
539 条留言
Montieth 8 月 10 日 下午 6:41 
Aelanna, might I suggest another concept for missile payload?

Scatterable mines. 3-4 in a random pattern from the point of aim...
Montieth 8 月 10 日 下午 6:34 
OR you can set your shield to NOT intercept high projectiles like the missiles. But if you're dealing with an enemy mortar attack that's risky.

Right now I have a grav ship with 12 VLS cells. W/ two 'pods' on either side of the main hull. The smaller shield projectors (3) protect the vital central hull and the VLS cells are outside of that.. This allowing fires to either direction so long as the likely path does NOT intersect the main hull defense screens.

For a target west of the ship, I call VLS cells 1-6P (P for Port). The ones on the right side of the ship are 7-12S (S for Starboard).

1-3 are HE only. 4 and 5 are 3 HE and 1 Incendiary (shake and bake).
6 is 4 EMP rounds that are usually fired singly....

Hopefully this is useful.
Montieth 8 月 10 日 下午 6:34 
acidflem, try this...

1. Cluster your VLS cells in cardinal points around your shield.
2. Number/Name them based on that location. 1-3 N, 1-3 W, 1-3 E, 1-3 S (N/S/E/W)
3. To safely call a fire mission, select the cluster of VLS cells on that side of the shields. (Right click on the "Designate Artillery" button (Y).
4. Be sure to fire single Round OR a Cluster type Fire Mission.
5. Shot out! and Splash.
Quantum Fox 8 月 10 日 上午 3:31 
@Aelanna Hello, is there any way to achieve unmanned Defense Console through other mod methods? Or integrate it into AI?
Aizuki 8 月 9 日 上午 12:30 
is Twin flak cannon from AOBA fortification cant be controlled now? the control grid show green light when facing to the gun
♥ It snew 8 月 8 日 下午 5:42 
heya, seems like the shield gens don't play nice with the CE dev build, at least on my end. no errors, bullets just pass through, likely due to odyssey shield changes or whatnot. someone else commented on this behavior so i'm just assuming it's a more direct incompatibility and not something messed up in my modlist. i doubt you're not looking to patch things until there's a stable CE release so this is just something of a warning comment to people browsing. thanks for your hard work on the mod!
acidflem 8 月 8 日 下午 4:02 
@aeianna ok i found the option on the shield generator hud, it was not shown on the shield projector or def grid consol however this does solve my issue ty

think of my base as a square outside a circle shield generator and the square is lined with missles my problem was i would have a missle from the right side of my base cross over to hit something on the left side and it would explode on the shield

my thanks for this mod and your quick response i love the high threat scale big fights
Montieth 8 月 8 日 下午 2:29 
A possible idea with the concept for a Grav Ship specific Defense Grid Sensor Tower...

Perhaps make it a wall mount panel that gives a 180 degree arc (on the facing of the sensor panel. Like an Aegis AN/SPY-1 Phased array panel. Increased range, decreased arc of view.

Does that possibly balance?
Aelanna  [作者] 8 月 8 日 下午 2:12 
@acidflem - Your shields won't intercept your own missiles unless it leaves your shields and try to come back in. If your shield coverage has weird corners that missiles can get caught on, you can turn off the interception of overhead projectiles by manning a defense grid console and toggling the option from either the console itself, the shield generator, or the defense grid HUD.
acidflem 8 月 8 日 下午 1:29 
is there any way u can make it so the missles that u build and fire dont blow up on our own shield generators?

at the very least a switch to toggle on and off the power to the shields please i love this mod for lat game big battles but ive blown up my barracks or part of it several times tryin to fire missles, mabye im just too dumb to figure out how to designate specifc missle pods to fire :(