Name: Warfare
Description: This is a mod that expands/replaces the war aspect of the game
License: Public domain
Version: 0.0.1
Release: 15-02-2016
Tested-With-Factorio-Version: 0.12.20
Category: Crafting
Tags: ammo
Download-Url:
- warfare_0.0.1.rar
- (863.42 KiB) Downloaded 256 times
LONG DESCRIPTION
This mod expands the ammo production line by splitting the ammo into 3 major parts>
1)HEAD
2)CASE
3)PROPELLANT
AND the process of production into 3 phase
1)Component production
2)CASE + Propellant assembly
3)Finished weapon assembly
The aim is to have a more dynamic touch to the whole process and to increase the importance of initial recipes.
1)HEAD
2)CASE
3)PROPELLANT
AND the process of production into 3 phase
1)Component production
2)CASE + Propellant assembly
3)Finished weapon assembly
The aim is to have a more dynamic touch to the whole process and to increase the importance of initial recipes.
Detailed DESCRIPTION
This mod aims to expand the arms segment of the game. The current arms section has no utility of any explosives. Infact the only explosive that the game has is sulfur,(which is actually more of a catalyst ). This mod has been inspired from the "bobs warfare" mod(along with some others) of adding various segments to the war design. The expansive mod has a lot to offer to the community. However it lacks the feel of progression.After getting back to the developer of the mod,and verifying his intentions, it came to conclusion that the mod is aimed to target the end Phase rather than the progress or the development of arms along with the other research.
In my personal opinion the ammo mods in general aims not at diversity but at the impact. Infact one will seldom find any reason to produce LOWER grade ammo, as when the game progresses, they pretty much becomes useless. end even when they can do some damage, its always better to just get the higher tire ammo.
This mod changes that.
It adds 5 TIRE's of ammo in all categories>>"bullets/artillery/rockets"
The production time and cost varies DYNAMICALLY between each tire.And so does the cost of research and set-up.
One other major change it does is that it has made ROCKETS MORE POWERFUL than CANNONS/ARTILLERY rounds.
In my personal opinion the ammo mods in general aims not at diversity but at the impact. Infact one will seldom find any reason to produce LOWER grade ammo, as when the game progresses, they pretty much becomes useless. end even when they can do some damage, its always better to just get the higher tire ammo.
This mod changes that.
It adds 5 TIRE's of ammo in all categories>>"bullets/artillery/rockets"
The production time and cost varies DYNAMICALLY between each tire.And so does the cost of research and set-up.
One other major change it does is that it has made ROCKETS MORE POWERFUL than CANNONS/ARTILLERY rounds.
Mod Basics
Mod details : The objective of this mod is to expand the choice of weapons, but it may seem confusing. Plz visit the summery before reading these segments for greater ease of understanding.
The ammo has been divided into its various sub-parts,
1)HEAD--the actual piece that causes damage.
2)PROPELLANT--it is the material used to launch the HEAD
2)CASE--it is the part that holds the head and the propellant . It defines the range and the power delivered by the HEAD
These products can then be assembled in many given manners. Each head has a base damage, which when added with the range of propellant, can have greater damage.
This ensures that even when you are expanding the industrial complex into the higher tire , the existing arms doesn't becomes obsolete ,(atleast not right away).
The initial version is highly unbalanced as lots of production cycle and research are required.Hopefully it will become better with more balancing.
1)HEAD--the actual piece that causes damage.
2)PROPELLANT--it is the material used to launch the HEAD
2)CASE--it is the part that holds the head and the propellant . It defines the range and the power delivered by the HEAD
These products can then be assembled in many given manners. Each head has a base damage, which when added with the range of propellant, can have greater damage.
This ensures that even when you are expanding the industrial complex into the higher tire , the existing arms doesn't becomes obsolete ,(atleast not right away).
The initial version is highly unbalanced as lots of production cycle and research are required.Hopefully it will become better with more balancing.
Basic setup
This mod expands the ammo manufacturing aspect of the game. The underline principle of this is that the HEAD defines the base damage , which is then compiled with propeller , which acts as a multiplier. So a tire 1 head with a tier 3 propellant gives 2X the damage of the base head.
The propellant however needs better case as it moves up, which itself increases the cost of manufacturing ammo.
It also expands the perto-chemicals line many folds too. The vanilla ammo doesn't need any amount of oil products,(until rockets and cannons ). However the new line heavily relies on petroleum products, whereas the dependence on the base ores is in some sense reduced.
THIS MAY LOOK A BIT COMPLEX, SO PLEASE LOOK AT THE CHARTS AND TABLE BELOW,
The new ammo production can be performed out in following two major categories
a)Material production
b)Assembly of ammo
Material production is further divided into 3 independently acting lines.
1)THE HEAD manufacturing line- this line produces the head of the ammo(bullets/rocket warheads).They mainly need solid materials, which may expand into explosives and solid materials like steel-plates
2)CASE manufacturing line- This line produces the case needed for the ammunition. They exclusively use solid materials with higher strength along the progression.
3)PROPELLANT line-This is probably the most dynamic line controlling the entire process and experiencing the most changes. This is also the most research dynamic line too.
The assembly line is further divided into 2 segments.
1)The PROPELLANT + CASE SETUP.
2)The FINISHED AMMUNITION.
The propellant + case line basically is a fire ready shell, which needs a head to complete. Since propellant and case have a direct relation, they acts as a pair
When a head is added into this pair, then the complete ammunition is formed.
The propellant however needs better case as it moves up, which itself increases the cost of manufacturing ammo.
It also expands the perto-chemicals line many folds too. The vanilla ammo doesn't need any amount of oil products,(until rockets and cannons ). However the new line heavily relies on petroleum products, whereas the dependence on the base ores is in some sense reduced.
THIS MAY LOOK A BIT COMPLEX, SO PLEASE LOOK AT THE CHARTS AND TABLE BELOW,
The new ammo production can be performed out in following two major categories
a)Material production
b)Assembly of ammo
Material production is further divided into 3 independently acting lines.
1)THE HEAD manufacturing line- this line produces the head of the ammo(bullets/rocket warheads).They mainly need solid materials, which may expand into explosives and solid materials like steel-plates
2)CASE manufacturing line- This line produces the case needed for the ammunition. They exclusively use solid materials with higher strength along the progression.
3)PROPELLANT line-This is probably the most dynamic line controlling the entire process and experiencing the most changes. This is also the most research dynamic line too.
The assembly line is further divided into 2 segments.
1)The PROPELLANT + CASE SETUP.
2)The FINISHED AMMUNITION.
The propellant + case line basically is a fire ready shell, which needs a head to complete. Since propellant and case have a direct relation, they acts as a pair
When a head is added into this pair, then the complete ammunition is formed.
Assembly
These are the various tier of products.
HEAD-1-5
CASE-1-3
PROP-1-5
Although the basic idea was to let any combination possible, a large number of combinations seemed meaningless.(in the sense that no real progression was involved and using tier 1 with tier 5 was heavily unrealistic, as any one tier 5 structure can be used to produce about 100+ tier 1 products)
So finally a relative mix of various products was reached,
This allows any head to be coupled with one tier below and one tier above propellant. This way a damage range of x1>>x1.5>>x2 was reached.
Hence tier 1 can have an additional damage of +(X1) its original damage(THIS DOES'NT INCLUDE THE RESEARCH DAMAGE)(it is the final BASE damage of the ammo).
The further pairing of propellant with the case was initially intended to have the scope that any tier could have all propellant below it, but was later changed to this
Accordingly the color code defines all possible pairs of propellants and cases.
Now how does things work. Here is the beauty of things, YOU CAN CHOOSE ANY COMBINATION, and you will get a resulting ammo (whose properties can be decided based on the head chosen and the propellant chosen).
So it increases your choice while not overwhelming your planning. In-fact, it aims to ease the burden and help you enjoy various combinations.
Each case defines the PROPELLANT + CASE SETUP ,
for example, tier 1 case setups are called cpl, which further has 3 segments , based on propellant.
So,
tier 1 case has cpl-1(prop-1);cpl-2(prop-2);cpl-3(prop-3)
tier 2 case has cpm-1(prop-3);cpm-2(prop-4);
tier 3 case has cph-1(prop-4);cph-2(prop-5);
These can then be pared up with respective heads ,which gives h-1-cpl-2 bullet, a bullet with head h-1, and case c-1, prop p-2
The reason for these combinations is to expand the production lines and choice. For example both case 1 and case 2 can pair up with prop-3, however, case 2 is significantly more expensive, and the damage is same.
The balancing principle.
The balancing used is such that the damage ramps up to doubles each level/tier, where as the energy/damage increases between 1 to 1.5 times.
ENERGY/DAMAGE=energy in production of ammo/(damage by ammo*no of ammo in mag.)
To avoid further confusion, all production lines have their separate assembly machines.
- Choice.png (83.5 KiB) Viewed 8811 times
HEAD-1-5
CASE-1-3
PROP-1-5
Although the basic idea was to let any combination possible, a large number of combinations seemed meaningless.(in the sense that no real progression was involved and using tier 1 with tier 5 was heavily unrealistic, as any one tier 5 structure can be used to produce about 100+ tier 1 products)
So finally a relative mix of various products was reached,
- Head ch.png (75.69 KiB) Viewed 8811 times
Hence tier 1 can have an additional damage of +(X1) its original damage(THIS DOES'NT INCLUDE THE RESEARCH DAMAGE)(it is the final BASE damage of the ammo).
The further pairing of propellant with the case was initially intended to have the scope that any tier could have all propellant below it, but was later changed to this
- Case ch.png (151.24 KiB) Viewed 8811 times
Now how does things work. Here is the beauty of things, YOU CAN CHOOSE ANY COMBINATION, and you will get a resulting ammo (whose properties can be decided based on the head chosen and the propellant chosen).
So it increases your choice while not overwhelming your planning. In-fact, it aims to ease the burden and help you enjoy various combinations.
Each case defines the PROPELLANT + CASE SETUP ,
for example, tier 1 case setups are called cpl, which further has 3 segments , based on propellant.
So,
tier 1 case has cpl-1(prop-1);cpl-2(prop-2);cpl-3(prop-3)
tier 2 case has cpm-1(prop-3);cpm-2(prop-4);
tier 3 case has cph-1(prop-4);cph-2(prop-5);
These can then be pared up with respective heads ,which gives h-1-cpl-2 bullet, a bullet with head h-1, and case c-1, prop p-2
The reason for these combinations is to expand the production lines and choice. For example both case 1 and case 2 can pair up with prop-3, however, case 2 is significantly more expensive, and the damage is same.
The balancing principle.
The balancing used is such that the damage ramps up to doubles each level/tier, where as the energy/damage increases between 1 to 1.5 times.
ENERGY/DAMAGE=energy in production of ammo/(damage by ammo*no of ammo in mag.)
To avoid further confusion, all production lines have their separate assembly machines.
Ammo range
These are the base value of the ammo, they will rise with research.
Along the column is the head, along the row are the available propellants
Bullets
Artillery/cannon/tank
Rocket
There is a steady rise in the amount of energy and resources needed to produce these higher tier ammo.
Along the column is the head, along the row are the available propellants
Bullets
- bullet range.png (83.5 KiB) Viewed 8775 times
- art range.png (83.5 KiB) Viewed 8775 times
- rocket range.png (83.5 KiB) Viewed 8775 times
Summery
So to sum things up, you get ammo divided into head. case, propellant, which needs to be produced separately, and then you can join them in any of the available combinations you want. You also don't need to produce the products in the lower tires to produce the higher tier stuff. The need for oil and wood is increased many folds.
You need a mod that can supply wood ,in decent quantity, as in the lower tires wood is the primary source of ammo.
All of the different components have their own assembly machine. I have tried my best to reduce the confusion and enhance the depth of warfare. This doesn't changes any other recipe, and there should not be any name collisions, even though there are similar things in other mods. Since i didn't want to jam into other mods, i didn't link them.
Although there is a lot to be done, i think it would be fun, so try it out.
You need a mod that can supply wood ,in decent quantity, as in the lower tires wood is the primary source of ammo.
All of the different components have their own assembly machine. I have tried my best to reduce the confusion and enhance the depth of warfare. This doesn't changes any other recipe, and there should not be any name collisions, even though there are similar things in other mods. Since i didn't want to jam into other mods, i didn't link them.
Although there is a lot to be done, i think it would be fun, so try it out.
ToDo
1)Change the energy requirement (i will be using the Yuoki Industries Mod as basis)
2)Create a Distinction in assembly machines(graphically)
3)Balance the mod on the experience of other players >>continuous
4)Add more variations
5)Add crossbow for early game experience
6)Add nuclear warhead in tier 5 rockets>> clear a area of 50X50 to 70X70, needs insane amount of energy to produce
After balancing it sufficiently,I basically want to release a turret pack, containing a rocket launcher (stationary)(and hopefully a vehicle that can only fire rockets ).But my speed is very low, so it might take a long time.
.
2)Create a Distinction in assembly machines(graphically)
3)Balance the mod on the experience of other players >>continuous
4)Add more variations
5)Add crossbow for early game experience
6)Add nuclear warhead in tier 5 rockets>> clear a area of 50X50 to 70X70, needs insane amount of energy to produce
After balancing it sufficiently,I basically want to release a turret pack, containing a rocket launcher (stationary)(and hopefully a vehicle that can only fire rockets ).But my speed is very low, so it might take a long time.
.
Side note
This mod Based on bob's warfare mods.I would recommend the original mod for those that have not tried it.
The rocket version has been developed keeping the aircraft mod in mind. Again if you haven't visited it i recommend you check it out.
I have elaborated the balancing procedure as the next balancing is already under way. Those that are not using mods in " Mod Compilations / Complete Overhaul" section MIGHT find them unbalanced. I am especially going to focus on " Yuoki Industries -- power section" to balance power and production requirements.
I hope u have fun with this mod.
The rocket version has been developed keeping the aircraft mod in mind. Again if you haven't visited it i recommend you check it out.
I have elaborated the balancing procedure as the next balancing is already under way. Those that are not using mods in " Mod Compilations / Complete Overhaul" section MIGHT find them unbalanced. I am especially going to focus on " Yuoki Industries -- power section" to balance power and production requirements.
I hope u have fun with this mod.
Thanks
bobingabout>>bob's mod
VERSION HISTORY
Version history
v0.0.1 initial release
v0.0.1 initial release
Declaration
Many of you out there might fine my way of presentation overly elaborated. The reason for that is that most of these things you will see here are things that i wanted added or changed in the initial mods or balancing to them.So i encourage anyone to discuss the idea of balancing or progression along the game, not making it too easy or difficult , but increasing the depth and choices.
LICENSE
License
simplification>>
PUBLIC DOMAIN
This is a free to use property /entity for anyone and everyone. However the use or misuse of this is not the responsibility of the source and the same is not liable for any compensation in case of any kind of damage.
simplification>>
PUBLIC DOMAIN
This is a free to use property /entity for anyone and everyone. However the use or misuse of this is not the responsibility of the source and the same is not liable for any compensation in case of any kind of damage.