RimWorld

RimWorld

Local's CE Antique Ordinance
42 Comments
Vlad Draculea 31 Aug @ 4:55am 
even the bombard/mortar ai wouldn't be able to use? cuz ik in vanilla siege raids the AI does build its own mortar

also the mod i mentioned previously just adds a limited field of view to both player and ai pawns, basically doesn't let them see and hear stuff beyond a certain distance
Local  [author] 31 Aug @ 4:18am 
I have no idea how that mod works, the limited firing arc is a CE feature.

AI cant use any turrets as far as I know.
Vlad Draculea 31 Aug @ 1:50am 
is this compatible with NWN real fog of war mod? i feel like a limited line of sight might cause some targeting issues so just wondering, and also during raid siege does the AI make use of the artillery pieces?
Zacky 0.0 24 Aug @ 8:00am 
Boi, moster mortar is kinda unreachable, cause it uses reinforced barrel and rimworld component (Using Medieval overhaul's basic component)
(I said Kinda cause it might be possible from trading rng???)
AcetheSuperVillain 22 Aug @ 11:27pm 
I really wish there was not-CE version. I like CE, but CE is bug.
Britdz 22 Aug @ 6:09am 
Anyway thanks mate
Britdz 22 Aug @ 6:09am 
SINCE WHEN WAS THAT A FEATURE ON EMPLACEMNTS:steamfacepalm:
Local  [author] 22 Aug @ 5:04am 
I only found this to be an issue with the Monster Mortar, every other weapon including the mentioned Field Gun is already classified as Medieval.

You guys probably just need to use the drop down menus. Click on the available options, weapons are sorted by type.
Britdz 22 Aug @ 2:21am 
Same for me, I think its because field guns etc are classed as industrial, not medieval
Hotch 18 Aug @ 10:55pm 
Hello! I love this mod! Really fits well with my medieval run. Though, I have a question. I have the "field guns" research yet I couldn't build the structures (bombard, mountain cannon, etc). Any tips? Thanks!
Vlad Draculea 18 Aug @ 4:30am 
do medieval factions actually use this like MO royalty, divine order, house sanguin, etc?
Zacky 0.0 12 Aug @ 2:56am 
Alrighty thanks
Local  [author] 12 Aug @ 2:54am 
you'll have to use the dev snapshot version of CE if you run 1.6
Zacky 0.0 12 Aug @ 2:53am 
man I wish there is a Vanilla version for this, I guess ill try adding CE midsave-
Mountaineer9661 9 Aug @ 10:29am 
Do you plan on doing more packs for artillery like you're doing with the other antique weapons packs?
Local  [author] 6 Jun @ 10:19am 
Turrets and sentries functions that way for me at the moment, I intend to add ATGMs to that mod once CE supports guided projectiles.

In terms of a separate mod like this one focusing enterily on cannons, MLRS's and whatnot? hm I mean maybe but its not in the horizon for me.
gamer9999 6 Jun @ 10:03am 
Hi, I have a question. Have you thought about creating a mod that adds modern artillery? Your mods are very well done and I love them.
Local  [author] 6 Jun @ 2:15am 
This mod no longer requires Antiques I to function.

Load order with that mod has changed, and you may now get an error message on existing saves using the old load order, the issues caused by this are very minimal and can be ignored (the Infernal machine wont use Antiques I's new ammo types if you use the wrong load order)
TricksForSwitchz 28 Feb @ 3:23am 
oh yeah i forgot about that one, thanks man
Local  [author] 27 Feb @ 4:35am 
I recommend the "cherry picker" mod, it allows you to toggle off individual items
TricksForSwitchz 27 Feb @ 4:25am 
some of the antiques 1 don't fit my 1400 playthrough, but the bombard and some older cannons fit in really well, could you make a standalone please? :KSad:
bjorn 16 Feb @ 1:49pm 
boiiii ts so tuff
Local  [author] 9 Feb @ 2:25pm 
I'll try to have it up in a few hours
Local  [author] 9 Feb @ 2:18pm 
it is done, im still testing to make sure everything works alright tho
5150 9 Feb @ 9:35am 
Hello, when is the modernized version expected to be released? I'm really looking forward to it and waiting patiently. Thank you for creating this mod.
AltF4 30 Jan @ 5:39am 
This is АХУЕННО!
God 26 Jan @ 5:14am 
Ohhhhh, alright, thank you so much!
Local  [author] 25 Jan @ 3:55pm 
You must use the drop down menu. In the security tab, right click on the serpentine and more options will appear.
God 25 Jan @ 1:46pm 
So i've researched the field artillery, and want to make a field gun, but I can't seem to find where to build it, it doesn't appear in the security tab.
Local  [author] 17 Jan @ 11:21pm 
Yes, it is up next, its almost complete. Although there are no plans for the M1919, the M2 is infact present.
5150 17 Jan @ 11:57am 
Hello, do you have any plans to create a mod featuring a collection of modern mounted machine guns like Antique Ordinance? There is an official CE add-on, but I think it would be better to use the mods you’ve made, so I wanted to ask. I’d love to see your reinterpretation of weapons like the M1919 and M2HB in your style, just like the PKM.
Grenaders3 15 Jan @ 3:40pm 
Time to lay siege to Dybbøl.
Animal 7 14 Jan @ 6:30pm 
mod
Local  [author] 9 Jan @ 9:15pm 
yea thats a neat trick, one of my turrets in the upcoming mod uses the same method to "cheat" its rate of fire
By the way, I remember before 1.4 hit, I made a custom M45, a turret that has 4 M2 Brownings attached to it, and I want to make it look like they're unloading at the same time, so my workaround for this is instead of just upping the fire rate, I choose to make a custom projectile that has the exact same stats as normal. 50 BMG, but it has 4 pellets and makes the gun consume 4 rounds per shot.
 
It makes the turret look like an actual M45; maybe you can use this tech if you add a multi-gun turret station. Cheers!
How about the Misc Endgame mod and the unlimited threat scale mod? 500% threat with every PMC under the sun closing in on your colony is really thrilling if only I can rely on a bigger gun instead of spamming M2 Browning sentries.
Local  [author] 7 Jan @ 8:38pm 
Oh yes, there's quite some hard hitters with significant power draw, I've been looking for overpowered mods(that add strong enemies) to take into account.
Really looking forward to it. I hope you bring a big gun next; most players at the endgame are able to power an entire nuclear power plant, but it's hard to find a good turret mod that utilizes these excess resources. It's strange to have such powerful bases to rely on 7.62x51mm NATO and .50 BMG turrets for defense.
Local  [author] 7 Jan @ 9:09am 
Yes, modern turrets is up next
These boys look so neat! But these are not much use in my modern-day colony, but rest assured most of your mods do make an appearance in my colony; I love the chunky Beowulf.

Will you expand your arsenal of turrets, mortars, and sentries further? I love to see you make more turrets that befit a well-fortified fortress that players tend to make. M45 sentries sound cool; what do you say? Having M2 platform still proving to be a great arsenal so far in the future.

(By the way, these are not written by ChatGPT; I just can't stop writing long paragraphs that look like they were written by our AI overlord.)
Samael Gray 6 Jan @ 11:15pm 
Mod dev sir are you in CE's discord?
If you are, show yourself and showcase your mods :((
Nathanlasvegas 6 Jan @ 9:09pm 
Local bringing out a new banger