Skip to content

Commit

Permalink
Complete Folder from Desktop GitHub
Browse files Browse the repository at this point in the history
I just started to use GitHub so sorry for any error I made
  • Loading branch information
Xx-Nelson-xX authored and Xx-Nelson-xX committed Jul 30, 2021
1 parent 425e2cc commit b600ebb
Show file tree
Hide file tree
Showing 248 changed files with 10,599 additions and 0 deletions.
34 changes: 34 additions & 0 deletions Parabellum/About/About.xml
Original file line number Diff line number Diff line change
@@ -0,0 +1,34 @@
<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
<name>Parabellum</name>
<author>XxNelsonxX</author>
<packageId>XxNelsonxX.Parabellum</packageId>
<supportedVersions>
<li>1.2</li>
</supportedVersions>
<description>
Si vis pacem, para bellum - If you want peace, prepare for war
The purpose of this mod is adding more weapon for the base HSK
Aside from that, I just feels weid that some ammo type is just available for a single weapon, not so good for production chain and variety, I just want to fill those gaps first before adding anything else.

Sorry that I don't speak russian, also I am not a native English speaker, so you are free to correct any typo I made and anyone is free to translate my mod to any other language if you want.

Moved the changelog to separated text file
</description>
<modDependencies>
</modDependencies>
<loadBefore>
<li>experimental.optimizations</li>
<li>notooshabby.rocketman</li>
</loadBefore>
<loadAfter>
<li>brrainz.harmony</li>
<li>Ludeon.RimWorld</li>
<li>Ludeon.RimWorld.Royalty</li>
<li>UnlimitedHugs.HugsLib</li>
<li>CETeam.CombatExtended</li>
<li>skyarkhangel.HSK</li>
<li>multilangcolorfultraits.pirateby</li>
<li>ArpoMo6.HMC.Project</li>
</loadAfter>
</ModMetaData>
243 changes: 243 additions & 0 deletions Parabellum/About/Changelog.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,243 @@
<--------------------------------------- 1.3 -------------------------------------------->
1.3 - 2 weapons, 8 Turret, 6 new ammo type, and lots of tweaks

SMGs:
-Suomi KP-31 SMG: 9x19mm Parabellum, Automatic, Good for suppression fire

Launchers:
-Panzerschreck / Raketenpanzerbüchse 54/1: Single Shot, Early-Mid game Rocket Launcher, relatively cheap but quite heavy and bulky

Turrets:
-Type 63 Multi Rocket Launcher Platform: Full/4 Burst rockets Salvo, 19 tubes Long Rage stationary Rocket Artillery <- use Default 130mm rokets
-50mm Pak 38/L60 Anti-Tank Gun: Single Shot, medium range stationary light anti-tank weapon
-50mm Flak 41/L67 Anti-Aircraft Gun: Automatic, medium range stationary auto-cannon
-SPG-9M Recoiless Anti-Tank Gun: Single Shot, medium range stationary light anti-tank weapon
-SPG-9M Recoiless Anti-Tank Gun(Double Barrel): Single/Double Shot, medium range stationary light anti-tank weapon
-RPzB 54/1 Multiple Anti-Tank Rocket Launcher: 1/3/6 Rocket burst, short-medium range stationary heavy anti-tank weapon
-88mm Raketenwerfer Anti-Tank Rocket Launcher: Single Shot, medium range stationary light anti-tank weapon
-Raketen-Vielfachwerfer MRLP: 24 rockets/6 rockets burst salvo, 24 rail(48 rockets, 2 rockets per rail) Medium Range stationary Rocket Artillery

Ammo:
-50mm Pzgr 39(APHE): High Explosive Armor Piercing shell, more metal slug than explosive, produce small quantity of fragment when impact the target
-50mm Pzgr 40(APCR): Armor Piercing, Compound Rigid shell, high velocity solid metal slug, minimal explosive effect when impact
-50mm Sprgr 38(HE): High Explosive shell, standard Explosive shell, is small and rather weak but it get the job done
-88mm RPzB Gr. 4992 HEAT Rocket: High Explosive Anti-Tank, standard RPzB rocket, not strong as modern rockets but good enought counter armored target, only effective with direct hit
-88mm RPzB Gr. 4992 Frag Rocket: Fragmentation(Anti-Personnel), modified RPzB rocket, very weak explosive effect and poor penetration, but it has considerable high fragmentation effect
-8cm Raketen Sprgr(HE) Rocket: High Explosive, modified small size rockets, decent explosive damage, some fragmentation effect and capable of damage light/medium armored target

Tweaks:
+slightly increased 120mm Wombat drawsize
+Nebelwerfer crate now are stackable up to 6 max
+Moved 120mm WombatRATG to new Architect tab: Anti-Tank Guns(P)
+Renamed Architect tab of "Artillery(Parabellum)" to "Rocket Artillery(P)"
+Changed both Nebelwerfer 21 and Nebelwerfer 32 tech level from "Industrial" to "Spacer" scale, Wurfrahmen still remain at Industrial
+Changed XM-307 ACSW tech level from "Industrial" to "Ultra" scale, and its crate from "normalcrate" to "Rarecrate" (what a major fked up I forgot here)
+Separated most ammo in the Resource Readout list(the one on the upper left side of your ingame screen) with their own icon instead of too many ammo with the same base HSK ammo icon
+Nebelwerfer rockets now are only craftable in the Electric Machining Table
+Panzerfaust warhead now are only craftable in the Ammo Bench
+Rename most turrets with long names to make then fit better in the HUD
+Changed some barebone description, mostly turrets one
+Buff M202 FLASH TAE Rockets damage, now is bit more effective counter armored target such as centipede(you still need atleast 4 rockets to deal with one of those, pray RNG God for that)
+Simplified M202 FLASH TEA rocket ammo, now use HSK M72 LAW rocket base
+Buff Panzerfaust 60 accuracy, to compensate better the projectile speed and the range of the weapon
+Shortened few ammo description to make them fit in the selection HUD
+Fixed some typos(still working on those)
+Changed most ammo spawn chance for AI
+Changed Nebelwerfer accuracy, trajectory and fragment type
+Increase Vickers long burst from 10 shots to 25 shots
-Increased M1928A1 Thompson recoil and spread a bit
-Following Weapons now require wood to craft them, reason - they have wooden parts:
-Huot Automatic Rifle
-De Lisle Commando Carbine
-Lewis LMG
-Thompson M1928A1 SMG
-Sturter Survival Pistol
-Medusa Survival Revolver

Note: been tinkering the rocket launchers, atleast for the Multiple Rocket Launcher I have added for my mod, now their stats doesn't use base HSK reference, and they behave lot different, still need more extensive playtesting to make them fun and practical to use, atleast, server their purpose

<--------------------------------------- 1.2(Combind with 1.2A) -------------------------------------------->
1.2A - 2 Turrets, 8 new ammo types, more tweaks and research tree changes
*1.2 - 5 Grenades, 1 turret, 3 new ammo type, more tweaks, texture improvements, proper research tree and designate bench for all weapons

Turrets:
*(Nebelwerfer rely a lots of explosive material, such as gunpowders and FSX, since they are not mean to be precision artillery)
-Nebelwerfer 32cm: 28cm/30cm/32cm Nebelwerfer Rockets, 6 barrel/rail rocket launcher(manned - selective fire), Short Range and low projectile velocity for artillery with massive damage
-Wurfrahmen: 28cm/30cm/32cm Nebelwerfer Rockets, Single Rail rocket Launcher(Manned - Single Shot), Short Range and low projectile velocity for artillery with massive damage
-Nebelwerfer 21cm: 21cm/15cm Nebelwerfer Rockets, 5 barrel/rail rocket launcher(manned - selective fire), Medium Range rocket artillery, capable of directfire(with certain ammo type)
*-120mm Wombat Recoiless Anti-Tank Gun, Single Shot, short range stationary light Anti-Tank Weapon

*Mines/Traps:
*-S-mine: Anti-Personnel trip mine, explosive charge with lots of fragments
*-Improvised 4kg Mine: Explosive Trip mine, large explosive radius and decent amount of Fragments

*Grenades:
-Model 24 Stielhandgranate, standard High Explosive stick grenade, no fragmentation, increased throwing range, low damage with slightly more blast radius, cheap to mass produce
-Model 24 with Splitterring, like above, but with splitter frament cover on the warhead, reduced blast radius exchanging fragmentation damage.
-Model 24 Nebelgranate, use modified warhead to produce smoke screen.
-Model 24 Bundle Charge, 6 + 1 warhead, 7 times the explosive damage, so for the cost, due the increased weight, the throwing range is reduced drastically.
-4kg Demolition Charge, a heavy piece of demolition satchel charge, as soon as you throw it, run for your life.

Ammo:
-28cm High Explosive Nebelwerfer Rocket, large explosive blast radius with lots of fragmentation and blast damage
-30cm Improved High Explosive Nebelwerfer Rocket, Improved projectile speed, massive explosive blast radius with even more fragmentation and blast damage
-32cm Incendiary Nebelwefer Rocket, massive explosive blast radius with flame damage, can cover a large zone with fire.

-21cm High Explosive Nebelwerfer Rocket, better projectile speed, due the scale down and modification it weaken the damage effects
-15cm High Explosive Nebelwerfer Rocket, even better prejectile speed, but it performance is weaker than average 155mm artillery in single shot
-15cm High Explosive Nebelwerfer Rocket(D), Direct Fire of previous rocket type, reducing the travel time and more accurate with direct targeting, can't aim at targets behind cover though
-15cm Smoke rocket, produce temporary smoke screen to either disturb enemies accuracy or to push and assault.

*-120mm Canister, equivalent of shotgun buckshot but for 120mm gun, lots of spread
*-120mm HESH, High-Explosive Squash Head, high explosive damage with penetration effect, but offers less penetration and fragmentation effect
*-120mm Low Velocity High Explosive, use for indirect fire support, with the same payload as HE shell

Tweaks:
+ Texture Improvements for CGR ammo(no longer small sprites)
+ Updated SK Research Tree adaptation(mostly for turrets, since small fire arms are tied to benches than research trees)
*+ Texture Improvement for XM-307ACSW(remake the entire weapon texture, mostly the turret base)
*+ Texture Improvement for Nebelwerfer(15cm/21cm), now have a bit shiny surface
*- Nerfed Lewis LMG to be more like between the L-15 LMG and Huot AR
*+Changed Mk.14 Mod.0 to behave more like an Late/Endgame Marksman/Battle Rifle rather than a better version of SCAR-H, now with less spawn chance and it performance should be between AR and SR...
*+Increase NbW32 blast Radius and damage, but now they are lot less accurate

Note: version 1.2A still in testing phase, so any error or weird stuff you encounter, please report it to me

*Tech Tree inclusion: --format: weapon name -> research name(DefName)-- (the DefName is kind of confuse as fk, so any error I made here, I am truly sorry)
*Pistols:
-Medusa SR -> Pistol I(Gunsmithing)
-Sturer SP -> Pistol I(Gunsmithing)

*SMG:
-M1928A2 Thompson -> SMG I(BlowbackOperation)

*Shotgun:
-DP-12 -> Shotgun I(GasOperation) LOL
-CAWS -> Shotgun II(Shotgun_C2)

*Carbine:
-De Lisle Commando Carbine -> Rifle I(Rifles_C1)
-M4.50Beowulf SC -> Rifle III(Rifles_C3)

*Sniper Rifle:
-XM-109 AMPR -> Sniper Rifle III(Sniper_Rifles_D1)

*LMGs:
-Lewis -> Rifle I(Rifles_C1)

*Launchers:
-Hawk MM-1 -> Grenade launcher II(Grenade_launchers_C2)
-RGS -> Grenade launcher I(Grenade_launchers_C1)
-Carl Gustav fm/42 Recoiless Anti-Tank Rifle -> Heavy weapons I(HeavyTurrets)
-Carl Gustav Recoiless Rifle Model.U -> Rockets II(Rockets_C2)
-M202 FLASH -> Rockets II(Rockets_C2)
-Panzerfaust 60 -> Gun I(Machining)

*Grenades:
-Model 24 Stielhandgranate -> Grenades I(Grenade_C1)
-M24 Nebelgranate -> Grenades I(Grenade_C1)
-M24 with Splitterring -> Grenades I(Grenade_C1)
-M24 Bundler Charge -> Grenades II(Grenade_C2)
-4kg Demolition Charge -> Grenades II(Grenade_C2)

*Mines/Traps:
-S-Mine -> IED I(IED_I)
-Improvised 4kg Mine -> IED I(IED_I)

*Turrets:
-Vickers .303 MMG -> Turrets I(Turrets_31) ???
-XM-307 ACSW -> Heavy turrets III(Heavy_turrets_C3)
-Wurfrahmen -> Rockets I(Rockets_C1)
-Nebelwerfer 28cm/30cm/32cm -> Rockets III(Rockets_D1)
-Nebelwerfer(15cm/21cm) -> Rockets III(Rockets_D1)
-120mm Wombat RATG -> Artillery I(Mortars)

<--------------------------------------- 1.1 -------------------------------------------->
1.1 - 7 weapons(5 portable and 2 turret), 10 new ammo type, few tweaks, typo fixes and new mod banner

Pistols:
-Sturer Survival Pistol: Most Rifle Catridge, single shot
*Include HMC more content most Rifle Catridge, can be really overwhelming using multiple ammo of the same ammo type(ex. 5,56 FMJ and 7,62 FMJ, when you switch ammo only show FMJ)
-Medusa Survival Revolver: Most Pistol Catridge, 6 shots double action
*Include HMC more content Pistol Catridge, can be really overwhelming using multiple ammo of the same ammo type

Carbines:
-M4.50 Beowulf: .50 Beowulf, automatic

Launchers:
-Panzerfaust 60: 149mm PzF Warhead, short range single shot

Sniper Rifles:
-XM109 AMPR: 25x59mm grenades/.50 BMG, semi-automatic, can target anywhere

Turrets:
-XM-307 ACSW: 25x59mm grenades, automatic(Manned - Autocannon slot), low RoF Late game turret
-Vickers .303 MMG: .303 British, automatic(Manned - Machinegun Slot), early-mid game turret

Ammo:
-.50 Beowulf FMJ, Standard ammo type
-.50 Beowulf HP, Hollow Point for light or non-armored target
-.50 Beowulf API, Armor Piercing Incendiary, high penetration, low damage and deal burning damage
-.50 Beowulf EMP, ElectroMagnetic Pulse for machine type target, deal electric burn damage

-25x59mm HEAB, Airburst(sort of), deal explosive and fragmentation damage
-25x59mm HEDP, Dual Purpose, capable to penetrate armored target while also good counter soft target
-25x59mm HEI, High Explosive Incendiary, can torch target on fire and deal explosive and fragmentation damage
-25x59mm HE-EMP, High Explosive ElectroMagnetic Pulse, explosive round with EMP damage and effect

-149mm PzF HEAT, not so High Explosive Anti-Tank, it hit like a truck but the range is really limited and the penetration is weaker than any modern HEAT rocket
-149mm PzF Frag, Modified Fragmentation warhead, weak explosive but lots of fragments and sharpnels.

Tweaks:
>Carl Gustav Recoiless Rifle Mod.U:
-Reduce most 84mmCG Projectile speed from 150 -> 60
+added SPG-9 to CGRR Mod.U
+further increase Spread for FFV401 ADM shell (42,2 -> 68,2)
*Flechette speed drop to 110
*Flechette sharp penetration drop to 12mm RHA(was 14mm), Blunt Penetration increase to 26,5(was 6mm)

Graphics/Texture Improvement: 50% more pixels for:
-Mk-14 Mod.0
-Lewis
-Huot AR
-RGS

<--------------------------------------- 1.0 -------------------------------------------->


1.0 - 12 portable weapons and 6 new ammo type

Shotguns:
-CAWS: 12Gauge,automatic
-DP-12: 12Gauge, double barrel pump action

SMGs:
-Thompson M1928A1, .45ACP automatic, 2 handed

Carbines:
-Delisle, .45ACP, bolt action, with integrated suppressor

Rifle:
-Huot, .303 British, automatic, magazine fed
-Mk14, 7,62x51mm NATO, automatic

LMGs:
-Lewis, .303 British, automatic, pan magazine fed

Launchers:
-Hawk MM-12, 40x46mm, fast firing, 12 rounds shell by shell reload
-RGS, 30x29mm, Triple shot grenade launcher
-M202 FLASH, 66mm rockets/grenade(?), quad barrel rocket launcher
-CG fm/42 Recoiless Antitank Rifle, 20x102mm, single shot anti-tank
-CGRR Mod.U, Interchangable(84mmCG,90mm Flak,RPG), single shot anti-tank
(can be overwhelming when change other ammo type)

Ammo:
-40x46mm Bean Bags, non-Lethal shell for grenade launchers
-40x46mm Flechette, 27 Flechettes, very lethal in close range

-84mm FFV551 HEAT, Anti-tank explosive round, weakest HEAT rocket
-84mm FFV441B HE, Anti-personel round, increased fragments but less blast damage
-84mm FF401 ADM, Anti-personel round, 1100 Flechettes for Area Defense

-66mm TEA, Rocket Incendiary round, long range flamethrower
Binary file added Parabellum/About/Preview.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Original file line number Diff line number Diff line change
@@ -0,0 +1,109 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<CombatExtended.AmmoCategoryDef>
<defName>CGHE</defName>
<label>CG High Explosive</label>
<labelShort>CGHE</labelShort>
<description>Explosive round Filled with fragments</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>CGHEAT</defName>
<label>CG High Explosive Anti-Tank</label>
<labelShort>CGHEAT</labelShort>
<description>Shape charge explosive capable to penetrate armored target.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>CGADM</defName>
<label>CG Area Defense Munition</label>
<labelShort>CGADM</labelShort>
<description>Flechette round for close range defense.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>GrenadeBB</defName>
<label>Bean Bag</label>
<labelShort>GrenadeBB</labelShort>
<description>Painful but non-lethal round.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>GrenadeF</defName>
<label>Flechette</label>
<labelShort>GrenadeF</labelShort>
<description>Flechette round for close range defense.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>TEA</defName>
<label>66mm Incendiary</label>
<labelShort>TEA</labelShort>
<description>Incendiary round to scorch an area with flames.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>PzFHEAT</defName>
<label>Panzerfaust HEAT</label>
<labelShort>PzFHEAT</labelShort>
<description>Mass produced Shape Charge Anti-Tank Warhead, excellent counter armored target.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>PzFFrag</defName>
<label>Panzerfaust Frag</label>
<labelShort>PzFFrag</labelShort>
<description>Modified warhead, filled with metal fragments and shrapnels.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>25x59mmHEAB</defName>
<label>25x59mm HEAB</label>
<labelShort>25x59mmHEAB</labelShort>
<description>Tactical anti-personnel explosive munition capable detonate in midair, causing airburst effect fragment damage to an enemy.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>25x59mmHEDP</defName>
<label>25x59mm HEDP</label>
<labelShort>25x59mmHEDP</labelShort>
<description>Explosive munition capable of penetrating armor while also do fragmentation damage.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>25x59mmHEI</defName>
<label>25x59mm HEI</label>
<labelShort>25x59mmHEI</labelShort>
<description>Explosive munition with both fragmentation and incendiary damage.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>25x59mmHEEMP</defName>
<label>25x59mm HE-EMP</label>
<labelShort>25x59mmHEEMP</labelShort>
<description>Explosive munition with both fragmentation and electromagnetic pulse damage.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>RPzBHEAT</defName>
<label>88mm RPzB HEAT</label>
<labelShort>RPzBHEAT</labelShort>
<description>Mass produced Shape Charge Anti-Tank Rocket, excellent counter armored target, only work with direct hit since it doesn't has enough fragmentation effects for area damage.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>RPzBFrag</defName>
<label>88mm RPzB Frag(ID)</label>
<labelShort>RPzBFrag</labelShort>
<description>Modified Shape Charge Anti-Personnel Rocket, excellent counter soft target, not designed for direct hit since the fragment covers are on the side of the warhead.</description>
</CombatExtended.AmmoCategoryDef>

<CombatExtended.AmmoCategoryDef>
<defName>8cmRVWHE</defName>
<label>8cm Raketen Sprgr(HE-ID)</label>
<labelShort>8cmRVWHE</labelShort>
<description>Modified High Explosive Rocket, Good counter light/medium armored target, not designed for direct hit since its purpose is cover an large area with explosive.</description>
</CombatExtended.AmmoCategoryDef>

</Defs>
Loading

0 comments on commit b600ebb

Please sign in to comment.