ICBM
Contamination - Biological and Chemical Weapons
39 Comments
Trentscousin 28 Jul, 2022 @ 4:16pm 
Sweet, I have both but 30 bombs (advanced bio weapons) won't kill one city.

If the surrender requires 95% dead pop, this is hard to achieve.
dounttron  [author] 28 Jul, 2022 @ 4:01pm 
The 'Contamination' standalone won't be getting any new updates, but I'm planning on completely reworking the bioweapons in Omnicide to take advantage of the new DoT mechanics, which means they'll be getting rebalanced.
Trentscousin 28 Jul, 2022 @ 3:38pm 
Another vote for more deadly, as history has shown biological pandemics can just (if not more) effective than nukes.
I'M INFECTED 19 May, 2022 @ 5:44pm 
can it be a bit more deadlier please?
Trentscousin 16 May, 2022 @ 5:38pm 
I noticed this never starts the "End Game" clock, but wow, does it soften up an enemy.:Uranium::toxicgreen::WHII_Death::deaths::secretweapon_hoi::riftdeath::steamthumbsup:
artao 27 Mar, 2022 @ 5:59pm 
Yeah, fair point. They'd not go much over a kiloton or so I suppose.
Just for "completion," simply because they're a WMD? LOL ... Also, they wouldn't increase pollution I guess.
Russia's recent usage of them brought it to mind is all.
.. Perhaps as an inclusion for mods like DAM that have armies? As an alternative to tactical battlefield nukes against armies.
dounttron  [author] 27 Mar, 2022 @ 5:05pm 
How would they be distinct in-game from regular conventional weapons though?
artao 27 Mar, 2022 @ 12:50pm 
I was JUST thinking about how this "should" be added to the game. Cuz why not LOL.
Any chance you might do high-yield thermobarics?
dounttron  [author] 31 Oct, 2021 @ 1:14pm 
Could you be more specific? What error are you getting?
The Red Prince of Moscow 31 Oct, 2021 @ 1:27am 
Still having issues with the file being detected
Undertaker 3 Aug, 2021 @ 1:20pm 
i have to look after it another day. thx
dounttron  [author] 18 Jul, 2021 @ 4:06pm 
You're sure it's above Parabellum? Because I can replicate the exact same error by putting Parabellum above Contamination in the load order and then enabling Parabellum.
Undertaker 18 Jul, 2021 @ 3:39pm 
it says technology not found CHEMICAL BOMB
Undertaker 18 Jul, 2021 @ 3:39pm 
it was above the other mods.
dounttron  [author] 15 Jul, 2021 @ 2:29pm 
Nothing's changed, so it should still work with parabellum. Make sure that Contamination is above Parabellum in the load order, and check your other mods to make sure there's nothing else conflicting with them. What error message are you getting?
Undertaker 15 Jul, 2021 @ 7:07am 
hey, the mod isnt working with parabellum anymore. i tried it.
Undertaker 15 Jul, 2021 @ 6:56am 
im using parabellum mod and modern world map.
Undertaker 15 Jul, 2021 @ 6:55am 
is the use of one of this weapons launching an nuclear war? recently i managed it, to disarm japan/ANZUS, middle east, india phillipines, china and russia. i almost made it to not let i come to an nuclear conflict. (i destroyed japan/ANZUS australian area with nuclear weapons ^^ however, they didnt like after that... idk why...)
dounttron  [author] 16 Jun, 2021 @ 2:40pm 
There's not really any good place to put it. It's roughly at the same level as mustard gas and there's no good way to differentiate between the two.
WolfmanBen 16 Jun, 2021 @ 10:41am 
@dounttron how about adding chlorine gas
Ulysses 15 May, 2021 @ 2:59pm 
Amazing idea, one of my favorite mods now
dounttron  [author] 4 May, 2021 @ 5:11pm 
First update just dropped. Added a handful of MIRVs, made the 'Heavy Rockets' tech improve the range of all ICBMs and changed the trail colors for chem and bio weapons to distinguish them more from nukes, so you can more easily tell how much to freak out when you see them coming at your cities. More changes planned for the future, some more feasible than others. Keep the feedback coming.
dounttron  [author] 27 Apr, 2021 @ 7:55pm 
That being said, if you do that, the AI is going to be unable to fight back unless they randomly steal/research the techs for bio/chem weapons, and even then I'm not sure if they'll attack cities while the no-nuke timer is on if they've got it. They WILL use chem and bio bombs if they have the tech though. But if they do they'll also attack structures that are immune to chem/bio attacks, sooo, it's not ideal. I might be able to look into adding an AI profile that's focused on using bio/chem weapons.
dounttron  [author] 27 Apr, 2021 @ 7:55pm 
As for playing around with bio/chem weapons exclusively, they (or at least bioweapons do, I'll change chemicals in a sec) bypass the no-nuke timer (partially by design, partially by total accident) so if you take a mod that lets you crank up the no-nukes timer to like 3 hours, you can spend all of that time using bio/chem before things escalate up to nukes. It's probably better that way, because the bio/chem weapons don't actually raise the pollution meter and the game will literally never end until the actual nukes come into play.
Anti-Personic Bullet 27 Apr, 2021 @ 7:53pm 
They (may) not have been deployed on ICBMs but they were at least on cruise missiles and SRBMs in the US, the Sergeant SRBM had a warhead containing M139/M143 bomblets for example, which for the M143 bio bomblet would apparently cover 60 square miles if released at 50k feet and each bomblet contained 300 million lethal doses of anthrax spores.
dounttron  [author] 27 Apr, 2021 @ 7:35pm 
Yeah, your idea for counter-measures is in line with what I thought up, but actually being able to do it is another question. Chem/Bio MIRVS are also planned but I wanted to get the initial version out and get some feedback before jumping into it. I've got some nasty plans for that though, like fake warheads that aren't quite so fake... MIRVs will probably be exclusive to the higher tiers though since to my knowledge chem/bio weapons haven't ever been actually mounted on ICBMs, let alone more expensive and sophisticated MIRVs, and I don't want to flood the missile production page either. But it's in the plans...
Anti-Personic Bullet 27 Apr, 2021 @ 7:24pm 
Oh, one more idea: it might be neat to be able to play with JUST bio/chem weapons and no nukes, including the starting a-bomb and 1 megaton bomb. I know there is the disabler mod that can disable the starting nukes but that breaks the AI.
Anti-Personic Bullet 27 Apr, 2021 @ 7:20pm 
Oh, speaking of ABMs, how about MIRV'd bio/chem missiles? Would it be possible to have mixed payloads like a MIRV missile with bio and chem warheads or even the whole trifecta of bio chem and nuke warheads?
Anti-Personic Bullet 27 Apr, 2021 @ 6:59pm 
As for countermeasures, I'm thinking it could just reduce the debuffs that are applied, maybe even just for any debuffs you add for military assets since dealing with an epidemic or repairing extensive damage to the economy would probably take longer than whatever the timespan of a game of ICBM is.
Anti-Personic Bullet 27 Apr, 2021 @ 6:52pm 
There is a vaccine but there are also antibiotics for the plague, plus I'm sure USAMRIID/CDC/VECTOR have produced other effective treatments or possibly vaccines for weaponized plague since reportedly both the US and USSR weaponized it (also smallpox) during the cold war and a bioweapon is worse than useless if you can't treat it yourself.
dounttron  [author] 27 Apr, 2021 @ 5:09pm 
@Saides took a quick look, Contamination should work with Parabellum as long as it's first in the load order.
dounttron  [author] 27 Apr, 2021 @ 3:04pm 
@Saides you’ve got a conflicting mod somewhere. Try disabling the others and rearranging the load order.
dounttron  [author] 27 Apr, 2021 @ 5:18am 
As for countermeasures, Bio/Chem missiles and bombers can be destroyed by SAMs and ABMs as usual. I might be able to figure out a way to add techs for stuff like decon and quarantines to lessen the effects if they hit, but that’s going to be considerably more complicated to do, and I’m not sure if it’s actually possible right now. I’ll look into it though. Thanks for the feedback!
dounttron  [author] 27 Apr, 2021 @ 5:17am 
Right, my brain just sort of mashed Plague and Black Death together and ended up with Black Plague. I’ll probably change that, thanks. As for the tier order, I put Smallpox as Tier 1 since there’s a vaccine available already and it’s been eradicated, but I could probably switch the names around easily enough or pick a different disease altogether. I’ll give it some thought.

As for doing damage overtime, I don’t think it’s possible with how the game handles damage, but I’ve heard that it might be supported later on. If it ever gets added I’ll be sure to implement it.

Debuffs for certain manned units like airfields are a distinct possibility that I can definitely look into. No promises yet, but it’s a good idea and it seems feasible to add.
Anti-Personic Bullet 27 Apr, 2021 @ 4:19am 
Would it be possible to make bioweapons kill population over time? Unlike chemical weapons and radiation biological weapons would move with the population during any evacuations or avoidance of contaminated areas so it would make sense for them to keep killing people even if the others don't.

I know bio/chem weapons won't _destroy_ enemy materiel, but maybe it should apply a debuff to certain softer enemy targets. It would slow everything down at airfields and on carriers if everyone had to wear MOPP gear and everything had to be decontaminated etc.

Another idea would be adding a parallel tech tree of countermeasures, similar to the countermeasures ICBM already has for aircraft ships and missiles in SAMs, ABMs, etc.
Anti-Personic Bullet 27 Apr, 2021 @ 4:19am 
Very good idea, but I think you should switch plague and smallpox. Also, calling it black plague is a bit weird, maybe its a language thing but I've heard it called plague OR black death, not black plague. Maybe go with pneumonic plague instead since that was the worst part of the black death.

My reasoning for the switch would be that A. Smallpox killed more overall historically with the most of any disease in human history with 300-500 million deaths in the 20th century alone B. Varicella is a virus and plague a bacterium, even with beefed up weapons grade plague it'll still be easier to treat than a virus.
dounttron  [author] 26 Apr, 2021 @ 4:36pm 
@Saides It seems to be compatible with the current version of Parabellum (in that it won't immediately crash your game) but it hasn't been thoroughly tested with it yet, so there might be some weird behavior that hasn't been seen yet. But yes, to my knowledge you should be able to use them together. It doesn't work with Dawn at Midnight though because of how it handles ICBM tech.

As for the contamination areas, the weapons don't produce a significant amount of pollution and what very little they do is green like the rest, so you shouldn't even notice it. If you're talking about the red in the screenshot, that's just the ICBM targeting overlay.
L_Chabb 26 Apr, 2021 @ 3:38pm 
Also does its red areas mix with the nuke contamination green to make affected areas even more difficult to see?
L_Chabb 26 Apr, 2021 @ 3:35pm 
Sounds interesting Does it work with Parabellum super mod??