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RimWorld

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Outlander Solutions - Continuous Contention
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Mod, 1.5, 1.6
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2.302 MB
5 May @ 7:59am
30 Aug @ 6:19am
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Outlander Solutions - Continuous Contention

Description
Introduction
Warnets are a computerised threat mitigation system unlocked by microelectronics, enabling automatic planning and execution of global, strategic, and tactical operations. Using gathered intelligence to plan missions, an expansive and well-supplied warnet can independently contend with threats across long distances, reducing the need for manned garrisons.

Warnet-linked assets include signal towers and strike cannons, which will expend time and resources to contribute mission impact. Completed missions can mitigate incoming threats or prevent them outright, or otherwise serve some direct function - typically in the form of tactical strikes, or strategic operations.

-- --

This mod was heavily inspired by the likes of Rim War, Fortifications - Citadel, (Saakra's) Empire, and Preemptive Strike. While excellent, my playstyle and hardware specs didn't quite suit - thus, warnets.

Warnets operate on a resource-in, effect-out system, modifying incidents and patching threat points directly. In this way, I hoped to achieve functions of a semi-controllable 'storyteller': a systematic framework for tailoring the threats you face using the contents of your own base.

Due to the way threats are currently handled, it is recommended to play this mod with high-threat storytellers if balance becomes an issue.




Issues
This mod is still heavily in development! There's lots of functions I haven't really pinned down properly, and I got a bit ambitious, so make sure to save before trying things. I've tested the following:
  • Skyscreen turret - anti-air/anti-shell works fine for the most part; somewhat iffy because target prediction is hard.
  • Threat point reduction - functional!
  • Global missions - functional!
  • Strategic missions - propaganda, settlement destruction & threshold config functional! To test: bandit camp impact




Features


Buildings
  • Warnet Controller - The control center for an established warnet. Stores all mission data, and can link to strike beacons to enable tactical missions. Missions require data to activate, which can be collected by signal towers.
  • Warnet Compiler - The data storage unit of choice for warnets. Each unit of data is equivalent to 50 mission points, or threat points by default.
  • Solution Processor (NEW) - A capacity booster for all your warnet needs. Solution processors can periodically generate intel, or reduce cooldowns for defense nodes, allowing them to have greater mission impact.
  • Signal Tower - The simplest and most universal warnet asset. Passively gathers intelligence, and can operate wireless missions.
  • Strike Cannon - A powerful long-range cannon. Can only reload automatically using adjacent shell magazines, and functions as an effective auto-mortar. Can operate bombardment missions.
  • Shell Magazine - A heavy-duty shell magazine for self-loading artillery. Required to operate strike cannons.
  • Skyscreen Turret - A radar-fitted explosive flak turret. Using chemfuel, it can switch between ground, air, and shell targeting modes. In ground mode it is less effective, with a slower fire rate and reduced explosive radius. In air mode it will damage and destroy skyfallers and their occupants mid-air, while in shell mode it will destroy explosive projectiles. Very limited ammunition capacity.

Apparel
  • Strike Beacon - A utility pack needed to request tactical missions. Once linked to a warnet controller, it can access it remotely. Must be refuelled with components after two uses.

Missions
Missions can be initiated from an active warnet controller, with a maximum point effect defined by their definition and the quantity of stored mission data. Missions progress through three stages: 'active', during which warnet assets operate and contribute to the mission, 'quest-conditional', in which the mission will not apply its effects until the completion of a quest, and 'effect', in which the mission will continuously apply its effects until depleted or at the end of its defined lifespan. Missions are divided into three types, as follows:
  • Global : Untargeted, primary use is threat mitigation.
  • Strategic : Intended to target world tiles.
  • Tactical : On-demand support, with use of a strike beacon. In development.
Completed missions will mitigate incident threat points, expending their own points to do so.
  • Global: Smokescreen Broadcast - A simple wireless mission that mitigates raids and mechanoid attacks.
  • Global: Identify Outpost - A simple quest-conditional wireless mission that mitigates raids via a successful outpost attack.
  • Global: Preemptive Bombardment - An undirected bombardment mission that mitigates most surface-based threats.
  • Strategic: Site Bombardment - A strategic bombardment mission capable of mitigating distant threats. With enough cumulative bombardments, you can destroy settlements. Beware of retaliation raids!
  • Strategic: Propaganda - A strategic mission that improves your relations with the faction of the targeted site by a small amount. Useful if you have signal towers to spare.
  • Tactical: Tactical EMP - A wireless tactical mission that delivers a single EMP blast of varying size.
  • Tactical: Tactical Artillery - A tactical bombardment mission that delivers a barrage of projectiles towards the target location.

For Modders
To add new C# functions, focus on creating a new child class to Mission - it is designed to be extended, with examples including Mission_ProjectileBarrage and Mission_InstantBlast.
27 Comments
-=GoW=-Dennis 30 Aug @ 6:40am 
Thanks for fixing despite not having any other effect than to make the log clean :)
-=GoW=-Dennis 28 Aug @ 12:39pm 
This mod causes a warning in the log:
Mod Outlander Solutions - Continuous Contention dependency (OskarPotocki.VanillaFactionsExpanded.Core) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
Serfs 16 Aug @ 5:32pm 
I'm not sure what went wrong. I built just the skyscreen turrets, but they failed to target (as far as I can tell) any of the incoming pods in a 200 unit raid.
恰似宛然一笑生花 14 Aug @ 4:17am 
Hello mjeiouws I'm currently translating your mod into Chinese and have completed about 90%. However, some UI strings in your mod can't be translated via standard localization files (e.g., "activate global mission"in the "Warnet controll", "availableCapability" et.al). Could you expose these as translatable keys in the next update? Currently hardcoded. Thanks!
Spinecone 17 Jul @ 1:48pm 
Understood, I'll wait patiently! Thank you for this, and all the effort it requires! :)
mjeiouws  [author] 17 Jul @ 6:25am 
I haven't tried it yet myself, but after a second look it seems there's a few bugs waiting in the works. Strategic missions are currently unable to reach into/from orbit, and while I'm not yet sure what might be causing the threat point patch to not trigger on asteroid maps, hopefully one of the fixes in the next update will stick.

As for CE patching, I'm afraid I've implemented far too much finicky verb stuff to even start considering it - a lot of the projectile and turret behavior is dependent on vanilla C#, and I don't touch CE so my insight's limited. The mission network itself shouldn't be affected, you could try nuking most of the turret and tactical .xml to get a 'working' copy.
Spinecone 16 Jul @ 10:31am 
Hiya,

Can this still function if built on a base in orbit?
Huntsman 16 Jul @ 5:12am 
Seems like the smokescreen mission doesn't effect pirate/scavenger raids targeting asteroid maps
crazykid 10 Jul @ 5:07pm 
Can you make it CE Compatible ?

Gave it a try with manual CE patcher but it wont work.

Would really appreciate if it works with CE.
mjeiouws  [author] 14 Jun @ 9:50am 
Used as a normal auto-mortar, the strike cannon seems to accept and use any mortar shell just fine.